Quake - Influence at a Cost | Trav Guy
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- Опубліковано 29 вер 2024
- Quake is a game who's legacy is so strong and so powerful that it lead to the Studio that created it to Shatter. Its Development was disastrous, and it's a miracle that it even came out. Join Me as we look into the last idsoftware game John Romero worked on!
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#Quake #FPS #idSoftware
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Please watch: "Mega Man Xtreme - An Extremely Missed Opportunity | Trav Guy"
• Mega Man Xtreme - An E...
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Source Ports Used:
Dark Places: icculus.org/twilight/darkplaces/
ezQuake: ezquake.github.io/
nQuake: www.nquake.com/
Guests:
Ghristopher: twitch.tv/Ghristopher
Swavo:
ua-cam.com/users/n64archive
twitter.com/swavoXIII
Videos Used:
4:53 - Mario 64 Beaten with 0 stars
4:54 - Mario 64 Longplay - N64Archive
5:44 - Meet John Romero - One of the Godfathers of the First-Person Shooter
12:35 - Mythbusters - Toaster in Adam's Bath ua-cam.com/video/eVcNM8YeXrI/v-deo.html
14:37 - QuakeWorld Launch Event 1996 ua-cam.com/video/LXw6BkZ-gdY/v-deo.html
18:23 - Quake 64 Longplay ua-cam.com/video/56idvgKOE34/v-deo.html
19:51 - Meet the Scout ua-cam.com/video/geNMz0J9TEQ/v-deo.html
Music Used in order:
I Sawed the Demons - Doom
Quake Main Theme - Nine Inch Nails
Hiding the Secrets - Doom
Damnation - Quake
Focus - Quake
Life - Quake
Parallel Dimensions - Quake
Dark Halls - Doom
Slipgate Complex - Quake
Falling - Quake
12:45 - Thunderstruck - ACDC
Aftermath - Quake
Hiding the Secrets - Doom
fal22k_04 - Quake 3
fal22k_01 - Quake 3
Quake 64 Theme - Aubrey Hodges
End of Doom - Doom
Aftermath - Quake
Im howling at that intro metal
Doom is 3d but limited the room stacking is acknowledged in this video here. You could not look up because of pixel shifting.
Source
ua-cam.com/video/ZYGJQqhMN1U/v-deo.html
Not that you are going to read this but also the room stacking. Keep in mind fhis was a limitation of the time and considering the snes was still making games. Keep in mind that in doom if the levels had platforming it could actually work. But quake is still true 3d in my opinion because Id had learned to move forward with their craft
Holy shit! He remembered, No way! but seriously tho, thanks
Did you know that they actually could’ve used the y axis as it was possible, but the main goal of Doom was to try and get it on as many devices possible, that’s why Doom is able to be ported on calculators, or anything with a chip.
The art design and feeling probably takes a lot of inspiration from how the Id team felt during the games development.
The original plan was to make Quake a RPG/FPS hybrid the level design was inspired by there D&D game. They went back to Doom because Romero was causing the game to take too long and it was faster to make it like doom.
Nope, it was the typical 90's grunge + Lovecraft.
One of my favorite video game arguments is which game is more historically important, Doom or Quake? There aren't many developers you can have that kind of discussion about.
Doom created the genre, quake refined it to what it always should have been (and essentially still is)
@@TSotP Quake impacted multiplayer.
It's a very hard question. Among many things, DOOM greatly improved on the seminal FPS formula of Wolfenstein, and its engine allowed for much more complex and creative level designs. It set the blueprints for FPSs for years to come.
Quake 1, on the other hand, had one of the first engines that could efficiently render poligon-based 3D objects and environments. This technical prowess has been so influential that its effects are still felt to this day. Another of Q1's influential features is its multiplayer, obviously. DOOM had multiplayer too, but Quake's is much more fleshed out and with many more elements. It was so influential that it spawned standalone games dedicated solely to it.
Wolfenstein created the FPS genre, Doom made it fun, Quake made it 3D, and Half Life made it engaging. This is how I see it, and I will die on this hill.
@@connorgolsong290 Interesting way of seeing it.
I love how each of your intros are tied to what game you are talking about.
