News | Forum | People | FAQ | Links | Search | Register | Log in
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).
First | Previous | Next | Last
Maybe A Combination 
Of both the radar sound and a global (no attenuation) sound.

They'd both be rocket woosh, but the global would be very low volume and the radar fading into it.

Don't how well that'd work though, probably need lots of trial and error. 
Rocketeer 
i had already tried to do the rocket whoosh sound in that manner (in fact, bob uses this method for his rotor sound) but the rockets move so fast that i ended up having to have the sound triggered every 0.1 seconds on 5 channels.

the radar ping is a pretty good idea though. i'd only have it play if the rocketeer is attacking a player though. 
Necros 
Nearly all of the 'problems' you highlighted above are actually things I LOVE about the Quoth monsters. It takes me back to my early Quake days when I hadn't yet learned all the monsters off-by-heart so they were still challenging.

Leave 'fairness' to multi-player quake. Single-player is you vs the computer, and that should always challenge expectations rather than ticking boxes. 
 
I must say that I got to like most of the quoth monsters. they are a great enhancement to the standard ones.
My quoth favourites list looks much different than metlslime's:

1. Defender - because he is so dangerous but yet possible to kill within short time. I think them equal to fiends which I equally like.

2. Polyp - I didn't like them at first but once you get used to them they are fun. Don't give you much damage yet can be dangerous if push you into some hazard. Fun to predict their movement and kill with any weapon.

3. Eddie - give me some good weapons and I will have him done with pleasure :)

3.5 Rocketeer and pyro - the same amount of fun delivery as standard enforcers. Can be spicy when used in groups.

4. voreling, drole, blue plasma blaster - both take too long to kill and have annoying attack for me

5. gug, flying electro-cutter, vermis - take decidedly too much time to kill. Gug and vermis usually kill me on first encounter.

I don't have any feeling towards the whole knight family. But I have a question. Why do their swords reach further than expected? 
 
Why do their swords reach further than expected?
same thing as the drole, poor attempt on my part to discourage shambler dancing. 
Wow 
I just wrote a whole long rant. and there was an error. 52? maybe? I'm drunk

Basically I love all the monsters. especially Bob. And gugs. though I lament their quakiness due to how much more variety they would have otherwise.

by the way, Necros you are a fucking beast all of a sudden! you're all over func and mapping and shit.
you've totally become the big man on messageboard. 
 
i just have a lot of free time atm, is all. 
Was This Supposed 
to turn into a quoth discussion?

Descent has that radar ping sound (but on the player side) for homing missiles. It doesn't even hint at the position, I think, just the distance-the nearer the missile, the shorter the beep interval. 
Megaman: 
i don't know, i just posted here rather than start a new thread, since the topic is "monsters" it seemed fitting. 
Monster Texturing 
I'm rather conventional so I have a giant apathy against other monsters then the given Quake classics.
I almost gave up playing Quoth because I find them much too hard.

I know it's not fair because they only add a new touch to the brilliant game.
Although I really enjoy making monsters, and my boundless passion for it encounters no end.

Here's an example of Granito, trying to break its blockyness.
Still struggling to get its texture perfeckt disguisable, which is rather a tricky job with all different engines.

http://members.home.nl/gimli/granito.gif 
That 
looks boss. 
Kasicam 
I started again on my kascam project.
I would like to have a camera in Quake, that substitute the players sight. So by using an impulse one could see through the camera and inspect the level. By making a stealth walk frame it would be possible to enter places the player couldn't go by its size.
Although its health would be lower than the player.

http://members.home.nl/gimli/kam0casi.gif

Only if is that I'm such a bad script writer. 
Hmmm... 
Isn't that the microphone, Mike, from the movie version of "The Wiz?" 
Granito Awakes! 
@madfox, maybe it is just me but the bottom half of granito looks like it is dry humping a shambler leg or something ... could be the speed of the animation maybe ... umm need another coffee. 
Sock 
I had the same impression 
Granito Waiting For A Coffeemachine 
This monster is construckted on a 64x64 cube in disguise of a wall. So its shape indeed looks rather clumpy. I don't know what you mean with a humping shambler leg, but if you find it looks like a queer sack: true.

As it has the precise angles to have its stand functions excact, it is rather difficult to change this in the other frame animations.
Chance is rather big it distracts the cube allignment, and then it isn't disguised anymore. 
Madfox 
please increase the granito's health
(2000hp? will help), the last time i fought him, it was too easy 
 
did we ever discuss the poison headcrab attack mechanic? it's a pretty unique one afaik. 
You Have The Composition? 
as a matter of fact, won't I be agony scratching my head after playing the level?

spy, that was the testlevel, indeed rather light, but I had to think of ammu. Once down the cavern the player can't get extra. 
Headcrab 
It would be possible to add frames to the player model with a headcrab on its head.
This one for instance.
http://members.home.nl/gimli/trog.gif 
Maybe More Metroid 
than headcrab 
Headcrab Attack Mechanics 
It keeps on my mind...
Could it be possible to add a headcrab.mdl to the player?
So the sight gets weird between slices of yelly and so desorientates.
I know how to add a weapon, I could add a crab to the playermodel.
But for the view of the player?
v_crab.mdl? 
Madfox: 
yeah, that would work, but it would replace your gun (maybe that is a good thing, if you're being face-hugged you can't shoot) 
Right 
but if I would like to shoot all blind, isn't there another way?
I can't code my gun to give damage to myself, which makes the headcrab rather undangerous.
Of course the loss of weapon means damage done by other monsters. 
Where's The Headcrap Discuss? 
poison headcrap attack mechanics:

if monster further than playersight >fly
if monster range playersight> start swift
if monster near playersight> jump on its head and distores sight with a squeezing sound
if monster becomes player> ask necros for a antidose...

http://members.home.nl/gimli/HEADCRA1.gif 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.