 I Disagree
#201 posted by Zwiffle on 2005/04/21 14:59:44
each monster should have a Ph.D. and consistently beat Edward Witten and Stephen Hawking on a team in chess matches. Also, they should all be able to shoot laser beams from their eyes (or horns) and rocket bees from a magical space cannon.
 I Am By No Means An Artist
#202 posted by scar3crow on 2005/04/22 17:11:19
but I am by all means trying to stay awake at work... and thus will make crappy pictures based upon loose ideas Ive had. I know, its not geometrically perfect, its not texture, and its sloppy... I would much rather model it and render it in someway, then Photoshop it up some, but I used what I had available to me on this uni pc.
Either way, without further ado, my crappy Quake 5 logo.
http://scar3crow.circa1984.com/Pics/quake5.jpg
 Excellent!
#203 posted by HeadThump on 2005/04/22 20:10:15
If Quake is about anything, it is about fucked up demon arches -- even on our spikes . . .
 AI Should...
#204 posted by KrimZon on 2005/04/26 18:04:47
The AI should bring out the character of the type of monster. Right now they all have the exact same behaviour except for different weapons and the zombie thing.
And having the monsters idle better would help too - instead of just standing there they could work hellish machinery or wander about a bit, randomly along a given path. It'd add to an element of surprise and give it more of a replay value. Not to mention you'd actually have to improve at combat and not just learn the level.
#205 posted by KrimZon on 2005/04/27 04:14:42
... like so that replaying the level you'd still be surprised by the encounters that you're repeating, because they'd happen slightly differently. With them moving around you'd never have guaranteed clear areas either, you'd have to be on your guard constantly.
 The ORIGINAL Quake Concept
#206 posted by frag.machine on 2005/05/13 10:47:29
I would love to play a RPG-like Quake game, with all the original ideas (the Hammer of Thunders and the Soul Cube, and dropping the militar/base stuff). More H.P. Lovecraft than anything. Why didn't nobody ever tried to make a mod using the original id ideas ? Copyright issues ?
#207 posted by HeadThump on 2005/05/13 20:30:20
and dropping the military/base stuff
The base levels justify using modern weapons
in the game, so I don't see getting rid of those
unless you go premodern with the arms or use an other dimensional variant of the weapon types, and that would be pretty cool actually. I consider the thunderbolt to be unearthly though none of the adversaries use it.
A lot of mods use the themes you believe to be lacking. Tronyn's work is Lovecraftian, as is Kell's and MindCrimes.
 Thunderbolt
#208 posted by Lunaran on 2005/05/13 21:25:26
I consider the thunderbolt bla bla none of the adversaries use it.
A big one is installed in the first dimension for destroying C'thon, however.
 Speaking Of The House Of Chthon
#209 posted by scar3crow on 2005/05/15 01:02:44
#210 posted by frag.machine on 2005/05/19 16:25:54
The base levels justify using modern weapons
in the game, so I don't see getting rid of those
unless you go premodern with the arms or use an other dimensional variant of the weapon types, and that would be pretty cool actually.
Well, that's the idea: remake Quake as it were supposed to be. I wouldn't complaing seeing some of Painkiller's weapons, like the painkiller (that spinning blade weapon with a hook in the alt fire ) or the stake launcher replacing the nailguns. Bows. Spears. Torchs! Some monsters, like the zombies, could fear the fire, for example. Medieval weapons, magic weapons (earned in later stages). Think, for example, combining the end-level runes with the Hammer of Thunder and enabling new attacks. There is just so much room for new ideas. I really would like to see something really different but yet having that Quake atmosphere.
A lot of mods use the themes you believe to be lacking. Tronyn's work is Lovecraftian, as is Kell's and MindCrimes.
What I observed is that nobody yet took the original Quake concept and tried to make a mod with it. I believe there are lots of good work with Lovecraft inspiration, but that's another thing.
