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First Person Shooters (Games) Games

Quake Meets Minecraft in FPS Construction Kit Gunscape 50

SlappingOysters writes: One of the highlighted games at the PAX AUS expo starting on October 31 is Blowfish Studios' Gunscape, a game described as an FPS construction kit. As well as building and sharing FPS maps for multiplayer gaming sessions across eight different modes, the game will also be able to handle up to nine-player splitscreen on a 4K display. This includes co-op map building.
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Quake Meets Minecraft in FPS Construction Kit Gunscape

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  • by ledow ( 319597 ) on Tuesday October 28, 2014 @03:03AM (#48248807) Homepage

    Article meets Advert in Slashdot Mash-up Junk

    • yup, and makes it seems as if they have something new.
      there are war plugins for minecraft, so it's not as if the real minecraft doesn't support this yet
      and if you want somewhat modern graphics instead of the wolfenstein 3D level of graphics, play shootmania or so. It also allows you to create your own FPS maps, and has normal graphics.

      • by gl4ss ( 559668 )

        yes.. the "imagine '1990's part especially.

        like, why the article imagines quake and player made content? didn't the guy play doom user made wads? or where the fuck does he think actionquake2, the fantasy quake and all that stuff came from? HAS HE NOT HEARD OF QUAKE MODS?? like, uh, I don't know, team fortress... the novel thing in this is the minecraft copy graphics and co-op editing?

    • Well, I think we can at least all agree that what the world really needs are a lot more FPS's. It's a videogame genre that's so neglected.

  • fps? (Score:3, Insightful)

    by citizenr ( 871508 ) on Tuesday October 28, 2014 @03:10AM (#48248829) Homepage

    fps and consoles doesnt mix, pick one
    not to mention minecrafting the graphics doesnt make it ok to make the whole thing look like shit, explosions, animations, netcode - all looked broken

    • fps and consoles doesnt mix, pick one

      Funny enough, this holds for both common gamer definitions of FPS.

    • by mrops ( 927562 )

      Bungie called, said you were a naysayer. They also politely asked to wait for their earnings report.

    • Comment removed based on user account deletion
    • fps and consoles doesnt mix, pick one

      Yeah, Halo called from 2001 and told me to tell you that not only haven't you been paying attention for the last decade or so, but you also need to learn fucking English.

    • Not much of a gamer myself but manage reasonably well using keyboard and mouse when playing an FPS. With a console controller? Endless death.
  • Lazy (Score:4, Insightful)

    by pieisgood ( 841871 ) on Tuesday October 28, 2014 @03:18AM (#48248851) Journal

    Ace of spades already did a pretty good job. This is just quake with worse everything. The bonus, I guess, is that since it's on a console you can create levels with blocks without having to get your hands dirty with real meshes or textures or any of the other things that make development on the PC difficult. I guess a plus for Xbone players... not so much for anyone else.

  • Sauerbraten (Score:3, Insightful)

    by Anonymous Coward on Tuesday October 28, 2014 @03:29AM (#48248897)

    If you like mapping and old school, read skill based, FPS action, give sauerbraten a spin.

  • Cube (Score:3, Insightful)

    by Anonymous Coward on Tuesday October 28, 2014 @03:41AM (#48248939)

    Didn't Cube & Sauerbaten: Cube 2 do this already?
    http://sauerbraten.org/

  • I guess everyone's forgotten. You could make maps for quake. In fact, pretty much ever FPS game used to come with a map editor, and you could make a hell of a lot cooler maps than that. At the time, your game would flop without one. The player made maps were usually better than the ones the game came with. It's sad that this isn't true anymore.

    • by Anonymous Coward

      The player made maps were usually better than the ones the game came with.

      Uh, no. The player made maps were usually much much worse. They tended to be designed by mappers with no architectural skill, or tended to be horribly buggy as mappers stumbled haphazardly outside the limitations of the game engines. There were few exceptionally good maps. Most were crap. To claim otherwise just reeks of blatant nostalgia bias.

      • 4fort2, 2fort5, Volcano.
      • by PJ6 ( 1151747 )

        The player made maps were usually better than the ones the game came with.

