Just as he had promised during ↑QuakeExpo, celebrating the tenth anniversary of ↑Quake, ↑John Romero ↑released the map sources on 11 October 2006. Immediately not only ↑comments rained in, but the community sprang to action as well. For example ↑sajt dug up the seemingly lost ↑alternate end level at ↑speeddemosarchive, which even Romero himself didn’t have. Modders started to lay their hands on the original maps, ported them to current mods, compared them with their own recreations of the originals, and so on. Yet another proof for the existence of not only tradition, but also a sense for history … Continue reading
Daily Archives: Tuesday, 24th October 2006
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A family tree of ↑Quake-based game engines. By Tei, ↑published at Wikipedia. ↑Licence. This is just to illustrate the enormous influence and impact of ↑John Carmack‘s game-engines on the whole lot of computergames as we know them today. The time and again up-popping assumption that with every engine Carmack starts from a blank slate, and that hence no code from previous engines is to be found in the next generations, is definitely wrong. In an Interview on ↑Doom III Carmack said the following to ↑Stephen L. Kent: “Since then, the moves from QUAKE to ↑QUAKE II to ↑QUAKE III … Continue reading