sikkmod for q4, 1.2 light. monsters leave items after frag. but in the readme i see nothing about this gamechange. how to deactivate it?
flashlight. today in games a weapon flashlight would make monsters more aggressive, more aware of the player. is it safe to say that q4sp hadnt such an effect?
why did raven so many uninspired frontal monster positions (front fights)? and why didnt they do more trap ambushes (monsters fall player in the back, monsters teleport in the room). sure the mapdesign has some non-linear elements (player sees the startpoint at the end, three doors are there but only 1 door opens for the player at first), but in general the player does one route only. it was 2005.
in a new interview raven said, half in the development id wanted a x360 version.
http://www.youtube.com/watch?v=Gu7pnvgnG6g 40. minute
do you think gameplay/mapdesign was changed in the pc version because of the x360? i read the x360 version has some shorter and cutted maps.
the whole pixel detection damagezones in d3/q4sp. its okay but do you think it adds something to the games. wouldnt a stupid default hitbox do the job also?
bethesda did a re release of quake4 in 2012 for x360. is there a change to the old version?
ofc there is beauty in q4sp. animations, place fights, nice looking detail doors and pillars etc.
flashlight. today in games a weapon flashlight would make monsters more aggressive, more aware of the player. is it safe to say that q4sp hadnt such an effect?
why did raven so many uninspired frontal monster positions (front fights)? and why didnt they do more trap ambushes (monsters fall player in the back, monsters teleport in the room). sure the mapdesign has some non-linear elements (player sees the startpoint at the end, three doors are there but only 1 door opens for the player at first), but in general the player does one route only. it was 2005.
in a new interview raven said, half in the development id wanted a x360 version.
http://www.youtube.com/watch?v=Gu7pnvgnG6g 40. minute
do you think gameplay/mapdesign was changed in the pc version because of the x360? i read the x360 version has some shorter and cutted maps.
the whole pixel detection damagezones in d3/q4sp. its okay but do you think it adds something to the games. wouldnt a stupid default hitbox do the job also?
bethesda did a re release of quake4 in 2012 for x360. is there a change to the old version?
ofc there is beauty in q4sp. animations, place fights, nice looking detail doors and pillars etc.