Fabricate Diem Punc
Hard to call it city, it's more like small industrial area with all those pipes and warehouses everywhere. Also, why do not You upload bigger pictures like in 1:1 scale (like it Aro's Twisted Insurrection)? I would love to watch Your maps in better scale.
Are those SP maps or only for MP?
Huh? I remember Shepard geep was airstriked by NOD jets.
I do not mind ground units scale, for me it looks perfect.
Yes, my avatar is black haired vixen. Why You ask?
I think that it will require to total redesign how audio and sound works in Quake4. I also miss independent sliders for different sounds like music, effects and speech.
Great mod :) I have a lot of fun while playing it. Got some pros and cons that I write in review. I have that feeling that I want more! :)
Make sure You copy folder with mod to main Quake 4 folder, not just unpack files to main folder. Than You can run it from mods tab in Quake 4 or run icon in windows. If that do not help check if You have latest version of Q4, maybe You need to patch it. If that do not work turn off every sikkmod graphic option and run it again (if it start to work You can try to turn on some effects and search for one that was problematic), maybe there is some effect that Your graphic card can not run.
Great mod :)
You have my congratulations :) I love Your level design, details are nice and close to original Q4 maps, music is better :) I only miss dead bodies of other fallen marines, but their lack is related to mod plot. Voice acting and story is great. I'm not sure but it seems like You do not use material effects for textures when they shoot - like different react if You shoot computer screens, glass, sand, pipes and computer parts - why? I like that detail in original Q4.
I have connect my disk to another laptop, now on intel HD it's work fine :) I'm after two and half hours of exploring, die and restart my saves. Final fight is hard :)
I have intel 965 GMA in my laptop, it's quite old. Quake4 works on it with occasional slow downs (also it shows correct textures). I start to believe that there is something in sikkmod that my graphic card can not display and this is result.
Sadly I must report You that I have some problem, all in-game textures are not-visible/black. Menu graphics work fine, intro is also visible. I'm sure I have to change some value in some file but I do not know with one.
I'm so much pumped with emotions :) start to download :)
So we play as Kane and he is "smuggled" inside enemy installation as strogg saboteur rather than full frontal attack that could rise too much strogg attention ?
Cool design, but will there be red barrels?
Level design look awesome :)
I like doom3 alpha HUD more and I prefer HUD that show values instead of bars. But still it looks very good :)
That was one long way :) but I'm glad for what You are saying :)
Totally not fit dark mood of wolf, sorry.
It is sad that fans must do what devs should done in first place, but Your work is great I admit that.
Całkiem duża jest ta flaga. Nie łatwiej było by ją poprostu namalować na tamie?
I'm totally not sure who would like to keep torpedoes like that - shouldn't they be storage on carts or more stable construction?
Mrocznie i nastrojowo :)
zdecydowanie better :)
dał bym klapsa :)
Orginał lepszy jeśli chodzi o tekstury, ot kafelki, beton pasują lepiej i są ciemniejsze, mają te pomalowane na niebiesko pasy które stwarzają wrażenie jakiegoś laboratorium.
I see You are trying to add more geometry to levels - that's cool :)
professional work :)
Cool, hope You will have time to finish it very soon :) or somewhere soon.
Darkness everywhere made it very unfriendly place. If it was about me I would hop into that spaceship and fly away without exploring this place.
so much for walking throe corridors.
bit dark. I like how much details You put into destruction.
Nice shoot, this is very interesting corridor.
Awesome progress :)
Cool, I will play it when I will have some time :)
Good design :) it won't be bad to add some details here and there.
Bit empty place, no computers, no pipes, no machines nor furniture. What is the use of this room?
Nice lift, remind me a lot lifts in FEAR.
Good to see it here :)
already seen it on YouTube, still awesome :)
Nice corridor - I wonder how many different things will be in game design? Like outdoor areas, rooms designed for comfortable living, toilets, kitchens, laboratories, giant working machines build from many animated elements.
Even more awesome lighting :)
I like those computers design, they are like ones from Alien movies when no one give's a f..k about colourful gui's full of rainbow elements. Those screens are "clean", just show most important information.
