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  3. Quakis

Posts by Quakis

  • F.E.A.R. Level Editing

    • Quakis
    • March 4, 2007 at 8:58 AM
    Quote from VoodooBenshee

    anyway people using unreal ed could be having fun with fear sdk.

    You've lost my interest already.

  • F.E.A.R. Level Editing

    • Quakis
    • March 4, 2007 at 12:40 AM

    I agree about having more custom Singeplayer levels would be good, isn't there at least 2 or 3 out there all in? I might check the editor out since I've fallen out with Unreal Ed...

  • WIP in WIP, post your level screenshots!

    • Quakis
    • March 3, 2007 at 1:07 AM

    No, I have not abandoned my other project. Uh and, heavy WIP.

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/marioduke_010.jpg]

  • any low poly challenges comin up?

    • Quakis
    • February 27, 2007 at 12:14 AM

    I have an idea for one, although I wouldn't know a good idea on max polies to make things challenging yet possible. If no one minds though I could at least start one for March, people can bitch at me if the rules suck...

  • WIP in WIP, post your level screenshots!

    • Quakis
    • February 20, 2007 at 8:50 PM

    I'll keep WIP shots of my map in here, and post any finished ones in it's specific thread. Currently working on the new bar area and this is what I have. A little dark but that's because I'll be adding in some moody lighting to fit the style;

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/mansion_019.jpg]

  • [Duke3D] Symphony of Orekia

    • Quakis
    • February 20, 2007 at 1:41 PM

    Small Update;

    Not really much has happened, but I'd like to show that this hasn't died after posting about it. Currently used some old layout ideas and made a few new graphics. Story has been decided on from start to finish.

    Title has also been decided, "Orekia" - it's from an old, abandoned project a few years back. It'll probably mean something in, whatever language but as far as I remember it's made up...

  • Whats up with Sven-Co Op?

    • Quakis
    • February 15, 2007 at 2:30 AM

    Isn't it pratically one of the coders (Sniper...?) working on Sven Coop 3.5? - I haven't really checked since I've stopped visiting their forums for a long time. But if that's the case, he does have a life you know, which is far more important than working on a Mod. Maybe that is why it's taking such a long time.

    But if you feel you can help them release it quicker so they can work on the Source version, then go ahead and help them out. Really, just because you might possibly have a lot of freetime doesn't mean others do.

    Oh, and... "Why?" - Because they want to. Simple as.

  • Whats up with Sven-Co Op?

    • Quakis
    • February 13, 2007 at 5:32 PM

    @killertomato: I agree about the atmosphere part of your post. Several HL1 mods have a lot of atmosphere within them, mostly their own unique feeling as well but I feel a lot of Source stuff lacks this and feels quite dull. Sure things can look graphically pretty but I feel they would lack a personal mod/map feeling. I guess my term of atmosphere I'm talking about is different than what has been stated already though.

  • [Duke3D] Symphony of Orekia

    • Quakis
    • February 12, 2007 at 3:59 PM

    For Duke, yes there is but only a small majority of the community actually map or mod.

  • [Duke3D] Symphony of Orekia

    • Quakis
    • February 12, 2007 at 1:40 AM

    Name: Symphony of Orekia

    Release Date: May/June Possibly?

    Requires: Duke3d + Eduke32 Port

    Don't expect this thread to be updated every so often. And don't expect many screenshots or details being spilled here either. Just thought I'd make a thread to keep the project in one simple thread. Latest project in development, which has been going through many changes in layout, design and gameplay ideas. I wish to keep details to a minimal amount to not spoil anything before its release. The map however will have gameplay a little similar to the Resident Evil series but will be unrelated to the story. The project was originally planned to be a small release, but things have changed that have made it a little more bigger. New graphics and code will be used throughout the map and tweaked around to keep everything clean. Two new enemies have also been planned, but I won't spoil any of that here at the moment. I plan to keep the player interested throughout the map, adding in some variety and flow between puzzles and battles. You won't be playing Duke either, though no final story has been decided upon. Finally got an idea for the layout that I'm happy with, every room I wish to have. All I need to do now is design each one on paper and create the resources. Still yet to code the new enemies and make their graphics. Things are slowly progressing. Better than nothing.

    Old Main Hall - 06th Dec 06

    Old Dining Hall - 06th Dec 06

    Main Hall - 20th Jan 07

    Dining Hall - 12th Feb 07

  • WIP in WIP, post your level screenshots!

    • Quakis
    • February 8, 2007 at 9:02 PM

    I don't like the way the textures blend. Actually, I feel there's no blend mostly due to that dark, murky brown texture used on the right of the screen. I also agree with Dradz about that wall texture too.

  • The random model thread!

    • Quakis
    • February 4, 2007 at 9:46 PM

    I think you must mean the landmines. Those were red with blue trim.

  • The random model thread!

    • Quakis
    • February 4, 2007 at 8:57 PM

    Yeah, it's a remake from Crusader. Going to fix up the texture... sometime. The bomb was red?

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/Crusader_001.jpg]

  • frontlines warfare: best photoshoped "BULLSHOTS" e

    • Quakis
    • February 4, 2007 at 8:51 PM

    It repeats every 8 pixels at the corner!

  • The random model thread!

    • Quakis
    • February 3, 2007 at 11:31 AM

    Ah thanks. It's actually 440, so it's close.

  • The random model thread!

    • Quakis
    • February 2, 2007 at 11:54 PM

    Textured the Spiderbomb. Though it's a little too dull, so I might try and do something about that later. Metal needs to look smoother too, especially on the sphere section. Amount of triangles bad? (It says 232 faces in Blender, so I doubled it for triangles?)

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/model_002_spiderbomb.jpg]

  • The random model thread!

    • Quakis
    • February 1, 2007 at 7:05 PM

    Edges are fine, but I think the bright corners are a bit much. Again like above, good work.

  • It's alive... alive!!!

    • Quakis
    • January 31, 2007 at 11:35 PM

    If anyone comes across any info about DNF using the Doom3 engine is false. It's still using heavily modified Unreal Technology.

    Source @ 3DRealms - Joe Siegler

    Not really hyped up about this to be honest myself.

  • Random drawings

    • Quakis
    • January 30, 2007 at 9:24 PM

    Really like the buildings at the most top the most, good stuff there.

  • The random model thread!

    • Quakis
    • January 30, 2007 at 8:48 PM

    Eh, I don't exactly understand what you meant by that. (I haven't been with it at all today, so that might explain some things)

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