Quake became the killer app for selling 3dfx Voodoo Graphics cards – a company that was eventually bought out by GPU juggernaut Nvidia – during the rise of early video cards, which are now a standard compulsory feature across PC, Mac and consoles. Carmack famously complained to Microsoft to ditch the Direct3D API, prominent at the time, in favour of OpenGL.
Quake 1 graphics mod software#
In the same year that 3D Realms used titillation to get players down with the 2.5D of Duke Nukem 3D, id Software was offering early support for 3D acceleration by way of the OpenGL application program interface (API). Quake was well ahead of the curve from a visual technology standpoint too. QuakeWorld launched the same year and introduced proper online multiplayer, complete with client-side prediction (as opposed to waiting on server responses for movement/shooting feedback), which made online multiplayer feel as responsive as a single-player experience. But it was the behind-the-scenes systems that would help Quake to become the standard for multiplayer shooters. Once again, movement features that are pretty much universal in shooters today. “Physics were further thrown to the wind, as players were able to start and stop moving instantly, with no need to build up or account for momentum, while mid-air after-touch meant players could switch directions while off the ground. (Rocket jumping, incidentally, was a happy accident based on the game’s physics.) Strafe jumping, bunny hopping and rocket jumping all became essential parts of a player’s toolkit. For the time, there was also an emphasis on advanced movement compared to Quake’s peers. Players instantly respawned after death, but lost all weapons and items collected: a familiar-sounding mechanic that became standard for the genre, and still persists today. Quake’s competitive multiplayer, though, was a huge influence on the evolving FPS genre.
Incidentally, those speed runs started with the original Doom and were popularised with Quake. Outside of music composed by Trent Reznor and a Lovecraftian visual influence, there isn’t a whole lot that’s memorable about Quake’s solo experience, outside of watching freakishly fast speed runs.
But Quake’s legacy isn’t with its single-player, which was in many respects derivative of Doom. The brooding hub area.Quake returned to the episodic logic of the original Doom, with levels set in maze-like environments all rendered in real-time 3D. This double-barrel, break-action, sawn-off beast spewed pellets both barrels at a time, which resulted in a helluva lot more damage, making it an instant fan favourite.Ī big enough innovation in my books.
The best achievement of Doom II, though, was the inclusion of the only new weapon: the Super Shotgun. The hellish hordes were doubled, while enemy types who were bosses in the original game were now relegated to regular-enemy status. Instead of taking place over episodes, wherein your inventory reset at the conclusion of each one, Doom II was self-contained in terms of its progression, which meant you kept your guns, level to level. What did change was the approach to level design, with more intricate non-linear spaces that rewarded exploration with pick-ups. There were no major technological developments, the graphics look the same and the gameplay was damn near a Doom clone itself. Outside of the story, there wasn’t a whole lot dramatically different about Doom II when stacked next to the original game. The game ends with “Doomguy” laying waste to Hell, sealing the portal back to Earth and is left to live out whatever happily ever after can be eked from a post-supernatural apocalypse. Hellish.Before games became obsessed with sagas, yearly iterations or even the power of threes seen in trilogies, Doom II: Hell on Earth was treated as the end of Doom’s threadbare storyline. Not bad for a game whose title is pulled from the name of Tom Cruise’s pool cue in The Color of Money. Despite this, the engine advancements compared to Wolfenstein 3D weren’t as drastic as what was to come between the leap from Doom II to Quake, but that didn’t stop shooters at the time being referred to as “Doom clones” before the proper name for the genre, first-person shooters, came to be. In fact, such was Doom’s popularity, it was simultaneously considered killer app and workplace nuisance. With 10 million copies sold since release, there’s no denying the popularity of Doom.