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81
Feedback & Discussion / Re: Ideas & Feature Requests
« Last post by ijed on January 19, 2012, 07:23:14 PM »
Fast zombies need to be easily killed - a single shotgun blast and they should gib.  You'll remember Necros had 50+ attack the player at once.

An explodign zombomb has been posited before, that wouldn't have any upper limbs or head, instead something like a massive throbbing pustule - when shot, boom.  I'm thinking the boom would be the same as that of a tarbaby, but red.  Walking speed as per a normal zombie.

For the fast zombies,we have a green skin we could use - although I was thinking of that one being a POISON version.

Before RMQ I was planning on a mod called the Dead Mod..

Flesh Golem:  That was a big pile of zombies stuck together, lumbering around on a collection of limbs and with multiple heads spitting at the player.  Would become various other creatures on death, wouldn't have recovery.

Zombie: as normal, but when gibbed can be split into two sections - the top crawling towards the player until re-gibbed.

Spine: A head and spinal column, like a snake - one hit and its dead, but very fast, melee only.  No recovery, the head would gib on death.



Anyway, Let's do fast zombies with a reskin and the zombomb.

Later, maybe others.
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Feedback & Discussion / Re: Ideas & Feature Requests
« Last post by gb_remake on January 19, 2012, 06:08:57 PM »
I like running zombies, it's just a matter of using them well; it's no fun if you get cornered by fast zombies and then killed because you simply couldn't shoot them fast enough and they act like a living wall that surrounds you (where Quake zombies act more like slow-moving turrets).

This depends to a large degree on what the mapper makes of it. There were similar issues with some of our spellcasting monsters - spells are area effects, and mappers have to ensure the player has enough room to dodge those. Having the player near a dead end and then slamming either a Forcewall spell or 10 fast zombies in there == frustration. The only way to break such a living wall before you get killed is with a supernailgun and Quad. :)

The idea is good though, maybe a spawnflag and a different skin... we don't have a lot of zombie "wargear" yet.
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Feedback & Discussion / Re: RMQ Demo 3
« Last post by gb_remake on January 19, 2012, 05:58:02 PM »
The anagram idea isn't bad actually. We discussed this internally, but so far nobody sees an imminent need to change the name / nobody had a better idea. It's not been shot down but there isn't a huge movement to change the name either.

Walljump; this is actually more like Quake 2's double jump, you know you basically jump towards a wall and jump again.

You can only jump once while in the air, ie only one additional "hop". Warsow is another comparison although movement in RMQ is generally less crazy than that. It is pretty hard to walljump higher than 256 units right now, at least I haven't managed to do that. It also has to be said that much the same can be achieved by other methods already in the game (lure an ogre or enforcer to where you want to jump, wait for a grenade and use that, for example).

This can be combined with Quake's physics / air control to sort of circle jump into the wall, then circle jump away from the wall to get some more reach. The height (and/or horizontal distance) you can get strongly depends on how good the player is - a veteran DM player or speedrunner will be able to walljump better than someone like me. :-)

Walljump is still being tweaked and tested, and it's possible that like other things, the effectiveness of walljump will be episode dependant (ie dependant on the player character's physis and weight, which might very obviously differ between e.g. an Enforcer in full gear and some other character). Walljump can also be disabled on certain surfaces.

Surfaces where you are encouraged to use walljump, or where walljump is impossible, should eventually be somewhat recognizable in the game. See the striped wall in the platform room. Same as with grapple points, these also usually look much the same as each other so there's no confusion where you can grapple. However walljump defaults to "always on" at the moment, although checking and fixing is still required to not allow too extreme shortcuts (ie walljumping straight to the exit, for example). Luckily all our maps are still in a development phase where they can adapt to stuff like this. There are little tricks such as overhangs, sloped walls, waterfalls (no walljumping out of water) etc. to limit walljumps.

