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Jobs & Mappers Wanted
Need level designers for your amazing new mod? Or are you a game developer looking to hire? Maybe you just heard about some job at some company, and want to pass it on to the gang here at Func. Or you're just doing some fun little one-man project and want a little help from a level designer. This thread is the place to announce paid positions at companies, unpaid positions on mod teams, or even just ask for a few maps for your mod.
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Spectrum Vixen... 
...you might want to check out this:
http://qexpo2005.quakedev.com/booths.php?tag=renegadec
It has some of the elements you are looking to develop. Maybe contact Ren and see if he wants in or has some advice at least. 
Heh... 
First off.

Inertia: I'll bet you HAVE heard that before. I agree though, perhaps I should say something a leeetle more specific.

What makes this mod revolutionary... hmm, well imagine this: You just pop into the game on DM, and get raped in 3 seconds because everyone has a rocket launcher. "ookay..." you say, and respawn. Bam, you're blown to hell again. And again? Finally, you pick up a nailgun, but the nailgun sucks, so you get another rocket for christmas.

No. Thats not how this mod will work. Thats lame, and has always been lame. Now check this out: You spawn, and right off the bat, you're confronted with another newly spawned player. Grinning, you select your Explosives combat style, and whip out your grenade launcher. Your foe, however, decides that he wants to fill you full of holes, so he switches to Rapid Fire combat style, and takes out a nailgun. Deciding to take it easy for the first round, see what he can do, you bounce a grenade off the wall behind him, and send him flying across the room with a smug grin. As he soars, though, and as you do this, he's laying into you with his nailgun. Watching his arc and dodging his nails as best you can, you grit your teeth and press the SMASH button, your grenade launcher going into overdrive to pound a rocket from its barrel with a deranged THUNK, nailing him in the stomache. The rocket blast craters him into the ground with the force of its explosion, stunning him briefly to give you just the break from nail-dodging you need, and in you go, switching to Shotgun combat style. The half-second stun was all you needed: running in, you decide to just finish him, and tap that SMASH button again, smacking him with the super-doublebarrel shotgun, making him turn to chunky kibble, hatred painted on his face for you as his head flies off his shoulders.

Grinning, you glance down to your Combat guages, and see the Shotgun Combat guage at about 80%, and the Explosives combat guage at a firm 50%, both slowly returning to you at a rate of about 1 per half-second, and your health at about 30 or so. No sooner do you do so, than a demon bursts through the only exit of the room, bloodlust painted on his hellish visage, wings tucked tight around his hunched back.
"Shit! Shitshitshit..." and you switch to Slipgate (thank god you picked the Slipgate Warrior for your class!) and your Portal gun appears. The Demon, with his Scent ability, knew you and this other marine were duking it out not a moment ago, knows where to find you, and is probably at full-stamina, ready to rip you apart if you sit still to let him.

You aim at the wall at the opposite end of the room and squeeze your trigger, watching the fire-up sequence as you run like hell across the room. You hear the distinctive sound of the Demon's leap, and the flap of wings, and you know this is going to be close.

"Come on, come on you piece of shit!" you plead with the Portalgun as you're not ten feet from that wall and a dead end... heh, so to speak. Finally, it fires its telltale blue beam into the bricks, and as you finally reach the barrier, it opens the portal, and you leap through, just as the Demon hits the ground behind you, sending you flying out the other side of the gate into the room behind the wall, which was mostly quiet for the moment. Sitting, and breathing hard, you start picking nails out of your armor and watch your health bar steadily increase as you recover slowly. You'd get that hell-spawned bastard in a moment, once you picked that other marine's boot out of your ass. No such luck... he's respawned, and is looking mighty pissed-off at you. Selecting the Shotgun weapon set, you press your back to the wall, and wait for him to charge into the room, grinning like the devil, your finger on the smash key.

-------------------> 
For More Specificness... 
The mod will have a class system in which each class is DRASTICALLY different in gameplay style, and a balanced, non-linear combat system based on skill trees, different for each class. Each skill tree has different uses, and no weapons or attacks are redundant within it.

The basics:
Tree 1\
Tree 2 - The skills, weapons, and abilities
Tree 3/
Special: The attacks and abilities that are the class's special features, such as the fiend's Scent ability or the Slipgate Warrior's Portal ability. Each has at least two abilities that fall into this category; a normal one, and a "smash" one.

There are two triggers for each skill tree: Normal, and SMASH, with normal being less strenuous and often faster, and SMASH being more powerful and higher-costing, sometimes with special effects attatched.

No class needs to pick up weapons or ammo (though ammo in percent can be found, it normally regenerates normally, given time.) Each class has different uses of these bars, and some don't use the bar guages at all (for example, the Fiend's is stamina based, not bound to a percentile guage or a particular skill set, just one pool for it all).

And most of all, this is no side-scroller fighting game... this will be fully multiplayer friendly, with several game types integrated that enhance the high-fantasy theme of the mod (such as War and Siege, in which the players form two teams to take over the outposts of Quake; the levels you play in single player, in strategic realtime), all while remaining in the high-action gameplay of Quake 1.

