 Scampie
#8207 posted by Mr Fribbles [59.167.199.179] on 2012/03/16 13:03:59
I can't rotate textures to 63.5 degrees in Quake
I'm pretty sure I have a QBSP that can handle floating point rotations for texture alignment, want to try that?
p.s. you're fucking awesome for even knowing and wanting that.
 Frib:
#8208 posted by metlslime [159.153.4.50] on 2012/03/16 19:24:00
i didn't realize that qbsp could make that possible -- so engine support isn't needed?
#8209 posted by sock [24.82.147.76] on 2012/03/16 21:26:46
I finally got a chance to organize the other images (small/medium/large formats available) for your viewing pleasure and I quickly wrote a bit of waffle about the map for anyone that is interested.
http://www.simonoc.com/pages/design/concept/bridgecrane.htm
If anyone has a favourite image from the above page, I would be interested to know.
#8210 posted by czg [83.253.15.82] on 2012/03/16 22:00:46
Even I managed to hack in floating point rotation in qbsp.
It's just replacing an int with a float and an atoi() with an atof().
#8211 posted by necros [174.113.119.133] on 2012/03/17 00:26:16
indust_f13 and f14-- that's where I want to be! :D
f01 is nice because it's an angle shot and also has more depth because it lets you see a little down those two side corridors.
also, any shot where the camera is down in the pit looking up. i don't know why but they look cool to me.
 Yeah
#8212 posted by Mr Fribbles [118.209.88.171] on 2012/03/17 00:56:56
Just the compiler, that's right. So anyone working on modified tools should add that little sucker. It'd be nice if it was a standard feature!
#8213 posted by necros [174.113.119.133] on 2012/03/17 01:06:32
wouldn't matter too much for me since qe3 clamps angle settings to integers. :)
do other editors do that too?
 That's Right
#8214 posted by Mr Fribbles [118.209.88.171] on 2012/03/17 02:01:06
What a pain in the ass. Yes, the editor needs to support it too. I forgot about that. GtkR didn't support it either (no surprise) so the version I'm using had to be modified as well.
Hopefully newer editors like Willem's and Sleepywalkr's are allowing for floating point rotations (if not, please add it!)
 Sock
#8215 posted by Vondur [91.76.61.61] on 2012/03/17 08:46:24
 Fribbles
#8216 posted by Scampie [72.12.65.92] on 2012/03/17 10:01:19
I'm willing to try anything once, maybe twice!
From what I see, GTKR 1.5 .maps do keep the floating point rotation intact, so if it's as easy as using a different Qbsp, that would kind of own.
 At Least, This Is A Sample Brushface
#8217 posted by Scampie [72.12.65.92] on 2012/03/17 10:02:26
( 64 64 64 ) ( 64 -64 64 ) ( -64 64 64 ) +1slip 0 0 63.5 1 1
#8218 posted by negke [31.18.185.232] on 2012/03/17 10:16:37
While this is certainly cool and it would be great if someone could add/change that in BJP's Txqbsp code, I'm also a little sad that Scampie, the lazy fuck, gets away this easily for being with his first Q1SP.
 Err, What
#8219 posted by negke [31.18.185.232] on 2012/03/17 10:18:00
Not for being. When making!
 Alright
#8220 posted by Mr Fribbles [118.209.88.171] on 2012/03/17 11:12:33
Just let me find that sucker. I'll email it to you, assuming the address in your profile is valid. I'm sure mine isn't... hah!
 Editor Support For Floating Point Rotation
#8221 posted by Mr Fribbles [118.209.88.171] on 2012/03/17 11:28:03
I'm sure you're right in that the .map format supports it. If you're on 1.5 then hopefully the GUI has been updated to work with the floats as well.
If I recall correctly, in 1.4 and earlier builds, the editor would let you set a rotation of say 26.5 and would write it out to the .map... but on re-loading the map (or re-opening the surface inspector for that face, can't remember which) it would round it back to an integer... haha.
Of course, I could be completely wrong about all of this stuff, this is going back > 5 years and my memory is hazy.
 Email Bounced Mr. Scamp
#8222 posted by Mr Fribbles [118.209.88.171] on 2012/03/17 11:32:41
Anyone got a super temporary location I can upload this crap to? I have some personal webspace somewhere but I don't even have an ftp client. 2012 and I don't even know where to upload shit. HOW DO I INTERNET?
#8223 posted by negke [31.18.185.232] on 2012/03/17 11:36:34
Gtk1.5 supports floats; even forces them on angles and offset when using texture lock or fit.
Frib: You can upload to quaketastic.com (pw: ilovetheshubhub).
 Thanks Negke
#8224 posted by Mr Fribbles [118.209.88.171] on 2012/03/17 11:40:56
#8225 posted by Spirit [80.171.143.234] on 2012/03/17 11:41:29
http://www.jumbofiles.com/ is a fantastic free file host for random crap and stuff.
 Thanks Spirit
#8226 posted by Mr Fribbles [118.209.88.171] on 2012/03/17 11:45:52
I'll try that one next time it's just a temp thing like this. I'll have to ask to have that file nuked later (this is Willem's site yes?)
Info on the above file:
It identifies itself as TreeQBSP v2.00 -- Modified by Bengt Jardrup
It may or may not support floating point texture rotations. I believe it does, but I didn't test it to confirm this. If anyone finds out either way, pleast let us know.
I didn't modify the code myself, I had a friend do it years ago and I don't have the source or any other documentation to go with it, sorry. (If the change is as simple as czg suggests then I suppose it doesn't matter).
#8227 posted by sock [24.82.147.76] on 2012/03/17 17:33:59
@necros, I assumed the crane cabin would be popular because it has such an interesting central view. I don't understand the looking up thing, it was mentioned on other sites as being popular as well. Maybe it the light contrast of dark going to light.
@vondur, yep good point, I forgot how dirty the windows can get but then I would be missing the sky! I was tempted to put up some signs around the place, telling employee's to tidy up after themselves! :)
#8228 posted by necros [174.113.119.133] on 2012/03/17 19:06:13
sock, i think it's more about it being an angle that is abnormal.
first, you're in a position you would not normally expect to be.
second, you have all that crazy ominous shit looming over you like it's going to EAT YOU.
 Looking Up
#8229 posted by sock [24.82.147.76] on 2012/03/17 19:50:05
@necros, it is certainly odd because I created some screenshots looking down and most people who saw them complained of vertigo and did not like them. As soon as the looking up one's came along people actually said a comment. There is something about the looking up angle and the human brain, but what exactly I don't know.
#8230 posted by necros [174.113.119.133] on 2012/03/17 19:58:43
well, just guessing here, but it's like that thing how humans used to live in savannas or whatever, so if you have a wide open field and you can see far, you feel safe vs when you are surrounded by shit and everything is towering over you.
 VICTORY!
#8231 posted by Scampie [72.12.65.92] on 2012/03/18 02:38:04
http://imgur.com/u9w3C
Previously, that bottom edge shown here was far too long to get away with not rotating exactly correct. Thank you so much Fribbles!
Negke: first q1sp... but would be my 19th released Quake series map... not to mention speedmaps (many of which were sp!)
 SM
#8232 posted by Drew [216.252.64.152] on 2012/03/18 03:25:15
I think one of my favourites of yours was the dark woods themed SM, with the tricky bridge key scenario.
You should do a celebrity SM for the next pack.
#8233 posted by Scampie [72.12.65.92] on 2012/03/18 03:58:47
wtf, i'm a celebrity?
it was actually the mention of speedmapping, and me attempting and failing to finish one in 100mins a few weeks ago that started me on my q1sp.
 Heh
#8234 posted by Tronyn [24.79.203.208] on 2012/03/18 06:45:27
well there's celebrity and then there's Quake celebrity. It's all relative, you see.
Interesting screenshot, btw.
 Scamplebrity
#8235 posted by negke [31.18.185.232] on 2012/03/18 10:18:59
But speedmaps and deathmatch maps don't count, and neither do non-Q1 levels! So it's your first *full-size* Q1SP, which makes a cute little noob. Awww :3 So exciting, feels like 15 years ago!
#8236 posted by Scampie [72.12.65.92] on 2012/03/18 17:19:38
 63.4
#8237 posted by Kinn [109.151.153.87] on 2012/03/18 18:16:05
is closer
but whtevs
 Btw
#8238 posted by Kinn [109.151.153.87] on 2012/03/18 18:20:27
i made this table to refer to for when i was buggering around with my doom 3 shite.
Sorry about the formatting but this messageboard eats spaces i guess
opp adj angle
1 1 45.000
1 2 26.565
2 1 63.435
1 4 14.036
4 1 75.964
1 8 7.125
8 1 82.875
 Kinn, Thanks!
#8239 posted by SleepwalkR [85.178.56.30] on 2012/03/18 18:43:15
 Cheers
#8240 posted by Kinn [109.151.153.87] on 2012/03/18 19:10:51
those gradients are the only ones i really end up using, but the maths is trivial to get a texture angle for any arbitrary gradiant - just do an inverse tan on the gradient, e.g. for a 1/2 gradient, it's arctan(1/2) = 26.6 (ish)
 Yeah
#8241 posted by SleepwalkR [85.178.56.30] on 2012/03/18 19:48:59
But I'm lazy so this is welcome.
I was thinking to add an alignment option to TrenchBroom where you select one of the edges of a face, and it makes the texture's x axis parallel to that edge.
 That
#8242 posted by Kinn [109.151.153.87] on 2012/03/18 19:51:03
sounds like a bloody awesome idea.
#8243 posted by necros [174.113.119.133] on 2012/03/18 20:26:35
thanks kinn, i totally CnPed that. :)
sleepwalkr: i think that would be great. i mean, obviously i haven't used your editor, but i think texture alignment is the least developed part of q1 editors. we've got decent vertex manip/clipping and such, but alignment is then left up entirely to you.
it would be great if you could align by a face's edge too (cycle through them) or align across axes (you know how texturing in quake is planar from the x, y and z axis, so you could 'link up' texture alignment from x axis onto the y axis eg: terrain that slopes past the axis)
 Necros
#8244 posted by SleepwalkR [85.179.40.15] on 2012/03/19 00:15:13
Your first suggestion is what I meant and the second one also sounds good, so I'll keep that in mind.
#8245 posted by necros [174.113.119.133] on 2012/03/19 00:46:22
 Yeah
#8246 posted by SleepwalkR [85.179.40.15] on 2012/03/19 07:16:09
That's also on my list already. Thanks for your suggestions! It's really cool to get feedback.
 Yeah
#8247 posted by SleepwalkR [85.179.40.15] on 2012/03/19 07:16:20
That's also on my list already. Thanks for your suggestions! It's really cool to get feedback.
#8248 posted by JneeraZ [174.109.109.171] on 2012/03/19 10:17:42
Yes, with rotational and dragging texture lock working 100%, texture alignment tools would be a great focus. If there's anything that slows down Quake mapping, it's aligning textures.
Worldcraft has some great tools in it but they aren't complete by a long shot...
 Texture Alignment
#8249 posted by SleepwalkR [85.179.40.15] on 2012/03/19 10:19:01
I agree that it's been neglected in many editors. If you have any more suggestions, let me know - I'll put them on my ever growing list ;-).
 Texture Alignment
#8250 posted by Mr Fribbles [118.209.88.171] on 2012/03/19 10:45:35
Agreed x 1 million that aligning textures slows you down way too much. It's worth doing, sure, but it's still depressing wasting so much time on it.
I do love the shortcuts in radiant though for copying, pasting and aligning textures, those are very handy. It would make it so much easier to build a map... if the texture lock feature actually worked.
(In the build that I use, it does work but there's precision and rounding issues, so as you copy things around it drifts further and further away from what it was, until you realise half of the map which you thought was aligned properly is off ever so slightly and you go insane...)
 Surprised
#8251 posted by Kinn [109.158.202.198] on 2012/03/19 14:50:01
no-one has written plugins for gtk/netraidiant to do this sort of stuff...?
#8252 posted by sock [24.82.147.76] on 2012/03/19 15:16:21
@Kinn, there was a UV texture plugin tool for GTK (worked like UV display in a modelling package) but sadly most of the Q3 scene hardly ever had programmers (unlike Q1 which is the complete opposite) so not much was developed. Bobtools were popular but they mostly dealt with clean up of problems in map construction.
Which does bring me to an interesting point about this place, it's full of programmers! which leads to my second point (highlighted by Tim Schafer recently in a video he did) that designers are really programmers who like to play with visual toys and tell stories!
 Worldcraft 1.6a
#8253 posted by than [182.164.28.33] on 2012/03/19 15:26:59
I still use this ancient editor because it was remarkably full featured and easy to use and I'm too lazy to set up hammer to work with Quake. Anyway, aside from having absolutely shitty broken texture lock (works on non-rotated textures on brushes that are translated, but nothing else works) it does actually have some nice texture dialogue features that don't seem to be standard in all editors.
You can select as many faces as you like with multiple textures and any parameters that are shared across all faces are displayed, those that have differing values are shown with a blank box. You can then edit individual parameters across all faces without upsetting any other settings. I don't know if this was possible in radiant, which I used to make a pretty big Wolfenstein MP map, but I only remember being able to set all parameters at once across a multi-face selection, which is a bit shit. Not sure how TrenchBroom works, but some flexibility in this regard would be nice if it is not already supported.
Obviously I would comment further if I could run it :) I should try on my gfs Mac like I said I would.
 GTK
#8254 posted by sock [24.82.147.76] on 2012/03/19 15:34:37
Does let you select (tool name - paint select) multiple faces but all changes affect/reset all selected faces. This does work different for patches, you can shift/move stuff around without resetting every face selected.
@than, I know what you mean about editors, I still use the SD version of GTK because it is stable and has all the tools I need. I was going to upgrade, but a programmer decided to change the selection process of groups in 1.4+ and ruined it for me. It is surprising how one small change can interrupt the workflow so much. I think I remember your wolf MP map, did you ever show it to SD?
 Than
#8255 posted by SleepwalkR [85.179.40.15] on 2012/03/19 16:25:41
In TB you can also select multiple faces and edit their properties using the face inspector. No problem, if the values differ, it displays <multiple> in the text box.
#8256 posted by necros [142.55.157.46] on 2012/03/19 18:00:58
damnit. now i REALLY want to see trench broom. :P
 You Will
#8257 posted by SleepwalkR [85.178.120.45] on 2012/03/19 22:14:36
I'm in the process of porting it to C++. Once that's done I can get going with the Windows and Linux versions.
 Yeah!
#8258 posted by Drew [216.252.64.152] on 2012/03/20 02:50:38
 Gtk 1.4
#8259 posted by Mr Fribbles [118.209.88.171] on 2012/03/20 11:52:50
Same here, I can't upgrade from 1.4 and I know it's the same for some of the other ladies here.
1.5 onwards was such a huge step backwards in terms of speed and productivity that I couldn't possibly accept it despite the other enhancements it brought to the table.
I've no idea what it's like these days, for all I know it has been completely revamped once again. Is it even still in development?
 Frib
#8260 posted by Vondur [195.218.191.148] on 2012/03/20 12:06:56
netradiant is what i currently use, they still support it and upgrade it.
http://dev.alientrap.org/wiki/7
 Netradiant
#8261 posted by Mr Fribbles [118.209.88.171] on 2012/03/20 12:16:23
Hey V, are the basic brush manipulation controls like 1.4 or 1.5 (or something else?)
Of course, I can and should try it myself, just wondering what your take is on it.
 Yea F
#8262 posted by Vondur [195.218.191.148] on 2012/03/20 12:20:14
it's pretty much like original radiant. works fast and smooth. no probs with it at all.
 Nice
#8263 posted by Mr Fribbles [118.209.88.171] on 2012/03/20 12:25:41
Sweet like a sweet thing. I'll have to give it a shot one of these days. Thanks!
 Offtopic
#8264 posted by RaverX [79.113.92.210] on 2012/03/20 12:41:11
I don't want to upset anyone, but shouldn't those discussion go to the "Mapping Help" thread? I'm happy when I enter here and I see everytime 5-6 new posts and I always hope to see at least one screenshot, but then I see only this discussions about map editors :(
#8265 posted by [142.55.158.25] on 2012/03/20 17:09:24
yes, and kinn's screenshot in othergames should be here too. :P
#8266 posted by necros [142.55.158.25] on 2012/03/20 17:09:50
god damn, keep forgetting to put a name in. :P
 Well My Shot's Not Really A Pimp Shot
#8267 posted by Kinn [109.158.202.198] on 2012/03/20 17:18:38
there's all sorts of little wip-py stuff in that shot i need to finish before i'd present it as pimpable :}
 Top Offic
#8268 posted by madfox [94.215.210.233] on 2012/03/20 21:41:54
 65 Hours Is Long
#8269 posted by negke [31.18.185.232] on 2012/03/20 23:19:05
But not too long to return to the map and fix those very obvious misaligned textures in the screenshot and elsewhere. I take it you're not using multithreaded WVIS? This should or would have made it much easier, well faster.
Protip if you're enjoying watching progress updates: run vis with -verbose. Woot
#8270 posted by necros [174.113.119.133] on 2012/03/20 23:47:19
i'm pretty lazy, but it kind of bugs me that you've posted screenshots several times of those curving pipes yet have never aligned the textures. :\
 Onions
#8271 posted by madfox [94.215.210.233] on 2012/03/21 02:44:02
@negke - The map was made playable and only had the textures unfixed. Last testlevel4 was 12 houres, so I thought it would be a short job. After three days today there's no change.
@necros - I almost pearced my eye out getting textures fixed, but I howl on a 3d fucking quark viewer.
I remake the pipes in QRadiant. It seems a pretty sharp carve editor. The more I use it the more I get frightened from Quark.
 I Think We Can All Agree It Would Be For The Best
#8272 posted by Drew [216.252.64.152] on 2012/03/21 03:09:09
except Trinca maybe. And Spirit?
ps - I'm a luddite too, stuck on WC.
#8273 posted by [Kona] [121.73.104.148] on 2012/03/21 05:30:50
someone seriously needs to build a faster vising program. 65 hours of having that shit running on your computer is enough to put off any newbie mapper.
#8274 posted by [Kona] [121.73.104.148] on 2012/03/21 05:31:18
someone seriously needs to build a faster vising program. 65 hours of having that shit running on your computer is enough to put off any newbie mapper.
#8275 posted by JneeraZ [174.109.109.171] on 2012/03/21 10:25:10
Or someone needs to get better at mapping. 65 hours, to me, means the map was built in an incredibly non-Quake friendly way.
 So...
#8276 posted by JPL [82.227.229.44] on 2012/03/21 11:57:17
.. I am the most friendly-less mapper ever... (i.e ref to CDA) :P
#8277 posted by JneeraZ [174.109.109.171] on 2012/03/21 13:44:34
If your map takes days and days to VIS, using a modern VIS program and a decent machine ... then I'd say, yes, you're not building in a Quake friendly manner. :) Just seems logical...
#8278 posted by JneeraZ [174.109.109.171] on 2012/03/21 13:44:57
There's nothing WRONG with that, but it does seem to be evident...
 So What About...
#8279 posted by JPL [82.227.229.44] on 2012/03/21 14:14:15
.. 1218 hours ? And what if the result is worth doing it ? Basically, the result is more important to me than the way to achieve it... though I admit it is better to ease our life sometimes ;)
#8280 posted by JneeraZ [199.255.40.36] on 2012/03/21 14:35:42
It almost says, to me, that you're mapping for the wrong game. You want something that Quake wasn't designed to do!
 Totally
#8281 posted by Vondur [195.218.191.148] on 2012/03/21 15:17:47
support willem here
 Oh Rly?
#8282 posted by Kinn [109.158.202.198] on 2012/03/21 15:22:33
some of the most acclaimed maps in the last few years have been 100+ hour vis monsters, and i'd argue that the vis-unfriendlyness of the layout was worth it for the final effect.
I'd hate to have been denied the masterpieces of tronyn, necros, and the like just because of some arbitrary (and utterly inconsequential to the end user) constraint like how long a compile tool is allowed to take to do its job.
 Addendum
#8283 posted by Kinn [109.158.202.198] on 2012/03/21 15:25:54
"utterly inconsequential to the end user"
By that I mean: does anyone here even have trouble running a map in fitz at anything less that 72fps? No matter how big/complex it is?
 Of Course
#8284 posted by Vondur [195.218.191.148] on 2012/03/21 15:35:22
everyone is free to map whatever they like. i's just my opinion: if you use certain engine you ought to follow its limitations. i choose this way because it's more fun to map having such limitations and no restrictions on user end. ^_~
 I Tend To Agree With Vondur...
#8285 posted by JPL [82.227.229.44] on 2012/03/21 16:31:16
... despite with CDA, I decided to say: "fuck the limitations"... well, Quake can be happy I am patient, and the map deserved it at this time
http://lambert.jeanphilippe.free.fr/Screenshots/CDA1.JPG
http://lambert.jeanphilippe.free.fr/Screenshots/CDA4.JPG
http://lambert.jeanphilippe.free.fr/Screenshots/CDA5.JPG
... maybe not the better shots but... anyway
Globally I think limitations suck, but with such "old" game, it is obvious the mapper need to deal with it... i was a too young mapper at this time to think about that... hence now I know to occlude in better ways my maps... though... the next project I have is also "wide open"... but far away to be completed actually :P
 Why Not
#8286 posted by sock [24.82.147.76] on 2012/03/21 16:42:15
split the map up, does it really have to be so complex and big? Most of the original ID maps are short and sweet. Also the texture alignment in that top down screenshot is horrible. You don't need 100+ compiles to fix that, it can be done in the editor!
@JPL, your screenshots are way too dark and flat in contrast.
Taking good screenshots is time consuming and most people spend little thought to the process. A screenshot is the selling point, it should grab the viewer and make them want more!
 R_speeds
#8287 posted by Kinn [109.150.102.73] on 2012/03/21 17:10:31
Is there any consensus on what wpoly count is acceptable these days?
It strikes me that this entire issue can be settled if we know what our poly budget is, i.e. what r_speeds numbers are "too much"?
It is rather hard for me to gauge if something is too complex when playing it, considering I can run (the accidentally unvised) Arcanum 4, or the open-plan madness of Unforgiven 1 and 3, on this 5-year-old laptop without it ever dropping below 72 fps in fitz.
 E2m1rq
#8288 posted by RickyT33 [2.124.172.60] on 2012/03/21 18:26:31
Was gigantic, and took 12 hours to vis. TBF I was using multi-threaded vis on a 5Ghz quad-core.
DirectQ is super-super fast anyway :)
 It Really Seems A Bit Silly
#8289 posted by bear [217.115.56.186] on 2012/03/21 19:10:13
to have tools made to optimize content for 90s computers grind to a halt when a modern computer could most likely display the entire map more efficiently if it wasn't touched by those tools...
#8290 posted by JneeraZ [199.255.40.36] on 2012/03/21 19:17:36
Heh, I've often had that thought.
Have any modern Quake engines ever tried just ignoring the VIS tables and just throw every poly in the BSP at the card each frame - compiled into buffers and whatnot for efficiency?
#8291 posted by necros [174.113.119.133] on 2012/03/21 20:39:07
some numbers:
interior map in ne_ruins takes 3 hours to vis on a dual core 1.8ghz.
it also hits the absolute maximum # of faces allowed in standard bsp format.
size (and even detail) != vis time
also, don't forget, cda was vised on a single core system, so vis was nearly ~1.75x slower.
AND it was released in 2005 so cpus were slower in general.
might be interesting to see how long cda would take to vis on a modern (>3ghz) 4 core system.
but anyway, remember to take into account tech differences. :)
#8292 posted by necros [174.113.119.133] on 2012/03/21 20:41:04
oh, re 8290:
i believe darkplaces doesn't make use of (or at least, does not requires) vis data. it culls stuff on the fly and is actually pretty darn good. i've loaded unsealed large maps in DP and the culling does a great job even with non-optimized areas (rooms open to the void allowing pvs into areas that it wouldn't normally).
#8293 posted by metlslime [159.153.4.50] on 2012/03/21 20:45:36
one issue with the darkplaces method is i think it adds quite a bit to the map load time as it generates the necessary data. I think I suggested to LH that he cache this on disk somehow, not sure if he ever did that.
#8294 posted by necros [174.113.119.133] on 2012/03/21 20:58:04
ah ok... not sure how i feel about it now because i detest how long it takes to load maps in DP. :(
 Necros:
#8295 posted by bear [217.115.56.186] on 2012/03/21 21:26:02
what's the maximum # of faces allowed?
#8296 posted by necros [174.113.119.133] on 2012/03/21 22:32:14
in standard Quake, it is 32768, but the true maximum you can have is 65536 (this is the one i was referring to). after that, you must change the bsp format itself.
 Da Library Bling Version
#8297 posted by sock [24.82.147.76] on 2012/03/22 01:36:48
 Dat Library
#8298 posted by Scampie [72.12.65.92] on 2012/03/22 03:20:29
<3 you forever simon
 Awesome As Usual
#8299 posted by negke [31.18.185.232] on 2012/03/22 10:31:24
Mapping challenge: combine all the scenes in one map and make it work. ;)
 Quake And VIS
#8300 posted by negke [31.18.185.232] on 2012/03/22 10:49:50
Willem is right insofar as, indeed, Quake tech isn't designed for large open areas with lots of detail. Not only can the compile time grow exponentially, there's also the chance the map will not run as smoothly on some machines - from what I understand, the engine is not optimized to render so much at once so it can it will choke in situations of excessive polycount and run poorly on machines that can run more modern games just fine. Case in point: this happened to me when playing the unvised versions of Arcanum on a P4. So the claim that nowadays VIS is irrelevant is wrong. DirectQ (and RMQ) apparently use improved rendering techniques that allow for more excess than standard Quake does.
Of course, it doesn't mean people should refrain from making large areas if they think the map benefits from them. Many of the excellent maps in the past were pretty large and open, and it worked. People who tend or like to go large aren't mapping for the wrong game, of course - they just have to be aware that it comes at the cost of (sometimes greatly) increased VIS time.
Kinn: I don't think there's a new concensus. Couple years back people would say 800-1000, at least in non- or low-action areas. Today I'd say 1500-2000 maybe, even though many maps surpass this by far. Real skill shows where maps look great and detailed (and not overly constrained) but still keep r_speeds within a relatively low margin.
#8301 posted by JneeraZ [174.109.109.171] on 2012/03/22 12:35:00
Case in point: this happened to me when playing the unvised versions of Arcanum on a P4. So the claim that nowadays VIS is irrelevant is wrong.
But I would wager that it's for the wrong reasons. If an engine is parsing the VIS data lumps and using those to determine what to draw and blah blah, rather than just throwing every poly in the BSP into texture sorted buckets at the card - it's probably going to run slower than it optimally could.
A map should be sealed, no question, so the extra cruft outside gets removed but I still question the need for the VIS structures on modern machines.
 Kinn
#8302 posted by Mr Fribbles [118.209.88.171] on 2012/03/22 14:47:20
Is there any consensus on what wpoly count is acceptable these days?
If I can get hold of a Raspberry Pi, I'll try using that as my low end test system. If it runs well on that, ship it!
 A P4 Is Ten Years Old
#8303 posted by RickyT33 [2.124.172.60] on 2012/03/22 20:17:04
Not even slightly new.
#8304 posted by Scampie [72.12.65.92] on 2012/03/27 19:27:01
http://i.imgur.com/hqKgB.jpg
~ 1 more major area to build
#8305 posted by sock [24.82.147.76] on 2012/03/27 23:05:59
@Scampie, it is looking good, I love the attention to detail. I just wish the rivet shadow on the pipes was the right way and the metal seam was on the poly edge (pipe in foreground) not in the middle.
#8306 posted by Scampie [72.12.65.92] on 2012/03/27 23:33:10
you're trying to kill me, aren't you sock. :o
 Looking Nice
#8307 posted by RaverX [79.119.6.25] on 2012/03/28 00:00:06
Scampie: it's looking good, but the theme *seems* wrong. Industrial or metal would be much better, those base textures and pipes don't fit together.
 Scampie:
#8308 posted by metlslime [159.153.4.50] on 2012/03/28 00:15:41
looks great, i wish 90% of the surfaces weren't covered in the same brown color though. (i realize this is idbase.) Maybe the pipes were textured with a contrasting color (like the quake2 red pipe texture, or maybe a darker grey metal color) it would pop more.
#8309 posted by sock [24.82.147.76] on 2012/03/28 00:51:07
Agree with metlslime, you do have too much of the same colour. Maybe try the white that's goes with that set? Plus you don't have to bother with the texture stuff I mentioned, it is only me that gets bothered by that stuff.
#8310 posted by Scampie [72.12.65.92] on 2012/03/28 02:46:00
I will try and reduce the brown... not on the pipes though, I was finally happy with that texture after searching and trying a million other textures!
 Scampie
#8311 posted by RickyT33 [2.124.172.60] on 2012/03/28 03:14:57
I think it looks beautiful.
#8312 posted by Scampie [72.12.65.92] on 2012/03/28 04:30:52
http://i.imgur.com/1zc3o.jpg
more white, blue floor, trimmed pipe bends
#8313 posted by negke [31.18.185.232] on 2012/03/28 09:27:26
I like the pipes in the first shot better.
 I Like Scampie's Pipes Too!
#8314 posted by Shambler [86.25.165.149] on 2012/03/28 09:35:00
Looking great prawnboy.
#8315 posted by quakis [86.22.126.142] on 2012/03/28 11:34:33
Personally, I though the pipes in the first screenshot were MUCH better. Infact, I prefered the first screenshot more. Sure there's a lot of brown, but it actually looked really nice and had a better 'feel' to the room. Kinda warm and I wanted to be there. Current shot loses that. Too much contrast perhaps and now it feels very cold. Texturing also feels 'tacked on' this time.
I think the texturing on the first pipe was spot on, the seam down the middle works. I love idbase, but I love them even more when the texturing is done well like you originally had it.
Personally, I would stick with the previous version but try to ensure that there's some other kind of style variety/contrast in other types of sections (ex. cold and wet lower work areas with more contrast, maybe using the style from the current screen?)
 Pity The Poor Builder...
#8316 posted by Mike Woodham [87.127.250.2] on 2012/03/28 13:55:20
...who has to cut the angles on those tiny bits of floor tile where they meet the edge-trim ;)
Sod 'em, I hear they're paid by the hour.
 You're Right...
#8318 posted by Mike Woodham [87.127.250.2] on 2012/03/28 17:25:49
...so make sure it's not your money.
"Straight bits, guv, I can do pdq, but those nasty angly bits, well... special tools, two man job, sharp-pointy-bits, health'n'safety; all adds to the time, and you know what time means, guv'nor..."
 Looks Cool Scampie
#8319 posted by than [182.164.28.33] on 2012/03/28 17:40:05
those pipes look nice, though I agree with Quakis on the first shot looking somewhat nicer. I think I'd reduce the texture detail on the pipes and revert the floor back to the old one. The other changes look good though.
 Started Making Another Map (DAMN IT!)
#8320 posted by than [182.164.28.33] on 2012/03/28 17:43:07
last night I wanted to work on something to take my mind of apsp3, which is a bit stuck at the moment, so I started making an sp remix of Romero's(??) dm7.
http://i.imgur.com/J5nnc.jpg
Looks shit at the moment, but I wanted to avoid the dm4 style textures and try something more similar to e1m5. Very very very rough atm :)
 That's Nice Than.
#8321 posted by Shambler [86.25.165.149] on 2012/03/28 19:03:42
Always liked those textures and shows early promise.
But please fix the trim - it should look like an actual physical trim that covers an edge corner, not just painted on one side!
 Piping Hot!
#8322 posted by sock [24.82.147.76] on 2012/03/28 19:09:56
@scampie, I think I was confusing in my feedback, I meant just move the single trim line on the first pipe image. The new pipe looks odd, I like the first screenshot pipe design better.
The colour balance in the first screenshot certainly looks warm and Q1 cozy, while the second feels more bleak and industrial. I like the colour changes in the second, just not a fan of the blue square tiles.
#8323 posted by Scampie [72.12.65.92] on 2012/03/29 06:16:08
http://i.imgur.com/zcZj1.jpg
that's where I'm going to sit with it for awhile. only a few small changes (i properly rotated the damn rivets simon), but overall I'm happy with it now... also built the final area today (no spoiler screenie!), after which FitzQuake informed me that I am over the standard map model limit! huzzah! almost finished... /me passes out
 Ooops
#8324 posted by sock [24.82.147.76] on 2012/03/29 07:20:26
@scampie, top right hand corner, I spy upside down rivets! hehe, btw good screenshot :)
 Go Scampie, Go!
#8325 posted by distrans [131.172.34.1] on 2012/03/29 08:54:26
I'm quite looking forward to this one...juicy...very juicy.
 Scampie.
#8326 posted by Shambler [86.25.165.149] on 2012/03/29 10:02:16
Nice balance in that one, I approve.
 Scampson
#8327 posted by negke [31.18.185.232] on 2012/03/29 10:26:38
Turn the triggers for the monster teleports into point entities (don't forget to give them the 'silent' spawnflag!) - that should bring the model count below the limit, assuming you didn't exceed it by far.
Are the floor tiles stretched or it just a widescreen fov effect?
 Triggers->point
#8328 posted by than [182.164.28.33] on 2012/03/29 15:09:10
I thought that was Quoth only? scampies map is quoth?
Is there a hack to do it in id1? :)
#8329 posted by Scampie [72.12.65.92] on 2012/03/29 16:18:49
widescreen fov, no stretch
and yeah, /id1/
 Scampie
#8330 posted by Drew [132.205.41.240] on 2012/03/29 17:45:25
latest incarnation looking great. good luck, and thanks in advance.
 I Was Talking About ID1 Of Course
#8331 posted by negke [31.18.185.232] on 2012/03/29 19:49:43
Every type of trigger can be made a point-based entity as well - just like the counter. Naturally, it will then only touch at that particular point, which is fine for monsters in spawn closets as they just stand in one spot until teleported.
Fun fact, did you know the "notouch" spawnflag also works on trigger_secret?
It only gets into the field of hacks if you make the point triggers borrow bboxes from other point and brush entities.
 Negke
#8332 posted by Scampie [72.12.65.92] on 2012/03/29 19:56:48
I will do that thanks! I had actually already cut a bunch of func_illusionary and trigger_once that were little details and etc fun texts which got me under, but I'd love to put them back
 Negke
#8333 posted by than [221.244.26.90] on 2012/03/30 06:27:29
I knew about the only entity flag, but didn't realise the trigger still worked as a touch trigger without the brushmodel.
Quoth has point triggers that allow you to specify dimensions from a corner position, and thought you were referring to that.
 Just1fix
#8334 posted by Scampie [72.12.65.92] on 2012/04/04 21:18:04
 Sweet
#8335 posted by RaverX [79.119.7.185] on 2012/04/04 21:44:35
Nice. Clean, simple and very "Quake" looking. Altough I don't understand why everybody is using "pipes" in all maps.
#8336 posted by Scampie [72.12.65.92] on 2012/04/04 22:00:50
they are the new crate
 ONE MONTH
#8337 posted by Kinn [86.176.167.133] on 2012/04/04 22:18:06
just kidding :} Let's hope you can keep this killstreak going.
 Scampie!
#8338 posted by sock [24.82.147.76] on 2012/04/05 00:02:45
Wow that is much better :D but I do love all things Gothic / medieval / stone / metal and wizard like! :D
Now I just need to get all my Q1 tools setup ...
 +1
#8339 posted by Shambler [86.25.222.132] on 2012/04/05 10:10:41
Vote for Scampie.
 Yup
#8340 posted by Drew [216.252.91.195] on 2012/04/06 08:04:23
Looks perfect.
also: thanks for making Sock consider possibly getting all his Q1 tools set up.
 Yeah.
#8341 posted by Shambler [86.25.222.132] on 2012/04/06 11:04:59
I don't really like the whole "OMG it's a mapper let's force him to make Q1 stuff", but if mr Sock does happen to dabble then I'd be very interested to see the results.
 Wait
#8342 posted by Kinn [86.128.113.123] on 2012/04/06 13:41:45
holy shit - sock making Q1?
Is 2012 becoming a new golden age for Quake?
 Well...
#8343 posted by quakis [86.22.126.142] on 2012/04/06 14:07:11
It's the end of the world afterall. Do it now before it's too late!
:D
 Time To Sell The Skins...
#8344 posted by Barnak [64.229.100.176] on 2012/04/11 22:25:57
Guess what map this is ! ;-)
There's a pack of 60 suckers in there. Time to sell the bear's skin to the chineese...
http://fsgregs.startlogic.com/Public_Files/Cham/Pictures/crazy.jpg
 Errrr.
#8345 posted by Shambler [92.22.66.186] on 2012/04/11 22:35:33
Leave them poor shamblers alone!
 First Test
#8346 posted by wakey [178.191.198.104] on 2012/04/12 00:15:27
Nothing special, but i guess ok for my first try with q1.
http://i.imgur.com/5PEUx.jpg
http://i.imgur.com/2HOvI.jpg
Could also post some screens of my old q3 maps, if someone is interested.
But on the other hand they can be found on lvlworld anyway.
 Looks Decent
#8347 posted by onetruepurple [91.233.197.107] on 2012/04/12 00:28:18
Liking the gate and the terrain.
 Freeeeeeeedooooom
#8348 posted by Tronyn [24.79.203.208] on 2012/04/12 09:54:34
a celtic cross!
nice detail on the gate.
 Did'nt Think About That
#8349 posted by wakey [178.190.2.20] on 2012/04/12 11:37:04
just wanted something medieval in the map.
Sometimes saw similar crosses as gravestones.
Does it have a special meaning?
#8350 posted by quakis [86.22.126.142] on 2012/04/12 16:05:15
Screens look nice, I like the different ambience there.
 Not Bad
#8351 posted by RaverX [79.113.44.181] on 2012/04/12 16:20:39
Not bad at all, it's simple, but it has a special feeling and it's something different. Try adding some more details (maybe some boulders, some dead trees) and make a map, it could be a really good one.
 Why Not
#8352 posted by wakey [178.190.2.20] on 2012/04/12 18:26:15
have already something in mind, diablo like.
Means some crypts, undead etc.
Details will be added, when i finish and polish the map.
Here some screenies of my other maps:
http://imgur.com/a/5yUhS#0
 Progress
#8353 posted by than [180.146.56.40] on 2012/04/12 18:54:55
Still working on the sp remake of dm7 I started to give myself a break from my other map. A lot of work left (rocks, lighting, most of gameplay and polishing...) but it's taking shape, and the flow is figured out at least.
