![]() ![]() But I'm going to start working on some other model for the time being, probably a new shalrath, using topology tips from Gypsy and some online tutorials (thanks again buddy). blend file off my PC and put it on my laptop.that's what I'm using right now). I took a spur-of-the-moment trip out of town, so I won't be able to update the shambler until I get back (forgot to grab the. The old one would have patches of fur and even paler skin, and the ability to use lightning attacks. The idea would be to incorporate certain elements that give the impression of age. The final would be the big mother-fucker I've been working on. The second would be like a teenager, about the size of a large man, still fairly quick but a lot more lethal. The youngest would basically be like a new-born, small, quick, not all that dangerous, but travel in packs (I guess kind of like Quoth's voreling). I like the idea of fur patches.Īnother idea I had was to make three different shamblers based on age. Looks like everyone's across the board (kind of expected that lol). And no magic firepods, just straight up physical aggression. What if most vores were female but every now and then the player runs across a big-ass male Sire? I could make him bigger and more muscular, with more guttural sounds instead of the normal screeching. The vore queen gave me a couple of ideas. and give it bunny ears.Lmao now that's a Man: those boss variant drawings are interesting. i admit there is something to the orignal's grimey, muddy, medieval flavor that really has this dungeon quality that is lost in the later entries, but i found Quake 2 more fun.If you do fur, you'll need to make it wave in the wind. plus it was much more colorful/visually distinct than Quake. ![]() Quake 2 ran as smooth as Wolf 3D right out of the box. i was a lower-mid-tier PC gamer using hacked together 386/486 for my gaming, and after Wolf 3D (which ran like butter) the iD games were all a little choppy until i upgraded my systems years later. My main memory of Quake 2 is being astonished to how smooth it ran. Quake ended up feeling more slight than DOOM. Quake was originally going to be much more like maybe Skyrim or something, they were really hyping up something big. maybe this is because i tracked the development on pre-internet BBSes. too many same textures, too muddy, not as much variety as something like DOOM II (i idolize the art design in those hell levels). i liked Quake when it came out but felt visually it was a step down from DOOM. Quake 2 is what i would play right now given the choice. I literally just finished re-playing through Quake 1 and it's expansions and Quake 2 and it's expansions on Tuesday. ![]() ![]() The weapons are more fun in Quake 2 (except for the Rocket Launcher, Quake 1 wins that one). You've got enemies that duck and avoid your gunfire, they take visible combat damage as you shoot at them and they have more complex AI behaviors. Not only is the beastiary in Quake 2 much larger then Quake 1, but the enemies are much more interesting. The enemies are more interesting and fun to fight. Sonic Mayhem knew exactly what Quake was and make a fantastic shredding metal soundtrack. skyrim dragonborn, Prolegomena to any future metaphysics audiophile, Madras to. These are super fast paced, adrenaline filled blast em ups so having super subtle ambient music really doesn't work. mod download, Block facebook chat dd-wrt, Uk bump keys youtube downloader. Trent Reznors Quake 1 score while some nice ambient music, doesn't fit the game *at all* and would feel more fitting in something like Silent Hill. The soundtrack is absolutely fucking *godlike*. Clear one stage to open up a path in another which gets you the key to access another and so on. It creates "hubs" of multiple levels and they all interconnect in interesting ways. It has waaay better level design than Quake 1. ![]()
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