|Posted by metlslime on 2002/12/23 18:27:46|
|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.
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[[[CAN WE PLEASE HAVE A NEW PASSWORD FOR THIS AS THIS ONE IS UTTERLY FUCKING ANNOYING]]]
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The more gaunt appearance works for me, because it seems like the fiend hasn't eaten in a while, which in my mind makes it more wretched/dangerous.
I don't think I like it as a fiend replacement, but it has the beginnings of an interesting monster -- maybe an additional variety on the fiend? The thinner claws make it look a little like a bird carcass or a Half-Life headcrab in-game, which is unsettling (in a good way). If it had a faster clawing animation than the fiend, I could see it becoming a nicely terrifying monster.
The whitish hooves look fine in the editor shot, but in-game it looks like the fiend is wearing white running shoes. The open mouth during the attack animation also doesn't work for me aesthetically.
I can adjust the biceps, maybe adjust the coloring on the hooves. Adding blood will probably help as well.
I'll also see if I can adjust the mouth during the attack animations. Make it more subtle.
Thanks for the feedback, everyone!
I can adjust the biceps, maybe adjust the on the hooves. Adding blood will probably help as well.
I'll also see if I can adjust the mouth during the attwck animations. Make it more subtle.
Thanks for the feedback, everyone!
Can you adjust the eyes, to make them exist?
I Mean, He's Not Wrong
Never understood the eyes vs no eyes Fiend argument myself. At least the Shambler's fuzziness is questionable enough to be worth arguing about (including two opposing official stances, A. Carmack saying it's flesh and Romero saying it's a shaggy yeti coat), but this isn't 1973, it's easy enough to open up the pak files and look at the Fiend's texture and gaze into its piercing yellow eyes
. Yes, there's an extra bit at the top that, if applied, removes the eyes, but it's unused in-game (as everyone should damn well know because we're not barbarians playing with texture filtering enabled making the eyes impossible to distinguish anyway, right?).
Those Aren't Eyes,
they're turn signals.
Shamblers Are Fleshy
Fiends have eyes
Vores are called vores
Spawns are called spawns
Scrags are called scrags, have eyes, and are fleshy.
The Shamblers Are Also Farting A Lot
Dude, why not adding a spiky cock under your fiend model? That kind of long and thin spike that kills a butt!
Again, I think I like the concept art more than the model. The texture is very clean/flat and I think the enemy design is kind of homogeneous so far. It's good to keep in mind the silhouettes when designing a character
Plus I think more colour variation would help make the different enemies stand out even more. :)
@chillo - I agree with the advice given here so far. In-game his arms look small and awkward rather than intimidating. Otherwise, he's very cool and still a sweet model nonetheless!
@qmaster - I thought shamblers had matted fur?
@fifth - useful feedback, thanks! I think they can be pushed more in their shape and paint job as well. They're a bit bland atm. There will be much more diversity/stylization among the remaining ten enemies :D
Shamblers and scrags have similar skin. Scrags don't have fur.
Shamblers have sinewy features in their skin texture, notably on their right arm and thighs. This looks more like skin stretched over a gaunt bone structure (similar to a scrag or vore).
Shambler is derivative of a Lovecraftian Dimensional Shambler, which is definitely NOT a yeti.
I Prefer My Fiends Eyeless.
@killpixel whatever you do, just do it; explode! your talent is exponential. Then back-step and pick up the bigger pieces. You do good work. stop worrying about the now. you will, kick ass when you meet your goal.
Shamblers have shaggy hair, matted with the blood of their victims. The hair around their claws gets singed when they charge up their lightning bolt which produced a sulphurous odour that follows them around.
Fiends have vestigial eyes inherited from whatever lowly wretch Quake corrupted many millennia ago, but the once vibrant orange glow has been lost as the eyeballs have receeded in to the skull and the horns (once standing proud and vertical atop their head) have migrated down to obscure them further, making their charge attack all the more deadly. Who needs to see in Quake's gloomy halls, especially when you're a mere puppet of some omniscient ancient evil?
Scrags have a faintly transparent, pallid reptilian skin, and they can turn incorporeal to move through walls.
But real Quake fans know all that already, so I don't even know why I wrote it really.
From: Adrian Carmack <email@example.com>
Subject: Re: Shambler: Fur or no fur?
Short Bristly Porcine Fur HTH.
Your Face Is Porcine HTH.
@qmaster - interesting. Apparently It's confirmed by adrian carmack as well. I will do my best to unsee the fur :/
@r00k - Thanks r00k, I appreciate it :D I'll take your advice.
So I've added more blood, beefed up the biceps a little bit, and darkened the hooves.
I've also added eyes. There's no question that the fiend has eyes, they're just so subtle that I didn't think it would matter.
Please let me know what you think now.
BETA: Shifting Planes Of Existence
I'm still fairly new to this forum (and Quake mapping in general) so I'm just following the convention set by SavageX regarding the format of Beta posts.
So I finally got around to finish my first beta version of a quake map. It's pretty rough around the edges, it's currently only balanced for "normal" difficulty and the artpass is absolutely not done for the time being, but I really want to make sure the gameplay is at least tolerable before giving it some visual polish.
It is a medium sized map, takes about 20-30 minutes to complete, with 106 monsters and nine secrets. Its main gimmick revolves around button-operated dynamic "planes".
(Includes .bsp and .lit. Requires Qouth)
2nd screenshot is very moody! Nice!
Looks Like Some Good Styles.
Nice lighting in 1 and 2. Lighting in 3 and 4 is a bit flat / bright.
Textures in 2 and 4 are a bit OTT with that repeating grille. 3 could do with something to break up the walls.
I'll let someone else do the gameplay :)
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