{"id":2542,"date":"2025-10-05T05:05:34","date_gmt":"2025-10-05T05:05:34","guid":{"rendered":"http:\/\/gsu.site.nfoservers.com\/?p=2542"},"modified":"2025-10-05T05:11:37","modified_gmt":"2025-10-05T05:11:37","slug":"2542","status":"publish","type":"post","link":"http:\/\/gsu.site.nfoservers.com\/?p=2542","title":{"rendered":""},"content":{"rendered":"<p><span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">C:\\ANALYSIS&gt; open Quake_CS_Comparison.txt<\/span><\/p>\n<p><span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">&lt;DIR&gt; INTRO<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">quake_observations.log &#8230;&#8230; Watching Quake vs Doom<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">friend_notes.txt &#8230;&#8230;&#8230;&#8230; Conversation with friend about Quake<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">context.cfg &#8230;&#8230;&#8230;&#8230;&#8230;&#8230; Both CS players, differing tastes<\/span><\/p>\n<p><span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">&lt;DIR&gt; INITIAL_THOUGHTS<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">question.txt &#8230;&#8230;&#8230;&#8230;&#8230;.. \u201cHow can this\u2026\u201d<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">footage_quake.mov &#8230;&#8230;&#8230;&#8230; Quake duel highlights<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">followup_question.txt &#8230;&#8230;.. \u201c\u2026play like this?\u201d<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">footage_cs_awp.mov &#8230;&#8230;&#8230;. Holding an angle with AWP<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">macro_notes.sys &#8230;&#8230;&#8230;&#8230;. Macro game overview<\/span><\/p>\n<p><span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">&lt;DIR&gt; CS_BREAKDOWN<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">rounds.txt &#8230;&#8230;&#8230;&#8230;&#8230;&#8230; Play rounds, first team to 13 wins<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">asymmetry.cfg &#8230;&#8230;&#8230;&#8230;.. Halftime side swap<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">economy.log &#8230;&#8230;&#8230;&#8230;&#8230;. Buy weapons, armor, utility<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">money_gain.cfg &#8230;&#8230;&#8230;&#8230;. Earn money for wins, frags, objectives<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">money_loss.cfg &#8230;&#8230;&#8230;&#8230;. Less money if you lose<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">decision_options.txt &#8230;&#8230;.. Save vs spend:<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">&#8211; save_money.sys &#8230;&#8230;. Loss mitigation<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">&#8211; full_buy_next_round.bat<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">&#8211; risk_now.exe &#8230;&#8230;&#8230;. Spend for immediate advantage<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">winning_notes.log &#8230;&#8230;&#8230;.. How to win rounds<\/span><\/p>\n<p><span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">&lt;DIR&gt; MAP_CONTROL_CS<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">loud_transition.txt &#8230;&#8230;.. [LOUD TRANSITION FOR SHORT ZOOMER ATTENTION SPANS]<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">map_control.exe &#8230;&#8230;&#8230;&#8230;. MAP CONTROL!<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">pick_openings.log &#8230;&#8230;&#8230;. Leads to openings and objectives<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">map_structure.cfg &#8230;&#8230;&#8230;. Two bomb sites, mid, connectors<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">default_setup.txt &#8230;&#8230;&#8230;. Example: Mirage default positions<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">rotation_notes.txt &#8230;&#8230;&#8230; Mid control affects rotations<\/span><\/p>\n<p><span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">&lt;DIR&gt; QUAKE_BREAKDOWN<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">dueling_intro.sys &#8230;&#8230;&#8230;.. Most popular mode, pro tournaments until 2024<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">4v4_notes.txt &#8230;&#8230;&#8230;&#8230;.. Depth in Quake World<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">frag_rules.cfg &#8230;&#8230;&#8230;&#8230;. How to win duels (10 min timer)<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">rule_of_3s_joke.txt &#8230;&#8230;.. [Rule of 3s joke setup]<\/span><\/p>\n<p><span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">MAP_CONTROL.exe &#8230;&#8230;&#8230;&#8230; MAP CONTROL!