Poll: Unreal Tournament vs Quake

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JohnnyDelRay

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Jul 29, 2010
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I guess it could be argued either way, but UT is probably the bigger better game. Though I've always been more of a Quake boy myself, having honed my FPS and twitch skills mostly in Quake 3. So I guess it's a soft spot. And I used a wheel mouse, at one point able to pick people out of the air with the rail gun after hitting those booster platforms (harder than it sounds), so that makes me scoff like a hipster/elite d-bag at those fancy super high-dpi gaming mice.

After UT got a bit bigger on the scene I kind of involuntarily moved to that for the LAN parties and such, and I gotta agree, the Flak cannon is one of the best weapons to ever hit the FPS universe. Then CS came along and everything slowed down since - I don't think I'd have the reflexes to play it anymore.
 

Xan Krieger

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Feb 11, 2009
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Look at my name and guess.

That said Quake did make for better singleplayer games with 1,2, and 4 being better than Unreal 2. Quake has this whole human vs strogg story that's pretty compelling. The thought of aliens that come to Earth to eat us or use our body parts to build more of them was original and resulted in one of the most brutal scenes ever done in a game (if you played Quake 4 you know what I mean). UT on the other hand made so much possible in terms of the multiplayer FPS. It made them popular and as a result companies saw the feasibility of the online FPS. Before that the vast majority of games were done through LAN parties, UT made bringing your computer to a friend's house a thing of the past.
 

Ambient_Malice

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Quake III, to my knowledge, is basically a half-finished tech-demo. The specifics are foggy, but from what I've read, there never was any grand ambition of making an MP-only game. iD Software was just beginning to demonstrate their poor project management tendencies that would result in stuff like RAGE and the cancelled version of DOOM 4. iD considered Quake III to be a tech demo because they lacked the time and resources to get the singleplayer content made. It was kinda like Titanfall in that sense. Like Battlefield and Call of Duty, it was a typical FPS where most of the team were working on the campaign, and the B-team worked on the tacked on MP. They ran out of money and the campaign had to be scrapped.

Turok: Rage Wars was how many people seem to imagine Quake 3. It was designed from the ground up to be an MP game. Small team, churned out on a fast schedule in the year between Turok 2 and Turok 3.
 

Dolly

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Apr 5, 2016
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I do love both games. But UT appeared for me.. more exciting and entertaining, may be. I can't say the exact difference, but UT seems to be more friendly to me. I gues that's just the question of tastes.
 

SweetShark

Shark Girls are my Waifus
Jan 9, 2012
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I will be honest here, I select Quake because I love Quake 2. That all.
Unreal Tournamet was a really cool game I will always love it. But yeah Quake 3 Arena for me because of Quake 2.
 

Bad Jim

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KyuubiNoKitsune-Hime said:
The shock rifle wasn't quite hitscan, but the primary fire beam moved really really fast.
Actually the shock rifle was hitscan. The visible beam made it look like a projectile weapon, but it was hitscan. The visible beam actually hit the target after it had taken damage or been knocked back.
 

gsilver

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Apr 21, 2010
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I wasn't a fan of Unreal Tournament's vehicle map (loved the concept... not so much the execution; Tribes was always my big-map go-to) but otherwise, that series was pretty much my go-to arena shooter back in the day.

I'm curious about the new game, but I'm waiting for "when it's done" to dive in.
 

DOOM GUY

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Jul 3, 2010
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Aww, don't make me choose guys, I love them both!

Though, if we were talking about the original Unreal, that campaign beats out all of the Quake campaigns, though Quake 1 is certainly close I must say, plus I love the visual design.
 

Bad Jim

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President Bagel said:
unlike the id tech 1 engine, I don't think the Quake 1 engine has really aged all that well.
In fairness, the old Unreal engine isn't that great these days either. Even with a modern PC, your polygon counts are extremely limited. There is also the problem of BSP holes, where visible polygons are not drawn and you see a hall of mirrors effect. This is complete voodoo and a major annoyance to anyone who has spent time making maps. Even stock maps have them, the most noticeable being the air vent entrance to the blue base in CTF Hydro, because if you translocate into the base through that vent you are almost guaranteed to see it.

The Quake approach was far more reliable and I don't remember seeing any BSP holes. The trade off was that it could take days to compile maps while Unreal maps compiled in a few minutes. This made Unreal engine maps easier to make, so there were more maps in Unreal Tournament, and far, far more user maps, which is probably the main reason UT was the superior product. But the Unreal engine is still poorly suited to modern PCs, as you could simply render every polygon in the whole map on a modern PC without dropping frames, you wouldn't see the hall of mirrors effect and there would be no longs waits while making maps.

President Bagel said:
I suppose you could argue that the sniper rifle's aiming is clunky, but if it used a two click aiming method then it would probably become powerful to the point where it would take over the game on certain maps.
The sniper rifle is already OP in the hands of a good player. You can get headshots without the scope, so it's not clunky at all at close-mid range. It's balanced by the fact that most players aren't good enough.
 

DOOM GUY

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Jul 3, 2010
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President Bagel said:
Hmm, I should really do something about playing Unreal Gold at some point.
To me, the campaign is even better than Half-Life was.

You truly feel like you're stranded on an alien world, only occasionally finding the bodies of others that had made it out of the ship.