Thank you Helix Sleep for sponsoring! Visit helixsleep.com/noodle to take advantage of their President’s Day Sale Exclusive Partner Offer and get 27% Off Sitewide!
He broke the trap of only talking about negativity, yet he still gets da views. I love this type of thing so much more than "broken shitty thing is broken and shitty" or "popular thing bad" type slop. I mean noodle makes anything good, but still.
An aesthetic I'm super fond of is the PS1/2000s PC era. High contrast, vibrant colors, and a lot of art style. Low polygons allowed artists to focus more on the fantasy aspect of things than on making them realistically detailed, thus leading to a ton of variety. It's just pretty in a way "standard graphics" can't be.
Fun Fact: when Id made Quake they created a flickering light effect that _looks_ random but is actually just a looping animation, and it was convincing enough that when Valve branched off the Quake engine to make GoldSource for the first Half-Life they ported it over wholesale... and then never stopped using it. Half-Life: Alyx, a modern VR game running on the Source 2 engine (three generations removed from Quake's engine) uses the same flickering light pattern as a "boomer-shooter" FPS from the 90's. When it works, it works.
It's long been my contention that most "obsolete" game engines really aren't that obsolete at all; and what held them back during the heyday of their original games wasn't lack of engine ability so much as inexperience of the devs, time constraints, and the limits of PC hardware of the day. I mean go play Ion Fury and you'll see the early 1990s BUILD engine (Duke3D, Shadow Warrior, etc) look absolutely jaw-dropping. Or try Total Chaos total conversion mod for the original Doom, which easily looks like something running on a late 2010s engine despite using tech from 1993. And some of the TC mods I've seen for the original Unreal Tournament 1999 engine look nearly on par with stuff from our current era (little known fact, but the UT99 engine from 27+ years ago supports absolutely _insane_ level sizes, and has actual realtime lighting/shadows among many other effects... Like I said though, back when UT99 was the new tech, we just didn't get to see any of that stuff implemented in its original games for the reasons I mentioned). Now of course there's always going to be more advanced shaders and whatnot that simply do not/cannot exist in older engines, don't get me wrong. I'm just saying the stuff that's achievable in these ancient, obsolete game engines from 20-30 years ago is absolutely mind blowing when you get devs with the time and talent -- and now current PC horsepower -- to really push them to their limits.
@J.DeLaPoer To be honest, from my experience with the gamedev community, most of the "obsolete" game engine narrative comes from a very uneducated group of people that seem to think modern game engines, most notably Unreal, are some sort of perfect creation that has no flaws and that using anything else is inferior and "obsolete", it's near cult behavior at times, as if Unreal wasn't just an upgraded version of an old engine too. Most tech savvy people know those game engines aren't obsolete, they just require far more time and effort to learn how to use them, and some have extremely outdated UIs and technical documentation (some of the Source 1 docs still mention Windows 7), and also that the industry moving from dedicated and specified to cheap and easy to use is probably the largest factor to why these have been either not updated to modern standards or abandoned entirely. They are insanely capable of awesome things, but they are rarely used because companies just don't want to spend the time it requires to work with them and upgrade them to modern standards (the reason why a lot of insane things have been done in them by mod creators instead).
@infinitespace2520 Yes, this is all true and rather insightful. I'm also irritated with the lazy programming and bad -- or total lack of -- optimization in modern games. As someone who plays a ton of retro, indie and "boomer shooters" (yes, I'm old) it boggles my mind to see new games that look like they're straight out of 1995 but need a high end modern gaming PC to run decently. I mean lack of optimization and lazy coding is enough of an issue for _actual_ graphically intense stuff, but it's so much more irritating and insulting to see the latest 2.5D retro shooter turning into a slideshow. Not everyone has a top-end rig, or in my case, I just want to be able to play the retro stuff on my laptop when I'm at work; and if it can run most games up to the 2010s without issue it should handle the latest Unity boomer shooter that looks like Doom II. I could go on all day about the decline of gaming really, so I'll just shut up here and say that IMO the golden age of PC gaming was c1993 to 2010. After that we started getting the above lack of optimization; plus the cancers of loot boxes, pay-to-win, endless expensive DLC (us old timers used to call that "free patches"), buggy beta versions released as full retail priced, endless sequels & prequels with zero creativity or innovation, and the all the leftist/woke crap that nobody outside a minuscule sub-2% of the gaming population wants (see: Sweet Baby, Blackrock "influence messaging", et al). The vast majority of AAA is crap now. Thank god for remasters and indie!
@J.DeLaPoer It itches a little to hear it called "the UT99 engine" when, in its first public incarnation, it was built specifically and solely for the single player FPS *odyssey* simply titled "Unreal". And it absolutely did take full advantage of the engine's capability for massive map sizes. It's hard to even call UT99 its own game when it was so derivative of Unreal that it felt more like a standalone expansion. It's so strange that the original has been basically forgotten.
It seems he descended the flesh tunnel and is permanently stuck in Level Select. Well I mean he could go in one of the levels, but this guy is not surviving Penis Day at the Gym.
Baked in lighting design was an incredibly underrated art form making all the difference in old games. That’s why Ridge Racer Type 4 still looks incredible to this day.
Ridge Racer 4 is also just built different because all the cars have Gouraud shading and an impressive amount of detail put into them for the time. The art director also took inspiration from Ace Combat 2 for the sky effects. And all of this runs at a constant 30 on the PS1, it’s genuinely timeless
yeah i swear so many times when a modern game looks "too plain" or "lacks soul" it can literally be pinned down to that the devs improperly used dynamic lighting in places where it shouldn't be used (or pushed too hard for a time-of-day system where they have to use dynamic lighting) when they should've used entirely baked lighting instead and just kept maps to one time of day. bringing back baked lighting would legitimately make modern games so much more beautiful
yes and so many devs use lighting improperly and have day/night cycles. And a big tool they use for this bad approach is fuckin UE5 and Lumen, I hate this slop engine
I hate dynamic lighting, only a certain type of weather and light level makes the game look the best and then some over sunny makes everything washed out and you can barely see at night. Just hate it, idc about "realistic" , just focus on aesthetic and style
I'm an architecture masters student and I want to make a quick correction to 8:50. Brutalism is concrete, the term comes from a small belgian experiment in "beton brute" meaning raw concrete. Brutalism *is* modernism, such as Louis Kahn's National Assembly complex but modernism is not brutalism. Both derive from the expressive avantgardes and formalist experimentation, where the form follows and informs of its function. Concrete is load bearing and so brutalism strips away the cladding to show the true functionality of architecture in expressive and free form, since concrete crystallizes any form you give it. In either case, modernism sought a purified form in architecture freed from classical ornamentation by which other aspects of (modern) living could be brough forth in spaces impossible a century earlier.
