
Charged Attack?
#5200 posted by
ijed on 2008/10/13 20:23:45
Holding down fire charges the sword, when released it does a single strike for more damage.
Thirdperson camera would be good as well to put the dodging back in - but the general reaction to thirdperson cameras in Quake is disgust.
Could work well with the teleport spell though.

Interesting
#5201 posted by
Kinn on 2008/10/13 23:23:03
MMO-style combat mechanics generally need to be supported by a really good HUD/interface. Without the proper feedback as to what the heck's going on, it all tends to get a bit messy and confusing. Being in first-person might not be helping matters either, but what the hell, it sounds like an interesting experiment.
#5202 posted by
necros on 2008/10/14 00:15:46
your video doesn't show you juking to trigger melee attacks, you just wade into two dozen hell knights and start clicking.
if you're talking about the very beginning, i wade into the monsters because my original plan was to stick with the fiend pet. his melee attacks hit everyone in front of him, so i was going to make monsters swap between me and it but i ended up getting cut off from him and he drops like a rock. at that point, i knew i was in trouble, so i pop regeneration to mitigate some damage. now i'm fully trapped in a corner, surrounded by hknights so i teleport through them in order to get some space.
ijed: i tried it out with the built in fitzquake 3rd person cam. it's ok, but you loose some accuracy esp. w/regards to teleporting (at least for me). it's not something i'd want to enforce on the player.
kinn: yeah, not having the ability to display information is making me run up against a lot of walls.
cooldows are displayed in the ammo counters but that means i can only ever have 4 cooldowns (and the cells slot is used to display pet health %).
i might try to shift this over to doom3, but then that'd be even more work and d3 isn't as flexible as quake before you need to start compiling the sdk.
#5203 posted by T|M on 2008/10/16 23:11:14
saw this picture in #qdq anyone know when it will be finish?
http://trinca.quaddicted.com/temp/joequake112.jpg
#5206 posted by
Trinca on 2008/10/24 23:45:58
near christmas T|M i wish... layout is almost finish necros,negke and ijed are helping me a lot, i will not rush this map like others... i wanted to make this a blast, i will try hard at least...
http://trinca.quaddicted.com/temp/joequake106.jpg
http://trinca.quaddicted.com/temp/joequake107.jpg
http://trinca.quaddicted.com/temp/joequake108.jpg
http://trinca.quaddicted.com/temp/joequake109.jpg
http://trinca.quaddicted.com/temp/joequake110.jpg
still have many stuff to fix, but i�m not withy any hurry... the best are helping me out and i dont want to desapoint then!
#5207 posted by
necros on 2008/10/25 02:30:23
this is a really great looking map, and i see you've put some good work into the lighting. shots 3 and 4 esp. look atmospheric.
great job so far :)

Love It
#5208 posted by
DaZ on 2008/10/25 03:02:12
Yeah I am really looking forward to playing this one!
One thing I will say is that will the bright skybox in one of the pictures the level looks quite dark, maybe adjust the skylight parameters there? Otherwise...Kick arse.

Necros
#5209 posted by
Trinca on 2008/10/25 06:56:38
thks to you concerting in lights!!! you gave me 90% help on this issue. i read the Aguire manual just have some dificult on the softangle :\
Daz skybox is not decide iet :\ i must get a proper on...
thks for the motivacion! i will not quit this one and i will not rush it.

That Looks Pretty Good
#5210 posted by
nitin on 2008/10/25 08:00:29
not sure if you can break up the texturing a bit, that would be the only thing I can think of from those shots.

If It Was Me...
#5211 posted by
metlslime on 2008/10/25 08:11:48
i'd try using more grassy ground in the exteriors (so it's green and brown instead of just brown.)

Green And Brown
#5212 posted by
HeadThump on 2008/10/25 09:02:08
I did a remix of two of the original Quake ground textures recently, blending together green vines and leaves and a muddy background.
If it suits your needs, here it is, already palettized:
http://mortisville.quakedev.com/ground_rmx1.bmp

You Put A Bmp On The Internet
#5213 posted by
DaZ on 2008/10/25 10:23:49
that is so 2008
#5214 posted by
JneeraZ on 2008/10/25 12:04:13
Looks good, Trinca! I love the old temple and dirt style.

Metl
#5215 posted by
megaman on 2008/10/25 12:33:56
nooo, the browniness of it all is what makes it stand out for me in the first place ^^
#5217 posted by
Trinca on 2008/10/25 14:12:33
thks Willem, necros in lights and negke in brushwork are helping me a lot :) i hope the final work will please you all.

Trinca
#5218 posted by
JPL on 2008/10/25 16:16:51
Now go finish this Maya map: I want to play it !!!!

Looking Good, Trinca!
#5219 posted by
generic on 2008/10/25 17:04:30
I am really looking forward to this release. Just don't let Negke convince you that you need a Puzzles or Traps section :p

Looks Good!
#5220 posted by
madfox on 2008/10/25 18:26:08
nice curves and lightened.

Bmpr.com
#5221 posted by
DaZ on 2008/10/26 02:20:31
I don't see the association between me and this site, maybe its cos im topped off with vodka right now?

Trinca
#5224 posted by
bambuz on 2008/10/29 01:02:48
maybe make the floors less even somehow?
love the curves...