<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">item_respawns.log &#8230;&#8230;&#8230;. Armors and mega health intervals<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">first_minute.txt &#8230;&#8230;&#8230;.. Step-by-step first minute of a duel<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">spawn_comparison.cfg &#8230;&#8230;. Mega vs red armor player stacks<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">weapon_priority.log &#8230;&#8230;.. LG, rail, rocket setup<\/span><\/p>\n<p><span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">first_frag_strategy.txt &#8230;.. Chip damage, disrupt opponent, maintain control<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">full_buy_comparison.bat &#8230;.. CS pistol round analogy<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">respawn_notes.cfg &#8230;&#8230;&#8230;. Health decay, item timing<\/span><\/p>\n<p><span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">&lt;DIR&gt; ENGAGEMENT_OPTIONS<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">safe_play.sys &#8230;&#8230;&#8230;&#8230;&#8230; Chip damage while grabbing yellow and contesting mega<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">risky_play.exe &#8230;&#8230;&#8230;&#8230;. Head-on engagement, force buy if you die<\/span><\/p>\n<p><span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">&lt;DIR&gt; MAP_TACTICS<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">map_control_summary.txt &#8230;. Controlling the map, not just items<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">spawn_analysis.log &#8230;&#8230;&#8230; Respawn timing and item priority<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">visual_reference.png &#8230;&#8230;. CS-like map visuals<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">major_items_notes.txt &#8230;&#8230; Key items = secondary objectives<\/span><\/p>\n<p><span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">&lt;DIR&gt; DOOM_COMPARISON<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">doom_maps.txt &#8230;&#8230;&#8230;&#8230;.. Vertical tiers, fast movement<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">weapon_balance.sys &#8230;&#8230;&#8230;. Weapons hit hard, optional armor control<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">map_control.log &#8230;&#8230;&#8230;&#8230; Choke points, BFG\/plasma, super shotgun spawns<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">fun_maps.cfg &#8230;&#8230;&#8230;&#8230;&#8230; Fast-paced frag fests<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">tier_layout_notes.txt &#8230;&#8230; Subtle vs pronounced tiers<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">screenshots_reference.png .. Deathmatch Pack #1 visuals<\/span><\/p>\n<p><span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">&lt;DIR&gt; CONCLUSION<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">similarities.txt &#8230;&#8230;&#8230;.. CS and Quake share tactical depth<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">personal_notes.log &#8230;&#8230;&#8230; Hours enjoyed, experiences shared<\/span><br \/>\n<span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">outro.txt &#8230;&#8230;&#8230;&#8230;&#8230;&#8230; [Think of an outro]<\/span><\/p>\n<p><span style=\"font-family: monocraft; color: #000000; font-size: 12pt;\">C:\\ANALYSIS&gt; _<\/span><\/p>\n<p style=\"text-align: center;\" data-start=\"306\" data-end=\"338\"><span style=\"font-family: monocraft; color: #000000;\"><strong data-start=\"306\" data-end=\"336\">Quake and CS Play the Same<\/strong><\/span><\/p>\n<p style=\"text-align: center;\" data-start=\"340\" data-end=\"926\"><span style=\"font-family: monocraft; color: #000000;\">I was watching someone play Quake and replaying a conversation in my head with a friend. We were talking about his disdain for Quake while enjoying classic Doom deathmatch. Some of his issues: the rocket launcher feels underpowered, the player who controls armor snowballs the game, and general health pools make people too tanky. For context, we\u2019re both Counter-Strike players, though I like both Quake and Doom for different reasons. I want to talk about Quake played at a high level and how, surprisingly, it shares a few similarities with a more tactical FPS than one might think.