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21
Feedback & Discussion / Re: General smack talk
« Last post by Spiney on March 11, 2012, 09:10:31 AM »
Was looking through my artwork folder, I tend to save the cool stuff I come by online.
Thinking about how some it it could fit in into the Quake universe, these would be mostly base though.

Ashley Wood has a lot of world war 1 influenced drawings, but mixed in with robots. It's kind of steampunk, but just outside the victorian era.
I usually refer to it as dieselpunk, although it might not be quite fit for that category.
http://www.ashleywoodartist.com/

There's also these awesome figurines of those robots.
Along with the color palette it's got that semi-cartoony 'chunkyness' to it that I find in Quake and other Id games.




I believe Rubicon 2 had some vaguely similar robots in it.

Another one is Tatsuyuki Tanaka, he does these steampunkish drawings in somewhat of a Quake style color palette.
http://gallery.digik.net/gallery/474/

No real use to this, apart from inspiration sharing  ;D
22
Feedback & Discussion / Re: Ideas & Feature Requests
« Last post by madfox on March 10, 2012, 08:55:00 PM »
HEY ZOMBIE!



Yes, I walked with a zombie.

23
Feedback & Discussion / Re: General smack talk
« Last post by ijed on March 10, 2012, 02:27:45 PM »
C'mon Valve, you're already milking my bank account on a monthly basis - don't you want a bigger cut?  Or do you just want to do things properly?  Damn you and your 'get it right' policy.

http://arstechnica.com/gaming/news/2012/03/valve-on-steam-box-rumors-long-way-from-shipping-any-sort-of-hardware.ars

Confusing back-talk aside, I'd buy a Steam Box from them.  Even if it turned out to be a cardboard box full of steam. 
24
Feedback & Discussion / Re: Ideas & Feature Requests
« Last post by gb_remake on March 10, 2012, 07:23:43 AM »
Yes please (glitch reports). We can't fix it if we don't know it  :)
25
Feedback & Discussion / Re: Ideas & Feature Requests
« Last post by ijed on March 10, 2012, 06:20:09 AM »
Glad you're enjoying the mod!

We're working a lot on the zombies at the moment, creating an explosive version and a fast version that the player dismembers, so those will be mixed in with regular versions, who've had a few improvements like making a ripping sound when tearing off a piece of meat to throw - this let's you locate them before they fire.

The blaster gets more damaging the more you fire, maybe this is happening a bit too quickly just now, since nobody seems to get the mechanic and it feels OP instead.  Will look into it.

Always good to hear bugs :)

26
Feedback & Discussion / Re: Ideas & Feature Requests
« Last post by luizera on March 09, 2012, 05:15:17 PM »
Finally, the nailgun is a lot more range ready in RMQ than it was in Quake. The nails travel faster, which increases the accuracy over range. So this is one reason why you're given the nailgun right at the start in e2m1rq.

Yea, I've used it to kill enemies at long range. Will try cauteriser later. I've also noticed SSG is a lot slower what I think is very clever. I'm glad to know you'll revamp the ai. And, Wow! Very nice previews!

Just finished E3 maps and it was lots of fun as well. From now on I hate zombies! Those bastards can be very annoying. Loved the laser gun, used it most of the time. But maybe it's a little overpowered, isn't it? It seems the game was harder when I was not using it. Also loved the traps! They caught me off guard several times hahaha. And that beholder-like monster is a very nice addition. My only real complaint is against the rope ladders at the end. Had lots of troubles to climb them.

I might play it all again over the weekend, if I get the chance, so do you need glitches to be reported?

oh...have I seen ogres cooking? Oo
27
Feedback & Discussion / Re: General smack talk
« Last post by ijed on March 09, 2012, 04:53:43 PM »
Yeah, Sock turns out consistently nice looking stuff, that plays well also.
28
Feedback & Discussion / Re: General smack talk
« Last post by gb_remake on March 09, 2012, 08:32:34 AM »


http://www.simonoc.com/images/design/maps_q3/indust9b.jpg

Man, Sock is really taking no prisoners. Soooo pretty.
29
Feedback & Discussion / Re: Ideas & Feature Requests
« Last post by gb_remake on March 09, 2012, 07:31:18 AM »
The presence of Vores etc. in base maps is explained by the war. They are part of Quake's assault troops. You have a point though, in that mappers could make it a little more obvious that the base is under attack, and the vores and fiends could emanate from broken slipgates and so on in order to drive the point home.

And I agree about better AI for certain monsters; at least the military style enemies, despite being "mind controlled", should probably instinctively remember their squad based tactics. We have "monstergroups" already where they will alert each other and not infight, but this feature is still underused and it needs to be taken further.

Also, I personally appreciate the way it is done in Crysis, where the mapper can place AI anchors (entities) to tell a monster "hey, here is a good hiding place and please pop out of cover in that direction".

Finally, the nailgun is a lot more range ready in RMQ than it was in Quake. The nails travel faster, which increases the accuracy over range. So this is one reason why you're given the nailgun right at the start in e2m1rq.

And finally finally, like Louis hinted at,

http://spawnhost.wordpress.com/2011/12/18/protagonist/



30
Feedback & Discussion / Re: Ideas & Feature Requests
« Last post by ijed on March 09, 2012, 05:28:03 AM »
Thanks for the feedback :)

Indeed, there is a railgun style weapon called the Cauteriser that works at extreme ranges.  Use the give all cheat (impulse 9) to play around with that - it comes after the Thunderbolt in the weapon order.

We're looking a lot at more complex ai - teamwork would be good, similar to the grunts in HL1 possibly.  There are a few ideas, we're deciding how to make it all happen, basically.  At the same time we're putting together lots of new enemies, including a large addition to the base set by Gb.

More news on the enemy stuff for the next demo, which we'll be announcing 'soon'.
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