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    PlanetQuake | Features | Articles | Classic PQ
   

Articles | Editorials | Interviews | Classic PQ

Yearning for the old days of PlanetQuake, when all we had was Quake 1 and that really huge logo? Well, we can't bring back the logo, but we can bring you all the old articles! Thrill to some classic PQ!

Classic PlanetQuake

  • Up Against The Wall!
    November, 1997 - Anthony Bailey

    Anthony Bailey's follow-up to his ZigZagging Through A Strange Universe covers even more tricks and tips on how to go faster in Quake, as well as other Quake bugs and anomalies.

  • Damned
    October, 1997 - Andrew Smith

    A wonderfully written and presented editorial on rights of game players, company fanaticism, immaturity and other things. It might just make you see things in a whole new light and shatter some stereotypes and opinions.

  • Reaper Madness
    October, 1997 - BlackJedi & Droog

    An editorial on the Reaper Bot controversy. Does the Reaper Bot cheat? Why doesn't Polge release the source? Is it ethical to change the Reaper Bot to fix its bugs and improve on it? Or is the community just being selfish and not considering the time and effort Steven Polge put into the bot?

  • Quake2Test: First Impressions
    October, 1997 - Multiple Authors

    loonyboi, Joost, Fragmaster and others give their impressions of the Quake2Test.

  • Zigzagging
    October, 1997 - Anthony Bailey

    An in-depth study of the physics of Quake and Doom that reveals a bunch of interesting tricks and bugs you probably didn't know about. Remember Strafe-Running in Doom? It let you run faster by strafing and going forward at at angle at the same time. So? You can't do that in Quake, but do you know there are other ways to make yourself go faster (without cheating)? This is a great article for those of you who just like to read and for players who want to gain an advantage alike.

  • Ping Pong
    October, 1997 - Scumbag

    LPB v.s. HPB's. Does ping really matter as much as people think? Do you suck or is it just your ping?

  • Newbies
    September, 1997 - That Guy

    That Guy discusses the treatment of "newbies" and why they are treated the way they are.

  • Treatment of Women in the Quake Community
    September, 1997 - loonyboi

    loonyboi discusses a recent incident where a "Quake Chick" closed down her page because of the harrasment and immaturity of a few of members of the community. Do certain individuals discourage females from expressing themselves or even playing a simple game because of their sexist behavior?

  • Holy Sheep!
    August, 1997 - Fargo

    Fargo gives his impressions of the Hexen2 Demo and what explains why it's different from the other "shooters" on the market.

  • Web Page 101
    August, 1997 - Fargo

    A great article for all begining webmasters. Fargo explains what makes a good sites, which topics you shouldn't cover, how to play on your strengths and how to keep them coming back for more. A must read.

  • Web Page 101: Part 2
    August, 1997 - Fragmaster

    Fragmaster points out the most common mistakes made by webmasters, what the "No-No" words are, and what to stay away from.

  • Waiting For Casablanca
    August, 1997 - loonyboi

    loonyboi's thought provoking editorial on the status of computer games in the 90's and why they can't compare to the more immersive games of the early 80's. A great essay about the state of gaming today and how technology has changed things has changed it for the worse, it some cases.

  • Waiting For Casablanca: Feedback
    August, 1997 - loonyboi

    loonyboi explains why he chose Casablanca as a comparision in the first place and answers reader feedback and comments.

  • "Play it Again, Sam" Waiting for Casablanca Revisited
    August, 1997 - Fargo

    Fargo further expounds on loonyboi's article and explains exactly why games today are they way they are, why marketing people are morons, the advantages and disadvantages of linear v.s. non linear entertainment, and why multiplayer games are have the best chance of becoming the Casablanca of computer gaming.

  • Casablanca One More Time (or The Problems of Game Designers Don't Amount to a Hill of Beans in this Crazy World)
    August, 1997 - Harry "Cha-Ching!" Teasley

    Harry Teasley, a designer at Valve Software explains why full story cannot be integrated into a fully interactive game, why games like Quake don't have a story (and how they get away from it) and how hard it is to pull off literary elements (Drama, Metaphor, etc.) in today's games.

  • QuakeCon v.s. M3: a Look Back
    July, 1997 - dweomer

    dweomer talks about the simularities and differences between QuakeCon and M3. Will there ever be the "perfect" LAN party?

  • Too Much Freedom?
    August, 1997 - Jamis "Kayin" Eichenauer

    An article on the limitations and advantages of the environment and their effects in computer games.

  • PQ & QuakeCon
    July, 1997- Fargo

    Fargo's three day QuakeCon report. Filled with lots of neat info, previews of upcoming games, and some of the most embarrasing pictures you'll ever find. A must read if you missed it.

  • ROTT in Hell
    July, 1997 - Fragmaster

    The complete, definitive history of Rise of the Triad (ROTT). This underrated game has had a bigger effect on the industry than you might imagine, with parts of the ROTT team are now hard at work on games such as SiN, Anachronox, Half-Life, and Prey. There's also tons of surprises and embarassing pictures. Learn all about "The Best Deathmatch Game of All-Time". You won't be disappointed.

  • A Brief History of Teamplay
    July, 1997 - Fargo

    "Using a Graphics Engine With Virtually No Limits, We've Suddenly Discovered a Boundry That Can't Be Crossed" Fargo talks about the past, present, and future of Teamplay in Quake as well as ways to improve it. A must read for TF, CTF, etc. fans.

  • Teamplay Feedback
    July, 1997 - Fargo

    Fargo expands and responds to feedback on the superb Teamplay article.

  • Detail - Because First Impressions Last
    July, 1997 - Magnus Jansén

    An interesting article that points out that detail isn't necessarily a good thing.

  • Quake Hype: A Look Back
    April, 1997 - Fragmaster

    Fragmaster's tounge-in-cheek look back at the days prior to the release of Quake. A study of the hype surrounding Quake and how stupid it all looks now. Also includes additional comments by John Carmack.

  • Quake II Will Rule the Cosmos
    April, 1997 - Darin McNeil

    A sequel of sorts to the Quake Hype Article where Darin McNeil (Former Quake Will Rule the Cosmos Webmaster) takes a peek into Quake's gloomy future.

  • Quake World Chronicles: Part One - The Promise
    April, 1997 - Blue

    Part One of the excellent QuakeWorld Chronicles series starts out with the "birth" of QuakeWorld to the release of the QuakeWorld Client.

  • Quake World Chronicles: Part Two - The Early Days
    April, 1997 - Bastard

    QuakeWorld is released! Learn the early days of QuakeWorld, how it was setup and experince QW's growing pains. But what does QW do to the rest of the Industry?

  • Quake World Chronicles: Part Three - Coming of Age
    April, 1997 - Blue

    QW matures and grows... but will it all be destroyed by an iguana named Hecktor?!? What where the effects of QW on Quakeplay? Was it all worth it?

  • Quake Tech Talk #1
    April, 1997 - loonyboi

    Quake Tech Talk Demystifying 3D Lingo -
    What's all this 3D lingo all these young folks are talking about? Loony explains what MIP mapping, Anti-Aliasing and other fun 3D stuff.

  • Quake Tech Talk #2 - Getting Direct with Microsoft
    April, 1997 - loonyboi

    Loonyboi explains DirectX, Direct 3D, Open GL.... what does this all mean? Why isn't Quakd Direct X? What's better?

  • Quake Tech Talk #3 - Q&A; the Loony Way
    May, 1997 - loonyboi

    Loony answers reader questions: What's a BSP file? Why does Quake lag on the Internet? What 3D card should I buy?


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