#16228 posted by
yhe1 on 2019/09/27 00:04:30
I don't think the skin file size is a big issue, as the regular quakesapsm could just expand its limits.
I also tested it on Aguirre's engine, works fine there also
Seize
#16229 posted by
madfox on 2019/09/27 06:09:02
What about the size of the entities?
In Chasm I'm not further than the second level, so I'm not that experienced.
All I can do is compare the two games and it looks as if all y-axes are somehow " shrinked".
#16230 posted by
yhe1 on 2019/09/27 06:45:30
You mean the size of chasm monsters compared to quake monsters?
< Eyesight
#16231 posted by
madfox on 2019/09/27 09:07:52
The comparishment between the way chasm monsters appear in Chasm and how they look in Quake. I think of a mincer and a goblin with a smaller bbox than fire height, or should I look to an orc on eyesight or look up at it.
#16232 posted by
yhe1 on 2019/09/27 10:48:58
Are you worried that the height will affect the monsters attacks?
#16233 posted by
yhe1 on 2019/09/27 21:42:50
Also, where is the skeleton and the final boss of the addon? I do not see him in the loko video
I Think This Is A Bit Off Topic?
Maybe a dedicated Chasm mod thread is in order?
#16235 posted by
metlslime on 2019/09/27 21:56:19
or move it to Modelling Help
Fire Height
#16237 posted by
madfox on 2019/09/27 22:19:00
I made all chasm entities seized between a quake ogre and rotweiler.
I seized the Worm like Shambler.
Maybe they should be more ponounced.
Off Topic
#16238 posted by
madfox on 2019/09/27 23:00:14
Maybe you'te right. I never started a new toppic, maybe time to do so.
#16239 posted by
yhe1 on 2019/09/28 00:45:31
As long as the chasm monsters can attack the player properly, I don't see how size is a big issue.
Lords Of Chaos - Initial Screens
#16240 posted by Borax Man on 2019/09/29 11:50:58
It's been about 20 years since I last made any level for Quake. After a long hiatus, I made a Doom 2 WAD (DK Shrine - Remastered) released earlier this year, and I've moved on to Quake.
I never thought I made a Quake level which I would consider 'good'. Lords of Chaos I hope will fill the gap. A large level, which will be more about exploration and ambiance, with a horror theme. I'm using dumptruck ds's progs_dump, but apart from that, and some textures from 3rd party wads, its a classic Quake experience.
I'm over halfway done, as most of the map is fleshed out, just needing details and gameplay elements thrown in.
http://members.iinet.net.au/~dennisk@netspace.net.au/loc/loc1.jpg
http://members.iinet.net.au/~dennisk@netspace.net.au/loc/loc2.jpg
http://members.iinet.net.au/~dennisk@netspace.net.au/loc/loc3.jpg
http://members.iinet.net.au/~dennisk@netspace.net.au/loc/loc4.jpg
Borax Man
Those shots look properly menacing. Good luck. LMK if you need help with pd_ and also, we're working on 1.1.2 right now. It has some bug fixes and a handful of features. Not sure when it will be ready. Hopefully days, not weeks.
Good luck on Lords of Chaos.
#16242 posted by
Joel B on 2019/09/29 19:21:07
Yeah I like those touches of color. Really helps in a metal theme map. Reminds me of jam3_ionous just a bit.
Good Stuff.
#16243 posted by
Shambler on 2019/09/29 19:42:20
I like the arches especially.
#16244 posted by
Orl on 2019/10/02 01:06:00
While we are waiting for Lords of Chaos, do check out DK Shrine from Borax Man. Its a great set of Doom 2 maps with good gameplay and interesting non-linear layouts.
DK Shrine
#16245 posted by Borax Man on 2019/10/02 23:41:14
Thanks Orl,
For anyone interested in DK Shrine, be sure to get the "Remastered" version and not the 1996 version.
https://www.moddb.com/mods/dk-shrine-remastered
#16246 posted by
lpowell on 2019/10/04 20:47:20
#16247 posted by Borax Man on 2019/10/05 03:53:10
@lpowell.
Looks nice, and I'm pleased that you've strayed from using solely the standard 'metal' texture set and done something a little more original.
Looks Cool.
#16248 posted by
Shambler on 2019/10/05 17:33:31
Except base enemy and knights together = totally unacceptable. I like the blend of map styles tho.
#16251 posted by
lpowell on 2019/10/06 01:01:12
You're probably gonna have to live with it. I mean the whole idea of the map is tech+medieval style anyway, so it would be weird to *not* mix monster types.
@lpowell
Nice looking shots. The lighting feels flat but not terrible. I agree the theme mix feels pretty fresh here.