<\/span><\/p>\n<p style=\"text-align: center;\" data-start=\"928\" data-end=\"963\"><span style=\"font-family: monocraft; color: #000000;\">Now, I know what you\u2019re thinking:<\/span><\/p>\n<p style=\"text-align: center;\" data-start=\"965\" data-end=\"1025\"><span style=\"font-family: monocraft; color: #000000;\"><em data-start=\"965\" data-end=\"982\">\u201cHow can this\u2026\u201d<\/em><\/span><br data-start=\"982\" data-end=\"985\" \/><span style=\"font-family: monocraft; color: #000000;\">[insert footage of Quake duel carnage]<\/span><\/p>\n<p style=\"text-align: center;\" data-start=\"1027\" data-end=\"1097\"><span style=\"font-family: monocraft; color: #000000;\"><em data-start=\"1027\" data-end=\"1047\">\u201c\u2026play like this?\u201d<\/em><\/span><br data-start=\"1047\" data-end=\"1050\" \/><span style=\"font-family: monocraft; color: #000000;\">[insert footage of holding an angle with AWP]<\/span><\/p>\n<p style=\"text-align: center;\" data-start=\"1099\" data-end=\"1207\"><span style=\"font-family: monocraft; color: #000000;\">Well, you\u2019ve got to look at the macro game, ya know\u2014the bigger picture. Let\u2019s start with CS as a baseline.<\/span><\/p>\n<p style=\"text-align: center;\" data-start=\"1209\" data-end=\"1655\"><span style=\"font-family: monocraft; color: #000000;\">In Counter-Strike, you play rounds, and winning rounds earns points\u2014the first team to 13 wins. Teams are asymmetrical, so at halftime (after round 12), sides switch. There\u2019s an economy in the game: you buy weapons, armor, and utility (smokes, flashes, molotovs, grenades). You gain money for round wins, frags, and doing objectives\u2014but less money if you lose. At some point, you\u2019ll have less money than your opponent. You have two main options:<\/span><\/p>\n<ol style=\"text-align: center;\" data-start=\"1657\" data-end=\"1872\">\n<li data-start=\"1657\" data-end=\"1773\">\n<p data-start=\"1660\" data-end=\"1773\"><span style=\"font-family: monocraft; color: #000000;\">Save your money, try to make the loss as expensive as possible for the enemy, and go for a full buy next round.<\/span><\/p>\n<\/li>\n<li data-start=\"1774\" data-end=\"1872\">\n<p data-start=\"1777\" data-end=\"1872\"><span style=\"font-family: monocraft; color: #000000;\">Spend what you have to increase your odds of winning now, risking financial ruin if you lose.<\/span><\/p>\n<\/li>\n<\/ol>\n<p style=\"text-align: center;\" data-start=\"1874\" data-end=\"1975\"><span style=\"font-family: monocraft; color: #000000;\">That\u2019s a bit of the economy. There\u2019s more nuance, but let\u2019s talk about how you actually win rounds.<\/span><\/p>\n<p style=\"text-align: center;\" data-start=\"1977\" data-end=\"2029\"><span style=\"font-family: monocraft; color: #000000;\">[LOUD TRANSITION FOR SHORT ZOOMER ATTENTION SPANS]<\/span><\/p>\n<p style=\"text-align: center;\" data-start=\"2031\" data-end=\"2049\"><span style=\"font-family: monocraft; color: #000000;\"><strong data-start=\"2031\" data-end=\"2047\">MAP CONTROL!<\/strong><\/span><\/p>\n<p style=\"text-align: center;\" data-start=\"2051\" data-end=\"2497\"><span style=\"font-family: monocraft; color: #000000;\">Map control leads to picks, which lead to openings, which lead to the objective. Every map\u2014Train, Aztec, Cobblestone, Nuke, Inferno\u2014ok, most maps follow a three-lane layout. Two bomb sites, a mid, and connectors from mid to those sites. A classic default on Mirage, for example, is one player watching A, three on mid, and one watching B. This allows both teams to contest map control, find openings, and rotate easily depending on mid control.<\/span><\/p>\n<p style=\"text-align: center;\" data-start=\"2499\" data-end=\"2570\"><span style=\"font-family: monocraft; color: #000000;\">That\u2019s everything you need to know about CS. Now let\u2019s look at Quake.<\/span><\/p>\n<p style=\"text-align: center;\" data-start=\"2572\" data-end=\"2775\"><span style=\"font-family: monocraft; color: #000000;\">Dueling is the most popular mode, and until 2024 it had the biggest tournaments in pro-play with Quake Pro League. 4v4 in Quake World has too much depth to cover fully here, but the basics still apply.