Yeah
#4763 posted by DaZ on 2008/06/25 23:48:46
(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...)
Who DOESN'T remember that! Even crawling along at 10fps with loading pauses and hitches on my woefully out of date system didn't ruin that moment for me, definitely up there in my top 5 gaming moments ever.
Unreal 2 totally missed the point in my opinion, where was the exploration? The wonder of the environments? and the uneasy push forwards into the unknown... Epic failure (to coin a phrase!).
Hominy, Hominy, Hominid
#4764 posted by HeadThump on 2008/06/26 07:06:19
the dude (one on the right) I've been working on tonight --
http://mortisville.quakedev.com/alien3.jpg
is inspired by the Berserker from Quake 2. I've always thought the Berserker cut a great figure with those high hips and long legs. Instead of hammer and half of a scissor attachments, this dude carries around a pair of missile launchers.
I will need to change the design of the missile launchers to look more missilelaunchery. The missile launcher combo makes him look somewhat like the heavy MJ-12 troopers in Deus Ex.
I got hammy with the edge loops tonight; I may
rebuild him from scratch. It depends on how well he deforms during animation.
Hmmm
#4765 posted by HeadThump on 2008/06/26 08:28:38
A double rocket launcher wielding mech soldier departs too far from the theme (alternate dimension alien). I've thought up an alternative idea, he'll wield double needle guns that spread out like fans when he his ready to attack to allow three needles per round, similar to the Hell Knight spread fire. The needle guns can double as m�l�e weapons in close combat.
Are These Gonna Work Under Standard Quake?
#4766 posted by RickyT33 on 2008/06/26 10:49:56
Me like cool monsters..... Me see many polygons and fear DP dependency....
Unreal Sequel
#4767 posted by jakub on 2008/06/26 13:26:47
the only true unreal sequel si fan-made mod called operation na pali. imho it is even better than unreal itself. and it free. unreal 2 is short and borring.
New Q3 Map.
#4768 posted by Hipshot on 2008/06/26 13:36:17
Looks Cool!!!
#4769 posted by RickyT33 on 2008/06/26 13:50:56
Me jealous!
Hipshot
#4770 posted by nitin on 2008/06/26 14:14:34
that map is pure class, easily your best gameplay map and the looks are as usual quality. Scale feels just right and plenty of nice trick jumps too.
If I get some time over the weekend, I will give this a whirl with a mate to see how weapon and item layout is.
why is bot support so bad? nothing in the layout that should warrant it IMHO.
The Bots Get Sidetracked
#4771 posted by RickyT33 on 2008/06/26 14:31:29
admiring the setting.
Headthump
#4772 posted by ijed on 2008/06/26 15:16:26
Just a couple of ideas from looking at the mesh, but the first thing I thought wasn't missile launchers but that the end of the arm would extend on a rail and then slam back, like a piston, as a kind of mechanical punch attack. Maybe a bit close to the original CC only enemy.
If you remember the Robocop2 bad 'guy' you'll know what I mean.
Mind you, if you're wanting that netherworld alien vibe then maybe the splinter cannon things could work with those blade-looking edges being a slice of the same crystal that the weapon fires, used as a cutting edge.
#4773 posted by HeadThump on 2008/06/26 16:54:36
Mind you, if you're wanting that netherworld alien vibe then maybe the splinter cannon things could work with those blade-looking edges being a slice of the same crystal that the weapon fires, used as a cutting edge.
That's a pretty cool idea. I could put some blue or blueish green colors in the palette to represent crystal surfaces.
Me like cool monsters..... Me see many polygons and fear DP dependency....
I got carried away with the hands as I always do because they are the most challenging part of the anatomy to model. However, I'll scale those back and it should fit the Quake 1 limits fine. I'll test in both ToChris, a nice software rendered Quake, and also FitzQuake. They are both Quake standards compatible, whereas GLQuake isn't.
Yeah
#4774 posted by ijed on 2008/06/26 17:28:12
At first I was thinking of Q3 type reflection shaderfx, but a nicely painted crystal would work on its own.
Polytrails! Bloom!
->It's Quake!
Heh.
He, He
#4775 posted by HeadThump on 2008/06/26 17:54:31
Polytrails! Bloom!
Yeah, this one is going to be completely retro (I'll include 24 bit targas non palette converted files for all of the model skins, and textures as a seperate down load for those who want that), just some additional smoothing, higher polies since no one still uses PII's and gyro physics in the game play. It is really the heart of why I started this little project.
Working title for it is Ferocity, FWIW
Mortisville is still around, but I'm moving it over to Quoth and using the assets for something else in the works.
