 Hmm
#437 posted by anonymous user on 2016/02/10 00:09:10
to #433: go watch the movie Pitch Black with Vin Diesel, I'm pretty sure the sample is lifted from that movie :)
I'd be sold on Gugs and Droles in AD. At this point it makes more sense to create a melting pot of ideas for mappers in one nifty package instead of keeping them separated, if this is indeed to become the new Quoth.
Also, eyeing the door next to the entrance to Crucial makes it feel like the next patch will have another base map :)
 Double Post
#438 posted by quakeisdead on 2016/02/10 00:16:47
https://www.youtube.com/watch?v=CAcLXQ1pv50 Can clearly hear the Gaunt sounds less than 20 secs in :D
#439 posted by necros on 2016/02/10 02:38:31
actually through some bizarre coincidence, the gaunt idles are from sock's pyramid of the magician map ( https://lvlworld.com/review/id:1743 )
sound/sockter/bird_04a.wav
#440 posted by PuLSaR on 2016/02/10 02:49:57
I believe all these sounds come from one of soundbanks that are used all over gaming and movie industries.
 AD Missing Big Robot For Base Maps.
#441 posted by Skiffy on 2016/02/10 02:59:27
Giant robot from Rubicon Rumble ... needs to be added in AD. The one which can have its arms blown off and stomps around all evil.. Basically we don't have a Shambler equivalent for entirely base themed maps and that guy was awesome. Besides if he gets added then I can redo the Meshes to be super pretty... :P
 Skiffy
I approached Sock with exactly that suggestion. Are you on about the one that looks like ED-209?
I suspect he'd be up for a big base monster... probably on the condition that I finish my base map on time...
https://twitter.com/GavinEdgington/status/681843235732467712
I'm not sure Sock would want that exact monster. AD has been accused of just ripping off other mods. I think it's a little unfair considering the new monster behaviours etc. It would be nice to see something a bit more unique.
I think the RRP base monster is on the right lines though in terms of scale. That guy was 'borrowed' from Malice, the first Total Conversion for Quake. You can see them in the 9 minute 30 mark in this vid -
https://youtu.be/alEMMICcRHE
 Ripping Off Other Mods
#444 posted by Qmaster on 2016/02/10 03:45:57
Wait...whats bad about using the great work that has gone before and improving on it. My mod (not yet released) does just that...I have ripped from literally every great mod/map ever and put it all in one mod. I keep what I kill.
But ya, gugs suck. I don't like attacks that can't be dodged or blocked or somehow avoided by the player-s skill. That is what makes AD's gaunts so great and AD's crossbow knights so hard (still like em though).
 Malice Are Not The Same
#445 posted by Skiffy on 2016/02/10 04:16:12
The ones from Rumble are not the same. The texture was redone from what I can see. But yes something like that is what I would love to see. On another note If I was to redo one of the characters then it be the guys on flying disks.... I dislike those a lot hehe. Give them jetpacks danget and hover around like the Icarus from Quake2 :P
#446 posted by metlslime on 2016/02/10 04:51:04
no love for the centurion? *single tear runs down face*
#447 posted by Skiffy on 2016/02/10 05:09:46
which one is that?
#448 posted by metlslime on 2016/02/10 07:37:56
that's the guy on the flying disk :)
 Oh!
#449 posted by Skiffy on 2016/02/10 08:41:21
No I did not like him much sorry. He would look cooler with a jetpack hehe. Because jetpacks!
 #432
#450 posted by Cocerello on 2016/02/10 09:31:32
Not really, unlike the shambler, the attacks for the gaunts in quoth can be evaded in the open. If you do it right, the lighting is always like if it was after you just a bit behind you.
I remember reading that It was done on purpose to stray from shambler's trademark, but i don't remember where i read that.
 AD Missing Big Robot For Base Maps.
#451 posted by spy on 2016/02/10 13:09:51
there's an excellent big mechanic robot from abyss of pandemonium mission and retextured for travail pak
#452 posted by skacky on 2016/02/10 13:17:52
The Hunter from RRP also comes to mind.