<\/span><\/p>\n<p style=\"text-align: center;\" data-start=\"2777\" data-end=\"2971\"><span style=\"font-family: monocraft; color: #000000;\">How do you win a Quake game? Frags\u2014killing your opponent more than they kill you. Most duels have a 10-minute timer; the player with the most frags at the end wins. How do you get those frags?<\/span><\/p>\n<p style=\"text-align: center;\" data-start=\"2973\" data-end=\"2998\"><span style=\"font-family: monocraft; color: #000000;\">[Rule of 3s joke setup]<\/span><\/p>\n<p style=\"text-align: center;\" data-start=\"3000\" data-end=\"3018\"><span style=\"font-family: monocraft; color: #000000;\"><strong data-start=\"3000\" data-end=\"3016\">MAP CONTROL!<\/strong><\/span><\/p>\n<p style=\"text-align: center;\" data-start=\"3020\" data-end=\"3185\"><span style=\"font-family: monocraft; color: #000000;\">Map control in Quake is more than holding mid. Items respawn at set intervals: armors and mega health. Let\u2019s walk through the first minute of a duel to illustrate.<\/span><\/p>\n<p style=\"text-align: center;\" data-start=\"3187\" data-end=\"3723\"><span style=\"font-family: monocraft; color: #000000;\">Both players spawn: one is near a mega health and yellow armor, the other near a different yellow armor and red armor. Counting the stack, the mega player has 200 health \/ 50 armor; the red armor player has 120 health \/ 150 armor. Roughly equal stacks, so the first engagement is even in terms of health. Weapons differ, and depending on the map, you\u2019ll have to take the first fight differently. The goal is always the same: don\u2019t give away a frag while grabbing weapons, do chip damage to disrupt your opponent, and maintain control.<\/span><\/p>\n<p style=\"text-align: center;\" data-start=\"3725\" data-end=\"3966\"><span style=\"font-family: monocraft; color: #000000;\">For example: the mega player grabs LG and heads toward rail, while the red armor player picks up rail and then heads toward a rocket launcher. Now both players are fully equipped\u2014the game begins. This is comparable to a pistol round in CS.<\/span><\/p>\n<p style=\"text-align: center;\" data-start=\"3968\" data-end=\"4416\"><span style=\"font-family: monocraft; color: #000000;\">The first person to give away a frag must create an advantage somehow. Everyone spawns with 125 health and no armor, but health above 100 decays back down, so every bit of chip damage matters. By listening for pickups, you can estimate your opponent\u2019s stack and upcoming spawn timers. You might give away a frag, but you can also weaken them enough to steal a major item and be on more even footing for the next fight. Full buy round in CS vibes.<\/span><\/p>\n<p style=\"text-align: center;\" data-start=\"4418\" data-end=\"4682\"><span style=\"font-family: monocraft; color: #000000;\">The less tangible part of map control is controlling the map itself, not just items. <em data-start=\"4503\" data-end=\"4554\">\u201cBut you can\u2019t control the map when you\u2019re dead,\u201d<\/em> you say. Half right. You can\u2019t control the map if you don\u2019t respawn, but when you do, you spawn near major items and weapons.<\/span><\/p>\n<p style=\"text-align: center;\" data-start=\"4684\" data-end=\"4976\"><span style=\"font-family: monocraft; color: #000000;\">So if the first fight goes badly, you respawn at 20 seconds into the match. Armors respawn in a few seconds, mega in 15. Your opponent likely has around 100 health \/ 25 armor, all weapons in hand. Your stack is similar, but your damage output differs. You grab a rocket launcher and choose:<\/span><\/p>\n<ol style=\"text-align: center;\" data-start=\"4978\" data-end=\"5127\">\n<li data-start=\"4978\" data-end=\"5047\">\n<p data-start=\"4981\" data-end=\"5047\"><span style=\"font-family: monocraft; color: #000000;\">Chip damage while grabbing yellow and contesting mega\u2014safe play.<\/span><\/p>\n<\/li>\n<li data-start=\"5048\" data-end=\"5127\">\n<p data-start=\"5051\" data-end=\"5127\"><span style=\"font-family: monocraft; color: #000000;\">Head-on engagement\u2014risky play; if you die, repeat the situation\u2014force buy.<\/span><\/p>\n<\/li>\n<\/ol>\n<p style=\"text-align: center;\" data-start=\"5129\" data-end=\"5135\"><span style=\"font-family: monocraft; color: #000000;\">Now\u2026<\/span><\/p>\n<p style=\"text-align: center;\" data-start=\"5137\" data-end=\"5155\"><span style=\"font-family: monocraft; color: #000000;\"><strong data-start=\"5137\" data-end=\"5153\">MAP CONTROL!