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Quake 1 Custom Monsters
since there's been some discussion of custom monsters, both old and new, I thought I'd share these ideas I've had pulsing in my cerebelum for some time. Depending on my current mapping projects, I'd like to try modelling these sometime in the near future, but I'll pitch the design briefs here and let you foul creatures leer at them...
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About Those Gugs, 
If I wanted a monster that slung shit at me, I'd piss off Courtney Love at a concert. Changaboom. Thank yoooou! Good Night! 
Schmeeeeeeeeee 
But no matter how far the player is dropped, he only ever takes a maximum of 5 hitpoints.

Unless it's into lava etc wooooohooooohooooo 
Heh 
yeah, there could be little shalow pools... that way, it would also depend on how fast the player gets out of the lava to minimize damage taken... so the player still has a chance the help himself after he's been picked up. 
Arrrgh! *splat* 
But no matter how far the player is dropped, he only ever takes a maximum of 5 hitpoints.

Unless it's into lava etc


Exactly. R.P.G., falling damage wouldn't be the primary hazard of being gauntdropped. It would be whatever the mapper built under the info_gauntdrop. Falling damage should remain unchanged and would always be a possibility with gauntdrop, but is likely to be the least of your worries...

If I wanted a monster that slung shit at me, I'd piss off Courtney Love at a concert.

Shit? Uh, wrong orifice, dude. It comes out its mouth. It's called a 'bilebomb'. So you'd be better to piss off...umm...Courtney Love? Hmm, one above and one below :/

Zwiffle: sounds interesting. You do realise that the Quake ogre is based on Leatherface from 'Texas Chainsaw Massacre'? 
Kell, This May Be Useful 
Bile - a yellowish green fluid made by the liver from bile salts, bilirubin (broken down red blood cells), cholesterol, and other substances; the fluid stored in the gallbladder; the fluid released from the gallbladder into the intestine to help fat digestion

That really would be a nasty substitute for spit though. 
Oh! 
I want to see a flying enforcer :(
I know that there is QC for that, but no models involved :(

Besides, most of Q1 monsters suck ;) 
"Flying Enforcer" 
I like the drones used in OUM, forget who made them. Their constant muzzleflash is really annoying but easy to remove from the QC. 
... 
i'd like to see some more modifications to current monsters... like in neh, the vores could walk on the cieling, and there was a stronger version of the fiend which walked more upright and windmilled it's arms at you...

maybe there could be a version of the scragg that used it's tail to attack you, maybe swatting you around or something... :D 
... 
The "vores on the ceiling" still fill my nightmares, hehe.

I must admit, i dont remember the fiends you describe though. 
Vores 
are probably my most favorite monster from quake, followed by the ogre, so it'd be cool to see some more vore-type monsters. I can see a vore that explodes when it dies and spawns little vore ala headcrab boss from halflife. BTW is it Vores or Vore for plural? I'm not sure. 
Upright Fiend 
i had a 'normal' quakec version based on that neh upright walking fiend but it didnt look right because the animations weren't very long, and didn't look that good on engines w/o interpolation. if the animation was smoothed out & cleaned up it would r4wk. i'll try to dig it up when i get back home in a few weeks, might not be as bad as i remember :) 
Modelling Addendum 
Because the general thread has moved on a bit, I'm gonna post this here, but it's actually an addition to the skin mapping stuff I said there.

I said then that there were two ways of fixing the skin while keeping under the vertex limit. It turns out that saying it without trying it is rather dangerous...

You can't weld vertexes back up in QMe to try and get back under the limit. Sorry, I said you could, and it's just not true. The way Qme decides whether a model is Q1 compliant is by comparing the number of model vertexes to the number of skin vertexes. If total skin vertexes - number of seam vertexes(as they count twice on the skin) = number of model vertexes, it gets the thumbs up.

The kicker is that merging vertexes only does it on the model, not on the skin. So if you merge them, you'll never get your model to run in Q1, as the skin vertex count will always be higher.

