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  • those look really cool, and fit perfectly with the original quake style, I love it!

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    • awesome, love those knights!

      especially the top center one looks just pure awesome <3

      EDIT: the bottom center one looks totally epic too, love that chain with spike-ball
      I always loved morningstars


      random question:
      would it work to just drop them into normal quake? cuz id totally love to have some of them in normal quake
      or didnt you use the original animation sets and made new animation-sets?
      Last edited by talisa; 03-25-2013, 04:57 PM.
      .
      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

      Comment


      • ^splitter said exactly what i was going to (except the random question part)

        center knights = fav

        eedit: actually, upon re-looking, they're all really good, man. I think I like the bottom right knight the best. He totally fits with the set but at the same time seems "special" to the collection (to me).
        Last edited by MadGypsy; 03-26-2013, 01:19 AM.
        http://www.nextgenquake.com

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        • Originally posted by splitterface View Post
          would it work to just drop them into normal quake? cuz id totally love to have some of them in normal quake
          or didnt you use the original animation sets and made new animation-sets?
          Unfortunately they have a different animation layout. The models have extra idle animations and some even have unique attacks. I will be releasing all the source files so it should be easy for someone to merge these models into their own project. I use these models to replace the ID one's and I can still play the original maps fine. These models will look odd in darkplaces with HD texture packs because none of these assets have HD skins.

          I have also replaced all of the original knight sounds and added more variety to the idle / pain sets. There is also a movement sound set for the metal / leather armour so you can tell if a knight is close by. All of the weapons are available as separate models so they can be used as props in rooms.

          Comment


          • Originally posted by MadGypsy View Post
            actually, upon re-looking, they're all really good, man. I think I like the bottom right knight the best. He totally fits with the set but at the same time seems "special" to the collection (to me).
            The dual sword is my favourite because he has several new animation sets and a special ability which I will save for when people play the MOD. I wanted each knight to have a different silhouette which is why I used curved swords and a different helm configuration. The shoulder pads certainly make me laugh but when he is in your face with swords waving around it is no laughing matter.

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            • New start location called 'Baramous Keep' with stealth training, skill selection and a few traps for players who like to wander ...
              Are the images too dark/bright? Do you have a favourite image?

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              • IMO

                1) brightness = perfect
                2) It's hard to have a favorite image because all of that matches perfectly and it is all done very well.

                for instance, if I "loved" the 1st pic more than the 2nd, it would be a little retarded since it (appears that it) is the same doorway from each side.

                ?"The front of your entrance is awesome, too bad the back of it didn't make the cut."? lol
                Last edited by MadGypsy; 04-10-2013, 08:49 AM.
                http://www.nextgenquake.com

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                • HOT DAMN!
                  www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                  • You're still going, nice. Looks very cohesive and identifiable like all of your work.

                    Also looks like a Quake mission pack from 1997 with better art direction. Which I know is the intention, so props for nailing that style.
                    Scout's Journey
                    Rune of Earth Magic

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                    • Quaketastic !!

                      I like riddles, and last screen looks like one.
                      So I vote for that.

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                      • @MadGypsy, the inside shot of the front entrance is not that good, I could not get the right angle for the screenshot. There is a lot of vertical stuff going on in the entrance area with a second balcony section behind the front windows. I think this area is more about brushp0rn than a cool screenshot location.

                        @R00k, thanks, a have a new version of the MOD in the pipes!

                        @golden_boy, yeah it is too bad I could not have been in the states at the time of Quake and the expansion packs, it would have been a dream come true to work on those projects.

                        @Henry, the new start map is riddled full of traps, so it should be your cup of tea!


                        An image of new/remade assets for the next release of the MOD.

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                        • OoOoOH , double war-hammer guy is my new favorite enemy. You make some really good stuff, sock!

                          @brush porn

                          People love porn. What would be the opposite of brush porn? Brush chastity? That's no fun -- throw some more T&A in there and you're good..
                          http://www.nextgenquake.com

                          Comment


                          • awesome work sock, loving all those models!

                            agree with gypsy, that dual-hammer ogre is awesome
                            .
                            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

                            Comment


                            • DAMN! Sorry for the language, but that was the first thing to cross my mind when looking at the pics!

                              Love the new models sock!

                              Looking forward to the next release!

                              Comment


                              • @MadGypsy, brushp0rn is really a level designer joke, that when someone gets carried away with brush architecture and forgets the true purpose of what the room should be about. It is about proofing how good you are with the editor and creating something really cool looking from brushes.

                                @talisa, gdiddy62, thanks for the compliments

                                -----------------------------------------------------------------------

                                As you all know I love feedback, good, bad or angry it is all feedback to me and the perfect process for improving things. The primary focus of my MOD is stealth play, yes you can play the MOD in vanilla modes (full skill level support) but the maps/encounters really shine in stealth. Ideally I would love everyone who plays the MOD to try stealth and least complete one map (even on easy skill level, there is no shame to lowering the skill level when learning a new system). PS. Remember to record a demo!

                                I have recently been studying some demo's of first playthrough of stealth maps. I understand how the stealth system works behind the seams so my feedback is pointless but everyone else is a different matter. In order for the stealth system to be effective it needs lots of good (subtle) visual aids. The stealth system works on three rules, distance, angle and poison. The distance is shown with the stealth eye going from green (safe) to red (danger). If the monster needs to be poisoned first then the eye has a skull and cross bones. The final parameter is angle which is not shown. Most people who play the stealth mode don't understand the right angle to attack and to be honest it is not easy (hence the player skill).

                                I am a firm believer in skill levels for games, if you want to try/complete game use the skill levels. I spent a long time fine tuning AI/items/layouts so players can complete the map based on what level they feel they are good at. The skill system is even dynamic and can be adjusted via the console at anytime if players are finding the game too hard or too easy.

                                I was thinking of adding a new visual aid to the easy skill level so that the player can see what angle they can backstab. Should this be on by default? Only for Easy skill level? A toggle function from the console?

                                How many people here have tried the stealth gameplay in my MOD? When playing the first map (S1M1) what difficulties did you have? What things did you not understand visually? What other visual aids do you want to see to help understand the stealth system?


                                A couple of screenshots showing a stealth helper (backstab angle)

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