# Quake 4 - Prisoners of War

**URL:** <http://bkp-society.com/t/quake-4-prisoners-of-war/38>\
**Category:** Quake 4 - Prisoners of War\
**Created:** [July 17, 2005, 2:28am UTC](http://bkp-society.com/t/quake-4-prisoners-of-war/38 "2005-07-17T02:28:25Z")\
**Posts on this page:** 20\
**Page:** 1

<div class="post-metadata">

**Author:** ![ScrotcH](http://bkp-society.com/user_avatar/bkp-society.com/scrotch/32/27_2.png) [@ScrotcH](http://bkp-society.com/u/ScrotcH)\
**Post date:** [July 17, 2005, 2:28am UTC](http://bkp-society.com/t/quake-4-prisoners-of-war/38/1 "2005-07-17T02:28:25Z")

</div>

Since no ones playing Q3 PoW I decided I’d start a new mod. Post your ideas for the mod here of what you might want to see in a new PoW. The idea I have right now is going to be focused on smaller maps like the original PoW, faster more competative gameplay.

---

<div class="post-metadata">

**Author:** ![system](http://bkp-society.com/images/discourse-logo-sketch-small.png) [@system](http://bkp-society.com/u/system)\
**Post date:** [July 17, 2005, 3:32am UTC](http://bkp-society.com/t/quake-4-prisoners-of-war/38/2 "2005-07-17T03:32:03Z")

</div>

Don’t mind the small maps but to be totally honest here you have to balance it out. Nothing wrong with a small map with some running room. In my opinion the maps have to have both large and small area’s. Nothing is more frustrating than getting stuck on a pillar or wall because the map is so tight.

---

<div class="post-metadata">

**Author:** ![ScrotcH](http://bkp-society.com/user_avatar/bkp-society.com/scrotch/32/27_2.png) [@ScrotcH](http://bkp-society.com/u/ScrotcH)\
**Post date:** [July 17, 2005, 3:41am UTC](http://bkp-society.com/t/quake-4-prisoners-of-war/38/3 "2005-07-17T03:41:21Z")

</div>

I didnt say tight, I said smaller. Twin Towers, Jump, Stupefied, maps like that.

---

<div class="post-metadata">

**Author:** ![stas](http://bkp-society.com/letter_avatar_proxy/v4/letter/s/3e96dc/32.png) [@stas](http://bkp-society.com/u/stas)\
**Post date:** [July 17, 2005, 3:43am UTC](http://bkp-society.com/t/quake-4-prisoners-of-war/38/4 "2005-07-17T03:43:30Z")

</div>

all i have to say it has to be “bigger” than q3 version. whatever that might be.

---

<div class="post-metadata">

**Author:** ![m\_J\_o](http://bkp-society.com/letter_avatar_proxy/v4/letter/m/898d66/32.png) [@m\_J\_o](http://bkp-society.com/u/m_J_o)\
**Post date:** [July 17, 2005, 4:16am UTC](http://bkp-society.com/t/quake-4-prisoners-of-war/38/5 "2005-07-17T04:16:24Z")

</div>

[quote]Since no ones playing Q3 PoW  
[/quote]  
hmm, well that sucks..I guess I’ll scrap my map

---

<div class="post-metadata">

**Author:** ![system](http://bkp-society.com/images/discourse-logo-sketch-small.png) [@system](http://bkp-society.com/u/system)\
**Post date:** [July 17, 2005, 5:04am UTC](http://bkp-society.com/t/quake-4-prisoners-of-war/38/6 "2005-07-17T05:04:58Z")

</div>

don’t scrap it, q4 is months away

---

<div class="post-metadata">

**Author:** ![Angel](http://bkp-society.com/letter_avatar_proxy/v4/letter/a/49beb7/32.png) [@Angel](http://bkp-society.com/u/Angel)\
**Post date:** [July 17, 2005, 5:28am UTC](http://bkp-society.com/t/quake-4-prisoners-of-war/38/7 "2005-07-17T05:28:32Z")

</div>

Yeah mJo, finish your map.

