#4750 posted by JneeraZ on 2008/06/25 12:05:00
Always good to see UT3 stuff in progress!
#4751 posted by JneeraZ on 2008/06/25 12:06:02
If you have UT3, my primary mapping influences were CTF-Strident and DM-Biohazard. I helped on almost every map, of course, but those 2 were the ones that I designed and primarily meshed/lit.
 Willem
#4752 posted by Jago on 2008/06/25 15:58:42
Who did Diesel, Arsenal and brownish/gothic'ish 2-4 player DM map (the name of which escapes me)?
#4753 posted by JneeraZ on 2008/06/25 16:14:03
I believe Arsenal was David Spalinksi. Diesel is a map that was done awhile back but I can't remember who did it originally. And the brownish map might be Sentinel? If so, that's also Spalinksi.
 Dm-fearless
#4754 posted by DaZ on 2008/06/25 17:07:50
<3
 Ps
#4755 posted by DaZ on 2008/06/25 17:08:27
tell Epic to make a real unreal sequel, k? :)
 If You Make A Naked Dom Scene In Gears 2 I'll Mention It On My Blog.
#4756 posted by czg on 2008/06/25 17:18:47
 #4755
#4757 posted by Shambler on 2008/06/25 18:17:48
tell Epic to make a real unreal sequel, k? :)
Daz is correct.
I can't believe that U2 was fairly average. It had the potential to be the Best Game Evar. Sequel to the amazing Unreal developed by the people who did the very good mission pack and the rather classy Wheel Of Time. How could it fail?? Hmph. So yeah, proper U2 plzkthxbye.
#4758 posted by Zwiffle on 2008/06/25 19:01:40
Unreal 2 sucked. Unreal sucked. Unreal 2 IS a real unreal sequel, people.
And frankly, fuck a real unreal sequel. Let's see a real Quake sequel ffs.
 Hmm
#4759 posted by nonentity on 2008/06/25 19:13:29
Yeh, Unreal 1 sucked about as much as spending years running through dark, brown corridors and suddenly emerging into a brightly lit, outdoor environment with vast waterfalls, caverns and temples that made your jaw hit the floor.
(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...)
#4760 posted by RickyT33 on 2008/06/25 19:40:01
I liked unreal
It was scary.
Unreal 2 was too juvenile and felt completely on a rail. It just sucked.
 Unreal
#4761 posted by Kinn on 2008/06/25 20:09:08
was phenomenal for its time. None of its followup games have even approached that level of ambition.
 *Nods*
#4762 posted by Shambler on 2008/06/25 22:07:25
I concur.
 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.
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