Quake ii download full version free
Multiplayer session contains such modes as Deathmatch and Capture the Flag with up to 64 participants on one server. Each user is revived after death in a few seconds with only an automatic rifle. There are weapons, ammo, and armor scattered on the map, reappearing after 5 seconds of picking up.
Powerful weaponry is found on hard-to-reach points that can be climbed thanks to ramps that speed up the character and toss it into the air. Storyline "The Reckoning" consists of 18 levels, where the gamer will meet the shadows of gecky and stroggi repairmen new enemies. A magnesium-firing ion ripper is provided to overcome difficulties. Ground Zero has 14 single-player locations and 10 expansive maps for online matches.
I normally don't talk about audio unless it is really good or really bad and in this case, there was something that was bad. I was really disappointed in some of the sounds from the weapons. The machine gun in particular sounds like popcorn popping. It is hard to be a bad-ass when your gun sounds like jiffy-pop. If you are big into first person shooters then you should enjoy this game. I think I had higher expectations because I know Id is renowned for awesome games.
I wish it was possible to save in the middle of the missions or at least have check points because there was more than one occasion where I had to motivate myself to start a level over.
I think people who enjoy multi-player on a console should have hours of fragging fun. Just remember to repeat "this is not a PC game" and you should be fine. Along time ago Quake was supposed to come to the PlayStation but never appeared. It's no surprise really, considering how intense Quake's graphics are with all of those fancy polygons and effects. Yeah, the PlayStation is a powerful machine but it's not that powerful--is it?
So what's the focus of all of these companies working together to make one product? So what we are doing with Quake II is taking the existing levels Most everybody involved with the project prior to Hammerhead's submission thought any Quake game on the PlayStation would be extremely difficult--if not impossible. From what we've seen so far, Hammerhead is doing Quake II incredible justice--with a speedy 30 fps frame-rate, x resolution, great-looking levels, incredible mobile-lighting effects which means when you shoot a bright weapon down a dark hallway, the walls, floor and ceiling light up as the shot travels down the hallway , a good number of polygons and most importantly a two- to four-player splitscreen Deathmatch Mode yes!
In fact, the only thing lacking in the revision of the game Activision recently showed are enemies. They are in there mind you, and there will be more implemented as development progresses, but in this EARLY revision there weren't many bad guys around. The finished version of Quake II will have levels and around six deathmatch arenas. In addition, the game will have all of the enemies and 10 weapons from the PC version or maybe new weapons if they decide to change them. What's different in the PlayStation version?
Since the PS has memory limitations when compared to a PC, some levels may have to be smaller or split into two medium-sized areas in order to fit them into RAM. Also, there should be unique four-player deathmatch maps for the PS version, possibly a new monster or two maybe a Boss or sub-Bosses and Dual Shock support.
Although it's not set in stone, the Dual Shock will allow for a "mouse look" control scheme where one analog knob controls where you're aiming while the other controls where you're moving similar to GoldenEye and some PC first-person shooters. One interesting feature Hammerhead will add if it doesn't adversely affect gameplay or the frame-rate are bots.
In case you're not familiar with what bots are, they essentially allow you to get into some multiplayer action without your sweaty friends being around. PlayStation Magazine--with Lara Croft on the cover--for an in-depth feature on the game with a whole lot of info.
Hammerhead has done an unbelievable job translating the PC game's visuals. The colored lighting's all there. The animation's all there. They even added lens-flare effects. The whole package moves at a plenty-smooth 30 frames per second. Better still, the developers have gone beyond the call of duty to accommodate every control style you could want. You won't have a problem finding a Dual Shock config you like. But if you really want an edge, hook up a mouse and play this game the way it was intended use the joypad to strafe and the mouse to aim.
It makes for a flawless Quake II experience. Unfortunately, some of the tediousness of the PC game's levels is along for the ride, too.
You're forced to backtrack through areas to hunt down keys, flip switches, etc. It's a minor annoyance. And now for the best part: Four-player split screen is smooth and playable. You get three multiplayer modes--death-match, team play and a new versus mode. Extra multiplayer options open once you beat the one-player game. You won't find four-player frag fests like this in any other PlayStation game. Hammerhead has done what can only be described as an incredible job of porting the PC game across.
