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Inspiration & Reference
I just wanted to know if people had any links to good websites for either level design inspiration (photos, paintings, concept art, etc.) or just for architectural reference. We had a thread like this on the old qmap, but we know how much good that does us.
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Also consider this bit from The Moon-Lens:

The gof'nn hupadgh Shub-Niggurath is the name given to the favored, once-human worshipers of Shub-Niggurath. When the deity deems a worshiper to be most worthy, a special ceremony is held in which the Black Goat of the Woods swallows the initiate and then regurgitates the cultist as a transformed satyr-like being. A changed worshiper is also endowed with immortal life.

That's basically what happened in end.bsp, did it not. 
Tentacles Only? 
Maybe Chillo could create something that is impossibly huge and only suggested via gameplay. Imagine a huge octagon shaped area with giant tentacles reaching in through the windows attacking the player. Cause enough damage to a tentacle - it gibs or retracts. Cause enough damage and the creature "surrenders" and retreats to fight another day.

You'd only have to create and animate one tentacle and then through code give it enough variations and randomness to make them feel unlinked and party of a larger creature.

You could also use one of these tentacles in other maps in simpler ways.

There are a lot of great boss battles in the more recent Legend of Zelda games that would be fun to translate into the Quake universe. 
Boss Ideas 
I like the idea of making the boss only defeatable with some clever puzzle embedded in the environment. I agree that the "shoot it until it dies" mechanic was never used in any actual boss battle in Quake. I also like dumptruck's idea of segmenting a giant monster into separate entities, in order to create the feel of something larger than the game could actually handle as a single entity.

Aside Cthulhu, what are some other creatures we could use that would suffice as a formidable boss? 
I Advise Against Cthulu: 
@brassbite 
Fuck YouTubers. WTF do they know? Seriously. As soon as I heard the pitched up voice YA LOST ME.

As I referred to in another post you don't have to beat a boss in a battle... remember the ending of Zerstörer? Anyway.

But I did watch the tube and understand the point the pre-pubescent was trying to make... so if not Cthulhu... then his much more fierce and much smaller scaled step-brother Todd. 
 
Man you seem to have gotten a lot angrier lately. :-) You okay? 
Cthulhu 
would be best saved for E4.

Maybe just look up lovecraftian gods for some inspiration 
@Johnny Law 
Sorry... mapping withdrawals get me cranky. 
Chillo 
I could help woth the coding for whatever monstrosity you come up with.

@dumptruck_ds: Your tentacle idea is rather intriguing. Combined with breakables it could be rather interesting to have the player running through a place getting tentacle smashed. 
Bosses 
Akantor, Lyngbakr, Shoggoth and Dagon are others I could look in to as well. 
@QMaster 
Thanks! I will probably take you up on that. 
@Chillo 
The Thing (1982) has some Lovecraftian stuff. Maybe you could try a monster like this:

https://xgulyabanix.deviantart.com/art/The-Thing-1982-Dog-273221922

Since it's a boss it can stay put like this beasty. 
Dark Young 
Dark Young 
Shambler Daddy? 
 
 
Kawaiik's Quake Art 
Giga Shamnler and Giga Fiend
https://goo.gl/images/e2USJV 
Designing Monsters Is Fun, 
Lovecraft's monsters don't actually translate that well to Quake, because his stories aren't about badass soldiers killing things with rockets. Quake may have channelled some of the essence of Lovecraft in its visuals and naming conventions, but that's really where the similarity ends so I think it's a mistake to look for specific mythos creatures to turn in to bosses. Instead do what ID did, and design something new that fits an action game.

I took the liberty of sketching out a couple of concepts this morning:

URTHKLAH

MECHOGRE

Apologies for poor image quality, I'm not near my scanner.

URTHKLAH can move through walls like a ghost and when she's really angry she'll charge with all of her front mouths. Her back mouth fires a volley of zombie gibs. Think projectile vomit. If a gib volley completely misses the player a zombie gets spawned wherever they hit.

MECHOGRE has a slow turning circle so it's wise to get behind him to avoid his charge and rocket attacks, but as soon as you do so he'll launch a volley of grenades to keep you busy dodging whilst he turns. And yes, he does have a giant toothy vagina. It's purely for decoration though, so don't get any ideas. 
Michael Whelan - Portals 
Monsters 
I think a two-headed ogre would be cool. 
Text_Fish 
I think it's funny how you say Lovecraftian monsters don't fit and then your sketches have hallmark Lovecraftian features: tentacle or tentacle-like appendages, extra mouths, mouths in wierd places, and features borrowed from animals such as triangular teeth mouth like a loggerhead turtle (on the back of your urthklah) and tortoise shell (such as on the front of your mechogre). 
 
Quake may have channelled some of the essence of Lovecraft in its visuals - Text_Fish [81.135.34.3] on 2017/11/03 15:15:10 
IkChurch? 
Shape-shifting Building In Shanghai 
Attica 
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