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Maybe the Ranger only realized that he'd need the runes when he got to the hub.

Anyway, some things in the game's story are up to the player to imagine. Like how the exit of several maps in episode 4 don't match the beginning of their next map. 
 
metl - Yeah, that was always weird. The START map is sort of an anomaly... 
Doom2's MAP02 In Doom 3 
https://www.youtube.com/watch?v=Gnq6AY4stoE

Although there's the criminal lack of RoE's Super Shotgun, the map's well crafted in terms of Doom 3's standarts. 
 
i like it! that is very well done! i would have removed weapon clips since it already had modded monster sounds and such. 
#27008; 
Would be great if the map was lit. 
Daya 
A related video is this one:

https://www.youtube.com/watch?v=HcxJ9Klyct8

Your BFG will make this kind of gameplay possible, for those of us who's into it. 
 
 
I remember asking Sock to include an arch-vile type enemy to AD.

Missed opportunity IMO. 
 
I remember asking Sock to include an arch-vile type enemy to AD.

When you have gibbable bodies, Archvile-type enemies suck because the player feels compelled to spend time gibbing all the bodies which is tedious (e.g. Quake 2 and the Medic monster)

Then again some might see that as a cool mechanic, I dunno. 
Or... 
Have a literal medic whose sole purpose is to heal monsters via throwing projectiles, making it some sort of priority work for the player, and just have a weak projectile attack just like Q2's medic? Also make it try to look for nearby monsters when he doesn't find some around him? 
I Guess 
you could have something akin to the TF 2 medic?

I dunno, Kinn brings up a good point. I doubt I would go around chopping up bodies but I guess others would. 
I Do In AD... 
I keep imagining that there is a 100% gibbed achievement or something.

Giving the player back a little health per gib could help after some of the huge hordes we have to deal with nowadays ;^) 
 
Have a literal medic whose sole purpose is to heal monsters via throwing projectiles

Problem with that is that Quake monsters are rarely running around with partial health - they are either at full health, or dead, because players tend to focus on one monster at a time, and even the biggest ones go from full health to zero in a matter of seconds. 
 
I agree, which is why the arch-vile is a better archetype to go with. Resurrection rather than healing. 
 
If you think about it, that's kind of a cool thing for the Shamber to do. Take that new shambler model and add a "arms in the air like he doesn't care" animation for resurrections ... 
Other Ideas 
Perhaps a better idea would be a monster that temporarily "buffs" other monsters in some way - i.e. gives them a temporary pent, quad or invisible powerup - you need to change the visuals of the buffed monsters, which adds a lot of work, but could be cool. 
 
or an easy visual would be to just surround buffed monsters with a particle cloud, except invisible monsters which become almost transparent. 
That Unused Particle Field Would Do It 
There was this map once that used an oversized Fiend with said particle field around him which only walked around and could only be hurt if it went into melee mode. 
Well 
that's not very good at showing different types of buff, and it's kinda ugly.

Sock's particle system should be able to pull off something cool 
Busy Work 
When you have gibbable bodies, Archvile-type enemies suck because the player feels compelled to spend time gibbing all the bodies which is tedious
This is exactly the reason I did not implement a healing monster in AD, several team members said chopping up bodies to prevent resurrection is a chore and not fun gameplay for everyone.

I remember finding the resurrection angel in ne_ruins and did not realize what it was doing until I ran out of ammo. This is also a problem with minion systems (spiders/vorelings/lost souls) which I helped prevent by providing minion spawning quantity trigger events! 
 
Support enemies suck in FPS games. It's difficult to present what they are doing and for them to put pressure on the player, because the nature of FPS games is that if you can see something, you can shoot it. Support enemies work better when you can see what they are doing, but can't necessarily do anything about it right off. 
 
Support enemies suck in FPS games. It's difficult to present what they are doing and for them to put pressure on the player, because the nature of FPS games is that if you can see something, you can shoot it. Support enemies work better when you can see what they are doing, but can't necessarily do anything about it right off.

I've always been drawn to the idea of having magical barriers where monsters can shoot out of but players can't shoot in (until they find and take down the magic barrier generator)

I don't know if this can be done in quake though. Anyone know? 
Kinn, Look At Post #27023 
Though I don't remember which map it is. I have it in my quake folder somewhere but I'm busy doing something else right now. 
Shield Or Broken? 
@Daya, that was a Kona map and the same particle effect is used on the Death Captain in Quoth. There is even that enforcer model with the shield energy bars going up and down that switches on/off.

I have tried several times to make a shielded enemy for Quake and every time the person testing it just keeps shooting until they ran out of ammo or the damage eventually overrides the shield on/off sequence.

Shielded enemies in Quake are completely counter initiative to the game. No one likes or expects shielded enemies in Quake, they are often referred to as extra health buff. I am sure people will still keep on trying to make them and eventually realize Quake is just about shooting things, not waiting for shields to lower.

@Kinn, yes you can do this, create a model with a trigger collision hull and intercept it in all the projectile functions. If you are using the AD base check what I did for void triggers, they are in every projectile impact function and other stuff (breakables, gibs etc) 
Daya 
That's not what I mean.

I mean, imagine a big hole in a wall covered by a forcefield - it's solid to the player and it blocks his projectiles, but he can see though it.

Monsters the other side of the forcefield can see the player and shoot through the forcefield at the player. 
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