Hmm
#100 posted by Vondur on 2004/04/30 01:34:37
that spider reminds me one from the Shrak addon
Hehe
shrak, that brings back memories.
Wonderpeople
Kell and necros you guys are ace! I really like how you are making an effort to really compensate for quakes shortcomings and also make sure the new enemies fit in well. GG, looking forward to playing the whole package when its done :D
(First post here, Hi! :D)
No Edit Function?
Couldn't seem to find an edit function, anyway I came up with a little idea. What about if you made a mod where the scenario was basically lovecraftian creatures versus humans(both teams player controlled)? Maybe battling over the necronomicon(if the team holds it it gets points?). Maybe skip out on the necronomicon, since I have never really read any lovecraft books(I will soon tho :D) I don't know if fighting over the necronomicon would fit in with the story. But anyway, Lovecraftian creatures(gaunts, fiends[?]) versus the slipgaters, battling over a rune or a book or whatnot. (Haven't really seen a playable flying creature in a quake conversion before I think :D)
#104 posted by necros on 2004/05/04 18:00:18
it's an interesting idea and reminds me of the q2 mod where it was aliens versus humans.
i personally woudln't be interested in it though because it would be multiplayer.
also, welcome and thanks for the comments. we're still working on the gaunt but it's getting closer to being almost done.
and there are so many other monsters too... mmm... monsters...
#105 posted by Kell on 2004/05/05 11:57:13
necros:
I'm almost finished the gaunt anims. I added the new ones and I'm part way through modifying the deatha anim. Who's stupid idea was it to modify that one anyway? >:( Oh right...mine.
I'll email it tomorrow, or later tonight if I'm really fast an efficient. Stop sniggering at the back.
I'll send the design docs for the other monsters too...
<scitter>
[thump]
*splurch*
voodoo:
Couldn't seem to find an edit function
No, me neither. Ask metlslime about it :P
.
#106 posted by necros on 2004/05/05 19:14:07
hm... i just received one of those "mail undeliverable" replies from a message i sent you two days or so ago... just before getting it, i had sent you some emails, so just to be sure, can you tell me on here if you get them?
Hmm
#107 posted by Kell on 2004/05/06 08:55:21
The last mail I have from you is 'on frames and why the models look..' dated 26th April.
Hmm.
.
#108 posted by necros on 2004/05/06 13:49:25
can you check again, Kell?
,
#109 posted by Kell on 2004/05/07 08:22:01
checked just now; nothing new :(
Necros
#110 posted by Kell on 2004/05/07 08:54:40
it's likely that my hotmail account is highly viral.
I created a new one for you to contact:
monster_kell AT hotmail DOT com
See if that's any more successful.
Sent
#111 posted by necros on 2004/05/07 13:43:57
[nt]
Recieved
#112 posted by Kell on 2004/05/07 16:31:41
Just started reading through - looks like some awesome stuff you've achieved!
I'll send a more detailed reply when I get the chance, but I'm really looking forward to getting home now.
My wings droop with anticipation.
Also: yes, I sent you the wrong version of the model, with the old ( darker toothed ) skin and only 1 frame for the launch anim. My bad; too many backup copies for my poor little mind o_O
It's late here, cafe is closing soon so I'll wait to the morrow before replying; I'll be a lot more articulate then :P
From the looks of it, you've now got ahead of me with the concept. All your suggestions seem entirely logical and I have no reason to disagree with any of them. Not even the comment about the sounds :)
Nice work, dude. Very nice.
.
#113 posted by necros on 2004/05/09 13:57:33
i got the updated model, and working in the new frames wasn't a problem. i'm wondering if you did or not email the follow up you talked about in that email, because i haven't gotten it. just checking, because emails between us has been kind of buggy.
Update
#114 posted by Kell on 2004/05/09 15:35:37
Just sending it now - I took some time to consider the 'axe-only/use of weapons' issue.
Detailed feedback.
Archer
Was reading the lord of the rings last night, and they are currently with the rangers in Ithilien, and I suddenly imagined how cool a dark, shadowy, rather camouflaged archer enemy would be in quake.
Appearance:
Very tall, 7 feet.
Wears dark gray robe.
Face is hooded and shadowed.
Carries a bow which is as long as himself.
Attributes:
Very fast.
Same health as an enforcer.
Fires very big, fast, and high-damaging arrows, at a fire rate of about 1 arrow per 1.5 secs.
AI:
Stays as far away from you as he can, while still keeping you in his FOV. Easily detects the player and it is very hard to surprise him.
Sound:
A heavy grunt as he fires an arrow, is otherwise very silent, except he screams "SLIPGATER" upon spotting you(shouldn't really be heard what he screams until listening closely. More like "Sli-gaehe" in game)
He has a dark, bassy voice.
Just figured I'd post this to see if I could contribute. Not sure if this goes with your overall vision for the project, but I sure would like to fight with a monster such as this one.
Archers
#116 posted by Kell on 2004/05/10 06:59:20
Check the Arcane Wizard thread - Fatty was talking about some medieval archer monsters...
Incidentally, I could throw in the Ontranto Archers and Crossbowmen as well. These guys automatically replace grunts and enforcers in medieval (worldspawn.worldtype = 0) maps and drop nails. There's rather a lot of them about in Ontranto :)
Seems Rather Cool.
Maybe have my own monsters throw spears for some originality then? :D
Hows The Gaunt Doing?
#118 posted by starbuck on 2004/05/13 09:45:38
any new animations/skins to gape at? looks nice so far
#119 posted by Kell on 2004/05/13 16:22:03
Animations are essentially complete, excepting any last-minute tweaks. Code is all there, just playtesting now.
*hoot* <chirp>
Hardcore
#120 posted by starbuck on 2004/05/13 16:33:38
keep up the good work kell, if it ends up half as good as it sounds, i'd definitely include it in the level im working on
Well, You Know...
#121 posted by necros on 2004/05/13 16:37:34
keep up the good work kell
well, you know, i did do a bit too... :P
...
#122 posted by starbuck on 2004/05/13 17:12:40
but i havent seen any of your work on it yet so i don't know if it's good :). I'm sure it will be though if it's up to your nespxx standard, so keep up the good work! And Preach too, the modelling oracle!
#123 posted by Kell on 2004/05/14 10:02:18
well, you know, i did do a bit too... :P
More than a bit. Quite a lot in fact. And then a bit more.
Oh, And
#124 posted by Kell on 2004/05/14 10:03:13
necros: did you get my mail? I'm getting a little worried about the email b0rkage that seems to be going on :(
|