Bruh, Quake 1's grenade luncher is the best one in any game. Good for getting enemies around corners, Leading those evil fiend into there death. The arc of the grenades and sound effect is so nice
I love Quake's grenade launcher. It's so fun to use! It's a shame that no other grenade launcher in an id game since then has ever felt as good to use.
....Also gives traumatic memories when doing a nightmare run.
This guy wasn't even alive when this game came out. Some of his criticism is hilarious.
@@brpadington so he need to have played quake when it came out to do the review? Man thats some gatekeeping
@@brpadington I played Quake when it came out, and I didn't like the grenade launcher. How about that, dipshit?
DOOM actually is a fully 3D game. It draws the maps on a 2D plane, but the final result is a fully 3D game with true height values being represented by 2D graphics. Doomkid made a great video going more in depth on how DOOM's engine works and debunking the misconceptions that lead people to believe that it isn't 3D. Quake was still the first id game to use true 3D graphics and polygonal 3D maps and objects. There's no discrediting that. It's just that Quake wasn't their first truly 3D game.
Doomkid is incorrect. You do not have three axes of freedom. Raycasting is extraordinarily clever but it is not fully 3D.
@@LordSluggo DOOM isn't a raycaster. Wolfenstein 3D is, but definitely not DOOM. DOOM uses binary space partitioning which allows the map to be divided into sectors with individual and modifiable height values. That's why it has elevators, stairs, doors which move up and down, and other strange shapes. You can pass over or under enemy projectiles, which just wouldn't be possible if the game wasn't calculating height. Archvile attacks can push you up and over walls if the wall is below your feet while you're in the air. Cacodemons climb up walls before they can follow their path towards the player. If DOOM wasn't a 3D game, none of this stuff would be possible. The saircase at the beginning of E1M1 should be proof enough of that.
If you're gonna try to respond with something about infinitely tall monsters and no vertical aiming at enemies, I can explain that too. Infinitely tall monsters were intentionally programmed in to avoid needing to process two or more actors occupying the same space. This was removed in Heretic which also runs on id Tech 1, so you can jump over enemies in it. Heretic also has a flight power up that lets you access paths that would be too high up to reach normally. This wouldn't be possible without calculating true height values. Auto aim removes the need to aim vertically in DOOM. Like infinitely tall monsters, it was programmed in because DOOM's graphics are optimized to be viewed from only one specific vertical angle. Stretching the graphics to allow for vertical aiming would've taken way more processing power than was worth the trouble and it made the game look really ugly, so the aiming was locked to be horizontal only and an auto aiming system was added in to make aiming at enemies above and below you possible.
The developers knew what they were doing. They made clever cuts here and there to make the game easier on the hardware of the time and added solutions that kept the game playable. It's just smart programming, and that doesn't make DOOM any less 3D. I'd suggest you have another watch of that Doomkid video because clearly you got something wrong along the way, and while you're at it, borogk also made a great video explaining things more in depth. Watch that too.
@@Some-guy-on-the-internet You do not have three axes of freedom. You cannot put one room over another. It is extraordinarily clever but it is not full 3D
@@LordSluggo That's simply because of how the maps are designed. They are drawn on a 2D plane but the game interprets that data and renders it as a 3D space with true height values. Part of the map data dictates the floor and ceiling height of each sector, and you can move freely within that space. The map design has nothing to do with whether there is a Z axis in DOOM. If you're drawing a map on a 2D plane, how are you supposed to draw a whole other room on top of it without messing up the geometry of the room below it? The answer is you can't. Modern source ports have solved this, sure, but we're not talking about those. As far as id Tech 1 maps go, you cannot draw a room over another on a flat plane.
2.5D is still the most apt way to describe it. Some aspects of Doom are 2D. This includes the way the maps are handled in the design phase - however, some things are in fact full 3D which includes the game space and movement (which is why fireballs can go over your head). There's so many massive misunderstandings about this with people claiming "No it's true 2D!" and "No it's true 3D!" when the answer is both are true to varying degrees.
13:18 Best scream ever.
You guys rock. I know why you feel like you can’t say her name for the memes
"If Doom was ID childhood, then Quake is it's adulthood that is dark and deary."
You mean ID became a angsty teen?
