#209 posted by Trinca on 2006/09/03 13:47:48
i think might be kell, i think almost everybody want to work with Quoth u guys did a great job!
 Kell
#210 posted by DaZ on 2006/09/03 14:12:12
that sounds great man! I'd definately be interested in that.
 QUOTH QUOTH QUOTH!
#211 posted by than on 2006/09/03 17:54:08
I vote 1. Quoth.
However, I would LOVE to see some kind of heavy weapons guy enemy added. I could probably knock something up at home, but I only have max 7 and maya 6.5 and no proper exporters. I also hate gmax and don't want to use that.
What do you reckon about a new base enemy, Kell (as in, original model based on the existing guys). I'm thinking of a fat enforcer with a chaingun (nailgun/chainshotgun) with a caved in face mask. Perhaps also a grenade attack of some kind, but it probably isn't worth it in Quoth, because there is alsready an enforcer who fires grenades.
 HWG
#212 posted by Kell on 2006/09/03 19:04:59
I had a concept for a large bbox base-themed monster, to go along with bob as a base-themed flying monster. His name is Edie ( ED13 ).
Originally I was just gonna scale Armagon down by half in each axis and reskin him a bit, but necros and I were confident enough after the gug etc. that we thought of making him from scratch.
He would basically be a cyborg ogre, recognisable as such from the waist up, with Armagon-type legs below. His ranged attack would be some sort of meaty gun, though a chaingun = powerful hitscan, and it's better to make Quake weapons - especially upper bestiary ones - projectile instead. His melee attack would be a large circular saw, essentially a larger version of the ogre chainsaw.
However, making a new monster from scratch is not a simple task. Sculpting the mesh is rather laborious in qME, but the real work comes with the skinning and animating. The time it would take to do justice to this sort of monster is probably as much time as will take to map for the pack :/
I don't think a 'fat enforcer' is different enough to justify the effort of a whole new model. Also, if it's a heavy-weapons enforcer type you want, that's essentially what the blue enforcer reskin - currently dubbed monster_eliminator - would be. He would fire plasma of the same type, thought not neccessarily the same power, as the Quoth PG. He would also be immune to the player's PG.
The yellow enforcer reskin would wield a flamethrower.
 FUCK YES!
#213 posted by Drew on 2006/09/03 19:57:26
God that would be insanely wonderful if you did that, Kell. I mean, I'm a big fan of tying things up in general, and Quoth is already so wonderful... Could you add breakable walls? I know it's a wierd thing to get worked up about, but there it is...
#214 posted by Trinca on 2006/09/04 01:57:15
kell LTH monster�s are also very good! i like a lot the heaby guys i think LTH dont mind if u or any other could change then a litle i got is msn i can talk with him! the green and red enforcer are quite nice! with some modificacion could be better!
 Chaingun Dude
#215 posted by DaZ on 2006/09/04 02:12:00
could be fun if he has a "spin up time" with an audiable cue, like the shamblers lightning has a visual cue etc... should work fine, then if you made him keep firing in the direction of the player even when he is out of view (but only for a short time) and couple that with breakable pillars and cover = fun.
Or maybe I watch too much matrix... :D
I like both ideas for HWG anyway
 Yeah =D
This is getting better and better, and the HWG would be a nice addition to the given base baddies set.
#217 posted by Trinca on 2006/09/04 05:51:16
my map is progressing normaly now again... "start working again" :) hehehe
 This Weekend
#218 posted by than on 2006/09/05 17:44:53
planning on doing a bit of something this weekend because my wrists aren't so bad now and I can probably risk doing a bit of mapping. Even though I am working on two other non-base maps, I still fancy making a start on my base map or something.
Yeah, and I was just bumping this thread back up before it vanishes into the archives.
#219 posted by Trinca on 2006/09/06 02:07:22
u map very good than and u fast but live your life :) dont waste to many time in mapping!!! :) life is to short...
 Than
#220 posted by negke on 2006/09/06 03:02:40
don't listen to him, he's crazy!
please go waste your life with mapping! sure, your wrists might become totally fucked and you'll end up like meathook, but that's worth risking for a kickass base map!
on another note, why not do a small base map and release it along with your other two maps as a mini-campaign? ;)
 September Shots
#221 posted by DaZ on 2006/09/06 07:41:54
http://daz.quaddicted.com/
Got a few indoor areas done, few bits still need work and I need to make hi-res versions of some custom textures, but so far so good :)
 DaZ!
Looking better and better, you!
#223 posted by Trinca on 2006/09/06 15:05:02
yes map is realy looking nice :\ omg just mine suck :(
http://trinca.do.sapo.pt/joequake014.jpg
http://trinca.do.sapo.pt/joequake015.jpg
errr my map will be the worse again :( chif :\
 Trinca
#224 posted by JPL on 2006/09/06 22:55:19
Don't be to harsh with yourself: you really made impressive progress since your first map.. Really ! Your shots are nice as well !
#225 posted by Trinca on 2006/09/07 00:56:21
errrr JPL sm109 wasn�t a map :) just some walls droped everywere!!!
 So...
#226 posted by JPL on 2006/09/07 01:14:54
... we you agree that you really made progress man :D
#227 posted by Trinca on 2006/09/07 01:20:32
eheh sm109? errr even a monkey can make progress over that map... :)
 :P
#228 posted by Spirit on 2006/09/07 02:13:54
Just drop crates everywhere, Trinca :P
I like the ceiling things on your screenshots!
 Hmm
#229 posted by Zwiffle on 2006/09/07 14:24:28
With my current schoolwork and regular work, I don't know if I can stay in this. I haven't mapped in a week (that is to say, I haven't had the time to map in a week, not that I would necessarily do it if I did have free time to do so.) So, I dunno, things looks bleak.
 Omg
#230 posted by madfox on 2006/09/07 14:48:09
Daz, you rule!
Good, and after finding back my confidence... LostMineThing
http://members.home.nl/gimli/gimli23.htm
 Trinca
#231 posted by scar3crow on 2006/09/07 15:26:09
both of those shots look distinctly Doom-ish, but in a good way (not putting down Doom, merely that sometimes it can be construed as a negative for a Quake map to look Doomish).
it actually looks kind of functional as an outpost style setup... i would recommend having some basic "mountains" of sort poking up around the edges, so the sides of the sky arent so blatant perhaps.
i like the shadow grid from the ceiling in the second shot. keep it up, you are definitely improving as a mapper.
 Goodwill Zwiffle,
#232 posted by HeadThump on 2006/09/07 17:23:54
Put it to the side for now if you feel you need to. You can come back to it over Thanksgiving and Christmas Holiday breaks and still get it in the pack on time.
#233 posted by Trinca on 2006/09/08 01:04:02
thks scar3crow, madfox looking good your map :)
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