State of Quake // Episode 11: Jehar (TastySpleenTV)

Episode Description

In this packed 2-hour episode, we’re honored to have special guest Jehar (Alex Popa) with us. Jehar is the host and creator of TastySpleenTV, he’s been a pillar of the Quake and Doom community for over a decade and is a seasoned esports caster having covered big stage events like Quakecon, Dreamhack and PGL.

Jehar on Twitter

TastySpleenTV on Twitch

Time Stamps

  • 0:27 – State of Quake community events
  • 2:47 – Jehar Intro
  • 6:00 – The origin of Jehar’s gamertag
  • 8:18 – Rotten Rose / The Quakecon proposal
  • 11:34 – How’d you get hooked on Quake?
  • 14:50 – Quake 2 <3
  • 16:12 – Least favorite Quake game
  • 17:40 – Quake mods spawned future game franchises
  • 21:10 – Doom or Quake?
  • 24:44 – Exploration and creativity in video games
  • 28:40 – How’d you get into casting and commentating?
  • 32:10 – TastySpleenTV origins / The Planet Quake days
  • 37:16 – When is a game “dead”?
  • 39:50 – The evolution of streaming
  • 46:50 – Most memorable casting moment
  • 50:30 – Advice to new casters / Jehar’s approach to casting
  • 56:46 – Behind the scenes help
  • 59:28 – Quakecon production
  • 1:00:25 – Casting at Quakecon
  • 1:04:52 – Who do you like to cast with?
  • 1:06:50 – Watching people play video games
  • 1:08:12 – Quakecon then vs now / What is Quakecon like for a newbie?
  • 1:15:00 – Quake: The granddaddy of gaming communities
  • 1:16:54 – The difficulties of modern AAA game development
  • 1:19:00 – Will id ever allow the community to help?
  • 1:26:50 – Jehar’s take on the id/Saber takeover rumors
  • 1:28:33 – What would John Carmack do if he was still at id?
  • 1:34:50 – Bringing people into Quake
  • 1:36:52 – The March patch – do or die?
  • 1:37:58 – What if they pull the plug?
  • 1:39:50 – Apex Legends
  • 1:40:13 – Things we should be thankful for in Quake Champions
  • 1:42:50 – Apex Legends contd’
  • 1:44:46 – Diabotical thoughts
  • 1:49:04 – Is this game alive?
  • 1:51:36 – Doom Eternal thoughts / Spectator mode?
  • 1:54:52 – We’re all part of the same Quake family tree
  • 1:56:08 – What players to look out for in 2019 (NA)

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Project Creator on Master Arena Questions and Answers

Project Creator on Master Arena

Before we get started, I wanted to get Jeremy on In The Keep. However, he is French and was understandably not very comfortable going on video and articulating himself in English. Through the MAGIC of Google Translate and some slight editing on my part.

We bring you this Q&A about his exciting new game Master Arena. I did everything in my power to protect the integrity and spirit of Jeremy’s words, while also balancing readability for our largely English-speaking audience. Please enjoy!

Question and Answers

ML: So, the idea for Master Arena came about in 2013. It’s certainly been a long haul to get it put together. How did you get into game development and what made you want to design an Arena FPS?

JC: I played a lot at Unreal Tournament (99 and mostly UT2004) and Quake 3 Arena. My first experience on these games was on SEGA Dreamcast. I had to stop playing UT2004 around 2011/2012 when Shootmania was in beta. Then in 2013, I got bored. I was waiting for a new UT2004 or a new Quake 3 Arena, but there was nothing. Google wasn’t my friend. I couldn’t find any information about this subject. So, we had to do something. I downloaded the Unreal Development Kit from the Epic Games website and without knowing it, Master Arena was born…

ML: It’s certainly an interesting time to create an arena shooter. With the “success” of Quake Champions and other similar games, what makes Master Arena different and special in your mind?

JC: This is a relevant and central question around the development of Master Arena: “Is it different?”

Basically… No.

But, also yes. In order for Master Arena to be a solid game, it’s necessary that the core game itself be as good as possible. That is to say that the “pure arena shooter” aspect must be good. Making it easy to learn for a new audience is a priority.