Is it some kind of checkpoint?
Good work. Don't You think about painting some information signs on walls and floor? Something like "Do not cross this yellow line or You will be shoot", "Block C - small crimes", "Block D - smugglers" or "During inspection keep Your hands on this wall".
Awesome work :)
So much colours :) those lines must be very helpful in navigation.
Simple and easy to navigate, like I said before :)
It could be nice hardcore modification :) Some parts are not fine for me, but others one are perfect.
Zombies should have random chance to return back to life if there is still body at map (and some weapons can remove that body). Also it would be awesome if normal zombies can use chainsaw (think about this weapon as a bonus item with limit ammo, after there is no fuel player will toss it out). Zombies could act like those in Quake 4 - some could split acid and player could remove zombie legs by good shoot. Some zombies could act like zombies from Prey - slaves caring different stuff/tanks from one machine to other one keeping place running fine. Dead could also have option to attack player by tossing different small stuff they can find on their way like red barrels or small boxes, pipes, tools, computer parts.
Male attacks - I would remove hand attack, make additional male attack for animation for every gun and button like in FEAR
Flash-light - should be attached to player armour like shoulder lamp and have limited battery (but not too much limited) or simple only some guns should have attached flash-light like pistol, shotgun, smg.
Good looking room :) Got loot of space to fight. I would just add some red barrels here and there, place some ammo near boxes, maybe replace few boxes with open ones. eventually add some small details/objects related to what is the function of this room.
Zombies :) some games with zombies are awesome, other try to be. I hope this one will be in first category. Q4 zombies are fun to shoot because they sometimes crawl and when they are too near they split acid on player, I wish D3 zombies could do same tricks.
Strogs soldiers are more fun to shoot that D3 zsec because they can better dodge. I hope there will be rooms and corridors with enough space for their AI tricks.
So much for easy way, I'm sure there's other one - hard way.
Not as cool as rocks in Rage but still good work :)
Interesting block-like design, with that cubes and lights it looks like some giant computer mainframe.
that's nice, bit closer to demo version and it's great atmospheric lighting. Also I see one inconsistent - there should be more of those tubes to carry everybody from Aliens and even much more if You try transport 300 marines on Sephora.
shouldn't be two of those tubes empty? I remember Burke take them.
ok, I have already sent You e-mail.
Very good design and lighting.
Very nice :) I wonder what is on other side, maybe nice space-view with stars?
I wonder Are those windows on the left side of corridor?
Awesome work on that door.
My dream is to have three options: this hud as standard one, smaller one with just smaller by 50% strips on left and right (but keep that hud mask frame same size), no hud option (but since it's D3 engine hud can be easy disabled).
Good work :)
Nice ^^ remind me FEAR2, I only hope there will be option to scale HUD to smaller size.
Good work, those maps remind me Quake2 :)
Very cool design, but medical room look like need more equipment.
3d menu effect look great :)
Interesting GUI style menu, done in very cool style.
Very nice use of concrete, I miss that in D3.
Look awful, no matter what You hit - metal, glass, sand, rocks, material - there will be only small black spot. Idea for staying details is still good I think. I love when game know how to build immersion.
Good work ^^
Water in doom, I'm interested how it will work in game :)
Could be good idea to make GlobalTech mission as bonus for finishing first missions for gdi and nod.
Awesome, it's always good to see some map with city :)
Very good work on that objects, I like when player can destroy environment in games. It just make it better game, more real. Unfortunately there isn't much mods for games based on IdTech engine :(
I saw on Youtube how that saw works :)
Oh my girl on id5tech engine and she is more cute than girl models from d3 and d3roe :)
I like that map, it was long and with good details.
That's look moody and psycho :)
Wow, he looks awesome, he is like an answer for all that biological tentacles that appear at mars base after opening portal to hell, he cause it? Awesome design :)
That's nice, I like how it look. Still dark, but bigger that streets You see in original B2.
Now it's bigger and have more sense that small corridor from original B2.
Now they look more like demons than bugs.
Nice designed architecture :)
Where did You find that picture with clown and gun?
very different from dark corridors of mars base :)