And thus it came to be, that architecture freed from classical ornamentation revealed the brutal power structures minimising human potential in a Thatcherite wasteland of unrelenting extraction; temples to the industrialised raping of Gaia
@KimMoth humanism and brutalism are not mutually exclusive. flourishing communities can exist amongst the straightforward backdrop of brutalist architecture. hostile architecture like floor spikes and segmented benches is the real weapon of an individualistic capitalist society - it can sometimes even look kind of cool, but is functionally harming community-building. just cause you don't personally like brutalist architecture does not mean it's "raping the earth". many of the oppressive structures we suffer under today were conceived in those beautifully ornamented buildings you champion, with the exploitation of the earth and communities happening far off out of sight.
@microfloraa You might see it if you can stop defending brutalism for a sec. It's a poetic analogy between ornamented architecture and human-centred praxis on one hand, versus considering ornament as not worth the investment in a power-centred paradigm of dominance. Show me a brutalist church that can compare with the Sagrada Familia. It's not so much buildings raping the earth, but the profit-maximising units who forgot, or never learned, something important about humanity.
@KimMoth i understand the analogy, i just don't agree. i love both brutalism and classical (western) architecture (eastern as well but i have a feeling you're primarily imagining western). i've seen the Sagrada Familia in person and it's gorgeous, the story of Gaudí's towering design for the church being enabled by modeling upside-down is fascinating, along with its extensive history of construction. but different ideologies and cultural values lead people to find immense beauty in starkly different philosophies of design. as an example, many people malign ambient music because it is often comprised of just a few elements, evolving very slowly, with a runtime beyond your average pop song. but there is profound depth to be found in ambient compositions; they can bring the mind to a peaceful meditative state, or even cause the listener to meditate on uncomfortable feelings, with subtle shifts evoking the nuance of human emotion. just as much thoughtfulness and care can be put into ambient music as the composers of famous classical compositions imbued into their work in their time. bouncing off this example, in 2019 i visited the National Archives of Modern Architecture in Tokyo, which housed several models of minimalist churches. they used negative space, integration with natural phenomena, and concise geometry as a way to remove the "distraction" of luxury/ornamentation/excess and bring worshippers closer to their ephemeral link with God. i've been in many grand and impressive Catholic churches, but this minimalist approach to making the state of worship easier to enter, rather than imposing it through awe and even fear, made an impression on me. you say that the Sagrada Familia is more beautiful and impressive than any brutalist structure, but what if i want to deepen my spiritual connection with God, rather than marveling at what beauty is possible in his physical world? what if that is more beautiful to me than the most painstakingly detailed stone carving? to your point, brutalism and modernism in general were enabled by the industrial revolution - but you're linking the development of the architectural style with the engineering of extreme economic inequality and disenfranchisement by the ruling class. beautiful, radical cultural development is happening in brutalist buildings, just as profit maximization is being ordained within gilded classical monuments.
@microfloraaIncredible thesis. I'm not terribly educated on architectural styles so I'm not certain of the exact nature of the disagreement here, but your examples and experiences with each of the styles really round out and add nuance to the discussion. I know I personally find the finely decorated and multifaceted texture of western architecture (the picture in my mind are those fancy churches, but the specific popular examples in my head don't feel like they're from the west) is really gaudy and intimidating. It's beautiful for sure, but they're places I don't want to linger in because they feel like they want something from me. The simplified form = function streamlining that I associate with brutalism conversely feels like it's just not interested in me; like I could disappear into a gap and things would be just fine. Really though, the note about *removing distractions* spoke to me, as there's always been this feeling in those exceedingly ornamented places that makes me feel like I'm missing out on the actual profundity of the place because there are so many symbols and artworks that I can't extract meaning from. A place that is intentionally sparse allows you to close that gap yourself, and curating a place like that for worship is much more appealing to me than where faith is practiced where I live.
1:25 - This statement is underselling how much the Ironwail source port changes the rendering under the hood. The description on the GitHub states that it changes the rendering so that work is moved over to the GPU using modern hardware developments over the decades like GPU instancing, Compute shaders, Indirect render draw, and more. These are pretty big changes to the rendering of Quake, an engine old enough that programmable shaders didn't even exist when it came out! These changes vastly increase the size the maps can be and their polygonal detail in ways that the original engine never could. The mod itself doesnt make these changes of course but it was designed with this particular engine in mind. Implying that the engine is mostly the same as the original ends up distorting what the limitations of the original quake engine are and how much these maps exist thanks to modern rendering techniques. I can understand a little why Noddle would say this since it isnt like they are overhauling the lighting system or anything but I think making this point clear helps people understand better the technical limitations (or lack there of) that informed these maps creation.
This sounds important, so I'm liking and replying to this so that it helps to get it to the top. Also, not a bot here I swear, ask me anything to prove it and you can be the judge of the response.
@Playe@PlayerNul’ve just been through too many of them. Worst ones are entire threads of bots praising some rando in an effort to funnel someone through a bitcoin or trading scheme. Anyway, enough about bots. Ironwall has been amazing even though I played 5 minutes of one level and died falling in a lava pit from dodging enemies (I did know the lava pit was there, it really is fair and evil… like arranged-) Do what the noodle said. DOWNLOAD IT!
