OK
#826 posted by dwere on 2016/07/17 19:23:59
HD Pack For Sean Campbell's "The Hangar" (ad_e1m1)
#827 posted by Icaro on 2016/07/18 21:08:50
Hey!
#830 posted by Qmaster on 2016/07/21 00:39:00
That's what I thought. RPS is plagiarising my brain.
In all honesty that's the best Quake, the best mod, review I've ever read. Crap now I gotta go play swampy again.
#831 posted by yhe1 on 2016/07/31 05:20:47
Are there plans to port the Edie into AD?
Doubt it. Sock was never going to use all models from quoth
Awkward Edward
#833 posted by sock on 2016/07/31 14:24:41
Are there plans to port the Edie into AD?
No, the model has weird animations and I'm not a fan of projectile nail attacks. The other issue is getting permission to use the asset from the Quoth team and that can take months to get a reply! :)
#834 posted by yhe1 on 2016/08/01 08:33:17
But you must admit that a Cyborg Ogre is a good idea :)
Rock The Edie
#835 posted by sock on 2016/08/01 10:26:40
I certainly do the like the idea of most Quoth monsters, the Flying Polyp is my favourite! Which I know is hated by many people, but it is such a cool idea and implementation considering the limitations of the engine.
I would have gladly implemented most of the Quoth monsters in AD, but I don't think the Quoth team would have liked that. I did get permission to use the Bob/Voreling/Night Gaunt/Drole models, though it did take a very long time to get an answer.
Sock
#836 posted by spy on 2016/08/01 16:18:05
Just add the Sarge(Q2 infantry guy) from Kinn's Bastion, then
personally i don't like the retextured variants of the very same Q dudes(the grunt-the rocketeer), (the enforcer-defender, the pyro guy) and so on
the Sarge on the other hand would've been a good addition to the base monster squad
#837 posted by Yhe1 on 2016/08/01 17:21:02
I think the Edie and the Gug are the only ones not ported over, right? AD already has the Death Knights?
Q2 Sarge
doesnt seem a good fit IMO. I think we're in dire need of a few new *original* base enemies, especially some high quality big ones. I'd love to see this big guy make it -
https://twitter.com/AndroidArts/status/746779035150192640
Or hell, a reskinned Strogg Tank.
Yay
#839 posted by Kinn on 2016/08/01 20:58:54
#840 posted by skacky on 2016/08/01 21:03:54
I dig the big guy. The hunter from RRP is such a cool base monster also.
#841 posted by dwere on 2016/08/01 21:09:55
I'll echo the comment about reskinned grunts and enforcers. Never really liked them in Quoth.
OTOH, new enforcer types in Rubicon 2 worked pretty well for me. Maybe it's the skins.
Skin Job
#842 posted by sock on 2016/08/01 21:51:05
I think the Edie and the Gug are the only ones not ported over, right?
Only four models from Quoth exist in AD (Bob, Voreling, Night Gaunt & Drole) everything else is from different sources. The bob/jim was modified the most with a new skins, UV and animations. The death brigade in AD is completely different to Quoth. The QC for the base enemies in AD is mostly by me (remember no source available for Quoth) so they will behave slightly different.
I'll echo the comment about reskinned grunts and enforcers
I spent ages creating the new AD base monster skins (did not use Quoth assets) with different arm/leg/helm pieces to give them more variety when standing around together in bases. Oh well :(
He's Right You Know
The base enemies in AD don't look like their Quoth counterparts. Hell, the rocket grunts in Quoth re-uses stuff from Team Fortress!
#844 posted by yhe1 on 2016/08/02 05:25:00
speaking of monster inspirations... Chasm's monster fit much better than Quake 2's, like the Faust
http://www.mobygames.com/game/dos/chasm-the-rift/screenshots/gameShotId,613270/
#845 posted by dwere on 2016/08/02 08:52:38
The base enemies in AD don't look like their Quoth counterparts.
I was only talking about Quoth.
Chasm
Too bad this game was never ported or reverse-engineered.
A few years ago, people wanted to either extract or recreate the models from it for a Doom mod. I don't know if they succeeded, but I doubt they got very far.
#846 posted by yhe1 on 2016/08/02 09:05:45
#847 posted by dwere on 2016/08/02 09:18:09
Well, mostly talking about Quoth, and mostly about rocketeer. While AD follows the same color patterns for additional ranks, the colors are applied in a more subtle way, which is already an improvement.
My problem with rocketeer is his zombie-like vocalizations inherited from the grunt. It makes him look much less intelligent than enforcers, which makes it strange that he's been allowed to carry such an advanced piece of weaponry.
It only really makes sense when he blows up himself.
Also, the grunt model is pretty ugly (which again only applies to Quoth) and should be contained instead of being allowed to reproduce.
#848 posted by yhe1 on 2016/08/04 06:02:01
Are there new monsters planed for AD 1.5?
#849 posted by yhe1 on 2016/08/04 06:38:30
Btw Sock, I enjoyed that Sin level you did back in 1999 lol
New Monsters
Yes
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