---

<div class="post-metadata">

**Author:** ![Window\_Man](http://bkp-society.com/letter_avatar_proxy/v4/letter/w/7993a0/32.png) [@Window\_Man](http://bkp-society.com/u/Window_Man)\
**Post date:** [July 17, 2005, 4:08pm UTC](http://bkp-society.com/t/quake-4-prisoners-of-war/38/8 "2005-07-17T16:08:11Z")

</div>

> [@xterm](#):
>
> don’t scrap it, q4 is months away

Any idea when? I’m getting ready to get a HD bike and will get rid of cable when I get it, but wanted to try it out first.

---

<div class="post-metadata">

**Author:** ![system](http://bkp-society.com/images/discourse-logo-sketch-small.png) [@system](http://bkp-society.com/u/system)\
**Post date:** [July 17, 2005, 4:24pm UTC](http://bkp-society.com/t/quake-4-prisoners-of-war/38/9 "2005-07-17T16:24:35Z")

</div>

From what I hear, November.

---

<div class="post-metadata">

**Author:** ![vanquish130](http://bkp-society.com/letter_avatar_proxy/v4/letter/v/3e96dc/32.png) [@vanquish130](http://bkp-society.com/u/vanquish130)\
**Post date:** [July 17, 2005, 8:27pm UTC](http://bkp-society.com/t/quake-4-prisoners-of-war/38/10 "2005-07-17T20:27:59Z")

</div>

Make the jails unboring!  
Fast weapon switch? 😃

---

<div class="post-metadata">

**Author:** ![chew](http://bkp-society.com/letter_avatar_proxy/v4/letter/c/7c8e57/32.png) [@chew](http://bkp-society.com/u/chew)\
**Post date:** [July 17, 2005, 8:45pm UTC](http://bkp-society.com/t/quake-4-prisoners-of-war/38/11 "2005-07-17T20:45:29Z")

</div>

I wouldnt go jumping to the q4 idea yet…this game could turn out to be something great, but on the flip side it could be a flop like the expectations in Doom 3.

Just because this is a continuation of the Quake series, doesnt mean the netcode will rock.Â Look at the Doom 3 engine’s bandwidth usage, then think about what will be required by another game based on the same engine.Â 5 vs 5 max? lol

---

<div class="post-metadata">

**Author:** ![Blade](http://bkp-society.com/letter_avatar_proxy/v4/letter/b/edb3f5/32.png) [@Blade](http://bkp-society.com/u/Blade)\
**Post date:** [July 17, 2005, 9:35pm UTC](http://bkp-society.com/t/quake-4-prisoners-of-war/38/12 "2005-07-17T21:35:50Z")

</div>

An idea to throw around would be semi-random teleportation upon jail release.

Jails could be larger and less dependent on simple “door” systems. You’d just be teleported to a location near to the button when it’s pressed.

---

<div class="post-metadata">

**Author:** ![servo](http://bkp-society.com/user_avatar/bkp-society.com/servo/32/43_2.png) [@servo](http://bkp-society.com/u/servo)\
**Post date:** [July 18, 2005, 5:00am UTC](http://bkp-society.com/t/quake-4-prisoners-of-war/38/13 "2005-07-18T05:00:29Z")

</div>

I don’t know what Q4 will look and play like but if it is similar to Doom 3 than I’d suggest trying to make maps a little brighter and possibly create some way so that it isn’t an FPS killer when playing Multi-player. I know my system isn’t the best for D3 but even if it was I’d probably still be turned off with the multiplayer.

---

<div class="post-metadata">

**Author:** ![ScrotcH](http://bkp-society.com/user_avatar/bkp-society.com/scrotch/32/27_2.png) [@ScrotcH](http://bkp-society.com/u/ScrotcH)\
**Post date:** [July 18, 2005, 6:15am UTC](http://bkp-society.com/t/quake-4-prisoners-of-war/38/14 "2005-07-18T06:15:38Z")

</div>

Q4 is suposed to play like Quake 3, the maps wont be dark either. How PCs will handle it no one can say till its released. I’ve heard they have removed some things from DOOM 3 that were some of the big online killers. I’ve got a few concepts for new release buttons, team logos, items, escapes. Once we have a site up for this I will outline everything on there. Im going to try and resist on posting any map concept shots as well till I get something more full looking to give ppl a better idea on what I have in mind.