The original dm layout has been butchered quite a bit to make sp gameplay fit into it. The r_speeds are also pretty high since the layout is open. Then again, who cares about r_speeds these days?
http://i.imgur.com/ptxRx.jpg
 Rocks!
#8354 posted by sock [24.82.147.76] on 2012/04/12 19:28:28
Wow than, that looks awesome! Personally I don't care too much about r_speeds in Q1 anymore, most modern machines can cope.
I am not sure why you are bothering with the rock walls, open it up so it is atop of a giant rock. Turn the sky to light cream colour and add fog so it fades into the distance. Place small rotating rocks in the sky space so it looks it was ripped from the ground and transported here. Could even put huge teleportation beacons around the citadel to show how it was transported to this strange void.
 Oshit Son
#8355 posted by DaZ [78.147.174.81] on 2012/04/12 19:47:41
That's looking really nice Than. Don't really see many maps using this theme, reminds me of Gloom Keep actually.
So, we can play it in 2019 yes? ;)
 Than.
#8356 posted by Shambler [86.25.222.132] on 2012/04/12 20:29:00
I would wipe my knob on that map :)
Also
Don't really see many maps using this theme, reminds me of Gloom Keep actually.
Maybe because it's the Gloom Keep texture set?? :O
 Than
#8357 posted by JPL [82.234.167.238] on 2012/04/12 20:35:36
Nice shots ! Really nice architecture. As suggested, fog would definitely help to break the flatness of the huge rock in the back-ground...
Keep it up !!
 Adolfbler
#8358 posted by DaZ [78.147.174.81] on 2012/04/12 21:59:55
Maybe because it's the Gloom Keep texture set?? :O
Orly?
 Yepp, Good One
#8359 posted by wakey [178.190.2.20] on 2012/04/12 22:03:16
Reminds me a little bit of Tomb Raider (please dont hit me).
Sock's idea is also great.
Would give it a little touch of Cardigans Estatica imo.
Anyway, cool idea!
 Lol
#8360 posted by RickyT33 [94.13.59.176] on 2012/04/13 02:24:25
There are plenty Tomb Raider fans around here...
It's kinda a Quake-era game.
 Nobody Uses Those Textures?
#8361 posted by Drew [216.252.87.248] on 2012/04/13 04:03:42
I find them the easiest so slap shit together with quickly, so I use them a lot - not that I produce stuff this nice that quick. It looks really good Than.
Not sure I'm into the rocks though - they don't seem quite right to me for some reason. Maybe with lighting etc though. 2c
#8362 posted by necros [174.113.119.133] on 2012/04/13 04:30:51
conflagrant rodent had the orange bricks.
 Thanks
#8363 posted by than [221.244.26.90] on 2012/04/13 06:17:55
yeah, I think when I posted the first pic a little while ago someone mentioned those textures being overused ;) They have been used quite a lot I think, but I never tried to use them and thought they would work well.
Sock: that's a really awesome idea! I should perhaps give it a go. Making rocks is pretty damn annoying, so maybe your idea would work nicely. Would really need a skybox or a plain texture + fog though.
I'm really looking forward to seeing what you do with Q1 by the way! Your Q3 stuff is awesome and I hope you can get your way with Q1 too :)
Drew: the rocks in that pic are temporary rocks I put in to seal the map and provide a route to the silver key. I am going to change them :)
I hope to have it finished in the next week or two, then I want to go back to working on my main map, or maybe I will finish my 70% done remix of dm1.
 For Fuck's Sake, Than!!!!!!!!!
#8364 posted by negke [31.18.185.232] on 2012/04/13 11:47:05
 Wakey
#8365 posted by negke [31.18.185.232] on 2012/04/13 11:52:22
Optimization tip: if you make the vertical poles of the fence/gate an individual func_wall, it'll probably save you quite a few polys. Check out the difference by using r_showtris. The idea is to seperate brushes (either world and func, or func and func) so they don't 'touch' and cause qbsp to split the faces.
 I'll Give It A Try
#8366 posted by wakey [178.191.200.97] on 2012/04/13 14:03:10
 Than
#8367 posted by Drew [216.252.87.248] on 2012/04/13 14:49:41
Just to be clear: I love those textures.
good luck with the maps. I've been looking forward to all of them - every once in a while I'll go back to your page and look at the WIP shots, and get all bonery.
So yeah. super excited.
Oh - is Satan's Caramel Surprise still a possibility?
 Drew
#8368 posted by than [180.146.56.40] on 2012/04/13 17:14:06
You mean this ancient page? http://www.quaddicted.com/webarchive/than.quaddicted.com/index.html
I've actually got a real urge to map a lot lately, so I went back through those maps and took a look to see if they are worth finishing.
*APSP3 has a lot of flaws, but I really want to finish and release it, so I will at some point this year (hopefully in the next couple of months).
*DM1RMX is simple, but I want to make a full dm->sp episode eventually, so it's worth finishing.
*APSP4 (Satan's Caramel Surprise) is probably only about 1/6th done, but it has some interesting ideas, so I want to see if I can finish it. I suspect it's been done by someone else (Negke?) by now, but the gimmick is that you get route and weapon choices and can take entire areas in reverse depending on your choice of weapon. The spawning is supposed to be adjusted based on your choice. Could be a fun map to make.
Whether I'll get around to doing the other DM conversions or not, I don't know, but I hope so, because making them is a lot of fun. I also wanted to do a Rubicon 2 map (I LOVE BASE!). I wish I had infinite time.
Hope you are still mapping! Will we ever see a full map from you?
 Web-goodness
#8369 posted by sock [24.82.147.76] on 2012/04/13 19:54:47
Wow, Than you have a webpage! Must bookmark that, hopefully you will update it at some point. With your citadel thing, try deleting all the rocks and adding a white/create sky texture and fog. It might be a cool direction to try.
 Wow
#8370 posted by RaverX [79.119.9.141] on 2012/04/13 22:46:49
I remember that...
APSP3 - Bound by Oath (Quake SP)
Those 2 screenshots look stunning, please try to finish that map.
#8371 posted by quakis [86.22.126.142] on 2012/04/13 23:21:36
Wish that RTCW map was for singleplayer. :(
#8372 posted by Text_Fish [94.169.119.204] on 2012/04/14 11:08:21
If there's a Qexpo this year it's gonna be a corker. :O
 Yeah
#8373 posted by Drew [216.252.94.13] on 2012/04/14 23:28:32
that website.
and no.
not ever.
I'm super excited about the idea of APSP4. Not only because of the gameplay idea, but because I don't think I've ever played a metal themed map by you, and I'm sure you'd handle the style interestingly.
Anyways, whatever you do - looking forward to it.
 Space Invaders N Junk
#8374 posted by Scampie [72.12.65.92] on 2012/04/15 10:37:57
http://i.imgur.com/Ht1QY.jpg
taking a little break from my q1sp to make a q3 20 brush map. this is day1. unlit. 4 patches, 5 brushes at the moment.
 Oh Yeah
#8375 posted by Scampie [72.12.65.92] on 2012/04/15 10:45:10
the space invaders are jumppads
and animate
 Looks Cool!
#8376 posted by than [180.146.56.40] on 2012/04/15 11:26:48
how did you make the earth?
Already making a new Q1SP? yay!
 Than
#8377 posted by Scampie [72.12.65.92] on 2012/04/15 21:07:28
It's a curve cylinder with the verts pulled into a sphere. Then I cloned the sphere and enlarged it *1.05, since I don't care if it's on the grid, and put a cloud shader on it.
 Yes
#8378 posted by madfox [94.215.210.233] on 2012/04/16 05:39:57
The pipe tut was a good easter egg, scamp.
The making of the pipe wasn't that bad, untill I started texturing, and as all sides had two texture counters I'm seeing metal4 for ever.
http://members.home.nl/gimli/pipv.jpg
http://members.home.nl/gimli/pipy.jpg
http://members.home.nl/gimli/pipx.jpg
I lost my patience in texturing them as Quark has such a bad ass 3D viewer.
I succeeded to make the pipe as small as possible without sliding.
Well almost as the inner space is 64 units.
 MadFox
#8379 posted by JPL [82.227.229.44] on 2012/04/16 08:51:16
You should try this:
1/ select a face of the pipe
2/ tag this face
3/ select an adjacent face to the tagged one
4/ apply around pillar feature
Then you'll get perfectly aligned textures around the pipes, and even in between pipes junctions if you repeat the the procedure.
I made some experiments some time ago on pipe texturing, and it gave interesting results
Experiment !
#8380 posted by [194.65.24.228] on 2012/04/16 11:39:27
madfox the problem isn't on quark
sorry
I saw lots of maps made in quark and they look just fine with all textures alight
try to make your work perfect from start to end, don't try to fix then all at the end... this is to much painfull for you and anyone that work this way.
 Than.
#8381 posted by Shambler [86.25.222.132] on 2012/04/16 12:11:56
You rock, please keep trying to finish stuff, I and plenty of others will definitely enjoy anything you make :)
Madfox, looks promising, I like the mad pipework, please fix the textures and get the map done :)
 Trinca?
#8382 posted by RickyT33 [81.132.89.174] on 2012/04/16 12:39:01
 Wb
#8383 posted by Spirit [82.113.121.90] on 2012/04/16 12:54:01
 Trisouporting
#8384 posted by madfox [94.215.210.233] on 2012/04/16 21:51:19
@JPL - I made the pipe with GtkRadiant and the texture was straight aligned, but when I imported into Quark I had to make the parts of the bending line with each side apart.
And as the sides are not trunked (\_/ in stead of \/) I got mixed up with double texture.
Is your advice for Quark or Radiant?
@drWho - right, I never had problems with quark, only when I have to texture and the texeditor as wel as the 3D screen get meshed out white with every movement.
@shambler - thanks for your support.
 Agree With Everybody Else
#8385 posted by onetruepurple [91.233.197.107] on 2012/04/16 21:59:06
Just chiming in to say that calling Anon!Trinca "drWho" gives me some hilarious mental images.
 Thakx Jpl
#8386 posted by madfox [94.215.210.233] on 2012/04/16 22:25:20
That saves me a bag of green unions I was stuck on the last days!
 Centipedes Do Not Belong In Space
#8387 posted by Scampie [72.12.65.92] on 2012/04/17 04:59:20
 MadFox
#8388 posted by JPL [82.227.229.44] on 2012/04/17 10:57:36
It was for quArK obviously, but it looks you understood it at the end ;)
 Progressing
#8389 posted by wakey [188.22.49.128] on 2012/04/22 23:38:32
 Good!
#8390 posted by madfox [94.215.210.233] on 2012/04/23 00:42:05
Looks like a caveman searching for zombies.
Pics are a little dark to see, but then again, quake is dark.
I always turn up the contrast and brightness for showing screenshots. It can ruin the impression but also better to have a better view.
Almost part of the vertical map.
 Wakey
#8391 posted by rj [86.29.94.69] on 2012/04/23 00:46:21
that is so awesomely oldskool; it looks like a long-lost relic from the cdrom.com era. love the dark shadows. can't wait to play it!
 Way Too Dark...
#8392 posted by JPL [207.194.223.3] on 2012/04/23 02:28:25
... to provide proper feedback unfortunately...
Please fix this ;)
 Because Not Everyone Can Help Themselves
#8393 posted by rj [86.29.94.69] on 2012/04/23 09:27:10
#8394 posted by quakis [86.22.126.142] on 2012/04/23 09:30:59
And it probably took you a second to do that too :p
The third shot (original post) bothers me. I feel that any depth/shape in the ceiling is lost because of the lighting or texturing. I can see that it curves, but everything just blends together so well that it feels like a wasted visual aspect. Something needs to break up the texture or something, while possibly also following the same curve could help?
 Original
#8395 posted by nitin [203.217.95.19] on 2012/04/23 14:27:22
shots look fine on my monitor, pretty moody stuff but brushwork looks a little too basic.
Calibrate your monitor jpl!
#8396 posted by JneeraZ [174.109.109.171] on 2012/04/23 14:31:19
JPL's monitor isn't the problem. :) Those shots are dark as heeeell...
 Its Interesting
#8397 posted by nitin [203.217.95.19] on 2012/04/23 15:10:07
how different people's monitor setups are. The ones that rj posted look way too washed out on mine for example whereas the originals show up fine.
I envy you mappers trying to get lighting right.
 Brightness
#8398 posted by RaverX [79.119.14.185] on 2012/04/23 16:14:49
The original screenshot are indeed a bit dark, but only a bit. The modified screeshot looks like sh*t, they are wayyyyyyyyyyyyyy washed out.
But I think the map will be nice, it has that oldschool feeling and it might be very creepy. Can't wait for it :)
#8399 posted by necros [99.227.156.158] on 2012/04/23 17:58:11
the original shots were just pure black with flame models in them.
thanks rj, couldn't be bothered to run them through gimp. :P
also: of course they look washed out after rj's brightened them; there was hardly any colour information to begin with.
the best way to calibrate a screenshot in a scientific way is by looking at the levels in proper image editing software.
 Because Not Everyone Has Gimp On His Laptop
#8400 posted by JPL [207.194.223.3] on 2012/04/23 18:35:41
...thanks in anyway rj...
Else the shots are washed-out indeed, but at least they are not dark anymore.
Shot 1: looks nice, just need more details: I would have put light_torch_long_walltorch Quoth like stuff instead of small torches on the wall... Maybe small torches on the central pillars.. though...could be better.
Shot 2: wow, really weird... walls are too flat IMHO. You should add more details to make them more "real" like visible broken stones, horizontal impaled dead bodies, etc.. or just hide the flatness with a little bit of fog..
Shot 3: This area is kinda cool ! I would see it with some fog, and plenty of Zombies... You could also want to add details on the ground, or simply add a little bit of water there (like in a underground drown cave)..
Madfox: keep it up !
 Imho
#8401 posted by rj [86.29.94.69] on 2012/04/23 19:20:19
i actually like the lack of modernisation (details, quoth models, fog, attenuated light etc) purely because it's been a long while since i've seen a new map that really evokes that 1996 lost-in-the-past feeling. i wouldn't judge every map by those criteria but for this one in particular, the unpolished look suits it.
#8402 posted by JneeraZ [199.255.40.36] on 2012/04/23 20:09:11
Calibration in terms of this stuff is not that hard. Tweak your monitor until the id levels look right to you. Then make your levels look good on those settings. :)
 I Guess It's Realy Too Dark
#8403 posted by wakey [194.166.154.151] on 2012/04/23 22:33:43
ppl always complained about my maps beeing too dark. I just love it, imho it gives atmosphere ^^
My Monitor is set to max brightness, wile the rest of the room is dark, guess thats the reason.
But it isnt final, i will tweak it later on.
I'm not yet sure how much detail i will add, want a mix of quake/diablo/dungeon keeper feeling.
quakis: thought that too, any ideas?
#8404 posted by negke [31.18.185.232] on 2012/04/23 22:57:34
The map is not too dark, only the shots are. There's a considerable difference between in-game lighting and how it looks on screenshots.
As a rule of thumb, screenshots of any remotely dark area need to have their brightness and contrast (<- important to keep them from looking too washed out) increased by 15 and 20% (in PS anyway) to work better on darker monitor setups and CRT. TFT screens are often brighter by nature, so it's not obvious until people start complaining.
 Wakey
#8405 posted by Drew [216.252.90.175] on 2012/04/24 02:07:53
yeah I don't know if it's luck or pure skill, but those shots, 1&3 particularly, really evoke the best kind of weird old quake feelings in my heart.
Either way good luck!
 Also
#8406 posted by Drew [216.252.90.175] on 2012/04/24 02:15:03
Than: progress?
 Eh?
#8407 posted by than [221.244.26.90] on 2012/04/24 06:55:15
yeah, I am still making stuff!
dm7rmx is still in development and I have completed most of the main architecture and figured out exactly how I want the gameplay to flow, though I haven't put in all the monsters yet. The main thing that remains is sorting the shitty rocks out. I hate making rocks in Quake, but I have to get it done. I will aim to do them over the next couple of days and will post shots when I do. Oh, and lighting is going to be a pain because I have currently got a minlight of 50 for testing. When I set that to 0 the map will look like shit until I light it. Still a week or so of work left in total I guess.
The other maps haven't been touched and won't be until dm7rmx is done.
 Sounds Awesome
#8408 posted by Drew [216.252.90.175] on 2012/04/24 07:23:39
I'm busy for a week anyways - strikes at our uni = extensions = me bogged down with paperwork.
good luck with the shitty parts, thanks for all the effort(and skill)!
 Than
#8409 posted by negke [31.18.185.232] on 2012/04/24 09:56:27
Non-shitty rocks shouldn't be that difficult unless you're aiming for ultra-realisic looks. Something along the lines of roundish tops, half-circular and intersecting. Can't explain too well. Just something that looks smooth and natural, a bit like this, but with some height and depth varation at the top.
Just don't make it a tower in a foggy void - it's DM7 after all, and you're not Tronyn. Also, since the map exits to DM1RMX, I'd love to see them both released at the same time. ;)
 Lol!
#8410 posted by Tronyn [24.79.203.208] on 2012/04/24 10:11:31
I already read the first bit of your post, and I was about to stomp in raging "what do you know about rocks negke! your levels (awesome as they are) are always "artificial" (yes you know what I mean as opposed to "natural).
My rockwork, as in nsoe3 say, is just a bunch of messy shit that'd be better at home with the Unreal engine (I'm surprise vis even survived it). The best rockwork I've seen in Quake is by Mike Woodham and others (rubicon2 was great) who use a similar style, although in a way a combination of the that and messiness would be best of all.
#8411 posted by negke [31.18.185.232] on 2012/04/24 10:39:39
My Travail maps featured a lot of rockwork actually. The second one in particular was pretty 100% rock caverns. Too bad you didn't play them (and left them out of your UWF review). But it's true, I don't seem to do that very often.
 Hey
#8412 posted by Tronyn [24.79.203.208] on 2012/04/24 11:08:14
UWF did the UWF review. I admit I focused most on the first part when I did my review, mostly because I was a big fan of Scragbait, and I still am. I didn't do any further reviews, at that point, and it's true I did get a bit lazier regarding the project as a whole.
 Anyway
#8413 posted by Tronyn [24.79.203.208] on 2012/04/24 11:24:55
I'm now going to play all the way through, and I won't try to think who designed what. Fuck that. Anyway Trvail was one of the #1 orgies since Quake was released. So I'mma a play now, and I apologize for being gayer earlier.,
 I Remember
#8414 posted by than [180.147.94.21] on 2012/04/24 13:23:36
Caverns full of spiders in Travail. That was you, Negke?
Travail was fun. Make another one!
By the way, dm7 will probably sit between dm5 and dm6 as a secret map, though it might just be that last map. Who knows eh? :)
It won't be the first and exit to dm1 though. dm1rmx is the easiest map so far (of the 3 I've nearly done). They're all likely to be stand-alone releases at first anyway, then if I get them done it might be called dmrmxrmx :)
 Ok
#8415 posted by spy [92.46.0.122] on 2012/04/24 18:07:34
there\s a great news bout than's rmx maps.
particularly a dm1 remix
#8416 posted by [Kona] [121.73.104.148] on 2012/04/25 00:03:22
what ever happened to uwf? he and the site just completed stopped, never even a closing update.
 Good Question
#8417 posted by Drew [216.252.90.175] on 2012/04/25 00:54:09
Probably gave up on the Underworld series too.
#8418 posted by metlslime [159.153.4.50] on 2012/04/25 01:57:01
i always thought he was a fan of the band, not the movie...
 That
#8419 posted by Drew [216.252.90.175] on 2012/04/25 03:32:49
would make much more sense.
for many reasons.
#8420 posted by Spirit [89.204.137.91] on 2012/04/25 09:51:13
he was going to be hosted at quaddicted but vanished.
#8421 posted by negke [31.18.185.232] on 2012/04/25 10:42:55
Your first thought should have been he was a fan of the concept of the underworld and everything ghoulish within (hence the Quake reviews). I suppose he then joined the army and died in one of the middle east crusades. RIP :(
#8422 posted by [Kona] [121.73.104.148] on 2012/04/25 23:07:43
He did a real life first person shooter? cool.
Speaking of which, I've emailed Neil Manke's personal email addy a few weeks ago. Never heard back. No one has heard from him online since 2008, where he was reportedly very sick. The game he was making was never finished. So my guess is he must have died.
#8423 posted by rj [86.29.94.69] on 2012/04/26 01:03:08
i've always wondered that about people i've previously known online. they could have died suddenly, at any moment, without anyone outside real-life circles ever knowing. depressing thought
 Doesn't Look Too Good
#8424 posted by than [180.147.94.21] on 2012/04/26 01:10:36
http://forums.steampowered.com/forums/showthread.php?p=24251518
nobody seems to have heard anything. Surely if he'd died there would be someone that knows and would tell people. I enjoyed his work for hl alot, and I'm sure he had plenty of fans.
#8425 posted by [Kona] [121.73.104.148] on 2012/04/26 03:29:22
There were others working on the game with him (einar saukas). I looked up a couple on Facebook, was thinking about messaging them...
His email didn't bounce back, so someone got it but chose not to reply.
Neil was always good with updates and loyal to fans, so I think if he was able to, he eventually would have put an announcement on his website. Someone on some forum also mentioned cancer. Not sure if that was true or just Chinese whispers. But if he did die, I guess that could explain why no one he ever worked with wants to announce it, as it's kinda a big deal and they might not feel it's their place to say.
yeah it's a scary thought rj, many people in the past we would never know about.
 Glassman Left Mysteriously
#8426 posted by Kinn [31.53.95.237] on 2012/04/26 09:03:48
did he not? anyone know where he went?
 Glassman
#8427 posted by onetruepurple [91.233.197.107] on 2012/04/26 15:36:01
I think Tronyn managed to contact him once about the gmsp2 sources? That was around 2010 though.
And since this thread took a turn toward the depressing, have an appropiately shitty WIP shot: http://i48.tinypic.com/34gvcz9.jpg
#8428 posted by Text_Fish [94.169.119.204] on 2012/04/26 17:34:29
Call me a hopeless optimist, but whenever a modding luminary disappears from the scene I tend to just assume they were swallowed up by some faceless dev studio and nolonger have time for their humble roots.
 Otp
#8429 posted by RickyT33 [94.13.59.176] on 2012/04/26 17:58:35
Looks like a nice selection.
 Onetruepurple
#8430 posted by than [180.147.94.21] on 2012/04/26 18:11:30
Looks good, but try roughing out a layout before getting caught up in details. If it's just a decoration test then cool - look forward to seeing the finished map.
 I Hate Making Rocks!
#8431 posted by than [180.147.94.21] on 2012/04/26 18:13:55
Ok, so I've spent the past few evenings slowly putting in rock brushwork. I'm still only about 2/3 done. Not sure why I am so slow at doing this... I think it must be partly psychological.
Anyway, here is a very rough in progress shot, which also shows some of the other changes. Final will have a little more detail, textured rocks and hopefully better lighting (still using minllight 50.)
http://i.imgur.com/CisIo.jpg
#8432 posted by onetruepurple [91.233.197.107] on 2012/04/26 20:15:55
Ricky: Thanks, I have a huge hardon for texture combos so it made sense I gave it a try too.
than: Yeah, I was going to do more detail work but then I ran into the same rock problem as you. So I guess I'll just block out instead.
DM7 is looking swell, glad you didn't listen to sock (sorry sock :(). The rusty metals are interesting, what wad is that?
#8433 posted by necros [99.227.156.158] on 2012/04/26 21:04:58
opt: it's a good start, but i'll reiterate that you shouldn't do too much detail early on.
than: there's terrain in that shot? i couldn't see any as my eyes were glued to the _awesome_ castle in the center. ;)
 XxnEcr0sxX
#8434 posted by onetruepurple [91.233.197.107] on 2012/04/26 21:07:43
In cath, did you use Hipshot's stormydays skybox as is, or did you resample it? I could swear it looks different my current map.
#8435 posted by necros [99.227.156.158] on 2012/04/26 21:13:25
i used rle compression on the TGAs, but that shouldn't affect anything in the way it looks.
nice choice for a sky btw, hipshot's skies are awesome!
 Grey Rocks Suck...
#8436 posted by JPL [207.194.223.3] on 2012/04/26 22:28:32
... but the Castle, OMG ! Go map and release it ASAP please. Can't wait to play it !
#8437 posted by [Kona] [121.73.104.148] on 2012/04/26 23:41:04
I never did the layout before detail. I'd just map fully detailed, wall-by-wall, and the layout would just form however it wanted out of that. I felt doing the entire layout roughly firstly, it would then make detailing everything feel like a chore as you fill gaps.
 That Is A Good Point
#8438 posted by Tronyn [24.79.203.208] on 2012/04/27 02:19:57
Re: Glassman
Yeah a couple years ago I did get in touch with him and asked him to release his scraps... he looked around to see if he could find them, but was only able to confirm that they're lost for good. Too bad.
 Shambler's Food
#8439 posted by madfox [94.215.210.233] on 2012/04/27 09:39:30
 Omg Necros!
#8440 posted by than [180.147.94.21] on 2012/04/27 18:05:26
http://necros.slipgateconstruct.com/
These shots look awesome!
Looking forward to seeing more.
MadFox: You're always posting weird and interesting models. What are you working on?
#8441 posted by necros [99.227.156.158] on 2012/04/27 18:39:32
madfox: that is strangely hipnotic. *_*
than: everyone's making maps lately, i wanted to join in. :P i think i can have that last shot released in may!
 Clay Renders, Hm?
#8442 posted by negke [31.18.185.232] on 2012/04/27 21:36:50
necros: FFS, send me your Doom 2 map. If you're not going to finish the final detail pass, I will. Also, Dragons!
 You Have Mail.
#8443 posted by necros [99.227.156.158] on 2012/04/27 21:58:39
and yeah, dragons; maybe in june.
 Also Cath!
#8444 posted by onetruepurple [91.233.197.107] on 2012/04/27 22:23:25
#8445 posted by necros [99.227.156.158] on 2012/04/27 22:59:49
oh yeah that too. god, do i really have 4 nearly finished maps? :(
 Fuck
#8446 posted by Drew [216.252.90.175] on 2012/04/27 23:07:09
this year has so much quake-potential.
 Than
#8447 posted by madfox [94.215.210.233] on 2012/04/27 23:54:35
It came up to me when I started the energy cell generator and I needed some new bolds.
I could get away with progrefs from mh but that are a lot of entities.
I was working on the coil model,
http://members.home.nl/gimli/coil.gif
when I remembered the tesla coil frpm C&C.
So I warped accidently something like this,
http://members.home.nl/gimli/tesla.gif
thought it too lazy without parms and skinfile so turned my witz on it and pointed out to some shambler's addon,
http://members.home.nl/gimli/tesle.gif
that could also co inwards of course...
http://members.home.nl/gimli/tesli.gif
 You Are The Rogue Scientist/Tesla Of Quake
#8448 posted by Tronyn [24.79.203.208] on 2012/04/28 02:32:44
that lightning really is hyponotic too... every time your eye tries to figure out how it's moving you get confused all over again, heh.
 Sparks Belong In Moving Skyboxes
#8449 posted by madfox [94.215.210.233] on 2012/04/28 10:24:38
 Is This Still Quake?
#8450 posted by madfox [94.215.210.233] on 2012/04/29 06:45:12
 Scratch
#8451 posted by madfox [94.215.210.233] on 2012/04/30 07:14:08
Bandwith is a little slow, but this is how it looks ingame.
http://members.home.nl/gimli/tesslq.wmv
#8452 posted by necros [99.227.156.158] on 2012/04/30 08:28:48
woooOOOOO-- bzzt
 Progress
#8453 posted by than [180.147.94.21] on 2012/04/30 17:54:10
I have 1 week holiday at the moment, so I might actually finish this. Spent most of today mapping because the weather sucked.
Would have liked to try some of Sock's ideas, but decided to keep it simple. It's subtle, but the fog makes a big difference.
http://imgur.com/0qjZO
r_speeds have gone crazy. Was hoping to put some more detail in, but maybe it's already too much considering the layout is annoyingly open and impossible to vis. Getting the gameplay tweaked is probably all that remains (probably should do gameplay first, huh?)
 Sounds Like A Fantastic Idea
#8454 posted by Drew [216.252.94.22] on 2012/04/30 18:02:08
Guess I was wrong about the kingpin rock textures not working!
#8455 posted by [89.154.59.153] on 2012/04/30 20:16:46
dawn than you map really good...
 Than
#8456 posted by JPL [82.234.167.238] on 2012/04/30 22:26:40
It is really nice now. It changes everything having good rock texture, decent lightning and smooth foggy effect.
I can't wait playing it !
 Small Add...
#8457 posted by JPL [82.234.167.238] on 2012/04/30 22:27:47
Maybe find a better skybox.. though...
 Why Better Skybox ?
#8458 posted by michelor [151.16.158.26] on 2012/05/01 15:48:11
JPL I see no sense in criticize the old classic style Quake skybox..
..surely there are better of them but I think it's not focal point!
Instead try and change clouds color.. I've obtained good results with azure & blue(I hate
standard purple though!)
 Michelor
#8459 posted by JPL [82.234.167.238] on 2012/05/01 19:28:55
I just shared my point of view. You disagree.. fair enough... I was not really thinking to purple sky either, rather to any of Kell's skybox, such as Labyrinthus, or Dust skybox..
I think it would render better... that's just my humble opinion.
 Than
#8460 posted by madfox [94.215.210.233] on 2012/05/01 22:32:42
Good castle, than!
I keep the reminding of Alice'mcGee in the screenshot.
Can't you make a giant gammabuster out of the top?
 Sky
#8461 posted by than [180.147.94.21] on 2012/05/02 03:17:04
I've tried changing the colour, and I think grey fits with the fog best, so that's why it's grey at the moment. Having a different fog colour looks a bit cheap, and I don't really want to use a skybox because then I need to include it with the map. Quake's default sky texture is ok, the main problem is simply that it's insanely low resolution and looks total shit when you can see it against something that is far away - especially if you look up a tall shaft to a small patch of sky. I think it looks ok in the map though, so I'll probably just leave it. Might be worth trying a skybox though...
Madfox: What do you mean by gammabuster? Some kind of giant cannon? Not sure I really want to do that. Maybe an observatory would look cool. Not sure I want to change all that stuff though.
#8462 posted by necros [99.227.156.158] on 2012/05/02 04:08:04
oh shit yes, an observatory with the big telescope poking out, that'd be crazy awesome! 0_0
 Just My Imagination
#8463 posted by madfox [94.215.210.233] on 2012/05/02 06:45:48
I was loooking at the top of the castle and thought of a big coil of light raising up to the sky.
 Than
#8464 posted by nitin [203.158.35.1] on 2012/05/02 12:52:17
and I don't really want to use a skybox because then I need to include it with the map.
If you're aiming for a fitz/qspasm audience, hardly an issue.
 Three Things
#8465 posted by onetruepurple [91.233.197.107] on 2012/05/02 14:19:12
1. Added to pipeline.
2. The gray sky texture is nice. Skyboxes are overrated but one would be good if...
3. The map was a badass Quake observatory.
 Don't Just Add Everything To The Pipeline
#8466 posted by negke [31.18.185.232] on 2012/05/02 16:41:23
Do not add other people's images unless you have permission to share them.
 Since They're Here
#8467 posted by onetruepurple [91.233.197.107] on 2012/05/02 16:44:05
I may as well do it, I think? Note how I didn't post the lunsp2 screenshots that weren't posted anywhere.
#8468 posted by Spirit [80.171.127.214] on 2012/05/02 17:10:53
Thanks for adding. Func is public so that is not what I had in mind with that sentence. It is just meant to make people not upload shots they were shown in private or if they are playing a beta.
#tf is not public.
#8469 posted by negke [31.18.185.232] on 2012/05/02 17:24:13
Except people have no control over the screenshots once they are mirrored. They can't delete them if they wish to do so.
 Are You Trolling? Honest Question.
#8470 posted by Spirit [80.171.127.214] on 2012/05/02 17:30:27
#8471 posted by rj [86.29.94.69] on 2012/05/02 18:43:41
the lunsp2 screenshots that weren't posted anywhere
this needs rectifying.
 Spirit
#8472 posted by negke [31.18.185.232] on 2012/05/02 18:45:48
No.
#8473 posted by onetruepurple [91.233.197.107] on 2012/05/02 18:54:28
They can't delete them if they wish to do so.
It's a wiki, sure they can.
 Ok
#8474 posted by Spirit [89.204.154.239] on 2012/05/02 19:04:52
yeah, there is much more control for anyone compared to eg func. while users cannot delete the image file (just mail me if needed), they can remove its display.
I am very interested in how maps come to be so I thought the page was a good idea.
 The Weather Forecast
#8475 posted by madfox [94.215.210.233] on 2012/05/12 09:48:00
 Looks Like Its Going To
#8476 posted by RickyT33 [94.7.222.38] on 2012/05/12 17:22:29
SHAMBERRR!!!!!
 Spent 2 Hours Doing This
#8477 posted by nakasuhito [65.130.182.141] on 2012/05/13 03:00:35
http://pablo.kotogoto.com/fok.png
i am the fastest mapper ever! this will surely go into the scraps folder that i'll never finish.
with me, its big start area-corridor-room and then i give up and start again :)
#8478 posted by necros [99.227.156.158] on 2012/05/13 03:06:13
you should just glue all your bits together, irregardless of textures and theme. that would be wild.
 Yeah
#8479 posted by RaverX [79.119.1.223] on 2012/05/13 09:31:57
Fully agree with necros. Quake maps with all types of textures are cool, that strange and "not real" feeling is what defines Quake.
That makes me think, I have a few small DM maps, maybe I should glue them into one SP map...
 Yeah!
#8480 posted by Drew [98.124.8.246] on 2012/05/13 16:04:25
or make an episode of mini (ish) maps
#8481 posted by wakey [62.47.151.180] on 2012/05/13 16:13:35
with mini maps from different authors.
Would give it a even more wild taste :9
#8482 posted by nakasuhito [65.130.182.141] on 2012/05/14 08:59:33
i dont know. the scraps i have are just as boring as they get. sure i could work on them and glued them all together and make it playable, but i dont know. it doesnt help that most of them are pretty much the same thing too.
 Cool Curvy Concept Map By Sst13
#8483 posted by negke [31.18.185.232] on 2012/05/15 10:02:04
 W00t Thr F***
#8484 posted by wakey [188.22.51.65] on 2012/05/15 13:29:34
Always loved sst13's maps, and seeing that third screen i fell in love again <3
 Wow
#8485 posted by onetruepurple [91.233.197.107] on 2012/05/15 13:52:37
Screenshot #4 changed my impression from "neat" to "oh shit!!"
 Also Meant The Fourth
#8486 posted by wakey [188.22.51.65] on 2012/05/15 13:56:09
 I'm Impressed
#8487 posted by ijed [200.73.66.2] on 2012/05/15 15:01:51
If you can see out of the eyes :)
 ..or If..
#8488 posted by wakey [88.117.41.44] on 2012/05/16 21:05:27
the openend mouth would be some sort of balcony.
#8489 posted by negke [31.18.185.232] on 2012/05/16 21:25:07
Sticking tongue out to reach the Quad.
 That Is Awesome
#8490 posted by Tronyn [24.79.203.208] on 2012/05/16 22:39:37
I always thought it would be awesome to make a Rune level that was a glacier that looked like this:
http://www.bidorbuy.co.za/item/30341565/Arthur_C_Clarkes_Chronicles_of_the_Strange_and_Mysterious_Hardcover_1987.html
(that's Arthur C Clarke's Chronicles of the Strange and Mysterious, the cover image, since there's multiple images there).
Unfortunately, the Unreal Tournament engine, as I found out, can't... really.. do that.. lol (and I wasn't even trying to have the ships!)
 That's Sold
#8491 posted by megaman [79.227.189.147] on 2012/05/19 11:01:46
and can't be viewed :)
 Duke3D
#8492 posted by quakis [86.22.126.142] on 2012/05/19 15:11:04
Been updating my previous Duke release (Done & Dusted) into version 1.1 which should be just around the corner now. I'll update the existing thread then. Touched up on things I didn't get around to first time and fixed some bugs. This should be the absolute final version and I wanted to get this out of the way before my upcoming stuff.
Below is a small teaser comparison screenshot from an area I modified;
Original | New Version
#8493 posted by nakasuhito [65.130.182.141] on 2012/05/20 00:01:55
did you get the links mixed up? because the original one looks far better than the new one to me :) looks good so far.
always wanted to do some blood maps, but i never got into the build engine. it felt so weird to me.
#8494 posted by quakis [86.22.126.142] on 2012/05/20 02:03:08
I suppose if a super detailed corridor floats your boat. :p
 Statics
#8495 posted by madfox [94.215.210.233] on 2012/05/20 08:31:22
Textures of models get a bit rough compared to the HD brushes.
I did all I can and decided to start playing in Qubism58 old 256 style.
http://members.home.nl/gimli/tormo.jpg
 MadFox
#8496 posted by JPL [82.234.167.238] on 2012/05/20 10:16:18
that looks cool, but you could have made efforts on lightning effect...
#8497 posted by madfox [94.215.210.233] on 2012/05/20 20:22:44
Might be a case of distance, you'll see.
 Madfox
#8498 posted by Tronyn [24.79.203.208] on 2012/05/20 23:27:39
you are insane!
what project is this all for?
 Torro
#8499 posted by madfox [94.215.210.233] on 2012/05/21 03:57:14
 (It's Great)
#8500 posted by ijed [190.22.60.35] on 2012/05/23 05:22:31
 Just A Small Status!
#8501 posted by Hrimfaxi [89.150.173.209] on 2012/05/27 21:23:33
 Was Wondering About That THIS MORNING
#8502 posted by Drew [216.252.94.78] on 2012/05/28 01:42:02
Or rather was wondering about a massive IKBASE set you were working on. Still in progress? Figment of my imagination?
Can this shot be added to quaddicted's WIP paige Hrim?
 Hrimfaxi
#8503 posted by JPL [82.227.229.44] on 2012/05/28 11:34:34
Oh, looks to be very nice and also quite huge.. Keep it up !
 Drews Figment Of Imagination
#8504 posted by Hrimfaxi [89.150.173.209] on 2012/05/28 14:15:47
I belive it is this map your talking about!
http://hrimfaxi.dk/prew/index.html
I went to Win 7 over a year ago and my old editor (Worldcraft 1.6a) didn't do well with my new system, so I had to change to Hammer 3.3.
