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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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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). 
I'm All For Sites 
but I think Von would best fit your request. 
Tronyn 
i have been working on a cultist model if you want to check it out 
Hm... 
hexen2 has a cool medieval archer dude... 
Sendage And Recievage 
alright dylan, send it over. I didn't recieve your axeman by the way, could you resend it?

Pulsar, Fatty and Distrans (the mappers), I've emailed you the prefabs I made for the project (500k zip file). No entities are included. 
Tronyn 
I recieved those prefabs. But don't you think that those thin brushes may cause problems for engine? Even turnung them to func_illusionary is problematic for me because I create lots of buttons/doors so I'm affraid to rach bmodel limit to fast.

And what about some new visual effects? I mean some new lightnings or something like that. And also earthquake effect would be nice IMHO. 
Egh 
to rach bmodel limit to fast.

That should be: to reach the bmodel limit too fast 
Lightning/earthquake 
those could be cool yeah, I'll have to ask FC about those. Now, for thin brushes, which prefabs in particular are you talking about? The spiral staircase is a fairly nasty one, but you can just clip it and turn the smaller rail brushes all into one func_illusionary. Of course you'd sacrifice some potential cool shadows. For some of the prefabs featuring intricate arches or lighting beams etc, I didn't really worry about engine concerns when I made them. If you think they'll cause problems then you may have to modify them or just not use them, but I don't think they'll cause any troubles as-is. You would really be surpised with how much you can get away with these day s in terms of compiling and loading in-game, thanks to help from folks like aguirre :) 
Zaps 'n Wobbles 
Some remarks on intended environmental effects.

There's the whole trigger_read business, of course. Hopefully this time I'll get the stupid thing coded so that it's much easier to implement.

ambient_* entities can have their sounds overridden by a noise key: just enter the path- and filename under the "sounds" directory and you should be OK. (e.g. for the standard slipgate drone, that would be "ambience/drone6.wav".)

I also intend recoding trigger objects to play custom sounds in much the same way. Incidental sounds, anyone? (And why didn't I think of doing that during Ontranto?)

Trees were suggested, and I'm putting them in anyway.

Lightning: My "arcane" map (The Tower of Yoth) intends making use of Rogue's lightning trains, but I'll have to have a good look through both the Scourge and Rogue codebases and see if I can blend them together.

Earthquakes: I can't remember which I decided to use in OUM, but I think it might have been the Zerst�rer version. I'll have to find out.

By the way, what's with these "cultist" models I keep hearing about? If they're any good, they could be of use - with certain sounds from Blood.

Anyway: The chaingun ammo boxes still aren't showing, and I've added the baron, gremlins, axeman, modified magi, dragon, wraths and eels as monsters to the compile list. 
Title 
I think my map will be called
"In Darkness They Conspire"
There will be 2 parts (rather than 2 seperate maps). The first is a large palace/library complex, all indoors, ending in a gargantuan library/cathedral area. The second will be more focused on odd architecture and traps, lots of func_trains and void for floor (think the demonic library section of KSP1 expanded into a full map, only bluer).

Oh man, those QC functions sound awesome. I'll be collecting some evil ambient noises and putting in trigger_reads will be great for the story.

The only I can describe monster list you just posted, is that it seems like AN ORGY. 
Fat Controller 
if you want to check out the cultist as is, i can send you a copy as well as a copy of the other stuff i am working on 
Dylan 
finally got a chance to check out your cultist and axeman models. Nice work, they both really kick ass. I reaaally like both of them, they're very "Quakey" and just kick ass in general. The cultist just makes me want to make a map of an abandoned church in the woods being used for satanic rituals... but I won't too many maps already :) 
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