Quake 2 Concept Art

Ability to take art direction with or without concept art, maintain a given style across a variety of assets, and to expand that style to fit the requirements of new assets Recognizing what VFX are needed, early in prototyping stage and supporting pre-production with VFX previsualization and prototype VFX. Be sure to check out Galitz's Instagram post and the new concept art of the Quake 2.0 suit, below. View this post on Instagram. We wanted to pay homage to the new #marvelrising this.

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Quake II

Also known as: Quake 2
Developer: id Software
Publisher: Activision
Platform: Windows
Released internationally: December 7, 1997

This game has unused graphics.
This game has unused models.
This game has unused items.
This game has unused sounds.
This game has revisional differences.

This game has a prototype article

Quake 2 Concept Artwork

Quake II is a sequel to Quake in name only. Instead of running through castles and blowing up knights, you run through orange-tinted futuristic buildings and blow up the best Borg wannabes late 1997-era technology could render. On paper it sounds pretty different, but in reality it isn't.

  • 1Weapons
  • 2Items
  • 3Enemies
  • 4Entities
  • 5Sounds
  • 6Misc
Quake 2 Concept Art

Weapons

FlareG (Flaregun)

A model for a weapon named “FlareG” can be found in the game's files. When the model is opened up, it shows some sort of weapon with extremely incomplete textures. There doesn't seem to be any place where a flare gun would fit outside of possibly the Outlands level, where the player must signal an airstrike. Possibly because of the few uses it has, it was cut before it could get a proper texture job.

The official Threewave CTF mod that ships with the official Quake2 patches finishes the skin and retools the cancelled weapon's art to serve as a grappling hook.

Disintegrator

Models for something called the “Disintegrator” can be found in the weapon models folder. When opened in a model viewer, it is the BFG 10K. The only difference between it and the regular BFG is that there is no pulling back the grip animation after firing it. This would make it a rapid fire-BFG. It was probably scrapped because the BFG is damn powerful enough already and making an upgraded version of the gun everybody knows is ridiculously powerful thanks to Doom would make the game stupidly easy. The Disintegrator re-appears in the Quake II official mission pack 'Ground Zero' as a multiplayer-specific weapon, but does not seem to be related in models (as the Nuke ammo was not re-used).

Unused Blaster World Model

There is an unused world model for the Blaster. This suggests that you had to pick it up at one time instead of always spawning with it when you start. However, the texturing is very early, suggesting the idea of picking it up was cut early on. However, the model was finished later on, for the 3.20 patch that added weapon models for characters in multiplayer.

Items

Nuke Ammo

A model for ammo called “Nuke” can be found in the item models folder. There doesn't seem to be any sort of weapon it could fit for outside of maybe the scrapped Disintegrator.

Mines

An ammo model with very early textures named “mines” can be found. This was an early weapon concept found in the prototype, however, it has no use, and appears exactly as it does in the final release aside from having no entry in the item table or anywhere in the code suggesting that it was scrapped just after Q2Test was released. In Q2Test, Mines have an ammo & a weapon table entry, however the Weapon logic function for it is empty, leading to it locking up your weapon logic entirely.

Power Screen

An unused item named “Power Screen” can be placed in custom levels by level makers. It is a player usable version of the green screen the Brain enemy has. It was likely removed because the Power Shield does the same thing, but covers the player's whole body.

Enemies

While there are no unused enemies, there are unused enemy animations that point to them being a bit more dynamic at one time.

Berserker Duck

An animation of a Berserker ducking is in its model file, but unused. It is used in the Nintendo 64 port where it will duck if being fired at by the Hyperblaster or Rocket Launcher.

Berserker Slam

An animation of the Berserker jumping and hitting the ground with its left arm can be found in its model file. The animation suggests that it would be able to jump and hit the player at the same time at one point in development.

Enforcer Defend

An unused animation of the Enforcer moving his chaingun to his face in order to block something can be found. It was probably deemed pointless because he can already duck to avoid projectiles.

Technician

An animation showing the Technician's claws coming out exists. This is never played in the final version; all Technicians already have their claws out as soon as the map starts.

Entities

misc_actor

To do:
Create a video demonstrating these guys, I have a sample map from a long time ago but yamagi appears to have dropped the misc_actor entity and I don't have a vanilla installation.

An unused marine entity that performs scripted actions. By default, they have a glitchy red skin, and are given a random name from a short list. Shooting one triggers a chat message yelling at the player for their bad aim. In order to be used, they need to be linked to a path of nodes and then triggered, which causes them to very slowly follow the path without proper walking animations. When they reach a node, they can either continue onto another node immediately or perform a task like attacking a designated target with their machinegun, or make a jump with configurable height and length.