4:27 - dude looks like he's watching that "Have you ever had a dream...?" meme video...but like, its his Son, so he's gonna be Patient and let him (eventually) Finish the question :-P
11:19 holy shit from this shot alone I'm ready to bet good chunks of my organs that the creator of this map was HEAVILY inspired by Saint-Joseph du havre Church in France because that's almost exactly how the church looks wow
Wild to think that we need the latest and greatest GPU to run some modern games at barely 30fps when game developers in the 90s made their games function on the equivalent to a toaster
It's pretty sad to witness, especially with how expensive both hardware and software is getting. What's your reward for spending a shitton of money on a gaming pc? The ability to buy 70$ games
it's fucked up how many games are built on the tech of quake. i can't post the chart showing which engines were derived from each other though, this is youtube comments section
The medal of honor games, return to castle Wolfenstein, and soldier of fortune are some of my favorite games that heavily use the Quake 2 engine. And of course, Half Life used a heavily modified Quake 2 engine as well.
That's because without Quake we wouldn't have Half-Life, since Half-Life runs on a highly modified version of the Quake engine that Valve simply called GoldSource.
I'm not fucking joking when I say that this mod has maybe my favorite graphics in a game ever. When these visuals are done right, they are SO right. Monument and Chemical Burns especially are highlights in the visual department
I feel Quake engine and PS1 are the new Pixel Art art movement of our time. Precisely because artists are intrigued by how evocative you can make things by having less visual fidelity instead of more.
interestingly though, Trenchbroom (the tool that mappers use to make Quake levels) is probably the best level editor in existence anywhere, besides maybe DoomBuilder. The main reason Quake's modding scene has thrived so much is that the tools are just fun to use.
I know it’s not a new thing you started doing in your videos, but I seriously love the old tv aesthetic you bring during the sponsor segments of the video. It’s a creative and fun way to do sponsorships, and also a great way to hook the viewer aswell. Keep it up my man!
Oh shut the fuck up, Xen was fine. After hours and hours of shooting your way through endless real world inspired environments, Valve decided to flip the table over and make you play first person Rainbow Islands. If the magazines hadn't told you not to enjoy it, you would have.
@Superderby389 Sorry but I have to Agree with @rorychivers here. having played Half-life from start to finish for the first time a year ago, Xen really wasn't as bad as people make it out to be. Is it perfect? hell no. Could it have been done better? absolutely. I personally think the only reason people had such a negative reaction to Xen is just as it was said previously; you were so used to a real world environment level design that suddenly going to "abstract floating islands in the sky" and "semi platforming in a modified Quake3 engine" is a flip too big for most to take on their first time playing.
@rorychivers8769I had no idea what Xen was going to be like or heard anything about it going into it and I absolutely hated it in contrary to every single stage prior to it (including On a Rail, that one is so cool), I don't know where the line of "you'd like this if others didn't tell you to dislike it" is coming from putting visuals aside, the enemies are annoying to deal with, the sound design makes my head hurt and the level layouts, despite differing a ton between each other, somehow manage to still feel repetitive and like they're overstaying their welcome; something I've not experienced a single time in the rest of the game despite it being much longer than the Xen segment was and having a seemingly more repetitive theme (since you're just going through a research facility for hours and hours, turns out that's easier to make fun than an imaginary alien world) I was hoping Black Mesa could fix this and while it is a much more enjoyable experience than it was in the original Half Life, it still feels like a massive drop from the rest of the game, I think the whole idea behind something like Xen is hard to implement in a way that's fun so I'm not surprised to see it turned out poorly when they were under a huge time crunch in development (speaking of the original)
Also known as the shanty town style: the moldy concrete, the feeling of unfinished poverty, the stains of salt efflorescence, the humidity condensing on the bare cement...
Noodle I think I met your brother the other day he tied me to a chair and forced me to name every doom mod I was aware of and then stole my wallet. Nice guy tho
Thanks for the recommend! Just gave it a look - It's a while since I've played the original Quake ... like ... decades! It's an awesome mod - surprised I'd not heard of it before!
I love how the opening break down of the history of Id right at the beginning is both _incredibly Reductive_ in terms of the actual context of what everyone has been up to since and also _basically 100% accurate_
I love the quake engine, QBJ3 is one of the best things I've played this decade, just impressive. I'm working with some of the mappers from it on the sequel of brazilian drug dealer 3, BRAZILIAN DRUG DEALER BEFORE 4:DEMONS FROM THE PORTAL TO HELL I OPENED ARE STILL IN THE FAVELA AND NOW I HAVE TO SAVE MAMADAS FROM RONALDO, QBJ3 is also a great way to meet new mappers and how diverse the quake community is (there's a really talented brazilian called bmFbr, genius fella) One of the best modding communities out there. Cheers bro!
This project is just such a pure monument to, and expression of the joy of level design. God, I love this shit so much. I'm gonna go get lost in these spaces for a looooong time.
when I got my hands on QBJ 1 and 2 I made like 200 screenshots that I use as my wallpapers on my desktop as well as my phone, among other gaming screenshots of course. this is peak aesthetic for me. can't wait to get my hands on 3!
My favorite thing about your videos is just how damn excited you sound about the topics. It's like a friend telling you about their latest hyperfixation. Love it dude!
9:49 "Dune" I was listening to this through a pair of 1970's speakers and I thought the music was amazing pure focus on the atmosphere, that was till this time mark. this is when the 'Lisan al-Gaib' started to speak to me...
I've been loving the newest brutalist jam!! So happy to see you've made a video about it! Something about the Total Recall map just scratched my brain just right
We do something like this for the Source community with Map Labs. The amount of great levels on most of them just awe me at the passion and dedication that's in them, and in an engine that's just a year older than me. I've participated on some of them, and I won't lie, my first ones sucked, like... a lot, but I got the hang of it eventually. One entry I wanna highlight is "The Temple 2" by Klems for the Three Rooms competition, which puts you in the role of a captain on a floating ship with a crow sidekick, and here's the kicker... You can actually control the ship. For context, this would've been very difficult if not impossible to do in the original engine, but thanks to Mapbase and it's many upgrades, Klems was able to create something unique and unseen from Source.
"One Need Not Be A House" looks super interesting. I especially like how architecturally focused Yang's take on "brutalism" seems to be. So many folks think that Brutalism as an architectural movement just boils down to sharp lines and exposed concrete, so it's always a treat to see someone who understands and engages with its actual architectural ideas, paying really close attention to lighting and juxtaposition between landscape and structure. Big time kudos for that. Makes me wonder what would it would look like if you took an architecture firm and had them make an FPS.
