 Well
#192 posted by PuLSaR on 2006/08/30 15:20:51
since it's such a large project, don't you guys think that it's time to think about the name for this project, not just base pack? And maybe some kind of a story for it?
 It's 5:30 Am When You Get The Call...
#193 posted by metlslime on 2006/08/30 15:28:36
By 6:00 you're at the secret installation. The commander explains tersely, "It's about the Base Pack Project. The enemy now has textures of their own, and they're using them to retexture OUR maps!"
 Metlslime
#194 posted by PuLSaR on 2006/08/30 15:38:54
ROTFL
 On Another Note,
#195 posted by inertia on 2006/08/30 16:35:17
since I have no idea wtf kind of entities we're using, I'm just gonna have to make a standard base map D:
 Stories...
#196 posted by than on 2006/08/30 17:06:00
are overrated!
Dunno if anyone bothered to read the dm3rmx story, but that should explain how I feel about them in Quake. Metlslime seems to have the same idea.
Someone mentioned the idea of having to do something in each map that powers up a slipgate in the main map, which I thought was a decent idea.
 Hmm
#197 posted by DaZ on 2006/08/30 17:42:11
ok so can we all just agree to use Quoth and be done with it? :)
 No
#198 posted by inertia on 2006/08/30 18:41:31
Quoth has no flashlight
 Inert.
GO PLAY DOOM 3.
 And LOOOOL, Metl =D
Maybe we could get a DJ Quake strip as the "story" or something?
 Play It Out In Demo1.dem
#201 posted by bambuz on 2006/08/31 15:45:31
like team fortress did... just make the comic strip textures and then make a demo where the guy strafes past them from left to right, even include sound and ominous music!
I was disappointed lost chapters didn't have demo1.dem.
 Progs
#202 posted by DaZ on 2006/09/03 11:27:21
can we decide this once and for all? I'm at the point where I can start adding gameplay elements to my map but am unsure how to proceed cos I dunno what we are using!
Its problems like this thats gonna kill the map pack so lets sort it!
1) Use Quoth.
2) Get a coder and use our own progs based on what we want (flashlight, mega-enforcer, new grunts etc).
3) Use standard Quake.
4) ???
 Progs
#203 posted by inertia on 2006/09/03 11:31:43
1 + 2?
 1
#204 posted by Text_Fish on 2006/09/03 11:45:15
+ 2 if really necessary.
 Pleeeaase
#205 posted by Spirit on 2006/09/03 12:05:24
1 or 3.
Makes it so much easier for coop over internet.
#206 posted by Trinca on 2006/09/03 12:13:56
1 could be nice!
#207 posted by Trinca on 2006/09/03 12:18:33
errr 1 or 2 headtrump could help us! he already said that!
 Well
#208 posted by Kell on 2006/09/03 13:22:19
I'd like to work a bit more on Quoth, to bugfix, tie up loose ends and also add some base-oriented material that we didn't have time for last release. The other two enforcer reskins, forcefields, breakables and whatnot.
I've emailed necros but haven't recieved a reply yet.
If he doesn't want or isn't able to work on Quoth anymore, but I get the most recent source code, I'd be looking for a competent qc person to collaborate with.
Would this be worth pursuing for the base pack?
#209 posted by Trinca on 2006/09/03 13:47:48
i think might be kell, i think almost everybody want to work with Quoth u guys did a great job!
 Kell
#210 posted by DaZ on 2006/09/03 14:12:12
that sounds great man! I'd definately be interested in that.
 QUOTH QUOTH QUOTH!
#211 posted by than on 2006/09/03 17:54:08
I vote 1. Quoth.
However, I would LOVE to see some kind of heavy weapons guy enemy added. I could probably knock something up at home, but I only have max 7 and maya 6.5 and no proper exporters. I also hate gmax and don't want to use that.
What do you reckon about a new base enemy, Kell (as in, original model based on the existing guys). I'm thinking of a fat enforcer with a chaingun (nailgun/chainshotgun) with a caved in face mask. Perhaps also a grenade attack of some kind, but it probably isn't worth it in Quoth, because there is alsready an enforcer who fires grenades.
 HWG
#212 posted by Kell on 2006/09/03 19:04:59
I had a concept for a large bbox base-themed monster, to go along with bob as a base-themed flying monster. His name is Edie ( ED13 ).
Originally I was just gonna scale Armagon down by half in each axis and reskin him a bit, but necros and I were confident enough after the gug etc. that we thought of making him from scratch.
He would basically be a cyborg ogre, recognisable as such from the waist up, with Armagon-type legs below. His ranged attack would be some sort of meaty gun, though a chaingun = powerful hitscan, and it's better to make Quake weapons - especially upper bestiary ones - projectile instead. His melee attack would be a large circular saw, essentially a larger version of the ogre chainsaw.
However, making a new monster from scratch is not a simple task. Sculpting the mesh is rather laborious in qME, but the real work comes with the skinning and animating. The time it would take to do justice to this sort of monster is probably as much time as will take to map for the pack :/
I don't think a 'fat enforcer' is different enough to justify the effort of a whole new model. Also, if it's a heavy-weapons enforcer type you want, that's essentially what the blue enforcer reskin - currently dubbed monster_eliminator - would be. He would fire plasma of the same type, thought not neccessarily the same power, as the Quoth PG. He would also be immune to the player's PG.
The yellow enforcer reskin would wield a flamethrower.
 FUCK YES!
#213 posted by Drew on 2006/09/03 19:57:26
God that would be insanely wonderful if you did that, Kell. I mean, I'm a big fan of tying things up in general, and Quoth is already so wonderful... Could you add breakable walls? I know it's a wierd thing to get worked up about, but there it is...
#214 posted by Trinca on 2006/09/04 01:57:15
kell LTH monster�s are also very good! i like a lot the heaby guys i think LTH dont mind if u or any other could change then a litle i got is msn i can talk with him! the green and red enforcer are quite nice! with some modificacion could be better!
 Chaingun Dude
#215 posted by DaZ on 2006/09/04 02:12:00
could be fun if he has a "spin up time" with an audiable cue, like the shamblers lightning has a visual cue etc... should work fine, then if you made him keep firing in the direction of the player even when he is out of view (but only for a short time) and couple that with breakable pillars and cover = fun.
Or maybe I watch too much matrix... :D
I like both ideas for HWG anyway
 Yeah =D
This is getting better and better, and the HWG would be a nice addition to the given base baddies set.
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