There is gonna be two races (Humanity and Monsters) with Seven classes each, each and every class absolutely unique in gameplay style and controll settings. 
Tl;dr 
I never grin :( 
NEW! Small Episode - Deja Vu 
OK people, Ive made a six map mini episode using quoth. I have sent a copy to kell. So far I havent incorporated skyboxes (but will) and it probably needs a bit of tweaking here and there. I need some playtesting done, but dont want to host a final version online yet cause obviously its not finished. If anyone thinks theyre up for the job, then please email me and I will send you a copy, or leave your email address where I can see it on this messageboard and I will send you a copy. It uses a base theme mostly, lost of quoth demons on the later maps and kell's fury texture wad.

My address: trowbridge.richard@googlemail.com

Jolly Good! 
Need Mapper For A Trick Qw Map 
I need another mapper, Spirit is tired :D

I am planning on adding a new mode to KTX, race mode, which will probably be extended to olympics mode, a sort of olympics games for the qw engine. It will feature height jump, distance jump, speed race and other things.

I'd like an epic map to be created for that.
Got some ideas, but need someone to turn them into something playable :D

As usual, #ktx on irc or in the qw.nu forums...
;) 
I Really Really Want Some Testers! 
You people wouldnt want me to release an untested map would you?!?!?

Mail me for a copy 
Blimey Charlie! 
This thread is seldom used isnt it!

The map I have to be tested is not ^ (DejaVu), but another I have made since then. 
RickyT23 
I'll beta test for ya. My email is in my profile. 
Ricky 
well, we generally put beta requests in the "screenshots and betas" thread. 
FINE I'LL PLAY IT 
email in profile. 
Black Day's 
Hi, I need a mapper for a project based into the engine of Quake 2.

ThiS project is named Black Day's.

Contact me :

kain_rv@hotmail for MSN.

RVkain@gmail.com for mail.

The web is http://black-days.quakedev.com

The engine is almost end.

Greetings. 
Black Day's What? 
Inspired by A Hard Day's Night?

(I jest, but really, 's indicates ownership, s indicates plural.) 
It's 
A Spanish speaking devteam. The website is incomplete though. I can read the Spanish but something visual would be nice instead of descriptions.

Kain, do you have any screenshots to show? 
That Awesome Quake3 Celshading Monkey Mod 
is going standalone and wants your great (old) map(s).

http://www.monkeysofdoom.org

The best Quake3 indie-maps of all time wanted!

As you may have read from the title, it's unfortunately only "Wilko's MONKEYS of DOOM", not "Wilko and his big, highskilled, unbelievably talented and ultra-productive crew of fantastic mappers' MONKEYS of DOOM". So, what the project is suffering from is an unpleasant lack of maps!

That's especially bad as I plan to release MONKEYS of DOOM as a standalone game in the not-so-far future. - And here YOU come into play: You built some great Q3-maps in your youth? The community played them, loved them... and meanwhile forgot them?

Bring them back to life! Send them in until November 30th 2007, and the best maps will be cartoonized and part of MONKEYS of DOOM! Even better: The chosen ones will gain 150$ for each of those maps I use for MONKEYS of DOOM! That's money for work already done!

So, don't hesitate: Dive down into depths of your harddrive and bring up the old treasures! - Then send them to >maps@_nospamhere_monkeysofdoom.org and - with a little luck - you earn the money and read your name in the credits and the loading-screen!

Let's hear from you, I know you are somewhere out there!

Wilko
PS: If you are not a mapper by yourself but know a map that shouldn't miss in MONKEYS of DOOM, please let me know! Maybe I can get in contact with it's creator and convince him or her to contribute it.
 
Hahahahahahahahaha!!!! 
That's the funniest thing I've ever seen!! 
Monkeys Of Doom 
How does that work within the Q3 GPL--basically paying/earning money for Q3 maps?

I might even be interested--this looks like a fun mod/game, but I'd have to be convinced that this isn't legally ill-considered and right now it seems pretty shaky. 
 
As far as I know, the GPL covers commercial use. We had that discussion on Doom3World some time ago: http://www.doom3world.org/phpbb2/viewtopic.php?f=13&t=19583&st=0&sk=t&sd=a
But I'm gonna try to make that definite as quick as possible. 
Herr W 
Are there any particular criteria for the maps? Do they have to have had a certain number of downloads from ..::LvL to count as 'popular'?
Gametype - FFA, Tourney, CTF?
Won't some styles, e.g. idgothic arch fests, convert badly to your cartoon style?
What about jump pads?
Any preferences?

I have some Q3A maps, including a few fullbright-but-playable layouts that are unlikely to ever see the light of day. They might help your game. I just find it hard to imagine gothic CTF being monkey-friendly :P 
Also 
"Monkeys Attack Delhi Politician" 
"... One approach has been to train bands of larger, more ferocious langur monkeys to go after the smaller groups of Rhesus macaques." - That's what I call a clever idea!

>Criterias for the maps: They don't need to have a certain number of downloads or anything like that. "Best maps of all time" has an imaginary ;-) behind.

They just have to be good and make fun to play. But I agree with you: Some styles are harder to convert into a cartoon than others. But I wouldn't exclude anything at this point. If the map is good, there will be a way to "cartoonize" it! 
You Get A Banana 
for every small monkey you beat up. 
ACHTUNG-ACHTUNG... 
A technical problem with my mailserver occured during the last couple of days, so some maps you have tried to send in may not have reached me!

Sorry for that, please send them again!

maps@monkeysofdoom.org 
Does Anyone... 
Want to make a Pain Skins Mod?

I can't program, but I know its easy to do compared to other things.

I will do the skins art if someone else will program it!!! 
Not Really That Hard 
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