Nice Concept...
#371 posted by metlslime on 2009/12/22 02:45:48
seems very quakey except maybe for the tail...
Hm
#372 posted by ijed on 2009/12/22 02:59:21
Well tails and tentacles don't get into games much, because they're difficult to animate, same for odd numbered legs on stuff.
(Kudos to Madfox for taking on the tripedal Dark Young of Shub-Niggurath)
The tail can stay or go I spose, but I quite like it, and animation in Quake is 8bit interpolated - assuming the engine supports it / it's turned on.
Used a Shuffler and Shambler for size reference, but the mesh got taller. But the references were a bit counterproductive as well since he ended up too stocky, like I mentioned.
func_messageboard_vote? Wouldn't override a team_remakequake_vote, but would be taken into consideration -
Tail or no tail?
Mainly thinking of the finnicky animation it'd need.
#373 posted by necros on 2009/12/22 03:21:51
i think the tail is a good idea. it stops the monsters from looking top-heavy from it's spindly legs.
i'd only be worried that vertex dancing may distort the extremely thin and mobile tail.
Ijed
#374 posted by meTch on 2009/12/22 03:30:16
actually yes, kinda like that demon, accept with the wolfmothers teeth when she laughs in that one scene
#375 posted by ijed on 2009/12/22 04:33:47
Good point, the tail is thin and ratlike, so a potential breaker is the .mdl format. If it breaks badly in testing we can remove it easily enough. Patience is a virtue and a curse.
Don't follow you there so much, meTch - Joker and the Thief? ;)
They All Look Awesome!
#376 posted by RickyT33 on 2009/12/22 04:37:00
Madfox:
That will be awesome! Best monster yet, cant wait to see it with all of the frames of animation and some texturing :)
Ijed:
MeatHoleDemon looks proper scary. I think the tail gives it a very devilish look. Attacks could be a tricky one. Red fire perhaps? Wouldnt want it to looks cheesy :D Also that picture is very nice, who drew that?
Zwiffle/Metch:
That looks very sort of nightmareish. Kinda like a Cacodaemon with tentacles and no mouth. And bigger. So nothing like a Cacodaemon.
All concepts very quakey.
That Meatholedemon would make an OK boss, but I think it would be nice to see more than one of them in an episode. Like you say - a Shambler level enemy.
Man I wish I knew where to start with modeling.
Long Baddass Bossfights, Yes Please
#377 posted by grahf on 2009/12/22 05:02:58
Throughout the battle the player wears him down despite his regeneration until he resorts to destroying the floor, levitating himself around the arena. Heavy attacks can disrupt his concentration though, causing him to fall into the void revealed below.
This sounds like a really proper intense bossfight. With different stages to drag things out a little bit.
I never liked how, in some games, you go "oh shit it's the boss, I better pull out my big guns" and then splat him against the wall in 10 seconds flat, because you used the big guns. Regeneration would avoid this problem I'm sure. ;)
#378 posted by necros on 2009/12/22 07:36:53
well, doing the shambler thing where the 'big guns' are not that effective works too.
Yeah
#379 posted by ijed on 2009/12/22 12:31:31
But phases are important, just complicated. PainKiller, with all the bosses it had was a good example of what to do / not to do. Like the Cthulhu type swamp monster which nobody understood.
A decent variety of attacks is important as well.
Painkiller Swamp Monster
#380 posted by nitin on 2009/12/22 13:02:11
I remember getting really frustrated with that.
#381 posted by Zwiffle on 2009/12/22 22:31:30
I think I might like some kind of room-sized boss that was basically growing on a ceiling and would pop out monsters in self defense while you just shot rockets at it or something. It could be above some kind of arena with lava or other traps that you would have to maneuver around while avoiding other monsters and trying to line up a shot.
I guess the weak points would be eyeballs or something on this giant ceiling-growth, I dunno. Seems like it would be fairly Shubbish.
Mantorok
#382 posted by ijed on 2009/12/23 00:14:21
http://www.flyingomelette.com/oddities/sab/mantorok.jpg
Which was a massibe blob with tentacles, covered in eyes and mouths, also impaled by magical pillars which bound it.
Similar to what we're planning for Shub, yeah. But that depends on the team.
Arkham Horror
#383 posted by grahf on 2009/12/23 07:47:02
I really should write a bigger post about this sometime, but have you guys played (or heard of) Arkham Horror? It's this RPG-ish multiplayer board game where you fight tons of lovecraftian monsters spewing out of portals to other dimensions, controlled by elder gods. Tons of fun, and all the stars of the Lovecraft bestiary are there. Might be good inspiration for monsters I could figure out how to translate the experience to good ol' Quake.
Oh Yeah, Also This
#384 posted by grahf on 2009/12/23 08:57:21
Crazy intense boss battle.
http://www.youtube.com/watch?v=ucahQg_wWZA
Makes me wanna play some Hexen.
Messier Object
#385 posted by madfox on 2009/12/24 07:40:27
Messiah Object?
#386 posted by nonentity on 2009/12/24 12:19:32
Sweet
#387 posted by meTch on 2009/12/24 14:08:41
but im having trouble imaging it walking, it doesn't have legs like the shalrath with the knees bent out
Right
#388 posted by madfox on 2009/12/24 19:50:58
The legs indeed stand indsside out.
I don't know what it is.., making a fast chalk of the model goes fine, as soon as I try my best it ends up in verticemeshes.
Would Be Cool To See Walk And Run Animations For This.
#389 posted by RickyT33 on 2009/12/25 05:27:27
It does look like it has three legs from where I am sitting.
You could have aggressive flailing of arms, Aggresive waving of tenticles, and running towards player; perhaps casting a spell with adifferent motion......
Happy Xmass
#390 posted by madfox on 2009/12/26 03:41:33
I know, only the tentacle screw is hard to tend, because of the oppertunity to make them wail without getting crossed.
Also my usual three leg walk is a bit hard to lay hands on as I mostly experience this on drunk feet.
http://members.home.nl/gimli/zork4.gif
Heh
#391 posted by ijed on 2009/12/27 15:39:59
So that's how you're figuring it out :)
Antlion
#392 posted by madfox on 2010/01/05 11:25:34
Convertion of the antlion to Quake1.
Rather a heavy model as it takes 1050verts / 2361tris.
Sad I have only the standpose with skin, so to make it worthwhile it needs a decent base frame.
http://members.home.nl/gimli/AntLion.gif
The original skintex is 256x256, as doom files.
And that was also much work to get in Qml 199 x 300.
I've been trying with odd shapes of the baseframe, but it only gives vertice loss.
Skinned
#393 posted by madfox on 2010/01/05 11:36:40
Nice
#394 posted by ijed on 2010/01/05 14:38:50
#395 posted by roblot on 2010/01/05 20:30:32
That Antlion is Excellent !
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