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CyberAutumn

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Hello!

As you might know, I love Quake. With the new updates, it kind of puts me for a throw in the difference it now has from what it was once.

My opinion of Quake is that it is a fast-moving, adrenaline-pumping game. Quake Craft is an original MineCraft game, recognized in many servers. Though, with the new update and release of Quake Craft, I've been noticing things that don't go together with what Quake should be.

Starting off, I will begin with the 'One In a Chamber' game mode. I don't mean to sound crude and such, but this game mode is completely not the definition of Quake. I feel like Quake should not be a pvp-based game. Classic mode should be the only game mode in my opinion, yet have a large variety of maps. With One in a Chamber, this completely defeats the point of actually playing Quake Craft. Your reload should not be based if you hit a player or not. Yes, this is only my opinion, and I was a real sucker for the old Quake, but I feel like it should not be included with Quake.

With Powered Quake, I don't exactly see the purpose. For me, with really good internet and a good PC, it causes a lot of lag with the grenades and such. Many of the items in Powered Quake are also pointless, or don't help at all. When you receive a shield, I have found that you have to shoot with your left click, while using the right click to use the shield. For me, I normally use my left click to shoot. It is very annoying to go from switching from one another. Plus, Quake shouldn't have any items to protect you. You are vulnerable, with one shot you should be dead. Quake shouldn't need armor (which I have found doesn't help at all) or any power ups. Now, the item name tags are also plain annoying. A tactic of mine is to use nametags to see where people are, and I mistake these item name tags as player tags, completely wasting time. Simply the normal Quake is good, in my opinion.

The timer once you die is also kind of a put down. I feel like you should spawn right away, because it always gets me really mad when there are only a few seconds left and you die, and you have a chance to still win, but the timer prevents you from doing so. (Does that sentence make sense? It's a big run-on, I know xd) That is probably the reason of it, but I dislike it. Also, I dislike how it lengthens. There is rarely a game where you can't die, so I dislike the fact that it lengthens in some game modes.

Map Tron and Jungle, I dislike a great amount. With Tron, it is very open and has many spots where you have a clear view of the entire map and you can just sit and camp, without anyone seeing you. On the side corners are two long strips that are raised. This also gives a place for people to just stand there and shoot the middle and lowest platform. With map Jungle, it is a real hassle to actually shoot people. It is very closed off, and is hard to actually see anyone. The launch pads are also very annoying, because (what I will explain next) it is so easy to shoot people.

With my last sentence, I am talking about the fact that is very hard to miss people, unless you're shooting at absolutely nothing. I have come to notice that you can rarely miss a shot, making it very annoying. This goes into my next idea. Quake should not be timed. I feel like it shouldn't be like the other games really, where it is timed and where you can get the most kills. I feel like the person who first hits a certain amount of high kills should then only win and end the game. Yes, that gives a chance for the game to be incredibly slow due to a low amount of people or people who hide, but it would increase the adrenaline to win.

I say we should add back all the older maps, except for map Scarlet. That map was plain awful. Now, all the maps are pretty much the same, except for map Castle. They're all enclosed and with ramps, making it quite dull. With my comparison of Sky Bridge and Castle, they're completely different, but it also is a lot of fun to have a large variety. Plus, the old maps were very creative. Map Tron and Jungle are way too much like the Sky Wars maps, but I get where they're basing off of.

Castle is still surely my favorite. It was one of the best in the old Arcade, and still is now. I like that it was kept, since it is so very different than the other new maps. Yes, some of the other maps were not meant to hold a high or low amount of players. Map Sky Bridge and Frost were large due to being in the void and layers, but map Colors would have been better with 10 to 8 players in it. Yes, they could be updated or revamped and such, but I would like to see little to no change in them, as changing them would completely defeat the purpose of bringing them back.

Lastly, I am going to talk about the game modes again. Since One in the Chamber and Powered Quake are both very different from Classic Quake, I feel like they should be two different games in general. One game titled Classic Quake, and the other (I couldn't think of a name) just another name of Quake. The wins you get for both would be tallied together in your stats, since they're both Quake. This way, when you're playing Quake and you absolutely do not want to play one game mode and it ends up being that one, you have an option to chose.

This is also only my opinion. I doubt any change will come soon, but I'm glad to give any feedback, as Quake is my game. I'm so glad it came back, but these are small suggestions that I think could make the game even better.

Cyber.~
 
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Simbaaa

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I agree to remove One in the Chamber mode, because it is very rarely voted for and it really isn’t even QuakeCraft. For the maps, I like map Tron but I don’t like Brimstone at all. It is literally a maze and so hard to find and kill people and it is just plain annoying. Jungle is not my favorite but it isn’t as annoying as Brimstone in my opinion.
 