Been playing Quake for almost 22 years, and people in my job (store) always ask how I play Quake so much. This is one of a lot (Arcane Dimensions, Brutalist 2, Liminal Jam, Alkaline, Explore Jam, etc) of community paks that are just big, complex, beautiful and even unbalanced map hubs. Every single time I show a picture of any of those paks nobody can understand that it’s made in a 1996 engine. Everyone should give it a go. Note: Pak is just the Quake file, even if the first one does not use too many of those, Arcane Dimensions uses them
One should note that heavy emphasis on the Sun as a source of light is ALSO a part of Brutalist ideas in architecture. And that's crazy cool! That map creator Really understands actual Brutalism!
It's a shame brutalist architecture didn't age well after being unmaintained, which is why so many people associate it with coldness. When those buildings were new they were surrounded by greenery, clean and full of life. They were filled with natural light and felt warm and safe. I'm glad the map maker focused on the positives of brutalism. Brutalism was never brutal. It was about beton brut - raw concrete. It doesn't look great without proper maintenance, but back then it filled people with awe. It was seen as modern and pretty. It's really nice seeing someone understand that brutalism wasn't unfriendly - it was quite the opposite. It's a shame it's such a "you had to be there" thing since so very few brutalist buildings remain in good condition these days.
You should also try bonkjam! It is less of an overhaul than an addition of an amazing new weapon that gives you insane movement in an extremely well-made map-pack with many different skins for the weapon.
Thank you Helix Sleep for sponsoring! Visit helixsleep.com/noodle to take advantage of their President’s Day Sale Exclusive Partner Offer and get 27% Off Sitewide!
You're one of the only ones creators that make ad FUN, it pleases my heart as a guy who makes ads for a living :)
sleeping on the floor is better
Stomachache from laughing is something I expect from the video, not from the ads. Thanks for that!
The static as background noise, sells me that this is a old commercial put on a tv.
Thanks, but not thanks, I don’t sleep
I love this new era of “GAMES LOOK SO FUCKING COOL” videos.
He broke the trap of only talking about negativity, yet he still gets da views. I love this type of thing so much more than "broken shitty thing is broken and shitty" or "popular thing bad" type slop.
I mean noodle makes anything good, but still.
hi fryte lmao
@pictrable Small world lol
Lol, it is good to have a wave of positivity from time to time
An aesthetic I'm super fond of is the PS1/2000s PC era. High contrast, vibrant colors, and a lot of art style. Low polygons allowed artists to focus more on the fantasy aspect of things than on making them realistically detailed, thus leading to a ton of variety.
It's just pretty in a way "standard graphics" can't be.
Fun Fact: when Id made Quake they created a flickering light effect that _looks_ random but is actually just a looping animation, and it was convincing enough that when Valve branched off the Quake engine to make GoldSource for the first Half-Life they ported it over wholesale... and then never stopped using it. Half-Life: Alyx, a modern VR game running on the Source 2 engine (three generations removed from Quake's engine) uses the same flickering light pattern as a "boomer-shooter" FPS from the 90's.
When it works, it works.
I was thinking the whole video that looks like source, while in my head I thought he was talking about doom, not quake
It's long been my contention that most "obsolete" game engines really aren't that obsolete at all; and what held them back during the heyday of their original games wasn't lack of engine ability so much as inexperience of the devs, time constraints, and the limits of PC hardware of the day. I mean go play Ion Fury and you'll see the early 1990s BUILD engine (Duke3D, Shadow Warrior, etc) look absolutely jaw-dropping. Or try Total Chaos total conversion mod for the original Doom, which easily looks like something running on a late 2010s engine despite using tech from 1993. And some of the TC mods I've seen for the original Unreal Tournament 1999 engine look nearly on par with stuff from our current era (little known fact, but the UT99 engine from 27+ years ago supports absolutely _insane_ level sizes, and has actual realtime lighting/shadows among many other effects... Like I said though, back when UT99 was the new tech, we just didn't get to see any of that stuff implemented in its original games for the reasons I mentioned).
Now of course there's always going to be more advanced shaders and whatnot that simply do not/cannot exist in older engines, don't get me wrong. I'm just saying the stuff that's achievable in these ancient, obsolete game engines from 20-30 years ago is absolutely mind blowing when you get devs with the time and talent -- and now current PC horsepower -- to really push them to their limits.
@J.DeLaPoer To be honest, from my experience with the gamedev community, most of the "obsolete" game engine narrative comes from a very uneducated group of people that seem to think modern game engines, most notably Unreal, are some sort of perfect creation that has no flaws and that using anything else is inferior and "obsolete", it's near cult behavior at times, as if Unreal wasn't just an upgraded version of an old engine too. Most tech savvy people know those game engines aren't obsolete, they just require far more time and effort to learn how to use them, and some have extremely outdated UIs and technical documentation (some of the Source 1 docs still mention Windows 7), and also that the industry moving from dedicated and specified to cheap and easy to use is probably the largest factor to why these have been either not updated to modern standards or abandoned entirely. They are insanely capable of awesome things, but they are rarely used because companies just don't want to spend the time it requires to work with them and upgrade them to modern standards (the reason why a lot of insane things have been done in them by mod creators instead).
@infinitespace2520 Yes, this is all true and rather insightful. I'm also irritated with the lazy programming and bad -- or total lack of -- optimization in modern games. As someone who plays a ton of retro, indie and "boomer shooters" (yes, I'm old) it boggles my mind to see new games that look like they're straight out of 1995 but need a high end modern gaming PC to run decently. I mean lack of optimization and lazy coding is enough of an issue for _actual_ graphically intense stuff, but it's so much more irritating and insulting to see the latest 2.5D retro shooter turning into a slideshow. Not everyone has a top-end rig, or in my case, I just want to be able to play the retro stuff on my laptop when I'm at work; and if it can run most games up to the 2010s without issue it should handle the latest Unity boomer shooter that looks like Doom II.
I could go on all day about the decline of gaming really, so I'll just shut up here and say that IMO the golden age of PC gaming was c1993 to 2010. After that we started getting the above lack of optimization; plus the cancers of loot boxes, pay-to-win, endless expensive DLC (us old timers used to call that "free patches"), buggy beta versions released as full retail priced, endless sequels & prequels with zero creativity or innovation, and the all the leftist/woke crap that nobody outside a minuscule sub-2% of the gaming population wants (see: Sweet Baby, Blackrock "influence messaging", et al).