Well Hammer3.3 don't like the IKbasemap much 8-(, so I haven't been able to work on it for over a year.
But I intend to take an old PC I have with Win XP and finish the map some time.
So mabe I wil finish the IKbase map this year! If time permits.
JPL: Thanks! The map isn't that huge. It's the first map in the episode I'm working on.
Map two and three is at the same state as this one .
All three maps just lack some fixes and tuning.
I have one or two maps more in the pipeline for this episode, all about 90% done so with some luck I will release something this year!
 That
#8505 posted by RickyT33 [94.7.222.38] on 2012/05/28 15:14:37
Looks
 EPIC
#8506 posted by RickyT33 [94.7.222.38] on 2012/05/28 15:14:56
 Dude
#8507 posted by DaZ [78.147.105.82] on 2012/05/28 16:11:26
http://hrimfaxi.dk/prew/pic_1.html
Dem windows! :)
Both maps are looking great, any eta? :D
 Ready To Test
#8508 posted by Drew [70.52.21.242] on 2012/05/28 17:15:20
not that I'll be as handy as others, but I'm good at breaking the gameplay anyways.
 Nice Stuff.
#8509 posted by Shambler [86.31.249.72] on 2012/05/30 17:42:01
 Really Wish This
#8510 posted by Drew [70.52.21.242] on 2012/06/01 02:56:02
 Shoot The Tiler...
#8511 posted by Mike Woodham [87.127.250.2] on 2012/06/01 12:37:40
That's a bodge job on the tiling on the stairs, so I hope he didn't get paid.
 Pixel Vision
#8512 posted by sock [24.82.147.76] on 2012/06/08 16:28:31
 Yay
#8513 posted by DaZ [78.147.153.82] on 2012/06/08 16:30:22
finish it :)
 Wow!
#8514 posted by RickyT33 [86.166.26.239] on 2012/06/08 16:53:41
That is NICE.
 Oh Man
#8515 posted by Drew [216.252.92.86] on 2012/06/08 17:17:22
food just fell out of my mouth.
 Drew
#8516 posted by Scampie [72.12.65.92] on 2012/06/08 17:21:20
This is the screenshots thread man, don't leave us hanging here!
Simon that looks fucking amazing.
 Gothic Church
#8517 posted by JPL [82.234.167.238] on 2012/06/08 18:34:32
... it is kicking ass ! VEry nive sense of details, just missing some torches here and there... cause only 1 torch for all this vast area is not enough IMHO ;)
Keep it up !!
 Awesome, Sock!
#8518 posted by generic [67.235.225.247] on 2012/06/08 20:08:09
Thank you for indulging the Q1 community!
#8519 posted by [89.154.61.80] on 2012/06/08 21:13:58
Awesome work sock!
Mine is in a very very early stage but already have 1000 brushes need more 6 month of work and less lights! :\
http://www.quaketastic.com/upload/files/screen_shots/qdq000009.jpg
 Very Nice Sock
#8520 posted by nitin [203.217.88.66] on 2012/06/09 09:18:46
 Sock:
#8521 posted by metlslime [67.188.81.46] on 2012/06/09 22:58:55
very nice, excellent brushwork and texture mapping. I would say try to make the lighting moodier. Right now you have a room that is nearly illuminated in every corner and crevice, looking into two other rooms with very similar lighting levels. I think quake looks best when there are alternating light/dark rooms, and also, within a single room there are bright patches and dark shadowy areas.
 Lighting
#8522 posted by sock [24.82.147.76] on 2012/06/10 21:20:39
@metlslime, yeah the lighting is very bright, first attempt at trying to create glowing stain glass windows. Plus I also increased the brightness of the screenshot in PS by 50%. Quake lighting is certainly not easy, I keep getting weird solid black triangles in upper areas of the roof. Its a shame no coder is maintaining the light compiler anymore.
 Sounds Like A Job For Ydnar ^^
#8523 posted by wakey [178.191.198.167] on 2012/06/11 18:51:22
 Status (again)
#8524 posted by Hrimfaxi [89.150.173.209] on 2012/06/17 20:12:25
For those that like to look at screenshots of "maps in progress" I have updated my site.
Go here for pictures of many of the maps I'm working on:
http://www.hrimfaxi.dk/wip.html
 Dude
#8525 posted by DaZ [92.24.170.219] on 2012/06/17 21:20:45
Echo's of eternity is looking hot, especially this shot http://www.hrimfaxi.dk/images/echo7_big.jpg
Skybox looks utterly fucked though, not sure what you've done there :P
 Hrimfaxi,
#8526 posted by Text_Fish [94.169.119.204] on 2012/06/18 00:54:38
I love the screenshots, but I wish I could scroll through them instead of having to open and close each one individually. :(
#8527 posted by [Kona] [121.73.104.148] on 2012/06/18 12:23:39
So when do you think some of this will be completed? You have a lot of stuff under construction...
#8528 posted by [Kona] [121.73.104.148] on 2012/06/18 12:24:14
and yeah echo7 shot looks seriously awesome
 Hmm
#8529 posted by Hrimfaxi [89.150.173.209] on 2012/06/18 13:22:22
DaZ: Well I'm not sure what's with the skybox, I don't remember doing anything with it. The shot is 6 years old though, so my memory fails me here! 8-)
Text_Fish: Yeah! I just made this as a start. The site is still under development.
[Kona]: I don't know when some of it will be done. Some of the maps has been under way for over 8 years.
Most of the shown maps are almost done though, (Echoes, Painted Steel and the Black as the sun pack) so I hope to finish a few of them this year.
Besides the maps shown at the site I have 4 or 5 more in development 8-)
 Jesus
#8530 posted by nitin [203.217.66.159] on 2012/06/18 14:50:11
they all look good, hope you get to release them all.
#8531 posted by [194.65.24.228] on 2012/06/18 15:23:45
Hrim you are a true dedicated man to level design!
:) good for us that is for Quake!
Hope to play then all some day!
 Hi Trinca ;)
#8532 posted by RickyT33 [86.166.26.239] on 2012/06/18 17:36:11
 Wow
#8533 posted by Tronyn [24.79.203.208] on 2012/06/18 20:34:23
that's a tone of maps to look forward to! I especially liked the Runic and medieval stuff!
Echoes of Eternity in particular looks great.
 Howdy
#8534 posted by skacky [88.170.250.238] on 2012/06/19 00:55:28
Hey guys, I just registered on this board but I've been a silent lurker for many years. Some of you may know me from Mapcore.
During my free time I've been working on a 3-map Q1SP episode named Haunted Realms and using Kell's excellent Knave wad, trying to create variations on this theme (meaning that each map will have a distinct atmosphere while using the same set of textures).
Enough talk, here's the first batch of pics from the first map, Darkwatch.
http://i.imgur.com/O2irg.jpg
http://i.imgur.com/bvfyZ.jpg
http://i.imgur.com/pJ5RM.jpg
http://i.imgur.com/6M1m5.jpg
http://i.imgur.com/30IEB.jpg
http://i.imgur.com/Zb78o.jpg
Oh and Sock, nice to see you do some stuff on Q1 again.
#8535 posted by onetruepurple [91.233.197.107] on 2012/06/19 01:00:35
That looks very moody, I like it plenty.
#8536 posted by Ankh [91.233.72.6] on 2012/06/19 01:00:39
it looks good!
 Great Stuff
#8537 posted by Tronyn [24.79.203.208] on 2012/06/19 01:10:42
nice dark atmosphere and unique take on the Knave design style.
2012 is shaping up to be a really good year for Q1SP
 Wow
#8538 posted by RickyT33 [94.13.59.182] on 2012/06/19 01:21:38
Looks amazing!
 Looks Ace!
#8539 posted by DaZ [78.147.98.169] on 2012/06/19 11:06:01
Shots were a bit dark though, probably just a gamma issue.
 Jesus Christ
#8540 posted by nitin [203.217.66.159] on 2012/06/19 12:36:09
more amazing shots! How long is this one off?
Scale in map 1 looks slightly too large though from those screenshots.
 Neat Stuff Indeed!
#8541 posted by quakis [86.22.126.142] on 2012/06/19 13:19:57
Are you the same Skacky who released Shadow Politics for Thief?
 Wow!
#8542 posted by Hrimfaxi [89.150.173.209] on 2012/06/19 13:20:01
That looks fantastic skacky!
Looking forward to play it.
#8543 posted by skacky [82.238.24.111] on 2012/06/19 13:25:25
Quakis: Yeah I'm the same person. I'm still working on my other Thief map at the same time but I paused its development for now.
The pics are a bit dark indeed, my screenshots seem to disregard my gamma settings for some reason with FitzQuake. The level is quite brighter in game but still pretty gloomy.
Thanks for your comments guys, very appreciated.
#8544 posted by [194.65.24.228] on 2012/06/19 18:18:14
Really nice work skacky, enjoyed all the pics!
All these screenshoots made me map much more then usually
 Fucking Awesome
#8545 posted by Drew [216.252.91.156] on 2012/06/20 02:19:20
Love knave. Big scale is just fine. Dark shots but prolly fine in game. Not a fan of the trim as it is in lava shot. Half submerged skull. Opinion. Last one - vein this look too regular/ inorganic / pipey maybe?
#8546 posted by [Kona] [121.73.104.148] on 2012/06/20 13:05:05
looks awesome skacky
 Double Neat!
#8547 posted by quakis [86.22.126.142] on 2012/06/20 20:44:02
Shadow Politics was a good ride, so I'm definitely looking forward to both the new Thief and Quake projects.
 Bookcase Review
#8548 posted by sock [24.82.147.76] on 2012/06/21 03:08:51
skacky: Nice to see you here at func, hope you enjoy the stay, a different crowd to mapcore, much more game play focused..
It is hard to go wrong with the Kell texture set (beautiful artwork) but the greatest strength is also its greatest weakness, books books and more books! The spiral bookcases always look amazing (screenshot 4) and towering bookcases in some of the screenshots look epic.
I like screenshot 2 best because it has nice variety of floor heights and it feels like the fight with the ogre/fiend could be interesting. I like the additions of the flesh and mouth in the last screenshot and it is certainly a better direction than every wall being books.
The lighting seems to lack any kind of hotness and is either very dark near the sky (screenshot 5) or the central areas (screenshot 3) have a high ambient light making the center of the room look flat.
 More Underground
#8549 posted by sock [24.82.147.76] on 2012/06/21 03:14:21
http://www.simonoc.com/images/design/sp/its3.jpg
(large image 1.86Mb)
doodling on my start map, any feedback on lighting? things you don't like? nitpicks? all are welcome ...
 No Nitpicks Here
#8550 posted by Tronyn [24.79.203.208] on 2012/06/21 05:27:02
The lighting looks like a big improvement - much more sourced, gloomy, etc. The ceilings, especially in the last shot, look good. Style looks like a very tight expansion on classic Quake theme with no distance at all between concept, textures and architecture. My only request is for there to be one outdoor area in that theme, even if it's a secret area or only at the end.
 Iron Bars?
#8551 posted by Drew [199.180.99.43] on 2012/06/21 06:36:56
Not sure I am sold on those which house that fiend. Prefer the thinner bars found in honey etc perhaps. I think other than that my thoughts are identical to those offered by tronyn.
 Actually
#8552 posted by Drew [199.180.99.43] on 2012/06/21 06:39:51
I rescind my former statement about the fiend cage thing.
#8553 posted by [Kona] [121.73.104.148] on 2012/06/21 07:27:54
looks sexy as fuck, sock. i don't mind the thick bars.
 Holy Cow Sock!
#8554 posted by skacky [82.238.24.111] on 2012/06/21 10:12:13
That looks awesome! I like the Fiend cage and I don't mind the thick bars as well. The architecture looks mighty complicated, especially in the first and third pictures.
About the Knave texture set, I agree bookcases are its greatest strength and weakness, and I got a bit overzealous with them at times since I tend to dislike 64*64 tiling textures. :P
I'm trying to break that, though.
As for the lighting it's still very basic for the moment, I haven't used a single light spot for the moment and man do I love these. I'm trying to pinpoint the style as much as I can before working on the lighting properly. I'm also using a 35 minlight but I'm thinking of lowering it to, say, 20 or 18 to have deeper shadows.
Thanks for your feedback everyone!
 Yeah, Great Screenshots Everyone
#8555 posted by negke [31.18.185.232] on 2012/06/21 11:25:18
Sock: those black triangles can be a real pain in the ass. Sometimes they go away as the map grows. Other times you have to use a sledgehammer: force QBSP to split the face differently. Try if making the conflicting brush not intersect with the adjacent geometry works. If not, you need to ,anually split the face/brush in half (but not in the same way as QBSP does - check with r_showtris) and use a slightly different texture offset or scale (something invisible to the eye, like 1.0001). This often seems to fix it.
 Black Triangles?
#8556 posted by onetruepurple [91.233.197.107] on 2012/06/21 11:33:25
That's space beneath the elevator.
 Annually Splitting The Brush In Half
#8557 posted by rj [86.29.94.69] on 2012/06/21 18:54:36
this tends to be my approach to mapping. doesn't bode well for prolificity
#8558 posted by necros [99.227.156.158] on 2012/06/21 19:13:34
I'm also using a 35 minlight but I'm thinking of lowering it to, say, 20 or 18 to have deeper shadows.
If at all possible, try not to use minlight at all or use local minlight if you must have it in some areas. :)
I just finished playing through Fear Perseus Mandate... some great gameplay but the amount of horrible flat ambient light is shocking. Really is something to avoid :E
#8560 posted by erc [176.240.76.214] on 2012/06/22 09:58:25
I wrote a review for that a long time ago. Sure, the maps were lacking in flair but I enjoyed it more than the the first EP.
http://www.mobygames.com/game/windows/fear-perseus-mandate/reviews/reviewerId,39185/
 Perseus Mandate
#8561 posted by Blitz [66.171.181.58] on 2012/06/23 02:37:05
It's cool to hear people like Perseus Mandate, I did a couple of levels for it. FEAR is such a great toolbox for making compelling gunfights.
So much of the art in that game was designer art which is why it looks less than stellar compared to other games from that era.
Your review is really accurate erc :)
You should be proud of working on it :) Superior to it's parent game in gameplay and pacing which is the key thing. I wanted Fear's combat cranked up and I got it :D
Also the much lower number of horror sequences + the extra length of those that were there meant they worked well as changes of pace and atmosphere, rather than whiplashing you better the two styles like the original does.
 Two More Pictures
#8564 posted by skacky [88.170.250.238] on 2012/06/24 00:42:21
I've added this little area this afternoon. It's actually the starting area. My map has more than 7,500 brushes no I may need to scrap some ideas and carry them other to another level. I haven't even made the silver and gold key areas yet.
I've also changed my image hoster since imgur blurs my pictures for no reason and they look like ass.
http://uppix.net/1/e/2/6162d433fd88317f079225969d3a0.jpg
http://uppix.net/c/6/6/f56a4e56184b90d4d838889a3af4b.jpg
#8565 posted by necros [99.227.156.158] on 2012/06/24 01:15:36
brushes aren't really a measure of how close to the limits you are. check out the stuff that qbsp outputs right after compiling (or use bspinfo on a finished .bsp file).
18087 planes 361740
65325 vertexes 783900
29085 nodes 698040
1743 texinfo 69720
56641 faces 1132820
58573 clipnodes 468584
15487 leafs 433636
64691 marksurfaces 129382
236371 surfedges 945484
127066 edges 508264
447 models 28608
96 textures 2493028
lightdata 1639628
visdata 863654
entdata 193675
vertices, clipnodes, faces and marksurfaces are usually the ones to max out first, but sometimes nodes can too. it depends on how you map.
in most (all?) modern engines like fitzquake, the limit for vertices, clipnodes, faces and marksurfaces is 65536.
limit for nodes is 32768.
these limits are actually a limitation of the .bsp format. to go beyond them, you'd need to use bsp2 format, but only the rmq engine can read those atm. (maybe directq as well?)
#8566 posted by metlslime [67.188.81.46] on 2012/06/24 05:32:16
limit for nodes is actually: nodes + leafs together must be less than 65536. (in some/most high limits engines)
#8567 posted by skacky [82.238.24.111] on 2012/06/25 10:13:34
Thanks for the info guys. I'm used to Source and its brush limits so I've been quite careful with the complexity of my brushwork since the level is quite big and has a lot of detail.
It compiles well for the moment and I've only reached the node limit because of a leak, so I guess I'm good for the moment as long as I don't make it twice as big.
#8568 posted by necros [99.227.156.158] on 2012/06/25 20:03:18
sealing the leak will usually net you a lot more room to expand a map because the compiler can remove all the extra faces outside of the map which lowers all the counts (verts, nodes, etc...) quite a bit.
also, hl2 has an explicit limit on the number of brushes??
#8569 posted by skacky [88.170.250.238] on 2012/06/25 20:25:36
Yeah there's a certain threshold with HL2 you absolutely cannot go past, otherwise you'll get the awesome MAX_MAP_BRUSHES error in your compile window. The limit is something like 8,192 as far as I remember. This happened to me a couple of times, and there's also the t-junction limit that's pretty annoying when your map is full of func_detail.
As far as I remember displacement surfaces are counted as brushes with HL2 but I might be wrong on that one, I haven't used those in a long time.
#8570 posted by necros [99.227.156.158] on 2012/06/25 20:29:12
I always wondered why hl2 maps tended to be so small, I just figured it was to speed up loading time. I wonder why valve put in an artificial brush limit like that. Did the old id tools have a brush limit?
As far as I know, modern qbsp will accept any number of brushes, it will only halt when you go over a bsp format limit which would not be able to be loaded into an engine anyway.
#8571 posted by skacky [88.170.250.238] on 2012/06/25 20:39:47
I don't know about the old id tools, but I do know that GoldSrc's tools had a similar limit, but 90% of the time you reached the MAX_MAP_CLIPNODES thing before hitting the brush limit anyway, if it wasn't the dreaded Allocblock:full madness that made me ragequit GoldSrc level design at that time.
It's great to hear modern Qbsp can handle a lot of brushes.
#8572 posted by necros [99.227.156.158] on 2012/06/25 22:25:57
clipnodes are one of the few things that you can reduce without impacting the map too much simply by filling in (or covering up) bits of the map that the player can't reach with clip brushes.
inset lights, unreachable terrain and such.
that said, i've rarely hit max clipnodes before hitting other things like max vertices.
if you do find yourself getting errors, http://user.tninet.se/~xir870k/tooltips.txt is a great resource for figuring out what is causing them.
 More Screenshots!
#8573 posted by Tronyn [24.79.203.208] on 2012/06/28 08:40:59
someone post more screenshots!
I would but any screenshots I might post are from a map that's (hopefully) almost done anyway.
 We Want More
#8574 posted by madfox [94.215.208.34] on 2012/06/28 15:38:03
tonynfish...
my maps as well are hopefully.
my coiling waterfall goes well.
http://members.home.nl/gimli/fall01.jpg
then my mr big got too big.
http://members.home.nl/gimli/big00.jpg
my torment is almost done.
http://members.home.nl/gimli/tor00.jpg
bleh!
 Sweet!
#8575 posted by Tronyn [24.79.203.208] on 2012/06/28 16:34:37
shot 2: his ambient sound needs to be FEE FIE FO FUM, and trigger the earthquake effect when he walks!
It'll be interesting checking out all this new stuff, looks like way way more new stuff than your last release.
 Random Stuff...
#8576 posted by necros [99.227.156.158] on 2012/06/28 20:36:48
#8578 posted by quakis [86.22.126.142] on 2012/06/28 23:50:35
Third screenshot from Madfox gives me vibes of Descent 3, something with the lighting and layout.
 Compiling At Present
#8579 posted by Mike Woodham [86.176.98.162] on 2012/06/28 23:52:46
#8580 posted by necros [99.227.156.158] on 2012/06/29 00:14:50
o sh--
O_O
 Hehe
#8581 posted by DaZ [78.147.102.51] on 2012/06/29 01:10:53
Mike, screw your babies, have my babies ;) Those shots look fantastic, looking forward to playing it!
 Pixel Pimping
#8582 posted by sock [24.82.147.76] on 2012/06/29 01:22:54
it seems today is the day for pixel pimping!
http://www.simonoc.com/images/design/sp/its4.jpg
(large image 1.5Mb)
 Seriously
#8583 posted by necros [99.227.156.158] on 2012/06/29 01:24:24
this has to be the best damn year for quake.
#8584 posted by quakis [86.22.126.142] on 2012/06/29 02:35:59
Was messing with TROR in an old, unreleased Duke mod of mine recently. Wish this Eduke feature came years sooner when I actually required it the most. :(
Screenshot~
#8585 posted by necros [99.227.156.158] on 2012/06/29 03:04:28
The balcony portion? Is that made out of sprites?
#8586 posted by necros [99.227.156.158] on 2012/06/29 03:56:33
oic, tror = true room over room, so that is proper geometry then. i'm surprised it took so long to do... it was the main reason I went for quake mapping over door/duke3d. :P
#8587 posted by necros [99.227.156.158] on 2012/06/29 03:56:51
uh, heh door = doom, but that's pretty obvious.
 Haha!
#8588 posted by Tronyn [24.79.203.208] on 2012/06/29 04:03:18
I remember using sprites and sector over sector (which wasn't necessarily over, and could be in exactly the same place just entered from different angles iirc) in duke3d! the entire engine was hax!
nice and tidy looking shots. And thanks everyone for all the great-looking Quake stuff. It's indeed shaping up to be a great year.
#8589 posted by [89.154.50.16] on 2012/06/29 04:37:52
 Slow To Load
#8590 posted by Mike woodham [87.127.250.2] on 2012/06/29 08:56:39
I think they're just slow to load - I just tried and it took some time but they displayed in the end.
 Moving Pixels!
#8591 posted by skacky [82.238.24.111] on 2012/06/29 12:19:08
Here's a video of my map played on Nightmare, if anyone's interested. Comments are very welcome since I'm not entirely happy with how the few last parts play. Lighting is still not perfect but I'm working on it. http://www.youtube.com/watch?v=A9Qe864QxHI
Great pictures everyone, by the way. Mike, I played This Onion yesterday (I figured out how to actually launch it since the map filename was incorrect) and I really loved it, especially the blue key arena. Can't wait for your new map.
 Visually Great
#8592 posted by onetruepurple [91.240.47.30] on 2012/06/29 12:40:58
Visually great, the view around the 1:12 mark was top.
But man, that is a lot of monsters to be taken out with only the shotgun! Reminded me a bit of this: http://www.youtube.com/watch?v=zKKItf7datA#t=58s Maybe consider placing the double shotgun a bit earlier?
Necros: you test your maps with impulse 9? That explains a lot ;-)
 OTP
#8593 posted by RickyT33 [86.150.8.203] on 2012/06/29 14:25:01
Awesome!
#8594 posted by [89.154.58.12] on 2012/06/29 22:07:45
dawn mike they look to sexy!
keep this babie alive, can't wait to play then!
I've changed my post at work again... again lots of time to map :) brushes will flow!
http://www.quaketastic.com/upload/files/screen_shots/qdq000009_01.jpg
lights are crap was just to compile with a little contrast
 Another New Quakeworld DM Map In Progress
#8595 posted by foogs [24.223.126.213] on 2012/06/29 22:19:49
The maps name is going to be subterfuge. Designed for duel. Currently in alpha. Using a q4 map named monsoon's textures.
6 screenshots:
http://imgur.com/a/YvcLj
#8596 posted by [89.154.58.12] on 2012/06/29 22:26:29
foogs love the textures! really nice combination!
#8597 posted by erc [195.174.60.192] on 2012/06/30 11:11:22
I can't believe there are so many, so good maps in progress. Great work all around!
 A Little Old But Keeping The Momentum Going
#8598 posted by necros [99.227.156.158] on 2012/07/04 07:11:44
http://necros.slipgateconstruct.com/temp/palace.jpg
messing with sock's palace textures. kudos if you recognize the area. :P
 Thats Just A
#8599 posted by nitin [124.148.153.186] on 2012/07/04 14:48:35
swanky dm4 right?
 Thats Just
#8600 posted by Shambler [86.25.167.205] on 2012/07/04 17:23:23
What I thought?
 Where Can I Get These Textures?
#8601 posted by jt_ [68.42.82.10] on 2012/07/04 20:19:26
#8602 posted by necros [99.227.156.158] on 2012/07/04 20:29:50
 Palace Textures
#8603 posted by sock [24.82.147.76] on 2012/07/04 20:57:34
The textures (palace set) that necros is using are not publicly available yet, I only sent them to a couple of people to experiment with. When someone finishes a map using them I will release the rest.
 Brown Dreary Quake Map
#8604 posted by Tronyn [24.79.203.208] on 2012/07/04 21:14:46
#8605 posted by necros [99.227.156.158] on 2012/07/04 21:18:51
oh whoops, i thought they were the same ones, sorry. :S
When someone finishes a map using them I will release the rest.
Way to put on the pressure!!
(kidding ;)
 Tronyn.
#8606 posted by Shambler [86.25.167.205] on 2012/07/04 22:26:25
Yeah looks boring as hell :P
#8607 posted by necros [99.227.156.158] on 2012/07/04 22:31:50
does the map not work after the vis crash?
it's awesomeness demands to be released. :P
 Tronyn
#8608 posted by Drew [216.168.120.42] on 2012/07/04 23:26:08
Is that the tyrann inheritance? Looks fucking rad.
Skacky it looks great - nice and clean, with some nice vistas. gameplay seems pretty nice.. Might agree re gold key area. Cleaning up hell knights etc seemed kind of meh. Not sure I liked the organic tree... Final combat arena also seemed good but perhaps not spectacular. Sorry this is all super vague, Get negke and necros and others to play test and I imagine you will get lots of good criticism. Have to agree that a ng or something should be given earlier.
 Tronyn
#8609 posted by nitin [124.148.153.186] on 2012/07/05 00:14:55
I demand you fix that now and release it please. That first shot is awesome.
 Yeah, Me Too
#8610 posted by Drew [216.168.120.42] on 2012/07/05 01:42:59
though I guess it will be it'll be at least a couple weeks from now.
 Beta Map
#8611 posted by mechtech [65.190.42.20] on 2012/07/08 01:47:31
Finally found some time to work on a map.
Please give it a try.
http://www.mediafire.com/download.php?79vmkxolwwlgut3
Trying a free host hope it works.
Map for Quoth. Pak file. New textures, sounds, models and sprites.
Built using Fitzquake 0.85
You will need 7zip to extract files.
http://www.7-zip.org/
 Beta Thingy
#8612 posted by Barnak [65.94.44.164] on 2012/07/08 03:20:13
MechTech,
I tried your map. It's working well, except for the low gravity which is annoying, and the elevators which are randomly working. Personally, I'm not much in the Quake2 style stuff, but this is a great map anyway !
I had a HUGE surprise in the room with the spaceship pictures on the wall : I'm the author of that Discovery model (from Kubrick's 2001), as shown in Celestia !! This is great ! I've specifically made that model for Celestia some years ago, and NEVER though that I would see it in Quake1 one day ! LOL !
 Subterfuge Qw Mp 1v1
#8613 posted by foogs [24.223.126.213] on 2012/07/10 02:28:46
 Pixel Love
#8614 posted by sock [24.84.102.77] on 2012/07/20 20:38:21
Oh Bessy ... how I love you so, your sharp blade has slain many a dirty stranger. Don't worry, I will clean that blood off you later ...
http://www.simonoc.com/images/design/sp/its6.jpg
 Gorgeous
#8615 posted by ericw [173.33.42.108] on 2012/07/22 18:29:16
I love the trim and lighting contrast!
 Sock
#8616 posted by Scampie [72.12.65.92] on 2012/07/23 14:58:21
is the white X a secret area?
#8617 posted by Spirit [80.171.82.32] on 2012/07/23 15:51:53
That image could use some better compression. Facebook did not even thumbnail it. I cannot see any difference (unless I manipulate further or zoom a lot) between the original or a 200 Kilobyte 80% JPEG.
Looks super sexy. I hope it is not too tight.
 X Marks The Spot
#8618 posted by sock [24.84.102.77] on 2012/07/23 17:01:09
ericw, thanks I am trying to make the lighting more dramatic as the default is no colour.
scampie, there are no secrets you can see in that screenshot. The X is a rune (particle) floating upwards from the book on the plinth. I have added a particle system to my MOD and various objects around the map emit particles based on player proximity. The books are used as a story system, like what you did with console screens in your map.
spirit, I did not do much compression on the image. This map is designed to feel tight and underground so when you get to the next maps which are wide open they feel more impressive.
 Sock
#8619 posted by Barnak [69.159.113.45] on 2012/07/23 18:55:05
Sorry to be off-topic,
Sock, did you published the Quake3 maps (?) you made, named "The Florentine Library" and "The Bridge Crane" (well, I'm not even sure these are actually Q3 maps). They're looking f**g AWESOME.
I would love to visit them on my system.
Any chance I could get them ?
 Q3 Concepts
#8620 posted by sock [24.84.102.77] on 2012/07/23 19:40:29
Sorry, I don't plan to release those maps, they are purely just concept stuff with crazy FPS issues. I made them as an experiment and they really shine only in screenshot form. Also they are certainly Q3 maps running on the Q3 engine, no special mod or extra code, just lots of shaders and high resolution textures. :)
 Q3 Concepts...
#8621 posted by Barnak [69.159.113.45] on 2012/07/23 19:59:48
O well, thanks anyway Sock.
Glad to see you're still on Quake1. I can't wait to play with your latest baby...
 Maybe
#8622 posted by wakey [80.121.108.231] on 2012/07/23 22:02:07
if just enough people ask for it, Sock could change his mind.
@Sock: plz plz plz, those maps are just so delicious :D
#8623 posted by necros [99.227.156.158] on 2012/07/23 22:06:19
they're not maps though, they're just gonna be that one room.
they're just gonna be that one room.
Or maps that get to the point quicker :p
 Sock
#8625 posted by megaman [79.227.140.95] on 2012/07/28 12:09:31
btw, i printed that shot and hung it on my office pillar.
 Ogre's Brew
#8626 posted by madfox [94.215.208.34] on 2012/07/31 03:20:47
 Ogre's Brew
#8627 posted by RaverX [79.119.9.111] on 2012/07/31 22:30:12
Looks interesting, but it seems very "unpolished" and it doesn't have any Quake feeling in it. Have you tried playing a little with the textures? Try another texture on wall, not the same as for the pipes, it's just a suggestion.
 Would'nt Say
#8628 posted by wakey [194.166.158.247] on 2012/08/01 12:37:23
it doesnt have any Quake feeling.
Reminds me of Ep2 somehow.
But the texture on this upper right pipe thing seems to be realy messed up.
 Megaman
#8629 posted by sock [24.84.102.77] on 2012/08/02 02:57:27
Really!?! that's awesome, thanks :)
 Hik
#8630 posted by madfox [94.215.208.34] on 2012/08/02 20:04:12
@raverx - I changed the textures some time, first it had the malice.wad.
In Quake there aren't many pipe texures so I decided to keep them as metal as possible.
@wakey - I know, but if I scale them there's always a part that ends up blind.
 MadFox
#8631 posted by JPL [82.234.167.238] on 2012/08/02 21:23:47
It is definitely Irish Ogre's brew... cause it is too green lighted !
Else architecture looks interesting, but you should have made an effort on texture alignment... though... it is difficult to align textures on rotated pipes...
Anyway, keep it up !!
 Thanks
#8632 posted by madfox [94.215.208.34] on 2012/08/03 05:12:20
Just another test4 for 20h and reached a magnificent Hom in the area.
Hartbreaker bumps me 30maps back.
Texturing could be better, I know.
Hard when faiths leaps me back to earlier states doing them over again.
Feeling like an Ogre without chainsaw juice.
Feeling like an Ogre without chainsaw juice.
I'm sure we've all been there
 Tronyn
#8634 posted by Drew [216.252.90.38] on 2012/08/06 06:21:07
you feeling like that?
vis still keeping that dreary brown piece of shit from us?
 Ogre
#8635 posted by megaman [79.227.188.205] on 2012/08/06 09:32:52
I really hope that thing's swimming!
 Pixel Palace
#8636 posted by sock [24.84.102.77] on 2012/08/06 09:54:39
#8637 posted by [Kona] [121.73.104.148] on 2012/08/06 10:24:58
Cool Sock, like the stripeyness. I'd change to a darker sky though, it's making the buildings go silhouette-ish with it that light.
#8638 posted by Text_Fish [94.169.119.204] on 2012/08/06 10:38:25
I like the white clouds. Makes the whole place seem very cold. Can't wait to be there! I just love the contrast and the big pixels.
My only criticism would be that I don't like the way the mace knight isn't looking straight forward. I realize this is probably to make him seem a little more dynamic, but I find something quite menacing in the way the vanilla death-knight always stares forward, almost as if he might as well be an empty suit of armor or some sort of single-minded automaton. But that's just me being picky really.
#8639 posted by quakis [86.22.126.142] on 2012/08/06 12:38:42
I also like the white clouds and the general contrast going on here.
#8640 posted by Spirit [80.171.95.70] on 2012/08/06 12:47:11
The lighting seems weird and blotchy to me. Actually, it seems like the white texture has a dark part on it that seems like lighting. It is visible over the arches for example.
Otherwise wow.
 Love It
#8641 posted by nitin [124.148.188.97] on 2012/08/06 12:55:36
 Agree With Kona
#8642 posted by Drew [216.252.91.143] on 2012/08/06 14:52:21
Feel a slightly darker sky would look better. Textures/ architecture/ lighting and baddies themselves look fucking amazing.
 Agree With Kona
#8643 posted by Drew [216.252.91.143] on 2012/08/06 14:52:21
Feel a slightly darker sky would look better. Textures/ architecture/ lighting and baddies themselves look fucking amazing.
#8644 posted by necros [99.227.156.158] on 2012/08/06 19:32:00
I don't like the way the mace knight isn't looking straight forward
It's a random idle sequence.
Also, agree with Kona, not a fan of that sky. :P
 Maybe A Blood Red Sky?
#8645 posted by mwh [121.73.77.183] on 2012/08/06 20:41:26
All else looks great, as others said.
 Too White
#8646 posted by sock [24.84.102.77] on 2012/08/06 21:18:02
Thanks everyone for the comments.
I can see the sky is going to be a love or hate thing. I designed it to work with the fog which has been removed from this screenshot. (I know not really a good idea!) It is not too bad in game just not the default dark cloud version. It offers a nice contrast to the very dark/bright stone work for the palace.
All monsters swing left and right and some have extra idle animations (necros awesome work). The blue flail knight is checking out what is behind him, normally they look straight ahead.
The lighting is a real problem for these textures, white light combined with strong white textures is certainly difficult to get looking right. I will have to experiment more and see if I can find a better setup. I can see why most quake textures are not white or black, having colour in textures distracts the player from the lighting.
#8647 posted by necros [99.227.156.158] on 2012/08/06 21:26:08
I like working with near-white textures. They are very sensitive to the lightmap. Maybe try it out with the fake GI light util I posted in the coding thread?
 Long Time No See
#8648 posted by rudl [88.117.96.40] on 2012/08/07 14:03:21
 What Game Is That?
#8649 posted by DaZ [78.147.100.95] on 2012/08/07 19:37:46
If you say "Quake" I'm going to throttle you until you die :D
 It's Xonotic.
#8650 posted by jt_ [174.252.254.224] on 2012/08/08 14:07:58
#8651 posted by Spirit [80.171.127.216] on 2012/08/10 10:41:34
#8652 posted by necros [99.227.156.158] on 2012/08/10 19:41:30
Why do Q3 mapper caulk the exterior surfaces of brushes like that? Doesn't the q3bsp compiler remove outside faces?
#8653 posted by sock [24.84.102.77] on 2012/08/10 19:47:16
It is not really necessary, it is just easier to start with caulk as the default surface. Also the clipper tool can be setup to caulk any new cut faces so you don't end up with stuff hidden on detail brushes.
Personally I find it easier to see quickly what stuff will be drawn in the editor, looking at a huge mess of coloured faces it is not always obvious. Plus you can filter caulk so it easy to work with small details.
#8654 posted by necros [99.227.156.158] on 2012/08/10 20:22:04
Thanks, that's been a minor mystery to me for a while. :)
Although, I think I would replace the blinding neon pink texture if I was using it that much. :P
#8655 posted by Scampie [72.12.65.92] on 2012/08/11 03:52:04
it's neon pink so it's easy to notice in editor if there is a seam.
cityy's map looks fucking awesome.
 Need Tester
#8656 posted by RickyT33 [94.13.59.186] on 2012/08/13 02:39:29
 Tester
#8657 posted by RaverX [82.77.53.4] on 2012/08/13 08:31:47
RickyT23 - if you need tester for a Q1 map send me an email with the map and the instructions
 Cheers!
#8658 posted by RickyT33 [86.139.186.48] on 2012/08/13 11:26:46
I went on #TF last night and got 'hutty' to test it, so I'll fix some stuff and send you a copy later on today :)
 I'll Take A Look Too If You Want
#8659 posted by Drew [199.180.99.247] on 2012/08/13 20:52:39
 Ditto
#8660 posted by onetruepurple [91.240.47.30] on 2012/08/13 20:59:03
 For Negke
#8661 posted by Spirit [80.171.152.10] on 2012/08/24 23:47:44
 Hahah
#8662 posted by DaZ [89.243.15.139] on 2012/08/24 23:51:00
Is that Quake guy pooping fish onto that enforcer?
Can't un-see
 Classic Pixels
#8663 posted by sock [24.84.102.77] on 2012/08/26 06:06:22
A test map called Stealth Gate ...
Image 1 Image 2 Image 3 Image 4
 Sock
#8664 posted by nakasuhito [65.130.176.80] on 2012/08/26 06:17:30
map looks very wicked.
wicked indeed
 Sock
#8665 posted by JPL [82.234.167.238] on 2012/08/26 09:19:32
Very nice ! Fog effect reinforces the gloom-ish ambience... can't wait ply this map !
 Stealth/medieval E1m1 Remake?
#8666 posted by bear [217.115.56.186] on 2012/08/26 10:34:55
...
 Sock
#8667 posted by [Kona] [121.73.104.148] on 2012/08/26 12:19:54
looks like it'll be a classic
 Aw Shit!
#8668 posted by onetruepurple [91.240.47.30] on 2012/08/26 13:21:30
Bear may just be right.
Looks absolutely beautiful, makes me sad it's gonna be a map for a stealth mod and not just the usual run and gun. :(
I advise either upping the slime's visibility or changing the texture to the lush teal slime (which fits medieval maps more anyway), because it may be hard to tell slime and water apart.
