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Monsters
Thought I'd start a thread on this, it could have gone in Gameplay Potential, but this is more specific.

What are the favoured special abilities for monsters to have?

Shield
Homing shots
poison
wall / ceiling climbing
leaping
explosive death
ressurection
cannabalism
spawning / cloning
Teleportation
Dodging

That's off the top of my head, anyone have any other cool ideas or concepts?

And what new abilties could the old monsters have - like Scrags that change to swimming if they enter water (thanks text_fish) or an Ogre that pisses on the player after killing them (thanks Romero).
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Ill Draw Maybe 
but its not going to be spectacular

do u want creature spec's also? 
Uhh 
Anyone have any guidelines they'd like? Like ... have a piece of art in by a certain deadline (say like next Friday?) Any theme we're going after, "New Ogre Boss" or something, or just whatever we feel like coming up with? Ideas! 
This'll 
Be a pretty good reference. I've got a few Quake artwork images that have surfaced on the net over time and by various artists - good for inspiration. 
 
Well I'll just post this as tentative right now:

When: Due by Saturday, June 20th, 2009
What: "Original Quake Monster" art - come up with a monster that you feel fits in the Quake universe!
Who: I suppose right now send them to me, but I'll have to find some place to upload them, unless anyone wants to volunteer to host magnificent, original Quake art.
Where: Wherever you can.
How: Pens, pencils, paper, 3d models, clay models, 2d digital art, whatever. 
 
I need to get a scanner :-/ 
Zwiffle 
Quaketastic loves you. 
OMG 
Count me in for sure! 
Tempting....... 
I havent drawn anything for years.... 
 
Assuming 
That everyone submits a piece of art - can I expect something like 4-5 drawrings by Saturday?

As a side note, I will probably be gone 20th, but will be back late on Sunday. So unless Spirit wants you to send them directly to him, my email is ZwiffleOwnsU@gmail.com. Use something like "this here is quake art" for the subject so I don't just delete it (which I might just do anyway.) 
And Awae We Go... 
Here's my take on a variant Quake bad guy: http://biff.quaddicted.com/art/scrag_ass.jpg
Isn't he precious? 
I Feel Bad For That Camel Spider. 
 
Im Working On A Drawing Of A Monster 
Well a couple of drawings so far...

Biff: That looks awesome! Like a land-scrag or something.....

Is the submission date 20th June? 
Yep 
"#224 posted by Zwiffle [66.170.5.18] on 2009/06/11 20:16:55
Well I'll just post this as tentative right now:

When: Due by Saturday, June 20th, 2009
What: "Original Quake Monster" art - come up with a monster that you feel fits in the Quake universe!
Who: I suppose right now send them to me, but I'll have to find some place to upload them, unless anyone wants to volunteer to host magnificent, original Quake art.
Where: Wherever you can.
How: Pens, pencils, paper, 3d models, clay models, 2d digital art, whatever." 
Change Of Plans 
I'm going out of town on Friday night and won't be back until some time Sunday, so I'm changing deadline to some day on Sunday, if anyone else besides Biff and myself want to participate. Whenever I get home and scan my shit is what I consider the cut off, unless you just send me a thing telling me to wait. 
Did Mine FAST!!! 
nice and quick and sloppy, but i think you'll get the idea on what it is :D http://metchsteekle.deviantart.com/art/NeitherFly-126432952

i know its crap, that's what i was aiming for >:} 
Favorite Quoth Monsters... 
1. Voreling -- visually perfect for quake, also adds variety (Quake lacks any really small creatures) and most mappers actually use them well. I only wish a single shot from the SSG would kill them, but i realize this would make them almost too easy and not enough of a bother. But the way they look and sound, i do expect that to kill them. Memorable and unique.

2. Drole -- not my favorite skin, but combat is unique and fun, good panic inducers, without being unfair.

3. Eddie -- a good solid fight without being cheap, good sounds, good model. Fits into the miniboss category like a shambler, but moves and attacks differently enough to be unique. A bit on the techy side, which might not feel right in the more lovecraftian settings, but feels good in the medieval / steampunk / base / industrial maps.

4. Rocketeer -- Slow homing rockets work well. Effective long-range, which is rare. Good balance of damage potential and health. The "recolored enforcer" syndrome is still going on with the bright red uniform, but at least the gun is remodelled and I like custom details like the crazy goggles.

5. Defender? Yeah, i guess he goes at #5. A solid threat in close quarters, AI is suprising enough that you can't easily predict his attack.

