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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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I Had An Idea 
if the game is based around the necronomicahn then why not have part of the game play based around collecting pages. for example pages could be used for keys or spell weaponry. it was mention that we might replace the lightning gun, so why not have a page from the book with a spell to shoot lightning, or we could make it discharge a swarm of locusts with some .mdl changes and new sounds the current damage and what have you can be the same, and the rocket launcher could be a fire ball spell(because outside of texas i do not know of a library with a rocket launcher inside :)).
just an idea 
Uwf 
Daz and I are theoretically still finishing the Night Journey. I did some work on the new version of The Arabian Nights a couple months back (shots are in the screenshots thread somewhere). However, right now I'm much more concentrated on finishing other projects rather than NJ, but it's safe to say that some day it will be finished. The current download is just sources and junk etc.

As for an old, old evil, I actually recieved an email from Murderous Martin (the guy I worked with it on back in 1997!) wanting to finish the project a while ago. I haven't heard back from him, but considering that out of my 6 maps for the project, 1 is lost, 2 were remade for Soul Of Evil, and another 1 is coming out (masque of the red death) soon, finishing it might be moot. 
Just Thought Of A Couple Things 
"(because outside of texas i do not know of a library with a rocket launcher inside :))."

LOL!!!

If we're having the axeman, anyone know where I could find these skins:
1) cthulu cultist
2) executioner
these would probably fit the theme.

As for spells, I thought we'd just keep the Quake weapons with some modifications and a couple extra ones (Chainsaw, Chaingun) for some serious flesh-ripping. However, a long time I asked LTH to do a remake of Heretic's "The Dragon Claw" magical weapon to replace the lightning gun in some of my projects. If he finishes it we could use that for a magical weapon.

As for collecting stuff, if there's 4 maps (I think there are), we could just have the player grab one rune in each map to unlock the Necronomicon, which is either a level in itself (?) or leads to a finale fight.

Oh yeah and I figured in case anyone is curious, the status of Unforgiven (not this project, Unforgiven) is about 60% done. My level for it may end up requiring a custom engine due to scale. 
The Axeman 
why not use the model i sent you of the ogre for the axeman, he looks pretty executioner like and i have a cool axe i have been needing to use. 
The Piece Of Paper Tied To The Recently Arrived Stone Reads... 
Um, I've been a little absorbed in my new job this past fortnight, but:

The chainsaw works fine; the chaingun needs some adjustments, as well as getting an ammo bsp model working. (So far the bounding box is there, but the model doesn't show.)

Lava nails and multirockets are almost implemented, but need testing.

As for monsters, so far I've got the gremlin, axeman and mages lined up, and that's it. I haven't tried them, as I'm still going over the redone code for anything I've missed.

(For those of you who don't know, these new mages can use any weapon their underlings can. You can set the rank of a monster_mage with a count between 0 and the default of 2, or use monster_acolyte, monster_sorceror and monster_warlock entities.)

Once the monsters are done, I'll either get on to coding environmental goodies, including the infamous trigger_read, or more likely get distracted by Morrowwind again.

As for the "get runes for Necronomicon" idea, I'm thinking that getting the Necronomicon is going to involve chasing cultists into the nearby Old Dethshill Cemetery. If I can come up with a playable cemetery design. 
Well 
Here's an idea I'm going to pitch: let me know if you guys like it or not.

Replace the medieval elements of Quake with more Frankenstein-type stuff for this project.

That'd essentially mean, instead of medieval Knights, Hellknights and Axeman, we could use some of Dylan's replacement models instead and also his grunt, which would fit in nicely. The executioner skin for an axeman may work, while we could have 2 classes of ogres (keeping the default one as well, because of course it is very Frankenstein-ish already).

This'd mean that you could safely get away with having some machinery in your maps, ala Rogue's "Tower of Wrath." Not that you'd have to, of course. It'd just lead to some thematic variety, as opposed to all the medieval wizard stuff that's out there.

FC, could you implement the "normal Trog" we were once discussing for SoE (ie fairly tough, but not as tough as the SoE end boss)? Oh yeah, what about Barons and the Rogue Overlord/Wrath? I understand if these are too tough to implement, but if time's an issue don't worry, this is definately a "when-it's-done" project. I still have a whole second map to do that I've barely started, and my first one (which is gonna be huge, btw) is only about 60% done.

To be an evil bastard, ALL of my mage monsters are going to be the highest rank possible :)

Here's what I'm going to do: update the web page right away. It should clear a lot of this stuff up for everyone. Hey, maybe we could even attract some more people to make us another map or two.

If we get more than 4 maps, how will the rune idea work? Right now I count distran's map that I'll finish, Fat Controller's map, Pulsar's map, and my two. Maybe we could quickly hack together a new rune model, and call it the rune of something-else-magic? hehe 
Tronyn 
I'd keep the custom monster/skin stuff down as they *generally* dont seem to work too well. 
Well 
Wait to see the screenshots (up soon, I'm working on a site update right now), I wouldn't consider incoroporating new/replacement models if they weren't good.

Your suggestion does have merit though. Actually, maybe gremlins are an unnessecary complication? 
Custom Monsters... 
nitin: i think you should give every mod the benefit of the doubt, dude... don't be so jaded about it!

tronyn: just as long as there isn't that stupid worm-like marine monster. ;) 
Necros 
tronyn's last post just sounded like too much change. 
Tronyn 
i sent a new axeman to you. 
Nitin 
and your post sounded a bit over-generalized and negative.

Custom monsters add to the experience IF they are well done. Given Tronyn and FC's experience, i say go for it Tronyn. 
FYI 
nitin rocks. 
New Models 
where are the screenshots? 
With The Update... 
which is coming soon, I'm having a problem with my PQ account for some reason... 
Tronyn 
Just thought, how've you been getting by on PQ without ads? ;)

Anywho, maybe I'll toss in a few skin designs for the mod and if music is to be included, maybe that too. 
Where Is Bifffbase 
Working URL? 
 
 
Uh Oh... 
Another lost post? 
Tronyn 
when will the website be updated 
 
 
Nonexistent Post Error 
metl, your nemesis returns 
That's Strange 
web site will be updated "soon" (I'm too busy mapping ATM) 
I Also Got 
invalid "New post" indication in this thread. 
Hmm 
ok I'm still not sure what's happening with the custom monsters/new models/skins etc. Fatty and I will decide that soon privately I suppose.

I'm wondering if anyone is interested in doing a simple html design, based only on colours and text, that I could use both for this (Arcane) and Unforgiven as a site. I'd just change the colour of the design for one project. The site's sections would be exactly the same for both projects (something like news, development, story, shots, func_thread). 
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