 Not Quaky Enough For Me.
#453 posted by Skiffy on 2016/02/10 14:11:14
I'll come up with something when I get around to it I am sure for a big stomping Shambler equal of a mech / base type enemy. More thinking stuff like the titans from warhammer as a starting point.
 Skiffy
Theres some neat design ideas from Kawaiik (kawaii quake)... Maybe food for thought??
http://androidarts.com/kawaiik/kawaiik.htm
 The Hunter From RRP Is Better BUT!....
#455 posted by Skiffy on 2016/02/10 14:36:56
I think the ABC warrior genetics from the Judge Dredd Universe has the right material feel. Heavy metalic cast iron type weight and imposing presense. The face but a little altered could work too. Remix it all in a blender and we have a winner I say.
Example A
Example B
Kawaiik Site I am familier with. Love the level texture experiment he came up with in there as well.
Texture Test
IMO I think whatever design you come up with shouldn't have a human face on it.
 Pride And Ogres
#457 posted by sock on 2016/02/10 22:31:09
I've found most maps start fine, turn into gruelling F6-fests in the middle, and then only get more fun in the end hunting for secrets after everything is dead.
This sounds like classic playing the MOD at the wrong skill level. Play at normal skill, enjoy the more relaxed pace, view the sights and spend time working out the secrets. No one cares what skill level you play at, as long as you enjoy the maps!
the crossbow knights are just as scary as shamblers because they are ridiculously hard to dodge
I find them manageable, as long as you listen for their sight sound, always keep moving and strafe all the time. You can stun them easy with nails, melee dance them as they switch states or just circle around them.
Marcher still has some of the best pacing of all Quake maps
Yeah the pacing is very good, its going to be hard to match how great that map is. Ive found that with my maps, I reached a good point with Zendar and its been downhill ever since! :)
actually through some bizarre coincidence, the gaunt idles are from sock's pyramid of the magician map
That is the most crazy thing I have heard in a long while!?! My friend gave me that sound from a pro sound library, so it will be everywhere! Thanks necros, that's made my day!
AD has been accused of just ripping off other mods. I think it's a little unfair considering the new monster behaviours etc. It would be nice to see something a bit more unique
Sadly yes, lots of people don't look beyond the models and ignore the extra features added to the monsters. Constantly get the reference with the Minotaur and Marcher. The code and behaviour are different, oh well it seems the visuals dictate players perceptions.
#458 posted by necros on 2016/02/10 23:19:44
That is the most crazy thing I have heard in a long while!?! My friend gave me that sound from a pro sound library, so it will be everywhere! Thanks necros, that's made my day!
haha yeah, it was really wild too. i had been struggling for a couple of weeks trying to get some sounds for the gaunt. I loved the Pitch Black monster sounds (Kell's original design was a cross between the Night Gaunt and the Pitch Black monster) and tried to sample some from the film but there was always too much background noise. Then you had released your map around that time and I was running around in it enjoying the scenery when I suddenly heard that sound and the hairs on the back of my neck went up. :)
btw: if you speed it up by like 800% it is just a normal bird chirp!
 Credit
#459 posted by parubaru on 2016/02/10 23:31:51
This mod relies heavily on monsters, features, effects that are the blood, sweat and tears of 20 years Q1SP mapping and modding, artwork and coding.
There are so many things that are more than familiar at first sight.
Even if every single one of them is modified.
Brand new code does not make the idea new.
Lack of oriniganilty is one thing.
Where is the written credit for the idea, the thought, the inspiration?
A couple of lines thrown into what is 'patch2' readme file more reminiscent of a devkit.txt.
And 'mod resouce credits', one-word mentions of maps, mods and mappers and coders, at almost the very end of that devkit file.
Buried deep in technical information a player is hardly ever going to need, let alone understand or use.
At the very least, there should be a readme file with the vital engine, installation and gameplay information and of course a credit list at least as long as the ad_v1_42p2_readme file.
 You Suck
#460 posted by mfx on 2016/02/10 23:39:48
 Sorry.
#461 posted by mfx on 2016/02/10 23:40:59
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