What are you working on?
Moderator: InsideQC Admins
Re: What are you working on?
I wondered what it would look like to see the grunt shed an outer layer and expose the zombie underneath.
At this point, i'm experimenting with a few ideas, trying to decide an attractive gameplay for a zombie mod.
Would be kinda interesting to have a second kill effect for some monsters. Even something dying but the gibs turn into little creatures that attack you...etc/
The deflection shield is just something there in my own personal quake setup. (i could never hear when i was getting hit so i made the effect more visual)...
For the curious, this is all i did
What do you plan to do with the non-humanoid monster types?
At this point, i'm experimenting with a few ideas, trying to decide an attractive gameplay for a zombie mod.
Would be kinda interesting to have a second kill effect for some monsters. Even something dying but the gibs turn into little creatures that attack you...etc/
why is the gun glowing when they hit you?
The deflection shield is just something there in my own personal quake setup. (i could never hear when i was getting hit so i made the effect more visual)...
For the curious, this is all i did
- Code: Select all
void() army_die =
{
sound (self, CHAN_VOICE, "player/udeath.wav", 1, ATTN_NORM);
ThrowGib ("progs/gib1.mdl", self.health);
ThrowGib ("progs/gib2.mdl", self.health);
ThrowGib ("progs/gib3.mdl", self.health);
if (self.health >= -35)//R00k: If zGrunts aren't obliterated they become zombies!
{
setmodel (self, "progs/zombie.mdl");
setsize (self, '-16 -16 -24', '16 16 40');
self.health = 60;
self.th_stand = zombie_stand1;
self.th_walk = zombie_walk1;
self.th_run = zombie_run1;
self.th_pain = zombie_pain;
self.th_die = zombie_die;
self.th_missile = zombie_missile;
walkmonster_start();
}
else
{
ThrowHead ("progs/h_guard.mdl", self.health);
}
};
- r00k
- Posts: 1110
- Joined: Sat Nov 13, 2004 10:39 pm
Re: What are you working on?
change it to three colums?
width, height, bpp.
changing the left changes the options available on the right columns.
might help make it more friendly.
width, height, bpp.
changing the left changes the options available on the right columns.
might help make it more friendly.
- Spike
- Posts: 2892
- Joined: Fri Nov 05, 2004 3:12 am
- Location: UK
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Re: What are you working on?
Rock Knight Sword!


Well he was evil, but he did build a lot of roads. - Gogglor
-

sock - Posts: 137
- Joined: Thu Aug 23, 2012 7:16 pm
- Location: Wandering Around
Re: What are you working on?
sock wrote:Rock Knight Sword!
i cannot believe this is q1bsp
hi, I am nahuel, I love quake and qc.
-

Nahuel - Posts: 492
- Joined: Wed Jan 12, 2011 8:42 pm
- Location: mar del plata
Re: What are you working on?
socks work is always awesome!
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Re: What are you working on?
Wow, that is terrific brushwork! Looks like a much more modern map format for sure.
http://red.planetarena.org - Alien Arena and the CRX engine
- Irritant
- Posts: 250
- Joined: Mon May 19, 2008 2:54 pm
- Location: Maryland
Re: What are you working on?
ceriux wrote:socks work is always awesome!
Nothing more to add.
I fully agree.
There are not many Q1 mappers with such a talent and sense.
It is 'quamazing'
I do not understand the meaning of his words (together with the screen) though:
Rock Knight Sword!
- Seven
- Posts: 301
- Joined: Sat Oct 06, 2007 8:49 pm
- Location: Germany
Re: What are you working on?
A map I've been working lately... Took a different approach from my usual: building it from end to start. Not populated yet, lights are a WIP.



As you can see in the last image, I'm having troubles again with models not correctly lit in Darkplaces. The map is fully VIS'ed.



As you can see in the last image, I'm having troubles again with models not correctly lit in Darkplaces. The map is fully VIS'ed.
I know FrikaC made a cgi-bin version of the quakec interpreter once and wrote part of his website in QuakeC
(LordHavoc)
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frag.machine - Posts: 2090
- Joined: Sat Nov 25, 2006 1:49 pm
Re: What are you working on?
The curved ceilings/tunnels are amazing, especially where they intersect, yet have properly aligned textures etc. Wonderful.
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ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
Re: What are you working on?
yeah those tunnels look nicely done. which mod is it that you start with fists? o.O
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ceriux - Posts: 2223
- Joined: Sat Sep 06, 2008 3:30 pm
- Location: Indiana, USA
Re: What are you working on?
@R00k, thanks 
@Nahuel, thanks, I am still trying to push the visuals of Quake
@ceriux, thanks
@Irritant, with better brushwork shapes Quake can look more modern.
@Seven, the title of the screenshot is a play on words, Rock, paper, scissors.
@frag.machine, you need to vary the floor it is too flat. Get the player moving up and down through the environment. It will also make the AI more fun to play against when they have different height to attack from. (ogre grenades etc). Also vary the width/scale of the lattice ceiling woodwork, it looks too uniform and add some angled supports (eg like doorframe). I would recommend using a proper groin vault texture (something with a trim and diagonal edges) instead of brick. Make your broken wall detail larger, don't cut small bricks, use large cuts and show more of the wall layers. Let people fill in the fine details with their imagination.
@Nahuel, thanks, I am still trying to push the visuals of Quake
@ceriux, thanks
@Irritant, with better brushwork shapes Quake can look more modern.
@Seven, the title of the screenshot is a play on words, Rock, paper, scissors.
@frag.machine, you need to vary the floor it is too flat. Get the player moving up and down through the environment. It will also make the AI more fun to play against when they have different height to attack from. (ogre grenades etc). Also vary the width/scale of the lattice ceiling woodwork, it looks too uniform and add some angled supports (eg like doorframe). I would recommend using a proper groin vault texture (something with a trim and diagonal edges) instead of brick. Make your broken wall detail larger, don't cut small bricks, use large cuts and show more of the wall layers. Let people fill in the fine details with their imagination.
Well he was evil, but he did build a lot of roads. - Gogglor
-

sock - Posts: 137
- Joined: Thu Aug 23, 2012 7:16 pm
- Location: Wandering Around
Re: What are you working on?
Sock, what editor do you use for Quake mapping?
-

ajay - Posts: 559
- Joined: Fri Oct 29, 2004 6:44 am
- Location: Swindon, UK
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