Sounds

player/male/bump1

A sound called bump1 can be found in the playermale folder. It sounds like the player brushing up against something while making a noise. There is no female equivalent, showing it was scrapped before they made the female sound set.

misc/bigtele

This is an alternative version of a used sound. Oddly, this is named with a .map extension.

world/dr_short

Shorter version of world/dr_long.wav, unused.

world/lashum1

A delayed laser humming noise.

world/mach2

This rattly machinery noise would probably be used for a small train.

items/protect3

The longer protection noise from Quake isn't used.

misc/spawn1

makron/voice2

Unused Makron chatter.

world/voice10

Unused radio chatter. 'All personnel copying this transmission, rendezvous at designated points Alpha, Bravo, Charlie.'

This was later used in 'The Reckoning', however.

berserk/xfire

This sound exists in the Berserk folder, who only has a melee attack and doesn't fire anything.

world/xianbeats

Might have been intended for the Christian Antkow Easter egg in Boss2, or another Easter egg altogether. A different song is used instead.

Misc

Blaster Ammo Icon

An ammo icon for the Baster can be found in the pics folder. It seems at one time, the Blaster was going to have its ammo visible, but why is unknown. Maybe it had to recharge its ammo or you needed to pickup ammo at one time.

Fixme

An icon that consists of a yellow ? over a red background can be found with the file name “i_fixme”. It is very likely to have been a placeholder for an item's inventory icon until the final graphic was finished. It's not unused though - you'll see it when you pick up John Carmack's head from a secret Easter egg area.

Power Screen

The Power Screen is an alternative power armor which only protects your front instead of all around you - this is exactly the same as the protection that the 'Brain' enemy has. It is fully programmed and functional, but never used in single player or any official multiplayer maps.

Cloak

The manual has an unused image for a 'cloak' item, resembling the Power Screen/Power Armor. This was likely scrapped very early on as Q2Test has no trace of it.

Quake 2 Concept Artifact

Scope

The digital manual included with the initial CD release includes an unused picture of an item called a 'Scope'. Most likely it would have been used to zoom in from far distances. No traces of this exist in Q2Test.

Sights

The digital manual included with the initial CD release includes an unused picture of an item called 'Sights'. No traces of this exist in Q2Test.

Explosion Sprites

Sprites for explosions can be found in the sprites folder. These are unused, as the final game uses models for explosions. Two of them are used in Q2test, though.

  • Explosion sprite 1

  • Explosion sprite 2

  • Explosion sprite 3

  • Flash sprite

Icon

Before Quake2.exe gained an icon of its own, it installed a Q2.ico file with it. Later retail releases (updated to at least the v3.14 point release) has since updated the icon.

v3.05
v3.14
The Quake series
PCQuake (Prototypes) • Quake II (Prototype) • Quake III Arena (Prototypes, Team Arena) • Quake Live
Sega SaturnQuake
Nintendo 64Quake 64
DreamcastQuake III Arena
PlayStation 2Quake III: Revolution
Retrieved from 'https://tcrf.net/index.php?title=Quake_II&oldid=784184'
Quake 2 Concept Art

Quake 2 Concept Article

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  • Speed version of parasite from Quake 2 Strogg pursuer. Cool selection of concept art, character design and illustrations by American artist Cameron Sewell.
  • Well, i much prefer the engine that was re made from the ground up, rather than the quake 2 engine that is source, with physics thrown in, complete with zero real time shadows and lighting. To each their own. Half-Life 2 Episode 3 Leaked Concept Art? 2012/06/29 06:27:58.

So there were currently some whispers around Doom 2016 discharge about a fresh Quake video game in the design of Quake 1, but not much has been said since.Individuals obviously are very hype about going back the the unusual and gothic style of the initial Quake, but not really much debate was presently there about gameplay ánd how to make it something even more than an respect or a remake.Doom has been handled pretty properly and is certainly a great game that values the authentic, however some component of it aren't actually something that I discovered 'doom' enough. For illustration you continuously have areas where an area gets shut off and creatures maintain spawning, which have to all become wiped out, before you can develop. That type of take aside the speed-running possible and furthermore makes the sport less of a maze and even more a linear knowledge.I believe that such an strategy for a Quake game, which would follow in the original's footsteps would just not become Quake. Getting dropped, the Piranesi-like level style and the ability to use trick-movement to miss large areas of each degree had been IMHO a excellent part of what create Quake great.Therefore how would a new Quake stay real to the unique and at the same time provide something revolutionary that is certainly not only modern images and (cough, cough) stremalining some technicians?Well Frames per second have evolved through the years from closed, maze-like amounts with tips to develop, to huge routes with open-énded gameplay and actually automobiles. We finished up with open-world FPS like Far Be sad and while this sort of seems like a organic development as technology advances, Ubisoft produced it into a dull mill and let's encounter it, Quake on an open island just wouldn't end up being Quake.However, there is certainly another genre with sprawling single-map realms, progression centered on locating weapons that enable you to gain access to new areas, backtracking (like Tremble 2) with road directions mostly structured of meticulously crafted sections that are usually not really an open globe. That type is called Metroidvania.I feel no expert here, but to me this seems like a pretty logical relationship.

