Well, Why Not
#3089 posted by s.p.d! on 2006/05/25 16:46:56
Scary Monsters & Supa Creeps
#3090 posted by
HeadThump on 2006/05/26 20:07:31
These are some monsters I have been working on this week end. They are more low polygon oriented than previous models. It's just easier to build skeleton animations around the low poly structures and then add in detail as needed. I'll likely have seperate packs for low and high polygon models.
This is the Spectre, a replacement for the Wraith from the Disolution of Eternity (DOE)episode.
http://img89.imageshack.us/img89/7497/spectre28xn.jpg
This is a scourge model to take the place of its namesake from the God awesome Sourge of Armagon episode.
http://img138.imageshack.us/img138/1516/scourge8cu.jpg
This is a replacement for the tarbaby. Yeah, I remember what I said last week ;)
http://img162.imageshack.us/img162/4897/mite6ca.jpg
This is a wild, undead boar who'll stand in for the fiend.
http://img99.imageshack.us/img99/4016/boar2jg.jpg
and a substitute for the Rouge pack (DOE) eel.
http://img99.imageshack.us/img99/9066/eel7tm.jpg
Replacing The Fiend?
#3091 posted by Tron on 2006/05/27 02:51:07
NOOOOOOOOOOOOOOOO!
I Suppose I Could Keep
#3092 posted by
HeadThump on 2006/05/27 08:38:08
that spine ripper, but he is getting dreadlocks!
Boars
#3093 posted by
bambuz on 2006/05/27 10:58:20
don't have much of a neck.
Somebody Noticed!
#3095 posted by
HeadThump on 2006/05/27 13:07:52
I thought it would be wrong not to include it.
This is the pic I based it on.
http://www.swla.co.uk/SWLAmembers/meadh/Mead_wild_boar.JPG
My boar's cock is smaller, but I figure it is pretty difficult to get a full on chubby when you are undead. Hmm, how do vampire's do it, not having a blood flow and everything?
Bambuz, you are spot on right. I eliminated the line between the front blade and the shoulder and lifted it up to create a proper dorsal to correct that problem.
Pfft.
#3097 posted by
Text_Fish on 2006/05/28 16:20:30
That's just unrealistic Kell. Where are the barrels?
#3098 posted by spd on 2006/05/28 16:58:40
HeadThump: why have crappy replacements?
Hmmm . . .
#3099 posted by
HeadThump on 2006/05/28 18:06:12
HeadThump: why have crappy replacements?
1) The models primary function is not to be replacements but are to be the building blocks of an entirely new game with a Quake like sensibilaty. QuakeC coders over on Inside3d have been developing physics, mathematic, UI and AI libraries. I would like to use these as a modder, but frankly, a lot of players get pissed if you mess around with the game basics so it is best to start from scratch. That is one reason for the models.
I have pretty detailed plans for several episodes in a story arch concerning undead immortal rivals vying for world domination, and the human mercenaries who do their bidding. Locales include Venice, Marrakesh, Port au Prince and Baja California.
A few summers ago, I collected hundreds of photos and documents on these locations,for what was intended to be a Deus Ex mod. However, since then the idea has evolved into its present form. I prefer to develop this on a non proprietory engine like the Quake engine where anyone who is interested will be able to play it, instead of the game being limited to those who own copies of either Quake or Deus Ex.
2) To have any change of these ideas coming into fruition, I'm taking a holistic approach. I put together all the material as quickly as I can, and then I can fine tune the models, sounds, fx, code and etc. as I go along.
I'll be the first to admit, the quality varies. The boar looks like shit, and the eel looks like total shit, but the scourge I think is pretty good. The spectre needs tweaking, but I like my overall design for it.
Why would I show these in there present Alpha stage forms? I'm trying to encourage as much criticism as possible. It really helps to have
Bal or Lunaran, real seasoned pros pick these apart.
Personally
#3100 posted by
Text_Fish on 2006/05/28 19:10:41
I think it will be extremely difficult to replicate the 'Quake like sensibility' in real-world locations.
Oh, And
#3102 posted by
necros on 2006/05/28 19:34:22
the third shot has too much bloom effect!
Why
#3103 posted by
megaman on 2006/05/29 02:27:36
Does Peerguardian block leveldesign.org? scampie, what did you do? :)
kell's #0: lol, how long did they search for a spot with that even lighting.
Kell
#3104 posted by
Kinn on 2006/05/29 03:34:01
lmao, that made my day :}
Vormit Will Haunt Me For This
#3105 posted by
madfox on 2006/05/30 18:27:43
I recompiled the Q2 textures of Richard Neff into a Q1 wad. And by doing so I wanted to know how they would look in Quake1.
So I took the first Q2map and converted it to Quake1. I didn't use the coloured light, but I intend to do so.
http://members.home.nl/gimli/gimli09.htm
Mad Fox
#3106 posted by
bambuz on 2006/05/31 04:13:05
IMG SRC="file:///C:\Quake\tmpQuArK\test07.jpg
Refresh
#3107 posted by
madfox on 2006/05/31 10:16:42
sorry, had to much hosting on my site.
Why
#3108 posted by
Jago on 2006/05/31 12:52:33
am I refreshing an empty grey page?
But Thanks For Telling Me
#3110 posted by
madfox on 2006/05/31 13:57:21
Which Icon Do I Use?
#3111 posted by
starbuck on 2006/05/31 14:11:41
that's pretty interesting to look at. any chance of you uploading the bsp so I can run about it?
Quake12 Of Course...
#3112 posted by
madfox on 2006/05/31 14:51:59
The level is in a test state to watch the Q2wad file. Therfore it is not made to make it a real challenge. I made it as an exit for the abandon pak I made. But it has been a rather tacky aprehension I set myself.
Exploding walls are not there, no coloured lights, the overflying planes have to be added as funk_trains etc.
But if you are curious, give me some hints!
http://members.home.nl/gimli/test187.dz
Madfox
#3113 posted by
Ankh on 2006/06/01 00:38:47
Those pictures look really interesting. In quake the level looks much better than in quake2 :)