quake 4 mp

I used to play Q4 quite a bit online, but there are far too few people on there usually.

It's a very, very similar style to Quake 3, just better graphics really, and a couple of minor gameplay style changes and weapon differences. More Quake2 weapons mixed with Quake 3 Arena gameplay.

It's a great multiplayer game, and would play it a lot lot more if I didn't have so much work to do at the moment. I personally prefer good old free for all, it's a nice change back to the old skool.
 
Quake4 is great on-line. It's pretty much the same as Quake3, with a bit of Quake2 thrown in. However, there aren't many people playing - far more are playing Q3A still. The 1.1 beta patch is out tho, and once the mods come along it should pick up with a bit of luck. Rocket Arena beta is out, but it doesn't work with the latest patch yet. Same for qmax - I think it's the standard "pro competition" mod for tourneys, but it doesn't work with the patch either yet.
 
I played it when it first came out , was fun for a quick blast and made a nice change from css and bf2. Only thing was not much people online :( , also framerate was no good. Could be fixed by r_lightdetaillevel 9 (single light I think) , but was locked :(.

Did they unlock that command yet , or is it still considered a cheat command and locked on standard maps?.
 
ive not got it, but my friend who played Quake 3 to death never liked it, it just never felt right. :(
 
XPE said:
ive not got it, but my friend who played Quake 3 to death never liked it, it just never felt right. :(

It probably didn't feel like Q3A that's why ;) I've never understood that tbh - it seems like a lot of Quakers just want the next game in the series to be the same as the previous one(s). I don't suppose it's unique to Quakers tho...
 
q3 multiplayer was better.
q4 is just so cramped and on busy servers its: spawn, shoot someone in the back then die from someone shooting u in the back. great fun!
 
chopchop said:
q3 multiplayer was better.
q4 is just so cramped and on busy servers its: spawn, shoot someone in the back then die from someone shooting u in the back. great fun!

If you're talking about regular FFA DM then that's what Q2 and Q3A were like as well. I think the problem is that lots of the servers are running maps designed for 1v1 (Lost Fleet for example) and this is just silly for FFA.
 
Curio said:
It probably didn't feel like Q3A that's why ;) I've never understood that tbh - it seems like a lot of Quakers just want the next game in the series to be the same as the previous one(s). I don't suppose it's unique to Quakers tho...


From what I played of it, it didn’t feel right not in the sense that it didn’t feel like Q3 but it didn’t feel like Quake, it kind of hard to describe it just that feeling you get when every thing clicks and it never with Q4 :(
 
chopchop said:
q3 multiplayer was better.
q4 is just so cramped and on busy servers its: spawn, shoot someone in the back then die from someone shooting u in the back. great fun!
Quoted for truth. I enjoyed it for a bit but its annoying getting shot constantly from behind and smacking the keyboard buttons furiously to try and spawn quicker, only to die immediately and see someone run over your corpse from behind. Saying that it is fun if you can find a good server that isn't overcrowded. I'm going to start playing it again when my hand has healed.

Mark
 
I play Q4 online quite a lot, either on Jolt public # 2 or on my own server.

Mod wise, we usually use q4max (I've got 2 instances of Q4 running on my server v1.0.5 running q4max 0.71 and v1.1 beta running no mods) or Domination.
 
I always look for the Jolt and Multiplay servers, they're usually busy and lag free. I've played it to death but now I've sold my GTX's I've not bothered for a while, the new 6200 turdo-cache just doesn't quite cut the mustard. The spawn fragging thing is really annoying, makes my blood boil. :rolleyes:
 
New aditions to q4max..

Give Quake 4 time as always no quake has been good until a year in its life span when we have the new mods and patches always been this way.
Any help needed on cfgs give me a pm or here...

Version 0.72 Additions, Changes and Fixes:

add: mode CTFS - CaptureStrike
add: health and armor votes for CA/CTFS (no vote_allow control on these: they're too trivial).
add: pause (referees only).
add: PM skins. tweak r_gamma/r_brightness/r_lightscale if they're not bright enough.
add: cg_logXMLStats and sv_logXMLStats (0|1 - cg defaults 1, sv defaults 0). Logs game statistics to a stats subdirectory in an XML format.
add: "weapon" as an alias for _impulse 0-9 for binds.
add: chat tokens #c #k #r.
chg: menu now has zoom toggle, GL smoke, RL smoke, draw gibs, draw blood, weapon fov effect, and team model.
chg: #l now uses the same location desc as team overlay.
chg: #l works in CA.
chg: CA does not allow firing at the end of round to prevent grenade exploit.
chg: mode TOURNEY for Raven's tournament mode.
chg: mode DM (also named duel) means real 1v1 play, not Raven's tournament.
chg: CA spawns default to 100H/150A.
chg: railguns no longer dropped on player death in IG.
chg: RG has infinite ammo in IG.
chg: no throwing weapons in IG/CA.
chg: g_feedScorebot defaults to 1.
chg: CTF defaults to no team damage.
chg: removed si_entityFilter.
chg: Windows only: Error handling
Access Violations and other crashes now drop to the console and log the error rather than displaying the Windows error dialog. Please submit the error displayed on the console if this happens (multiple lines).
chg: Crosshair name fade-in time speeded up.
chg: Crosshair name displays for spectators.
chg: the #i token requires you are looking at the item more than before - gives more accurate information.
fix: team damage setting was ignored in IG.
fix: si_modes misbehaved at times.
fix: dead players using #w did nasty things.
fix: scorebot feeder got sulky when time went backwards (map changes).
fix: CA displays stats at end of game.
fix: CA no longer decays health > 100 during countdown.
fix: crash in some cases when railing with no team damage (eg CA).
fix: autoaction screenshots given .jpg extension.
fix: CA player scores are reset at the beginning of each round.
fix: g_gunx/y/z no longer affects models other than the local clients (unless following as a spec).
fix: cg_blood filters out even more blood effects.
fix: (RB) trigger_hurt works correctly in MP
 
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