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  • earthQuake

    Hello! I'm sure there's quite a few members here who I already know from Inside3d, but I'm sure there's more that I don't, and having new brains too pick is always a good thing
    Have visited here for a while, but felt it was a good idea to sign up at last.

    Right, enough waffle, as this is a Works-in-Progress thread, not an introduction thread, I'll get to the point. My current mod is earthQuake, which I've been working on and off since 2007! I've had many reasons for it taking so long; there's only one map, but it's darn big, I'm lazy, real life problems and most recently; borked computer.
    Now I have a new pc and I'm working hard on it again. The premise of the mod is that the Quake monsters have invaded earth and your character is trying to survive and find his son and wife. But it's no that simple either....
    It's set in a UK city and takes place in just one level.

    Recently I've been working on removing the 'flatness' of the level, 'perfecting' the light levels/ambience, incorporating CSQC to aid providing information to the player and generally trying to get the level finished! It uses BSP2 and I tend to lean towards Darkplaces as the ideal engine, but I'm sure that at least one other engine would run it.

    For regular updates, see here: earthQUAKE images | images and notes from my Quake mod
    Crucially, for the back story to the mod, to give a (somewhat) clearer idea of what's going on, see here: Back Story | earthQUAKE images

    Cheers, ajay

  • #2
    inside3d personnel are always welcome! your mod sounds interesting, sounds like a good followup to the quake story. im looking forward to seeing more.
    My Avatars!
    Quake Leagues
    Quake 1.5!!!
    Definitive HD Quake

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    • #3
      Hello ajay,

      Good to see your project also here.
      Your new fog looks nice and is spooky.
      I have to say it again: I love your skybox. Good choice

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      • #4
        Hi Seven, thanks

        earthQuake development is speeding along at the moment, just so much still to do, at least now, over the last few weeks I've written a much clearer outline for the mod, to the point that I know exactly how it's going to end and cleared up (which mostly means canned) a lot of stuff that had no place in it, or was extraneous). To that end it now has a new title - "earthQuake: ghosts of despair"

        Today's new update: 28_08_2013 | earthQuake: ghosts of despair

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        • #5
          Hello ajay,

          Your game really only consists of 1 extremely huge map ?
          I already have problems finding my way through E1M1

          Will the player be sent from point A to B to C through the complete map, or is it more linear ?


          Regarding your new fog:
          You most probably already knew it, just in case: You also have the possibility to use "ground fog" in DP.
          That is regular fog, which ends at a certain level (coordinate).
          Maybe it would fit in your "hill church" scene ?

          -> Your are walking slowly upwards the hill and the fog ends.
          From up there you have a nice view and are looking on the *ground fog*
          Wouldnt that be an interesting idea ?

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          • #6
            Yep, just one level The mod almost died, until BSP2 was released

            I would be really interested in that type of fog; how do you use it?

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            • #7
              Hello ajay,

              Please look into this post (at point no.3): click
              You will see the syntax, some words and example screenshots there.

              The syntax is as follow:
              fog : set global fog parameters (density red green blue [alpha [mindist [maxdist [top [fadedepth]]]]])
              For example:
              Start up map E1M2, do not move and then paste this into your console:
              fog 1 .3 .25 .2 1 20 2000 260 55
              You will see the ground fog then.

              So, the "top" value is the world�s z-coordinate where the fog shall stop.
              The "fadedepth" value defines how abrupt the fog stops at that coordinate.
              The other values are self-explaining I guess.

              It would be interesting to see a screenshot from top of your hill with fog

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              • #8
                Definitely going to play with it, in the meantime I've made a new lamp post! - earthQuake: ghosts of despair | images and notes from my Quake mod

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                • #9
                  i know, this mod will be epic and awesome i love the atmosphere
                  the invasion has begun! hide your children, grab the guns, and pack sandwiches.

                  syluxman2803

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                  • #10
                    A long rambling blog on planning and organising work on my mod, which neatly and coincidently demonstrates why it's development is long and rambling: earthQuake: ghosts of despair | images and notes from my Quake mod

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                    • #11
                      Another blog update: constructive destruction!
                      earthQuake: ghosts of despair | images and notes from my Quake mod

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                      • #12
                        It's looking really promising. Keep up the good work.
                        Regards
                        Monty
                        Mr.Burns
                        "Helping to keep this community friendly, helpful, and clean of spammers since 2006"
                        WWW: Quake Terminus , QuakeVoid You Tube: QuakeVoid
                        Servers: Quake.shmack.net, damage.servequake.com

                        News: JCR's excellent ctsj_jcr map is being ported to OOT

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                        • #13
                          Wow, missed this before. Looks and sounds very interesting! Looking forward to more news.

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                          • #14
                            looks fancy, but i cant help feel this kinda stuff would perhaps be more fitting for another game? it doesnt exactly feel like quake.

                            i could see myself running through the streets shooting soldiers or zombies or such, but i couldnt see someone running through those streets and such with quake weapons blasting ogres and knights and such

                            just a thought, perhaps using another game engine might be an idea? one of a game with enemies and weapons and such which better fit the theme of these maps

                            .

                            im by no means trying to say it isnt great, your maps look great
                            im just saying exactly what i think when seeing those screenshots, and my feeling when looking at those pics is a zombie-shooter or such

                            like something like resident evil or such is what those screenshots make me think of
                            .
                            are you curious about what all there is out there in terms of HD content for quake?
                            > then make sure to check out my 'definitive' HD replacement content thread! <
                            everything that is out there for quake and both mission-packs, compiled into one massive thread

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                            • #15
                              The theme of this mod is what would happen if Quake's minions arrived on Earth, afaik. In earlier shots I have seen something like a gate that opened into our dimension.

                              Quake already has lots of crossover between high tech and medieval, or medieval and eldritch, I guess crossing back over from eldritch into our world isn't such an unlikely thing. After all, they have dimensional teleporters in the original game, what if they used them against us? Shub-Niggurath would sure like a yummy bite out of defenseless British women and children, I'd imagine!
                              Scout's Journey
                              Rune of Earth Magic

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