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ARCANE WIZARD
Just wondering if anyone is interested in a wizard/arcane themed q1sp project. The idea would be a common pak file, including a bunch of arcane monsters/props, and whoever wants to donates a map in an arcane theme (id wizard, contract revoked, ikblue, new texture sets, whatever). Then they get strung together, and that's the pack.

Criteria for arcane: in my opinion, there should be lots of books, heh. And a focus on signs and symbols and magic and such. contract revoked is a good example.

Anyone interested?
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Oops 
I've been dropping the ball there, but it'll be more or less ready once:

1. Exploding shells implemented
2. Problems with the slug ammo box are fixed
3. Zer Troglodyte/Nemesant implemented
4. Any compile bugs squashed

I haven't implemented the Ontranto crossbowmen/archers yet.

More to the point, I'm beginning to wonder about restarting Tower of Yoth from scratch. I've been somewhat influenced by the Daedric ruins in Morrowind; all those wack-ass angles would look good, along with a stronger Anonca Base vibe. 
Deadric Architecture 
roxors. ;)

seriously, i'm in love with all those sharp angles and viscious edges. :P 
Yeah, 
glad someone else digs the Anonca Base levels. 
OK Then 
Excuse me while I do things to textures. Don't expect much in the way of purple though. 
New Pics Up 
Hmmm... 
The new fiend is good as a model, the new shambler isn't.

And I don't think either of the originals needed changing as there are two of the most characterful models in Quake.

Can't you put the good style of the new fiend to use as something else?? 
Well 
I think the new shambler and fiend are cool.
I have a suggestion also: I think a version of the (CLASSIC) doom "Pinky" demon would be a great enemy for Quake SP (in the style the fiend and shambler are done in). It would fill a gap in the medium-speed, high health melee enemy category (the closest is the fiend, but its lunging and slashing rather than running make it a hugely different enemy). 
Pinkies. 
Didn't Necros already do a converted fiend for At The Gates Of Midian?

That rocked. The biting fiend I mean. And the level, of course. 
Yeap, That Is Still My Favorite 
Necros level. 
... 
you probably already know this, but i thought i'd mention that it's best if your skins are in powers of two dimensions, like textures are:
64x64, 128x128, 512x256, etc...
otherwise, glquake needs to resize them itself, and the results aren't usually pretty.

cheers (though i still can't see the website :P) 
Yeah 
its actually best if you do them by increments of four, it seams to work out better, and is compatible for more custom engines. 
Oh Shitsn! 
i was finally able to access the monster page!!! those are some damn impressive monsters! i like the spikey fiend!
also, lots of detail on the skins is a major plus as well.

roxors! 
Ah Skeet Skeet Skeet 
i hate lil jon.

any way thanks for the compliment. 
YYYEEAAAAAHHHHHHH 
OOOOOKKKKAAAAAYYYYYY 
More Model Pics To Be Critiqued 
put up some more stuff and got the "pinky" like thing i created, or at least created upon as much of the original pinky as i could remember and quite frankly there arent that many classic doom pictures available now that the new one is out.


http://buckmontgomery.tripod.com/models 
Dylan, 
I went ahead a sent some pinky pics that may help you. They are actually the in game sprites.

I've been replaying Rouge lately (thanks Tronyn!), and I can't help but think that the monsters on the first two pages in particular would look good for a Hell Fortress styled episode. 
Hmmmm 
Not too sure about that pinky. It'd be better if you based him off the Doom3 pinky, but without the silly "cyber" bits. 
Title Cannot Be Empty 
I really like it. I don't know if it suits the project, but if it's completely animated then I wouldn't mind fiddling around with it!

... not that I have any time these days, but it still looks cool. 
Hey Lth 
i checked out cyberquake, its pretty cool concept. i sent you an .mdl of a player model i had laying around that might fit that mod, and i currently have no use for. 
Oh, That Reminds Me 
I still have some issues with the alt-weapons (Rogue stuff, chaingun etc.) Not only that, but I still have to implement explosive shells too, but that shouldn't take long once I find Painkeep and some other ammo model for the slugs - one that works.

Trigger_read is causing me to scratch my head. What the hell was I thinking when I coded it!?

I'm also preparing some prefabs for the rebuilding of Tower of Yoth in a more outre style, but until I figure out why FitzQuake is going all psychedelic, I'm going to concentrate on preparing the graveyard map. Depending on how complex the "topside" turns out, I might break it into two.

(Both the library/start map and the graveyard are "contemporary", so I'll use radiosity lighting. For some reason FQ renders those sorts of lightmaps properly. Sigh... I'd rather be modding in Morrowind.) 
Headthump 
can you send me the drone animations again, i cant remember where i saved them to. 
Hey Dylan, 
I can get that to you tommorow afternoon.

Cheers, 
tomorrow. 
Arrrr, Hoist Me On A Petard! 
And shoot me out into the sea.
You got me there, Captain! 
Fatty, Tronyn 
I still don't understand what exactly trigger_read is.
Does it simply display some text to the player or is there anything more? 
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