Oooh, and I'm making a night gaunt model, but as you might guess from the above, it's not gone smoothly so far. Pics once the skin works and I can start skinning it properly. 
Night Gaunt 
It's finally skinned, so here's a shot or two. I may still mess with the proportions a bit, but adding new stuff now would be very tough(for a start, it's exactly 1000 vertexes as it is) I've been making the skin as a 24 bit TGA, with colours that convert reasonably to quake colours. This is why the black skin is done in shades of green, as it's the best colour in the quake palette for highlighting black.
Shot of the .TGA skin:
http://www.btinternet.com/~chapterhonour/gaunt1.jpg
And a shot of the quake colours skin:
http://www.btinternet.com/~chapterhonour/gaunt2.jpg

It's not quite what Lovecraft described, it's not even what Kell described, but hopefully it'll work out. Animations to follow... 
Exactly The Type Of Monster... 
...that'd be bitched about for not fitting into the game. Dark green skin? God, that's hideously out of place.

Make it a brownish flesh color (like the fiend's skin) and it'd be great. 
Cool! 
wow, man! that's awesome! the colours really work good in quake, especially the dark green.

i have a few suggestions, if i may...

waste a few polygons and give it some clearly defined teeth. maybe about 6 or so (maybe 3bottom, 2top or viceversa)

could you maybe stretch the rear or the head furthur back,and make the curve more... 'vicious'?

i'm also concerned it won't mix in well with the other quake monsters... for the most part, all the hellish looking ones have fairly light skin, usually pinkish... the dark green is really different... i don't suppose you tried it with shambler type white or the greyer vore color?

good luck with animations and all that! 
Yeah... 
The mouth looks a little funky. Maybe too wide?

And like Scampie and necros said, I think the dark green doesn't fit in well. A color set similar to the fiend, vore, or shambler seems like it would be much better, IMO.

Otherwise, it seems pretty good to me. 
 
i'd like to see some more modifications to current monsters...

Flying Polyp For Quake 1

linkage to .txt file for further perusal:
http://kell.vondur.net/monsters/monster_polyp.txt

pic from the CoC rulebook:
http://kell.vondur.net/monsters/polyp.jpg

my custom skin on the spawn model:
http://kell.vondur.net/monsters/polyp-mdl.jpg

I did try several eye designs and other stuff, but they just didn't look right. So I left it as a 'big flying mouth'. This is also my first skin :/

I have also put together a bunch of sound effects for the polyp. And some for the gug and gaunt too.

polyp:

idle - http://kell.vondur.net/monsters/sound/polyp/idle.wav
sight - http://kell.vondur.net/monsters/sound/polyp/sight.wav
ranged attack - http://kell.vondur.net/monsters/sound/polyp/windblast.wav
invisibility - http://kell.vondur.net/monsters/sound/polyp/invisi.wav
weirdness while invisible - http://kell.vondur.net/monsters/sound/polyp/murmur.wav
back to visible - http://kell.vondur.net/monsters/sound/polyp/visi.wav
melee attack - http://kell.vondur.net/monsters/sound/polyp/chomp.wav
deathsplat - http://kell.vondur.net/monsters/sound/polyp/death.wav

This is everything. All it needs now is for someone to do the qc.




gaunt:

sight, or maybe idle - http://kell.vondur.net/monsters/sound/gaunt/sight.wav

That's it. I'll forego the gug sounds for the moment since there isn't a model anywhere.
I also updated the txt files with further ideas/refinements, but I won't post them in the thread for the moment. 
The Polyp 
has me interested... i'm going to go code it now. :)

can i have that skin please? 
Sure 
here's the spawn.mdl with the new skin

http://kell.vondur.net/monsters/polyp.mdl 
Should Have Mentioned: 
you can't change the colours of the explosions' pixels. these (which include: rocket explosion, tarbaby explosion, chthon lava splash, and any other type of particle animation) are hard coded into the game, thus would need some new engine to change. :(

i was actually thinking of making the polyp explode into a bunch of like coloured gibs, as if it was loosing integrity and suddenly fell apart or something. anyway, when it's done you can take a look at it and see what it's like. 
Ok 
and...I suppose I should zip the mdl before uploading it o_O

gimme a sec... 
Screeeee! 
... 
http://www.planetquake.com/necros/temp/polyp.zip

yarg! :)

it's still a WIP, so there's debug text in there and stuff...

