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PQ Single Player Level Pack/Mod


Re: PQ Single Player Level Pack/Mod

Postby randall » Aug 2, 2001 @ 8:27pm

okay... see, now we are looking at "Alice". Which would still be cool.<br>
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Re: PQ Single Player Level Pack/Mod

Postby TBone » Aug 2, 2001 @ 8:33pm

Yeah, we're looking at Alice, I guess. I never got to play Alice. And there's no reason you couldn't differentiate between Alice and Oz in lots of ways, using the source material. I just think two things: first, I think it's tough to mesh Quake-style action gaming with Oz-type cheerfulness and lightness. Even at its most sadistic moments, none of the protagonists in the Oz series ever did anything like whipping out a rocket launcher. They were children's books, and to bring them into a violent adult world requires some changes to their atmosphere. Secondly, am I the only one who's a little disturbed by the idea of taking a shotgun to the munchkins? Or the citizens of the Emerald City? It's like firing an AK-47 at an Oompa-loompa for God's sake.<br><br><br>...Don't tempt me.
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Re: PQ Single Player Level Pack/Mod

Postby RwGast » Aug 2, 2001 @ 8:50pm

So what you all want is a dark oz like mod, basically alice changed to oz like randall said. So where exactly does mission based moding come in.; I mean its easy enuff to do Quake2 like objectives but this oz thing doesnt sound like it really requires missions as in depth as rainbow six.
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Re: PQ Single Player Level Pack/Mod

Postby R0B » Aug 2, 2001 @ 9:50pm

Who says that you need to have those Quake type of guns in this thing.  What about a niceness overhall of the weapons.  Like, instead of the double barrel shotgun, you could have a wand.  Wait, that gives me an idea.  You have a wand as your primary weapons, and as amo you find different colored powders.  Like the red one could be like a rapid fire spray (like pepper spray).  The black one could have the strength of a rocket launcher, and it shoots out as a ball, then creats a clound of black dust (aka explosion).  You could also have other types of nice weapons like a sqirt gun, effective against some of the enemies, but not all of them.
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Re: PQ Single Player Level Pack/Mod

Postby RwGast » Aug 2, 2001 @ 11:21pm

Ok heres the deal i dont think were going to make an oz mod for a few reasons. First the levels would have to be to big and open in most cases. Second the teamates thing would slow down the game i mean you would always have to have the tin man and stuff rendered wich will slow things down. what do you think about a mission based mod, you pick your guns in the begining get assigned your mission then you go do it. There will probablt be temate(s) once and a while though. and the will be a few twists to the mod. ;) Does this sound fun?
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Re: PQ Single Player Level Pack/Mod

Postby Moose or Chuck » Aug 3, 2001 @ 1:40am

o please don't make this lame as idea into a mod. PLZZZZZZZZZZZZZ!!!!!
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Re: PQ Single Player Level Pack/Mod

Postby Sn0rph » Aug 3, 2001 @ 4:12am

Ok... we are now doing a reality based mod, we will try to do a Rainbow 6/Swat type of deal with team members. The reasons we threw down the Wizard of OZ idea are:<br>(1) Levels need to be enclosed, and basically small for Rspeed reasons, but OZ is mostly and open out side deal. We could make some Dark OZ inclosed levels, but it wouldn't be sticking too much to the original story.<br>(2) Weapon ideas are slim for the OZ story line, yes, we could have you waving a wond and throwing red ruby slippers at flying monkeys, but I think you would rather blow the head off of a guy with an Ak47.<br>(3) We don't know what type of Copyright crap may be put down on us... we both have seen mods that have been thrown out (with threats of lawsuits) because of use of copyrighted material (Generations and South Park Q2).<br>(4) The Oz thing seems to be better used as a game, but we may include some material as an "insider joke". (Ex. Levels, textures.. etc.)<br>(5) Making an Oz mod doesn't sound like too much fun for any of us.<br>(5.5) Mainly because we would have to watch the movie... and we don't wanna.<br><br>So, we have finally decided on a reality based mod.. right now (in my head) comparable to CS, RB6, Swat, Opera... but for Pocket Quake. If the majority of you don't wish to play a reality based mod please let us know, we don't want to make this mod for a community who doesn't want it.<br>We would also like to see a post if you do want it.. majority reasons.<br><br>Sn0rph.<br><br>P.S. Some of the models are already done for this mod, (along with some from our original idea... grrr.)
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Re: PQ Single Player Level Pack/Mod

Postby R0B » Aug 3, 2001 @ 10:26am

Just to throw an idea out then.  What about a golden eye type mod.  Where you have like three or four difficulties, and in each diff. there are more objectives.  You can also go back and forth between missions, and after you beat them all on a certin diff. you get an new level.  Like the azteck (is that how you spell it?) temple in golden eye.  You also get codes for beating levels in certain times.  It would also be possible to have swat missions (although proabably at most 2 (my guess is only one though, and it would have to be a low poly girl (darn ;))))  One of the objectives could also be to keep her alive.  BTW could you have a level that it is still possible to exit if you haven't completed all objectives, and then fail the level, or would you need to have a trigger based system in order to allow you to exit the level, like a counter that incriments everytime you tuch the objective sensor or something?  This is just a thought.  Tell me what you guys think.
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Re: PQ Single Player Level Pack/Mod