---

<div class="post-metadata">

**Author:** ![system](http://bkp-society.com/images/discourse-logo-sketch-small.png) [@system](http://bkp-society.com/u/system)\
**Post date:** [July 18, 2005, 12:59pm UTC](http://bkp-society.com/t/quake-4-prisoners-of-war/38/15 "2005-07-18T12:59:52Z")

</div>

Yeah, they said they put hitboxes back in like in q3 instead of that per pixel crap or whatever d3 had to fix the netcode to allow more players. They also said they changed the lighting to improve performance.

---

<div class="post-metadata">

**Author:** ![Spectre](http://bkp-society.com/letter_avatar_proxy/v4/letter/s/e99b99/32.png) [@Spectre](http://bkp-society.com/u/Spectre)\
**Post date:** [July 18, 2005, 5:27pm UTC](http://bkp-society.com/t/quake-4-prisoners-of-war/38/16 "2005-07-18T17:27:47Z")

</div>

Enemy Territory: Quake Wars will use same code as Q4. So being that it is ET based the netcode should be nice since it focuses on lots ofp layers. Thats what I assume form what I’ve reade. As Scrotch said, it is said that it will be play like Q3

Doom 3 was never meant for MP, ID always stated that. They only focused on the engine and on the SP, MP was a bonus so they didnt dedicate much time on the netcode.

---

<div class="post-metadata">

**Author:** ![system](http://bkp-society.com/images/discourse-logo-sketch-small.png) [@system](http://bkp-society.com/u/system)\
**Post date:** [July 20, 2005, 6:28am UTC](http://bkp-society.com/t/quake-4-prisoners-of-war/38/17 "2005-07-20T06:28:10Z")

</div>

> [@chew](#):
>
> I wouldnt go jumping to the q4 idea yet…this game could turn out to be something great, but on the flip side it could be a flop like the expectations in Doom 3.
> 
> Just because this is a continuation of the Quake series, doesnt mean the netcode will rock. Look at the Doom 3 engine’s bandwidth usage, then think about what will be required by another game based on the same engine. 5 vs 5 max? lol

They have actually stated Q4 multiplayer will be Q3 with a face-lift.

---

<div class="post-metadata">

**Author:** ![GeleshkA](http://bkp-society.com/letter_avatar_proxy/v4/letter/g/db5fbb/32.png) [@GeleshkA](http://bkp-society.com/u/GeleshkA)\
**Post date:** [July 20, 2005, 12:07pm UTC](http://bkp-society.com/t/quake-4-prisoners-of-war/38/18 "2005-07-20T12:07:42Z")

</div>

> [@Blade](#):
>
> An idea to throw around would be semi-random teleportation upon jail release.
> 
> Jails could be larger and less dependent on simple “door” systems. You’d just be teleported to a location near to the button when it’s pressed.

I had a map I did like that a few years ago…depending on what part of the jail door you escaped from, there was a teleportation area it took you. Eliminated the “killed upon exist” stuff…

---

<div class="post-metadata">

**Author:** ![paulsbo](http://bkp-society.com/letter_avatar_proxy/v4/letter/p/e8c25b/32.png) [@paulsbo](http://bkp-society.com/u/paulsbo)\
**Post date:** [July 20, 2005, 6:12pm UTC](http://bkp-society.com/t/quake-4-prisoners-of-war/38/19 "2005-07-20T18:12:57Z")

</div>

two words: HOT COFFEE!!!

---

<div class="post-metadata">

**Author:** ![GeleshkA](http://bkp-society.com/letter_avatar_proxy/v4/letter/g/db5fbb/32.png) [@GeleshkA](http://bkp-society.com/u/GeleshkA)\
**Post date:** [July 21, 2005, 4:39pm UTC](http://bkp-society.com/t/quake-4-prisoners-of-war/38/20 "2005-07-21T16:39:40Z")

</div>

I can’t get that damn mod to work right

[Next page](http://bkp-society.com/t/quake-4-prisoners-of-war/38.md?page=2)
