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General smack talk

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Spiney:
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

ijed:
Like em :)

gb_remake:
I like them. The headless chaingunner could fit into Quake (the Quake world according to some), after all chainguns are an old staple in id games. I'm not sure why original Quake had no chaingun or at least supernailgun enemies. Probably because the original concept was more fantasylike and the scifi militaristic stuff was stuck on at the last moment. The supernailgun in Quake also was 100% accurate which for an enemy would have been out of line I guess. After all, nail ogres were also removed.

Quoth had the Edie which worked OK, but a dedicated new model would be in order IMO. The fact it is headless is very Quake to me.

The 50s style robot is cool, and much more kinky than Rubicon's. Great idea putting the backpacks on there, actually. Very world war like, reminescent of a Tiger tank in the colouring and the bulkiness.

Also, the chaingunner reminds me of the crude, rusty cyborgness of Quake 2.

ijed:
Maybe we could even replace the (crappy) hyper enforcer model with something like that... or remove that spawnflag altogether in favour of a new enemy type - the security droid.

Don't hold me to any of that though :)

Spiney:
How about a grunt commandeering a tank of some sort.
Perhaps have an armored enemy that has localized damage, so he's much more vulnerable when hit from behind,
combined with somewhat slow turning speed.

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