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InsideQC Forums • View topic - Hey, getting back into the community.

Hey, getting back into the community.

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Hey, getting back into the community.

Postby ShoTro » Tue Mar 18, 2008 3:25 pm

Ok, most people will just ignore this post because it isn't actually producing much of anything but announcing my interest in getting back into Modding in Quake 1. I have been playing mods and simply the single player game for over a decade now, used to mod way back when. Most of my mods were just for my friends and I to play, but never really came back to visit this site in particular which has been awesome at keeping the content coming.

Both Quoth and Kawaiik () have inspired me to try to get back into the community again. Not sure what name I used last time I was here.

Since it has been 10 years I think I can bring more then minor Quake C experience into play. I have a few designs for Quake 1 characters which I was working on just for fun to test how much detail I can put into less then 150 vert models. Check them out:

Image
Image
Image
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My Deviant Art Gallery


Anyways, this post is basically a very prolonged "Hi!". I would love to work on a monster pack similar to that of Quoth or even assist in the creation of new original monsters for Quoth if possible. But first I think I need to prove myself by finishing a character first and demoing a level for it. If I am for real about this (you know how it goes) you will see something from me or questions posted soon. The creature I am going to finalize isn't shown in the gallery nor on this post.
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Postby scar3crow » Tue Mar 18, 2008 3:33 pm

Hi!

Some interesting potential there. Looking forward to what you have to show!

Regarding Quoth, I've seen Kell lurk here some, and even post a few times - don't recall if I've seen necros around, but they're more active at func_msgboard which is heavily mapping oriented - and Quoth is kind of the Mod For the Mappers (curse the divisions!).

Kawaiik looks adorable... I recall designing a faction war mod once... Akuma tried coding it, and did a decent job, we had rival factions of knights being led by death knights).

From the Kawaiik site:
"I still think Quake 1 looks awesome in 400*300 software render. It's enough for presenting most types of gameplay relevant information, like where stuff is, what it is and how it's moving."
I think I'm in love. Finally, someone else is speaking of graphics in terms of displaying relevant and informative gameplay details!
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Postby ShoTro » Tue Mar 18, 2008 3:52 pm

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Postby CocoT » Tue Mar 18, 2008 6:35 pm

Awesome stuff! :)
- New location: Update your bookmarks!
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Postby Dr. Shadowborg » Tue Apr 01, 2008 5:07 pm

Very nice, ShoTro!

I especially like the hunter, I don't suppose you could be convinced to skin and animate that guy (well creature) into some freaky cybernetic vore / vore sister species?

I'd be willing to help with the code and a demo map for it.

(/me imagines that fighting against that thing with idle, pain, death, walk, left arm flamethrower sweep, right arm rocket shoot, left arm grenade shoot, and both arm plasma shoot frames)
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Postby ShoTro » Tue Apr 01, 2008 7:21 pm

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Postby Dr. Shadowborg » Tue Apr 01, 2008 9:44 pm

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Postby ShoTro » Tue Apr 01, 2008 9:54 pm

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Postby CocoT » Thu Apr 03, 2008 4:49 am

- New location: Update your bookmarks!
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Postby ShoTro » Thu Apr 03, 2008 2:35 pm

Shoot everything that moves. When it stops moving shoot it again just for good measure.
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