Tbh, its kinda fits the og concept for quake, where the quake dude was traversing different realms with a magical hammer. I guess they could not figure out the twist for it, but seems the community did it after these years
Really happy to see runners getting a ton out of this mod. Also Chambers is amazing as always. Very thankful for his Wrath speedrun optimizations as well.
3:15 wish some mappers and devs would just let people have fun. I don't know how to exactly describe the feeling of finding an invisible wall that no casual player could ever reach, and certainly not something you stumble into unless you are dead-set on breaking the map. Perhaps disappointment is one way to describe it nicely.
I made a map for the jam, bonk_indigo. I don't think it was that great overall considering it was my first quake map ever. However, the feeling of looking at my youtube feed and seeing khristov completely obliterate my map is indescribable because I know how much time and effort is put into running maps.
Hedon Bloodrite has one in its melee mode and another weapon that does something like the forward dash in the video (hedon's part puzzle/exploration game though so don't play if you are purely a shooter fan)
I don’t know how to describe it but seeing quake 1 maps with size, complexity and textures far beyond what the original engine could handle just looks so magical. It always reminds me that I really gotta play more quake maps, but finding Arcane Dimensions-tier maps is not very easy to me.
I'm no expert on this subject but i'm quite picky with mods. If you enjoyed AD like i did, then the following mods might be for you: Spiritworld Underdark Overbright Deathmatch Dimensions
Just recently finished this mappack and the whole time playing it i was thinking "man a speedrun or a tas recording of this level would be awesome" thank for the collection of strats and runs to show this off!
incredible that a game that is now coming close to its 30 year anniversary still has an alive scene with new mods built around its engine and movement mechanics. really shows you how crazy advanced this game was back in the day.
I wasn't going to make a map for this jam... A lot of life and other issues around it... Got to make a full combat map (in my own style that works) and left it óptimal for release... I would have never thought this jam would have gone beyond the reception its been getting... Im glad I made a map for this, glad you enjoyed bonk jam! 😊❤
BonkJam and Re:Mobilize are both exceptional in injecting new playstyles into good ol' Quake. so much fun to be had! also can't wait for a Quake Bonked Quick
I guess that the original idea of Romero for Quake came into Quake (the name was originally referring to this magic axe/hammer with immense power, for the RPG that got scrapped mid-development)
I made a map for this mod! I will admit, the other maps sorta put mine to shame. And I couldn't beat Rabbit's maps. But I'm super glad I got to contribute to this mod, and I'm excited to see the hammer used more.
You are my only source of Quake content and this "bonking" really struck a chord with me. It just seems fun, nostalgic and plain right. Would be much appreciated if you made more content regarding this mod. Cheers! 🤝
This is awesome. My favourite part of Quake/QuakeWorld is trick-jump maps. It makes me think a remake of Slide (made with modern tools and sensibilities) is due.
Has there been a surge of trickjump maps for QW recently? Some 5 years ago I was looking desperately and could not find much besides couple that have been around ages.
This has such a similar feel to Team Fortress 2 jump maps. The hammer dash looks like a speedshot and the hammer hops look like pogo jumps. It's not just similar in concept, the movement literally feels the same just watching it compared to a TF2 rocket jumping movie. The maps even have similar geometry.
Guilty. I was an avid TF2 rj player many moons ago before making things for Quake. Only thing I couldn't get in due to some code limitations was wall pogos.
@@FairweatherBaah Love it, clearly works well. It's not like the Source engine doesn't have lots of Quake DNA in it anyway! I always thought the reason wall pogos with rockets didn't work in Quake games was either because the amount of explosive damage and gravity parameters were mismatched to maintain the balance of going up and falling back down, or because the player's bounding box can't get close enough to the wall to not be pushed away from the wall. But I guess you found it's due to some other factor then.
Enjoyed the dash mechanic in warsow, the game was compatible with all defrag race maps but also had its own unique race maps. I’m bad at cj’ing so it was just a neat shortcut lower the skill ceiling and have fun.
Your comment on mappers being annoyed reminds me of this indie platform game that speed runners found. The author never intended the game for speedrunning, but embraced their unexpected community by both fixing bugs that allowed cheesing levels, and adding mechanics which helped speedruns and made new exciting strategies possible. It was a positive experience for everyone involved.
I love how small lines and outlines make so much of a difference in terms of feeling motion. Imagine this mod without the lines, it would be just bland(tho i think a smol fov change would do a lot for a big impact like this)
I swear I thought the intro was quake guys holding a boombox to the music. Mappers are way too afraid that there might be a way to play the map "wrong" or to have fun. It's not kids playing the game, you can let them explore a bit without surveillance. I can see why big game designers are forced to do it when people get stuck and lost, but quake maps is a different audience. Is bonk the way to play quake from now on when you need a moment of having relaxed fun?
I never thought about it until seeing this fresh mod, but I think the original competitive surf mod for Quake named Slide could be great material for a video. Definitely fits your theme. I remember playing it with clanmates as a break from the otherwise endless Team Fortress matches: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-1NiLrGVtrKw.html
Wait a fucking second... how in hell do you do co-op?? I looked and the method is quite unintuitive.. is there a simple load and host type of sourceport I'm missing?
Are you asking about source ports? The rerelease available on Steam, GOG, Microsoft Store, and consoles, is a good starting point since it contains all of the official expansions as well as a bunch of iconic map packs without much effort. It doesn't support all mods; for that I'd recommend Ironwail. If you want to speedrun you'll need JoeQuake, which you can find at the Quake section of speeddemosarchive. There's more information on modding and source ports at slipseer.