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Le Rottweiler

aka Seth

  • I live in Benbrook, Texas, United States of America
  • I was born on June 30
  • My occupation is nada.
  • I am cismale.
A FANDOM user
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  • TrenchBroom is a new easy to use level editor for Quake, Quake 2 and Hexen 2 More games planned, Download download Video Video

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    • A FANDOM user
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  • Hey i don't know if you are interested in coop anymore, But here is some info just incase. If you have darkplaces go to multiplayer --- Find servers, You should see a server list select a server. i recommend automated coop, Well good luck!

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    • A FANDOM user
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  • Happy birthday to you, an amazing friend. I am glad to have met you, Seth. Have a great birthday, man! :D

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  • By the way, if you haven't seen it before - check out Death's first encounter with Iron Liches. That was one of the best videos in the walkthrough videos.

    No one ever said being chased by tornadoes was easy.

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    • Well, that was fun. The easy part is over, though, things will only get more intense as you proceed deeper into this twisted den of evil.

      It is a last episode, so the designers really made an effort to make something beautiful. Expect to see some interesting architecture ahead.

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    • I am excited, I want to see more interesting level design. I also can't wait for the intensity to pick up.

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    • A FANDOM user
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  • Greetings my furry friend!

    I was just thinking what we should do while our esteemed colleague, Dino, is on hiatus, and I noticed that there is something missing in our coverage for Dissolution of Eternity - that grappler "weapon" that is only available in CTF games. If you have some time, would you like to make a page for it (with texture map and everything)? I also think we miss the texmaps for the boxes of lava nails (small and large).

    If you have any ideas about other stuff we can do, don't hesitate to share.

    In fact, feel free to write anytime something interesting comes to your mind :)

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    • Dino!!! Our fearless leader has returned to us! What a wonderful day it is to read the white text of such a great friend! I think of you as some young American who thinks of himself as being a better person for playing older games such as Quake. And that together, as a group of people who also think the same, you, I, Vork, Rottweiler, Toxic and others shall take over the world from the CoD and Battlefield noobs! We will win my comrades, a Shambler can kill ‘typical Korean solider stereotype #435’ any day!

      I prefer the idea of grouping all cut content together on a single page, including material from across the series. Although it would be of benefit to consider having separate pages for the main games (Quake, Quake II, Quake III Arena etc...)

      I have only one friend from my school years that I keep any sort of contact with and even then I hardly speak to him anymore. Now apart from my work colleagues (who I’ve only known for 10 months), you guys are the only friends I speak to on a regular basis. ‘Friends’ have come, sure, but they’ve gone and I couldn’t care less really. It takes someone who really shares your interests to stay with and you guys are so, much like that one mate I’ve known all my life through school.

      Has Wikia made these changes or one of you guys? Regardless the logos have gone.

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    • EDIT: Vork, Rott, See new message wall on Death's message wall page.

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    • A FANDOM user
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  • How do you like infobox?

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  • Just dropping by to tell you I have split the Bullets, Slugs, Prox and Lightning. Also fixed the ammo links on the pages of the weapons that use them... still, if you wish you can check them in case I've missed something.

    So, is there anything else left to split?

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  • That was a good idea - different pages for the different cells throughout the Quake ages.

    By the way, we'll need to do something similar about Water, Slime and Lava - currently, these pages are focused on the Q1 variant of these three hazards, but they appear in Q2 and Q3 as well. We can either make a similar separation, or improve the existing articles so that they include proper info about the three games.

    (Q4 doesn't have any of the three, which is unfortunate)

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    • I believe they are a mix of Aztec and Mayan stuff.

      If the textures have Maya in their name, so yeah - it makes perfect sense to name the theme like this.

      I suppose you will enjoy working on the R2M1 theme (being a Romanophile).

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    • Just noticed this - the little tag for Quake 4-related pages is "QIV", not "Q4" (this causes the Q1 logo to be displayed).

      I have already fixed it on several pages. I hope I haven't missed any. You can check, if you have time.

