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Posts by sock

  • The Bridge Crane (Q3)

    • sock
    • June 22, 2016 at 12:38 PM

    @Sprony, I do have an editor shot of the map, its a crazy large (1Mb) in size but it does show all the decals and stuff over the crane.

    http://www.simonoc.com/images/design/…ust_editor1.jpg

    @BJA the reason for the high texture size is the resolution of all the texture is 1024x1024 which is essential Quad HD for Q3 as most textures are usually 256x256 at most. I also have 3 different coloured metal versions as well which could be removed to reduce space.

    @2d-chris thanks man! :D

  • The Bridge Crane (Q3)

    • sock
    • June 21, 2016 at 11:30 AM

    The Bridge Crane is an architectural concept exploring the idea of industrial shapes painted in large amounts of concrete and metal. While looking for inspiration and reference I came across some pictures of a Russian Aluminium Processing Plant and it gave me a good understanding of the scale I wanted to create. As some people may realize this is an old project of mine which I recently updated with a Youtube video flying around showing what it looks like in motion. (link below)

    Full write up on how it was made - http://www.simonoc.com/pages/design/concept/bridgecrane.htm

    This concept map (no gameplay) was made from 700Mb of textures, 400 models and plenty of HD light maps!

    [Blocked Image: http://www.simonoc.com/images/design/concept/indust_f02hd.jpg]

    Some alternative colour schemes for the textures:

    [Blocked Image: http://www.simonoc.com/images/design/concept/indust_f16hd.jpg]

    [Blocked Image: http://www.simonoc.com/images/design/concept/indust_f15hd.jpg]

    Youtube video flying around the map with music by Descara and Camera setup by QMM 1.7

    External Content www.youtube.com
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  • WIP in WIP, post your level screenshots!

    • sock
    • May 9, 2016 at 9:47 PM

    AD 1.5 - Return to Firetop Mountain ...

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  • WIP in WIP, post your level screenshots!

    • sock
    • April 26, 2016 at 11:53 PM

    More pixels for Arcane Dimensions Update 1.5

    [Blocked Image: http://www.simonoc.com/files/ad/ad_metmon2a.jpg]http://www.simonoc.com/files/ad/ad_metmon2a.jpg

    External Content www.youtube.com
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    [Blocked Image: http://www.simonoc.com/files/ad/ad_zendar4a.jpg]http://www.simonoc.com/files/ad/ad_zendar4a.jpg

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    Content embedded from external sources will not be displayed without your consent.
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  • Quake 1 SP MOD - Arcane Dimensions

    • sock
    • January 17, 2016 at 3:16 PM

    [Blocked Image: http://www.simonoc.com/files/ad/ad_start1.jpg]

    Arcane Dimensions consists of eleven maps, full of monsters and weapons to play around with till your hearts content.

    Download Page - https://www.quaddicted.com/reviews/ad_v1_42final.html

    Remember to apply the patch - https://www.quaddicted.com/filebase/ad_v1_42patch2.zip

    The MOD is designed to work with the latest version of QuakeSpasm, Darkplaces and MarkV WinQuake.

    Please follow the installation instructions inside of the readme document included at the root of the zip file.

  • WIP in WIP, post your level screenshots!

    • sock
    • November 20, 2015 at 4:30 PM

    @seir, thank you very much, made my day! :)

    2d-chris, errrr now I need a shower! ;)

  • WIP in WIP, post your level screenshots!

    • sock
    • November 19, 2015 at 6:11 PM

    This thread needs more low poly, crispy pixel, retro goodness!

  • WIP in WIP, post your level screenshots!

    • sock
    • December 10, 2014 at 4:04 PM

    Hey, thanks everyone for the interest in my funky old Quake map. I know a lot of people here don't have Quake, so I did a quick (comedy) flyby review of the map, hope it makes you smile!


    External Content www.youtube.com
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  • WIP in WIP, post your level screenshots!

    • sock
    • December 7, 2014 at 10:58 AM

    Sky Eater - Yeah more Quake!


    [Blocked Image: http://www.simonoc.com/files/maps/jam/skyeater1a.jpg]

    [Blocked Image: http://www.simonoc.com/files/maps/jam/skyeater1b.jpg]

    [Blocked Image: http://www.simonoc.com/files/maps/jam/skyeater1c.jpg]

  • Func Quake MapJam 2

    • sock
    • August 2, 2014 at 4:53 PM
    Quote

    I hear you are only going to do one more and this time with low grav?


    Unfortunately no, I have other projects I want to spend my time on.

  • Func Quake MapJam 2

    • sock
    • August 2, 2014 at 12:56 PM

    Over at func for the last month there has been a map jam event running and the final map pack is complete with 8 authors creating new maps. The map jam was based on the theme of IK blue / white and as you can see from the screenshot lots of people created different styles.