10:05 now you know how we feel about marauders. just strafe lol
if you havent already, check out the orignal Unreal. Think quake meets half life. You hear more about unreal tournament then the original. Its kinda underrated.
Quake 64 has a PC port. I did notice a lot of stuff missing, compared to the original PC version
Reminds me of how creepy the music sounded on the PlayStation version of Doom when Caddicarus reviewed it
Doom is full 3d and it can be proven.
Let a monster shot a projectile at you and drop down. If the projectile goes over you, it has a Y axes.
(Spolier: it will fly over you)
The reason for no room over room is to save processing power, Carmack only programed a bsp table for the mapping to not use a Y. But the game engine absolutely DID have one to work with.
And before the inevitable "but you can't walk over another mob..." comments, that is only because to save processing, Carmack skipped over that particular virtual check as it wouldn't be worth it on PCs of that day.
And that's why it was so simple to fix both in modern source ports.
No changes to the actual engine were needed for hight Collision detection or 3d floors. Just some simple handling code.
Funny thing about the "quake champions is dead" thing...
A man by the name of Gianni Matrigano is on a crusade to bring it back. So far it seems successful!
Quad Damage addiction is real. I know.
My one of favourite game
My main and only issue with Quake 1 is balancing, which wasn't really a thing back then I guess. But compared to Doom (and even Quake 2) enemies deal a ton of damage and have a shitload of health compared given how flimsy your weapons are. Especially the double barrel is so damn disappointing.
Speaking of weapons, I hate how the upgraded version renders the normal one obsolete. In Doom, the super shotgun wasn't always better than shotgun in any situation. Meanwhile, in Quake there's no point in using the nailgun, shotgun and grenade launcher when you have the super nailgun, double barrel and rocket launcher.
Great content and delivery
I played doom as a kid so it has the nostalgia factor but still no matter that I like Quake more, the dark gothic aesthetic and Trent's soundtrack make it a better game for me than Doom 1 or 2
I so badly want a new quake game like a reeeeal one
shub African American-ath
Quake actually is ported to PS4
Shub-gamingerath
look up hp lovecrafts cats name
Oh God oh Fuck
Whoah what the FU
As a duck, I love Quack
Did he say Strag?
You play as The Ranger, Not "Quake" xD
That what he says in the video thought.
This game also push pc hardware to the next level
Please do quake 4.
23:03
Plz do a vid on tfc
Zoomer with zoomer tastes and humor.
Correct
Ok boomer.
I can't like this video.. I.. I would ruin perfection.. 69 likes.. it is a message.
This outdated game has been fisted by the true PC gaming savior Obey the Fist! Play doom eternal instead!
That tease at the end.
*That Trav Guy’s About To Make Us His B___h*
It's all I want in life
Guy's he is that trav was gonna make us his bruh, calm down.
cant make us his b word without his friend superfly
I want (Why do I have to say this) (I HAVE TO!?) ( I quit)
bruh
>tfw got a chad hooked on quake in my IT class
feels good
It still disturbs me that this is what the Source Engine is built upon. The Quake Engine.
Vast majority of modern engines trace their code back to Quakes engine, with many common engines being directly descended via Quake 3s engine, CoD for example despite all its claims of a "new engine" its still built on top of the Quake 3 engine
@@williampaabreeves CoD is the perfect example I was going to bring up. To this day it has some lines of Quake code still in there, even if it is a Ship of Theseus.
Goldsrc was built on Quake. Source may have reused some parts of it, but it was a pretty different engine by that point.
@@BlazingOwnager The Ship of Quakeus.
@@mopeybloke Yea, but the Source engine was built on top of tons of GoldSrc, not completely, but tons was, so there’s a good chance it still has lines from the Quake engine.
One time I had a dream involving quake where I found an animatronic fiend that jumped at me in the closet of a house my grandparents were renting. I was so surprised the owner of the place happened to be a quake fan and was trying to figure out why a fiend animatronic even existed
Its a monster closet man.
A literal monster closet
Even with my limited knowledge of Quake (I'm more of a Half-Life guy myself), I can't deny how influential Quake was for 3D first-person shooters. id really set the goalposts high for the genre with Quake, and I can appreciate that even without firsthand experience. Plus, if it wasn't for Quake, Half-Life might not have existed - so I have to be thankful for that.