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CommunistCactus

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Starting off, I will begin with the 'One In a Chamber' game mode. I don't mean to sound crude and such, but this game mode is completely not the definition of Quake. I feel like Quake should not be a pvp-based game. Classic mode should be the only game mode in my opinion, yet have a large variety of maps. With One in a Chamber, this completely defeats the point of actually playing Quake Craft. Your reload should not be based if you hit a player or not. Yes, this is only my opinion, and I was a real sucker for the old Quake, but I feel like it should not be included with Quake.
Thats why its a votable option. I don't like it either but it hardly gets voted anyway so ¯\_(ツ)_/¯
With Powered Quake, I don't exactly see the purpose. For me, with really good internet and a good PC, it causes a lot of lag with the grenades and such. Many of the items in Powered Quake are also pointless, or don't help at all. When you receive a shield, I have found that you have to shoot with your left click, while using the right click to use the shield. For me, I normally use my left click to shoot. It is very annoying to go from switching from one another. Plus, Quake shouldn't have any items to protect you. You are vulnerable, with one shot you should be dead. Quake shouldn't need armor (which I have found doesn't help at all) or any power ups. Now, the item name tags are also plain annoying. A tactic of mine is to use nametags to see where people are, and I mistake these item name tags as player tags, completely wasting time. Simply the normal Quake is good, in my opinion.
Same as what I said above
The timer once you die is also kind of a put down. I feel like you should spawn right away, because it always gets me really mad when there are only a few seconds left and you die, and you have a chance to still win, but the timer prevents you from doing so. (Does that sentence make sense? It's a big run-on, I know xd) That is probably the reason of it, but I dislike it. Also, I dislike how it lengthens. There is rarely a game where you can't die, so I dislike the fact that it lengthens in some game modes.
as far as I know it only lengthens in one-in the chamber, and for that again, read above.
It doesn't bother me that much personally, and remember, not only you have it, everyone does, so when those last few seconds happen you can do what you didn't like to another player.
Map Tron and Jungle, I dislike a great amount. With Tron, it is very open and has many spots where you have a clear view of the entire map and you can just sit and camp, without anyone seeing you. On the side corners are two long strips that are raised. This also gives a place for people to just stand there and shoot the middle and lowest platform.
F3+B and you'll see everyone and everything.
Those 2 long strips are pretty unsafe to just stand on from what I've experienced, and if you stand again a wall at the lowest platform you should be alright.
With map Jungle, it is a real hassle to actually shoot people. It is very closed off, and is hard to actually see anyone.
I think you meant brimstone. The map jungle has an elevated edge, its like a camper heaven up there, at least from my experience.
Yes, that gives a chance for the game to be incredibly slow due to a low amount of people or people who hide,
exactly, no.
 

Story

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Quake Craft is an original MineCraft game, recognized in many servers.
It's not an original Minecraft game, it's based off of the game series Quake.

Starting off, I will begin with the 'One In a Chamber' game mode. I don't mean to sound crude and such, but this game mode is completely not the definition of Quake. I feel like Quake should not be a pvp-based game. Classic mode should be the only game mode in my opinion, yet have a large variety of maps. With One in a Chamber, this completely defeats the point of actually playing Quake Craft. Your reload should not be based if you hit a player or not. Yes, this is only my opinion, and I was a real sucker for the old Quake, but I feel like it should not be included with Quake.
The One in the Chamber gamemode's focus is not the pvp aspect with the sword, based on how OinC works, there isn't many ways you can actually have the game work. The idea was to have one shot and you had to save that shot, if players are to lose their shot how do we have them get it back? the sword was the first and main idea that comes to mind. Keep in mind that the sword is not the focus, you are making it the focus, how many games have you been in where players have been ditching the railgun in favor of a sword? for me it's absolutely z-e-r-o, because the sword is useless against a railgun. It's there to put you at a disadvantage for losing your shot, it's a difficult game.

The whole defeats the point of playing Quake doesn't make any sense, your complaint here doesn't really have any reasoning behind it. Your 'point' of QuakeCraft is different from mine, Quake is supposed to be extremely fast paced, that is the point. You can't deny that OinC is still fast paced, people are constantly losing their shots and having to pvp, that's mainly because it's difficult.

With Powered Quake, I don't exactly see the purpose. For me, with really good internet and a good PC, it causes a lot of lag with the grenades and such. Many of the items in Powered Quake are also pointless, or don't help at all. When you receive a shield, I have found that you have to shoot with your left click, while using the right click to use the shield. For me, I normally use my left click to shoot. It is very annoying to go from switching from one another. Plus, Quake shouldn't have any items to protect you. You are vulnerable, with one shot you should be dead. Quake shouldn't need armor (which I have found doesn't help at all) or any power ups. Now, the item name tags are also plain annoying. A tactic of mine is to use nametags to see where people are, and I mistake these item name tags as player tags, completely wasting time. Simply the normal Quake is good, in my opinion.

The point is to make the game more exciting and less basic, like it used to be. To fit the more exciting nature of Arcade, like the other games.
If you really followed the game at all you would've known about the Quake game series and you would've seen that the game had jump pads, different weapons and powerups.