      And don't worry, I made the same mistake too when I first started adding these tags to Q4 pages :)

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    • A FANDOM user
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  • Hey Seth! I've heard you're the new contributor here, and American too! It makes me glad to see people coming on here and taking their time to edit pages to one of our favorite games.

    Anyhow, I'm Dominus Mortem, but you can call me Eric or Domo. See ya around, man!

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    • I know that this is late, but since I’m here…

      It’s nice that you are taking Latin. One problem, though, is that a grand portion of modern media is not in Latin, which makes learning it rather tricky.

      I was thinking that Sardinian was closest to Latin in terms of phonology, but Romanian does have a relatively conservative grammatical system. I like how it still has cases on nouns and adjectives. Most modern Romance languages only have cases on some pronouns. Also, Romanian still has the neuter gender, which mostly assimilated into the masculine elsewhere. Romanian fascinates me.

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    • Hahaha, time has no meaning here.

      Yup, but learning it has benefits. It improves other languages like Spanish, Italian, etc.

      Romanian is quite interesting, I agree. You'd think it would be more Slavic because of the region but it's more Romantic. Go figure.

      You know what other languages interests me? German and Japanese. Both my parents speak Japanese so I could take it from them at any time. Germany has always fascinated me, and as has the language. 

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    • A FANDOM user
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  • Hey, I was just reading your thoughts about Quake I canon and how it relates to the other games in the series, and I thought you might be interested to hear my theory:

    I know that Q1 and Q2 are intended to be separate universes, still I decided to challenge myself and think of some way to connect them. And here is what I came up with:

    After its numerous defeats by Ranger, the evil force known as "Quake" (assuming that it's some unseen evil mastermind that controlled Shub-Niggurath, Armagon and the Dragon) had no choice but to flee, in order to survive. The only way to do that was to escape into our own universe. However, there was a slight problem - there is no magic in our universe. Therefore, "Quake" had to find a good substitute.

    What is the thing in our world that is most similar to magic? Technology! Advanced computers, cybernetics, nano-tech and dimensional portals. And this is how the Strogg came to be - the evil power of "Quake" was reborn in the form of a highly-technological cybernetic race, whose entire existence is based on machines and computers.

    As for the Strogg symbol on crates - it could have been the symbol of Ranger's military corp. The forces of Quake saw this symbol and decided to use it later, the idea being that Stroggos is an evil corrupted version of Earth.

    Of course, this is just my personal theory... officially, Q1 and Q2/Q4 are different universes.

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    • Interesting theory, but Darklord rejects the possibility that Shub‐Niggurath and Quake are two different entities. I do kind of like the idea of Quake reclaiming their symbol, though.

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    • Indeed. So I guess this puts my theory in the field of "fan fiction" ;)

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    • Yes. I myself personally don’t think that it’s too absurd to consider. But the problem with Quake, much like Doom (but not Tom Hall’s version), is that it’s about a lonely football player who shoots first and never asks questions. Story development, character development, drama, lore &c. are minimal at best. That’s why I occasionally entertained the idea of a remake being more like Doom 3, because it would attempt to make sense of the world. For example, there’s no realistic or believable reason why chainsaws would exist on Mars. They were in there because basically, id thought that it’d be cool (they were inspired by the Evil Dead franchise). But Doom 3 explained chainsaws as being products a shipping accident. There, we could internally comprehend why chainsaws exist; they don’t feel like an afterthought at all. The energy weapons were also explained in scientific detail. Of course, run‐and‐gunners don’t typically care about things such as these, but for curious people like me, this is all interesting.

      But Doom 3, aside from needlessly altering the core formula that made its predecessors successful, would attempt to force you into the story, notably by making you sit through audio logs and skim texts just because you want one bloody code for some lousy locker. I’m guessing that id desired to reward players for caring about the story, but for uninterested players low on resources, it can just be annoying.

      I don’t think that Doom 3 had to sacrifice its story features, but I certainly don’t see why id had to mess up the core formula either. Just because you desire to innovate doesn’t mean that you have to throw away what made the originals so good. O.K., so you want to do a story‐based horror shooter? Great, then call it something else.

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