Honestly the reason I'm so intrigued by Quake in the first place is because of Half Life. I initially started this retro FPS marathon so I could build up to Half Life, but when Eternal got a release date, I made Doom my focus for now. I'll get to half life some time next year.
I've got Quake and other retro FPSes on the mind now because I'm gonna be marathoning the Half-Life series for my channel through the rest of the year. So it's interesting to look at the groundwork that had been established before Valve put their hat into the ring.
@@ThatTravGuy you should do Blake Stone and Rise of the Triad. There advanced games built on the Wolfenstine 3d engine. ROTT was made by Tom Hall and the Developers of Infinite Power. Tom Hall plays the final boss.
@@JeffreyPiatt If he ever does Rise of the Triad, I think he absolutely needs to reach out to Civvie11 for a cameo and some information. It's hard to get more comprehensive with that game than him, the weird little piece of FPS history it is. And Andrew Huschult's soundtrack for that is ABSOLUTELY amazing in the remaster.
@@BlazingOwnager yep his remakes of ROTT music are fantastic ua-cam.com/video/FaxBhTSYo_g/v-deo.html
15:30 Yo who the heck is that scrub chef failing at that rhythm game.
A lot of Reznor's work is a little more discordant. I highly recommend his Ghosts album.
Great video as always Trav! Glad I was of assistance :)
Quake 1 wasn't the start of the mouselook phenomenon, in fact, Wolf3D was designed using mouselook and so was Doom, ID just didn't make it the default because they assumed players wouldn't be comfortable with it.
Wolfenstine 3d and Doom used the Mouse to control movement. The Build engine introduced Free look it just didn't affect aim.
@@JeffreyPiatt Build actually did introduce free aim and beat Quake to market with it, but they were copying the exact formula iD explained to everyone so they really ripped it off from an unreleased Quake. The games came out very close together, Duke even makes a "I ain't afraid of no Quake" joke. The first iD Tech game with look up/down handled it very clunkily (Heretic).
Both quake and sm64 use noises and textures from commonly available texture/.wav disks from the time. Theres a few videos about it and a whole community based around finding where these textures originally came from.
"Maybe if you got rid of that old yee-yee ass helmet you could get some Shamblers on ya Thunderbolt, Shub-Nigguraaaath"
Nothing better to watch as I eat breakfast than a new Trav video on my second favorite classic shooter. I nearly spat out my tea laughing at you imitating the gun bobbing animation, thanks for that.
I'd say Doom is more like ID's childhood, bright colors and bombastic energy. Quake is more like ID's teenage years, brooding darkness and trying to take itself overly serious.
Fun fact: Quake and it's sequel Quake 2 were ported to the Zeebo game console, a game console that only came out in Brazil and Mexico
quake just got brought to modern consoles!!!!!
With crossplay.
Time for i to get 0 kills, 100 deaths due to PC players.
Fum Fact: John Romero helped shape the Immersive sim, as he let a programmer and designer that helped create System Shock and Thief make his own office, and allowing him to make anything. That was how Deus Ex was born.
15:01 that's because those servers are really heavily modded.
you ever join a gmod server? it's like that, but stuck in 1996 speeds.
it is toatally worth it, though
If I get conscripted into WW3 I'm gonna get a good weapon and hear "QUAD DAMAGE" then eventually "Double Kill!, TRIPLE Kill!, Overkill!, Killtacular" etc
KILLTROCITY, KILLIMANJARO, KILLTASTROHE, KILLPOCOLYPSE, KILLIONAIRE!
Fun fact: first time I saw a Shambler was when I was playing Chasm (which I had fun with despite the criticism against it).
Edit: I should note, as there is another game called Chasm last I checked, I meant the semi-roguelike metroidvania…
There's a Quake clone called Chasm: The Rift, yeah that was sort of confusing.
Im like the opposite of most gamers, i enjoyed Quake but i prefer sci-fi setting and heavy metal music of Quake 2. To me it was a much better game (yes even if we talk about the single-player portion, fight me). I will have to check the 1.5 mod though cause it looks amazing.
This mod is great.