I agree with your point about the lag, a lot of the powerups were buttered up with far too many particles, for a small map with 12 people and a crud-ton of powerups, this is an issue. I'll ask about this.

The timer once you die is also kind of a put down. I feel like you should spawn right away, because it always gets me really mad when there are only a few seconds left and you die, and you have a chance to still win, but the timer prevents you from doing so. (Does that sentence make sense? It's a big run-on, I know xd) That is probably the reason of it, but I dislike it. Also, I dislike how it lengthens. There is rarely a game where you can't die, so I dislike the fact that it lengthens in some game modes.

Agreed, this is even more of an issue because you die so often in maps like Tron.

Map Tron and Jungle, I dislike a great amount. With Tron, it is very open and has many spots where you have a clear view of the entire map and you can just sit and camp, without anyone seeing you. On the side corners are two long strips that are raised. This also gives a place for people to just stand there and shoot the middle and lowest platform. With map Jungle, it is a real hassle to actually shoot people. It is very closed off, and is hard to actually see anyone. The launch pads are also very annoying, because (what I will explain next) it is so easy to shoot people.
100% agree with your Tron feedback, it is hurrendously open, it is even more of an issue when you realize that the range of the railgun shot spans the entire length of the map, so if someone is in your peripheral vision then you can kill them. The Jungle issue is because everything is close together, the actual design is sound, it just needs more space to navigate, it's the only map where I constantly bump into stuff when running around.

With my last sentence, I am talking about the fact that is very hard to miss people, unless you're shooting at absolutely nothing. I have come to notice that you can rarely miss a shot, making it very annoying. This goes into my next idea. Quake should not be timed. I feel like it shouldn't be like the other games really, where it is timed and where you can get the most kills. I feel like the person who first hits a certain amount of high kills should then only win and end the game. Yes, that gives a chance for the game to be incredibly slow due to a low amount of people or people who hide, but it would increase the adrenaline to win.

Quake timed and kill-mode both have their advantages and disadvantages, none are better than the other. Also the Quake series had a timed-scoring system. c:

I say we should add back all the older maps, except for map Scarlet. That map was plain awful. Now, all the maps are pretty much the same, except for map Castle. They're all enclosed and with ramps, making it quite dull. With my comparison of Sky Bridge and Castle, they're completely different, but it also is a lot of fun to have a large variety. Plus, the old maps were very creative. Map Tron and Jungle are way too much like the Sky Wars maps, but I get where they're basing off of.
Skybridge was quite possibly the dumbest Quake map to ever exist. Maps like Tron and Jungle are titled and designed this way to keep it simple, however I really would like to see more creative approaches to maps, especially Quake which the gameplay is entirely in the maps, they affect the gameplay so much more than any other game.

Lastly, I am going to talk about the game modes again. Since One in the Chamber and Powered Quake are both very different from Classic Quake, I feel like they should be two different games in general. One game titled Classic Quake, and the other (I couldn't think of a name) just another name of Quake. The wins you get for both would be tallied together in your stats, since they're both Quake. This way, when you're playing Quake and you absolutely do not want to play one game mode and it ends up being that one, you have an option to chose.
Again. I think they are both suitable to the Quake game and hit closer to home of what Quake actually should be.

Overall some decent feedback here, you just seem to be hitting at newer stuff, it seems that Classic Quake is pulling at your nostalgia strings a little too hard, you need to think clearer about what actually works and improves the game, rather than what you want to see.
 
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CyberAutumn

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It's not an original Minecraft game, it's based off of the game series Quake.
Did not know that. I'll be downloading the game, now. ;P
The One in the Chamber gamemode's focus is not the pvp aspect with the sword, based on how OinC works, there isn't many ways you can actually have the game work. The idea was to have one shot and you had to save that shot, if players are to lose their shot how do we have them get it back? the sword was the first and main idea that comes to mind.
Well, look at it now. Let's take it you play 30 rounds of Quake Craft, each of which has a ranked player (or more than one) in it. If you've noticed, one of those 30 games will be One in the Chamber. It was probably popular for the first few days it was out, but other than that, no one votes for it. I still don't think Quake should be pvp-based.
The point is to make the game more exciting and less basic, like it used to be. To fit the more exciting nature of Arcade, like the other games.
I feel like it's just like every other game, then. If every single game has the same perks, then nothing has its diversity, making it very bland.
Also the Quake series had a timed-scoring system. c:
Again, didn't know. ;P
Skybridge was quite possibly the dumbest Quake map to ever exist.
Best* ;>
Overall some decent feedback here, you just seem to be hitting at newer stuff, it seems that Classic Quake is pulling at your nostalgia strings a little too hard, you need to think clearer about what actually works and improves the game, rather than what you want to see.
Yes, I am sticking with the old Quake more than I should be. I guess I'm being too over dramatic with it, too. Kinda' really miss it, too. Yet, the new Quake is just as good. Even the old Quake had its downers. ;p
 
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