Quake!

  • Download count 61
  • Unique foldername quake
  • Carskin for
  • Release date 2001-09-26
  • Version from
  • Version
  • Category
  • Score
    100/100 (4 votes)
  • Unconventional car?
  • Construction
  • Engine
  • Transmission
  • Top speed mph
  • Total weight kg
  • Acceleration m/s²
  • Construction 3D Modeling (Original)
  • Track difficulty Extreme
  • Track length 843 m
  • Reverse version available? Yes
  • Time trial times available?
  • Practice mode star available?

    "Modified I/O version" containing modifications, done by re-volt.io.

    An earthquake has struck the city, and the posh offices of Basil Sheep Limited suffered. People escaped in panic, leaving the doors open. What a mistake! Wicked little RC cars have waited long for this opportunity...

    A long track made completely in Max. The racing path is narrow and hard all the way; there is no place to rest your fingers.

    Acknowledgements

    Thanks to Acclaim for making this wonderful game.
    Thanks to the following people who made the creation of Quake! possible:

    • Alexander Kroeller and Steven Ellis who wrote the tools which convert 3DSMax output into Re-Volt levels.
    • My wife Agnes who tolerated the lack of attention towards her during the months of making.

     

    Notes

    I had a strong temptation for using a skymap; but for two reasons I did not do it:

    • This cannot be done without overwriting an original skymap;
    • When viewing distance is set to low, the scene was looking weird (you could see the interior fading out to the skymap). Fading out to blackness looks more natural.

     

    What you see when you look out of the windows is really a part of the track; but it also has negative consquences:

    • It is much closer (in fact, a real skymap is at an unlimited distance); so looks a bit different; but I guess you don't analyse this that much during race.
    • Unless you play with the highest viewing distance, you don't see it at all. So I recommend that you set viewing distance to highest, even if you don't normally do that for other tracks. The layout of the track is designed in the frame rate in mind (it is something like a ring or torus, and most of the time you are facing out of it). My experience is that there is only a relatively small difference between playing it Medium and Highest drawing distance.

     

    Happy racing,
    Gabor


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