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Monsters
Thought I'd start a thread on this, it could have gone in Gameplay Potential, but this is more specific.

What are the favoured special abilities for monsters to have?

Shield
Homing shots
poison
wall / ceiling climbing
leaping
explosive death
ressurection
cannabalism
spawning / cloning
Teleportation
Dodging

That's off the top of my head, anyone have any other cool ideas or concepts?

And what new abilties could the old monsters have - like Scrags that change to swimming if they enter water (thanks text_fish) or an Ogre that pisses on the player after killing them (thanks Romero).
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Although 
I'll concede that a Fiend might look a bit stupid doing the doggy paddle. Maybe they could just drown/melt when they jump in to deep liquid. 
We Had The Idea In #tf Once 
for fat or skinny versions of existing monsters. Direfiends, gaunt shamblers, etc. Faster/weaker or slower/tougher than their brethren. The trick is differentiating them into territory that isn't filled by existing monsters.

We could use zombie versions of everything (face it, normal zombies are pushovers). Especially knights - zombie knights with swords that stagger toward you fast enough to worry about, and fast enough that you might have to put it down temporarily with the DBS to buy the time to back off to safe grenade range. 
The Zombie Idea Is V.good IMHO! 
Would make for good game play, a more aggressive Zombie, so you have to immobilize it whilst you panic and look for pineapples.....

Although I still think that a feind which could swim would be a good "enhancement", man I get sick of feinds just running around underwater for ever. 
Ok, I'll Rename The Mod 'NotQuake'. 
And there's alot about the Quake monsters that isn't finished.

The vore is supposed to slowly kill itself when on top of a ledge and attacking the player?

All enemies can breathe underwater, in slime or lava and react as if in normal gravity, attacks included?

I'd like to agree with your vision for enhancing the Quakiness, but that gets in the way of my goal of making a Q1 mod that's a pile of shit. 
Zombie Knights 
I thought of this as well. They'd be unable to throw their gibs like zombies or move as quick as knights, but be kind of hybrid. 
Zombie Ogres 
Which throw gibs that stick to walls and weakly explode after a while (akin to Nehahra's sprockets), and have their chainsaws stuck in heads :) 
Killed The Thread 
Ok, I'm not at work so can respond reasonably. And with a bit less sarcasm.


1. Additions can be good but make it clear they're additions.


It is a mod. I could paint all the ogres red to show that they're aiming vertically, but this wasn't something done in, say, Nehahra. Granted alot of people hated the Nehahra AI and maybe I'll be on the borderline of alienating players who are comfortable with the way the monsters work.

I'm not happy with that, but if I tried to please everyone then the mod would fail or be ten years delayed.


2. If you need to re-skin something, i.e. to make it clear it's a different monster, don't make them shit.


Definately. ATF was ruined by shoddy skinning. I can imagine it took them days of frustration to get where it is, but it still spoils the mod and seems lazy. At the time they were probably spitting teeth to get the skins where they are.


3. Same applies to new models although thankfully these days most of them are actually good.


Bastard ;)


4. It's Quake.

Yes. It's all that needs to be said. If I think something will detract from the core of the game it's dead.


5. Just because you CAN make something new and different doesn't mean you SHOULD.


Same as above. With help from the Inside3d forums (Dr. Shadowborg) I figured out how to get a decent poison working. It was nice to learn and gave me a fresh understanding of the code. The spider (which uses it) doesn't fit in my maps though. I'm going to make it work perfectly and then decide if it goes or stays (as a hidden enemy in the progs). I have the time to mess around like this.


Got that??


One of my favourite func_ quotes - no, maybe you should type a bit slower. 
Ijed 
right on 
I'll Play It If ... 
1. Clumsy Shamblers that manage to fall into the water float upside-down and flail around helplessly and make lots of noise.

2. White Shamblers get distracted and lose interest in the player if pink female Shamblers come into sight, and they promptly try to mate with the pink Shamblers.

3. Hell Knights have a personality disorder involving obsessive curiosity about teleporters and tend to stand around them and stare at them. 
Yeah 
What Baker said. 
 
I think some people are forgetting that this community likes Quake in its purity. There has always been a gap between mappers and modders, this is just another incarnation of the "problem".

Baker's ideas however are just great!


ijed: Please don't make the poison kill the player. Just leave 1-5 hp. Please! :) 
But 
Do I give the female Shamblers tits?

I was thinking that the poison gets cancelled if the player reaches a health pack or is reduced to red numbers. Regenerating the lost health then would seem odd since the player doesn't have a HEV suit. 
Hmmph 
I think some people are forgetting that this community likes Quake in its purity.

ooooh!!! Saucey. There goes all members PMing Spirit again to tell him what to say on their behalf.

Well I'm not a mamber of no GAY Quake community!! And I want ENHANCEMENTS!! And Ijed (low and behold) is mapping AND modding. There's one for yer G-Spot! ooooh!

I think the female shambler should have some scarring. Maybe one titty remaining. But I dont think she would suit a HEV suit. :P

(popcorn) 
Pfff 
I just forgot one word "majority" or something like that... I guess you know what I mean?

ijed: That sounds good! :) 
Sorry 
I was asleep on the floor in the office. Then I woke up feeling saucey! But now I'm OK :) 
Rofl @ Baker 
Hmm 
No. 
 
"I think some people are forgetting that this community likes Quake in its purity."

I love Quake in its purity. I also like it in various other incarnations, I like it through the eyes of other people, I like its pacing to be changed by a new monster, a new gun, a new map, a modified monster, a modified gun, a modified map. I like to experience Quake as id released it, and as its users are curious to try it as.

I am fine with it as a sidescroller, I am fine with it as a vehicle for an RPG or a racing game, just as much as I am fine with it bearing a hue shifted Enforcer that is periodically invulnerable.

I've never understood the hatred for the concept of modding, it is no more changing of the game than an additional map because it is only an addition to the existing id game. Participation of the user is completely voluntary, and plenty of maps significantly change Quake from what could be argued as pure Quake, without changing a single line of code.

I don't know. Does Beyond Belief violate the purity of Quake by having a Chthon you can kill with weapons, along with acknowledging rocket jumps in game, and delivering personalized messages via centerprint? 
/\ That 
And it's a great ideas trap to bounce concepts back and forth. 
I Like Quake One Here Or There 
I think I like Quake anywhere
I am Quake's most biggest fan
as sure as I am lun-a-ran!

I like Quake upon a boat
I like Quake with eighty goats
I like Quake inside a box
I like Quake beside a fox!

I think about it in the car
zombies, shamblers, there they are!
Quake is awesome you must see
I even like it in a tree!

I am Quake's most biggest fan
as sure as I am lun-a-ran! 
Oh Lunaran 
you certainly are the Duke of Awesome. 
Eighty 
Black goats of the woods? 
#120 
End of discussion. 
Hmm 
I'm amazed that he missed the filled with cocks (cox?) line... 
Lunaran Is Madfox 
there i said it 
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