 Looking Good !
#8669 posted by Barnak [69.159.114.85] on 2012/08/26 15:27:55
I looks like a very good map.
Please, make this map standalone, not just in a Mod pack.
 Regular Fit
#8670 posted by sock [24.84.102.77] on 2012/08/26 15:54:42
The map plays perfectly well in vanilla mode (run+gun) and supports all skill levels but will need to work with my mod because of the extra stuff I have included (ai path finding and triggered skill spawning) My mod has two modes of play, I am pimping the stealth part because it is different to normal quake but the old vanilla mode still exists, I know not everyone wants to sneak around.
#8671 posted by onetruepurple [91.240.47.30] on 2012/08/26 15:56:15
That's brilliant, thanks.
#8672 posted by negke [31.18.178.240] on 2012/08/26 16:04:28
I agree about the water being just a wee bit too transparent. 0.1 less might just do the trick.
 Spirit
#8673 posted by negke [31.18.178.240] on 2012/08/26 16:26:07
Ah, yes. A reminder for everyone not to let the periodic emergency drills in sm125 and its sequel soapbler slide!
 Looks Great Sock
#8674 posted by Drew [216.168.120.104] on 2012/08/26 16:58:44
I mean, duh. The arches and angles and true-to-id custom textures all look amazing together. Not to mention those new knights.
However, I do think the rocks in image 3 look a bit flat. Maybe they could use some more vertical variety or something, if you know what I mean. also it looks a bit awkward where it connects to the castle wall. might not be noticeable in game though, maybe just due to screenshot position.
 Also
#8675 posted by Drew [216.168.120.104] on 2012/08/26 17:01:52
now that I think of it - not sure if I personally enjoy the grass texture as is. I would prefer the darker one (though I'm sure you've considered both) or perhaps a newer one to match the more high detail rock texture.
That's all I can think of.
 No It Isnt!
#8676 posted by Drew [216.168.120.104] on 2012/08/26 17:03:14
Shambler won't like the trimless edges in shot 2. He will be vehemently opposed to their existence.
 Extra Trim
#8677 posted by sock [24.84.102.77] on 2012/08/26 17:14:44
@drew, awesome thanks. Added extra trim, forgot about that good point. I will look at the different grass texture and see which looks better. The rocks are certainly annoying, with the lack of phong lighting it is awkward to get them looking good. The connection into the castle wall is certainly weird, I will look at some alternatives.
 Wow
#8678 posted by Tronyn [24.79.202.92] on 2012/08/26 20:03:50
add my voice to the general chorus of hell yes. in terms of the custom-but-oldschool style, new textures, custom stuff and impeccable design, this looks like the medieval Rubicon 2!
 It's
#8679 posted by Shambler [86.25.222.210] on 2012/08/27 17:20:47
....not TRIMLESS edges, but edges where the trim is only on one side of the edge so it looks painted on 2D, rather than an actual trim. Trimless would be fine with the right textures.
Sock, looks like you are managing this Quake mapping malarkey just fine ;)
#8680 posted by Goo [108.162.180.104] on 2012/08/29 23:48:40
Sock, looks great. You make the brown palette look good.
About those rocks, have you ever tried q1rad? I think it'll smooth out gradations depending on the angle changes. Only downside I can see with q1rad is the chunky shadows even with the -extra option set.
 Sock
#8681 posted by Kinn [86.161.215.105] on 2012/09/04 13:16:01
All your stuff looks bum-spankingly badarse. Can't wait.
 Just Because
#8682 posted by Fr3n [63.228.70.50] on 2012/09/09 08:37:00
 Oooh Fr3n
#8683 posted by Preach [77.98.165.95] on 2012/09/09 13:18:38
Apart from the general excitement of a new fr3n map, there's some cool new things to look at there - I particularly like the gold and black runic combos, it reminds me of the Kaaba at Mecca. The red and blue to go with it seems like one too many colours in my opinion, although I do think either could work solo.
The other thing is that the lighting is not really flattering the dome at the moment, emphasising the angles rather than smoothing them. I'm sure there is a switch for "anglesense" or something in some lighting programs which will try and fix that, maybe someone with more experience lighting can remind us. An alternative would be to use a .mdl file for the visual part of the dome, and I just happen to have such a model lying unreleased. So if you want to give that a try grab:
http://www.btinternet.com/~chapterhonour/dome.zip
 Be Cause
#8684 posted by madfox [84.26.169.65] on 2012/09/09 19:48:23
Well temperd cavey treat you have, Fr3n.
The pillars make me think of Tron.
 Oooh Preach
#8685 posted by Fern [63.228.70.50] on 2012/09/09 20:07:35
the "story" behind this map takes place, at least nominally, in Tunisia so I'm glad you picked up on the architectural influence. ;)
i'm undecided about the colors - right now the blue is only used sparingly in "outdoors"-like areas so I think it might balance out.
this will be a quoth map so the dome will probably be an external model anyway. thanks for the resouce.
 Exotic.
#8686 posted by Shambler [86.25.223.47] on 2012/09/10 10:26:12
Nice one!
 Yeah, Looks Great
#8687 posted by Drew [216.252.87.106] on 2012/09/10 20:25:34
Love the theme! Feel good about the colours, glad it is quoth. Dodgy rock face on left though.
 Yeah, Looks Great
#8688 posted by Drew [216.252.87.106] on 2012/09/10 20:25:35
Love the theme! Feel good about the colours, glad it is quoth. Dodgy rock face on left though.
 Yeah, Looks Great
#8689 posted by Drew [216.252.87.106] on 2012/09/10 20:25:36
Love the theme! Feel good about the colours, glad it is quoth. Dodgy rock face on left though.
 Aaargh
#8690 posted by Drew [216.252.87.106] on 2012/09/10 20:26:00
 The Theme
#8691 posted by Mike Woodham [86.185.46.242] on 2012/09/10 20:56:19
So, anyway Drew, tell us what you think about the theme...
 Still
#8692 posted by madfox [84.26.169.65] on 2012/09/12 19:31:53
theme drew me to one of the 2001 nights.
 Ascending And Descending
#8693 posted by negke [31.18.186.190] on 2012/09/24 20:40:57
 Heh
#8694 posted by metlslime [159.153.4.50] on 2012/09/24 20:44:45
nice, though that staircase seems less impossible than i remember.
#8695 posted by negke [31.18.186.190] on 2012/09/24 21:12:13
To get the stairs to look 'right' in a 3D environment, one has to use a trick that only works for the screenshot - the stairs have a different length and don't touch in the top left corner. I wanted to keep it playable, though.
 NICE !
#8696 posted by Barnak [69.159.114.217] on 2012/09/25 03:40:40
Negke ! Publish that level, I'm an Escher fanatic !
Escher-like architectures in Quake would be totaly AWESOME !
 Escher-like Destructed Architectures...
#8697 posted by Barnak [69.159.114.217] on 2012/09/25 03:51:19
You could try to show what happens when the Quake monsters are building impossible architectures : the architecture falls into ruins. Ruined impossible stairs, etc...
#8698 posted by negke [31.18.186.190] on 2012/09/25 09:04:04
At first I thought about putting a stairs puzzle in the interior, possibly a copy of Escher's Relativity, but it'd be pretty messy and hard to do. His most Quakey works, my favorites, which I'd love to see mapped, are the Planetoids. My SM117 is in that vein somewhat.
 Impossible Architecture...
#8699 posted by Fern [63.228.70.50] on 2012/09/26 02:46:56
I actually had a similar idea recently but more Serafini than Escher style (thin threads and filaments bearing weight and transmitting impossible force, etc.)
Might even try incorporating it into my current wip...
 Negke
#8700 posted by Tronyn [24.79.202.92] on 2012/09/28 00:42:36
link's dead: please restore, don't tell me I missed a good shot of your new project.
has there ever been a year in Q1SP history, that more tantalizing shots have been posted?
maybe at the end of the year I'll tally what was previewed vs what was released, I'm pretty sure this is a great year for previews even though actual releases have slowed since the winter (understandable, not-winter includes other things to do).
PS, anyone have any scraps? seems like it's been forever since a mapper released scraps.
I wish mappers who are done like Kell or long ago, Glassman, would release the scraps they had. You can't benefit from our imagining how awesome these maps would have been if you're not around anymore. Might as well admit that, like the HL2 'demo' it was all just built for a couple sweet shots - and then let us finish the maps.
 Fine, You Want Scraps?
#8701 posted by Fern [63.228.70.50] on 2012/09/28 03:51:25
Enjoy the extreme suckness of these.
http://www.suspenlute.com/stuff/fr3nscrap2.bsp
An attempt to make insanely over-detailed architecture with curves. Had destroyed every compiler on my machine by the time I gave up on it.
http://www.suspenlute.com/stuff/fr3nscrap1.bsp
A self-kidding attempt to do the opposite of the above - making insanely over-detailed architecture using only right angles and on-grid brushwork. I should actually finish this one - it looks much cooler than I remember.
 Hey
#8702 posted by Tronyn [24.79.202.92] on 2012/09/28 10:00:03
every map could use some more secret areas eh?
haven't had a look yet but, don't sell yourself short. Especially after the last screenshot.
#8703 posted by negke [31.18.186.190] on 2012/09/28 10:01:10
Tronyn: mce.jpg.
Slipgateconstruct is down, I hope necros made backups of his stuff. If it doesn't go back online, we'll have no choice but to start ... the "negcros Level Cave"!!!
Fern: The only thing that sucks about these is that you've never finished them! Do you still have the sources?
 Scumbag Negke
#8704 posted by Spirit [80.171.144.23] on 2012/09/28 12:06:54
abuses quaddicted for random image hosting
deletes older pipeline images
 Lol!
#8705 posted by Tronyn [24.79.202.92] on 2012/09/28 13:50:27
well if the only result of me poking an anthill here is the last b&w screenshot, it's worth it. not that anyone will believe me after the fact.
oooah some kind of escherquake. sure!
#8706 posted by necros [99.227.156.158] on 2012/09/28 21:11:11
I don't think I have a recent backup... Ironically, a lot of the more info heavy stuff was in my recent posts. :P
I'll probably try to get my own hosting sometime soon.
 Amazing
#8707 posted by sock [181.20.79.229] on 2012/09/28 21:58:19
@negke, love the new screenshot (I am also glad you re-posted a new link), looks very good in black and white, would be very cool to play the whole map in black and white instead of colour. I know it is a perspective trick but I still would love to see it from another angle! :)
 Necros
#8708 posted by Spirit [80.171.144.23] on 2012/09/28 22:16:20
define recent?
Use the Google cache to rescue your texts at least, you bloody moron (everyone not having backups deserves that title). Find the URL you want to rescue, then google for cache:http://www.yougetthepoint.com
Eg http://webcache.googleusercontent.com/search?q=cache:http://necros.slipgateconstruct.com/utilities/light-utility-ne_ag_lightmhcolourr2/
I occasionaly archive sites, I might have mirrored yours a couple of weeks back, will check later. Publically released files should be at Quaddicted but I guess you did keep those locally as well.
 Since It Is Easy With Wget
#8709 posted by Spirit [80.171.144.23] on 2012/09/28 22:30:01
#8710 posted by necros [99.227.156.158] on 2012/09/28 22:45:21
I back up my local stuff all the time these days. I guess I didn't take the online stuff as seriously. Lesson learned.
Also, thanks for the link. I had a backup of the database from a couple of months ago, but your copy had the lighting guide thingy. :)
#8711 posted by Spirit [80.171.144.23] on 2012/09/28 23:03:03
http://wordpress.org/extend/plugins/backup-scheduler/ is handy if you do not have access to the shell and mysqldump.
#8712 posted by necros [99.227.156.158] on 2012/09/29 00:44:36
Thanks again!
 @negke
#8713 posted by Fern [63.228.70.50] on 2012/09/29 03:02:06
I *might* have the source for the curvy map but it looks even more ridiculous in the editor than it does in the engine. If it's ever done it will have to be redone.
 Fern
#8714 posted by madfox [84.26.169.65] on 2012/09/29 09:19:19
I like the dark gloom of it, cistern.
Surely a map worth to explore more!
 Fr3n
#8715 posted by Drew [98.124.1.151] on 2012/09/29 15:29:33
yeah seriously. The 2nd one in particular is fucking awesome!
 Sock
#8716 posted by negke [31.18.186.190] on 2012/09/30 10:56:24
Yeah, b&w filter would be nice.
There's no trick in this map, but if you want to see how it's done properly, search for the Lego model of this picture. There's a site that shows an additional top-down shot where one can see how the trick works in a 3D environment.
 Horror? No... Not In Dunwich...
#8717 posted by Scampie [72.12.65.92] on 2012/10/05 21:13:16
http://imgur.com/a/YiNYQ
(album, 3 images, still early, likely too dark to see)
 I'm In
#8718 posted by Drew [98.124.1.151] on 2012/10/05 21:18:38
shots look great! Trees look just fine despite what others might say.
THe inside of the church looks great - nice pulpit! Not sure I like the benches though - too long? The ones in Honey are simple and perfect IMO.
#8719 posted by necros [99.227.156.158] on 2012/10/05 22:38:34
I wouldn't worry too much about trees, brush trees can work fine. They might cause vis times to increase depending on the outdoor areas though.
You could probably make them func_walls and then used a downward pointing negative spot light to make some kind of shadow on the ground though.
In any case, could be fun to see a map like this.
 Bench Scale Is
#8720 posted by nitin [124.170.29.125] on 2012/10/06 03:43:39
not right at all. Otherwise, looks interesting.
 Your Mum
#8721 posted by Spirit [80.171.154.235] on 2012/10/06 11:48:28
Things those benches seem to fit perfectly for.
#8722 posted by mechtech [65.190.42.20] on 2012/10/06 21:29:16
#8723 posted by necros [99.227.156.158] on 2012/10/07 02:01:55
hahaha that's awesome!
 Scampie Horror Show!
#8724 posted by sock [190.244.1.169] on 2012/10/07 19:56:36
Wow, like the first screenshot, the scale look good with the knight and the doorway. I don't mind the brush/cone tree's, with the right lighting they could work.
 Nice Shots
#8725 posted by Tronyn [24.79.202.92] on 2012/10/08 21:55:48
very atmospheric and retro.
#8726 posted by Spirit [80.171.152.66] on 2012/10/15 19:52:54
 Spirit
#8728 posted by JPL [82.234.167.238] on 2012/10/20 09:02:11
What the Hell is this shot?
 You Need Glasses
#8729 posted by madfox [84.26.169.65] on 2012/10/20 11:32:03
It's the new Quake mod for 3D after the windowcleaner was fired.
 Retro Pixels
#8731 posted by sock [190.31.241.26] on 2012/10/27 02:54:57
Another test map (S1M2) called Castle of Shadows ...
Image 1 Image 2 Image 3 Image 4
#8732 posted by necros [99.227.223.212] on 2012/10/27 03:08:27
is shot 4 some kind of puzzle? it'd be cool to see some moteof style stuff. :)
 Dude
#8733 posted by RickyT33 [94.13.59.186] on 2012/10/27 04:31:53
That is awesome!
 Damn Your Awesomeness
#8734 posted by than [180.146.57.230] on 2012/10/27 06:50:19
That looks great - I especially like the e1m2 style block with lightning and the area with water and candles.
How many maps are you working on, by the way?
I'd better hurry up and finish my map before you release yours.
#8735 posted by necros [99.227.223.212] on 2012/10/27 07:13:55
oh geez... how did i not recognize that area. :P
 Lol!
#8736 posted by Tronyn [24.79.202.92] on 2012/10/27 07:33:14
"is that some kind of puzzle? weird floating cubes or something"
sorry, couldn't help it.
Sock, that looks amazing.
Are you like... REMAKING ID E1 AS A MEDIEVAL RPG, thus doing what id's original plan for Quake was?
You badass!
 Sock
#8737 posted by JPL [82.234.167.238] on 2012/10/27 10:11:25
Those shots are really nice: I can't wait plying this/those map(s) :)
#8738 posted by negke [31.18.186.190] on 2012/10/27 11:28:15
I hate your awesomeness.
 Medieval Testing
#8739 posted by sock [190.31.241.26] on 2012/10/27 13:46:07
Thanks everyone for the comments, I have been working on this map for a while now and it was certainly a lot of fun to create. Luckily the map has proven to be a very good test map for my new AI system at the same time.
Here is another Image of the first room inside of the castle, hopefully it should be familiar enough that you recognize the area.
 Wot !!!!
#8740 posted by JPL [82.234.167.238] on 2012/10/27 15:39:53
A remake of e1m2 / Castle of the Damned !! Great !!!
 Holy Jesuschristshit
#8741 posted by Drew [98.124.8.141] on 2012/10/27 16:44:13
fuck.
 Can't Think Of Anything To Criticize In Those Shots
#8742 posted by Drew [98.124.8.141] on 2012/10/27 16:50:01
they look perfect.
#8743 posted by necros [99.227.223.212] on 2012/10/27 17:17:55
btw, shot1 is now my phone background. ^_^
 Wow
#8744 posted by SleepwalkR [85.178.120.118] on 2012/10/27 17:45:30
surely looks great, sock. I hope it gets released in a timely manner!
 Monsieur Sock
#8745 posted by Shambler [86.25.223.237] on 2012/10/27 19:38:19
With zeez screenshots you are really spoiling us.
 Love The Brushwork,
#8746 posted by Text_Fish [94.169.119.204] on 2012/10/27 21:00:44
the texturing and the candles. Not so sold on the more Hexeny assets/particles.
#8747 posted by necros [99.227.223.212] on 2012/10/27 22:21:36
something that is unfortunate about doing particles like that is that they don't scale with distance the same way engine particles do.
I can see why you chose to make them 4 pixels instead of 1, but it makes them look fat when you're close to them. :(
 Particles
#8748 posted by sock [190.31.241.26] on 2012/10/27 23:04:18
I can only think of two ways to create particles like effects using the standard Q1 engine.
1) Sprites; They are a fixed texture size and cannot be alpha faded, but they can be controlled perfectly via QC to create loads of different effects.
2) Built in Particle command; can only be a dot shape, single colour and has a fixed life span. There is also very little control via QC besides the initial settings of origin, movement vector, colour and quantity.
I know the sprite particles can look dated with their large size and lack of alpha, but I thought it was acceptable considering the style (original resolution) of this MOD.
#8749 posted by Text_Fish [94.169.119.204] on 2012/10/28 01:27:41
For clarification, by "Hexeny" I meant beardy-weirdy wizards and dragons stuff rather than Hexen-era or Hexagonal. It's just a preference really, I think the same of the health vials in RMQ.
#8750 posted by Scampie [72.12.65.92] on 2012/10/28 08:41:51
oh my.
i feel so inadequate now, great work Simon!
#8751 posted by wakey [178.191.153.102] on 2012/10/28 15:05:55
What else to say than: cant wait to play :)
 Exceptional...
#8752 posted by distrans [149.144.183.46] on 2012/10/29 03:45:13
...and I can't wait to get amongst this mod.
 Coloured Lighting?
#8753 posted by than [180.146.57.230] on 2012/10/29 17:50:11
Seems you are using some subtle orange tone on your torches. Looks really good. I always intentionally avoided coloured lighting in Q1, but I guess it can look good if you have restraint :)
 Beta Test Help Please!
#8754 posted by than [180.146.57.230] on 2012/10/29 17:53:15
if anyone has time to help test my map, please email me:
andyp.123 (I have a gmail account)
I'll probably end up releasing very soon (this week) because I'm so sick of the map and want to release it at last, so I'd prefer people who have time to test today/tomorrow.
#8755 posted by Spirit [89.204.130.200] on 2012/10/29 19:10:55
i have time right now!
 Coloured Light
#8756 posted by sock [200.45.39.36] on 2012/10/30 21:11:03
@than, I have been using coloured light in all my Q1 screenshots, I only use pure white for fill lights. I am very careful to match the colour to the light source and to use subtle colour changes if trying to accent something. The screenshots have brightness and contrast filters (applied in PS) to bring out the details and make the blacks deep to create a better mood.
 Thanks Ronald!
#8758 posted by czg [212.16.188.76] on 2012/11/01 14:02:29
Much appreciated and needed! :)
 Another Quoth Mapobject_custom Pic
#8759 posted by mechtech [65.190.42.20] on 2012/11/04 18:38:53
 That's One Pissed Off Looking DK
#8760 posted by onetruepurple [91.240.47.30] on 2012/11/04 19:03:50
 That's Pretty Awesome
#8761 posted by metlslime [159.153.4.50] on 2012/11/04 22:55:21
#8762 posted by necros [99.227.223.212] on 2012/11/05 00:04:35
I really like this kind of thing. Stuff like that really adds character to a map.
 The Perfect Pose
#8763 posted by sock [190.139.228.68] on 2012/11/06 15:47:45
@Mechtech, I find these kind of things amazing to find in games simply because they look so cool and take so much time to setup. Getting all the right animation frames so that it looks like someone actually designed it that way, can take a lot of time. I am most impressed with the HK's because they are different enough in pose to look interesting. The only problem I have with this image is the lighting, the colour lighting is way too strong and heavy handed, it should be more subtle and maybe add some fog.
I have been adding some detail to a special event in one of my maps called 'The last stand' which happens in the Well of Bones. The local priests decided to hold the ritual of bones in order to quell the undead but the undead got a bit hungry and decided to eat them instead!
The Last Stand
#8764 posted by Trinca [194.65.24.228] on 2012/11/06 17:02:56
To much booze those guys?
:p
nice pic
#8765 posted by necros [99.227.223.212] on 2012/11/07 01:33:30
mechtech: are these pose scenes going to be in a real map?
if so, consider making a little setup to remove and then spawn real monsters in the posed model places.
You could make a big shootable trigger_once AND a trigger_once far away to simulate both waking up from shooting or proximity.
then you killtarget the models and silent + noflash spawn in replacement monsters and wake them up immediately. would be pretty cool to see that. :)
#8766 posted by mechtech [65.190.42.20] on 2012/11/07 06:22:08
necros: The scene I made was a mock up of an idea for an in map setup. The lighting and brushwork will change. I may use it as a set piece for an intro demo or I could killtarget and spawn the monsters. I think you would need to hide the spawning from the players view. Don't think it would look to good. I will try it out first.
Sock: That scene looks Great but more pixels!!!
Higher res screenshot please.
Trinca: I had an urge to photoshop in a beer keg :)
 Ogre Lunch Break
#8767 posted by mechtech [65.190.42.20] on 2012/11/07 06:53:01
http://www.quaketastic.com/upload/files/screen_shots/ogrelunch.jpg
The Ogre models in this shot can be seen from a distance. The area is protected with a skip textured func_wall and trigger_void. (Quoth trigger_void does not stop the plasma gun bug?) When you get closer the models are killed and replaced out of view.
 Oh Man
#8768 posted by Tronyn [24.79.202.92] on 2012/11/07 11:26:39
that is so awesome, zombies for everyone, no need to fight guys!
Somehow it suits Quake, or at least the more Army-of-Darkness side of Quake.
 This Map...
#8769 posted by Fern [63.231.65.70] on 2012/11/17 06:09:01
...is finished but Vis is on track to take at least 100 hours and I probably won't release it right away anyhow because I've already mapped a significant portion of mission 2. :P
http://www.suspenlute.com/stuff/dom3m1a.jpg
http://www.suspenlute.com/stuff/dom3m1b.jpg
http://www.suspenlute.com/stuff/dom3m1c.jpg
 Looks Very Nice Fern
#8770 posted by nitin [58.6.224.8] on 2012/11/17 10:20:15
I say release!
 Google Ketchup
#8771 posted by nakasuhito [174.27.226.128] on 2012/11/17 11:57:01
playing around with Google SketchUp and so far its fun. have no idea how to turn on the snap to grid mama, unless it doesn't have, so right now things are kind of weird. not like i care since i'm having fun making weird shit.
http://min.us/mCqySArr4qedZ
 Just A Brainfart
#8772 posted by Kinn [86.147.148.138] on 2012/11/17 12:11:06
have no idea how to turn on the snap to grid mama, unless it doesn't have, so right now things are kind of weird
You could always use a certain other service provided by the makers of SketchUp to solve that little mystery.
#8773 posted by nakasuhito [174.27.226.128] on 2012/11/17 12:39:13
i'll look for that. see, i had no idea about sketchup until 4 hours ago or so. thanks for the heads up :)
 Sketchup...
#8774 posted by Fern [63.231.65.70] on 2012/11/17 16:57:43
I'm not sure whether it has a grid or not. I've used it for a few carpentry projects and I've gotten along just fine typing the measurements manually and using it;s highly intuitive system of homing points
 Fern
#8775 posted by Drew [216.168.120.11] on 2012/11/17 17:21:19
Looks very nice!
I say wait until mission 2 is done!
 Kinn
#8776 posted by Drew [216.168.120.11] on 2012/11/17 17:21:40
You still working on that episode?
 Drew
#8777 posted by Kinn [86.147.148.138] on 2012/11/18 19:21:04
Damn, I was dreading someone bringing that up. I'll be honest - it has been on hiatus since last June or so - reason is, I'm so busy with work right now, that I just can't find the time.
In fact I'm so ludicrously, cartoonishly overworked that I can barely find the time to eat and sleep, and in fact the only thing keeping me from poopsocking at my desk is my convenient proximity to the bathroom.
My promise that I'll finish it still stands, but I have no idea when that will be now. Yep, I'm afraid it's one of "those" projects :{
#8778 posted by [Kona] [121.73.104.148] on 2012/11/19 11:39:31
I know the feeling Kinn. What type of work do you do?
#8779 posted by [Kona] [121.73.104.148] on 2012/11/19 11:39:31
I know the feeling Kinn. What type of work do you do?
 Kona
#8780 posted by Kinn [86.147.148.19] on 2012/11/19 23:12:31
I make those 'orrible murder simulators that you read about in the Daily Mail and stuff.
 Fucking Heretic
#8781 posted by nitin [124.170.16.143] on 2012/11/20 10:51:47
burn!
 Nice
#8783 posted by Tronyn [24.79.202.92] on 2012/11/25 02:07:07
first shot in particular looks epic!
 Woah
#8784 posted by Fern [63.231.65.70] on 2012/11/25 03:59:42
shots 1 and 3 look terrific. 2 and 4 look a little over-weird and boxy but still good work on all.
 Awesome
#8785 posted by Drew [216.168.120.11] on 2012/11/25 15:14:36
looks VERY ambitious. Thought this had died, glad it's still in progress!
 ZQF
#8786 posted by RickyT33 [2.223.172.226] on 2012/11/25 16:51:35
Are you using WC?
If you are, the squiffy textures on the fourth shot can be fixed by selecting the face in texture mode, and clicking the button in the texture tool-bar that says 'to face', then re-align ;)
I Hadn't even recognised this map at first, it looks great!
 Ricky
#8787 posted by negke [31.18.186.190] on 2012/11/25 19:14:20
This may work in WC (or are you even talking about Hammer?) and its own map format, but after running QBSP it'll still like in the screenshot.
ta for comments chaps. When I've fixed some trigger and clipping issues anyone interested in testing it?
 Yup
#8789 posted by onetruepurple [91.240.47.30] on 2012/11/25 21:47:34
 Negke
#8790 posted by RickyT33 [2.223.172.226] on 2012/11/25 22:12:46
Not true. Aguire's QBSP has support for Valve 220 format and the 'align to face' feature works in conjunction with it. Sorry, just saying :P
 Interested
#8791 posted by Fern [63.231.65.70] on 2012/11/25 22:13:35
nt
 Interested!
#8792 posted by Drew [216.168.120.11] on 2012/11/26 20:33:37
Cool, hope you got powerful pcs cause it'll be fast-vis'd :E
 Nope!
#8794 posted by RickyT33 [2.223.172.226] on 2012/11/26 21:45:44
Not allowed. Vis that fucker, don't be all soft.
I ain't melting my laptop for that :p
 You Guys...
#8796 posted by Fern [63.231.65.70] on 2012/11/27 02:52:09
Old software engines like winwarp load super complex unvised limit-breaking maps with no trouble whatsoever and play blazingly fast even on my low-spec PC - arwop, ne_ruins, apsp3, catatonic, unvised dom3m1, you name it. For me, speed issues only come into play when using modern opelGL engines like Fitz, spasm, and RMQ. So the worst case scenario is I play it without fog or colored lights and send you old-protocol demos.
 Zqf
#8797 posted by nitin [180.149.192.139] on 2012/11/27 07:35:25
surely someone else can help you with vis.
If someone is up for it sure. But it's not finished and the last full compile I did it didn't have nearly as much detail and took over 24hrs.
But this was on an old CPU so I dunno :p
#8799 posted by necros [99.227.223.212] on 2012/11/27 18:09:40
Haha, only 24 hrs? I"m sure jpl can regale you with tales of vising sessions. :P
I'm sure lol. I'm not claiming it's a record breaker :)
 I'll Do It :)
#8801 posted by RickyT33 [2.223.172.226] on 2012/11/27 19:43:20
Send me the bsp when you are ready :)
 Necros...
#8802 posted by JPL [82.234.167.238] on 2012/11/27 21:22:16
I wish I could... really... but I can't anymore for some reasons...
... and I am not sure I'll be back on mapping before a long time :(
 ZQF
#8803 posted by Tronyn [24.79.202.92] on 2012/11/27 22:53:53
24 hours? That's nothing!
I had a map that the beta took 300, and thanks to some suggestions the next version was down to 240, only 10x your vis time! but, vis crashed twice, so first I wasted 200+ hours, then I wasted 160+ hours, and fiinnnally it completed a 240 hour run.
I'm almost angry reading your post. lol :)
 JPL
#8804 posted by necros [99.227.223.212] on 2012/11/27 23:14:33
Huh? I was just saying you have had much much longer vis sessions than 1 day. :)
damn tronyn, what kind of CPU was that compiling on? :/
 Heh
#8806 posted by Tronyn [24.79.202.92] on 2012/11/28 02:51:31
a 3.4 ghz processor with 8 gigs of ram. heh.
still, compared to back in the day, vising and compilation is a lot better.
 Necros
#8807 posted by JPL [82.227.229.44] on 2012/11/28 08:28:00
... well, that's what I understood, no worry ;)
I was just spotting up my computer is broken and I have to buy a new one... bah, my shity business :(
 Sorry You're Spotting JPL
#8808 posted by Drew [216.168.120.11] on 2012/11/28 16:44:38
Looking forward to that map, ZQF!
 More Mapping
#8809 posted by than [182.164.38.196] on 2012/11/28 17:13:37
Started working on this last week. I've basically done the layout now, I just have to get the gameplay to not suck and put in dm and then it's done.
I kind of went overboard on curves - not very much fun to align all those textures :/
http://i.imgur.com/M0iLK.jpg
I'm considering doing dm6rmx to release at the same time because the map isn't very long, and neither is dm6rmx. If I do that, not sure I will release this year...
 Looks Sweet
#8810 posted by RickyT33 [86.128.196.242] on 2012/11/28 17:21:35
 Liking The Green Sky!
#8811 posted by onetruepurple [91.240.47.30] on 2012/11/28 17:22:21
 Looks Good
#8812 posted by Drew [216.168.120.11] on 2012/11/28 18:01:40
I wish I had the skills to make something like that good looking!
I vote for doing dm6rmx release simultaneously.
#8813 posted by spy [95.56.138.83] on 2012/11/28 18:48:24
coudnt recognize the map from the screen is it dm5rmx?
and what's the status of dm1rmx? it was partly finished iirc
 Hey Than
#8814 posted by negke [31.18.181.222] on 2012/11/28 20:33:44
Off with that tie!
 Drew
#8815 posted by than [182.164.38.196] on 2012/11/29 15:18:10
That is the plan. Not really touched dm6rmx yet though.
Spy: It's dm5rmx, but aside from sharing the layout and some of the textures, it's pretty different. The layout has been expanded a fair bit, but it's still kind of small.
Negke: It's called Round the U-Bend
http://www.gizchina.com/2010/03/11/wanted-smell-toilet-u-bend/
#8816 posted by necros [99.227.223.212] on 2012/11/29 15:46:34
oh god... i think i'd rather die for co2 poisoning. :(
 Gonna Risk Sounding Like A Tosser
#8817 posted by onetruepurple [91.240.47.30] on 2012/11/29 17:07:09
I think you should release dm5 and dm6 separately because dm3 and dm7 were seperate also.
 More Pics
#8818 posted by than [182.164.38.196] on 2012/12/01 18:41:49
Made some good progress with dm5rmx. Will probably refine the lighting and brushwork a little more, but it's pretty much done. Working on gameplay at the moment (probably should have done this FIRST)
http://i.imgur.com/vU5eK.jpg
TL: dual layer corridor top
TR: dual layer corridor bottom
BL: inside the cistern
BR: one of the new areas
dmr3rmx is still the closest conversion I've done. I think it will probably stay that way; This one is pretty different beyond the original layout still existing amongst all the new stuff.
I tried to give the feeling of bounced light a lot on this map, so I used quite a lot of low intensity lights with falloff values set between 0.125 and 0.5 to eliminate hard black shadows where they felt unnatural. Still don't want to use coloured light though :)
The bright pools of light in soft shadows look awesome imo :)
 Interesting Style
#8820 posted by Tronyn [24.79.202.92] on 2012/12/01 19:39:14
If Negke's bad dark cistern sections of DM5 were like the rusty mechanical version, these shots seem to show a more updated hi-tech version. As ZQF says, the lighting looks great. I like the green/copper/blue palette.
 Not As Well Lit As Than's :)
I'm probably going to flip the sky from very dark to bright and use it to outline distant buildings etc. Lighting it is a bit of a git :/
#8823 posted by necros [99.227.223.212] on 2012/12/02 02:03:45
You guys are all making such awesome maps... I'm really feeling mapping withdrawal lately. :P
 Zqf
#8824 posted by nitin [58.6.237.145] on 2012/12/02 08:42:28
I like these shots much better!
 Than
#8825 posted by Vondur [195.218.191.148] on 2012/12/03 07:44:38
u rock, looks amazing! also not using colored lights is very much approved.
 ZQF
#8826 posted by than [182.164.38.196] on 2012/12/03 16:40:45
looking cool. The lighting is quite old school and Quakey. Seems like it is a large map from the shots. What mod are you using for the forcefields? Quoth, Hipnotic or something else?
 #8825
#8827 posted by rj [82.3.233.25] on 2012/12/03 19:19:04
pretty sure maps with coloured lights work fine without the .lit files installed.. might be a bit brighter but not much an issue if the colour is subtle enough
looking forward to both these maps!
 Arrival Beta
Please play on easy or normal and tell me what you think. Hard is quite different and pretty brutal.
Copy this into your Quoth folder OH GOD DO IT NOW
Map name is 'zqfarrival04a'
-Issues-
I cba fixing this shit right now as I want this final gameplay feedback :P
> Second jumpy bit has barely been detailed and looks pants.
> Only the first shield wall toggle makes a sound.
> Quite a few areas have no apparent light sources.
> Lots of random bits with wrong/misaligned textures, or flat out no attention given yet
> Coloured lights clash badly in a few places. Pretty much every area needs a lighting rejig anyway. Delete the lit if it makes your eyeballs explode.
> Several areas have an audible 'thump' as spawned monsters hit the floor.
> Sometimes monsters take a bit too long to enter an arena.
> Message texts abruptly stop after the first arena. I'm not sure how much I like it so I'll probably remove all of it.
> Bunch of rockets in a secret fall through the floor. What an asshole.
Oh, there's 11 secrets. I will try to add more.
Heh I forgot to mention yet that version is fast vis'd and fast lit.
Here's the raw BSP file for Ricky :P
http://www.zealousquakefan.com/beta/zqfarrival04a_rawbsp.zip
 Ah - Need The Prt File Too :(
#8830 posted by RickyT33 [2.223.172.226] on 2012/12/03 23:56:20
Send me that and I'll vis it :)
ah okay. I've never compiled via command line directly just through tools :P
http://www.zealousquakefan.com/beta/zqfarrival04a_rawbsp.prt
 OK
#8832 posted by RickyT33 [2.223.172.226] on 2012/12/04 00:26:06
That throws an error. 'cannot read header' or something. Doesn't make sense. Email me the map file, cause I don't know why but those two files aren't working for me. Sorry dude
 Oh No, Wait, It's OK
#8833 posted by RickyT33 [2.223.172.226] on 2012/12/04 00:49:49
Chrome was fucking with the prt file I think...
#8835 posted by [Kona] [121.73.104.148] on 2012/12/04 02:35:48
That's cos Chrome is arse
 I Like Chrome
#8836 posted by RickyT33 [2.223.172.226] on 2012/12/04 03:53:58
But it opened the prt like a txt file. Then I saved it from there. Right-clicing the link and saving like that however worked fine.
On another note, Chrome is pretty fast.
 Zqfarrival04a Is A Monster!!!
#8837 posted by mechtech [65.190.42.20] on 2012/12/04 06:58:30
Played on easy. Nice complex map
I hope it'll full vis ok
#8838 posted by Spirit [194.95.77.40] on 2012/12/04 13:11:51
Winged Doom is working on something http://j2h.ru/
What mod are you using for the forcefields?
They're just Quoth togglewalls with the particle effects on... which actually I think are just from hypnotic aren't they? :E
 Zqf
#8840 posted by onetruepurple [91.240.47.30] on 2012/12/04 18:10:39
Skill 1:
Really needs removing lots of superfluous enemies. I've lost count of how often there was a pair of Grunts/Enforcers waiting behind a door when only one would have sufficed.
The togglewalls spawn so little particles it was hard to tell what's a forcefield and what isn't. Most of them can't even be toggled on/off so why not just use walls or railings?
Stopped being fun around the respawning Quad+Cross area. Sniping with the puny nailgun while getting bitten in the ass by dogs is annoying.
No SNG or PG, or even the Hammer?
The early areas had Ruined Nation levels of detail and the late ones looked like boxes in comparison, which is weird since it's the late ones I remember from videos and screenshots and etc.
All the scripting stuff was good. The crane was great, would have been much better if I could catch a glimpse of it beforehand, somehow.
Gonna sounds harsh but I think you could probably cut everything after the GK door and you would have a much better map on your hands.
