News | Forum | People | FAQ | Links | Search | Register | Log in
Screenshots & Betas
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
File size limit is 128MB.
First | Previous | Next | Last
Pretty Much 
claw attacks, side to side sweeps and paralyzes (slowing the player down temporarily) are the ideas I'm working with. I have no idea how I would do ceiling crawling, might look into it though, there should be some useful code to show how it can be done in Nehara given what the Vore could do in it. 
Nehahra 
wasn't written in qc, though, so good luck with that... 
Code From It Isn't Difficult 
to understand; Pascal is just a stricter procedural language than derivative languages based on C. I could never get that code base to compile with the tools that came in the SDK, though. 
Is This That Thing With The Toungue 
that sucks the life out of you?

Also is it going to be mecha or fauna or both? 
Thing With Tongue Was The Parasite 
the stalker is a spider like enemy, it can indeed run on the ceiling. The behaviour is much like the spiders in Travail (dodging grenades right when player fires grr) 
Stalker Thing 
looks kinda flatter and boxier than the original, despite it containing a lot more polys, maybe that was the intended look I dunno. 
My Lovely Lady Lumps 
Flatter? Take a good look at those haunches -

http://mortisville.quakedev.com/snapper2.jpg

-- and tell me you wouldn't want to put a squeeze
on that backside. 
(more) 
Snapper (not the final name) is progressing at a pretty fair
clip. I even have an in game version of him up and running. The code for this version isn't mine so I'm not going to link the Q1 ready model.

However, if anyone is modding for Quake, need a monster, and know there way around Blender, feel free to use the blend file:

http://mortisville.quakedev.com/snapper1_8.blend

here's a pic of the skeleton rig:

http://mortisville.quakedev.com/boneme.jpg

The heels need to be narrowed for some definition, and so does the back. Also, there are some pincers around the mouth I am not happy that I'll need to rework. They look chintzy compared to the rest of the model. You'll see in the upcoming shots. 
Now For The Fun Stuff 
I wanted to see how well the creature looks in Quake at an early stage, so I made a rudimentary set of animations congruent with the animations set up for this simple QC creature (only 30 frames):

http://www.gamers.org/pub/idgames2/quakec/monsters/spider21.zip

I was also pleased to find upon converting snapper that he was a mere 2044 faces in size which is withing the bounds of the format for Quake. He runs smoothly when I tested in toChris and Dark Places.

some in game shots (the skin is rudimentary as well, it is the fiends face auto splotched over one hundred times and then made seamless), here's a nice sequence:

http://mortisville.quakedev.com/quake09s.jpg

http://mortisville.quakedev.com/quake10s.jpg

http://mortisville.quakedev.com/quake11s.jpg

Snapper fights with an Ogre:

http://mortisville.quakedev.com/quake01s.jpg

http://mortisville.quakedev.com/quake02s.jpg

Poor snapper lying dead on beside an an Ogre:

http://mortisville.quakedev.com/quake07s.jpg

Snapper searching for the Ogre who shot his paw:

http://mortisville.quakedev.com/quake18s.jpg

http://mortisville.quakedev.com/quake22s.jpg

http://mortisville.quakedev.com/quake23s.jpg

http://mortisville.quakedev.com/quake24s.jpg

http://mortisville.quakedev.com/quake25s.jpg 
Looks Like Out Of The Shrak TC 
needs perhaps more Lovecraft/weirdness, the head appears too small imo. 
It Is Difficult To Notice 
with the dark skin, but his face is long like the general in the last Star Wars trilogy. It'll help with the weirdness factor when I do a real skin job for it. 
Thanks For That Input 
now, I know what it needs, those claws should be asymmetrical where the clamps fold in at different lengths and one claw is much larger than the other for a proper Lovecraftian vibe. Thanks again Sielwolf! 
UT3 Lovin 
Working on a UT3 map, some crappy shots because I'm just now getting to the decoration part of it :)

http://img210.imageshack.us/img210/3289/attachmentpd2.jpg

http://img143.imageshack.us/img143/4219/attachmentza4.jpg 
 
Always good to see UT3 stuff in progress! 
 
If you have UT3, my primary mapping influences were CTF-Strident and DM-Biohazard. I helped on almost every map, of course, but those 2 were the ones that I designed and primarily meshed/lit. 
Willem 
Who did Diesel, Arsenal and brownish/gothic'ish 2-4 player DM map (the name of which escapes me)? 
 
I believe Arsenal was David Spalinksi. Diesel is a map that was done awhile back but I can't remember who did it originally. And the brownish map might be Sentinel? If so, that's also Spalinksi. 
Dm-fearless 
<3 
Ps 
tell Epic to make a real unreal sequel, k? :) 
If You Make A Naked Dom Scene In Gears 2 I'll Mention It On My Blog. 
 
#4755 
tell Epic to make a real unreal sequel, k? :)

Daz is correct.

I can't believe that U2 was fairly average. It had the potential to be the Best Game Evar. Sequel to the amazing Unreal developed by the people who did the very good mission pack and the rather classy Wheel Of Time. How could it fail?? Hmph. So yeah, proper U2 plzkthxbye. 
 
Unreal 2 sucked. Unreal sucked. Unreal 2 IS a real unreal sequel, people.

And frankly, fuck a real unreal sequel. Let's see a real Quake sequel ffs. 
Hmm 
Yeh, Unreal 1 sucked about as much as spending years running through dark, brown corridors and suddenly emerging into a brightly lit, outdoor environment with vast waterfalls, caverns and temples that made your jaw hit the floor.

(seriously, I remember getting out the prison ship and looking down at the water fall took my breath away. And then I realised I could jump into the lake...) 
 
I liked unreal
It was scary.

Unreal 2 was too juvenile and felt completely on a rail. It just sucked. 
Unreal 
was phenomenal for its time. None of its followup games have even approached that level of ambition. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.