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Trilinear

3d Spiderdemon (Quake)

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For fun I decided to do a quick rendition of the Spiderdemon in 3D. He's textured (using the original sprites), fully animated, and I've made a mod which incorporates him into Quake (he replaces the Soldier).

Model pic:
http://www.lesmiskin.co.nz/doom/qmods/spider.jpg

Download the Quake mod:
http://www.lesmiskin.co.nz/doom/qmods/spider.zip

Notice the different skins which are used for when he is shooting at you.

The model is really basic and I just did it for fun, but the end result is quite effective I think. I'm planning to do a better version next week (more detailed model, better texuring, and a custom map to fight him on).

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Ha ha it looks cool. IF you can, try to add foot bases so it doesent look like it's walking on it's ankles.

Show the better version when your done

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Cool

I didn't know people were still modelling for Quake!

Then again, people are still mapping for Doom, so I shouldn't be that surprized :-P

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m0l0t0v said:

Cool

I didn't know people were still modelling for Quake!

Then again, people are still mapping for Doom, so I shouldn't be that surprized :-P


Yeah I was surprised too, still plenty of quake modding still from what I can tell.

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Thanks for the comments, guys. It's possible to save Quake models in MD2 format, which can be used in most modern Doom ports. I'll be sure to release the next version in this format as well.

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Great looking model. I'd try it out, but I've not NT on my computer and Quake will not run. :(

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Here's the mesh for the new Spiderdemon:

Pic 1: http://www.lesmiskin.co.nz/doom/qmods/spider_1.gif
Pic 2: http://www.lesmiskin.co.nz/doom/qmods/spider_2.gif
Pic 3: http://www.lesmiskin.co.nz/doom/qmods/spider_3.gif
Model: http://www.lesmiskin.co.nz/doom/qmods/spider_v2.md2

This one adds all the proper trimmings to the legs, a new body and base structure, antennae and arms. The last two were done by hand, while the rest I used modified geometric shapes.

Note: The model does not yet include a base frame for skinning.

EDIT: I've added some animations to the model, a "stomping" walk loop, wait, attack and pain frames.

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insertwackynamehere said:


I have Windows 2000, not XP. I've tried Windows Quake and all sorts of other stuff, but it just won't run on my computer. When I want to play Quake, I'm stuck playing it on my Sega Saturn (not a bad port, but I can't play the mission packs or any of the other fun stuff).

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Read my guide MmM, the link is in my last post

By the way, any chance for qc source of this monster when you're done?

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Thanks to Trilinear's help, I was able to get WinQuake to run on my computer properly. So, now that I'm able to test drive his Spider Demon model, here's my critique:

Good:

-Appearance. Trilinear's Spider Demon looks good, animates well, and has appropriate sound effects. Even though I knew what was coming before I played, I was still stunned when I opened my first door and was greeted by the biomechanical monstrosity.

-Functionality. The Spider Demon works well in the Quake environments, responding properly to my actions. I didn't see it get stuck anywhere but they did get a little confused on the bridge over the vat of toxic water (episode 1, mission 1) when there was a group of them.

Bad:

-Size. Because of the Spider Demon's large size, particularly width, the creature looks bad going through small corridors and halls (its legs disappear into the walls, etc., which looks unrealistic).

-Difficulty. The Spider Demon is a much harder enemy than the grunt, which he replaces--this makes things overly difficult on earlier levels when all you have is a shotgun and the axe. Seriously, I couldn't beat the first level of the first episode without cheating (even on the easy setting) because the Spider Demons were too tough for me (maybe I just suck, but I can usually breeze through that level with no problems). My recommendation would be to either tone the spider down some or replace a more powerful enemy, instead of the grunt, to keep the difficulty level more in line with ID's.

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Thanks for the comments, MnM. The Grunt is the enemy I typically replace when making a new monster, so the E1M1 map was just a basic demo, hence the "too large for the corridor" problem in some parts.

He really deserves his own arena like Dis, which I'll get around to sometime soon, including a skin for the new model.

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