The vast majority of AAA is crap now. Thank god for remasters and indie!
@J.DeLaPoer It itches a little to hear it called "the UT99 engine" when, in its first public incarnation, it was built specifically and solely for the single player FPS *odyssey* simply titled "Unreal". And it absolutely did take full advantage of the engine's capability for massive map sizes.
It's hard to even call UT99 its own game when it was so derivative of Unreal that it felt more like a standalone expansion. It's so strange that the original has been basically forgotten.
No way WE HAVE WALLS AGAIN? NOT JUST THE HOLES?!
renovations
It seems he descended the flesh tunnel and is permanently stuck in Level Select. Well I mean he could go in one of the levels, but this guy is not surviving Penis Day at the Gym.
They put the paper guy in the quake
new year, he got paid money probably
Or he's in his mothers basement canonically now
Baked in lighting design was an incredibly underrated art form making all the difference in old games. That’s why Ridge Racer Type 4 still looks incredible to this day.
Ridge Racer 4 is also just built different because all the cars have Gouraud shading and an impressive amount of detail put into them for the time. The art director also took inspiration from Ace Combat 2 for the sky effects. And all of this runs at a constant 30 on the PS1, it’s genuinely timeless
Shoutouts to Mirror's Edge and DiRT 2! Genuinely the best looking games of the 7th gen imo.
yeah i swear so many times when a modern game looks "too plain" or "lacks soul" it can literally be pinned down to that the devs improperly used dynamic lighting in places where it shouldn't be used (or pushed too hard for a time-of-day system where they have to use dynamic lighting) when they should've used entirely baked lighting instead and just kept maps to one time of day. bringing back baked lighting would legitimately make modern games so much more beautiful
yes and so many devs use lighting improperly and have day/night cycles. And a big tool they use for this bad approach is fuckin UE5 and Lumen, I hate this slop engine
I hate dynamic lighting, only a certain type of weather and light level makes the game look the best and then some over sunny makes everything washed out and you can barely see at night. Just hate it, idc about "realistic" , just focus on aesthetic and style
I'm an architecture masters student and I want to make a quick correction to 8:50.
Brutalism is concrete, the term comes from a small belgian experiment in "beton brute" meaning raw concrete. Brutalism *is* modernism, such as Louis Kahn's National Assembly complex but modernism is not brutalism. Both derive from the expressive avantgardes and formalist experimentation, where the form follows and informs of its function.
Concrete is load bearing and so brutalism strips away the cladding to show the true functionality of architecture in expressive and free form, since concrete crystallizes any form you give it.
In either case, modernism sought a purified form in architecture freed from classical ornamentation by which other aspects of (modern) living could be brough forth in spaces impossible a century earlier.
And thus it came to be, that architecture freed from classical ornamentation revealed the brutal power structures minimising human potential in a Thatcherite wasteland of unrelenting extraction; temples to the industrialised raping of Gaia
@KimMoth humanism and brutalism are not mutually exclusive. flourishing communities can exist amongst the straightforward backdrop of brutalist architecture. hostile architecture like floor spikes and segmented benches is the real weapon of an individualistic capitalist society - it can sometimes even look kind of cool, but is functionally harming community-building. just cause you don't personally like brutalist architecture does not mean it's "raping the earth". many of the oppressive structures we suffer under today were conceived in those beautifully ornamented buildings you champion, with the exploitation of the earth and communities happening far off out of sight.
@microfloraa You might see it if you can stop defending brutalism for a sec. It's a poetic analogy between ornamented architecture and human-centred praxis on one hand, versus considering ornament as not worth the investment in a power-centred paradigm of dominance.
Show me a brutalist church that can compare with the Sagrada Familia. It's not so much buildings raping the earth, but the profit-maximising units who forgot, or never learned, something important about humanity.
@KimMoth i understand the analogy, i just don't agree. i love both brutalism and classical (western) architecture (eastern as well but i have a feeling you're primarily imagining western). i've seen the Sagrada Familia in person and it's gorgeous, the story of Gaudí's towering design for the church being enabled by modeling upside-down is fascinating, along with its extensive history of construction.
but different ideologies and cultural values lead people to find immense beauty in starkly different philosophies of design. as an example, many people malign ambient music because it is often comprised of just a few elements, evolving very slowly, with a runtime beyond your average pop song. but there is profound depth to be found in ambient compositions; they can bring the mind to a peaceful meditative state, or even cause the listener to meditate on uncomfortable feelings, with subtle shifts evoking the nuance of human emotion. just as much thoughtfulness and care can be put into ambient music as the composers of famous classical compositions imbued into their work in their time.
bouncing off this example, in 2019 i visited the National Archives of Modern Architecture in Tokyo, which housed several models of minimalist churches. they used negative space, integration with natural phenomena, and concise geometry as a way to remove the "distraction" of luxury/ornamentation/excess and bring worshippers closer to their ephemeral link with God. i've been in many grand and impressive Catholic churches, but this minimalist approach to making the state of worship easier to enter, rather than imposing it through awe and even fear, made an impression on me. you say that the Sagrada Familia is more beautiful and impressive than any brutalist structure, but what if i want to deepen my spiritual connection with God, rather than marveling at what beauty is possible in his physical world? what if that is more beautiful to me than the most painstakingly detailed stone carving?
to your point, brutalism and modernism in general were enabled by the industrial revolution - but you're linking the development of the architectural style with the engineering of extreme economic inequality and disenfranchisement by the ruling class. beautiful, radical cultural development is happening in brutalist buildings, just as profit maximization is being ordained within gilded classical monuments.
@microfloraaIncredible thesis. I'm not terribly educated on architectural styles so I'm not certain of the exact nature of the disagreement here, but your examples and experiences with each of the styles really round out and add nuance to the discussion. I know I personally find the finely decorated and multifaceted texture of western architecture (the picture in my mind are those fancy churches, but the specific popular examples in my head don't feel like they're from the west) is really gaudy and intimidating. It's beautiful for sure, but they're places I don't want to linger in because they feel like they want something from me. The simplified form = function streamlining that I associate with brutalism conversely feels like it's just not interested in me; like I could disappear into a gap and things would be just fine.
