Looks
#214 posted by ijed on 2008/06/30 05:28:29
A bit . . . Legend of Zelda - need to see it with a suitably evil and blood splatterd Quake skin. I know it's an early version but maybe make it a bit more emaciated and bony as well?
The SS2 organic weapon was it? Can't really remember. Or was it that crystal thing that you put together piece by piece?
Pointier!
#215 posted by Lunaran on 2008/06/30 05:42:06
make it POINTIER!
On That Scag
#216 posted by meTch on 2008/06/30 05:50:24
give it some tallon claw tings on its hands with som barb-like thinngs stikking oot ...oh and make them bloody
#217 posted by Lunaran on 2008/06/30 09:49:35
I Loled
#218 posted by necros on 2008/06/30 10:03:24
DM
#219 posted by Inf on 2008/06/30 12:00:59
What about Quake DM? What features define that gameplay?
If you would want to translate that to a modern game, for instance, the new Id Tech 5. What would you need to make that gameplay feel like Quake DM?
Heheh
#220 posted by ijed on 2008/06/30 14:00:40
Ok, so I need to put him in a level with flashing coloured lights, then.
DM Is Defined By
#221 posted by bambuz on 2008/06/30 15:12:04
The red armor and the rocket launcher. Mostly.
One Possibilaty
#222 posted by HeadThump on 2008/06/30 21:41:16
I've been thinking about is replacing the tenticle arms with needled fans of the Pan's Lybrinth like variety. Could be a good weapon to replace the spit attack too.
A bit . . . Legend of Zelda - need to see it with a suitably evil and blood splatterd Quake skin. I know it's an early version but maybe make it a bit more emaciated and bony as well?
I like the bony, emaciated idea, and it probably will look more so when I simplify the body a bit. I haven't played Zelda, but they were probably using Nagas too. They come from Hindu historical literature, I believe.
It Was
#223 posted by ijed on 2008/06/30 21:59:03
The wings that made me think that, but like I say its an easy parallel to make.
How are you thinking the attack - being spat, or thrown?
The Fans Flutter Gently As She Hovers In Flight
#224 posted by HeadThump on 2008/06/30 23:20:12
then she whips the fans forward for the attack as she hisses at you.
Lol Lun! Partying Ogre Style!
Dramatic
#225 posted by ijed on 2008/06/30 23:40:28
Better than the Scrag's shoulder bullets thing.
Ijed (hk Anims)
#226 posted by Lardarse on 2008/07/01 17:05:41
I don't think that using the downward swing to fast its flame attack is very effective. I'd much prefer to see something else used there. Also, he has several sword movement anims while running, and some are similar to his magic anims, so maybe enabling him to run and shoot?
I Vote...
#227 posted by Shambler on 2008/07/01 18:27:05
"NIET" to z-aware Ogres!!
#228 posted by rj on 2008/07/01 18:59:50
z-aware ogres PWN your arse and you know it XD
Why Not
#229 posted by grahf on 2008/07/01 19:21:16
make the ogre marksman z-aware, and visually differentiate them a bit, with a different colored jacket or something. They're the smart ones, then.
#230 posted by Kell on 2008/07/01 20:03:01
make the ogre marksman z-aware, and visually differentiate them a bit, with a different colored jacket or something. They're the smart ones, then.
That's what we did with the quoth flak ogre.
Hellknight
#231 posted by ijed on 2008/07/01 20:34:16
He works fairly well in that he becomes less predictable, but its not such a great change as z-aware ogres (although they stay in). Basically for his magic attacks he does a standard spread, vertical version and direct shot (straight line). His close combat attacks are expanded to use all anims as well, with slight differences in the when and how much damage factors, but mainly a visual difference.
What I should do is have him only use the vertical flame attack when the player is above or below him - z-aware hellknights anyone?
Allowing him to run and shoot is a pretty large gameplay change, I reckon.
I like Z-aware ogres - I now see the old ones as unfinished code. You get used to them. In base progs everone ignores the Ogres - normally you just let them get on with their thing on the upper levels, because their grenades are only dangerous if you're stood in the wrong place. When they actually aim at you you have to treat them as an active enemy instead of something to kill later on, in many cases when you're on the same vertical level as them.
The different skin solution seems a bit odd, tbh. If there's both types in a level it's more of a confusion for the player to adapt to the new ones - red ones aim at me, green ones aim at the horizon.
I'm not wanting an argument - this is the way I'm building my mod - but opinions are good. I can see there's going to be a problem with the Ogres . . .
Idoono Guys
#232 posted by meTch on 2008/07/02 02:48:28
smart ogres and dual chainsaw ogres sounds cool
also i like the axe but a chainsaw sounds cool to
but will the shamber have larger claws? like how he holds his hands up so his points are facing up, will the points reach to his mid arm...err .. elbow?
Oops Posted Too Sonns
#233 posted by meTch on 2008/07/02 02:50:12
sorry but i just wanna say im looking forwards to this mod a bit :)
Quake DM
#234 posted by inertia on 2008/07/02 04:00:20
While I agree with bambuz that Quake DM is largely defined by the RL and RA, keep in mind that it has a very unique movement set (bunny).
No
#235 posted by ijed on 2008/07/02 04:56:24
Changes to the Shambler - not necessary, IMHO.
You'll have to wait quite a while.
Quake On A Wii!!!
#236 posted by RickyT33 on 2008/07/03 17:57:03
Shambler Needs Eyes!!!
#237 posted by negke on 2008/07/03 18:05:29
Bump
#238 posted by ijed on 2008/07/26 07:12:09
What's the general opinion on Vomitii?
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