However, in most team modes, “normal weapons” are boring and the tactics are limited. And I love instagib, but how to do it…

We introduced perks with tactical advantages depending on the position desired by the player (defense/cover/attacker for example), a limited inventory of weapons, etc…

Now imagine a 5v5 CTF with the following capacities

  • Slow motion zone
  • Smoke
  • Blind Power (the ability to blind an opponent)
  • Portals
  • Shields

I do not want to say too much, because I like to make surprises, but we have 12+ other perks in my game design documents. There is no lack of ideas. But many of these types of mechanics don’t currently exist in an Arena FPS. Soon, duel tournaments will be organized and that will greatly influence balancing, as well.

Master Arena will have two proposals

  • Pure arena Shooter (current alpha status)
  • And the dark side, a “Perks” Arena Shooter (later while early access)

ML: The movement in this game is incredibly unique. Traditionally, in an AFPS you expect either strafe jumping or some variation of CPMA. Master Arena seems to have its own cool blend of more vanilla FPS movement with the added jump and Super Jump feature. Was this planned from the start or (be honest) was Doom 2016/Doomslayer in Quake Champions an influence?

JC: In the first concept of movement for Master Arena in 2014, you can see jumping, Super Jumping, and multiple wall-dodges. (video at the end)

So yes, that was planned from the beginning.

ML: A big factor in making this game successful will be putting up servers. Currently, there are so few in North America.

I saw that you were considering setting up servers in Dallas or Denver. I personally think either of those locations will do a lot for this game, opening up playability to the West coast and therefore allowing players to meet coast to coast. Is this still in the works and when can we expect to see these new servers go online?

JC: Do not worry about the servers. They will be back soon. By next week everything will come back. Note that for the game’s release, there will be more locations available.

ML: In the current Alpha, the best and most dialed in weapon is certainly the sniper rifle (railgun). That’s interesting as it’s one of the hardest weapons to get right in this sort of game. Honestly, I’d say it’s the best one-shot hit-scan weapon since the Quake Live railgun. How did you and your team prioritize this weapon and what can we expect to see going forward? For instance, the current LG is sub-par. What are your plans to “fix” it?

JC: Weapons are thought of “globally”. That is to say, no one weapon is really stronger than another, but have their advantages depending on the combat situation. Players should take their distance/position into consideration when selecting a weapon.

The Electrogun is less powerful than in Quake. It is the “global” balancing of the weapons that leads today to this result. But do not underestimate a weapon too quickly, use more alternative fires…

Finally, the balancing of weapons is updated regularly. (link provided at the end)

ML: Another unique aspect of Master Arena, as it stands, is that you’ve let go of the traditional Red/Yellow Armor that players tend to expect in AFPS games in favor of a simpler health bar and pickups for boost. How did you make this decision and how do you see it affecting gameplay?

JC: It may shock people that there is no armor in Master Arena. It’s an attempt to simplify the counting of hit-points for the player, caster and spectator. If you open the google doc (provided later) about weapon balancing, you will see that damage is based on which part of the body gets hit. For each body part, there is a particular amount of damage. It’s simple and effective.

ML: There are some very cool maps in this game. Though not all yet polished, some of them are really unique and special. My personal favorite right now is DM-Spacedock (do not Google that 😉). How is your team designing the maps, and who the heck decided on that name?! I want to buy them a beer.

JC:  There is a lot of work to be done on the maps. DM-Spacedock is the only map with a dedicated environment. That’s why it’s the prettiest. We will update all the others over time.

 The names of the maps, normally, are from William, the level designer.

But sometimes his inspiration is limited to things like this

  • DM-Map_1
  • TAM-Map_2
  • CTF-CaptureTheFlag_1_Final_010 

ML: Our main interest at Cthalha’s Keep in certainly the competitive and pick-up game community. The current Alpha has been centered around 1v1 instagib tournaments. This obviously makes perfect sense given how fantastic the sniper rifle is. The game also touts TDM, CTF, Race and even an “Arena Royale” mode. Do you see any potential for these other modes to become competitive in the near future?

JC: From my point of view, the competitive modes available for early access will be

Competitive Modes

  • DUEL (normal weapon) 
  • Team Arena Master
  • CTF (instagib)
  • Race / Trial (if the community wishes)

Modes like Royal Arena or Large DM are for fun. It is deliberately a carnage. With up to 40 players, I do not see anything competitive about it.