Really though, the note about *removing distractions* spoke to me, as there's always been this feeling in those exceedingly ornamented places that makes me feel like I'm missing out on the actual profundity of the place because there are so many symbols and artworks that I can't extract meaning from. A place that is intentionally sparse allows you to close that gap yourself, and curating a place like that for worship is much more appealing to me than where faith is practiced where I live.
noodle's house got too worn down so now hes just sleeping in the quake lobby he mentioned in the video
on a helix mattress
That helix ad is the most painful thing ive ever seen.
I need more
I found it endearing. Felt like old tv but done really badly
It felt live broadcasts advertisments
I'm just amazed Julian's dad is so cromulently British
The Honey ad was one of the most hilarious things I've ever seen.
@wardogbobby2974 There are some strong "Have you ever that a dream" kid vibes
1:25 - This statement is underselling how much the Ironwail source port changes the rendering under the hood. The description on the GitHub states that it changes the rendering so that work is moved over to the GPU using modern hardware developments over the decades like GPU instancing, Compute shaders, Indirect render draw, and more. These are pretty big changes to the rendering of Quake, an engine old enough that programmable shaders didn't even exist when it came out! These changes vastly increase the size the maps can be and their polygonal detail in ways that the original engine never could. The mod itself doesnt make these changes of course but it was designed with this particular engine in mind. Implying that the engine is mostly the same as the original ends up distorting what the limitations of the original quake engine are and how much these maps exist thanks to modern rendering techniques. I can understand a little why Noddle would say this since it isnt like they are overhauling the lighting system or anything but I think making this point clear helps people understand better the technical limitations (or lack there of) that informed these maps creation.
This sounds important, so I'm liking and replying to this so that it helps to get it to the top.
Also, not a bot here I swear, ask me anything to prove it and you can be the judge of the response.
@MageBurger the fact we have to clarify we're not a bot just made me realize how screwed youtubes comments are lmao
@Playe@PlayerNul’ve just been through too many of them. Worst ones are entire threads of bots praising some rando in an effort to funnel someone through a bitcoin or trading scheme.
Anyway, enough about bots.
Ironwall has been amazing even though I played 5 minutes of one level and died falling in a lava pit from dodging enemies (I did know the lava pit was there, it really is fair and evil… like arranged-)
Do what the noodle said. DOWNLOAD IT!
@MageBurger Also replying for the same reason
@PlayerNulIts honestly insane lmao. The clippy profile pictures help to differentiate humans from bots though, as ironic as that is
3:43 I didn’t know your dad was magneto 🥹
Fatherhood of evil noodles
4:27 - dude looks like he's watching that "Have you ever had a dream...?" meme video...but like, its his Son, so he's gonna be Patient and let him (eventually) Finish the question :-P
Unrelated, but I recently made my own gaslight edit for my friends and it went over amazingly. Thank you and Mandalore for the idea.
Gotta know, what movie?
i learned video editing just to make gaslights its so fun
Night at the Museum.
@isaiahdavis9486 oh hell yeah. great idea lol
Mandalore too? Is this about the rescue game video he made recently?
11:34 you can't just say "perchance-ably"
there is no way thats a word
perchanceably.
he just did :D
I can and I will
@baranoid YOU CANT JUST SAY PERCHANCEABLY
One Not be a House seems so neat with it getting at some of the origins of how brutalism was meant to be a canvas for light and other such things.
11:19 holy shit from this shot alone I'm ready to bet good chunks of my organs that the creator of this map was HEAVILY inspired by Saint-Joseph du havre Church in France because that's almost exactly how the church looks wow
5:00 holy moly ita "take a look around" by limp bizkit's album "chocolate starfish and the hot dog flavoured water"!!!
my hero
4:40 this kept me engaged to stay through the ad
His dad's "Okay" at 4:53 had me dying
I have SponsorBlock but knew it'd be worth watching
Wild to think that we need the latest and greatest GPU to run some modern games at barely 30fps when game developers in the 90s made their games function on the equivalent to a toaster
I'm Quaking my Noodle rn.
if 10 years from now nvidia cannot ai generate me some real life ray traced natties i have suffered for nothing
@Murr99-t7jOh Im Quaking it, I'm Quaking it SpongeBob! Shiver me timbers!
It's pretty sad to witness, especially with how expensive both hardware and software is getting.
What's your reward for spending a shitton of money on a gaming pc? The ability to buy 70$ games
Plenty of good indie titles... honestly indie / small team games are all I play now.
I'm glad popsicle stick noodle has been able to move into a better place, he deserves it
12:53 hearing “a museum showcasing dozens of flavours of interesting compromise” instantly pricked up my ears, finalv3 mentioned :)
Celeste Strawberry Jam was that for platformer freaks but around 3 years ago and it doesn't get enough focus for being as silly good as it is
I don't think people realize how monumentally big Celeste Strawberry Jam actually was.
thank you so much for playing, and for making this video!
Honestly I'm fine that cardboard is the new standard, it's nice
he's cooking something.....
he has to be
This is the best fucking assthetic ever.
what happened to "team"?
@BananJumper IRS? lol
I like it but I'd prefer more animations, like a mix of this with a bit more of the old animation style, curious how that would flow together.
3:50 translating 𝑒𝓃𝑔𝓁𝒾𝓈𝒽 to ad-read.
13:24 Layering the patron credits underneath the background was a very bold artistic choice.
I really, really love how you edit your videos. Maybe the only channel that I'll sit through a sponsor plug.
it's fucked up how many games are built on the tech of quake. i can't post the chart showing which engines were derived from each other though, this is youtube comments section
You are cool
The medal of honor games, return to castle Wolfenstein, and soldier of fortune are some of my favorite games that heavily use the Quake 2 engine. And of course, Half Life used a heavily modified Quake 2 engine as well.
@brisayman you too :)
No!!! I want my "It's Always Sunny" charts!!!
lol, just take a wild guess how many COD players know the games are built off of quake 3
Everything I've ever known about Quake begins and ends with Half-Life
learn
change that shit
Half Life is good, but good LORD is playing Quake essential. Like you have no idea how important that game is.
Quake is honestly a good game
That's because without Quake we wouldn't have Half-Life, since Half-Life runs on a highly modified version of the Quake engine that Valve simply called GoldSource.