 Oh Btw
#8841 posted by onetruepurple [91.240.47.30] on 2012/12/04 18:13:14
Autosaving was nice but it probably saved a bit too often.
hmm. Thanks for playing it I'll mull that over :)
A lot of the map, particularly the second half, is not what I initially intended because I've got very few vertices left. The two large arena fights at the end in particular were supposed to have a fair bit in between. As it is a minute after one big fight you enter another one :/
I'm definitely not gonna try making something this big again :p
 Famous Last Words (of A Mapper)
#8844 posted by sock [181.1.101.99] on 2012/12/04 19:03:32
I'm definitely not gonna try making something this big again :p (ZealousQuakeFan)
haha, something for the quotes thread! :)
I'm not necessarily thinking size in terms of scale but just number of areas and the general length of the map, but yeah, I'm sure I'll eat those in the end :p
btw did you find any secrets otp?
 80%
#8846 posted by RickyT33 [2.223.172.226] on 2012/12/04 19:42:08
Okay, cool. Hope it wasn't too disappointing :E
 Heh - No
#8848 posted by RickyT33 [2.223.172.226] on 2012/12/04 20:16:56
I mean I haven't played it yet, but it's 80% vised.
I've stopped it of for now though, so I can do some gaming, but I'll resume it later on tonight.
(BTW were you aware that BJPvis has an autosave feature?)
 85%
#8849 posted by RickyT33 [86.128.196.242] on 2012/12/05 14:49:06
Getting there. My CPU is running at stock clocks atm, which won't be helping.
 46 Hours Of Vising
#8851 posted by RickyT33 [2.223.172.226] on 2012/12/06 17:42:48
98% complete.
 The Anticipation!!!
#8852 posted by mechtech [65.190.42.20] on 2012/12/06 18:29:53
 Mapmodels
#8853 posted by mechtech [65.190.42.20] on 2012/12/06 18:53:11
A PAK for Quoth. Collection of map models.
http://www.mediafire.com/?amqka3ibkl1b0se
 99.01
#8854 posted by RickyT33 [2.223.172.226] on 2012/12/07 04:53:47
 99.37
#8855 posted by RickyT33 [2.223.172.226] on 2012/12/07 13:24:39
What a hog!
 Mechtech
#8856 posted by Spirit [80.171.40.95] on 2012/12/08 00:51:11
No sources, no readme, no one should touch that.
#8857 posted by necros [99.227.223.212] on 2012/12/08 00:58:12
well, they are very nice map models (mostly modern, but some medieval stuff).
But where are they from? I'd like to know more about the source of the models before I would want to use them. Are they completely original? I don't recognize any of them.
 Sources
#8858 posted by Preach [77.98.165.95] on 2012/12/08 01:58:40
I believe many of them come from http://www.md2.sitters-electronics.nl/models.html, although obviously the ogre with an axe in his back is not there.
I had a look through, and there's a real mixture of stuff in there. The modern stuff like the vehicles isn't all that useful for quake, and often didn't covert to the palette all that well. I would use the fire hose in a base map though, possibly after muting the red a bit! At the other end of things, the Egyptian stuff looks great and obviously there's a matching texture set.
The medieval stuff is somewhere in the middle - stuff like the torture equipment could appear naturally in a quake map. It could all do with some new textures though - not because the textures converted badly. Rather because the wood texture doesn't really match any quake texture sets. It would blend in much easier if it matched dull wizwood, for instance.
There's a few other places where I longed for different skins. The great big tech-crate is a lovely design but at the moment would look out of place in idbase, ikbase, spdbase. It'd be great to have a texture for one of them. The teleporter pad is a cool model but plain sliver gunmetal is basically never found in quake tech maps. Also little things like fullbrights would be nice - it's good that there are no unintended ones, but models like the branding iron could use proper ones (I'm working on a quick fix for this particular model).
On a technical nitpick, quite a lot of the skins are 480x480 in size - maybe the source models were the same. I'd recommend reducing them to 256x256. One reason is that skins are best off in powers-of-2 dimensions, at the moment your 480x480 skins are being stretched to 512x512 in glquake. The reason I'd take the textures down in resolution is because often these models have much higher pixel density than the surrounding map. Moving them closer will again help them blend in.
I know that's like 4 paragraphs of suggestions but I only bother with any criticism of things that I like and want to see being great. It's really cool to see new detail models for quake finally appearing, and I hope to see maps make use of these.
 Forgot
#8859 posted by Preach [77.98.165.95] on 2012/12/08 02:12:11
I forgot to mention my favourite, the compass model, which could go straight into a Knave map unchanged.
 Metlslime
#8860 posted by Preach [77.98.165.95] on 2012/12/08 14:38:34
Metl, have you got a link to that ogre picture you drew? I've tried searching for "metlslime ogre" but I just get every page from func_...
 Noesis Made Me Do It
#8861 posted by mechtech [65.190.42.20] on 2012/12/08 15:20:53
I found Noesis and got caught up into md2 conversion, it actually works well.
Spirit: Relax it's a beta. I put it on the free hosting so I could get feedback before uploading to quaketastic. I would like to add many more to the map.
Preach: I know there's allot of ugly on those skins. I used Noesis v3.997 and converted to the largest skin Fritz Quake would except (mostly downsampled). Removed fullbrights and stopped there. Edit as needed.
Do you think I should zip up the source skins into the file?
I thought about editing out the non Quake style models but someone may have use for them.
You are correct the models came from W. Sitters. I will of course include the proper credit and license file for his/her section of the map.
"Copyright (C) 2004-2007 by W. Sitters
This model is free software, and has an double licence.
You can redistribute it and/or modify it under the terms of the
GNU General Public License as published by the Free Software Foundation..."
I have sent an email to W. Sitters just to make sure it's ok to use the models and invited him to join func.
The ogre with the ax was something I did.
More to follow....
#8862 posted by Spirit [80.171.53.197] on 2012/12/08 15:47:50
Mechtech: FYI leileilol says many of the models on that site are ripped from other games and thus are a copyright violation. Avoid!
 Crap
#8863 posted by mechtech [65.190.42.20] on 2012/12/08 16:28:33
Thanks Spirit. ok if you downloaded the map please format your hardrive to make sure it's gone
Removing link :(
Until further notice
 Low Poly Models
#8864 posted by mechtech [65.190.42.20] on 2012/12/08 16:55:45
Too bad. I thought I was onto something good. All the models had a creative commons license in the zip files.
Finding low poly non copyright encumbered models is really getting hard.
Spirit I have a question. Taking Original Quake models apart and recombining them ie Ogre with an axe in it's back. Is that ok or gray as to the art copyright in Quake
 Original Model Source
#8865 posted by sock [190.30.18.227] on 2012/12/08 17:23:47
Mechtech, Unfortunately some of those models are from Quake 3 community authors, I certainly recognize the teleporter. If anything I think that site you got them from is at fault, not you.
You should check the help/readme of noesis, it clearly states that you should not use it to convert stuff with copyright issues and then distribute it. But hey its the internet, stuff can end up anywhere without the original creators knowledge or credit. :(
 Running Out Of Models Fast
#8866 posted by mechtech [65.190.42.20] on 2012/12/08 18:01:07
http://www.wemakemaps.com/
Yes I see. Teleporter needs to be removed from use. The website I believe to be legit. I will remove models that do not give specific permission to reuse.
BTW is mm-tech1soc.zip yours?
I appreciate the advice from everyone. I will keep on the hunt for usable game content. My hope is we can pool together as much Quake usable game content a possible. A non mod/QC specific SDK of sorts.
#8867 posted by Spirit [80.171.53.197] on 2012/12/08 18:14:34
See http://forums.inside3d.com/viewtopic.php?p=47429#p47429
I would stay away from those. The guy is either ignorant or a crook; dangerous in any way.
 99.76
#8868 posted by RickyT33 [2.223.172.226] on 2012/12/08 21:04:46
This thing is epic
 Preach:
#8869 posted by metlslime [159.153.4.50] on 2012/12/08 22:02:25
it may not be on the web right now, I'll have to go home and check.
 On Upcoming Models
#8870 posted by Preach [77.98.165.95] on 2012/12/08 22:39:54
I'm hoping to have a new mapmodel up on my site by the end of tonight. I've also got a preview of a different work-in-progress model
http://tomeofpreach.wordpress.com/?attachment_id=292
#8871 posted by RickyT33 [2.223.172.226] on 2012/12/09 15:16:26
average leafs visible: 746
max leafs visible: 2464 near (1344 1408 712)
c_chains: 1028526972
visdatasize: 2117 kb compressed from 12259 kb
Elapsed time : 17h 37m
Session time : 110h 33m
State time : 98h 41m
#8872 posted by RickyT33 [2.223.172.226] on 2012/12/09 15:19:20
Cheers. Is that an impressive enough time? :E
 It Is Considering
#8874 posted by RickyT33 [2.223.172.226] on 2012/12/09 17:50:17
I was using an i5 2500K, running at stock speeds, on four cores. Imagine how long that would have taken on a P200
#8875 posted by necros [99.227.223.212] on 2012/12/09 17:55:58
I remember reading an interview with Carmack somewhere and he was saying something along the lines of
yeah, you will be able to compile quake maps, but we have this super special hardware and it still takes 15 minutes so on a regular computer it could take hours
I am very impressed at the scalability of quake tech.
 ZQF
#8876 posted by mechtech [65.190.42.20] on 2012/12/09 18:15:12
Running Fitz 0.85 good news or bad.
The model zqfarrival_lift_meshes.bsp doesn't show.
I did some experimenting using winbspc.exe. I decompiled the map model, created just a plain box to cover the bounding box and deleted all your brushes. The simple box brush has the same error. Next tried r_novis 1 same issue, That should have eliminated vis blocking it. Then I reduced the height, the box shows fine. Maybe 1184 units tall is too much for a bsp model?
#8877 posted by necros [99.227.223.212] on 2012/12/09 19:19:00
r_novis 1 only disables vis for world geometry, entities are still culled based on vis data, so r_novis 1 would not prevent it from disappearing.
Thanks for the feedback everyone btw plenty of problems to fix coming up.
#8879 posted by [Kona] [121.73.104.148] on 2012/12/09 21:27:52
I wouldn't be so worried about what is and isn't copyrighted. if some kid in a country on the other side of the world made a model and you used it in your map that all of like 100 people played, do you really think he's going to spend thousands of dollars taking you to court over copyright infringement, especially when they're countries apart? even if he stole it from a commercial game, the odds of them actually giving a shit won't be very high.
most of the maps I released used custom textures from other games, they were all copyrighted.
#8880 posted by mechtech [65.190.42.20] on 2012/12/09 21:38:21
necros I did not know that. Thanks
So I tried something else
>bspinfo -cutvislight
After removing vis info the model does display correctly.
 Lie Sense
#8881 posted by madfox [84.26.175.209] on 2012/12/10 04:26:01
I don't care for copyright either, but being an artist I must admit a small addon, like a nick in a readme for the hard earned (!) contribute offered, isn't too much to ask.
#8883 posted by mechtech [65.190.42.20] on 2012/12/12 23:08:15
---- WVis 2.31 ----
Modified by Bengt Jardrup
Multithreading enabled by Willem
File: build.bsp
16657389567856 portalleafs
4958568994670780758078 numportals
State file out of date, will be overwritten
testlevel = 4
Using 2 threads.
average leafs visible: 784367785687568
max leafs visible: 132756784568978776 near (2864 -192 -2544), 1/2
c_chains: 195876876867847686
visdatasize: 3068784768768468 compressed from 56856873486
Elapsed time : FOREVER
 Argh!
#8884 posted by madfox [84.26.175.209] on 2012/12/13 02:02:29
That's no map.
That's a city!
 ZQF Holy Crap
#8885 posted by Fern [174.29.134.247] on 2012/12/13 04:35:22
and I thought *I* was trying to break the compiler.
 Bring Out Your Dead
#8886 posted by mechtech [65.190.42.20] on 2012/12/14 04:09:47
 Awesome!
#8887 posted by Tronyn [70.64.133.106] on 2012/12/14 17:17:34
"But I'm not dead yet..!"
#8888 posted by necros [99.227.223.212] on 2012/12/14 19:24:44
Wow, that actually looks really really good in-game!
nice job on that, now someone needs to implement it!
 Map- Map Models Again
#8889 posted by mechtech [65.190.42.20] on 2012/12/15 21:04:57
I went through my last attempt at a display map for models. I've removed models that restrict use. Included the creators readme files. Included the source image files to help in reskinning if needed. Included the source md2, obj, md3 files. Use Quoth mod.
http://www.mediafire.com/download.php?ama9i3i35pk16c2
 Func_rotate_train With Madfox Engine
#8890 posted by mechtech [65.190.42.20] on 2012/12/17 05:24:27
 Angry Ogre
#8891 posted by mechtech [65.190.42.20] on 2012/12/17 06:08:55
 Here's The Ogre Painting:
#8892 posted by metlslime [24.130.203.37] on 2012/12/17 08:02:15
 Noeyes
#8893 posted by Scampie [72.12.65.92] on 2012/12/17 14:36:19
works in painting... not so much in game I think.
 Shamblers Should Have Eyes
#8894 posted by Preach [77.98.165.95] on 2012/12/17 20:04:47
Yeah, you're probably right. I finished the skin long ago, so I can't remember if I ever tried anything beyond very faint highlights. Paintovers are welcomed! Meanwhile I'll pretend it's an attempt to capture the deathly evil of Rupert Murdoch... http://www.guardian.co.uk/commentisfree/cartoon/2011/jul/14/cartoon-steve-bell-murdoch-bskyb
 Almost Ready...
#8895 posted by distrans [149.144.9.73] on 2012/12/19 03:23:11
 Ohhhhh
#8896 posted by rj [82.3.233.25] on 2012/12/19 08:33:50
that looks fun :D
is e3m2 in there? that's the only one i couldn't spot
 Distrans
#8897 posted by JPL [82.227.229.44] on 2012/12/19 11:38:12
Yet another awesome map to be released, according to the shot :)
Great !!!
 Distrans
#8898 posted by onetruepurple [91.240.47.30] on 2012/12/19 11:39:13
Is it too late to add the floating platform section from E3M4, except with the trains gliding on lava instead?
 Hi...
#8899 posted by distrans [149.144.9.73] on 2012/12/20 04:33:31
rj: You won't be disappointed
otp: I'll look into it
 Beer
#8900 posted by mechtech [65.190.42.20] on 2012/12/22 20:51:16
#8901 posted by sock [200.82.42.123] on 2012/12/22 20:55:12
Wow that screenshots rocks! I love how you arrange models into cool looking scenes! :D Honestly you need to team up with an artist and animator and make a live action quake scene!
#8902 posted by necros [99.227.223.212] on 2012/12/22 21:27:43
haha, one ogre's drinking, the other is letting it out. :P
 Yeah
#8903 posted by negke [31.18.169.194] on 2012/12/22 22:13:53
GG there
 Meh...
#8904 posted by Fern [174.29.134.247] on 2012/12/23 09:45:16
 Doom-shots
#8905 posted by JPL [82.234.167.238] on 2012/12/23 11:32:52
.. this is great :)
#8906 posted by necros [99.227.223.212] on 2012/12/23 16:52:09
external textures don't have to be only for high res stuff. they preserve the original palette: http://mobile.sheridanc.on.ca/~jonescor/temp/pitsetup.jpg
 Also
#8907 posted by necros [99.227.223.212] on 2012/12/23 19:11:07
 So Here's Where I Prove Ignorant...
#8908 posted by Fern [174.29.134.247] on 2012/12/23 20:21:48
what "external" textures? there's nothing in your zip but two bsps and a text file.
 Pak0.pak
#8909 posted by onetruepurple [91.240.47.30] on 2012/12/23 20:23:16
 D'oh
#8910 posted by Fern [174.29.134.247] on 2012/12/23 20:36:29
I was using quoth BUT completely forgot I had renamed some of the textures. <---stupid
#8911 posted by necros [99.227.223.212] on 2012/12/23 20:52:33
oh yeah, sorry... we... kind of slipped those textures in quietly. :)
 No It's Obvious Now
#8912 posted by Fern [174.29.134.247] on 2012/12/23 21:00:08
I just didn't realize my textures had different names from yours and therefore no associated TGA files. :P
 Necros
#8913 posted by erc [195.174.23.131] on 2012/12/23 22:05:53
That site doesn't do any justice to your maps. :)
#8914 posted by necros [99.227.223.212] on 2012/12/24 04:43:33
http://mobile.sheridanc.on.ca/~jonescor/temp/desktop.jpg
just doodling with sock's awesome palace textures...
I wish there were some circular trims in that set. I had to make that one myself and it's quite bad; I've never been very good with textures. :P
 Popups Like Woah
#8915 posted by Fern [63.231.67.41] on 2012/12/29 19:00:31
are we running so short on places to upload Q1 files that everyone needs to put up with this mediafire crap?
 Oops Wrong Thread...
#8916 posted by Fern [63.231.67.41] on 2012/12/29 19:18:48
nt
 Mapping Is Iterative
#8917 posted by necros [99.227.223.212] on 2013/01/01 23:57:03
#8918 posted by sock [200.82.42.123] on 2013/01/02 00:49:16
@necros, I am really glad you are working on that map again, it has a lot of potential and some really cool concepts with interactive items and the best boss fight I have seen in Quake!
The vertical elements you have added will make it feel more fun for combat. I would suggest joining the stairs in the middle so you create more floor space for fights and break up the mountain of steps.
Like this - http://www.simonoc.com/images/misc/necros_map1.jpg
#8919 posted by necros [99.227.223.212] on 2013/01/02 01:01:12
Thanks, yeah, that looks much better. The way the flights currently almost meet at the center is a bit awkward.
I'm about 1/3 of the way through the list of changes now. :)
 Necros
#8920 posted by JPL [82.234.167.238] on 2013/01/02 09:40:57
This looks awesome ! And I agree with sock suggestion: that will look better this way..
Oh, and for the sake of my knowledge: which texture set are you using ??
#8921 posted by necros [99.227.223.212] on 2013/01/02 12:51:18
That's the doom marble set with some doom wood mixed in.
 Still Plugging Away Slowly
Old 'Trench' Fight has been Extended and opened up
Crane is gone to be placed in it's own level so I built this to replace it and the HUUUGE area that it overlooked
#8923 posted by necros [99.227.223.212] on 2013/01/02 19:41:14
I like the shadows being cast in the second shot and the girders in the third.
I hope you release this soon!
 Waterwalk Screenshots
#8924 posted by CarlJ [81.236.216.65] on 2013/01/03 17:37:37
#8925 posted by Spirit [80.171.83.160] on 2013/01/03 18:47:28
 How Is This Called In English?
#8926 posted by negke [31.18.172.250] on 2013/01/03 20:41:21
Or any other language, because I'm clueless.. Is there a specific name for this kind of architecture?
A 'balcony' with a roof
#8927 posted by necros [99.227.223.212] on 2013/01/03 21:05:28
It would probably be such an obscure name to render it useless. :P
#8928 posted by onetruepurple [91.240.47.30] on 2013/01/03 21:13:49
This balcon-avec-un-toit is opened elsewhere.
 Waterwalk
#8929 posted by CarlJ [81.236.216.65] on 2013/01/03 22:12:00
 Balcony.
#8930 posted by Shambler [41.141.23.15] on 2013/01/03 23:24:53
Will do fine. Nice shot negke.
 Balcony
#8931 posted by RaverX [79.119.6.129] on 2013/01/04 00:12:43
How does "covered balcony" sounds?
#8932 posted by Fern [174.29.130.21] on 2013/01/04 02:43:41
I *think* the structure in the screenshot could be classified as a turret. Nothing wrong with balcony either though.
 Even More Specific...
#8933 posted by Fern [174.29.130.21] on 2013/01/04 03:47:35
Because the structure is placed over an already raised entryway, presumably for defensive purposes, it would also qualify as a brattice or "breteche" ( http://www.castlesandmanorhouses.com/castles/pics/breteche1.jpg ) but seriously if you're trying to figure out what to call it in centerprint messages, in English we'd really just call it a balcony. :P
 The Screenshot Looks Absolutely Kickass Btw
#8934 posted by Fern [174.29.130.21] on 2013/01/04 03:48:37
#8935 posted by sock [200.82.42.123] on 2013/01/04 12:58:37
@negke, wow that is beautiful, the scale and style looks amazing. I checked architectural sites and could not find anything specific, except maybe 'The Truman Balcony'. You could easily call it the 'Front Door Balcony' 'The Front Porch Balcony' 'Balcony above front door'. If you made the door texture something unique then it would make the location easier to describe. Also are those ammo boxes on something or on the floor?
@ZealousQuakeFan, I am not sure why you are doing more to that map, it really needs to be split up into smaller pieces. It is certainly cool all the set events you have created (trench, crane, turret corridor, final arena) done but it could easily be in smaller chunks.
 Cupola?
#8936 posted by ijed [200.73.66.2] on 2013/01/04 16:09:30
#8937 posted by necros [99.227.223.212] on 2013/01/04 16:33:36
I'm not sure how it could be broken into smaller chunks; everything is so interconnected.
Looks neat Negke, although maybe a bit tight on player movement? :E
 Tight On Player Movement....
#8939 posted by Fern [174.29.130.21] on 2013/01/05 03:23:40
is oldschool and legitimate if it's done consistently. try playing sadlark5 or 8 and see what kinds of things are possible in such a style.
#8940 posted by necros [99.227.223.212] on 2013/01/05 04:09:00
I'd say there might be something interesting in contrasting between tight spaces and huge open areas in a single map.
 I've Experimented With That...
#8941 posted by Fern [174.29.130.21] on 2013/01/05 04:20:18
And it just looked horrendously sloppy. But my tight spaces were just alcove-like detours. I guess it could work more effectively if you were in some large expansive space and then unexpectedly thrust into a smaller space that had a good reason for being smaller (i.e. falling through a hole in the floor, climbing into a rocket or hilltop structure, etc. to proceed to the goal)
#8942 posted by necros [99.227.223.212] on 2013/01/05 05:39:45
It's something I want to experiment with myself, after the green marble map I'm doing now (which is more traditional). Especially extreme height/width ratios like super tall but narrow passages or wide open but low ceilinged rooms.
#8943 posted by sock [200.82.42.123] on 2013/01/05 09:41:18
Tight player locations should not be frowned upon, they perfectly contrast large open locations and can be used for 'down time' when the player is just exploring or recovering from the last fight. Not every space in a map should be filled with combat.
 New Year, New Map!
#8944 posted by than [180.146.58.170] on 2013/01/05 11:59:13
http://i.imgur.com/bGPH9.jpg
It's not obvious from the picture what map this is based on, but that's because the original dimensions were not right for what I plan to do with it. Which might be obvious from the picture...
Yes, it's the main atrium of dm6rmx. Hopefully my take on cthon gameplay will be different enough to still be fun. For DM I will probably widen the top platforms a bit to get back some of the original feel.
 Negke: Looks Cool!
#8945 posted by than [180.146.58.170] on 2013/01/05 12:05:21
Texturing is a little plain at the moment, but I like the structure. Is this your Escher map? Also, no idea what you'd call a balcony with a roof: http://en.wikipedia.org/wiki/Balcony#Balcony_names
 BALcony
#8946 posted by negke [31.18.172.250] on 2013/01/05 12:31:20
I want to avoid players confusing it with other balcony-like areas, e.g. the one on the left there (although I'd consider it more of a 'terrace' or a 'porch'). But, indeed, using any more specific architectural names probably wouldn't help in this regard.
Another thing I'm not quite sure about is which floor it's on. The building is elevated, so the floor at the bottom of the stairs is actually basement level. Then there's the 'ground floor' on top of the stairs, and one above with the balcony - would that make it the "second floor" then? IIRC there's some difference in the English way of naming.
The map is very tight and cramped. It's acceptable for the most part, because gameplay is supposed to be slow anyway. Tight rooms and corridors aren't that much of a problem in general, but there are some bits, the narrow (64 units) doorways in particular, that make movement at run speed very awkward.
It's the Escher map, yes. That's why I kept the texturing simple. Well, and because I've had enough of battling the limits for one map.
Nice one, than, except a bit too clean and bright in my view.
#8947 posted by rj [82.3.233.25] on 2013/01/05 13:31:02
the 'first floor' is usually the one above the ground floor
could also be specified with direction? eg. 'south-facing balcony'
 First And Second
#8948 posted by Preach [77.98.165.95] on 2013/01/05 15:02:47
I believe that numbering of floors is not the same in the UK and the US. Stateside, the numbering begins with the floor at ground level, the floor above the ground level is the second floor, and so on. In the UK, the floor at ground level is just called the ground floor and isn't numbered, then the floor above that is the first floor etc.
 Cupola!
#8949 posted by ijed [200.73.66.2] on 2013/01/05 15:23:36
Rj - in England yes. In various other countries floor 1 is the ground floor.
 Ah
#8950 posted by ijed [200.73.66.2] on 2013/01/05 15:24:01
Yeah, like Preach says.
 FFS
#8951 posted by Fern [174.29.130.21] on 2013/01/05 17:16:32
there's a very visible gold key in there just call it the bloody gold key balcony. :P
 ^
#8952 posted by Scampie [72.12.65.92] on 2013/01/05 17:16:57
 I Thought Of Suggesting That
#8953 posted by rj [82.3.233.25] on 2013/01/06 02:00:45
but it seemed a little too obvious, so i presumed the context was a message stating something like "the gold key is located on the balcony"
 It Gets A Little Redundant
#8954 posted by Fern [174.29.130.21] on 2013/01/06 02:59:05
when you realize more than half of the people who will ever play the map have already seen this screenshot
#8955 posted by Scampie [72.12.65.92] on 2013/01/06 04:51:14
let's make up a new word for this architectural feature. it will be our own jargon for awhile, but eventually, the whole world will know of it.
I submit for consideration:
Front Roofcony
Due to it being a roofed balcony in the front of the building.
 Jharoka?
#8956 posted by Mike Woodham [86.177.187.154] on 2013/01/06 09:30:04
 How About
#8957 posted by than [180.146.58.170] on 2013/01/06 09:49:10
"the room from the screenshot that was discussed on func"? We'll all know what you are talking about then. More than if you use some weird word that nobody understands like "Jharoka" :)
#8958 posted by Spirit [80.171.143.212] on 2013/01/06 09:53:22
Don't make maps where you have to tell the player the result of a button press with a message.
 Front Roofcony
#8959 posted by Text_Fish [94.169.119.204] on 2013/01/06 10:50:42
gets my vote. From this day forward, every map or game I make will contain a Front Roofcony.
 Ok Thanks
#8960 posted by negke [31.18.172.250] on 2013/01/06 12:03:47
The roofcony is actually on the rear of the bulding. GK balcony would make it very obvious, too obvious in my view, besides sounding kind of silly. Well, and I suppose even if I called it that, you'd still not find it and stumble about lost and confused, so posting this screenshot as a hint was probably the optimal solution already!
 Call It, The Negkony!
#8961 posted by quakis [86.22.126.142] on 2013/01/06 13:33:10
If naming is still an issue; is there any special view/landmarks opposite the balcony, some kind of purpose it was made specially there? "Ocean View Balcony" or "Garden Side Balcony" ?
I prefer Negkony myself, actually. B)
 ...
#8962 posted by ijed [200.73.66.2] on 2013/01/06 15:21:33
It's called a fucking cupola.
 You Cunts
#8963 posted by ijed [200.73.66.2] on 2013/01/06 15:23:47
 Not Quite
#8964 posted by negke [31.18.172.250] on 2013/01/06 15:29:08
A cupola is just a dome-shaped ceiling.
Can't I just add a little goatee and call it Balcony?
 Heheh
#8965 posted by ijed [200.73.66.2] on 2013/01/06 15:33:41
Well, I came across the word in Lovecraft, then looked it up.
http://en.wikipedia.org/wiki/Cupola
Half-cupola?
Or, of course:
the room from the screenshot that was discussed on func
 Just Leave The Door Wide Open
#8966 posted by Fern [174.29.130.21] on 2013/01/06 16:40:17
and put in a damned force-field
 Than
#8967 posted by onetruepurple [91.240.47.30] on 2013/01/06 16:44:09
I'd have to agree that it's looking very bright and clean right now.
 Than
#8968 posted by Drew [199.180.99.220] on 2013/01/06 19:45:35
Ceiling texture is in progress? Shot looks smooth and pleasing to me. Clean is fine.
#8969 posted by rj [82.3.233.25] on 2013/01/06 20:53:13
Can't I just add a little goatee and call it Balcony?
surround it with ugandan children and call it the BalKony!
#8970 posted by Spirit [80.171.143.212] on 2013/01/06 21:08:06
French flag on the Mailboxy.
trigger_ambient_sound with "neg-cocek.wav" on the Balkany.
 You Can't Call It A Negkony.
#8971 posted by DaZ [78.147.173.110] on 2013/01/06 22:09:25
I mean, how do you say that!?
NEG-KE-ONY
NEK-GONY
NE-KEK-GONY
 I Would Also Like To Know
#8972 posted by than [180.146.58.170] on 2013/01/08 00:25:47
How Negke is pronounced.
Not that I need to say it in reality (unlike Daz, "Ello guys. Today we have a map my Negkeky? Negekuh? Uhm...", but it would put my mind at ease.
 Just Cheek Your Tongue
#8973 posted by madfox [84.26.175.209] on 2013/01/08 04:52:27
I apologize to pronounce neg!ke in another way my speech counceler could advice,
and I look forward for the moment he renames it back to its previous state.
 Neg
#8974 posted by RickyT33 [94.7.222.40] on 2013/01/08 07:32:26
 I
#8975 posted by ijed [186.37.203.176] on 2013/01/08 11:21:46
Always thought of it as neg!ke as well. Neg-kee.
Covered balcony - how about belvedere?
 Neggy-thingy
#8976 posted by Mike Woodham [87.127.250.2] on 2013/01/08 18:04:27
In the olden days I always pronounced it Ne-Geeky (neg!ke) in my head, never having need to say it out loud. The ! made me think of eek!.
But also, for those old enough, Negplingky would also make sense.
And now I have a very definite feeling of deja vu...
 You Guys Are MEAN !
#8977 posted by nedge eek! [31.18.172.250] on 2013/01/08 19:47:09
But I shall have my revenge!!
On the ROOF STAIRCONY!!!!
#8978 posted by Drew [199.180.99.220] on 2013/01/08 20:57:53
"neg-kay"
#8979 posted by necros [99.227.223.212] on 2013/01/09 02:01:43
hrm... I say neg-IKE
 I...
#8980 posted by distrans [149.144.9.74] on 2013/01/09 02:19:43
still hear a glottal stop, even though our friend has dropped it and it probably wasn't the correct symbol... neg_ah_ke
 Bet
#8981 posted by ijed [186.37.203.176] on 2013/01/09 02:41:54
You'll think twice before asking a reasonable question on the internet again neg!ke :)
 Neg---wot ??
#8982 posted by JPL [82.227.229.44] on 2013/01/09 14:23:25
I am sorry but I cannot find a right way to pronounce it... though... :P
 Just Stick To Neg
#8983 posted by RickyT33 [86.149.171.233] on 2013/01/09 16:24:36
It's easier that way.
 It's Too Late...
#8984 posted by Mike woodham [87.127.250.2] on 2013/01/09 18:33:49
Hail NeGeeky, wot news from the front?
Is it a plane, is it a bird; nah, it's NeGeeky.
I can even hear the crowd roaring as he slays the final Shambler with his axe, "Ne-Gee-Key, Ne-Gee-Key, Ne-Gee-Key..."
#8985 posted by Scampie [72.12.65.92] on 2013/01/09 19:14:49
neg BANG ke
 ^seconded
#8986 posted by Fern@work [76.120.61.105] on 2013/01/09 22:53:55
 Seemed Obvious To Me
#8987 posted by Tronyn [24.79.209.114] on 2013/01/13 11:01:05
pronounced neg-key
then again, every alias including my own is probably subject to "obvious" and incompatible interpretations ;)
 TRO-NIN
#8988 posted by DaZ [78.147.159.188] on 2013/01/13 11:53:03
How did I do? ;)
 Meh.
#8989 posted by Shambler [86.25.164.245] on 2013/01/13 12:17:07
Neg-kay
Tron-wyn
Da-z
Next!
#8990 posted by nitin [58.6.237.40] on 2013/01/13 12:26:19
neg-kee
tron-yin
 Lod Experiment
#8991 posted by mechtech [65.190.42.20] on 2013/01/13 15:36:19
Experiment inspired by Sock's texture set and design for The Florentine Library at http://www.simonoc.com/
Trying to learn Gmax modeling. Made a few map models for torches (not very good). Down sampled a few models found on the web. Re-skinned a few. I think I have the modeling pipeline down as explained by Preach on his site.
As far as making a real Quake level out of it, vis time would be too long.
Recommend Fitzquake Mark V has .tga skins
Screenshot
http://www.quaketastic.com/upload/files/screen_shots/lod.jpg
Download
http://www.mediafire.com/download.php?e2m52lju85lldv5
 Mechtech
#8992 posted by Barnak [74.12.205.74] on 2013/01/13 16:07:16
Wow ! This map works (slow to load, though).
I didn't tried yet with the DMtoSP yet. Should be cool.
#8993 posted by necros [99.227.223.212] on 2013/01/13 16:49:27
Do this to make shadows cast from your torches if you want: http://mobile.sheridanc.on.ca/~jonescor/post.php?postID=5
 Thanks For The Link Necros
#8994 posted by mechtech [65.190.42.20] on 2013/01/13 17:25:45
I will use that in the future. I may try to make a version that can be vised, func_walls hidden shadow casting brushes. I'm just bummed out about the hatred vis gave my map.
Does anyone know of QC mod or maybe engine that allows setting a static models light level? Lighting from the floor can suck.
#8995 posted by necros [99.227.223.212] on 2013/01/13 17:51:22
There is no such thing. Model light level is handled by the engine.
 Experiment With Lod Level #2
#8996 posted by mechtech [65.190.42.20] on 2013/01/13 20:42:05
OK vis times are too much so this is what I tried. In Fitzquake with Quoth I loaded the level as a bsp model. Works looks good !!! ok just a model no collision no vis sealing. Next I took the level brushwork and reduced them down to simple geometry skip textured. Looks good, vis in minutes not days... loads but crashes engine :(
So next I had a pint seems better now
 Keys
#8997 posted by sock [200.82.42.123] on 2013/01/19 17:10:49
Got fed up looking at the crappy skin on the silver/gold keys and thought it would be cool if they got an upgrade. I used a smaller skin size (64x64) and still got more detail on to the model! :D
New and old Keys
#8998 posted by gb [46.142.30.228] on 2013/01/19 17:27:43
Very nice, proper uvmaps ftw.
#8999 posted by necros [99.227.223.212] on 2013/01/19 17:46:19
I think I would prefer it if the spikes on the key were blue too, but otherwise that's an excellent skin. :)
 Nice
#9000 posted by Tronyn [24.79.209.114] on 2013/01/19 17:50:24
those are models I've hardly thought of in Quake, though a few mods have replaced them (The Demon King, if I remember correctly, and RMQ).
personally I'm fine with the ends of the spikes being brown, but I think the main part of the spikes should be blue - a gradient, like the key-prongs.
 PS
#9001 posted by Tronyn [24.79.209.114] on 2013/01/19 17:55:34
I always thought of Tronyn in Daz's way (the y as an i).
My friend wanted to make a call that most people would have understood the pronunciation of if it had been called Nexius, but because of his spelling/pronunciation issues he called it Nexuiz, leading gamers to pronounce the title "Nex-whiz." lol.
 Lol, Damn, "make A Call"
#9002 posted by Tronyn [24.79.209.114] on 2013/01/19 17:57:08
make a game / call a game - that seemed pretty ESL
#9003 posted by Scampie [72.12.65.92] on 2013/01/19 21:20:28
I like those keys :D
I pronouce Tronyn as "Tron-NiN".
 Keys V2
#9004 posted by sock [200.82.42.123] on 2013/01/20 18:07:11
Any better? Changed central spike area, showing gold version as well.
New Keys v2
#9005 posted by necros [99.227.223.212] on 2013/01/20 18:14:53
Oh yeah, much nicer! I shall enjoy opening many locked doors with those! :D
 Nice
#9006 posted by Preach [77.98.165.95] on 2013/01/20 18:17:30
I like the way you've unwrapped the shaft of the key to get a hard edge on the highlight all the way along.
 Keys
#9007 posted by metlslime [24.130.203.37] on 2013/01/20 20:19:54
first, they look really great.
But second, there's some subtle but noticeable UV distortion on the skull face. Is it mapped to a quad or do the triangles extend to the tapered shape below the skull? If the latter, i would suggest adding and edge across the bottom of the square shape, so that the skull isn't distorted.
#9008 posted by necros [99.227.223.212] on 2013/01/20 21:36:33
it looks to me like the skull face is resting on a raised vertex, making it pop out a bit but looking distorted when viewed from a shallow angle.
 I Like The Raised Skull Face.
#9009 posted by Shambler [86.25.164.245] on 2013/01/21 10:15:36
 Runes
#9010 posted by sock [200.82.42.123] on 2013/01/21 17:53:40
I can't believe the runes are all different skin sizes, I thought they would be consistent. I am sure preach will rolls his eyes at the skin setup for the runes. Here is my attempt to reduce the skin stretching and wacky skin size. Not much I can do to make them different otherwise they will lose they visual profile and not be quake runes anymore.
New Rune 1
Skin is 128x128, I did not realize they were such a high pixel density compared to other objects. Sort of got a paint method done for them, the next three should be a lot quicker.
@Silver/gold Keys, For some reason the polys on the front/back face were being distorted in the conversion process. Re-done the skull face and it looks much better. Thanks everyone for the feedback.
 Remapping
#9011 posted by Preach [77.98.165.95] on 2013/01/21 19:55:33
I hope you mean rolling my eyes at the original, because I don't think there's a way to remap that any better really. You'd have to distort the front of the rune a lot or disconnect it, and there's no guarantee that either would produce something that looks acceptable. Thumbs up!
 Pixel Painting
#9012 posted by sock [200.82.42.123] on 2013/01/22 15:13:19
@Preach, I certainly mean't the original runes, their skins are crazy large, but game production is rarely about efficiency and usually about just getting stuff done to tight deadlines.
More Runes
I think the second rune has turned out good, it has a more interesting shape and the edge highlight painting across the top looks better. On to the next couple of runes and maybe some new one's.
 Sock.
#9013 posted by Shambler [86.25.164.245] on 2013/01/22 16:49:34
Those are very nice...
..
.
NOW GO MAP!
#9014 posted by [Kona] [121.73.104.148] on 2013/01/24 08:20:51
I concur, no one is ever going notice the texture is less stretched on the inside of a rune. Go map!
 No Screeny For A Week!