There are a few monsters i don't feel i've fought enough to judge yet, such as the hell knight variants. The flying lightning guys can be annoying, but i like the sound effect, plus they do fit into a needed category (somewhat tough flying monsters.) Haven't gotten enough of a feel for their combat yet. 
 
i agree that the voreling feels like it should be much weaker. his effective health is even higher because his small size and erratic movement usually means you miss a few times (and a DBS from range will be 50% or less damage because of the spread).

i really dislike the drole these days. i wish i could remake his death animation to something that's just *normal*. he was the first model i animated and i made the death animation way too elaborate. honestly, he should just fall over quickly.
i also find him way too strong. he's too fast and his run + melee attack is downright annoying. the original intent of that was to stop 'shambler dancing', but it also makes it retarded when you're just trying to back away. instead of run + melee, he should have had a standing melee attack and just break out of melee animation and go to run if the player moves away. it basically means you can never use these guys unless you have a room bigger than 512-768 or a long hallway to back down.

Edie was the last monster i animated and i'm very pleased with him. i also learned many lessons after the gug and drole, and i find edie to be a fun monster to fight. 10 edies is nowhere near as annoying as 5 droles.

one thing i wish we had done was something akin to the doom/doom2 baron a hell.
the baron of hell is essentially a turret. it moves extremely slowly and the player can pretty much run circles around it, easily dodging it's attacks. the death lord kind of fits this profile, but it has too many unique gameplay mechanics to really be a true turret monster.
turret monsters are great because they can be used in packs of other monsters. high health + low risk means the player can ignore them until last but it also means they have to keep moving even if they are facing only melee monsters.
Edie can fit in this category, but unfortunately, non-base monster set has nothing to compare. Droles are too fast, gugs are too powerful (and must be a primary target) and shambler lightning can't be dodged and vores tend to piss off other monsters easily because you can train their voreballs into whoever you want.

also, on the subject of gugs: why i never put more thought into the ramifications of endless gug-quakes (and attenuationless quake sound) is beyond me. they are essentially useless unless you can guarantee it is dead before the player moves on.

defenders ai is ok, but i foolishly decided they should have SSG blasts as good as the player. i've been nearly one-shotted by these assholes without armor on. nothing fills me with as much fear as hearing their shotgun cocking right next to me. suddenly the new top priority is gtfo and this is completely *wrong* for such a low-level monster. i don't jump out of the water when i hear rotfish.

just some stuff i've learnt after using these monsters for a few maps now. 
Giant Fiend 
The Giant Fiends with Shields in Carved in Flesh, are they used in any other maps? 
Necros 
At least you're willing to admit that you've made mistakes... 
Oh... 
I actually meant #2 to be the Flying Polyp, not the Drole. Got the names confused. Anyway, the rapid strafing and invisibility are a good combo, and the gameplay when he is invisible is fun either way -- 1. try to extrapolate his position from last sighting, or 2. just spray bullets and look for blood. 
Eddie 
one thing i wish about Eddie it's his ability to drop backpak[w/spikes] after death 
Moaning 
I liked The original Polyp's better - their invisibility tactic is easy enough to learn, the Quoth1 version just works as an armour stripper (like Pyro) which seems a bit . . . ineffective.

The Voreling would have been much better with lower health - imagine a pack of Vorelings as opposed to dogs in a netherworld map.

I wouldn't change the Drole to be honest, although his death is a bit elaborate it usually happens after he's chased you across half the map, like you mention, so it works as a reward. Coupled with the Drole Rage trigger he works well as a high teir rocket enemy. The map has to be designed around their use, which is refreshing.

As opposed to drop 30 knights, 5 death knights, a few vores and its done.

Edie is a sloid addition, although I always thought he could have done with a special of some kind. Not necessarily an attack, but something solidify his character as a mean fucking cyborg Ogre.

Turret monster - I guess this was supposed to be the Vore, but her accuracy breaks this mechanic. We're modifying to put her back in (what I think was) her original role. Basically less likely to hit but with an array of secondary abilities like rocket deflection and summoning multiple vore balls if the player moves out of sight, to launch all when they show themselves.

Rocketeers have a major flaw in that their shots can't be heard. I screwed up in warp and had them at such a distance where their rockets would just arrive without warning. No idea what the fix could be, since there's no moving sounds in Quake and making their fire sound a global would be weird.

Defenders are pretty good, although like the Edie an unexpected ability would have been nice - boot to the face with low damage but high knockback, for example.

Quoth3 - Ghouls? 
So 
I'm complaining and making more spelling mistakes than usual.

Poker night recovery. 
 
defenders ai is ok, but i foolishly decided they should have SSG blasts as good as the player. i've been nearly one-shotted by these assholes without armor on. nothing fills me with as much fear as hearing their shotgun cocking right next to me. suddenly the new top priority is gtfo and this is completely *wrong* for such a low-level monster. i don't jump out of the water when i hear rotfish.

This. It's always pissed me off how a recolored Enforcer was able to do more damage to me than a Fiend. Combined with the rate of fire they spell out "completely unfair" 9 out of 10 times. Fix in Quoth3 please. 
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