9 seconds since release, I agree
A/B testing gave me a different title
so yes, the game engine is from the 90s, and I do agree
Everyone's still happy 9 seconds after release, see how you feel in a few minutes.
I'm a sucker for good architectural design in games, almost never a game scratchs my cool buildings itch, but this seems to do it
I'm not fucking joking when I say that this mod has maybe my favorite graphics in a game ever. When these visuals are done right, they are SO right. Monument and Chemical Burns especially are highlights in the visual department
5:27 What the #### are those ads lmao this is great television
Julian gaming
This is my favorite type of content. How artists did crazy things without crazy power.
I feel Quake engine and PS1 are the new Pixel Art art movement of our time.
Precisely because artists are intrigued by how evocative you can make things by having less visual fidelity instead of more.
interestingly though, Trenchbroom (the tool that mappers use to make Quake levels) is probably the best level editor in existence anywhere, besides maybe DoomBuilder. The main reason Quake's modding scene has thrived so much is that the tools are just fun to use.
I know it’s not a new thing you started doing in your videos, but I seriously love the old tv aesthetic you bring during the sponsor segments of the video. It’s a creative and fun way to do sponsorships, and also a great way to hook the viewer aswell.
Keep it up my man!
Me too! I especially love the little "we'll be right back" segments because they're just, like, not really a thing anymore, you know?
I wouldn't have played this without your video. Thank you for showcasing this!
I really love the community behind games like half life and quake because those original games are just beautiful works of art
3:02 Somehow this is my favorite intro to the Julian Gaming intermission
@10:11 Xen still out here catching strays nearly 30 years later. and rightfully so
Oh shut the fuck up, Xen was fine.
After hours and hours of shooting your way through endless real world inspired environments, Valve decided to flip the table over and make you play first person Rainbow Islands.
If the magazines hadn't told you not to enjoy it, you would have.
no, no, we wouldnt, and many of us didnt without even reading the magazines.
@rorychivers8769 the problem is that Xen looks like vomit
@Superderby389 Sorry but I have to Agree with @rorychivers here.
having played Half-life from start to finish for the first time a year ago, Xen really wasn't as bad as people make it out to be.
Is it perfect? hell no.
Could it have been done better? absolutely.
I personally think the only reason people had such a negative reaction to Xen is just as it was said previously; you were so used to a real world environment level design that suddenly going to "abstract floating islands in the sky" and "semi platforming in a modified Quake3 engine" is a flip too big for most to take on their first time playing.
@rorychivers8769I had no idea what Xen was going to be like or heard anything about it going into it and I absolutely hated it in contrary to every single stage prior to it (including On a Rail, that one is so cool), I don't know where the line of "you'd like this if others didn't tell you to dislike it" is coming from
putting visuals aside, the enemies are annoying to deal with, the sound design makes my head hurt and the level layouts, despite differing a ton between each other, somehow manage to still feel repetitive and like they're overstaying their welcome; something I've not experienced a single time in the rest of the game despite it being much longer than the Xen segment was and having a seemingly more repetitive theme (since you're just going through a research facility for hours and hours, turns out that's easier to make fun than an imaginary alien world)
I was hoping Black Mesa could fix this and while it is a much more enjoyable experience than it was in the original Half Life, it still feels like a massive drop from the rest of the game, I think the whole idea behind something like Xen is hard to implement in a way that's fun so I'm not surprised to see it turned out poorly when they were under a huge time crunch in development (speaking of the original)
I appreciate when someone takes brutalism as not just "concrete, oppressive and cold" but as the style it actually is
Also known as the shanty town style: the moldy concrete, the feeling of unfinished poverty, the stains of salt efflorescence, the humidity condensing on the bare cement...
@LeCarpincho Brutalism is pretty much the opposite of the improved nature of a shanty town, even though poverty often factors in both.
@Clippy_Can Brutalism is just an excuse made up to build the cheapest way possible.
@LeCarpincho Brutalism and Shanty look nothing alike
I also appreciate when someone takes brutalism as just exactly "concrete, oppressive, and cold" because that is also the style that it is =)
YES YES YES MORE ART POSITIVITY I LOVE
1:16 Not sure if that was intentional but I love how they named this level after the band Godflesh
It is, AFAIK the level art was inspired in various album covers by them as well
9:19 it feels almost solarpunk in its lighting, the small grass patches growing amongst brick and bridge feels very soothing! Good game design
7:39 That caught me off guard so BAAAAD
I played this on the TV it did not go well
Noodle I think I met your brother the other day he tied me to a chair and forced me to name every doom mod I was aware of and then stole my wallet. Nice guy tho
i think i would be put down once all i could say was umm uh erm Myhouse 🥺 ?
The comedic editing: 👌
Thanks for the recommend! Just gave it a look - It's a while since I've played the original Quake ... like ... decades!
It's an awesome mod - surprised I'd not heard of it before!
you sold me on downloading a mod for a game thats older then me in under three minutes
"Zen could've been good" im sold
I already know saying "penis day at the gym" is gonna be a vocal stim for me now
its genuinely impressive that Helix approved that ad read
Dude I LOVE these little intermission ads you do, it's just such a nice vibe.
5:55 what is the song playing during map "chemical burns around my neck" and where can i listen to it?
ward
"take a look around" by limp bizkit's, some other guy found it
I love how the opening break down of the history of Id right at the beginning is both _incredibly Reductive_ in terms of the actual context of what everyone has been up to since and also _basically 100% accurate_
9:38 god I love that fallout 2 enclave benito mussolini bigstoneheadonwall shit.
That is some TASTY brutalist architecture design.
That start of the adblock segment is like almost excactly like the ones I saw as a kid watching TV
I love the quake engine, QBJ3 is one of the best things I've played this decade, just impressive. I'm working with some of the mappers from it on the sequel of brazilian drug dealer 3, BRAZILIAN DRUG DEALER BEFORE 4:DEMONS FROM THE PORTAL TO HELL I OPENED ARE STILL IN THE FAVELA AND NOW I HAVE TO SAVE MAMADAS FROM RONALDO, QBJ3 is also a great way to meet new mappers and how diverse the quake community is (there's a really talented brazilian called bmFbr, genius fella) One of the best modding communities out there. Cheers bro!