    Download - http://scampie.net/files/maps/func_mapjam2.zip


    [Blocked Image: http://www.simonoc.com/images/design/sp/func_mapjam2.jpg]

  • Q1 - In the Shadows

    • sock
    • February 28, 2014 at 10:47 AM

    @SpronyvanJohnson, This update is about supporting an extra engine (DarkPlaces), the MOD will still work fine with older Fitz like engines (MarkV, QS). A lot of the Quake community and especially newer players want to see more eye candy and I wanted the MOD to look its best if the player wants to use the DarkPlaces engine.

  • Q1 - In the Shadows

    • sock
    • February 27, 2014 at 8:35 PM

    Some more progress with the DarkPlaces engine ...

    [Blocked Image: http://media.moddb.com/cache/images/m…2000/its70l.jpg]


    [Blocked Image: http://media.moddb.com/cache/images/m…2000/its71l.jpg]


    [Blocked Image: http://media.moddb.com/cache/images/m…2000/its72l.jpg]

    Full size links - Image 1 Image 2 Image 3

  • Q1 - In the Shadows

    • sock
    • December 3, 2013 at 1:26 AM

    It's that time of the year over at Moddb where they vote for mods. If anyone has some spare time please give In the Shadows your vote.


    [Blocked Image: http://www.simonoc.com/images/design/sp/its62l.jpg]


    Thanks everyone for your interest in this mod.

  • Q1 - In the Shadows

    • sock
    • August 30, 2013 at 3:39 PM

    @seir, no worries, found something that fits the slime.

    PyroGXPilot, unfortunately those wad files do not have any slime borders. Thanks for the links.


    Shadowgate (S1M1) was the first test map I created for the mod and was a good place to start my eye candy visual boost. These screenshots are from the Darkplaces engine with real time lighting, custom particles and various shader effects.


    Guard Duty in the Cave

    [Blocked Image: http://www.simonoc.com/images/design/sp/its60l.jpg]


    New start area for the map

    [Blocked Image: http://www.simonoc.com/images/design/sp/its61l.jpg]


    Indoor Slime pit hazards

    [Blocked Image: http://www.simonoc.com/images/design/sp/its62l.jpg]


    An example video showing the portal effect at the start of the map

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
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  • [UDK] Yet another post apoc scene...

    • sock
    • August 26, 2013 at 8:25 PM

    Amazing stuff as always, I love the combination of the rusty brown machine covered in lush green leaves. I really like screenshot 2 because it is close to the machine and the lighting is more dramatic.

  • Q1 - In the Shadows

    • sock
    • August 26, 2013 at 8:15 PM
    Quote from seir

    He found you or you've mailed him?

    To be honest it was complete luck, he found my Moddb page and wrote an article. I was trying like crazy last xmas to get the mod noticed by producing articles, updates, screenshots etc and nothing was making any impact. Eventually I stop trying and realized that if I just keep making new content that eventually someone would notice the mod!?!


    @SpronyvanJohnson, thanks

    D3ads, I highly recommend to wait for the next release, it should be released soonTM.


    Oh here is some Darkplaces pixel p0rn with rtlights and fancy liquid shaders!

    (really need to add a nice texture border to that slime)

    [Blocked Image: http://www.simonoc.com/images/design/sp/its_dpupdate_1.jpg]

  • Q1 - In the Shadows

    • sock
    • August 22, 2013 at 1:59 PM
    Quote from seir

    What will be next?


    More locations to explore, more monsters to fight or avoid, better stealth mechanics with a new weapon which shows the player what is happening. Large vertical locations with deadly traps for a different gameplay pace. A better particle system which is based on models instead of sprites. A more detailed gib system with unique models for each monster. More tweaks to the AI pathing systems and a large collection of environmental sounds to compliment all the new idle animations. It is a big update and hopefully should provide more opportunities to explore and have fun stalking the AI.

  • Q1 - In the Shadows

    • sock
    • August 22, 2013 at 10:48 AM

    Thanks everyone for the comments. Most of the assets I have created for this MOD are based on assets made by ID because I want to maintain the original vibe. If I was to go standalone I would have to give up on what makes Quake so Quake, the original asset design. Part of my reason for this MOD is I love the creature designs, the pixel atmosphere and the movement of the player. Don't worry my next project will be standalone, I just need to finish this one first!

  • Q1 - In the Shadows

    • sock
    • August 22, 2013 at 1:38 AM

    Yeah! Rock Paper Shotgun wrote an article about the MOD -
    It’s 2013 And I Want To Play Quake: In The Shadows | Rock, Paper, Shotgun


    [Blocked Image: http://www.simonoc.com/images/design/sp/its_demo_v11b.jpg]

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