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Instead of heading from level to level, the participant would discover a solitary globe that could extremely well be an strange/lovecraftian castle structuré (alien ás in Alien, nót space mén), which could faciIitate maze-like désign, secret hunting ánd progression based ón acquiring weapons ánd skills. For example there is definitely a cracked wall, but you can't obtain exceeded it before you obtain the rocket launcher to whack it up. 0r a large distance that can just be transferred once you possess the RL and the reddish armour so you could create make use of of the historic art of skyrocket wall-jumping. Or maybe a grappling fishing hook later on in the video game, that would enable you to access areas formerly unreachable, to obtain all those treats.

Just step into Quake 2 Rocket Arena, armed with the new and almighty rocket and rail gun and you will be gibbing for hours on end.If you dig fast paced action, then load up the good ole Quake 2, fire up a mod or two and have some fun!

Also legendary boss-fights, because frying Chthon certainly not gets old.Such style would also alow for a even more Quake-friendly storyteIling, without exposition dialogue from NPC or dull cut-scenes but finding hints written on wall structure or in terminals or much better yet, maybe told by smartly implemented gameplay sections.What perform you men believe? Would that make sense? I'michael type of hype for the new Doom, but basically all the new games keep me wanting in terms of degree style.

Doom 2016 offers nothing at all on Tremble's amounts, nor the initial Doom'h and the distance becomes actually bigger when you go into things like Duke Nukem 3D, Dark Makes or the 1st Jedi Knight.I simply want large maps, becoming lost while low on health in a strange and alien world with onIy a shotgun ánd some mean monstérs growling around thé corner, while l desperately try tó avoid the Iava traps ánd find a bóx of shells whén I only havé 10 left.This will be what Quake was usually to me (ánd multiplayer, but thát can be another tale). Are I producing sense right here?. Honestly i totally consent, I've usually thought a Tremble metroidvania would become an great idea.Even the unique making use of a begin center and letting you deal with the attacks in any order almost has a lite sensation of this.The show runes could be flipped into some sort of skills for participant progression, and include in a degree editor and mod support and you've got something that differs itself from doom while having free range to take inspiration from the unique quake and quake mods as well. Fo4 combat zone mod minecraft.

project: Darksidersdeveloper: Vigil Gamescomments: Several images on eachpage. ScroIl like a mófo!(Best results when 'automaticimage resizing' is certainly disabled.) ©THQ Inc., VigiI Gamessubject: misc.

Horrorprojéct: Singularitydeveloper: Raven Softwarécomments: BLEH! This was really,really early stuff that never ever made its way into production. D'est la concéptart. ©Activision, Raven Softwarésubject: misc. Badguysproject: WoIfensteindeveloper: Raven Softwarecomments: Certainly not take candies froma Nazi.

Quake 2 Concept Art

©id Software program, Activision, Raven Softwarésubject: atlanteans darkelvesproject: Wonder Ultimate Alliancedeveloper: Raven Softwarécomments: misc. Thumbs ©Wonder, Activision, Raven Softwaresubject: sci fi characterproject: independentdeveloper: independentcomments: squidy man, squidy maaaaaaaaaaaaan ©2006 Jason Chappell, John Richardssubject: misc. Fantasyprojéct: independentdeveloper: independentcomments: surges 'n' skulls, spikes'n' skulls ©2006 John Richardssubject: Hellchick 2.0project: independentdeveloper: independentcomments: thumbnails and modelsheetfor a 2005/2006 remix of Hellchick participant model for Quake deathmatching- unique design/skin by John Steed and Kénneth Scott Hellchick© Cáryn 'Hellchick' Legislation, Tremble © id Softwaresubject: alternative grunt headsproject: Quake 4developer: Raven Softwarecomments: We were going to repIacethe in-gamé grunt head with a fresh one. lt didn't happén, but designs weremade. ©id Software program, Activision, Raven Softwaresubject: strogg appearance expansionproject: Quake 4developer: Raven Softwarecomments: Strogg makeovers ©id Software, Activision, Raven Softwaresubject: enginesproject: Quake 4developer: Raven Softwarecomments: A techy engine engine block wasneeded. I walked upward. Some might contact me a main character.

See Full List On Quake.fandom.com

Quake 2 Concept Art Gallery

©id Software program, Activision, Raven Softwaresubject: Fatguyproject: Quake 4developer: Raven Softwarecomments: The left-most design wasthe authorized modelsheet, but the method Fatguy shows up in-game is usually quite different. ©id Software program, Activision, Raven Softwaresubject: consolesproject: Tremble 4developer: Raven Softwarecomments: What'h that switch perform?What's THAT button perform? ©id Software program, Activision, Raven Softwaresubject: doorsproject: Tremble 4developer: Raven Softwarecomments: They open.

Quake 2 Concept Art Sung

Things move throughthem. They near. ©id Software program, Activision, Raven Softwaresubject: index headproject: Quake 4developer: Raven Softwarecomments: a rework of a walkinghead that never made it into the video game ©id Software program, Activision, Raven Softwaresubject: liftsproject: Quake 4developer: Raven Softwarecomments: Lifts go upward.