It's fast, smooth and looks better than you would expect. If you see a glitch, chances are it's a 'secret' to shoot--not a graphical problem. Throw in the fact that it supports just about every cool PS add-on out there both mouse and multi-tap and you have something that just oozes quality.
I never thought PS fragging would be this good. If you're somewhat familiar with Quake II, you know the drill--it's a boring one-player game shoot, find switch, shoot, find next switch, yawn. But what Quake II for PS does manage to do is provide a great multiplayer first-person shooter deathmatch experience something that's sorely missing on this console and impress everyone with its awesome 3D engine boy is this thing smooth and purdy for a PS game.
The mouse support is a big plus. From a technical standpoint, this game is a masterpiece. The game's graphics are top-notch nearly all of the time, and the control is what dreams are made of with a PS mouse.
Plus the multiplayer stuff is always a blast--especially four-player. Overall, this game just feels right. But Activision's made some impressive choices, and both console versions of the corridor-shooter king are on the fast track to stardom.
First and foremost, these console games are fast. Wickedly fast. Which is the first thing that Activision got right in porting Quake II onto consoles: Everybody knows that slo-mo rockets just ain't fun. Plus, while the single-player levels remain true to the PC version, both console versions deliver new two- and four-player split-screen deathmatches, keeping intact the multiplayer mayhem that was instrumental to the success of the original.
As far as features go, all the same weapons and enemies of the PC means grenade launchers, hyperblasters, chain guns, and more. Visually, both versions sport fast, clean, well-detailed levels along with enemies that already look awesome. Barring a last-minute stumble, Quake II is shaping up into the same kind of thrilling first-person bloodbath that made it such a huge PC hit.
Id Software recently offered an early look at what will likely be one of the year's most hotly anticipated games: Quake 2. While few details beyond these images were made available, it's clear that Quake 2 will sport slicker, more highly detailed environments and more polished monsters. As Quake 2's targeted year-end release date nears, we'll keep you posted with more info and pix of the game. By stealing bits of the past while implementing technology of the future, Quake II lives up to its impossibly high hype.
Quake II begins with a rendered cinema gasp! You can guess what follows next: Lots of lone-wolf carnage. Quake ll's interconnected levels give the player the impression of raiding different areas of one large complex. Level exploration includes some great twists--you'll see objects in level 2, for instance, that you can't interact with until level 4.
Other missions require you to backtrack to a previous level to complete objectives. As a result, the single-player game boasts a depth the original sorely lacked. A revamped chain-gun has returned, as has the next model of Doom's BFG and yes, this one offers a punch that's worth the ammo drain.
Half-human, half-machine enemies will scare the snot out of you, and their A. Items like Quad Damage can now be saved and used whenever you need them. And, in an overdue nod to the growing number of QuakeGrrls, you can play as a female character in multiplayer games. Quake II will run without a 3D accelerator, but it's not recommended; anything over x resolution was too slow on a Pentium Plus, you'll miss out on all the transparent water, smooth textures, and enhanced lighting effects that GLQuake II offers.
The control options are as flexible as ever, plus the player can now crouch. The soundtrack, an appropriately driving blend of techno and heavy metal, includes a song by Rob Zombie. Quake II offers the engaging, creepy feel of Doom with all the perks of Quake technology. The puzzles and mission objective give it a brain, but not one so big that it ruins the experience. Besides, you can always splatter that brain against the wall. When is a sequel not a sequel?
When the programmers of a zillion-selling PC megahit decide to start over from scratch. Developed by the pioneers at id Software, Quake II has almost nothing in common with the original Quake outside of the sure-to-sell-another-zillion-copies name.
A brand-new engine runs brand-new levels covered in brand-new textures inhabited with brand-new enemies that you gleefully mow down with brand-new weapons. Well, okay--some old broomsticks like the chaingun and the BFG have returned, but you've never seen them like this before. Since this truly is a completely different game, there are tons of new surprises, Graphics accelerators will be supported out of the box; the 3Dfx drivers are already implemented.
The bit color palette, transparency, and lighting effects really rock--you'll love the glow of gunfire and see-through surfaces. Machine guns recoil, bodies deteriorate as they accumulate damage, and corpses even attract flies. Just like the baddies from Jedi Knight. Quake M's enemies aren't stupid; if you shoot at them, they'll duck, dodge or throw up shields, then retaliate.
