sirudoom wrote:quake is starting to get bigger with mods now. but both games are similar, why cant there be just one game thats perfect and everyone makes mods for one game?
Because both communities serve different purposes? We have had attempts at cross-breeding before (Vavoom/K8Vavoom, heck Nash's Disdain attempts to bring something from Quake to GZDoom - Lightmaps) but they are two very different communities, which is what you expect when you go from a Doom engine to a full 3D renderer in Quake. The
things you talk about change.
I have no idea why health pickups are the key of focus here - If we were to compare Doom tech with Quake tech, i would look at other things first.
sirudoom wrote:can we combine both old good technologies?
Sure, use Vavoom. That's the Quake renderer right there. Or try out K8Vavoom. The latter has some things even GZ does not support and it has more things in common with Quake than with Doom.
sirudoom wrote: with hexen, everyone knew it was the doom engine (but duke nukem came out three months later), hexen 2 could have been any engine.
I disagree. Hexen 2 makes it clear its a Quake engine game through some specific things, but the most obvious one is the movement and the
sway of the weapon models. Quake 2 also has this specific animation which some other games have aswell.
sirudoom wrote:Wrath: Aeon of Ruin? guess vomitoreum is a doom engine game.
Wrath is Darkplaces, Vomitoreum is GZDoom. Its also rather obvious that the latter is a Doom powered game.
sirudoom wrote:if you are gaming on the couch how do you change levels with doom 1 & 2?

How is that related to anything said prior? You likely are using a controller then, and you likely use a port that can operate with a controller (And change levels accordingly)