Hmm, I could always crib the octopus from Hexen 2 I guess? At least the code for it.[/quote]
There is a ‘Quake’ mod bringing some octopus creature into the game; the creature shoots paralyzing projectiles, which make the protagonist immobile under water for way too much time. Please do not include that feature.
Good point.
Maybe the ogre, could be divided between two other functional pieces: a melee piece and a shooting piece. When it comes to melee, few other creatures stand out to me as much as the iconic ‘Quake 2’ berserker. When it comes to the shooting piece, maybe some kind of a turret-guy, a thing essentially low in mobility but high in firepower, perhaps something wall-mounted of sort? The thing could work well underwater. One would early need a rocket launcher to deal with that, I imagine. Nonetheless, you said the ogre is iconic and you want to keep it somehow the way it is, so why not just keep it, but use more sparsely? Eventually, the ogre could represent some absurd traits, a missing link between “Cthulhu” and “Cthulhu-tech”.
The ogre - as a fish-man - could still relay solely on shooting spikes, having the melee function disabled.
Well this is an amazing experience and immersive atmosphere. I beat it on a normal with a Quake 2 marine, but missed a good amount of stuff and have more exploring to do.
It would be great if the mod was renamed “The Abyss” and continued the theme of semi-submerged underwater bases that would go deeper and deeper (like the “Peril” mod or the “Bioshock” game). And start the adventure from the surface or from a submarine (in the style of the game “Bioshock”). Still, to add different puddles and streams of water to the maps, it would be just great. It would have turned out to be a cool episode for the game.
I would argue that “The Deep Mod” is a good name. I bet there are more than plenty of things already called “The Abyss”. Depth is unique to water, abyss could apply also to cosmic space or land conditions.
Speaking of “The Dark Mod”, naturally it is a very different project, but referring it, I was thinking more about the scope. “The Dark Mod”, is not being developed by a single dev, though, as well as, it is a remake of another game, not a brand new project.
For the ‘Bioshock’, I played it a little bit, not my kind of stuff - but that is just me. Certainly it is, nonetheless, a good source of inspiration for “The Deep mod”, somehow, if the developer likes it.
When I first launched “Bioshock” I just sat with my mouth open and wandered through half-flooded locations. The developers seemed to know what I needed. And I remembered about the abyss from the wonderful film of the same name. In general, as you call the mod, so I will accept it. After all, this is your creation and not mine.
The mod is authored by ‘basementApe’, a member of this forum.
I do not do anything.
For the names; if you name a thing too close to something else more recognizable, your thing could be evaluated in reference to that other thing, so the question is, is it beneficial?
The latter, could perhaps also happen between “The Deep Mod” and “The Dark Mod”, but since these projects have little in common, I think it is unlikely they will be compared anyhow.
“The Deep Mod”, even though an abstract name, sounds not too generic.
In https://www.quaddicted.com/forum/viewtopic.php?id=918 thread, someone was asking about mods offering ‘Descent’-like gameplay, with six degrees of freedom in movement. The thread went down the rabbit hole on how to perhaps provide such feature in ‘Quake’ and one of the suggestions, was to incorporate a variant of water environment for the sake of that pursuit. The map you suggest, ‘qazzaq’, appeared as one of references in the discussion.
Anyhow, I do not personally like 6-DOF shooters all that much.
Otherwise than that, “The Deepness Below” is certainly a great study for developers of “The Deep Mod”! I am uncertain whether the subjects correlate, but the theme, is certainly there.
EDIT:
Damn, I must have missed that map somehow, thanks for reminding, ‘qazzaq’!
And I know it’s his mod. I just always communicate on forums respectfully using not the pronoun not “you” but “you” (in English it is unfortunately written the same way). :-)))
That’s what this modification lacks: a large anchor that lies on the seabed!
Today, I have seen the new ‘Dune’ movie, released recent year. I read the novel by Frank Herbert as well, but it was some years ago. The movie, is great, visually very impressive; the convoluted plot and deep lore, are presented in comprehensible manner.
Anyhow, why do I mention it in this thread? Each time I deal with ‘Dune’ universe, it makes me think about the value of water. Without water, life on Earth as we know it, would not exist - and in spite of that, Earth is still not the richest water repository within our Solar System.
What I believe about our species, is that we are highly driven by a desire to have access to fresh water supply; which makes Mars, a rather pity goal, compared to other, more distant places, which may be harder to get to, but more rewarding from natural perspective - unless we talk logistics. Pride of owning a water supply, must be greater than pride of owning a pile of dust.
Anyhow, water is one thing, but fresh and drinkable water, is another. Once I took a quiz on ecological awareness and it shook me how much of the water on Earth, is actually drinkable and readily accessible. Let me spoil it to you: it is less than one percent.
That’s how the drowning of monsters without costumes in liquids was implemented in RMQ. When I was there, the demon fell into the water and first attacked me and then started blowing bubbles with a characteristic sound and then drowned.
And RMQ has a very interesting extended animation of monster models. The coolest monster and its animation is the zombie knight! It is implemented perfectly, but for some reason it is not used in any modification.
Speaking of the drowning effect and liquids in ‘Quake’, I know that in ‘Copper’ mod, the monsters do receive some damage from being submerged in lava, slime and such; although I am uncertain whether the monsters actually die from lack of air underwater.