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let's make quake 2

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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Thu Apr 17, 2008 8:50 am Post subject: let's make quake 2 |

not that one. no not dead!!! Just doing a few textures here and there and then spamming func_msgboard!!! maybe something will happen sooner or later, but high priority is map textures, weapon models and command line tools for building WAD2s out of PNGs and PAKs.
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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Thu Apr 17, 2008 12:09 pm Post subject: |

What are you intending regarding monster models? _________________ Apathy Now!

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ShoTro Joined: 18 Mar 2008 Posts: 61 Location: Virginia, USA |

Posted: Thu Apr 17, 2008 2:45 pm Post subject: |

MauveBib wrote:
What are you intending regarding monster models?

Why couldn't we just do a logical extension of the current ones? Maybe do this MD3 model thing the kids are all about these days and increase their polycount as well as simplify the modeling procedure. Make a fiend, but with a 400 poly count. (We could do more, but minimalizing the models would keep the style similar to the original)
Seriously, I was considering this idea heavily... have a story plot written on a blog or something somewhere... While expension packs basically are "sequels" they never re-envisioned the game and made engine enhancements, now that we have them... why not make an unofficial sequel? I was thinking it should parallel doom 2 in a way and take the battle to earth then actually lead the character to other dimensions, against other demon gods.
I suggest looking at the ideas of artists who love quake for an idea...
Kawaiik? | Shalrath Queen
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Last edited by ShoTro on Thu Apr 17, 2008 2:58 pm; edited 1 time in total

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MauveBib Joined: 04 Nov 2004 Posts: 602 |

Posted: Thu Apr 17, 2008 2:58 pm Post subject: |

I would suggest that Nehahra is pretty close to being an unofficial sequel. _________________ Apathy Now!

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ShoTro Joined: 18 Mar 2008 Posts: 61 Location: Virginia, USA |

Posted: Thu Apr 17, 2008 3:02 pm Post subject: |

MauveBib wrote:
I would suggest that Nehahra is pretty close to being an unofficial sequel.

Sequel to Nehahra then? (forgot about Nehahra's story too... oops!)
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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Thu Apr 17, 2008 5:00 pm Post subject: |

MauveBib wrote:
What are you intending regarding monster models?

ZOMBIE TREES, SWAT GUYS, GUNS ON WHEELS, "RACKNE"S and BEETLE DOGS
actually i'm probably gonna go for a D&D/demonic feel than lovecraftian, for the monsters that aren't dogs, grunts and enforcers.

ShoTro wrote:
Why couldn't we just do a logical extension of the current ones?

That would not be legal.
Some of those concepts do look interesting though, but probably too anime-proportioned for this project.
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ShoTro Joined: 18 Mar 2008 Posts: 61 Location: Virginia, USA |

Posted: Thu Apr 17, 2008 5:47 pm Post subject: |

leileilol wrote:

ShoTro wrote:
Why couldn't we just do a logical extension of the current ones?

That would not be legal.
Some of those concepts do look interesting though, but probably too anime-proportioned for this project.

Well, not the current ones, but the extra monsters for ideas where to expand. And by logical extension, I mean build from scratch using designs that use more polygons then the original, but keep the feel but not the explicit original look.

leileilol wrote:
actually i'm probably gonna go for a D&D/demonic feel than lovecraftian, for the monsters that aren't dogs, grunts and enforcers.

LOL, most of which are inspired from Lovecrafts works, just given non-lawsuit friendly names and color changes.
It is a vicious cycle. But yeah, you would need the MD3 format to pull that off for some.
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leileilol Joined: 15 Oct 2004 Posts: 1321 |

Posted: Thu Apr 17, 2008 6:58 pm Post subject: |

ShoTro wrote:
It is a vicious cycle. But yeah, you would need the MD3 format to pull that off for some.

No I don't. I can get away with MDL just fine. Don't need higher poly, either. (Think of the Nintendo DS's, Pentiums and OLPCs!!)
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zxcvb Joined: 17 Mar 2008 Posts: 27 |

Posted: Mon Apr 21, 2008 1:13 am Post subject: |

Whyy make a sequel to quake1? Not that there was much of a story in the first one to begin with.

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ShoTro Joined: 18 Mar 2008 Posts: 61 Location: Virginia, USA |

Posted: Mon Apr 21, 2008 4:00 pm Post subject: |

zxcvb wrote:
Whyy make a sequel to quake1? Not that there was much of a story in the first one to begin with.

Just because the game itself didn't have much doesn't mean you can't derive one... especially since most of the characters and places come from a HUGE selection of literature that has been worked on since the 1920s.
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CocoT Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum |

Posted: Mon Jul 07, 2008 5:21 am Post subject: |

Hey there, I was just wondering, are you still working on this project, Leilei? And is this the same as "oqplus"? I liked some of the stuff on your website (like the picture below) and wanted to know if that's something you were still spending time on.
I've gone through the Func thread about this and seen that some of its members weren't too nice about it. I personally think that, if a form of free quake could be made, it is not necessarily weird to go for the original feel instead of using extra fancy, high-def textures that would take a lot more time to create.
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