ML: I can tell the team is passionate about making this game. How difficult is it developing and working with such a diverse group and most importantly, how much fun are you all having? There must be some drama behind the scenes.

JC: The biggest difficulty is the availability everyone can give to the project. You should know that the development budget of Master Arena is 0 €, which obviously effects how much time we can commit because we all have other jobs. We can’t wait to be able to work full time after the release of the game in early access!

The drama behind the scenes? No, sometimes there are tensions (that’s normal), but no drama.

The biggest drama is going to be triggered in a few days when Gabriel (3D environment artist) and I go to eat kebab without Albert (3D character & weapon artist) who lives too far away.

LAST QUESTION

ML: What games were the biggest influence on you personally and which are your favorites? And don’t say Master Arena.

JC:

  • UT2004 and competitions in 5v5 iCTF on clanbase, without hesitation.
  • Killing Floor for my debut in modding

 

Movement from 2014: https://youtu.be/kqzktTJvt44

Weapon/damage spreadsheet: https://docs.google.com/spreadsheets/d/1U7mBi7zd4n_kJT7GTJomcxPSwt7Q-F0QEEW2EDX1zHc/

Master Arena Discord: https://discord.gg/b7zvQ33

Conclusion

We hope you enjoyed this Q&A with the Project Creator on Master Arena, a new Arena First Person Shooter making strides to bring the genre back!!

We are currently hosting a Master Arena Team Death Match server. Look for Quakefans in the server browser!

State of Quake | In the Keep // EP. #1- Violent Heart

of Quake is proud to announce a new interview series titled “In the Keep” hosted by The Motherload of Cthalha’s Keep With an Interview with Violent Heart.

Violent Heart is a former Quake 4 pro (megablaz0r) turned software developer, Fatal1ty house veteran, Ultraviolence community manager and an all-around amazing player/human being.

Sit back and and enjoy the conversation which covers: how he got into pro gaming, what he’s been up to since his Quake 4 pro days, a peek inside the Fatal1ty house, running a gaming community, the importance of supportive people, the life (or death) of Quake Champions and much more.

CK Discord

Watch live video from ultraviolentheart on www.twitch.tv

Timestamps

00:50 – ViolentHeart’s background

02:44 – How did you get into Quake/AFPS

08:57 – Transitioning from Doom to Quake

10:55 – Getting into Quake 3

14:04 – Becoming a Quake 4 Pro

20:20 – The Fatal1ty house / Life on the road

26:00 – Learning a new game / Strategy / Improvement / Aim

42:50 – Managing a gaming community

45:00 – Quake Champions: life or death

50:15 – Writing for Gaming Junkie/Pro Gam3r Magazine

54:00 – Shout-outs / A great support system

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Diabotical Arena FPS (GD Studio) – What we KNOW about Diabotical

Diabotical the Arena FPS game has officially released!. Below you will find out everything we know about Diabotical and how you can get started playing today!

Arena First Person Shooters been quite popular since the 90s and this game to be a direct throwback to the Golden Era of AFPS games like Quake III/Live.

You Should join the Discord community and join alongside many other Quakefans in playing the game!

Click to JoinThe Discord Community!

Diabotical Release Date

2GD has officially announced Diabotical has been fully released September 3rd 2020.

Click Here to Get Started!

Diabotical Game Modes

Diabotical is said to ship with 11 game-modes / game-types which include; TDM, FFA, CTF, DUEL, CA, IG, Defrag, Wingbot, Solo, Survival, and Race.

The only thing that is really sticking out to me that I really don’t have a clue what they are Wingbot mode. Wingbot is said to be made specifically for Diabotical.

So I’m totally guessing here.

Is that is a to train with certain modifiers? I don’t know, but I’m a huge CTF fan and I’m hoping that CTF is fantastic in this game and ships polished and correctly.

Diabotical is also changing the way we duel.

2GD The Man who started it all

James Harding (2GD) a former Quake 4 pro is the brains behind the madness over at GD Studios. 2GD is said to be a great developer as well and with a Quake professional background (although it is Quake IV…) should have a great understanding of how the Diabotical Arena FPS game should be made.

It is pretty clear that this game will be more than just a cash grab, but quite possibly more of a passion project directly made from someone from the eSports scene.

