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InsideQC Forums • View topic - Prydon Map Test

Prydon Map Test

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Postby Error » Fri Aug 14, 2009 8:59 am


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Postby ceriux » Mon Aug 17, 2009 12:02 am

Something kinda small to go with this.
As far as iv seen only the players HP,MP, and level are displayed. so the only thing this is lacking is the players level.



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Postby Chillo » Mon Aug 17, 2009 12:19 am

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Postby ceriux » Tue Aug 18, 2009 8:29 am

screenshot of his curig2 in between the blacksmith and sewer =)

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Postby Chip » Tue Aug 18, 2009 9:06 am

I, for one, was a great fan of Diablo. I also played a lot of 3D RPGs, such as Neverwinter Nights, Dungeon Siege, and more. I don't remember their names now.

My point here is that we could use Prydon, hence Quake engine, to build a 3D RPG. We could do that as a community effort, with members contributions, and map packs and item packs.

Is this your way of seeing things either, or is it just a bug fixing and optimization session?

Another idea that just popped into my mind is that we could emphasize the low poly models (both characters and map items and buildings) just like in World of Warcraft (I'm not a fan of that, but it seems to be rather catchy). Instead of creating life-like, realistic textures, we could try and give them a layer of drawing, something like Team Fortress 2.




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Postby ceriux » Tue Aug 18, 2009 10:31 am

as far as i know chillo has already almost got his next map done.

and for that map, all i know is that it has to do with the outside of curig (the place right out side of the town, we also talked today about adding some more new custom monsters)

im working on a new player model atm...

here's his legs... -.-

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planning on trying to convert to md3's and possibly add attachments.

trying to look further into more csqc stuff.


small update on the player model =)

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Postby ceriux » Sat Aug 22, 2009 11:23 pm

sorry for double post

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