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sock

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Everything posted by sock

  1. sock

    The Bridge Crane (Q3)

    @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/concept/indust_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!
  2. sock

    The Bridge Crane (Q3)

    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! Some alternative colour schemes for the textures: Youtube video flying around the map with music by Descara and Camera setup by QMM 1.7
  3. AD 1.5 - Return to Firetop Mountain ...
  4. More pixels for Arcane Dimensions Update 1.5 http://www.simonoc.com/files/ad/ad_metmon2a.jpg http://www.simonoc.com/files/ad/ad_zendar4a.jpg
  5. 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.
  6. @seir, thank you very much, made my day! @2d-chris, errrr now I need a shower!
  7. This thread needs more low poly, crispy pixel, retro goodness!
  8. 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!
  9. sock

    Func Quake MapJam 2

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

    Func Quake MapJam 2

    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
  11. sock

    Q1 - In the Shadows

    @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.
  12. sock

    Q1 - In the Shadows

    Some more progress with the DarkPlaces engine ... Full size links - Image 1 Image 2 Image 3
  13. sock

    Q1 - In the Shadows

    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. Thanks everyone for your interest in this mod.
  14. sock

    Q1 - In the Shadows

    @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 New start area for the map Indoor Slime pit hazards An example video showing the portal effect at the start of the map
  15. 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.
  16. sock

    Q1 - In the Shadows

    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)
  17. sock

    Q1 - In the Shadows

    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.
  18. sock

    Q1 - In the Shadows

    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!
  19. sock

    Q1 - In the Shadows

    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
  20. sock

    Q1 - In the Shadows

    This project is still alive but progress is very slow, hence no real updates in the last couple of months. Lots of work has been done in the background with the Quake code to include new monsters and more game design features like movable liquids and better particles effects. The main problem with the previous version of the mod is that the player had very little feedback on what was happening with stealth mode. The next version hopes to solve this problem with a new player weapon model, unique skins and various sound and particle effects. This should allow the player to visually understand what state the stealth system is in and why the monsters can/cannot see them. New player weapon model, The Shadow Axe ... with 5 sets of animations, 5 different skins to show amulet status, new swipe/amulet sounds and various blade particle effects. A quick teaser of things to come, a small brushwork interlude on the way to the crypt ...
  21. sock

    Q1 - In the Shadows

    Awesome, I have updated the links at the top of this thread. The latest version has not changed since January, I am putting together a new version which I will release soon. The recent images are to show what is new in the next release.
  22. sock

    Q1 - In the Shadows

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

    The Swamp

    Wow the detail images after the main screenshots are amazing stuff. I wish you would release something like for others to look at, it would be helpful to see how you linked all the shader surfaces together. I especially love the fact you aligned the moss on the trunks (north side), this is the type of detail that makes an artist truly gifted IMHO.
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