Also you might want to check out Wrath Aeon of Ruin
I like both but i feel like quake 2 lacks a soul
I want to see a quake reboot like doom but with love craft and strogg enemies
Best video sofar. Also nice to see Chris & Swav in a video ^W^ You're going places, Trav, now play System Shock 2 :V
I just wanna say: I'm a huge fan ever since I discovered you
I fucking love you're channel. I discovered it recently by watching your Mega man X series. I liked it so much that I wanted to replay the whole series
You should try the unreal games next I feel like you’ll have a fun time playing it
I just came up with a cool idea for an ad for quake so it starts with a kid at home playing DOOM and then the camera shakes as the child questions the shaking he notices his entire family running outside then he too runs outside and the the camera shakes even more as a crack forms in the ground the kid shouts"QUAKE" as a giant sized copy of quake emerges from the large crack then the advertising ensues talking about it's 3d processing
Ah yes the most unsettling games from the 90's, a gothic, violent fps and an Italian plumber beating up mushrooms and giant turtles
Doom Marathon you say? Well speaking of which, there is a certain Doom clone from the same year as Doom 2 originally exclusive to a shitty operating system I highly recommend, preferably with the XBLA HUD and HD textures/monsters plug-in mods as the graphics and monster design from the two sequels to this game are garbage. Give you a hint: my profile pic uses the game’s logo and no, it isn’t warhammer: warhammer ripped this game off in that regard. Alternately you see this symbol everywhere in Halo as the Reclaimer glyph.
Unpopular opinion but Quake 2 is a decent game with banging music and that's still fun to play today.
Shub-Niggurath is NOT Quake. Quake is a dragon that you fight at the end of the second mission pack, Dissolution of Eternity.
I haven't played quake but it's world looks like it could make a good horror game
I play this in my school, mouse doesnt work so i have to use the mouse pad. Still very fun even if its at about 17 fps
Quake 1 is like Halo CE, the sequels abandon alot from the first game and we still haven't had a worth successor.
@Zero Not in terms of gameplay, everything else sure.
@@TheStrayHALOMAN why do you say, its been a long time but i dont remember halo 2 being that different gameplaywise (except for arbiter)
@@aagh8714 It's all in the weapon balance and flow of combat.
Halo CE was a run and gun shooter and the player was a walking tank.
Halo 2 was a cover shooter. It cut your health just over half and made health regenerate, the AI were given artificial difficulty like having double the rate of fire on the same weapons you used instead of just making them better at using it.
The levels as well focused more on having you hide behind cover picking off jackal snipers with a BR while the rest of the weapons got their damage cut in half because of the addition of duel wielding.
Halo CE had you fighting open spaces moving full speed, dodging shots, and strafing enemies who used the same weapons as you without cheating like in Halo 2 and 3 both gave the AI more damage, faster firerate and the ability to fire without reloading "Halo CE you could even see the ammo left in a Marine's AR."
Halo 2 created a new beast and left the old beast behind, it only feels the same because they look and sounds very close.
For example Halo Infinite is just Halo 5 with a classic Halo skin... So everyone just says it's a return to classic halo just because of the feels and not the facts. "I love all Halo games btw, even Halo 5's Arena is my 3rd favorite."
Sorry for the long reply, I love talking about this kind of stuff.
Fiend a deal breaker!? C'mon man those are easy. It's far more difficult to quickly dispatch a Shambler without getting hit.
You're right! This video is very dated; I didn't know how to play Quake very well. Now I'm sailing through them on Nightmare no problem -- you can see that in my review of the expansions!
The the lack of a map and Quake's full 3d surreal levels add to the feeling of uneasy that Quake always gives me.
7:55 took me completely off guard for some reason
When I was young I liked Quake, but I started really appreciating it only with the remaster. It is now an obsession 😬
Quake 1 really needs a reboot/remake. I would love to see the game that's fleshed out in the same way Doom Eternal is. The gothic horror elements are cool, and maybe they could lean more into the dark fantasy elements originally intended for the game. They could also change around the weapon selection and make the runes actually do something, maybe have them be a permanent buff or have them act as an auxiliary way of doing damage like the grenades from Doom Eternal.
8:05 playing with fire id software
Duke 3D when, Trav?
