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Quake 1 Custom Monsters
since there's been some discussion of custom monsters, both old and new, I thought I'd share these ideas I've had pulsing in my cerebelum for some time. Depending on my current mapping projects, I'd like to try modelling these sometime in the near future, but I'll pitch the design briefs here and let you foul creatures leer at them...
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Mega E's 
First of all - where to get those blue Mega Enforcers?

Secondly - how to put them in your level? Is it a complex process? 
Mikko 
The original incarnation of the Mega Enforcers can be found in Zerst�rer add-on for Quake. If you can find the zer download, it also includes the devkit (including quakec sources). You options would be to:

a) use the original Zer quakec (disabling all unneeded stuff like weapon precaches and whatnot from the quakec sources).

b) port the Mega Enforcer code to ID or Hipnotic quakec sources. 
Mikko 
The original incarnation of the Mega Enforcers can be found in Zerst�rer add-on for Quake. If you can find the zer download, it also includes the devkit (including quakec sources). You options would be to:

a) use the original Zer quakec (disabling all unneeded stuff like weapon precaches and whatnot from the quakec sources).

b) port the Mega Enforcer code to ID or Hipnotic quakec sources. 
Jago 
I have no idea how to do any of that. What you did to get them into your latest map? I have seen these guys in numerous levels so I thought they have been released to public as some custom monster pack or something.

I mean - I guess I need the code for the guys and the models - but would I have to do more than just place them in correct directories within the Pak file? 
Floyd03 
All that knockin'on Logo's door...
Ask Floyd yourself, as ready it is.

http://members.home.nl/gimli/Floyd02.jpg
http://members.home.nl/gimli/soldier.zip

Commands welcome! 
Here's A Command: 
Commands? 
Mikko 
Basically, I downloaded the Zetst�rer and Scourge of Armagon QuakeC sources, figured what I wanted added/changed from the Scourge of Armagon sources and asked Kinn for help. The progs.dat that comes with my latest map is based on SoA + megaenforcer code ported from Zer, SoA weapon precaches disabled and a misc_ambient entity added for custom ambient sounds. 
Good Advice, Jago 
SoA QuakeC source creates suprisingly few bugs and conflicts in the registers when integrated with other sources. I had a devil of a time with Rouge some time back. 
A Not So Custom Monster Or Two 
Ok, two models that might, *might* just pass as quake style...although neither of them are new custom monsters, so don't get all excited folks.

The first one I made way back when people last posted in this thread about the mega enforcer. I've always reckoned that the force field, cute as it may be, isn't the best that the quake engine could do, so I've made an new model, with a different effect. It looks a bit like the glquake glow shells...but don't let that put you off. To try it in quake, find a mod/map that has mega-enforcers, and replace the enforce2.mdl in the progs folder with the model in:
http://people.pwf.cam.ac.uk/ajd70/enforce2.zip

Ok, if messing with the untouchable classic zerstorer wasn't bad enough, I've gone and made...a replacement vore! So, why would I bother, and why would you want to use one? The idea is that people who don't own a copy of quake would be able to play custom maps using just the shareware, if it wasn't for all those missing models from pak1.pak. So I have the slightly ambitious aim to replace these monsters.

The catch is, that I'm sure you'd agree it'd be a shame if the new monsters didn't fit in with that special quake atmosphere, so that's where you guys come in. If you would download the model, try it out, and give me some pointers as to what to change to make it match the style of quake, it'd be really helpful. Just forgive the walk animation, this isn't the final model, I'm still trying to get it to match up with the movement of the original, and right now it looks a bit off.

Oh, almost forgot a link to the vore model:
http://people.pwf.cam.ac.uk/ajd70/shalrath.zip

PS: There is an evil .tga skin with the vore, for evil people who use evil custom engines. 
Vore, 
i don't think it looks very good. the proportions are all off. the torso is too skinny and the arms are too beefy. also, the wierd ridge/scales on the bottom part of the legs look strange.
attack animation could be smoother as well. also, the little spikelets on the face should be a bit more fat and juicy. ;)
good job with the skin though, getting all the nice details crammed in there. with this added detail, maybe you could try to get the skin a bit less 'smooth'.

it's a good start though, so keep it up!

for the mega enforcer, that effect works pretty well. 
Preach 
cunning idea there with the mega enforcer shield :) The only drawback is that it has to be skinned with the palette's very few fullbrights and of course there's no transparency. But for an implementation of someone else's idea, it does the job very well. 
Whats Up? 
 
Whats Up? 
 
Om On Fire 
repersent me when i talk 
Whats Up? 
 
I'm Evel What's You'r Name 
it just meens a funny way to let me out of funny would. 
And Before The Toppic Runs Dry... 
Well I decided to put my own Quake1 monsters on my site:

http://members.home.nl/gimli/gimli08.htm

They are also on the ModB site bundeled as an addon:

http://customize.addondb.com/?search=true&addon=&mf=0&game=2&type=12&disp=0&date=0&order=0&desc=sort

I saw the floyd model used on Quake terminus as logo.., what will Metropolis play when he sees?

Great models you have there, Preach! 
Cool 
Nice enemies Madfox, a bit disparate so I can't immediately think of how to combine them well, but some good work.

The Grrl puts me in mind of a Q2 TC / expansion - after seeing how the Infantry was used in Bastion. Maybe five or so enemies ported across -

Infantry
Bitch
Medic
Gunner
Gladiator

Could be interesting as a code project.

The Shalrath I'm not to fond of (Preach) it looks like you're going a bit insectoid in the style, whereas I prefer the shaggy netherworld creature look of the original.

The MegaEnforcer shield is excellent - you just inverted the normals I take it, clever idea.

Can't remember the thread where all the concept stuff was being posted, although I have alot of it now to go in my screensaver / reference folder.

Might put togther a creature or two and try dusting off the old anim skills. 
Also 
I just ran the grrl under Quoth, so when the rocketeers turned up the grrl had rockets =) 
Monster Strugglin' 
I made them as substitutes for the usual monsters in Quake, sharpened my knowledge of their behaviour. Great you can make them work in a mod.

The idea for the bat to compare the scrag was an old wish I had as I thought the dungeons of medieval quake deserved it. But it's a hard trade to see the vertices getting meshed up from a clean dxf!

Now I'm working on a tricerops-like model I saw in that "HellBoy" movie, as it has a strange attitude of the demon_fiend. I wonder if I can get that medusa head working. 
Hm 
Interesting stuff - I've got a huge list of possible q1 enemies, and since they're fairly simple (8 frames for a run cycle! Less than 1000 polys!) I should get off my arse and put them together. 
Quake 1 
Demon Body 
Attempt 
Oops, I Mean 
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