#9015 posted by madfox [84.26.94.131] on 2013/02/01 21:37:00
 Phew
#9016 posted by Tronyn [24.79.126.117] on 2013/02/08 05:54:41
Madfox, we can always count on you to be brewing up something crazy and great!
 Still Kinda Early
#9017 posted by Scampie [72.12.65.92] on 2013/02/10 19:06:42
http://imgur.com/a/XgZGv#0
what was originally going to be a 'room' for Vigil's ill-fated Rubicon chainmap is becoming a map for me. Vigil took the screenshots because apparently everyone hates my monitor's brightness, and also decided the name of the album.
 Nice Lighting Scampie.
#9018 posted by Shambler [86.25.221.125] on 2013/02/10 19:14:19
Map looks cool.
 Cool!
#9019 posted by DaZ [78.147.173.70] on 2013/02/10 19:29:17
You should totally use the green tinted water though.
 Or
#9020 posted by onetruepurple [91.240.47.30] on 2013/02/10 20:06:59
the good old *scuzzy
 Festering Assdrippings
#9021 posted by SleepwalkR [92.231.107.248] on 2013/02/10 22:49:52
Classic Quake SP map name right there! assdrip.bsp
 Looks Awesome
#9022 posted by Spiney [91.177.0.254] on 2013/02/11 01:53:14
Has quite an exotic look to it.
I agree with DaZ about the water.
 Yeah
#9023 posted by Drew [216.252.65.254] on 2013/02/11 02:11:28
does look a touch exotic
Really like that 2nd shot!
#9024 posted by Trinca [194.65.24.228] on 2013/02/11 15:20:06
Looks very nice Scampie.
#9025 posted by wakey [178.191.43.230] on 2013/02/11 15:33:16
I like the well defined forms and lines, and choose of colors.
The first shot reminds me of a mine, the other two of some sort of refinery.
#9026 posted by Scampie [72.12.65.92] on 2013/02/11 20:32:36
yeah I will likely change the water... as you can see it is just some square blocks and the pipe isn't even hollowed out and detailed... infact if the camera was turned 180, there would only be void to see, because the caves and such were made because I was far too lazy to finish that area so instead decided to make some caves
 On And On And On And On...
#9027 posted by Mike Woodham [86.177.187.154] on 2013/02/13 21:51:12
I've been faffing around with this map for about four years. I'm like a 5 year old kid pushing food around his plate in the hopes that it might just disappear, 'cause I ain't eating it. I'm just tinkering with it, never improving it. I work for a couple of hours and then don't touch it for weeks or months. Everytime I see it, I think something should be changed, added, removed. Bored now.
Some of the shots were released as FMB-BDG, a map from 4/5 years ago, and the others are from the other unreleased half of that map.
It's come to the point where I am either going to release it 'as is' or dump it. Of course, I don't really want to dump it because although it is not finished, I have put a lot of work into it and vanity says I would like someone to see it. Hence the screen shots.
http://s12.postimage.org/q2l55sakd/fitz0000.jpg
http://s12.postimage.org/pecamubul/fitz0001.jpg
http://s12.postimage.org/qhweyswhp/fitz0002.jpg
http://s12.postimage.org/5ma4nk0al/fitz0003.jpg
http://s12.postimage.org/nqd586xz1/fitz0004.jpg
http://s12.postimage.org/6r8s6oc59/fitz0005.jpg
http://s12.postimage.org/vlsa0qwzh/fitz0006.jpg
http://s4.postimage.org/87uzvd0nx/fitz0007.jpg
http://s4.postimage.org/ezley7pnh/fitz0008.jpg
http://s4.postimage.org/vbvgny3z1/fitz0009.jpg
http://s4.postimage.org/l32zi4fx9/fitz0010.jpg
 Vote For No Dump
#9028 posted by nitin [58.6.243.221] on 2013/02/13 22:34:33
 Mike
#9029 posted by nitin [58.6.243.221] on 2013/02/13 22:35:52
not sure how releaseable you consider it as is, but if its not quite there yet, maybe work the bare minimum required to get it into a state you consider releaseable (rather than a state you are happy with)?
 Or
#9030 posted by Drew [216.252.91.109] on 2013/02/14 02:21:07
maybe there is someone who would be willing to volunteer to finish it up for you ala CZG02?
#9031 posted by sock [181.1.88.179] on 2013/02/14 02:33:42
@mike, It sounds like you are drifting and not sure what to do next. Get some people to test your map and give you some honest feedback on what to fix. Then mash together the feedback into a master list and it will be easier to see what to finish before you release. By the way, I have screenshots of this map in my quake inspiration folder, it has a gorgeous cave vibe going on.
#9032 posted by necros [99.227.223.212] on 2013/02/14 03:02:46
please don't just dump it, it looks awesome and it would be sad if it never got played.
 Mike
#9033 posted by Barnak [74.12.211.155] on 2013/02/14 04:14:38
This map appears to be very nice. FINISH IT or I'll throw an orde of fiends at your ass.
#9034 posted by onetruepurple [91.240.47.30] on 2013/02/14 21:10:09
#9035 posted by necros [99.227.223.212] on 2013/02/15 00:43:58
looks good, I really like the corridor shapes you've made. the floor details in shot 1 would be a good candidate for a new texture. shot 3, I would continue the wall shape on the ceiling somehow. I think some ceiling details there and areas like it would be nice.
 Mike Woodham
#9036 posted by gb [46.142.18.242] on 2013/02/15 08:33:32
The basic brushwork and layout of the map seem promising, but there is a lack of memorable details and lighting seems flat. I think stuff like iron bars and such (like in Doom 3's Hell level) would go a long way (and make nice shadows too). Lighting could be more contrast-y.
Static meshes?
#9037 posted by FifthElephant [82.12.230.210] on 2013/02/15 14:25:30
The best thing IMO would be to put the lights between the struts at the top in screenshot 1 (killpixel). Probably use upward or downward facing spotlights.
 Blue Map
#9038 posted by FifthElephant [82.12.230.210] on 2013/02/15 15:11:02
I've not mapped for Quake for about 15 years, I have mapped for UT for a while and decided to give it a go... I have always had a soft-spot for blue maps, though the IK maps were accomplished I didn't like the persian feel, I'm trying to go for some more "elder world" with this. Hopefully this screenshots work -
[url=http://postimage.org/image/r5fobm28r/][img]http://s17.postimage.org/r5fobm28r/Quake0000.jpg[/img][/url]
[url=http://postimage.org/image/8r557mpy3/][img]http://s17.postimage.org/8r557mpy3/Quake0001.jpg[/img][/url]
#9039 posted by FifthElephant [82.12.230.210] on 2013/02/15 15:11:52
 Third Times The Charm
#9040 posted by FifthElephant [82.12.230.210] on 2013/02/15 15:13:13
 Are You Mapping On Your Phone?
#9041 posted by ijed [200.73.66.2] on 2013/02/15 15:13:24
Can't make anything out because of the low resolution.
 Crosspost
#9042 posted by ijed [200.73.66.2] on 2013/02/15 15:16:02
Looks good, feels like an elder structure.
Random thoughts;
Is it going to be a void map?
Be sure to break up the floor with different levels.
Moving that giant spike as part of the level progression would be cool.
Lava for contrast and +elder look?
 FifthElephant
#9043 posted by onetruepurple [91.240.47.30] on 2013/02/15 15:27:10
Great texture selection there.
 Also,
#9044 posted by ijed [200.73.66.2] on 2013/02/15 15:37:04
Those killpixel shots have some great detailing. They look a bit crampy though.
An extra 64 units of height and width would make a big difference to play and looks.
Still probably going to steal some ideas from them though :)
 Mike
#9045 posted by ijed [200.73.66.2] on 2013/02/15 15:43:59
Maybe change those bricks for some from the Knave set.
Those rune (?) bricks always looked scaled to me.
And hey, maybe it'll bring back your interest enough to make the final push and finish it...
Don't think it's necessary to say, but you know everyone here wants to see the thing finished.
#9046 posted by FifthElephant [82.12.230.210] on 2013/02/15 17:09:43
I agree with ijed about the rune "bricks" but it's not just the scale, it's the huge contrast differences in the palette.
As for my blue map I was contemplating exactly all the points you made (yes all of them), making it a void map but not completely, more like an underground cavern fortress. If I have the willpower (I probably don't), maybe having a reverse episode (starting in elder world and ending in a base map), I mean... how the hell does Ranger escape from shubs lair anyway?!
#9047 posted by FifthElephant [82.12.230.210] on 2013/02/15 17:19:52
You're right about the floor too, the reason I put in a flat floor was so I could ensure the scaling was ok.
 FifthElephant
#9048 posted by necros [99.227.223.212] on 2013/02/16 02:05:33
looks awesome and MUST be explored more! Keep going with this.
 FMB Screenshots
#9049 posted by Mike Woodham [86.177.187.154] on 2013/02/17 10:24:44
Here's what I have decided: no changes to any textures; I will finish the lighting in the last two rooms, but no other tweaks; leave the monsters as they are; full vis and release it.
The original map was 25K brushes, which I split into a 7K brush map that was released as FMB_BDG. I have just split this other section into two - I realised that there was a natural break between above and below ground. I have dumped the final arena battle as this was the least complete section and the last gold key door becomes the exit.
I will full vis and level 4 light all three sections, and that will take around 200 hours on my Pentium4 machine. It's a compromise but it will see the light of day during March.
 Quakeworld: Exile 1on1 Duel Map In Alpha Looking For Feedback
#9050 posted by foogs [208.91.184.118] on 2013/02/19 19:37:36
birds eye layout http://www.mediafire.com/conv/0afac108f986454f4d6b79576fc2a5ca43dbed7cb1dc8e524b4ea1f9865f61906g.jpg
main atrium http://www.mediafire.com/conv/5deef9410e838333748ae48fb7e8414bca7eea659d2c7c059d40a89414ccc9d86g.jpg
mega http://www.mediafire.com/conv/f93561c9748fb66318aa56c92680df2ccd2655ffab3affcaf97870308b656a766g.jpg
ra http://www.mediafire.com/conv/8a7a965ccfe03e66525db4b511e162ea7f60213b6de1126c9b87df17d0d192166g.jpg
ya http://www.mediafire.com/conv/b66a41592a313402d71b1e77bae441a2b40106c581fe7b67b773d40755d389d36g.jpg
download exilea2r1.bsp http://www.mediafire.com/file/lr4z4ool532zsq8/exilea2r1.bsp
I know this is a singleplayer mostly level design board but I've always been posting my multiplayer maps here anyway as I know some of you have dabbled in multiplayer maps before. It's a competitive 1on1/2on2 tourney level layout that's in alpha stages with just developer textures (an idea stolen from golden_boy) sorry eyecandy hunters.
I've gotten some feedback that the mega room is a bit boring and also that the ya-rocketlauncher to mega path connectivity needs to be changed. I'm a bit stumped at what to do for that, any ideas? I'm open to any ideas to make the connectivity more interesting/exciting. I'm also not afraid to completely rework rooms to make the map better as a whole since i have no work at all put into the textures or details. Cheers.
#9051 posted by FifthElephant [82.12.230.210] on 2013/02/20 00:38:36
Can't say I've ever drawn up a layout in orange textures before detailing the level properly. Maybe that's why I rarely finish my levels. The one thing that strikes me as not great is having the mega-health and rocket launcher in close proximity. One of the things I always hated about DM6 when I played league games was the rocket launcher / red armour room. Seemed like an obvious place to turtle (and it usually was).
Only advice I can part with is that you should never have 2 powerful items together unless it's in a high-risk area (lava jump red armour and megahealth area in DM2, hardly anyone turtles here because the quad is in a different place)
#9052 posted by gb [46.142.53.20] on 2013/02/20 10:54:52
My 2 cents: Get it on a server ASAP for live testing. Also try to make the different entrances/exits look clearly different (size, shape of doorways, special textures or lighting) so it's easy to "get" the map.
Provide 1 or 2 more cover/ambush possibilities? It's very open.
Cool that you're testing it with bare textures etc, but I suggest you put a different colour on the ceiling/floor. The Valve system was orange for walls and gray for floors iirc, which makes geometry stand out very well.
Also agree on not placing powerful items next to each other.
#9054 posted by FifthElephant [82.12.230.210] on 2013/02/21 15:54:08
I was intrigued by the orange textures that valve used... I tried to emulate them a little better. I've painted myself into a corner with my level so I'm going to flesh out the layout in orange first (in addition to my grid paper drawings).
http://25.media.tumblr.com/9867c768459a284b2f6f3ceba2e72982/tumblr_mikryv2oEs1rrpymyo1_250.png
http://25.media.tumblr.com/74903748e7dc77eecc7eac9d0032bc17/tumblr_mikryv2oEs1rrpymyo2_250.png
In case those links don't work, direct link to my tumblr post -
http://fifthelephant.tumblr.com/post/43645609379/orange-texture-maps-for-quake
 Did You See This?
#9055 posted by ijed [200.73.66.2] on 2013/02/21 16:12:02
 Not The Same Thing Though
#9056 posted by ijed [200.73.66.2] on 2013/02/21 16:12:34
#9057 posted by spy [178.88.2.86] on 2013/02/21 16:29:08
It is possible to stuck beneath the staircase near the YA
 BSP Problems
#9058 posted by FifthElephant [82.12.230.210] on 2013/02/23 16:57:22
I'm having a lot of trouble getting vertices to line up properly in the BSP procedure. In the editor it's fine but in-game it's screwed up... any ideas??
Before
http://s14.postimage.org/gwnamj4u9/Image1.jpg
After
http://s11.postimage.org/72k9jf3rn/Quake0000.jpg
 BSP Problems
#9059 posted by FifthElephant [82.12.230.210] on 2013/02/23 17:07:02
I'm having a lot of trouble getting vertices to line up properly in the BSP procedure. In the editor it's fine but in-game it's screwed up... any ideas??
Before
http://s14.postimage.org/gwnamj4u9/Image1.jpg
After
http://s11.postimage.org/72k9jf3rn/Quake0000.jpg
#9060 posted by necros [99.227.223.212] on 2013/02/23 17:52:54
Have you tried just deleting that brush and remaking it?
#9061 posted by FifthElephant [82.12.230.210] on 2013/02/23 18:10:45
I have, but I think it may be the vertices that are the problem or the way I split the faces possibly.
#9062 posted by FifthElephant [82.12.230.210] on 2013/02/23 18:25:10
To answer your question, yes I have tried deleting and remaking the brushes.
#9063 posted by necros [99.227.223.212] on 2013/02/23 20:03:13
so it always compiles wrong even when making it from scratch? what if you change the shape, is it still incorrect?
#9064 posted by FifthElephant [82.12.230.210] on 2013/02/23 20:26:32
Yeah I changed the vertices a bit and got a compile that worked. I still don't understand why the others didn't work, I thought splitting the face of the cube into triangles would have avoided any weird geometry problems.
I really wanted to get a lot more done today but instead I've spent the last few hours dealing with crashes and bsp errors. And I thought UED was stressful!
#9065 posted by rj [82.9.177.25] on 2013/02/24 00:58:15
it's hard to tell from that image exactly what is being done but i tried recreating it and when i move one of the verts out of line so it appears the same as your x/z & x/y views, it looks different to how yours does in the y/z view (i don't get clean 'X' cuts) which makes me think you cut the brush up differently
i have a 'vertex block' prefab saved which i made manually using six 3-sided spike brushes. not sure if that's how you did it? i can normally bend it any way i want though; it churns out compiler warnings if it's on too small a scale but generally works ok in-game
#9066 posted by FifthElephant [82.12.230.210] on 2013/02/24 02:34:12
The face at the back has been cut opposite to the face at the front (which when you see an X shape in the 2d view). Basically I split the faces of a cube to get a mesh to manipulate, I thought this would save me lots of time rather than making a bunch of triangle brushes.
#9067 posted by FifthElephant [82.12.230.210] on 2013/02/24 14:51:54
Using your idea RJ I have found making a bunch of triangular/pyramid brushes seems to work without BSP faults. Though there is a huge amount more work involved than my split-face method. Choosing between more work and more "error solving" is horrible, probably going to go with more work and not go crazy with the outdoor part like I wanted to.
 Editor
#9068 posted by sock [186.108.77.104] on 2013/02/24 15:45:47
@FifthElephant, you are fighting the editor and trying to make it do something that it was not designed for. WC is old, designed long before people did tri-souping or terrain meshes. Valve got over these limitations by having displacement functions and lots of models.
You can easily do terrain or triangle meshes but with other editors. I have been work with GTK editors for years and have written plenty of tutorials. Have a look, maybe you should try a different editor? There are also plenty of tutorials for switch over to something different.
Terrain Tutorials
GTK Tutorial for Q1
#9069 posted by FifthElephant [82.12.230.210] on 2013/02/24 18:08:13
I have tried to wrap my brain around GTK Radient but I suppose I went for WC because of the Q-Adapter, and convenience is a big plus. I'll have to take another look.
#9070 posted by rj [82.9.177.217] on 2013/02/24 21:10:35
Using your idea RJ I have found making a bunch of triangular/pyramid brushes seems to work without BSP faults. Though there is a huge amount more work involved than my split-face method. Choosing between more work and more "error solving" is horrible, probably going to go with more work and not go crazy with the outdoor part like I wanted to.
you only need to do it the once. save it as a prefab and insert it at any time using the block tool; the brushes will be grouped automatically
 I
#9071 posted by ijed [200.73.66.2] on 2013/02/25 14:40:25
Gave up on trisouping for the same problems. I suspect its a problem with the compiler as well, getting muddled data from WC.
I was even getting problems with the 3-face pyramid cube method Rj mentions so started doing terrain in a different way.
It is much more work as well.
 .
#9072 posted by Jaromir83 [87.249.129.250] on 2013/02/25 15:00:23
#9073 posted by sock [186.108.77.104] on 2013/02/25 18:41:52
Mouldy Old Knight
I like the idea of a dual wielding knight with curved swords. The Quake Palette has lots of green/yellow and I wondered what it would look like stained on armour to show age.
 Nice Idea
#9074 posted by ijed [200.73.66.2] on 2013/02/25 18:49:59
I prefer that flat sword to the runic one.
Two swords suggests (to me) that instead of having a ranged attack he'd be able to deflect player attacks - the non-hitscan ones at least...
Maybe give him a fiend style leap as well? He looks more agile than a carapace armoured DK.
Bad hair day? :)
 Sock
#9075 posted by Kinn [86.164.250.110] on 2013/02/25 21:04:43
Wow - love it. Your monster models are the best thing to happen to Quake for a long time.
 I Should Add
#9076 posted by Kinn [86.164.250.110] on 2013/02/25 21:09:51
what makes them so impressive, other than the artistry of course, is the fact that they fit in so seamlessly and perfectly with the existing monsters, and of course are made with the limitations of Quake's engine and model format in mind.
All too often I see people making the mistake of putting too many polys in their models, and you just end up with a horrible mess because the verts just get smooshed around with the 8-bit precision.
#9077 posted by FifthElephant [82.12.230.210] on 2013/02/25 22:04:43
The mouldy knight doesn't look like a friendly fellow.. I agree about the yellow writing on the sword too, doesn't seem like a good fit.
The doom level seems a bit simplistic, nice lighting though. The texture scheme reminds me of the space levels in Duke3D.
#9078 posted by FifthElephant [82.12.230.210] on 2013/02/25 23:07:20
The mouldy knight doesn't look like a friendly fellow.. I agree about the yellow writing on the sword too, doesn't seem like a good fit.
The doom level seems a bit simplistic, nice lighting though. The texture scheme reminds me of the space levels in Duke3D.
#9079 posted by sock [186.108.77.104] on 2013/02/25 23:15:57
@ijed, interesting idea with the deflection of player missiles, not sure how to implement it. Would he be stationary or running at the player with swords crossed while deflecting bullets?
@kinn, thanks, they are designed for Quake Pixel Vision!
@Fifth, the runes are only one side, I might fade them more into the sword but the surface certainly needs something to make it light up when moving. Any ideas?
#9080 posted by FifthElephant [82.12.230.210] on 2013/02/25 23:55:36
I'm surprised no-one has made a knight with a big mace or a spear yet. Or an ogre/knight hybrid, or two-headed super ogre. I should write all these down or draw them.
I wish I could help with the sword but I think the textures in quake 1 are usually too low res for fine details like writing, could be interesting to have him wielding shotels or yataghans. (also I like the deflection idea, like the airgun from PainKeep!)
 Deflecting
#9081 posted by ijed [200.73.66.2] on 2013/02/26 00:16:31
Was done in Quoth for the Death Lord - not sure of the method there.
We've got a version as well although it's a bit involved.
Basically you add a global 'shielded' that turns on in the animation while its blocking. All the weapon touch functions then check for this value when hitting anything.
If they hit it then reverse their direction;
self.velocity = self.velocity * -1;
And reset the owner field so it can hurt the player;
self.owner = other;
Or do something a bit more clever with scattering.
It's a bit more work this way but you can apply it whenever you like - so running or doing a standing block would both work. You can also have him receive lower damage from hitscan stuff as opposed to automatically damaging the player with an unfair reflected attack.
Not sure if this would work against the LG. I could investigate more.
Vague idea with the rune sword - why not use framegroups? You can animate up to four skins. Yes, it's a lot of overhead just to make a small part of the skin psuedo-shiny or glowing, but it could look cool.
If you 'group' multiple skins (max 4 AFAIK) in Qme it will flipbook between them automatically.
You can also do this manually by just calling the self.skin = whatever. Which could allow you to make the runes glow when he's doing something special.
Like blocking ;)
 Deflecting
#9082 posted by ijed [200.73.66.2] on 2013/02/26 12:02:02
Was done in Quoth for the Death Lord - not sure of the method there.
We've got a version as well although it's a bit involved.
Basically you add a global 'shielded' that turns on in the animation while its blocking. All the weapon touch functions then check for this value when hitting anything.
If they hit it then reverse their direction;
self.velocity = self.velocity * -1;
And reset the owner field so it can hurt the player;
self.owner = other;
Or do something a bit more clever with scattering.
It's a bit more work this way but you can apply it whenever you like - so running or doing a standing block would both work. You can also have him receive lower damage from hitscan stuff as opposed to automatically damaging the player with an unfair reflected attack.
Not sure if this would work against the LG. I could investigate more.
Vague idea with the rune sword - why not use framegroups? You can animate up to four skins. Yes, it's a lot of overhead just to make a small part of the skin psuedo-shiny or glowing, but it could look cool.
If you 'group' multiple skins (max 4 AFAIK) in Qme it will flipbook between them automatically.
You can also do this manually by just calling the self.skin = whatever. Which could allow you to make the runes glow when he's doing something special.
Like blocking ;)
 Shields
#9083 posted by necros [99.227.223.212] on 2013/02/27 04:22:11
I've had good success with duplicating some of the mesh and pushing the faces outward a bit and then using alpha value.
 Alpha Free Shield
#9084 posted by Preach [77.98.165.95] on 2013/02/27 09:07:10
Another trick you can use is to take that duplicated & enlarged mesh, and flip all the triangles in it. This creates an "outline" effect around your model, where the original model can be seen inside even without alpha.
 Yeah
#9085 posted by ijed [200.73.66.2] on 2013/02/27 14:05:39
I remember your (?) model that did that with an egg shape around an Enforcer.
This is how all cell shading solutions do the outline effect as well, duplicating the mesh and applying a 'push' transform and flipping the triangles, then applying a flat black colour to the newly generated mesh.
Where black lines are needed they just get painted onto the diffuse layer.
When it's done to extremes on low poly stuff you start to see artifacts:
http://www.mobygames.com/images/shots/l/93349-viewtiful-joe-gamecube-screenshot-starting-a-new-game-joe-and.png
For a Quake forcefield, if you wanted to go nuts, you could export the entire mesh plus animations, push it, flip it and then attach it inside the Qc so that it would follow the animations of its owning monster. This would allow you to apply a .alpha value, animate the skin and apply texture fencing.
 Derp.
#9086 posted by Shambler [86.25.166.192] on 2013/02/27 14:51:08
Quouth Death Lord forcefield gameplay works very well.
Sock that's a nice model but I don't like the curved swords.
#9087 posted by sock [186.108.77.104] on 2013/02/27 15:04:00
To be honest I was not expecting to do anything interesting with this knight besides having two cool looking swords, but after what ijed said it got me thinking.
Personally I find bullet reflection abilities confusing to read and understand in games. There are plenty of examples of artifacts that do this function, empathy shield, cross of reflection, even the drake MOD has one, but I am not sure what it is called. So trying to implement a reflection ability is going to be tough because it has to be a certain state which the player can read and understand quickly.
I like the idea of swords glowing with an extra large sword model over the top (insync animations) and the alpha value changed. Once the animations are setup then I will post a video to see what people think.
Coding the reflection ability is going to be easy because I have re-written all monster projectiles QC scripts to go through one routine.
 Well
#9088 posted by ijed [200.73.66.2] on 2013/02/27 18:52:18
That's why the method I mention is my preferred one, even though its more complex to make.
Visually you can see right away what's going on - the attacks bounce off the guy. The reason it works so well is you understand it immediately at first glance.
I never knew what the function of empathy shield was and never worked up the curiosity to find out.
 WIP
#9089 posted by FifthElephant [82.12.230.210] on 2013/03/02 20:39:29
Taking a small break from the blue map to mess about in Trenchbroom. Here's what I have so far, it's a remake -
http://s22.postimage.org/ei4s3ovtt/deck.jpg
 Work Continues...
#9090 posted by FifthElephant [82.12.230.210] on 2013/03/06 23:01:02
 Is That Made In TrenchBroom?
#9091 posted by SleepwalkR [92.231.224.11] on 2013/03/06 23:07:18
 Yes
#9092 posted by FifthElephant [82.12.230.210] on 2013/03/06 23:20:46
Every single brush! :D
 Awesome!
#9093 posted by SleepwalkR [92.231.224.11] on 2013/03/06 23:26:38
 Go Man Go!
#9094 posted by ijed [200.73.66.2] on 2013/03/07 14:13:40
#9095 posted by necros [99.227.223.212] on 2013/03/08 02:00:44
I wonder who will release the first fully trenchbroomed map? :D (not me, I'm only editing stuff made in another editor atm)
 I'm Really Trying My Best To...
#9096 posted by FifthElephant [82.12.230.210] on 2013/03/08 02:26:24
but I fear some other folk are secretly toiling away at it and might beat me to it. :D
 Why Not
#9097 posted by ijed [200.73.66.2] on 2013/03/08 14:33:15
Make a speedmapping session?
 Some Progress Screenshots
#9098 posted by foogs [208.91.184.118] on 2013/03/08 22:50:03
I have the layout / connectivity finalized on the tournament map i mentioned earlier. Working on rebuilding the map from scratch using non-developer textures now. Starting on the most important part of the map, the main atrium!
http://www.mediafire.com/conv/c239e6971c2db654835d602641caef7523cd7c729fed97a5cbdef18b3272e2ed6g.jpg
http://www.mediafire.com/conv/fc49244047926b9698e121464681c353638d0fcef547a83fde986a29cecfde7e6g.jpg
Haven't really put much thought into detailing it or lighting it yet but just wanted to give people something to chew on and to assure them that I'm still working on this map.
 Looks Pretty Nice
#9099 posted by Drew [216.252.87.111] on 2013/03/09 01:40:40
I love those textures, they are definitely underused!
 New Quoth WIP Map By Breezeep
#9100 posted by negke [31.18.175.98] on 2013/03/11 21:19:08
 More Screenshots
#9101 posted by foogs [208.91.184.118] on 2013/03/14 21:17:06
#9102 posted by deqer [68.149.147.30] on 2013/03/15 04:19:19
I haven't played it, but it looks beautiful, foogs.
The megahealth seems out of place. I guess I would've expected that the megahealth be on a platform or stylish place, and not just on top of a couple of beams.
I noticed that you have some items placed right at the edges. Is this because to allow players to grab those items without actually landing there? Isn't that a little too forgiving?
I've been out of the quake scene for some time, so I don't know if that's a trend now, to be so forgiving like that.
#9103 posted by Drew [216.252.90.156] on 2013/03/15 13:33:11
I'd say the quake scene is pretty forgiving.
 Foogs
#9104 posted by onetruepurple [91.240.47.30] on 2013/03/16 15:46:13
That looks really good.
Are you sure about that black sky? I'd just put a ceiling there, myself.
 Oh And
#9105 posted by onetruepurple [91.240.47.30] on 2013/03/16 15:46:45
Be sure to release the source when it's done so somebody willing can make a SP version...
#9106 posted by JneeraZ [108.228.244.211] on 2013/03/16 21:24:37
I wrote up a quick OBJ to MAP convertor program so I could do stuff in Modo and import it into TrenchBroom. First test - successful!
The little "S" shape was modeled in Modo and converted ... It's alive. ALIIIVE!!
Granted, there's no texturing info but, hey, the brush shapes are better than nothing...
https://dl.dropbox.com/u/161473/Misc/QuakeStuff1.jpg
#9107 posted by necros [99.227.223.212] on 2013/03/16 21:27:26
dude... that's... really awesome.
#9108 posted by JneeraZ [108.228.244.211] on 2013/03/16 21:38:37
It's the simplest conversion possible so it isn't like it's breaking up a mesh into convex chunks ... you have to build like you build in Quake. But at least you can use a high end set of modeling tools to do it...
 Holy
#9109 posted by onetruepurple [91.240.47.30] on 2013/03/16 22:03:07
#9110 posted by necros [99.227.223.212] on 2013/03/16 22:20:50
ah ok, that's still really cool though. :)
 Splitting Concave Things Into Brushes
#9111 posted by SleepwalkR [85.178.57.87] on 2013/03/17 00:01:31
That is something that I keep coming back to for several interesting applications in TB. If I ever get it working, it could be used to turn obj into brushes as well I imagine.
#9112 posted by JneeraZ [108.228.244.211] on 2013/03/17 00:04:35
More quick fun testing : https://dl.dropbox.com/u/161473/Misc/QuakeStuff2.jpg
SleepwalkR
I tried for a long time to get it to work as I wanted that feature for ToeTag. I could never get it to work even remotely reliably. Now, granted, I'm awful at that kind of code so you may have better luck.
If you DO ever get it working, it'll be a Quake editing renaissance. :)
 I Mainly Want It For
#9113 posted by SleepwalkR [85.178.57.87] on 2013/03/17 00:43:52
more flexible vertex editing. Would be great if you could push a vertex inward and magically create new brushes, and re-merge them when you move the vertex back out again. But yeah, it's very complicated.
 I Love That
#9114 posted by FifthElephant [82.12.230.210] on 2013/03/17 13:14:01
...
I can imagine some really interesting maps coming out of all these new toys!
 Trenchbroomin
#9116 posted by Scampie [72.12.65.92] on 2013/03/18 13:37:10
 Looks Good...
#9117 posted by FifthElephant [82.12.230.210] on 2013/03/18 13:46:03
I always like individual broken brick-work. Good sky texture too.
 Wow
#9118 posted by RickyT33 [2.216.134.150] on 2013/03/18 13:55:57
Looks great! I've been mapping too, but not with Trenchbroom unfortunately. But with 1.05 now in my possession, who's to say.
 Sky Is From Shrak
#9119 posted by Vondur [195.218.191.148] on 2013/03/18 14:02:28
 Sky Is From VONDUR
#9120 posted by Scampie [72.12.65.92] on 2013/03/18 14:07:19
 Cool!
#9121 posted by SleepwalkR [130.149.243.224] on 2013/03/18 14:22:06
 Good Trench Scampie.
#9122 posted by Shambler [86.25.166.192] on 2013/03/18 15:09:46
Now go map some more broom.
 Calling It Now
#9123 posted by DaZ [78.147.101.12] on 2013/03/18 15:19:05
 Daz/Drannerz/Dazers
#9124 posted by SleepwalkR [80.187.103.128] on 2013/03/18 15:21:28
 Scampie
#9125 posted by necros [142.245.59.9] on 2013/03/18 18:17:06
awesome!
 Daz
#9126 posted by FifthElephant [82.12.230.210] on 2013/03/18 20:19:55
Just wait, if phong shading support gets added to the compile tools we'll probably never see any other type of map ever again :P
I do love that map though, I should probably finish up mine...
 Couple Editor Shots
#9127 posted by Tronyn [24.79.126.117] on 2013/03/19 01:09:00
 Not TB!?
#9128 posted by Scampie [72.12.65.92] on 2013/03/19 01:27:15
TRASH!
;P
Nah, that owns.
 Fuck
#9129 posted by Drew [199.180.99.206] on 2013/03/19 02:18:56
looks awesome as usual. You are good at what you do - looking forward to playing it somewhere down the line!
#9130 posted by deqer [68.149.147.30] on 2013/03/19 02:25:45
Coo, but, are you allowed to use doom textures in quake?
 Well
#9131 posted by Tronyn [24.79.126.117] on 2013/03/19 02:29:01
I am. But no one else is though :)
 Willem, Re: 9108
#9132 posted by Blitz [66.171.181.58] on 2013/03/19 02:30:46
When you say you have to build it like you would in Quake, what does that entail?
Do you mean you have to make the equivalent of a "brush" in Modo, or do you just mean you can't leave any weird / concave shapes?
Also, does it only work in Modo or is standalone and works for any program that can export .obj?
 Ok Here We Go
#9133 posted by mfx [92.225.224.202] on 2013/03/19 03:17:53
 What A Mess
#9134 posted by mfx [92.225.224.202] on 2013/03/19 03:20:07
sorry
 Test
#9135 posted by mfx [92.225.224.202] on 2013/03/19 03:27:36
 Test 2
#9136 posted by mfx [92.225.224.202] on 2013/03/19 03:28:57
 Not A Test
#9137 posted by mfx [92.225.224.202] on 2013/03/19 03:30:26
 Tell Me About Your Impressions
#9138 posted by mfx [92.225.224.202] on 2013/03/19 03:33:46
or not..
#9139 posted by deqer [68.149.147.30] on 2013/03/19 04:46:48
That looks good, mfx. That first shot is nice, almost like from a movie.
But, fitz0001.jpg, looks good, but, something weird about it. About that control panel and the floor.
#9140 posted by JneeraZ [199.255.40.36] on 2013/03/19 13:35:52
When you say you have to build it like you would in Quake, what does that entail?
Do you mean you have to make the equivalent of a "brush" in Modo, or do you just mean you can't leave any weird / concave shapes?
Right, you have to build with individual shapes that are convex and sealed. Like Quake brushes.
Also, does it only work in Modo or is standalone and works for any program that can export .obj?
It works with the OBJ file format so anything taht exports to that format should work...
#9141 posted by JneeraZ [199.255.40.36] on 2013/03/19 13:36:34
But, the nice thing is that you can work however you want in Modo (or whatever) and when you're happy with the mesh, you can then spend 10 minutes breaking it down into convex shapes for export.
 Cheers!
#9142 posted by generic [67.235.217.106] on 2013/03/20 00:25:42
Those last sets of screens make me hopeful :)
 More Screenshots
#9143 posted by mfx [92.227.151.50] on 2013/03/20 08:40:43
 Mfx
#9144 posted by onetruepurple [91.240.47.30] on 2013/03/20 09:02:35
That's very curious looking.
#9145 posted by Drew [216.252.64.221] on 2013/03/20 10:14:45
Looks cool!
Also dark!
How far along?
 Bit Dark
#9146 posted by SleepwalkR [130.149.243.224] on 2013/03/20 10:26:50
Could do with a bit more contrasted lighting IMO. More bright spots, more dark spots, but overall less blandness.
I love this shot:
http://www.quaketastic.com/upload/files/screen_shots/fitz0013.jpg
 Agree
#9147 posted by onetruepurple [91.240.47.30] on 2013/03/20 10:40:27
Some decent honey vibes there.
 Hmmm..
#9148 posted by mfx [92.227.151.50] on 2013/03/20 11:03:48
 Dark Is Ok
#9149 posted by ijed [200.73.66.2] on 2013/03/20 12:40:33
But + contrast. Maybe some spotlights would help.
 Looks Very Good
#9150 posted by Ankh [91.233.72.6] on 2013/03/20 16:43:37
 TB Wip By Ed
#9151 posted by negke [31.18.175.98] on 2013/03/20 19:20:21
 I Didnt Find It Too Dark
#9152 posted by nitin [180.149.192.132] on 2013/03/21 00:40:35
but yes contrast would help it look better.
#9153 posted by Drew [216.252.94.249] on 2013/03/21 01:24:47
mfx - how far along?
Negke - Ed who? Cripps?
 Ed Has Made A Nice Level
#9154 posted by starbuck [77.99.186.145] on 2013/03/21 17:40:04
good one ed
 Deck 16 Remix Update
#9155 posted by FifthElephant [82.12.230.210] on 2013/03/21 22:31:33
This is almost done. I have 1 room and a couple of ceilings to do, I've already started item layout and some small testing with Omicron bots.
Once I'm done I'm going to need a couple of volunteers for testing, when it's released it'll have the source .map file included.
Also, screenshots -
http://s17.postimg.org/eigyp88j3/deck1.jpg
http://s15.postimg.org/b3692gnjv/deck.jpg
 FE
#9156 posted by Drew [132.205.103.120] on 2013/03/21 23:36:19
include SP variant, please!
 Ps
#9157 posted by Drew [132.205.103.120] on 2013/03/21 23:36:32
looks very nice
 Drew..
#9158 posted by FifthElephant [82.12.230.210] on 2013/03/22 00:10:16
I haven't 100% decided on the SP version yet. I have a few cool ideas for it though. However it's not a huge level so I'm not certain how I can extend the gameplay time in it to make it fun.
#9159 posted by Spiney [81.241.129.184] on 2013/03/22 00:15:58
Looks great, just wish it was a tad brighter.
 Deck 16!
#9160 posted by DaZ [92.26.163.81] on 2013/03/22 00:35:05
It looks really, really small compared to the UT versions. Is navigation a problem with all those small spaces and gaps between crates?
I agree with Spiney also that is very dark, especially so considering it is a DM map.
I like idea of a small 1on1 style D16 layout, I guess I'll have to see it ingame to really judge.
 ...
#9161 posted by FifthElephant [82.12.230.210] on 2013/03/22 01:08:27
In terms of level size it's around DM2/DM5 sized. I think the screenshots are deceptive, the walkways are wider than DM5 for example. The gap between the crates is between 64-128 units. The map is probably best suited for 2-4 players, it's very scaled down compared to the UT version but then again that game has a sniper rifle for a reason! ;)
As for the light levels it's definitely something I'm going to tweak a bit, but I'm of the belief that mappers shouldn't be too scared of having dark areas in their maps! :)
 Up To You Obviously!