#211 posted by Zwiffle on 2005/09/09 13:43:05
A more Lovecraftian Quake would be cool. I could see fighting on some moon village or travelling to more dream-world landscapes with neat visuals. The original Quake took place mostly in dungeons and sh*t, but a ton of Lovecraft's stories revolve around majestic cities witnessed in dreams or far off kingdoms etc. There's definitely a lot of room to expand the Quake feel while losing the brown/grey Quake look. So, if anyone were to do a Quake V, then I would say definitely expand the concept of the Quake universe instead of just making more base/castle/runic/metal maps.
 Maybe
#212 posted by bambuz on 2005/09/10 05:30:57
one could do Quake Roots. :)
But hey, on a side note, are those lovecraft books and stuff good reading? Which of them?
 A Few Thoughts.
#213 posted by Text_Fish on 2005/09/10 06:56:27
In terms of level design I think one of the most important things to add to the tools would be props. It's the little touches that really enhance atmosphere [I think], such as old bones scattered around the edges of a room, spent ammo strewn about the place and maybe even the odd Fiend turd for Quake Guy to stand in.
It would also allow for more detailed light fittings, etc. Just imagine that light texture with the fire behind stretched faces, modelled in 3D and casting proper shadows on the opposite wall.
Ambient sound is also very important, of course [no footsteps though, they make movement feel sluggish]. Hearing distant monsters communicating with one another in some freaky language would be interesting [and could also be quite chilling, if done correctly].
Ragdolls shouldn't just be the same boring crap I've seen in all the new games. Each monster should have 'ragdoll behavior' ... for instance, a Hell Knight will still drop to it's knees before slumping on to its face, but will react correctly to the surface it lands on. A fiend, if killed mid-jump might go limp and slide heavilly along the ground, scattering a plume of dust/debris. Of course, gibbing should still occur and be as unrealistic as ever.
I think one of the hardest areas of a remake/sequal would be making the monsters more detailed without having them look cheesy. I've never really approved of any remakes I've seen of the Shambler, because they always look a bit cartoony. Some ideas I've had for monster details would be for Scrags to be semi-transparent [so you can vaguelly make out a ribcage and organs] and for zombies to be maggot infested, perhaps with flies buzzing around them [no ragged clothes please, that's far too corny].
As for episodes, I think there should be far more than five but they would be shorter affairs, comprised of maybe one huge level or [more realistically] a hub of interconnected levels that you may occasionally have to go back and forth between in order to complete goals. This would allow the mappers to revisit old themes AND explore new ones. I'd like to see a 'wood' theme, a little like how I imagine the proposed wooden 'world' that somebody designed for Alien 3.
As for gameplay devices, I still like keys and buttons, but perhaps they could be used a little more sparingly than in the past.
Weapons: No sniping weapon of any sort, please. Sniping has to be one of the most boring things in an FPS. Personally I also dislike chainsaws -- the noise always irritates me [and I'd hunt down anybody who tried to replace the axe with ANYTHING].
Weapons should lie on the floor or be propped up against walls ... none of that floaty spinny guff unless there's an obvious explanation for it in the environment [other than: "Oh it's magic"].
I have an idea for a storyline [actually, several intermixed], but I'll spare you all for now.
 Re: Frag-machine's Comment
#214 posted by Mindcrime on 2005/09/10 20:54:45
Ermm, hmm, Lovecraft was the furthest thing from my mind in Nehahra...
(Many years ago, I was a bit of a Lovecraft junkie... but that was before Lovecraft became *trendy*, ahem)
 Text_fish
#215 posted by Shambler on 2005/09/11 01:44:32
I like your style, especially this:
A fiend, if killed mid-jump might go limp and slide heavilly along the ground, scattering a plume of dust/debris. Of course, gibbing should still occur and be as unrealistic as ever.