If Anyone Hasn't Seen This In #tf Yet
#4776 posted by Lunaran on 2008/06/26 18:23:41
http://lunaran.com/images/maps/lundm1_1.jpg
thread at some icky other forum:
http://www.quakeworld.nu/forum/viewtopic.php?id=3076
beta:
http://lunaran.com/files/lundm1g.zip
Mainly looking for gameplay feedback, because inertia and I have polished it up as far as a filename that ends in "g", so a wider base of opinions would be helpful.
Lun Sorry No Gameplay Feedback.
#4777 posted by Shambler on 2008/06/26 19:16:58
But a few comments:
1. Sound for the lift is b0rked.
2. Maybe *too* friendly towards slope-jumping, i.e. some of the slope trim makes it a "go anywhere" map and could reduce navigation challenge.
3. Rivets on the orange texture are ugly, and there is perhaps a bit too much orange texture. Smaller rivets and perhaps another texture might be nice.
Other than that I think it's cool. Good design, good build, good theme. Quad placement is genius. Looks very "fast and furious".
Hmmm. What are good bots these days??
Shambler
#4778 posted by JPL on 2008/06/26 20:03:37
I would rather ask for a server where the map is downloaded: any QWers interested ? I like when people kick my ass on QW... I'm not that good in DM you know :P
Shamb
#4779 posted by Lunaran on 2008/06/26 20:27:10
The lift is silent intentionally, because when it was the only thing in the map that made a lift sound it was really easy to gank anyone using it in a tournament.
And it has less orange than efdm9 which was not too orange for anyone!
Hipshot:
#4780 posted by metlslime on 2008/06/26 23:34:48
looks nice, be sure to submit that as a news item here when you release the final version.
Hipshots Map
#4781 posted by DaZ on 2008/06/27 00:08:28
reminds me of TF2 maps for some reason. I think its the panelled buildings and various windows and angled roof parts that do it.
Looks nice, if I still had quake 3 still I would give it a try for sure.
DP?
#4782 posted by RickyT33 on 2008/06/27 00:10:20
Hmm
#4783 posted by nonentity on 2008/06/27 00:13:47
I thought a modern version of "The Doom that came to Dunwich" Fingers made back in the day.
I could load it in Warsow, but then the weapons wouldn't all work :(
HeadThump
#4784 posted by DaZ on 2008/06/27 00:20:23
Is blender a free program? I remember reading something like that a while ago...
How is it compared to 3dsmax?
Yes
#4785 posted by Zwiffle on 2008/06/27 00:47:33
I think Blender is still free. I'm not an expert on either program, but Blender seems to be very useful/powerful and easy to learn for being free.
Google Is Great
#4786 posted by DaZ on 2008/06/27 01:34:21
http://www.blender.org/
Indeed its still free, and seems very feature complete.
I've only been looking at it for 20 minutes, the interface is very alien to me so far but im sure it will fall into place with time and practice.
I Haven't Used The Latest Versions
#4787 posted by HeadThump on 2008/06/27 02:29:09
of Max nor Maya. I have older versions of both on disk but haven't bothered to install on this system as Blender suits my needs. Blender is easier to use than any of the previous versions of Max, and the tools set is modern enough for what I want to do with it.
There is a learning curve with animation, but modeling is easy. I'll give you a quick lesson now that will be useful in 90 percent of what you do in Blender.
See that cube up in the middle of the screen at start up? Notice the interface beneath, it says object mode on the menu bar. Press the tab key, now it flips into edit mode. Press the little hand that you see on menu tab. Now the green and arrows surrounding the cube are gone. I get rid of these first thing for no other reason than they annoy the fuck out of me.
Look farther down the menu bar, and you will see a triangle. Press that, and you are now in face mode (vertice manipulation is the starting point in edit mode). Now press your alt key down and at the same time press the left mouse button. The view point rotates around now. Play with it until you get a good view of the top cube face. Now move the cross hairs over to the face, press the right mouse button. It will highlight that face. Press the E key (for extend), and then you can move the mouse up and down to extend the new poly you have created. Pressing Y, X and Z will alter the direction of the extension.
Other buttons that are useful, 's' for scale, 'g' for get and 'r' for rotate, and space bar menu-ed options. Master these functions and the work flow will flow.
To manipulate the perspective use the 1, 3 and 7 keys, and you will get top, front, and right views. CTRL key + 1 or 3 or 7 will show you the back face of each of those perspectives. The other numbers have similar functions worth exploring.
CTRL + alt + LeftMB will allow you to zoom in and out. CTRL + Shift + LeftMB will allow you to slide the screen like a sliding bar.
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