also, i ommited the melee attack and implemented a more fancy movement code.
the monster will try to stay within a specific range of the player, backing away if the player is too close and closing in fast if it is far. it's all math dependant, so if the thing is really far from the player it moves very quickly, then slows down to a crawl as it gets into range.
once it's in range, it cirlces the player, firing it's wind/air attack.

i coulnd't get a decent looking air effect using particles, so i opted for a sprite that looks sort of like air waves, although i think some people may mistake it as Sound instead of wind... if someone can come up with a better sprite (or even better yet, model a nice air wave shock model) i'll gladly use that instead.

as it is, the wind will push you backways and up a bit. if you fight the wind, that is, walk into it to try not to move, the wind will hurt you, depending on how much you fight it and how long you are in the wind wave.

it will also abritrarily become invisible. kell, i know you wanted an nauseating piping, but all i could come up with that was remotely similar is an annoying high pitch whine

the monster will not attack while invisible however... it continues to move though.

as for the death, it does not explode, perse, but it does blowup into a shower of chunks which will hurt you if you touch them. acidic maybe? :P

to play: unzip into a folder, keeping folder names on.
do quake -game foldername +map polyp_q1

the map is unforgivingly ugly, but it lets you test out a 1 on 1 fight or 3 on 1 . there are no weapons, so do impulse 9 at the start.

remember, work in progress :) i'll work on it some more later. ;)

cheers 
Nice One 
will check out when I get back to my lair :)

For the gib death, I reskinned the 3 gib models with essentially the same texture as the polyp skin but without obvious details. I called them polypop1 - 3 .mdl:

http://kell.vondur.net/monsters/polypops.zip

I did discover the thing about the particle effects being presets when I looked at the 'global model proerties' options. For the polypops, I unchecked 'trail of blood' and selected 'wizard green tracer' instead. In game it looks pretty good as an acidy spatter.

Going just on what you describe above:
I like the idea of the movement - actually backing away as well as advancing. And having the speed proportional to the distance to the player is a very neat touch, really suggestive of predatory intelligence.
My only concern with the absence of a melee is that the player is usually disadvantaged by a melee attack, because all the emphasis is really on ranged weaps. But I do like the ideas for the movement, so I'll playtest and see what it's like before commenting further.

The particles. Hmm, I kinda thought the rocket, grenade or vorepod trails would have been ok, but I obviously don't know all the technicals involved so I'll shut up about that. A sprite seems the better option than a model, and I'll have a bash at one if need be. I reckon a model would look a lot less like wind because it would look inherently solid.

The 'naueseating piping'. I did make the murmur.wav and I tested out as a replacement for both the shadowring whisper and the func_train ratchet. It does play more than once, but only every second or something, not in a seamless loop. The actual type of sound isn't terribly important - it doesn't have to be piping. Would you be able to use the shadowring whisper ( sound/items/inv3.wav iirc ) which loops? I think it's really important that the player has some hint as to where the polyp is when invisible.

The death/explosion...acidic maybe? Definitely :D "must be using it for blood"

Other than that, it sounds like a very cool implementation. I especially am looking forward to the movement behaviour since that is what I imagined would be the polyps most interesting aspect.

gg, necros 
Mappage 
I built a more refined testmap, with appropriate stuff for testing against the polyps. Had other feedback to give, but cafe is closing and I have to go.

linkage:

http://kell.vondur.net/monsters/polyptest.zip

I created a new folder for this, and swapped some of the souds around, so it's a separate directory. 
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