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by JansjoFromIkea 484 days ago
Super tight and responsive movement wouldn't necessarily mean jumping puzzles make sense in a 90s single player FPS. Would also say what a tryhard is attempting on a server playing every day is going to be a fair bit off from the bulk of people who played through the main game.

My memory is that it wasn't the controls but the sizes of the spaces you had to jump to and the clarity of where they were so you could adequately position yourself that were the issue. The latter of which is probably more down to texture usage than the engine itself.

2 comments

Turok on the n64 had way more instances of jumping puzzles while controlling like a boat and having a nauseating FOV by even today's console standards. Yet the game was praised and well liked back in the day. Half-Life on a 90s PC in comparison is a much better playing game.

All that said, I still enjoy both. Maybe I've got enough muscle memory to plow trough the BS and enjoy the level design and challenge, specially regarding Turok on original hardware lol. Meanwhile people who didn't grow up with those games are off put whenever a hard jumping puzzle appears or the lack of direction gets them stuck.

> Would also say what a tryhard is attempting on a server playing every day is going to be a fair bit off from the bulk of people who played through the main game.

Fair, my point is more that in order for it to be possible for mere 12 year old mortals to learn to casually execute these tricks, the game has to have predictable, responsive and reproducible movement. In other words, the opposite of slop.

Slop is an unfair word to use, agreed.

I suppose it's possible that they're viewing those factors as being inherent in the original Quake engine rather than something Valve should be credited for and relying on them in their fork so heavily when it didn't suit the overall game was a bad mishmash.

It's more likely they're just conflating how ugly a lot of those later levels are with the engine.