I've thought about Duke 3D! I picked up world Tour edition on steam but I've been told that's not a very good port (I didn't grow up with Duke so I'd be going in blind)
Maybe some time next year I'll take a look at it!
@@ThatTravGuy You'd probably use the data from the GOG release to use with EDUKE32
whenever he looked up in 1:36 while playing doom i think i had a stroke but then i realized he's probably just playing gzdoom
Things that bugged me about Quake at the time and still do: 1) The color palette. It became the norm in gaming around that time and it was terrible. Doom was way way more colorful and holds up better. 2) The fact they had not figured our smoothing for 3D character models yet. Every frame of Quake animation is hand animated. Same in Quake 2, but with way more frames and an added "morphing" effect between them. It wasn't until Half-Life did we get realtime bones that made the 3D models actually smoothly animate.
found this channel through my recommended, pretty good keep up the work ig
The thing is with this iteration of iD, they really didn't have to try too much with art design, story, etc. They had John Carmack, whether it was the smooth scrolling of Keen, the BSP rendering of Doom and Wolf3d, or the full 3d rendering of Quake, or even the Carmack's Reverse shadowing effects of Doom 3. You were just literally in it for the perfected gameplay, and excellent graphics.
It literally can not be overstated what an absolute genius Carmack is. We would not have the video games we have today without him.
4:52 *destroyed* me, nice work :D
Shub-lovecraft's cat namerath
Just bought it this week from the quake con sale based on your review, awesome homie
Complaining about the weapon variety in Quake is pretty stupid. This game was cutting edge back then and on release everyone was running this in software mode as glquake wasnt around yet. This game did exactly what it needed to at the time to blow all of us away and with mod support we are still talking about it 25 years later.
Ah i disagree
When seeing how the weapon balance works in doom its just way better though quake has the best rocket launcher
I dont agree with all his points but just because it was mindblowing back then doesnt mean it was perfect
Hell even back then there was a lot of criticism about how close it was to doom something that i disagree the games are similar but very different
Team Fortress started as a DooM map.
I like Quake, but not as much as Doom. Partly because I prefer Doom’s higher enemy counts, partly because I like the aesthetic more, and partly because I prefer how movement and aiming are pretty easy so the focus is more on playing smart with monster herding and navigating webs of projectiles from 30 imps and a revenant
Note: both of these games are older than I am
DooM or Quake what do you prefer
Now do Team Fortress 2.
Or Else.
This has been your official warning from the TF2 community, happy sandvich eating!
9:30 dont search that up without typing quake at the end
would not recommend
unless you like that stuff.good for you i guess
I hate to be that guy (who am I kidding, no I dont lol) the lightning gun most likely runs off DC as most electrical weapons do (such as a taser).....still aint gonna stop the super old PC I had when I got quake from coming to a crawl and usually crashing anytime i used the lightning gun lol (I was prolly still rocking 98 back then, cus this is before everyone had a computer, it was a family computer and my rents didnt care about games lol, its actually one of the main reason I went to consoles way back when)
I play quake on my dispenser
I still remember the first time I installed and played Quake. I remember thinking something along the lines of "This is really cool looking, but it's less fun than Doom." Also I've never been a fan of replacing the badass music from Doom with spooky sounds. Neither Quake nor Doom are horror games.
John Carmack created the FPS genre including Wolfenstein 3D.
Did South Park steal the name from the main antagonist of quake for their HP Lovecraft inspired police God in the fractured but whole?!
Eh, I prefer Quakespasm, tbh. Even Spiked. I prefer the vanilla graphics, which also included that weapon bobbing. Although, Darkplaces is good enough.
I did know PS1 Quake was developed by Lobotomy Software and they didn't find any publisher which made the game canned. I wonder, can't Lobotomy Software be their own publisher?
Don't shit talk battleborn lol. Battleborn is still my favorite competitive multiplayer game.
I feel if you pronounced niggurath Like Nie-gurath it wouldn't sound like the word you're avoiding
14:44 What absolute madman plays an FPS with a flight joystick?!
4:51 actually that sound comes from Hotel Mario, so that means Quake uses Hotel Mario sounds
My only complaint is that the enemies are way to tanky, they take so much time to kill and aren't interesting enough to justify it.
I actually found quake easier to navigate than doom I got way more lost playing doom