        Uh, no. The player made maps were usually much much worse. They tended to be designed by mappers with no architectural skill, or tended to be horribly buggy as mappers stumbled haphazardly outside the limitations of the game engines. There were few exceptionally good maps. Most were crap. To claim otherwise just reeks of blatant nostalgia bias.

        Strange, I found the reverse to be true. The maps me and my classmates made tended to be the best and the most popular for deathmatch. We even had a televised tournament one year. And it was awesome, right down to the final game.

        Dear god those were the days. The GPA of our entire fraternity dropped a whole point that semester.

    • I think it just became too difficult for the average person to make a map as good as the ones that came with the game. I used to make a lot of levels for Descent 1 and 2 (same engine), but when Descent 3 came out, even with the included level designer, I found it quite frustrating even to get started. Maybe because I was stuck in the way of thinking for Descent 1, or because I was quite young at the time, but I remember not being able to get much done for Descent 3, even though I'm sure there was nothing w
      • I think this is why Minecraft is so popular. Things are built up from simple bricks, and anybody can pick it up and start building. You don't need to take a course to figure out how to build stuff.

        Yep, that is exactly the reason. There is no tedious-looking CAD-like program to learn, one can instead start right away messing around with blocks in a natural environment. It is also surprising how large architectural things people wind up building in the game, even when one might think that the most complex stuff would already be much more efficient to design inside a dedicated software for the purpose. I guess the game also gives the illusionary feeling that you are building something concrete instead o

        • I was heavily into modding. The complexity wasn't really the problem. Those of us doing it had no problem with that. What killed it was the Battlefield franchise. When BF1942 came out, it was such a game changer that it practically killed off the other competition. At the time, no-one played anything else... granted this is from my point of view. I certainly didn't know of people playing much else, it was a great game and had tons of maps.

          But at the same time, the map editor for BF1942 was almost completely

    • I beat my head against the wall until I had a passable understanding of GtkRadiant (the documentation, while there, is not very helpful). Then Urban Terror, the game I actually learned that for, died a couple years later.

      Drat.

  • by ArhcAngel ( 247594 ) on Tuesday October 28, 2014 @08:42AM (#48250233)
    While I appreciate the aesthetic of trying to look like Doom and Minecraft I think Starforge [starforge.com] would appeal to a larger audience in this particular genre. It just reached revision 1.0 and looks to be coming along nicely. The graphics are better unless you're going for the Minecraft experience in space. And while I haven''t played it myself yet the gameplay looks to be more polished but YMMV.
  • We've already got DoomZ, SectorCraft, and more.

    QUIT RIPPING OFF THE DOOM COMMUNITY LAMERS.

    • Is GNU/Linux likewise "RIPPING OFF THE UNIX COMMUNITY", and are its developers "LAMERS"? If not, then what's the difference?
    • I question how much it's "ripping off Doom" (Quake, etc.) if most big-name games these days are actively ignoring the spiritual predecessors in question. It's filling an empty niche.

      • by Khyber ( 864651 )

        If you check the VERY ACTIVE Doom development community, we've had things like DoomZ, Sectorcraft, and many combo doom/minecraft mods made/in development well before these guys came in.

        And we're doing it using Q3 engine (.pk3 files) not regular Quake.

  • Quake probably has better graphics despite being 15-years older.
  • You've been able to get level editorsCRAFT pretty easily since the days of Doom. Some were friendlyCRAFT, some weren't. The Quake editor was pretty great and you weren't stuck with boxesCRAFT. Now they've just shit up the interfaceCRAFT and took the graphics backwards 20+ years. --CRAFT
  • The video on that page reminds me of Rise Of The Triads. Anyone else get that nostalgia feeling? Probably shouldn't really though in this day and age, things should be AMAZING in comparison. The build your own game thing thought doesn't seem that different to DooM's mod files.

  • Can someone clarify to me the post upper? Do they want to improvize fps on minecraft or they want to fusion those 2 games?

In the long run, every program becomes rococco, and then rubble. -- Alan Perlis

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