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have you seen anyone play qw recently(
dl the ~21mb fde movie to seen how qw is today, or high quality fde2! )? you probably know all of this but in case you don't... there is a big difference between netquake(which is probably what you played), and qw. netquake is the original out of the box q1 with shitty netcode and bad physics. qw is the tweaked up online version with netcode better than q3(it runs at 72 server fps compared to q3's 20, 1sec / 20 = 50ms of inherent lag compared to qw's 13ms), and some other minor differences. however, these changes make a big impact on the game itself, i'd say the gameplay is much better because of them. i know i sound like a fanatic, and i am but i've played tons of fps games intensely and the one i always come back and never get bored with is qw. 
of course the best part about qw is it's open sourced now by id unlike q3. there several new clients, and servers in development along with mods still under active development. sort of boggles the mind considering how old qw is. even osp for q3 isn't going strong anymore but qw's competition mod is. to me, and everyone else who still plays qw - it's all about the gameplay - we think it's the best and accept nothing less. of course i still play others good games like q3 cpma and anything else that is good but i'm picky.
cs is mainly based on q1/qw with some lines of q2's code btw. which is really a big reason for it's popularity, it'll run on a slow pc and a modem and still be fun. try that with q3/ut2k3.
q1 propoganda follows...

don't remember it looking quite like this?

how can you beat a game with a built in mp3 player? 

dm3, the abandoned base!

e1m2, castle of the damned!

dm6, the dark zone!

dm2, claustrophobolis

dm4, the bad place
more screenshots
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yeah, i think it was all rumor. i am hopeful though that they might try some more radical gameplay ideas(eg bunny hopping, no railgun!). remember promode is based on a john carmack quote as follows...
"If there were a small set of professional rules that I agree with in theory but have chosen not to pursue because they conflict with more common play, then an official "pro mode" might make sense. Any other suggestions along those lines?"
he even understands us, the hardcore gamers! yet, he readily admits there are conflicts between casual/hardcore. even more amazing is the new id animator fredo who is in a quake clan, and you can talk to him on irc once in a blue moon(old id members used to be in clans/use irc but only fredo does this now). fredo is also responsible for the pro-id map remakes like pro-q3dm6/etc which he made with help from "progamers" like makaveli, c3, etc. there is hope for id to revivatilize and reinvent deathmatch gameplay!
q3 was supposed to the ultimate multiplayer game, but it's really not. many things were sacrificed for commercial viability which is not wrong but obviously something i'm not going to be 100% satisifed with. so i have qw/q3 cpma instead. i still have to dl the cpma v 1.0 update. if id would have accomplished everything they wanted to with q3 it would have been much better. carmack was originally suppoed to write the bot ai! can you imagine that? heh, if you look in the q3 code it's quite nasty because it was rushed at the last second. again, there is something hopeful here, there are bits of code that showed they were going to try to make the bots bunny hop among other advanced and non-newbie things. they also skimped on the netcode which is worse than q2/q3 overall but is great for broadband/lan with 50ms or lower.
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