This test version didn't have multiplayer capabilities, but the final will support at least--at least players simultaneously.
Quake II looks like it will retain everything that made the original great while branching out into exciting new territory. They are an unstoppable evil and they have no reservations about fulfilling their insidious plan to annihilate every living thing on Earth. But Earth has a plan as well. You are a space Marine -- Special Operations, elite among the forces.
Your objectives are clear: Infiltrate. You must stop the Strogg plan to wipe out Earth and its inhabitants. Your missions are carried out on a wide variety of battlefields and mazes full of hidden enemies, hidden supplies, and secret passages. This game has plenty of variety and options to keep you busy in the multiplayer modes, and this is where this game shines, in my opinion. Sure, the single player game is really good, but I had a lot more fun playing with or against a human player.
In the two player modes, you have the choice of playing in 12 different battlefields. The two player games also give you the choice of playing in either the Deathmatch, Team Deathmatch or Versus modes. You can also hook up a multi-tap adapter to the Playstation that allows you to play with up to four people at once. This is where the real fun and competition is found.
The Deathmatch mode is every man for himself in a free-for-all war. In Deathmatch there are no teams. The only objective is to kill your enemies and be the last man standing. In the Team Deathmatch, you team up to destroy your opponents in an all out battle for "frag" points. The winner is determined by which team has the most combined frag points.
You are scored one frag point for every time you kill the other team and lose points for killing a teammate. Frag points from all team members are added together to determine which team is the winner. The score screen that appears after the game, displays which team is the winner and has the most combined frag points, as well as individual frag points.
When you are ready for the ultimate competition, the Versus mode is the one to play. All of the other modes have health and ammo "power-ups" hidden throughout the playing fields. Not so in the Versus mode. When a player dies, he or she is out for the rest of that round. The goal is to be the last player alive in the round. The last player alive will receive one point for winning the round. All players then restart in the next round. The first player to win the preselected number of rounds wins the game.
I was very impressed with the variety of playing fields available and the number of weapons to be found and used. You are automatically given a Blaster pistol, which is the standard issue rechargeable energy side-arm.
It does not require ammunition. It will no doubt be your backup weapon of choice when your other weapons run out of ammo. The Blaster can keep you alive until you are lucky enough to either find another weapon or until you run across some more ammo. It is not quite as effective as other weapons such as the Super Shotgun, but it surely is better than nothing. There are nine other weapons from which to choose including shotguns, Machine Guns, Chain Guns, Grenade and Rocket Launchers and other high-tech energy weapons that can help keep you alive.
There are many hidden power-ups, weapon caches, and supplies just waiting for you to find. Many of the supplies can give you great advantage over your opponents. You can even pickup three different types of armor to increase your survivability from attack. If you stumble across a Bandoleer it will increase your capacity for some types of ammunition.
An Ammo Pack will allow you to carry even more ammo on your back. This comes in handy when you are surrounded by enemies with little or no chance of finding more ammo until you blast your way into the next level.
Other supplies include an environment suit, a power shield, and four other power-ups to give you greater than normal capabilities. Using these power-ups will surely be to your advantage.
Here you can download Quake II RTX, the legendary game with added real-time ray traced global illumination and reflections, dynamic direct and indirect lighting effects, mimicked physical material light reflection properties, and volumetric lighting effects. Colored lighting, dynamic visual effects, and much more, all running at a glorious x, or perhaps x if you had top-of-the-line hardware.
Fast forward to , when id Software made the Quake II engine open source, enabling anyone to legally release total conversions with complete engine overhauls.
With Ray Tracing being all the rage, word of a developer making a beautiful, real-time ray-traced version of Quake II made headlines around the world. To solve the problem, Christoph and his university colleagues built upon ideas originally conceived in during his NVIDIA internship, when he co-invented a fast way to remove said graininess by combining the results of multiple game frames, in a manner similar to that used by Temporal Anti-Aliasing.
As Christoph states on his site, Q2VKPT is the basis for future research, and a platform for more ray tracing goodness. That means all lighting, reflections, shadows and VFX are ray-traced, with no traditional effects or techniques utilized. A lot.
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