Diabotical System Requirements

I was kind of surprised at the requirements that are released for the game. Considering that eSport titles are supposed to be able to run on low budgets machines. 2GD is shooting for you to run the game at 120 Frames Per Second.

This is very interesting on a few points, how many people are even using 120hz+ Monitors. I mean if you are a first-person shooter fan like myself, YOU probably are and you are probably already well prepared for any shooters than get thrown at your rig.

However, considering the common or casual PC Gamers are probably still using 60hz monitors and low budget machines. It’s going to be hard to hook them into the game. I mean the requirements they are shooting at aren’t that high. Truthfully DirectX 11 Video cards, 8 gigs of ram at least a modern processor you should be fine.

Diabotical Recommendations – Aim for 120FPS

To Reach 120 FPS you are going to need a pretty beefy processor, GPU, and fast ram.

Recommended GPUs are GTX 960/R9 280 for Medium 120 frames.

For High Settings, you will need a GTX 970+/AMD equivalent GPU.

I mean I’m fine with these requirements they are great specs to shoot for. I’m just worried that the casual PC gamer is going to glance at these and be like… 120 FPS!? What!?

Hopefully, I’m wrong and the player base grows regardless.

Cost and Diabotical Gameplay

Check out Diabotical Game Play

This game is now FREE to play.

Old Information

2GD Said in a recent developer stream that the game is looking to release out on steam for around $15

Follow Smango on Twitch Earn Quakefans Drops!

This information is now old since the game is officially an Epic Game Store Exclusive. The Game will be on the same Free-to-Play model as it’s massive hit Fortnite for example.

Quake Champions vs Diabotical

The Majority of the AFPS community hates Quake Champions adding abilities in the latest installment of the Quake Franchise. Quake Champions which as to date is the most popular Arena First Person shooter at this time (of posting). That being said it is losing a ton of players because of the balancing issues as well as performance.

There are speculations that everyone will also leave Quake Champions for the full release of Diabotical. How true is this? I’m not sure.

Quake Champions has tons of issues but does have the Name behind it, unlike Diabotical which is the Studio’s first game to be developed.

At the very least I’m hoping that Diabotical brings some competition to QC and that the QC developers start kicking it into high gear to push for a better experience.

Server browsers

Diabotical is already going to be offering tons of things that Quake Champion players have been ASKING for, for 2 years. Server browsers to be the #1 thing on my list and I know tons of people love Clan Arena modes.

Is it possible that Diabotical might dethrone the king? As much as I hate to admit it being a hardcore Quake fan and someone that loves Quake Champions. It is 100% possible that it could happen I think it all comes down to the March 2019 Patch for QC and how Diabotical is received at launch.

What happened to Diabotical?

So far everyone thought the game was set to release this year in 2019. Now it turns out that they probably are looking at an early 2020 release. Most likely sometime after the holidays. In a recent twitch stream, 2GD just said it wasn’t ready but from all the gameplay footage it looks great.

I think they are adding an extra coat of polish and paint to everything.

Diabotical Epic Games Exclusive

The Diabotical Team has signed a deal with Epic Games and making it an exclusive title just for the Epic Game Store.

I believe this includes a 3 year deal with support. I’m not really sure what support is going to be offered.

So Diabotical will not be on Steam for at least 3 years according to a recent Developer stream by 2GD the developer of Diabotical.

Diabotical Steam

Diabotical at least at this current time will not be available on the Steam Platform. As you might have read above Diabotical is an Exclusive game to the Epic Game store for at least 3 years on the date of release.

Sorry steam users if you are wanting to play this game then you will have to bite the bullet and download EGS and install it.

At least it is free.

Diabotical Xbox or PS4 Console Release?

Unfortunately, for you Console gamers out there. As far as I know there have been no announcements to bring Diabotical to PS4, PS5, Xbox consoles.

I don’t see why not as many games work well as console release and even support mouse and keyboard controls.

I’ve spoken about this many times that if you want a game to grow a much larger audience you cannot forget about the console crowd.

Quake has been on many consoles in the past and turned out just fine.

Conclusion

Diabotical has had a successful launch and completely skipped over Open Beta. The only question I ask now is Can Diabotical Save Arena First Person Shooters?

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