Postby Anthrax » Aug 3, 2001 @ 11:38am

Personally, I really like good puzzles (lame puzzles and jumping puzzles can just be tedious).  For example, the Tentacle level in Half-Life, where you had to go to three different areas, battling monsters, and turn on the fan, jump over the electrified water, and navigate the tentacle room using stealth and grenade distractions, etc.--that was really cool.  Especially because after all that hard work you get to fry the shizzit out of the Tentacle.<br><br>My only reservations about a SWAT mod are that one-shot-kill games are really best with HIGH fps rates, where you need/use quick reflexes to stay alive.  Even with optimised maps, I can see slow display rates being a letdown.<br><br>My other idea (a Parasite Eve-type world with anime, crowds, fire, and freaky morphing human-baddies) is graphically unfeasible.  <br><br>How about a Thief-style mod.  Focus on stealth, using sound really well to create tension, with the option to have most confrontations either sniping or sneakups.  I haven't played the Thief series, but System Shock 2 has a critical stealth component and has excellent use of sound--it's a very scary game.<br><br>So my vote is for great puzzles and stealth.  And enclosed levels that aren't dungeons, staying away from the brown palette.
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Re: PQ Single Player Level Pack/Mod

Postby Moose or Chuck » Aug 3, 2001 @ 1:47pm

you don't need high fps you dumbass, i run cs at 15-20fps. :/ and the frame rate is not that bad, have you played a optimized map lately?
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Re: PQ Single Player Level Pack/Mod

Postby Moose or Chuck » Aug 3, 2001 @ 1:51pm

Chuck, that's why your deaths are twice as numerous as your kills.<br>And controls are another issue.<br><br>Maybe you could make a 3rd person fixed camera game like Alone in the Dark or Resident Evil. But this is now getting out of the real of mods and into programming a whole new game. how about not making a mod at all?
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Re: PQ Single Player Level Pack/Mod

Postby Sn0rph » Aug 3, 2001 @ 1:56pm

Rob, All of those ideas are going to be looked at. I'm sure most of them (if not all) are possible, and there is nothing like giving Robert a few (hundred) more things to work on, isn't that what programmers are for :). As for the low poly girl, I'm not a miracle worker, but I'll model Pam Anderson the best I can for ya, hehe. I'll have Robert start workin those ideas out in his head when he wakes up. I don't know how many maps we could fit, wanna keep the PAK sort of low sized, but since the maps wont be huge, we might be able to fit a good amount.<br><br>Anthrax, if there is one thing I wanna stay away from it's over used Jump puzzles.. they used to be alright, but after playing them (and falling my share of times) I decided that they weren't worth the time spent. The stealth idea is a good idea, and I think adding an element of surprise to the mod might be a good idea. We will probably make the mod uneven on the hit points/health department. The enemys will probably have less health and do less damage, just to make sure the FPS doesn't factor in. But we may get the FPS high enough still. And a new palette without 30 shades of Brown is definatly in order :). I appreciate the ideas, our brains are alittle mushed from the Quake3 mod we have been working on, so any other ideas are still welcome.<br><br>Thanks for the replys guys,<br>Sn0rph.
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Re: PQ Single Player Level Pack/Mod

Postby Anthrax » Aug 3, 2001 @ 2:04pm

Chuck, if you get 15 fps in CS, get a new PC.<br><br>Kelly, you could maybe save some polys on that Pam Anderson model by not modeling any clothing.  ;)
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Re: PQ Single Player Level Pack/Mod

Postby Dan East » Aug 3, 2001 @ 6:05pm

Since everyone is throwing out ideas, I'll add one in too. What would be cool (and easy to implement) would be a plugin type support to PQ. So imagine in your map you place a switch (or some similar type of entity) that would trigger a plugin. When the player activates the switch PQ would load the plugin (which would just be a DLL) and turn over all control of the Pocket PC to the plugin. The plugin could be anything - a Tetris clone, Computer Terminal, digital Map - whatever. When the plugin exits the return code would then set the switch appropriately. The plugin wouldn't actually take part in the 3D world inside Quake, it would just take over the input and screen access to do its thing. You could then include puzzle type games (like Myst, Shivers, etc), or have advanced computer terminals to give you access to information or to toggle doors, platforms, etc. You get the idea...<br>So the plugin would be a stand-alone application (DLL), and of course it would have to be compiled for each of the device types. A library of these plugins could be built up from which a mapper could pick and choose what they want (almost like ActiveX controls).<br><br>Dan East
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Re: PQ Single Player Level Pack/Mod

Postby Moose or Chuck » Aug 3, 2001 @ 6:18pm

Cool, I like it. Turn Quake into your own personal 3D File Explorer and application launcher. Sounds like fun.
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