Thank you for your service. The world needs more BRAZILIAN DRUG DEALER.
I hadn't heard the title of the next BDD game until now, somehow it's even better.
I love Quake. It's like comfort food to me
How many times will The Noodle change the title of this one
Noodle, CodeBullet, and Michael Reeves videos awarded to me at the same time... Illustrious.
There are some gorgeous levels here. Wow. I also love the outside of the museum building!
I love that Quake is getting this love.
I made a map for this project! tysm for the coverage, i'm super happy you enjoyed it!
noodle is truly the only channel where i dont fastforward through the ads. everyone else, take notes
This project is just such a pure monument to, and expression of the joy of level design. God, I love this shit so much. I'm gonna go get lost in these spaces for a looooong time.
when I got my hands on QBJ 1 and 2 I made like 200 screenshots that I use as my wallpapers on my desktop as well as my phone, among other gaming screenshots of course. this is peak aesthetic for me. can't wait to get my hands on 3!
DANG You do ad spots well... I would totally watch a 45 minute video essay breaking it down
4:10 never knew you were British, the more you know lol
It must be a whole adventure going every year from the UK to magfest lol
"I" will never believe a "word" this "man" "says."
"I" W"ill" neve"r believ" e a "word" "this man" "say"s"."
This feels like noodle getting baked and just ranting about his hyperfixation (and I fucking love it)
most entertaining ad break i can remember seeing in a while, i stayed to watch it and got me to subscribe... great video !
Installed, can't wait to try!
Noodle.... Never change, always ABSOLUTE CINEMA!
Quake is a quintessential masterpiece
Oh shit Robert Yang made One Need Not Be A House?? That makes so much fucking sense guy's a great designer.
It's the least gay thing I've ever seen his name on, and probably also the most impressive on a technical level.
The only channel where I never skip the ads, I even look forward to them!
That was one of the single best ad breaks I have ever had the pleasure of seeing.
My favorite thing about your videos is just how damn excited you sound about the topics. It's like a friend telling you about their latest hyperfixation. Love it dude!
7:30 What did Julian Gaming mean by this?
why did he say that? is he stupid?
Been playing the map jam since it released, so surprised and delighted to see you talk about it! It's so impressive
Thank you Sam for the hard work!!!
thankyou for the video noodle, big fan and love the great work. can’t wait to see more from you (or hopefully hear more soon!)
9:33 jumpscare warning
🏠
9:49 "Dune" I was listening to this through a pair of 1970's speakers and I thought the music was amazing pure focus on the atmosphere, that was till this time mark. this is when the 'Lisan al-Gaib' started to speak to me...
Man, i friggen love quake and all the games inspired by it.
Channel & Artstyle so good I leave the ad playing in the background.
0:43 all I needed to hear
fantastic video, a picture of artistic mastery, time to watch it
Jumping up and down and clapping my hands right now
Running so quickly from the room that the treads of his shoes are perpendicular to the floor
AND the ammo boxes for the nail gun have the Nine Inch Nails logo which is obviously the best part of Quake
I've been loving the newest brutalist jam!! So happy to see you've made a video about it! Something about the Total Recall map just scratched my brain just right
Well done, that is the best mid video ad I’ve seen. Got me hooked
We do something like this for the Source community with Map Labs. The amount of great levels on most of them just awe me at the passion and dedication that's in them, and in an engine that's just a year older than me. I've participated on some of them, and I won't lie, my first ones sucked, like... a lot, but I got the hang of it eventually. One entry I wanna highlight is "The Temple 2" by Klems for the Three Rooms competition, which puts you in the role of a captain on a floating ship with a crow sidekick, and here's the kicker... You can actually control the ship. For context, this would've been very difficult if not impossible to do in the original engine, but thanks to Mapbase and it's many upgrades, Klems was able to create something unique and unseen from Source.
"One Need Not Be A House" looks super interesting. I especially like how architecturally focused Yang's take on "brutalism" seems to be. So many folks think that Brutalism as an architectural movement just boils down to sharp lines and exposed concrete, so it's always a treat to see someone who understands and engages with its actual architectural ideas, paying really close attention to lighting and juxtaposition between landscape and structure. Big time kudos for that.
Makes me wonder what would it would look like if you took an architecture firm and had them make an FPS.
You'd need at least one engineer on that team, because architects can never be left unchecked >:P
Been playing Quake for almost 22 years, and people in my job (store) always ask how I play Quake so much. This is one of a lot (Arcane Dimensions, Brutalist 2, Liminal Jam, Alkaline, Explore Jam, etc) of community paks that are just big, complex, beautiful and even unbalanced map hubs. Every single time I show a picture of any of those paks nobody can understand that it’s made in a 1996 engine. Everyone should give it a go.
Note: Pak is just the Quake file, even if the first one does not use too many of those, Arcane Dimensions uses them
I will never get tired of the overall ad vibes with a bumper and everything
This is pure joy! I'm so happy I've subscribed 😄
One should note that heavy emphasis on the Sun as a source of light is ALSO a part of Brutalist ideas in architecture. And that's crazy cool! That map creator Really understands actual Brutalism!
It's a shame brutalist architecture didn't age well after being unmaintained, which is why so many people associate it with coldness. When those buildings were new they were surrounded by greenery, clean and full of life. They were filled with natural light and felt warm and safe. I'm glad the map maker focused on the positives of brutalism. Brutalism was never brutal. It was about beton brut - raw concrete. It doesn't look great without proper maintenance, but back then it filled people with awe. It was seen as modern and pretty. It's really nice seeing someone understand that brutalism wasn't unfriendly - it was quite the opposite. It's a shame it's such a "you had to be there" thing since so very few brutalist buildings remain in good condition these days.
You should also try bonkjam! It is less of an overhaul than an addition of an amazing new weapon that gives you insane movement in an extremely well-made map-pack with many different skins for the weapon.
8:52 BANGLADESH SHOWWWNNN 🇧🇩🇧🇩🇧🇩🇧🇩🇧🇩🇧🇩🇧🇩🇧🇩🇧🇩‼️💥💥💥💥💥💥
PLEASE TALK ABOUT FRAGGLE ROCK I BEG