#9162 posted by Drew [216.252.94.249] on 2013/03/22 01:25:56
thanks for considering the request anyway - I'm sure Negke could valuable ideas - he has a pretty amazing track record for wringing gameplay out of tiny dms
#9163 posted by rj [82.9.177.217] on 2013/03/22 07:16:22
As for the light levels it's definitely something I'm going to tweak a bit, but I'm of the belief that mappers shouldn't be too scared of having dark areas in their maps! :)
this is true. however that doesn't mean sourced lights can't be brightened up to add contrast. those shots look fine to me, but it's normally difficult to judge light without seeing it in-game due to everyone's setups being different
if you don't end up making an SP version, test it for DMSP2 :)
 Thumbs Up
#9164 posted by Tronyn [24.79.126.117] on 2013/03/22 10:33:28
I've always loved Deck16 it's a classic map. Sense of scale doesn't seem quite big enough but perhaps it has to do with unreal fov/lighting effects. But it's great seeing the detail you've put in.
#9165 posted by foogs [208.91.184.118] on 2013/03/22 20:30:57
mfx your shit is pretty dope man. I like your pipe work and how you're making your shit so futuristic. I bet you make some pretty cool looking shit for other engines too.
 Ref. Screenshot
#9166 posted by mechtech [65.190.158.200] on 2013/03/23 03:23:12
I have noticed when taking screenshots lighting varies allot when looking at the .jpg image. I wonder if including a reference screenshot of the Quake start map would allow the viewer to set a correct gamma when looking at the shots.
 MFX
#9167 posted by Shambler [86.25.223.232] on 2013/03/23 10:59:41
Very nice style, I like the texture set and the fog combination, seems to have a good variety. Just work a bit more on the textures I think.
 TB Wip By Ed
#9168 posted by Shambler [86.25.223.232] on 2013/03/23 11:00:27
Very cool designs and interesting textures, keep it going Ed.
 FithElephant.
#9169 posted by Shambler [86.25.223.232] on 2013/03/23 11:01:46
Looks spot on as a Quake Base Dexk 16 remix, got the style exactly right, neat build too. Could be pretty annoying gameplay with all those crates tho.
 First Map Is Up At Quaketastic
#9170 posted by mfx [92.227.146.93] on 2013/03/23 12:00:24
others will follow soon!
Thanks for your appreciation.
 Lol...
#9171 posted by FifthElephant [82.12.230.210] on 2013/03/23 13:13:14
it's too dark... too many crates...
You guys are gonna cry when you play Q2DM8... or HL's Stalkyard ;)
For serious though, the screenshots are deceiving here, it plays like a cross between DM4 and DM5 but slightly bigger. The layout of all the rooms is now complete, I have 1 ceiling to do now and a few lighting tweaks and cleaning up with some clip brushes (and some more crates to add, no joke)
 Getting Back Into This Stuff
#9172 posted by NotoriousRay [74.107.82.97] on 2013/03/24 04:48:00
 Oh
#9173 posted by Vondur [80.87.145.18] on 2013/03/24 08:04:56
ray that's nice! trademark stuff =)
 This Is The
#9174 posted by FifthElephant [82.12.230.210] on 2013/03/24 10:19:47
year of the base map!
Seriously, though. I'm working on one, one was just released by MFX, capnbubs is working on an e1m1 remake over at quakeone.com, you're doing one... :D
 Base Is The Easiest Theme To Work With
#9175 posted by negke [31.18.177.112] on 2013/03/24 11:05:34
So many base maps in the works. Spirit is going to turn in his grave!
 Drop The Base! WUB WUB WUB!
#9176 posted by than [182.164.57.115] on 2013/03/24 14:00:59
Looks interesting, Ray. I hope to see more!
I think Scampie is/was working on a base map too btw, and hopefully Tyrann will one day release the mother of all base maps that he's had tucked away for the last 6 or 7 years nearly finished...
 Don't Forget These...
#9177 posted by generic [67.235.217.106] on 2013/03/24 15:03:35
 Or We Could...
#9178 posted by FifthElephant [82.12.230.210] on 2013/03/24 15:22:36
have someone tie them together and make a "something wicked" uber base map...
 Base Schmase
#9179 posted by Spiney [81.241.139.66] on 2013/03/24 17:17:55
Lol, I'm dicking around with the E2M1 source and slowly turning it into medieval style.
 Also
#9180 posted by Spiney [81.241.139.66] on 2013/03/24 17:19:47
Why not try doing a 50/50 kind of thing. Mappers always seem to stick to a single theme for a map. Unless you're Madfox...
#9181 posted by Scampie [72.12.65.92] on 2013/03/24 17:47:43
I'm not working on a base map
 Negke
#9182 posted by gb [46.142.12.23] on 2013/03/24 18:47:25
Base Is The Easiest Theme To Work With
Really? (not being sarcastic, btw)
I think it's rather hard to make something *interesting* with the idbase set, because it kinda limits you to those wall panels. It's hard to me, at least.
I have an easier time with bricks or concrete or something - you can build whatever geometry you want, it will tile no matter what and light/shadow will make it look interesting without needing the details drawn onto the texture.
That's just how it is to me, though.
But I guess idbase gives you some dots to connect, and is easy in that way, while using endlessly tiling stuff requires actual interesting brushwork and some attention to lighting to look good.
I prefer brick and lightmaps.
 Spiney
#9183 posted by gb [46.142.12.23] on 2013/03/24 18:49:26
To me, mixing a very rigid feeling theme of pre-made panels with more organic stuff is the hard part.
 Base..
#9184 posted by FifthElephant [82.12.230.210] on 2013/03/24 19:41:29
Each style has it's own challenge I think. I dunno if it's easier to make a base map, I just thought it was the best suited to remake deck.
Base certainly has a really versatile .wad to work with if you use the idbase_ultimate wad, I wish the other standard sets had been extended as much (at least to give more variety for mappers)
 I Think
#9185 posted by Drew [132.205.103.121] on 2013/03/24 19:42:50
Tyrann said its still in the works.
Whatever the theme, I'm down. Its exciting how much seems to be on the horizon.
Does anyone know what ever happend to the medieval map Lun was once working on?
Re theme... I don't think base is the easiest theme either. I guess I'd agree with gb on this one.
Then again I'm not convinced that I know what I'm talking about; I find metal to be a hard theme to pull off (well) also.
 Casting The Magic Wand Of Pipes
#9186 posted by sock [186.124.37.216] on 2013/03/24 19:45:00
Base Is The Easiest Theme To Work With
I think it is partly to do with what details people put in maps, crates, pipes, girders, computer panels, wires etc. All these details are easy to create and visualize because they are modern day things. Also the ID base textures lock together like lego and they are easy to work with especially for scale.
 Base Is Not That Easy
#9187 posted by RickyT33 [2.216.134.150] on 2013/03/24 20:39:42
But to do other themes well is just as hard I think. It's all about scale. 128x128 is deceptively large. Sometimes I wish those textures were 96x96 instead.
 Steps For Example?
#9188 posted by RickyT33 [2.216.134.150] on 2013/03/24 20:40:56
32x128x16?!?!
More like 32x96x8 I think. If you know what I mean. Which you might or might not. Which is obvious.
 Gb
#9189 posted by negke [31.18.177.112] on 2013/03/24 20:53:15
It just always felt to me like that.
I agree with sock. The textures are very consistent and compatible to one another, they pretty much fit like Lego. And it seems the base (sci-fi) theme is more immediately accessible to authors than the more abstract ones.
 Base
#9190 posted by quaketree [76.14.42.216] on 2013/03/24 21:55:19
I think that the toughest thing about a base level is that you're kinda limited in the choices of appropriate monsters to populate it. Grunts, Enforcers and Dogs (and Scorpions if you're working with the Hipnotic add-on). That ends up limiting the type and amounts of weapons and ammo that you can use without unbalancing the gameplay. Obviously for a DM only map that's not really an issue. In addition some items simply look "Odd" in a typical base level. For example how would a PoP end up being there in the first place? A ring? Even the Quad is kind of out of place. The Armor is also kind of weird looking when sitting in a base level (it's got more of a medieval type thing going on with its looks).
#9191 posted by necros [99.227.223.212] on 2013/03/24 22:33:36
I have a hard time with idbase. I find ikbase on the other hand is a lot easier.
#9192 posted by Kinn [86.164.160.164] on 2013/03/24 22:39:13
For example how would a PoP end up being there in the first place? A ring? Even the Quad is kind of out of place.
I know, right? And what's with the player being able to carry like 8 weapons at once? Totally unrealistic...
#9193 posted by quaketree [76.14.42.216] on 2013/03/24 23:14:55
I'm just saying that the overall base theme tends to limit the choices that are available. Those things that I mentioned can all seem appropriate to the other map styles in the game.
#9194 posted by Spiney [81.241.139.66] on 2013/03/24 23:18:52
Hmm, I usually find that a small but very well thought out texture set gives strongest visuals.
I usually try to stick to 6 or so textures for most of the map... But I'm a bit of a less-is-more kind of guy so...
That kind of mentality only works well in games that allow you to do very abstract floorplans.
If you need a contemporary city you're going to need to throw a lot of diversity at it to sell.
Usually prefer textures that are fairly flat in terms of color and reasonably light to show of the light and shadow. Then again Alien style corridors are pretty cool also, I prefer those to look very methodological, using repetition a lot etc.
#9195 posted by Scampie [72.12.65.92] on 2013/03/25 00:04:34
idbase is one of the best examples of a low poly modelling saying: Let the texture do the work.
A single flat surface suddenly becomes a detailed panel in a military installation, and there's a bunch of other little alignment reliant textures that you can use that really make the set sing. There's also lots of easy ways of filling empty space and creating parallax in that space, which brings a lot of easy visual interest to maps without being unnatural. All with what are basically a bunch of cubes.
#9196 posted by necros [99.227.223.212] on 2013/03/25 00:25:47
Never underestimate the parallax effect!
 WIP
#9197 posted by sock [186.124.37.216] on 2013/03/25 20:41:36
 Pretty Awesome!
#9198 posted by FifthElephant [82.12.230.210] on 2013/03/25 20:45:48
It's good stuff sock, though if I was in the model making business I'd be hella tempted to wait for capnbubs updated models to modify... :P
Could get those other ITS levels done in the mean-time ;)
 Those Are Great!
#9199 posted by ijed [200.73.66.2] on 2013/03/25 21:12:08
 The Guy With The Shield Is The Best
#9200 posted by nitin [220.244.163.153] on 2013/03/25 22:14:20
but all look good and suitably quakey.
 Baseset Is Easiest To Work With
#9201 posted by mfx [78.55.249.80] on 2013/03/25 22:33:25
i agree to the fullest.
 Knight Posse
#9202 posted by negke [31.18.177.112] on 2013/03/25 23:10:05
Totally badass. Guess all that's missing for it to be complete is some sort of halberd knight...
 @negke
#9203 posted by sock [186.124.37.216] on 2013/03/25 23:20:03
halberd knight What would a halberd knight look like? Crazy large sword manga style? two handed large sword resting on floor most of the time? Let me know what you think?
 Scythe Knight!
#9204 posted by Kinn [86.164.160.164] on 2013/03/25 23:37:07
 Also
#9205 posted by Kinn [86.164.160.164] on 2013/03/25 23:40:03
If you wanted to give a knight a crazy huge weapon without raping the knight's vertex precision, you could export the knight + weapon as two seperate .mdls, and "bind" the weapon to the knight in the QC.
#9206 posted by negke [31.18.177.112] on 2013/03/25 23:42:40
Something like this minus the goofy armor. Long range, stab and sweep attack?
Large sword sounds cool, too (for Aramis?). Perhaps like Pyramid Head from Silent Hill: large, heavy sword. Sweep and overhead smash attack - slow, but extremely devastating.
#9207 posted by sock [186.124.37.216] on 2013/03/26 00:00:18
Well the knight and weapon can be animated separate and glued together in QC to solve bound box problems. I certainly like the idea of a really cool range weapon and they would make awesome statues to come to life!
When I was designing Lord Aramis (shield knight) I sort of imagined him like the Tower Knight from Demons Souls.
 Sock...
#9208 posted by FifthElephant [82.12.230.210] on 2013/03/26 00:14:16
Demons Souls and Dark Souls are two of my favourite games, halberd guys in DeS always mess me up though. Tower Knight was scary when you first met him, what I'd love in Quake is that every theme had a proper boss... I want to meet some kind of Cyber Shambler boss for base maps (I drew some sketches for when I learn modelling), a bad guy I call "Arch-Vore" which is a beefed up Vore who can revive enemies... A King Ogre (with a crown) with a double bladed chainsaw and cluster grenade bombs. But I can't model or code... :(
 Damn
#9209 posted by ijed [186.37.203.156] on 2013/03/26 02:42:29
I've got limited internet qbility right now, but search arne's kuwaiik drawings. Chibi style, but great stuff. I already made his exploding zombie.
Halbard knight? You've been reading fire and ice negke! I wouldn't make him slow though, instead give him knockback abilities like a q2 enforcer - it hurts when he hits, but knocks you back. If there's no room for you to fly then the end of his animation is the deathblow.
 Berserker
#9210 posted by ijed [186.37.203.156] on 2013/03/26 02:44:38
not enforcer.
 Ijed
#9211 posted by negke [31.18.177.112] on 2013/03/26 09:07:16
Actually, I had Gothic 3 in mind, although seeing the screenshot now, they don't look iconic enough unlike the picture I posted earlier.
#9212 posted by Spirit [80.171.40.151] on 2013/03/26 11:02:17
I love that crossbow knight, he looks so mischievous.
 Ah
#9213 posted by ijed [200.73.66.2] on 2013/03/26 15:31:53
Ok - I was thinking of one of the later books, with the knights of Dorne, I think.
 Knight Of Dorne...
#9214 posted by ionous [66.8.150.211] on 2013/03/27 01:59:25
Do you mean Aero Hotah, Prince Martell's Captain of the Guard, the Norvish mercenary?
 Argh
#9215 posted by ijed [186.37.203.234] on 2013/03/27 03:11:00
Yes....?
I ruined the books for myself by reading them all in one go, so I'm patchy on the details.
But the way that character was introduced sticks in the mind - it'd probably be a fun challenge to code / animate such an adaptable fighting style. By which I mean the blade for chopping and the haft for defence.
Probably not worth it in Quake either - I'm reminded of when indy faces the show off sword fighter - blam.
#9216 posted by Scampie [72.12.65.92] on 2013/03/27 03:34:23
fiends are great for that, their jump means it's easier for them to get into melee range.
I would think a spear knight would do a skewering dash at the player, which would serve much the same purpose. the difficulty is to differentiate it gameplay wise from a fiend without too many bells or whistles, as it's still really just a 'sidestep shoot' type of enemy.
 I'd Like To See A Combination Flying/ground Enemy
#9217 posted by Tronyn [24.79.126.117] on 2013/03/27 03:38:03
something really vicious that can behave like a gaunt or an imp in the air, BUT can land right near you and behave like a fiend/hell hound - and after that, take off again (lol).
 Hm
#9218 posted by ijed [186.37.203.234] on 2013/03/27 03:41:04
Makes me think of a Spartan. Big shield for ramming / defence and a spear for finishing off.
 Fiends With Wings...
#9219 posted by generic [67.235.217.106] on 2013/03/27 12:26:57
Buffalo style!
 Maybe..
#9220 posted by FifthElephant [82.12.230.210] on 2013/03/27 12:33:10
like in rubicon, an enforcer with a jetpack?
#9221 posted by necros [142.245.59.16] on 2013/03/27 15:26:36
or enforcer with ironman suit?
 Enforcer With Gatling Gun
#9222 posted by than [182.164.57.115] on 2013/03/27 17:44:07
I want an enforcer with a hitscan gatling gun like the heavy weapons guy in doom 2. He would have about 2-3 time enforcer health and be a little larger because of his heavy armour.
The gatling gun would take a moment to get going, but once it was going it would do a lot of damage if you didn't keep moving. He would shoot for about 5 seconds from when he started firing, and would not stop even if he lost line of sight.
But actually, we have enough enemies, so it's not something I've ever really felt desperate for or anything. Would probably be a nice addition to the base enemies though.
#9223 posted by necros [142.245.193.10] on 2013/03/27 18:00:12
i want that too now!
 "we Have Enough Enemies"
#9224 posted by FifthElephant [82.12.230.210] on 2013/03/27 18:04:55
certainly that may be true in some regards for gameplay purposes, but to maintain a level of interest in the game it always improve the health if we get shiny new toys to play with. A good example is what the Quoth additions have brought to singleplayer maps. The additional base enemies have really helped to make the game more fun, really before quoth there were only 3 suitable base enemies (dogs, grunts and enforcers).
#9225 posted by negke [31.18.177.112] on 2013/03/27 19:12:19
A chaingun/machine gun enforcer would be nice. But I don't know if I would like him as overpowered as you suggest. It would make him sort of a sub-boss monster rather than a normal class enemy. Two times as strong would be ogre level, three times hell knight level - all the while having a powerful hitscan attack (not to mention that five seconds is a very long time in game). So I guess this would be pretty annoying in practice, easily making the Quoth monsters pale in comparison.
I'd prefer something akin to the Doom chaingunner in terms of health and damage.
#9226 posted by onetruepurple [91.240.47.30] on 2013/03/27 19:18:14
#9227 posted by Spiney [81.241.139.66] on 2013/03/27 20:10:03
I'dd like to see some enemies that have locational damage zones. Like a large armoured enemy with weak spots.
Another idea would be enemies that are large enough to pass through them, though that seems very tricky to code/construct. Something like a robot would be best for this due to a rigid movement pattern.
 SNG Enforcers
#9228 posted by ijed [200.73.66.2] on 2013/03/27 20:15:36
We've got :)
They also throw nailbomb grenades.
 Which HURT D:
#9229 posted by Spiney [81.241.139.66] on 2013/03/27 20:30:21
 I Just Wonder
#9230 posted by spy [2.73.145.101] on 2013/03/28 05:13:28
why that q2 guy from kinn's bastion never been used in other maps beside the bastion itself
it's a very cool monster and would fit perfectly in the quake universe
http://gunpowered.com/q2cheese/bugs/quake2_infantry.gif
 ....interesting
#9231 posted by RickyT33 [31.53.116.69] on 2013/03/28 10:45:43
I've been working on a map, maybe I could use the progs......
 I'dd Like To Play The Strogg Gunner
#9232 posted by Spiney [91.177.116.26] on 2013/03/28 11:35:32
prolly my fav Q2 enemy, very iconic...
 Spy
#9233 posted by Kinn [81.129.200.181] on 2013/03/28 12:54:54
It's content ripped from Quake2, which makes it a bit naff to use. I didn't care back then, but these days I realise how crap and lazy it is to rip content from other games. We have the tools and talent to make our own - that's gotta be the smart move.
 Kinn
#9234 posted by spy [2.132.105.100] on 2013/03/28 13:56:03
but these days I realise how crap and lazy it is to rip content from other games
i agree with that statement, but from 16? years since the game has been released there are only bunch of quality monsters been popup. Especially to the base settings.
its just a retextured grunts and enforcers.
otoh the eddie guy from quoth2 is awesome though
 Female Player Model
#9235 posted by negke [31.18.177.112] on 2013/03/29 09:48:20
 Arghhh
#9236 posted by JPL [82.227.229.44] on 2013/03/29 11:06:06
ugly face... rest is acceptable ;)
 The Unsingle Theme Of The Bizzarro Baker.
#9237 posted by madfox [84.26.94.131] on 2013/03/30 01:35:11
thanx for tailing me,
scampie
 0_0
#9238 posted by Scampie [72.12.65.92] on 2013/03/30 15:58:51
 Oh Mijnen Gott
#9239 posted by Spiney [91.177.116.26] on 2013/03/30 21:53:36
MadFox, please make a map with animated disco floortiles. I wanna dance with the drunk ogres!
Why no female ogres?
And pool tables like in Duke3D? Someone code me a pooltable!
I HAVE SO MUCH IDEAS.
 Also
#9240 posted by Spiney [91.177.116.26] on 2013/03/30 21:54:55
You should make the moon a giant eyeball!
 Didn't QMD Make A Disco Level?
#9241 posted by starbuck [77.99.186.145] on 2013/04/01 03:00:41
 If You Remember/find It, Please Post A Link!
#9242 posted by Spiney [91.177.116.26] on 2013/04/01 03:44:02
 Disco Levels
#9243 posted by negke [31.18.177.112] on 2013/04/01 11:30:23
 Need A Couple Beta Testers For My Map
#9244 posted by FifthElephant [82.12.230.210] on 2013/04/01 19:27:36
... it's DM only. Just need to make sure nothing snags and maybe get some feedback... just email me or something with "map beta" in the title.
 Screenshot
#9245 posted by FifthElephant [82.12.230.210] on 2013/04/01 19:32:12
of the map that I'm requesting testers for -
http://s22.postimg.org/y5vpu7y81/deck.jpg
#9246 posted by metlslime [159.153.4.50] on 2013/04/01 21:22:11
wasn't QMD's nighclub level called "Rich_Bar" ?
#9247 posted by [78.37.161.134] on 2013/04/02 00:23:28
 Starbuck
#9248 posted by DaZ [92.26.175.148] on 2013/04/02 01:37:49
I think you are looking for Club Shub! Holy shit nostalgia blast :o
Everyone has nice screenshots, now go map! Yes even me too I guess!
 @9247
#9249 posted by distrans [58.104.231.6] on 2013/04/02 06:36:20
Is that based on one of CZG's scraps?
#9250 posted by [Kona] [121.73.104.148] on 2013/04/02 11:13:27
cool, that reminds of kingpin
 5th
#9251 posted by negke [31.18.177.112] on 2013/04/02 19:32:29
I'm not much of a DM player, but I'd like to take a look at the map nevertheless. For some actualy multiplayer feedback, you should post the beta at quakeworld.nu and quakeone.com, I guess.
 Ok Neg
#9252 posted by FifthElephant [82.12.230.210] on 2013/04/02 19:52:22
I have sent you the beta. :)
 Some Screens
#9253 posted by mfx [78.55.3.156] on 2013/04/04 15:33:58
 Looks Ace
#9254 posted by Kinn [86.161.248.120] on 2013/04/04 15:45:29
and the lighting is well done
 It Does Look Good :)
#9255 posted by RickyT33 [31.53.116.69] on 2013/04/04 16:04:29
Massive areas == massive beasties?
Just one minor thing - you uploaded your screenshots with names like 'fitz0020.jpg'. Should be 'mfxsp2_01.jpg'. Don't be lazy!!! I guess you are burned out from all that mapping ;)
I guess it's worth it :)
 Mfx
#9256 posted by necros [142.245.59.18] on 2013/04/04 16:06:37
awesome! :D
 OMG !
#9257 posted by Barnak [69.157.246.153] on 2013/04/04 16:12:06
Can't wait to play this map, mfx ! Looks awesome.
 Still
#9258 posted by mfx [78.55.3.156] on 2013/04/04 16:14:17
trying to figure out how to quoth in quark.
Have to finish this before starting trenchbroomin,
and vanilla quake enemies kind of underrate this map...
#9259 posted by Spirit [80.171.163.64] on 2013/04/04 16:23:12
You can't really quoth in quark as quark uses its own "tmpquark" directory as game. You might be able to if you use an engine that supports the -quoth switch but I don't remember. You could also put the quoth files into the tmpquark dir.
#9260 posted by RickyT33 [31.53.116.69] on 2013/04/04 16:34:45
 Lol..
#9261 posted by mfx [78.55.3.156] on 2013/04/04 16:40:46
 Already
#9262 posted by mfx [78.55.3.156] on 2013/04/04 16:59:07
Figured it out, think its gonna work...
 Looks Good
#9263 posted by SleepwalkR [130.149.243.224] on 2013/04/04 17:26:56
The contract textures never get old for me.
 Yeah
#9264 posted by Drew [132.205.103.123] on 2013/04/04 18:51:52
Dude - I know you've been like stockpiling or whatever - but thank your for being super active and getting 2013 started with quality.
This looks even better than the (very good) map I gave a quick playthrough the other day. More feedback on that soon, btw.
looks great, very monolithic. Very Quake.
 Agree With Everybody
#9265 posted by onetruepurple [91.240.47.30] on 2013/04/04 18:59:14
Looks dope.
 Da Shit
#9266 posted by the silent [95.252.83.67] on 2013/04/04 19:40:52
I says.
 Thank You All
#9267 posted by mfx [78.55.3.156] on 2013/04/04 20:10:58
 I Think I Know What MFX Stands For
#9268 posted by onetruepurple [91.240.47.30] on 2013/04/04 20:33:01
MOTHERFUCKER those are amazing looking screenshots.
 Mfx
#9269 posted by erc [46.197.69.124] on 2013/04/04 20:38:34
...looks like the new mapping machine. :) Screenshots look sweet - still have to play that debut base map though!
 Nope OTP,
#9270 posted by mfx [78.55.3.156] on 2013/04/04 20:54:43
Sorry.
 Where Were You All These Years?!
#9271 posted by SleepwalkR [85.178.62.202] on 2013/04/04 21:25:08
 Cayman Islands
#9272 posted by mfx [78.55.3.156] on 2013/04/04 21:30:43
counting my cash....
 Sorry
#9273 posted by mfx [78.55.3.156] on 2013/04/04 22:37:48
 Very Nice FMX
#9274 posted by Shambler [2.136.53.225] on 2013/04/04 23:08:28
Interested to see how your polished tight base design translates with the Kell theme, and the other base one looks great too.
 Both Maps In Progress Look Fantastic.
#9275 posted by nitin [220.244.163.153] on 2013/04/04 23:26:02
 Thanks Hamblr
#9276 posted by mfx [78.55.3.156] on 2013/04/05 00:03:05
 Yeah, What They Said.
#9277 posted by Drew [199.180.99.254] on 2013/04/05 05:27:53
also, pretty impressive output for that amount of time, and for using Quark!
#9278 posted by skacky [90.0.186.173] on 2013/04/05 10:10:23
Both maps look awesome, mfx! The Knave one in particular slays.
#9279 posted by Drew [216.252.65.200] on 2013/04/06 04:41:19
I think they both look particularly interesting. More than-worship apparent in the kell one (not that that is ever a bad thing).I suppose the remix map also looks that way, evoking than's 1st dm remix in some ways. But it also has a strong Ricky T23 vibe going on... something a tad more loose there, it seems.
Either way. really good looking stuff...
Skacky - you still working on that Knave pack?
#9280 posted by skacky [90.0.186.173] on 2013/04/06 08:15:02
Drew: I got a bit carried away with other projects (most notably for Thief) and real life got in the way. Badly. I will resume work on it someday though, the maps are still there.
 Pixel Bricks
#9281 posted by sock [190.139.229.130] on 2013/04/10 13:57:15
Image 1 Image 2 Image 3 Image 4
Too dark/bright? favourite one?
#9282 posted by FifthElephant [82.12.230.210] on 2013/04/10 14:26:04
I'm not seeing anything here that I dislike, what is it you want us to compare? All these textures compliment each other beautifully.
#9283 posted by sock [190.139.229.130] on 2013/04/10 14:42:20
@FifthElephant, I am curious to know what image people like the most. The first impression is important for an image, it can hint at what is the best view angle, lighting and focus of a scene.
 1 Looks Fantastic
#9284 posted by onetruepurple [91.240.47.30] on 2013/04/10 14:51:30
 If You Ask About How I Think Random Joe Would See Them
#9285 posted by Spirit [80.171.9.171] on 2013/04/10 14:58:00
21 and 23 for me.
21 is great because it is a castle and shows some big interior and has great atmosphere. Makes me wonder what of the possible locations in the image I can explore, the tower maybe? Maybe I can sneak on that ledge above the entry. What's in the bottom left corner!
22 looks "boring, just some random room".
23 looks intriguing and hints at some interaction with those evil guys. (The SK door looks out of place to me, too cartoonish and also flat. A more yellow/light or darker wood type might fit better. But this is random taste and possibly complete bollocks.)
24 looks great because it shows traps and I like that but the image itself seems so filled. Only one of the pendulums would look better I think. Then it would be more clear what it is too. Right now they look like they statically(!) barricade the item without moving. The item itself is not even really recognisable as something worth getting to a non-Quaker.
 +1 To Spirit
#9286 posted by Vondur [195.218.191.148] on 2013/04/10 15:03:07
#9287 posted by sock [190.139.229.130] on 2013/04/10 15:20:01
Thanks spirit, that is awesome. Yeah shot 22 is an odd one, I love the architectural shapes but it does not present well as a screenshot. It sort of falls into the category of brushp0rn. The locked door in 23 is a lighter wood but the SK panel is stone which is odd. 24 is my homage to Mike and the nice use of pendulums. I remade the model to have a ring section at the top and beefed up the rest of the model to represent the weight better. I should do a couple of extra skins for variety reasons.
 Oh Ok..
#9288 posted by FifthElephant [82.12.230.210] on 2013/04/10 15:25:03
I pretty much agree with what spirit has said, except maybe his comments on the silver key door looking out of place, I think it's fine. I recognise the area of 22, looks fairly standard, not every room is going to be mind-blowingly awesome, sometimes rooms just need to be functional (but tarted up a little).
 Third Picture Looks The Most Appealing To Me
#9289 posted by skacky [90.0.192.164] on 2013/04/10 15:29:27
In my humble opinion. I really dig your style.
#9290 posted by negke [31.18.177.112] on 2013/04/10 19:28:41
First one (if it wasn't for the wrong brick seam on the right tower!)
#9291 posted by Scampie [72.12.65.92] on 2013/04/10 20:19:03
Needs to be blood on the wooden plank leading to the rune! All those shots rock though
Shots 1 and 3 are best for mass consumption, for some reason, shot 4 reminds me of the old Quake2 promotional screen with the gladiator on a bridge
http://www.gameswin.biz/mr/figuras/quake2.jpg
I have no idea why
 Yes
#9292 posted by Drew [132.205.103.119] on 2013/04/10 20:28:54
1 and 3. SK door criticism bollocks.
Shot 2 is very nice brushporn, but yeah, not particularly compelling for non mappers - also courtyard visible doesn't have anything of particular visual interest as of right now.
shot 4 what spirit/scampie said
#9293 posted by [Kona] [121.73.104.148] on 2013/04/11 01:40:22
damn nig they look frickin awesome sock.
 1 And 3 From Me Too
#9294 posted by nitin [220.244.163.153] on 2013/04/11 13:46:39
#9295 posted by [208.91.184.118] on 2013/04/12 02:29:40
--sock
my favorite image is 23 by far of those posted. I can't really give much concrete reasoning as to why I like the image better than the others other than it's driving my imagination wild thinking what is at the end of those stairs or how high those stairs go.
 New Ogre
#9296 posted by FifthElephant [82.12.230.210] on 2013/04/12 03:12:27
 @sock
#9297 posted by [178.70.208.81] on 2013/04/12 14:14:12
I really don't like the new ligh huge block texture and it doesn't work well with city6_8. The rest is cool.
 'huge Light Block Texture'
#9298 posted by Drew [216.252.94.94] on 2013/04/12 17:21:35
the windows?
I think EVERYTHING in those shots looks cool.
 Vermis Embryo?
#9299 posted by Mike Woodham [86.181.94.220] on 2013/04/13 12:13:41
It seems I can't get away from Quake. I found this growing under the sink...
http://www.quaketastic.com/upload/files/misc/DSC_0111a.jpg
(Nikoin D5000, SB-700 @ 128th, f16, 60th sec, summer fruits cordial dropped into milk)
 Wooth!
#9300 posted by madfox [84.26.94.131] on 2013/04/15 04:35:55
Excellent picture you got there, Mike!
I tried some macrophoto's once, but almost screwed my new camera with the outstanding lense I needed for that purpose.
It gives me reminiscense of my fluid projections I make with my diaprojector and a tumbling double glass coil.
http://members.home.nl/gimli/pantharei.jpg
 Post A Picture Of Yourself...Shamber!
#9301 posted by madfox [84.26.94.131] on 2013/04/22 03:47:37
who'se afraid of screenshots?
#9302 posted by Scampie [72.12.65.92] on 2013/04/22 04:14:54
.
 Hodor
#9303 posted by Kinn [86.129.255.196] on 2013/04/22 15:21:42
 I Liked The Guru Pic Better
#9304 posted by negke [31.18.185.105] on 2013/04/23 20:23:04
 Work In Progress
#9305 posted by than [182.164.57.115] on 2013/04/25 20:34:30
but nearly done.
http://i.imgur.com/LqWcXmN.jpg
http://i.imgur.com/CvFKYfE.jpg
http://i.imgur.com/p9ja2dX.jpg
It is dm6rmx, but it doesn't really feel like dm6 at all because I had to change the size of the main atrium quite considerably. I also added a lot of extra areas and although the original layout is still there underneath, you would barely know it :/ ( :) ? )
 That...
#9306 posted by FifthElephant [82.12.230.210] on 2013/04/25 20:44:55
looks sexy as fook...!
 Very Cool
#9307 posted by ijed [200.73.66.2] on 2013/04/25 21:58:19
That copper use reminds me of Aderlass - which is a good thing :)
 Than.
#9308 posted by Shambler [86.25.222.197] on 2013/04/25 21:58:42
Nice one, looks to do it justice, lush lighting in the 2nd n 3rd shots.
 Looks Good
#9309 posted by Cocerello [83.46.158.41] on 2013/04/25 22:14:44
You got me hooked. DM6 it's my favourite DM map and i can only see it in the third sc, which i suppose you took from the place the RA is. I'm still figuring which part are the other 2.
 Last Shot
#9310 posted by SleepwalkR [85.178.118.200] on 2013/04/25 23:59:02
Looks ace! I love the light fixtures!
 Those Giant Nut And Bolts
#9311 posted by Scampie [72.12.65.92] on 2013/04/26 02:17:45
:O
 @than
#9312 posted by sock [186.109.171.180] on 2013/04/26 13:40:11
Image 1: I love the window design (diagonal bars) around the central arena, reminds me of E3M6 which is one of my favourite levels for architectural style. The ceiling looks like a blob of brown, maybe add some colour (grey/green) to the circular panel/trims?
Image 2: Got some lovely strong architectural lines going on with the bolt supports on the ceiling but the colours feel wrong. The ceiling is just full on brown and it would be interesting to extend the grey brick upwards to break the hard line separating the two sections of the room.
Image 3: Looks like a good combat area with multiple floor heights and I love the style of the steps with the brown/green combo. This is certainly the best image for lighting, very dramatic.
#9313 posted by FifthElephant [82.12.230.210] on 2013/04/26 13:58:07
Looking at the pics again I think they only thing I would say negatively (and who am I to say bad things about other peoples maps?) is that the lighting is a little flat in the first and second image.
I think if the lighting has a lot of good contrast between light and dark then it doesn't matter terribly what textures you use. I've seen very well lit single texture maps that take a dump all over anything I've ever done. ;)
 Sorry Than
#9314 posted by necros [142.245.59.16] on 2013/04/26 14:44:26
just not that excited with those shots. i find the texture use is very bland. :(
the third shot in particular would benefit from some better hightlights, like the bright orange bricks for example (the 'city_*' small bricks).
brushwork is very nice though and no complaints about that. i like the metal details.
 Thanks
#9315 posted by than [182.164.57.115] on 2013/04/26 16:49:51
for comments and criticism guys. I will try and improve the lighting a bit more and tweak the colours.
The textures are mostly selected because they are similar to those used in dm6, but I think dm6 has slightly brighter lighting, harder shadows and a more obvious yellow ceiling colour, so maybe I should try bringing some of that out?
#9316 posted by sock [186.109.171.180] on 2013/04/26 18:54:16
The textures are mostly selected because they are similar to those used in dm6 ... I also added a lot of extra areas and although the original layout is still there underneath, you would barely know it
If you have added a load of new areas I am sure you can add some nice new textures as well! :P My comments are about the brown you are using, lovely brown detail next to more brown detail = brown blob!
 I Have Always Hated
#9317 posted by nitin [220.244.163.153] on 2013/04/27 01:37:47
dm6 texture theme so wouldnt bat an eyelid if you did a complete overhaul :)
 Don't Do It
#9318 posted by Drew [132.205.103.119] on 2013/04/27 01:46:32
Ignore that Than.
U-Haul used the same theme and it looks great.
re lighting- I assume the shots were brightened, like all your screenshots, so as to avoid "too dark" comments.
 Haha
#9319 posted by Drew [132.205.103.119] on 2013/04/27 01:46:50
U-Bend
#9320 posted by necros [99.227.215.224] on 2013/04/27 02:13:21
Yeah, I guess it depends if using different textures will move farther away from DM6 than you would like.
The original map is pretty boring though from a texture point of view, so I wouldn't hold to strongly to it.
 Than
#9321 posted by Tronyn [24.79.126.117] on 2013/04/27 07:16:31
what I really like about the style you're remaking the maps in, is that it seems more "base," whereas negke's remakes of the same areas seem more... "industrial"? Basically his are 19thc and yours are 20thc or even futuristic. You always kick ass with angles, texturing, and lighting, and these shots just continue to confirm that ability!
 Drew
#9322 posted by than [182.164.57.115] on 2013/04/27 13:34:47
the shots are not brightened actually. I'm using quite a lot of ambient light (not worldspawn minlight) in order to simulate bounced light.
Anyway, I will work on the gameplay now and tweak textures and lighting once it is fun.
Also, I did try the red brick texture Necros suggested, but it didn't look good. Maybe on the main walls rather than the inset lit sections would look decent? I could give that a shot I guess.
 More Playing With Models
#9323 posted by mechtech [65.190.158.200] on 2013/04/28 18:56:17
Helicopter from the Duke3d Hirez pack.
Used Noesis, Gmax and QME. Quoth mod.
Gmax to apply skin ---> Noesis to scale skin, remove fullbrights and convert to .mdl---> QME to scale model.
Hirez skin using Fitz V. Used the original skin in the hirez pack just converted .png to .tga and it worked!
http://www.quaketastic.com/upload/files/screen_shots/chhirez.jpg
Standard 480x480 skin Fitz .85
http://www.quaketastic.com/upload/files/screen_shots/chstdrez.jpg
and not working on finishing a map
 Skin Sizes
#9324 posted by Preach [77.98.165.95] on 2013/04/28 19:36:30
Remember that it's best to create skins which are power-of-2 sizes, and 480 is not a power of 2. You'd be better off making it 512x512 or 256x256.
 I Agree
#9325 posted by mechtech [65.190.158.200] on 2013/04/28 22:00:32
480x480 is the limit for Fitz if i remember correctly.