And also this:
I think one of the hardest areas of a remake/sequal would be making the monsters more detailed without having them look cheesy. I've never really approved of any remakes I've seen of the Shambler, because they always look a bit cartoony. Some ideas I've had for monster details would be for Scrags to be semi-transparent [so you can vaguelly make out a ribcage and organs] and for zombies to be maggot infested, perhaps with flies buzzing around them
You too seem to be thinking along the "keep it Quakey but enhance all the Quakey aspects" lines, w3rd.
 Which Reminds Me
#216 posted by inertia on 2005/09/11 09:57:05
of those shitty "better looking" textures which have become standard for alot of players (The drop-in .tga or .jpg ones). I know gibbie is working on true-to-the-original texture replacements, and they look good, but I am still jaded against replacing the textures since they almost always look like crap!
 SHOW US
Show us gibbie. And I am right up there with you inertia.
 Id's Textures I Suspect
#218 posted by HeadThump on 2005/09/12 11:21:21
would have been made from a master set that was then indexed for the game. If they could be persuaded into releasing those that would be the best of both worlds. Higher resolution for those who want it, and for those who don't, dithering software for indexed textures has improved quite a bit since 1996; running those through an action in Creative Suite 2 and putting them back into classic .bsp's as 16 bit palleted textures would still produce some wicked nice results.
 HeadThump
#219 posted by Kinn on 2005/09/12 14:06:46
Hmmm, if the id textures were based off higher res originals, then I don't think anyone could object if they were used in engines that supported them. I'm not 100% convinced that they were though - I vaguely recall reading that id made the doom/quake texes in an in-house pixel-pushing program that effectively just streamlined the art of directly painting in an 8-bit palette at (I would imagine) the target resolution.
Sounds a bit crazy, and I might be (i.e. probably am) talking total bollocks. Someone should ask Romero on his forum what technique they used - he's usually pretty receptive to answering questions like this.
 Text_Fish
#220 posted by Scragbait on 2005/09/12 15:00:06
I had a model kit as a kid called The Visible Man. It was a clear human with separately installed bones and organs. I painted his viscera all different colours. Your concept of the semi-transparent Scrag is awesome. With your imagination you should be an advisor to the design team if we are ever lucky enough to get an upgrade to Q1.
 Good Idea There
#221 posted by HeadThump on 2005/09/12 17:22:59
I would first have to ask him about the nick, TheRomero. I could see George Romero getting away with it, but John?
 ID1 TEXTURES
#222 posted by bambuz on 2005/09/13 03:17:07
FFS let's settle this shit.
They are hand-made 256 color pixel art by Adrian Carmack. (Who's retired now btw.) Read up Kevin Cloud's interview somewhere in the web. He explains how they've done stuff for those games. I won't bother into browsing the net for that article since this computer doesn't have a mouse. (really!)
At least deluxe paint was used when making art for doom and quake 1. That is one damn good and intuitive program, and I still use it occasionally.
That's why they are so fucking amazing. They're hand-made by an extremely good artist.
If you look at q2 textures, they're generated from higher color and prolly higher res stuff too and have horrid banding and sloppy fuzziness everywhere. Just the grey base stuff is sooo ugly it makes q2 look 1000 times worse than quake.
Doom had some very nice and inspired textures too. Some were made from photos but still touched up by hand.
Pixel art is an archaic skill in this age of photoshop layer smudging... but there still are a few sites that show some old masterpieces from the amiga and vga pc era.
 Calm Down, Bro
#223 posted by HeadThump on 2005/09/13 05:25:01
I suspect there is a master set because you can see subdetails jump out quite clearly when you resample the textures at higher resolutions. The method you describe doesn't exclude that possibilaty.
But if A. C. really did create these at 64x64 pcx, I'd agree with you that that is impressive.
 Bambuz
#224 posted by Kinn on 2005/09/13 10:43:57
Cheers, I thought so.
 Side Note
#225 posted by HeadThump on 2005/09/13 11:30:53
I'll have to look into Deluxe Paint sometime if it is available now. I'm all about getting as much bang per pixel to minimize download sizes.
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