As for the monster taunt sounds, it was actually the intention to make these somewhat rare (not quite an easter egg, but something you wouldn't hear very often - I mean how often do you get killed by an enforcer in this game? There are only a handful of base maps, anyway). I might make them rarer than they are now, perhaps. But this issue was indeed blown out of proportion.

As for being unorthodox and experimenting, the team overwhelmingly is in favour of that, no worries. Yes, there absolutely will be soda boxes and a lot more stuff that wasn't in original Quake.  I don't think Quake had jeeps or helicopters ;)

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Feedback & Discussion / Re: RMQ Demo 3
« Last post by mh on January 19, 2012, 05:51:14 PM »
The name is what it is: we can take that one on the nose.  :)

(I like the sound of "Requiem Mortem in Quietus" though, but I wouldn't seriously suggest it - the current name also serves as a nice two fingers to those who indulge in unconstructive criticism, behave like a private-members-mutual-appreciation-society, or just want to hate.  It's a fast and convenient way of identifying people like that! (Half joking...))

Much of the unconstructive criticism comes from a relatively small handful of key sources, and - crucially - most of those who have actually released stuff are either supportive or neutral (or avoiding the topic).  The opinion of someone like Necros or Tronyn means a billion times more in the broader scheme of things than that of some armchair keyboard warrior (the opinion of someone who's actually played it and wants to contribute feedback that can help make the next one better - rather than bitch and moan - matters most, of course).  This is broadly the same old story as last time out, and I think we could release an identi-clone of e2m7 right now and still draw fire for it.  Oh well, got productive things to do instead.
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Feedback & Discussion / Re: Ideas & Feature Requests
« Last post by mh on January 19, 2012, 05:38:59 PM »
How about a short lifespan before they explode?
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Feedback & Discussion / Re: Ideas & Feature Requests
« Last post by Spiney on January 19, 2012, 05:24:21 PM »
Regarding zombies, Necros had given them a running animation in his Altar of Storms episode, which I thought was a brilliant touch.
Ofcourse that would break consistency, but perhaps in some hellish or alternate dimension map, where the creatures behave a bit differently.
He also had the firebreathing lava tarbabies at the bossfight, they had a short lifespan before they became petrified -- they breathe out their lifeforce vs. freezing over?
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Feedback & Discussion / Re: RMQ Demo 3
« Last post by Spiney on January 19, 2012, 05:17:30 PM »
Hmm, I just read through the thread at func_msgboard.
Was a bit surprised with some of the critique, I guess the name is a bit unfortunate at this point.
But I think this unorthodoxy and experimentation should be one of RMQs strong points, it is a re-imagining afterall.
I guess after 15 years every first hour Quake player has formed his own idea of what Quake should be,
and frankly I know little games that are so enigmatic and fuzzy around the edges as Quake -- that's what makes it so fascinating to me.
( I also consider grunts calling you noob etc. to be awesome -- you should put a Peej soda machine in a base map, and watch the riot haha )

I also read gb's blog with the new platforming parts, also read about walljumping.
Is it going to be UT style walldodging, or something among the lines of climbing up by jumping to either side in a shaft.

Also regarding the remakequake name, one could consider a pseudonym or anagram that sounds like something otherworldly -- remaqu, rmakq, qremak...
So it could mean the same thing, but be much more implicit, just an idea.
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Feedback & Discussion / Re: A Simple Guide to the Theory of Level Design
« Last post by peg on January 15, 2012, 08:42:20 AM »
DOOM Post-Mortem 2011 With John Romero & Tom Hall

Just throwing this out there for those who find this sort of stuff interesting ;)
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Feedback & Discussion / Re: RMQ Demo 3
« Last post by Inkub0 on January 13, 2012, 11:46:05 AM »
very nice, i'm doing something by myself, but i'll consider this too =)
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Feedback & Discussion / Re: RMQ Demo 3
« Last post by gb_remake on January 12, 2012, 09:11:21 PM »
Hey, cool! I'll try the first one in e1m6rq.
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