Stakejacker and stuff

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Stakejacker and stuff

Postby Ghostface on Mon Mar 21, 2005 11:49 pm

Uhoh a little late again but anyway here is the update.

First the infamous Stakejacker inspired by the one used in the hit movie "From Dusk Till Dawn". It took us 3 modellers (well 2 and me hehe) to get this model done. Pallokallo started on it, I enhanced it visually and azelito finally rebuild it cause the resulting model was one big mess :P

Next two mapmodels, the pumpkin (can you say Halloween ?) and skull, the skull is also used on our full skeleton model, which we will release later.

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And guess what, as always heres a new track from the soundtrack:



Btw. the news update got further delayed because I messed up the board a couple of hours ago. Luckily I was able to recover most of it so everyone who got problems with logging in -> mail me.
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Postby mrskinnyarms on Mon Mar 21, 2005 11:59 pm

Interesting...

The pumpkin and the skull are really well done. I'm not so sure about the stakejacker (gameplay wise), but it'll probably turn out fine.

The new track is pretty cool, but it seems a little too "in-your-face" (in my opinion) for Nosferatu. I always thought of vampires as beautiful, erotic, elegant, yet evil creatures and deserve more of a haunting atmosphere. But that's just my take on it. :?
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Postby mikejkelley on Tue Mar 22, 2005 6:59 am

The skull seems to make great use of minimal polygons. Looks good.
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Postby lillbrorsan on Tue Mar 22, 2005 10:16 am

Really nice, looking forward to use that stakejacker :D
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Postby Icarus on Tue Mar 22, 2005 1:47 pm

That stakejacker looks awesomeeeeee! Great job on the pumpkin and skull models too. And the sound track is very well made. Looking forward to actually hearing it ingame.
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Postby Superguppy on Tue Mar 22, 2005 7:47 pm

Nice work. But I don't understand for what the stakejacker would be used for in gmaeplay? Can I make a big hole in the ground to hide there? Or may I can make a big hole into my opponents :roll: ?
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Postby Ghostface on Tue Mar 22, 2005 7:52 pm

Well the Stakejacker got a Stake instead of a Hammer so you can kill vampires with it. Go out and watch From Dusk Till Dawn :P

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Postby JMW on Tue Mar 22, 2005 8:08 pm

love the models. The audio track rocks, it is my fav part of the update. Very nice para. I like the 'in your face' sound. Reminds me of an intense chase seen in a horror flick.

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Postby Parapraxis on Wed Mar 23, 2005 1:29 am

mrskinnyarms have you heard the music from the other news?.. they are more like what you are saying.. and not in your face.. i was told to make in your face tracks.. ..as well.. .. and the other style of the tracks is more like what you are saying which i thought was more appropriate at first.. but it is a fast paced multiplayer game.. so.. yea.. i was assigned to do guitar in your face tracks.. that i at first stuck up my nose at ghostface haha.. but the game needs a good balance of calm/fast. no worries.. doesnt seem like you can please everyone i guess.. haha.. some people think the dark more ambient type stuff is no good.. and some think the in your face stuff is no good.. so there will be both! haha.. and people can be at least 50% satisfied with the music all the time haha..
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Postby mike- on Wed Mar 23, 2005 9:18 pm

ahhh i need that arm rig! *cries :cry: *
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Postby TheFrog4u on Thu Mar 24, 2005 4:47 pm

i thought you had it?
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Postby Ghostface on Thu Mar 24, 2005 5:02 pm

he needs the rig, not the arm
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Postby Mr. Orange on Thu Mar 24, 2005 6:01 pm

stake jacker is great, can't wait till i can crank that beast up!

the pumpkin and skull are very nice as well, they should really help the maps.

as far as the track goes....don't like it. its too loud and aggressive. This won't do anything to help the mood of the game.
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Postby Icarus on Thu Mar 24, 2005 6:20 pm

I dunno, but that track can be awesome for full blown, straight forward attack maps, where there are limited to no hiding spaces, and revolve completely on massive combat.
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Postby Ghostface on Thu Mar 24, 2005 6:28 pm

Yeah, keep in mind that we will have a dynamic music system, choosing the tracks depending on the gameplay situation so faster tracks are blended in when the action goes around and slower stuff when "nothing" happens
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