Dylan
#267 posted by Tronyn on 2004/09/14 18:44:15
those look really good. Perhaps on the fragwiz, you could modify it more to differntiate it more from the normal cultist (this guy can cast magic spells and should be more badass, right) - my usual suggestion is, ahem, more spikes :)
Oh And Btw
#268 posted by Tronyn on 2004/09/14 18:45:34
I liked multi-rockets/multi-grenades in multiplayer. Curse of Osiris CTF was great.
#269 posted by HeadThump on 2004/09/14 19:13:48
This is what my above post refers to - it is better to make a new weapon with a new combination of gameplay properties ( hitscan/projectile/ballistic, ROF, ROD, ammo consumption etc. etc. ) using an existing ammo type, instead of inventing a new type of ammo but for an existing gun-type.
That sounds about right. Except for the ammo bit. By bringing different forms of ammunition into the game, you add to the scarcity factor. Scarcity adds to the tactical edge and the realism of the game.
I digress in this sense as well, the DoE weapons do not rise to the level of gimmick. They are simple changes in the basic weapons and nothing more.
The gravity gun in Half Life, now there's a gimmick.
Lava nails,
proximity grenades,
Enforcer style laser rifle,
All are decent additions to the basic Quake format, they are just not over the top cool like the Zerst�rer weapons.
As for Q3A, sure it is balanced (though some pro-moders may disagree with that), but it is also too simple to be of much value when accessing the design of a modern single player FPS.
Dues Ex, for instance is much closer to the ideal that I'm looking for in weapon balance design. The weapons are extremely modifiable, and thus they progress in value as you play.
What Are We Supposed To Use, Man, Harsh Language?
Not a good idea.
Regarldess of what the intro cinematic or player manual would have you believe, the main characters of the game are the guns.
indeed.
Finished Half Life Yesterday...
#271 posted by distrans on 2004/09/15 02:49:47
...I am now a fan of the crowbar.
On Lava Nails
#272 posted by Tronyn on 2004/09/15 02:56:02
maybe they should not work underwater, not take armour into consideration when doing damage, and be 1.x times as powerfulas regular nails (hey, maybe except against shamblers or something, as heat doesn't seem to bother them). To further differentiate, perhaps regular nails could richochet once. But then again, all of this stuff is probably not nessecary - this is an SPQ pack, not a tightly balanced Q3 that'll be played for years by discriminating millions.
Dylan
What version of QMe do I need to read .mdo format?
..mdo Format
#274 posted by Preach on 2004/09/15 07:46:13
Version 3.1 of QMe reads the .mdo format. If you have the full version of 3.0, download the demo of 3.1 and you'll get a patch that upgrades 3.0 to the full version of 3.1(no frame restrictions)
Fc
#275 posted by dylan on 2004/09/15 10:03:41
i can send you my version if you prefer?
Fatty
#276 posted by dylan on 2004/09/15 23:14:39
can u implement the nail ogres, if so i can think of a good cultist model to make from it, also have you gotten a chance to open those files?
Distrans...
#277 posted by Levelworm on 2004/09/16 06:24:34
HL1 I guess?
Mappers
#278 posted by dylan on 2004/09/18 14:30:33
any special requests on map models, let me know, i will start on them soon, because they are quickly done.
Dylan,
#279 posted by HeadThump on 2004/09/18 16:14:16
I've created a base model to replace the drone. No animation or skin for it yet, but it needs a mere 40 frames to match the drone.qc. If you are interested, I'll send it your way.
Yeah Let Me See, It
#280 posted by dylan on 2004/09/18 20:56:07
what is the drone, an enemy?turret
just send me the model dylansartain1@aol.com and a list of frames
Will Do,
#281 posted by HeadThump on 2004/09/18 22:24:41
it's an old monster model, last used in Operation Urth Magic, but I didn't feel the original looked very Quakey.
The frame structure is a little non standard (not grouped), I'll need to send the original model itself to give you an idea of the animation needed.
Thanks.
#282 posted by anonymous user on 2004/09/20 20:19:39
Damnit...
#283 posted by metlslime on 2004/09/20 21:13:47
another phantom post.
Anything Else For Anyone?
#284 posted by dylan on 2004/09/20 23:20:20
any other map models etc.?
Tronyn
#285 posted by PuLSaR on 2004/09/21 17:42:18
Important question:
Should we (I) aim at capability with vanilla quake or will this mod be custom engine only?
So what are the limits? (edicts, bmodels, etc)
Well,
#286 posted by Tronyn on 2004/09/21 19:49:59
I'm trying to make my maps work with vanilla Quake or at least FitzQuake. Any particular limit you need to exceed? :)
Tronyn,headthump
#287 posted by dylan on 2004/09/21 22:06:27
tronyn-- sent you a new model taking into consideration your suggestions about the last one, give me some feed back as to what you think, also let me know about the cherub...
headthump--got the older models sent as well as a preliminary concept of the drone.also let me know what you think
Headthump
#288 posted by dylan on 2004/09/26 01:55:25
i resent the files
Hmm
#289 posted by nonentity on 2004/09/26 05:53:13
dylan, why? What did the files ever do to you?
(ba-boom-cha)
Hmm
#290 posted by dylan on 2004/09/26 13:05:03
if a tree falls in the woods, and no one is around to hear it, does it just lie there and rot?
Hey Dylan
#291 posted by HeadThump on 2004/09/26 13:30:01
I see I need to clean out a lot of stuff from my e-mail account. Probably the reason I haven't got the e-mails. Only my subscribed services are coming through it appears. I'll e-mail you later this afternoon to let you know how it is going on this end. Thanks.
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