<\/strong><\/span><\/p>\n<p style=\"text-align: center;\" data-start=\"5157\" data-end=\"5408\"><span style=\"font-family: monocraft; color: #000000;\">We can look at a Quake map like a CS map [put a CS map on screen]. Two major items, multiple paths to reach them, and a mid connecting them. Dust 2 vibes. The major items are secondary objectives\u2014frags matter, but controlling these is the real goal.<\/span><\/p>\n<p style=\"text-align: center;\" data-start=\"5410\" data-end=\"5917\"><span style=\"font-family: monocraft; color: #000000;\">Now the conversation that sparked this: Doom DM over Quake, from the perspective of a CS player. Doom plays drastically differently from Quake, and therefore CS, for two reasons: maps and balance. You can make Dust 2 or Aerowalk in Doom, but it won\u2019t play the same. Verticality is limited, and base movement is fast\u2014like, \u201coutrun your own rockets\u201d fast. Most Doom maps follow a three-tier vertical layout. Check it out [show screenshots from id Deathmatch Pack #1]. Some tiers are subtle, some pronounced.<\/span><\/p>\n<p style=\"text-align: center;\" data-start=\"5919\" data-end=\"6286\"><span style=\"font-family: monocraft; color: #000000;\">Doom\u2019s balancing reflects fast movement. Weapons hit hard, armor control is optional, max stack is 200\/200 but doesn\u2019t decay. You won\u2019t survive three rockets or a BFG shot. Map control in Doom focuses on choke points: stopping the opponent from grabbing a BFG or plasma, controlling super shotgun spawns, etc. Some maps are just fun gimmicks, fast-paced frag fests.<\/span><\/p>\n<p style=\"text-align: center;\" data-start=\"6288\" data-end=\"6563\"><span style=\"font-family: monocraft; color: #000000;\">But I digress. This has been a comparison of three of my favorite games and how two of them\u2014CS and Quake\u2014are actually more similar than one might think. They\u2019re all great games in their own right, and I\u2019ve enjoyed countless hours playing them\u2014and will enjoy countless more.<\/span><\/p>\n<p style=\"text-align: center;\" data-start=\"6565\" data-end=\"6586\"><span style=\"font-family: monocraft; color: #000000;\">[Think of an outro]<\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>C:\\ANALYSIS&gt; open Quake_CS_Comparison.txt &lt;DIR&gt; INTRO quake_observations.log &#8230;&#8230; Watching Quake vs Doom friend_notes.txt &#8230;&#8230;&#8230;&#8230; Conversation with friend about Quake context.cfg &#8230;&#8230;&#8230;&#8230;&#8230;&#8230; Both CS players, differing tastes &lt;DIR&gt; INITIAL_THOUGHTS question.txt &#8230;&#8230;&#8230;&#8230;&#8230;.. \u201cHow can this\u2026\u201d footage_quake.mov &#8230;&#8230;&#8230;&#8230;&#46;&#46;&#46;<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"slim_seo":{"title":"GSU","description":"C:\\ANALYSIS&gt; open Quake_CS_Comparison.txt &lt;DIR&gt; INTRO quake_observations.log ...... Watching Quake vs Doom friend_notes.txt ............ Conversation w"},"footnotes":""},"categories":[1],"tags":[],"class_list":["post-2542","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"_links":{"self":[{"href":"http:\/\/gsu.site.nfoservers.com\/index.php?rest_route=\/wp\/v2\/posts\/2542","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/gsu.site.nfoservers.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/gsu.site.nfoservers.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/gsu.site.nfoservers.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/gsu.site.nfoservers.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=2542"}],"version-history":[{"count":4,"href":"http:\/\/gsu.site.nfoservers.com\/index.php?rest_route=\/wp\/v2\/posts\/2542\/revisions"}],"predecessor-version":[{"id":2546,"href":"http:\/\/gsu.site.nfoservers.com\/index.php?rest_route=\/wp\/v2\/posts\/2542\/revisions\/2546"}],"wp:attachment":[{"href":"http:\/\/gsu.site.nfoservers.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=2542"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/gsu.site.nfoservers.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=2542"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/gsu.site.nfoservers.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=2542"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}