 Not Limits
#9326 posted by Preach [77.98.165.95] on 2013/04/28 22:16:14
I don't know if that's the case, but if when you have a skin which isn't a power of 2, then it gets stretched in older engines, and wastes texture memory in fitzquake. So 480x480 shouldn't ever be used.
#9327 posted by necros [99.227.215.224] on 2013/04/29 03:07:14
hmmm i think that limit is only for the vertical size. i have had skin widths of 2048. (when i was merging models together in qme)
 Vertical
#9328 posted by mechtech [65.190.158.200] on 2013/04/29 04:36:29
480 is the max(tested). Too bad it's not 512
 Than
#9329 posted by Drew [132.205.103.140] on 2013/04/29 06:03:52
My opinion is probably subordinate to Necros' but I don't like the idea of the red bricks making an appearance- the blue and yellow bricks, with the brown copperworks, seems to provide enough colour and variation I think. I guess I would agree that breaking up some of the simpler, plain brick walls might be an improvement, but generally I think the relatively simple (as opposed to simplistic) style works well in the shots.
 I Agree
#9330 posted by FifthElephant [82.12.230.210] on 2013/04/29 13:04:11
with Drew here... red brick would be really out of place in a DM6 remix, I attribute terracotta to the Gloom Keep style.
 What About This
#9331 posted by mfx [92.225.199.254] on 2013/04/30 03:36:54
#9332 posted by starbuck [77.99.186.145] on 2013/04/30 09:36:55
i like the fog/sky combo. Feels like dawn.
 I Guess It's The Global Illumination Too?
#9333 posted by starbuck [77.99.186.145] on 2013/04/30 09:37:35
 I Like It!
#9334 posted by Spiney [91.179.151.216] on 2013/04/30 09:45:32
 Light Looks Cool
#9335 posted by SleepwalkR [130.149.243.224] on 2013/04/30 10:05:22
 Fog Sky Combo Is Great.
#9336 posted by Shambler [86.25.222.172] on 2013/04/30 11:01:26
Build quality looks good too.
NEEDS MOAR CRATES.
 Can't Sleep ...
#9337 posted by sock [186.109.171.180] on 2013/05/03 12:19:36
 E3M6 2013
#9338 posted by onetruepurple [91.240.47.30] on 2013/05/03 13:24:59
Lovely looking, though I think Runic maps shouldn't have arches.
 OTP
#9339 posted by FifthElephant [82.12.230.210] on 2013/05/03 13:40:37
is definitely incorrect. I'm going to make a runic map made entirely out of arches and round things just to anger him.
 Round Runic.
#9340 posted by Shambler [86.25.222.172] on 2013/05/03 13:52:54
Is the future of Quake.
 Shambler
#9341 posted by Mr Fribbles [118.209.185.183] on 2013/05/03 14:17:51
I can see it now. Round runic style maps. With round runic barrels.
OTP_RR.bsp
 Re: Gothic Pointed Arches / Romanesque Rounded Arches
#9342 posted by Tronyn [24.79.126.117] on 2013/05/03 15:22:11
if there's no pointed arches, then nothing makes the e3/metal style gothic and then it's just.... geometric.
I always found id's metal theme the least explicable (I don't know where they got the idea to make the texture set or apply it the way they did), but the gothic element seemed to make some (scary) sense of it, if any was to be made (the start of Satan's Dark Delight is so awesome).
#9343 posted by onetruepurple [91.240.47.30] on 2013/05/03 15:44:26
nothing makes the e3/metal style gothic and then it's just.... geometric.
That would make a lot of sense, given the following:
http://www.quaketastic.com/upload/files/single_player/allthoserunicarcheslookatthem.jpg
 Heh
#9344 posted by Tronyn [24.79.126.117] on 2013/05/03 16:23:41
I never outlawed octagons or 90 degree angles, as gothic, I just meant the difference between pointed arches and rounded ones has an aesthetic and atmospheric affect.
 Height And Arches
#9345 posted by ijed [200.73.66.2] on 2013/05/03 17:21:21
Aren't mutually exclusive.
The metal theme, for me at least, is about vertical height.
Taking with Lunaran the other day and he mentioned a piece on how the entire Ep3 realm is some sort of giant prison for elder creatures.
 Whats The Point Here!?!
#9346 posted by mfx [92.225.220.79] on 2013/05/04 02:38:40
Texture theme indicates brushwork? thats poor..
Sock: Looks great, go on!
 No Point At All
#9347 posted by madfox [84.26.94.131] on 2013/05/08 02:00:51
texture indicates a rough blend rust.
maybe I'm not brushed metal enough.
 Palette Overdose
#9348 posted by sock [186.109.171.180] on 2013/05/09 14:11:54
Lava always ruins places!
It is odd how large amounts of red/blue/green can exist in a Quake screenshot and it still feels alright!
 Quake Palette
#9349 posted by ijed [190.22.31.54] on 2013/05/09 14:23:53
Is pretty robust. Colored light can easily ruin it if abused though, thanks to clamping, and it following rub instead.
That looks great by the way - and is that bar style from e3m6?
 That's Rgb...
#9350 posted by ijed [190.22.31.54] on 2013/05/09 14:30:08
 That's Rgb...
#9351 posted by ijed [190.22.31.54] on 2013/05/09 14:30:08
#9352 posted by sock [186.109.171.180] on 2013/05/09 14:42:45
There are no new textures in that screenshot, I used E3M6 exclusive (well except for 2 extra). I added colour lighting but only subtle values, I wanted to maintain the existing colour tones.
 Yeah
#9353 posted by ijed [190.22.31.54] on 2013/05/09 14:53:25
I recognize the set - I've got a scrap of e3m6 and have always liked that blue faces texture.
 Oof, Yeah
#9354 posted by gb [46.142.54.48] on 2013/05/09 19:44:53
The Quake palette. That green. That red. That blue.
Honestly e3m6 always seemed visually like a hodgepodge to me. But why not.
 Sock
#9355 posted by SleepwalkR [92.231.105.132] on 2013/05/09 21:15:53
Why is that damaged light fixture still working?!
 Holy Hell
#9356 posted by nitin [220.244.163.153] on 2013/05/10 00:09:59
that looks amazing.
 Gb
#9357 posted by ijed [200.73.66.2] on 2013/05/10 00:46:38
Because they look good - Quake palette to the rescue!
#9358 posted by [Kona] [121.73.104.148] on 2013/05/10 06:47:34
Maybe we're used to that combination. And the graininess helps
 SleepwalkR
#9359 posted by Shambler [86.25.222.172] on 2013/05/10 12:03:29
Bringing the real issues to the fore! Surprised that one slipped through sock's ultra-refinement.
 Sock
#9360 posted by Drew [216.252.90.61] on 2013/05/10 15:04:30
Yes. That looks so profoundly atmospheric and classic.
#9361 posted by negke [31.18.179.222] on 2013/05/10 16:04:44
The lights are powered by magic, silly. They always work regardless of damage.
#9362 posted by sock [186.109.171.180] on 2013/05/10 16:50:06
Well to be fair I did add a flicker to the light! :P
The map is about only using a limited texture set and nothing else. It has been really hard to resist adding more textures but I am hoping people will just fill in the gaps and imagine it sparking and the light texture flickering.
 I Would Be Excited About
#9363 posted by Drew [216.252.90.61] on 2013/05/10 21:09:52
additional textures as long as they remain very id-vanillesque. So while I know you are not doing that, if you decide to compromise later on down the line, i'll be super stoked. I love new custom id1 style textures, and would be excited about using them in my own mapping (as I am about using the ones you've already created [once you're cool with that obviously])!
 Polluted
#9364 posted by madfox [84.26.94.131] on 2013/05/12 05:05:47
#9365 posted by necros [99.227.215.224] on 2013/05/12 05:30:13
LOL-- brilliant!!
 Intended
#9366 posted by madfox [84.26.94.131] on 2013/05/12 16:05:39
#9367 posted by madfox [84.26.94.131] on 2013/05/13 07:23:59
 NEEDS TO BE GREEN
#9368 posted by Spiney [91.176.178.32] on 2013/05/13 08:59:55
 Free Madfox Dopefish Model !
#9369 posted by madfox [84.26.94.131] on 2013/05/13 17:05:34
 Late Night Sketch
#9370 posted by sock [186.109.171.180] on 2013/05/15 03:35:36
 That's A Warm
#9371 posted by ijed [190.22.29.33] on 2013/05/15 04:48:56
Wind tunnels!
 Backsteingotik!!
#9372 posted by mfx [92.226.250.166] on 2013/05/15 04:58:38
 A Bit Too Yellow
#9373 posted by nitin [220.244.163.153] on 2013/05/15 09:20:42
and also I think the the roof light is giving off too much for its size?
 What Light From Yonder Window Breaks...
#9374 posted by Mike Woodham [87.127.250.2] on 2013/05/15 09:36:41
It looks as though the light entity is too far away from the window and therefore unnaturally lights the walls on either side.
If you make the window a non light blocking entity (I forget what it is) you can put a stronger light outside the window and get a better effect of light streaming into the room.
 Perhaps
#9375 posted by onetruepurple [91.240.47.30] on 2013/05/15 10:55:01
It would look better if the ceiling was protruding upwards, not downwards.
 The Two Uprights Against The Wall At The Back
#9376 posted by RickyT33 [86.179.8.172] on 2013/05/15 10:55:15
Look like old chimney stacks :)
 @ Sock's Last Screeny
#9377 posted by foogs [199.167.210.20] on 2013/05/15 15:01:30
Something doesn't look quite right with the ceiling I agree.
 Light From Windows
#9378 posted by Rick [75.65.159.61] on 2013/05/15 19:20:26
You can use a func_wall as the window glass and put a sky brush behind it to seal it from leaking. Then put a not too bright light inside the sky brush, but give it a small wait value so it has some reach. Finally, put a stack of low value lights in front of the window to provide some fill. Otherwise the window frame will be pitch black.
http://www.quaketastic.com/upload/files/screen_shots/wish13.jpg
 Rick...
#9379 posted by FifthElephant [82.12.230.210] on 2013/05/15 20:10:48
I love that idea.
Sock, that looks nice! You're spoiling us!
 Nice Shot Rick
#9380 posted by starbuck [77.99.186.145] on 2013/05/15 21:10:36
 Thanks
#9381 posted by Rick [75.65.159.61] on 2013/05/15 21:26:30
This is basically the same thing as Mike mentioned above. Here is how one window from the previous screenshot is set up in the editor.
http://www.quaketastic.com/upload/files/screen_shots/wish13editview.jpg
You should be aware though that I tend to use pretty low light values, but then I boost it during compile. So, my light values will probably be too low for most people. I used range 1.4 for the build that previous screenshot came from ( I also tweaked the sceenshot in PSP, I hope I didn't make it too bright).
 Metal Bricks??!?!?!
#9382 posted by onetruepurple [91.240.47.30] on 2013/05/15 21:29:49
#9383 posted by Spirit [80.171.152.152] on 2013/05/15 21:40:50
Wait, entities can be inside sky brushes?!
#9384 posted by Rick [75.65.159.61] on 2013/05/15 21:44:32
I know lights can. It saves brushes and marksurfaces if you use a sky brush to enclose the outside light and seal the func_wall window, instead of building a box around it.
 Yeah, Lights Can Be Inside Sky Brushes
#9385 posted by metlslime [159.153.4.50] on 2013/05/15 22:34:12
This is because sky isn't solid, it's a liquid technically. The original qbsp would treat it as solid unless there was another solid brush behind it. But all modern qbsp versions will always make it liquid and yet also seal the map correctly at the same time, which is a very nice feature. (that's why a lot of early maps would have rockets explode when they hit the sky, instead of disappearing. Also grappling hook in ctf would grab the sky if it is solid.)
 Rick
#9386 posted by Mike Woodham [86.174.24.160] on 2013/05/15 23:49:48
A fine example - shadows in Quake are so important to the visuals.
 Sock
#9387 posted by Drew [216.252.64.154] on 2013/05/16 04:18:29
Yes please.
Probably my favourite Quake theme - love seeing it expanded, new textures added, new blends taken on (don't know if I've seen a 'wind tunnels' map in this style!). Looks pretty great architecturally as is, in my opinion. Lighting, I guess I agree with what others are saying.
 And Yeah, Rick
#9388 posted by Drew [216.252.64.154] on 2013/05/16 04:19:35
nice shot as well. Looking forward to your new stuff!
 I'd Like To See
#9389 posted by spy [2.74.1.94] on 2013/05/16 05:10:55
the full episode from Sock. Particularly E4
#9390 posted by quaketree [76.14.42.216] on 2013/05/16 07:05:09
"If you make the window a non light blocking entity (I forget what it is) you can put a stronger light outside the window and get a better effect of light streaming into the room."
You can also use a func detail with a sky brush behind it if entity count is an issue. If you aren't using any sky textures (visible) you can also use the _sunlight in worldspawn to cast light through the window. Again a lower entity count and a consistent shadow from all windows. The only possible downside to this is that if you have windows on different planes (say 180 degrees opposite) then you won't be getting any light from one of them. Then again that's how sunlight works in real life so... Try messing around with the yaw if you have windows 90 degrees opposite from each other so that you can get the effect from 2 directions.
 Duplicate Colors In The Quake Palette
#9391 posted by Rick [75.65.159.61] on 2013/05/18 16:16:14
I've been working on new textures for my map because most of the newer parts I've added are much more Gothic looking than the original level. The new version is suffering from metal4_4itis. Here is a screen shot.
http://www.quaketastic.com/upload/files/screen_shots/Wish13TexCompare.jpg
While working on the new texture, I started to think my .pal file I was using in PSP was wrong because there a quite a few duplicate colors, but it looks like there was only one error in my .pal file and TexMex was fixing it automatically.
I still have to wonder, if you only have 256 colors to work with, why waste 5% of them on duplicates?
 The Quake Palette
#9392 posted by Kinn [86.162.142.153] on 2013/05/18 20:28:32
is terrible in a lot of ways, mainly because so many of the colours are used just for multiplayer trousers / shirt colours and are hardly ever seen on environment textures or monster skins.
Still waiting for that purple texture set, come on guys you know it would be good.
 Purple Texture Set
#9393 posted by FifthElephant [82.12.230.210] on 2013/05/18 20:56:17
is a possibility I would love to explore, sadly I am no texture artist. I envision some kind of elder/void style (like a quakey version of Fez)...
Been spending most of my time failing to find a job and working on this but I cracked Hammer open again recently:
Big outdoor re re re design
Slimy goodness
I'm now just trying to finish architecture with the verts I've got left and solve about a zillion issues with my crappy excessive scripting (not helping that easy/normal and hard have a lot of differences in triggers, doors and such).
ETA sometime this decade.
 ZQF....
#9395 posted by FifthElephant [82.12.230.210] on 2013/05/18 22:10:46
Dunno if you downloaded my deck remake, but I rejigged & combined a couple of slime textures which I think looks nice... rip it and use it if you like (no need for credits etc), I find the stock slime textures in Quake a little bit flat and boring ;)
 Zqf
#9396 posted by mfx [78.48.26.42] on 2013/05/18 22:47:25
Looks huge. But i'm not fond with some of your texturing choices. That floor in the second shot for example. Looks meh
Lighting needs polishing too.
 ZQF
#9397 posted by Cocerello [83.46.158.41] on 2013/05/18 22:51:04
Both of the screenshots look promising, man.
Second screenshot looks better, even if it is simpler and with a more common Quake base architecture. But the small bars on the back look completely dark even though the surrounding aren't.
In the first one it seems like there is too many different styles in brushwork and the coloured lighting doesn't look too well.
Purple texture pack would be a very good addition.
#9398 posted by negke [31.18.179.222] on 2013/05/18 23:17:35
Check the latest news threads - both the new versions of Tyrutils and rebb's mod of the BJP tools now support detail brushes. This should help a lot in your map, making it less of a vis monster.
 ZQF
#9399 posted by mechtech [65.190.158.200] on 2013/05/19 01:13:01
Is that the the same map you posted the demo for awhile back? I liked it. The TyrUtils would help out with vis times. The map I played had a lot of opportunity to use func_detail.
 The Yellow/green Coloured Lighting
#9400 posted by nitin [220.244.163.153] on 2013/05/19 02:30:20
is too strong at the moment IMHO.
 Pixel Bricks
#9401 posted by sock [186.109.171.180] on 2013/05/19 03:42:47
More midnight mapping
rick, It looks odd with that many tech style lights on the bridge. It feels like it should be flame mounted lights if you are going for the grey brick in the background.
ZQF, the coloured lighting in the first shot is too strong and the second shot looks cool but feels like there is too much copy and paste going on.
 Cool
#9402 posted by negke [31.18.179.222] on 2013/05/19 10:34:10
Although, like in mstalk, a low light in front of the key textures would make them look less 'emaciated'.
 Shots.
#9403 posted by Shambler [86.25.221.209] on 2013/05/19 11:36:49
ZQF - looks good, complex architecture and quite spectacular. I agree with the other people that the textures and lighting are not as good as the designs and need some refinement.
Sock - looks nice, I like the style, lighting, and subtle fog.
 Sock
#9404 posted by starbuck [77.99.186.145] on 2013/05/19 11:59:36
really like the lighting, looks very natural, like there's some radiosity bounces going on. Is it just minlight and good light values though?
Like shambler said, good subtle fog too. As usual the texture alignment and brushwork is spot on. I like how you usually go more towards aesthetically pleasing and neat before you go big and flashy - it calms the stormy ocean of my pixel-nudging OCD brain, so thanks for that.
 The Squint Textures
#9405 posted by RickyT33 [2.124.172.55] on 2013/05/19 12:37:54
Can be fixed with Valve 220 alignment.
#9406 posted by sock [186.109.171.180] on 2013/05/19 23:24:10
@negke, yeah I have fixed that in my latest version. I do like that the texture glows, it feels very magical to me.
@Shambler, thanks :)
@starbuck, lots of low fill lights, I don't use map minlight because I want black in some spaces. The architecture is very much scaled back in complexity, I want something that is solid and monolithic.
 Need Input!
#9407 posted by FifthElephant [82.12.230.210] on 2013/05/20 01:19:28
On my sp version of the deck map... so I'm sure I'm almost complete except for a bit of clean-up work.
Lots of new areas etc.
Anyone willing to play through it and give me lots of feedback, just click my name and then email me so I can forward it to you. (will be sent after I finish work tomorrow)
#9408 posted by [Kona] [121.73.104.148] on 2013/05/20 07:51:16
Rick... I see tech, medieval castle and metal all in one screenshot, but not really mixed together at all - more like a scraps map.
I'd try to blend those opposing texture themes better or use some different textures. Put some tech and metal pillars against those big flat brick walls.
 Old Vs New
#9409 posted by Rick [75.65.159.61] on 2013/05/20 15:21:36
There is some mixing of metal and medieval and there are some of those slotted style lights and a lot of light3_8 and variations thereof, but I'm not sure why this is bad.
http://www.quaketastic.com/upload/files/screen_shots/wish97vs13.jpg
I can make some more screenshots of interior areas if you guys would like to get a better idea of the overall look.
I'm about 80% done with the texture replacements and marksurfaces is staying around 32000 so far.
#9410 posted by czg [212.16.188.76] on 2013/05/20 16:24:42
Looks cool!
My ignorable suggestions;
- Recolor the round, red window to match the blue of the other windows, unless you've got a reason for it to stand out.
- Make the back walls of the arches (and perhaps other, free-standing patches of wall) a slightly differently tinted brick. Just so it ain't all gray.
#9411 posted by sock [186.109.171.180] on 2013/05/20 16:51:30
I like the castle vibe with the split level, it feels cool. A couple of visual/gameplay suggestions:
Reference Image
* The height difference between both images (A and B) looks very different, how does that affect gameplay? Can the Hell Knight attack easily from above? Can the player attack back? Player/Enemy angle looks very steep
* The front section should pop out further so you break the horizontal line of the upper ledge. You want both upper and lower to feel they are connected and part of the same building. Personally I would pull the small towers outwards, put an arch behind the towers to connect the upper section left and right and bring the back middle tower forward to over hang the front gate.
* The lower arches need to either go back further into the wall so you get a nice dark shadow or use a different material. Then the edge of the arch will pop out and feel more impressive.
#9412 posted by negke [31.18.179.222] on 2013/05/20 17:09:04
Omg, it's Rick Lipsey remaking his Well of Wishes!
 Deck Beta...
#9413 posted by FifthElephant [82.12.230.210] on 2013/05/20 22:00:36
Ok guys, not a single person emailed me regarding the beta. I'll give it a couple of days but if no-one emails me then I'm pretty much going to tweak it a small amount and then release.
I haven't done any skill adjustment or anything, it's my first proper SP map so I could do with a little input.
 Well Of Wishes
#9414 posted by Ankh [82.145.211.86] on 2013/05/20 22:24:15
cool map with great interconnectivity. I liked the speedrunning on this map.
 Fifth
#9415 posted by Spirit [80.171.144.1] on 2013/05/20 22:37:45
gimme
#9416 posted by sock [186.109.171.180] on 2013/05/20 23:04:30
Ok guys, not a single person emailed me regarding the beta.
You could be more proactive!?! Email people from this board, most users have email addresses setup. Some people will respond, some won't but at least you will find out. Also you need to think about what sort of feedback you want? and what changes are you willing to make?
 Sock..
#9417 posted by FifthElephant [82.12.230.210] on 2013/05/20 23:18:41
I now have a couple of beta testers... As for feedback I'm open to *all* feedback, for example I went and changed almost all the trims (and trim alignment), about 30-40 errant brushes, almost all the terrain, and a bunch of other stuff based entirely on negke's extensive feedback alone.
Since this is my first SP map (I have only made MP maps up until now), I suspect I have a bit more work cut out for me this time around.
A lot of the time I'm looking for a kick up the backside.
#9418 posted by Rick [75.65.159.61] on 2013/05/20 23:25:55
Yes, my map is a re-make of "Well of Wishes", but the "Well" is gone now - not that it served any purpose in the first place :)
I do appreciate all the comments and suggestions.
@czg You're right, I hadn't really noticed but the red window does look out of place. I've aready made a blue one to match the other windows up there.
@sock The hellknight has a monster jump so he can get down, but he can attack okay from up there. The player will have other things to contend with also.
I agree that making the two small towers and the red window thingy protrude more to unify the upper and lower sections is a good idea, I think I actually had it that way at one point. The map is pretty big and I'm up against the marksurfaces limit, but I'll see what might be possible.
There may not be enough room anyway, since there is this other big chunk of architecture at the other end of the bridge.
http://www.quaketastic.com/upload/files/screen_shots/wish13bridge.jpg
About those arches in the wall. I only put those there to break up the huge expanse of featureless wall after I enlarged this area. I really don't have any room to make them deeper, I was hoping the small stones texture vs the large stones texture would be enough differentiation. I suppose I could add another (darker) texture. I think I may need to re-color the stone textures anyway to make them less gray and more brown in order to fit in better with the brick texture.
It's very hard to make any major structural changes at this point because the map is like a giant 3D jigsaw puzzle. Also, I made a promise to myself when I started this remake back in 2007 that it would not exceed any of the normal engine limits and I'm very close right now on both models and marksurfaces.
This map has become more of a hobby than a project but I'd really like to actually finish it in 2013.
 Well Of Wishes
#9419 posted by Drew [216.252.91.231] on 2013/05/21 00:51:35
is one of my favourite old-school releases! One of the very first custom maps I ever played for quake, and one that I actually come back to fairly frequently. Really looking forward to this labour of love, in whatever form it ends up taking, so thanks in advance Rick, and good luck with the final push!
 ..crank Up That Gate
#9420 posted by dehlord [151.16.160.10] on 2013/05/21 16:28:54
I really like this first effort of yours !
that gate creates a sense of suspence and fright!
 ..edit
#9421 posted by dehlord [151.16.186.156] on 2013/05/22 23:12:53
my comment was for a screenshot way up above Rick's WellOfWishes
..been lost in the flood of posts..
 Wish 13 New Towers
#9422 posted by Rick [75.65.159.61] on 2013/05/24 20:14:59
I played around with changing the window towers this morning. I'm not sure I like the new ones. I think they stick out too much and I don't really like the passageway through them.
Screens:
http://www.quaketastic.com/upload/files/screen_shots/Wish13_t2.jpg
Luckily marksurfaces only went up by about 150. I may move the HK path to one of the sides and lose the middle section of the center walkway. That way I could push the front of the towers back 64 units. That would kind of mess up one of the larger battles in the map though, so I might just go back to the way it was after all.
The transition from the octagonal lower parts to the rectangular upper parts is kind of awkward, not sure I like that either.
I'm still working on recoloring the textures.
 That Looks Great
#9423 posted by negke [31.18.179.222] on 2013/05/24 20:23:53
 Love It!
#9424 posted by DaZ [78.147.151.8] on 2013/05/24 21:02:56
The yellow lights on the bridge really stand out though, doesn't look quite right. Unless there is a gameplay reason for them to be different colours?
 Oh God !!
#9425 posted by JPL [82.234.167.238] on 2013/05/24 21:04:46
This is really awesome !
 Wow
#9426 posted by ijed [200.73.66.2] on 2013/05/24 21:14:02
Nice stuff. The sticking out windows / buttresses + passage through look ok in the shots to me.
The blue/black theme is nice.
Be sure to add lights of wind ambient sounds :)
 Great Work!
#9427 posted by skacky [90.0.205.79] on 2013/05/24 22:20:25
That looks damn fine. I'm not sold on the yellow lights under the bridge either, but the rest is awesome.
 Those Yellow Lights
#9428 posted by Rick [75.65.159.61] on 2013/05/24 23:11:26
Those yellow lights under the bridge were just an experiment. I'm still trying different things as far as style goes. I think the orange lit windows in the big tower on the left need to go also.
The new stone textures have a bit more brown and less green and blue than the ones in those screens. They match the brick series a little better. The brick is what's on the wall behind the two middle tower things, just above the walkway. You can tell that it's more brown. May have to take some brown out of the brick as well.
Making textures for Quake is a bit of a pain because of the limited color palette.
 Rick...
#9429 posted by FifthElephant [82.12.230.210] on 2013/05/25 00:02:46
Could you send me those blue window textures perchance? My next map is a completely blue map and I only have a couple of finishing touches to my current map (it WILL be released this weekend!)...
 Also...
#9430 posted by FifthElephant [82.12.230.210] on 2013/05/25 00:03:13
pics look *very* nice :)
 Rick
#9431 posted by mfx [92.227.147.168] on 2013/05/25 01:38:38
those shots are art, don't agree with the others here bothering bout yellow lighting.
blue n yellow always is a good match, as they are opposing on the colorcircle. human eyes dig that.
 Lights
#9432 posted by nitin [220.244.163.153] on 2013/05/25 02:44:15
on top of bridge look fine, the ones below stand out too much. Otherwise looks ace.
#9433 posted by Rick [75.65.159.61] on 2013/05/26 14:54:08
Okay, I really didn't like the window towers in the last version. They just seemed too heavy and massive and tended to overwhelm the surrounding architecture.
I've come up with this new approach. To me, this is a lot better. Note that I only changed the left side, the right side is the original.
http://www.quaketastic.com/upload/files/screen_shots/Wish13_t3.jpg
I really like the way this looks. The new brushwork is more lightweight but still pulls the upper and lower parts together very well. Unfortunately, marksurfaces went up quite a lot (32,354) .
While it's not perfect, I think the final version is somewhere in this screenshot, I just need to tweak things a bit.
Ideally the upper window thing would align with the lower buttress, but there's not enough room for that. I'm thinking that the whole central area needs to be widened by about 128 units, but the surrounding parts of the map are so close that it would require a massive amount of work, so that's probably not going to happen.
At this point, I think I need to go back and fix any problems with actual gameplay instead of fiddling with brushes, then take a shot at at reducing marksurfaces (which are actually the most illogical of all the original Engine limitations) and finally, tweak the detailing.
There's also a lot of texture work to be done.
I have really appreciated all the comments, please don't stop.
#9434 posted by necros [99.227.215.224] on 2013/05/26 19:05:59
looks very cool. i'd suggest building some little bits of structure up in the sky area to hint at more of the world than what is playable, but it seems you're at the limit?
isn't the new fitzquake (and all variants) limit 65k for marksurfaces?
 Re: Rick
#9435 posted by Tronyn [24.79.126.117] on 2013/05/29 02:52:07
I really like that sort of asymmetrical-gothic look, and I wouldn't worry about a lack of alignment. This looks more interesting. I also like the colour scheme, though more variety in the brick texture (different sizes of bricks/stones or maybe trim) might add to the aesthetic appeal.
Also here's a couple shots of my own though they don't really show much of anything:
http://www.quaketastic.com/upload/files/screen_shots/bw1.jpg
http://www.quaketastic.com/upload/files/screen_shots/bw2.jpg
#9436 posted by necros [99.227.215.224] on 2013/05/29 03:09:03
tronyn, love the first shot!
#9437 posted by Rick [75.65.159.61] on 2013/05/29 05:45:19
Black & White Quake?
 If It Is Actually Black And White Quake
#9438 posted by nitin [180.149.192.139] on 2013/05/29 07:11:22
that would be pretty cool.
 Heh
#9439 posted by Tronyn [24.79.126.117] on 2013/05/29 07:17:06
no I just wanted to not show much by making it grayscale and having a vignette effect. Though Black and White Quake could definitely be interesting (and Willem's Q1SP, White Room, totally kicked ass with that idea).
 Wasn't There...
#9440 posted by distrans [149.144.9.74] on 2013/05/29 07:23:02
...a tiny little mod that turned quake greyscale or was it sepia?
 It's A Console Option
#9441 posted by FifthElephant [82.12.230.210] on 2013/05/29 08:24:30
in fitz... just don't ask me what it is because I cant remember :P
 Sketch Quake?
#9442 posted by mfx [92.230.80.8] on 2013/05/29 08:29:07
 NPR Quake
#9443 posted by mfx [92.230.80.8] on 2013/05/29 08:31:38
was original as a college work.
Had some cool render options like blue pencil drawing effect.
 Tronyn
#9444 posted by Cocerello [88.11.111.68] on 2013/05/29 09:38:01
They show more than enough. :)
It looks very detailed and with good proportions, it doesn't seem Quake. This kind of map seems to be from Hexen 2. First shot looks nearly perfect. Only thing that doesnt look as good are the torches, i dont know why, and maybe lowering a bit the platforms with the trees.
 Mod
#9445 posted by Preach [77.98.165.95] on 2013/05/29 09:43:04
I made a sepia palette for quake once, lemme see if I can dig it out...
Yeah, here we go:
http://www.quaketastic.com/upload/files/single_player/mods/noir.zip
As distrans mentioned, it is a tiny mod - under 17k unpacked. It's going for a filmy look so it's quite sepia tinted, rather than a pure photographic black and white.
 Go Tronyn.
#9446 posted by Shambler [86.25.220.216] on 2013/05/29 12:07:40
Etc.
 Coloured Noir
#9447 posted by sock [200.82.40.116] on 2013/05/29 12:47:54
It is interesting how designers have architectural themes they love to fall back on, I think Tronyn loves claws! I personally prefer screenshot 2 because the claw silhouettes are visually striking, the first screenshot feels like a scene from Heretic, not really Quake.
I tried the Noir MOD and it is still affected by coloured lighting which can produce some interesting results. For Noir to truly be right you need to design in black and white (including the lighting/fog). I think it could be interesting to experiment with coloured lighting and see if it is possible to produce chilling and sickly scenes.
#9448 posted by Spirit [80.187.110.90] on 2013/05/29 12:50:40
the qmb engine has a sin city mode with all but red bring desaturated, kinda fun
 Ah Yes,
#9449 posted by distrans [175.35.122.73] on 2013/05/29 13:54:37
noir from Preach...that's the one. Interesting observation Sock, might be enough to get me back into pushing brushes. Cheers...
 Tronyn...
#9450 posted by Shambler [86.25.220.216] on 2013/05/29 14:05:38
...tends to make Heretic in Quake. But that's all good with me :)
 Also...
#9451 posted by Shambler [86.25.220.216] on 2013/05/29 14:06:10
Did I mention that Rick's stuff looks ace? Very nice style.
 Sock
#9452 posted by nitin [220.244.163.153] on 2013/05/29 14:36:07
I actually really like the way that looks!
#9453 posted by skacky [90.0.205.79] on 2013/05/29 17:02:02
Awesome work y'all! Can't wait to put my hands on these maps once they're finished.
 Nice Shots
#9454 posted by Drew [132.205.41.241] on 2013/05/29 19:24:32
Tronyn and Sock. Looking forward to these!
 .....*taaaaake Oooooonn Meeeeeeee*....
#9455 posted by RickyT33 [2.124.172.55] on 2013/05/29 21:45:26
 Hahah
#9456 posted by FifthElephant [82.12.230.210] on 2013/05/29 22:09:58
<3 <3 A-HA
 Other Violations
#9457 posted by Preach [77.98.165.95] on 2013/05/29 22:13:32
The coloured lighting you've got going on there is nice and complementary. Other things that can ruin the effect include full colour textures, which obviously don't bother with the palette files. So be careful with those skyboxes. On the other hand, you could even go far as restoring the red tones in the palette if you wanted to remake Schindler's List...
 And Another Thing....
#9458 posted by Preach [77.98.165.95] on 2013/05/29 23:55:08
Continuing the proud tradition of Preach Double-Posts, I thought I'd mention two things about "wasted" pixels in the quake palette - a topic that came up just three, four days ago. So I've got some explanations for how you might get two identical palette entries, notice, but not care. The easy one to explain is the red duplicated entry. It isn't really wasted, because one of them is fullbright and one isn't!
But wait, even the other "wasted" pixel isn't really wasted. True, both entries are the same shade of brown and neither are fullbright, but there is an important use for each of them. Remember that the "runs" of 16 colours are used for the changing colours on the player skins. So it was necessary to have the same dark brown in two places on the palette to let the palette shifting work. You could argue that they didn't need to be exactly the same colour, but either they are similar enough to make no real difference, or they're so different that one of the runs would look odd.
#9459 posted by Spiney [91.177.74.141] on 2013/05/30 20:45:13
I'm not sure, the colormap still has to work from the palette and would have slightly less banding if the duplicates were put to good use.
 Just Thought I Should Correct This
#9460 posted by Rick [75.65.159.61] on 2013/05/30 22:21:14
In my post on this earlier I said there was 5% wasted colors, but I don't know where that percent sign came from. I meant to just say 5. That doesn't count the red since, as mentioned, one of them is in the fullbrights.
 Fair Play
#9461 posted by Preach [77.98.165.95] on 2013/05/30 23:15:38
Yeah, I probably should have said you could get some value from tweaking them. It's just that they're all in the "dark brown" range of the palette, and quake already has that pretty well covered, so the benefit is marginal. It's not like you can use them to add a proper saturated green range, or purple fullbrights or something.
The way that quake has multiple matching ranges of dark browns bites back if you try and create exciting palettes. I was messing about last night, trying to create a set of lively, bright colours to ruin the quake atmosphere with. Although the colours were tropical and lovely, they clashed in a bad way. On lots of the previously brown textures, adjacent pixels coming from different palette rows had changed in tone and value a lot. This resulted in lots of very noisy textures which looked ugly.
#9462 posted by Spiney [91.177.74.141] on 2013/05/31 02:37:53
I recently tried doing a more colorful palette, more vibrant and brighter ranges. Problem is for a lot of stuff textures use multiple ramps so it's slightly messed up in places, and the skintones don't look that hot.
http://www.spiney.me/files/etc/palette.lmp
But you really need to design your textures to your palette for it to work well, not the other way around...
What would be really usefull is some tool that could take a 16*16 bitmap and turn it into a palette file. Would be less of a pain in the ass than having to use QME.
#9463 posted by metlslime [159.153.4.50] on 2013/05/31 03:47:37
i think palette.lmp is just a RAW file with a .lmp extension. So you can make it with photoshop.
 Raw File Format
#9464 posted by Preach [77.98.165.95] on 2013/05/31 11:35:38
Yeah, I've successfully saved a 16x16 RGB image to RAW format using GIMP and it works just right.
#9465 posted by Spiney [91.177.74.141] on 2013/05/31 13:02:52
So you can make it with photoshop
Afaik PS can't save RAW files without headers attached :/
#9466 posted by Argh! [75.58.183.219] on 2013/06/03 03:43:23
Drive-by tip...
palette.lmp = Photoshop .act file (Image -> Mode -> Color Table -> Load/Save)
Careful with indexed images in Photoshop though, I recall some versions reversing the palette order on some types.
#9467 posted by Spiney [81.242.127.89] on 2013/06/03 18:47:52
Was talking about making Quake readable palettes, not applying a palette to an image.
#9468 posted by Argh! [75.58.183.219] on 2013/06/04 01:33:28
Which part of "Save" was confusing?
 Oh I Dunno
#9469 posted by Spiney [81.242.127.89] on 2013/06/04 19:53:38
The "Load/" part? The part where it reshuffles all the colors? The part where it's not actually raw rgb data?
#9470 posted by Argh! [75.58.183.219] on 2013/06/05 10:50:21
Heh, I was trying to say PS's .act palette format is exactly the same as palette.lmp (and where you access that in PS).
The other was just a warning about a weird problem I encountered years ago when doing Quake & Quake2 texture work in PS.
/me goes back to lurking...
#9471 posted by metlslime [159.153.4.50] on 2013/06/05 19:51:29
interesting... i always assumed .act was ascii rather than binary format.
 Question To Kinn
#9472 posted by spy [37.150.51.110] on 2013/06/06 17:42:13
hows it going?
Any progress to your maps?
 Last Words In Base..
#9473 posted by mfx [92.230.92.106] on 2013/06/07 20:02:08
 Very Picky Advice
#9474 posted by onetruepurple [91.240.47.30] on 2013/06/07 20:14:45
But on shot 2, you could swap the floor textures to make the sunken tiles red. That would look a little bit better.
 Otp
#9475 posted by [92.230.92.106] on 2013/06/07 20:17:41
done.
 Looks Cool.
#9476 posted by Shambler [86.25.223.106] on 2013/06/07 20:17:54
Nuff said.
 So Far
#9477 posted by FifthElephant [82.12.230.210] on 2013/06/07 22:14:24
it looks ok.
It's kind of flat looking floor plan, I like a map with some sweet Z-Axis. It looks like you're very early in the development stages but some nice details in shots 1 and 2, shot 3 looks much earlier and unfinished.
I liked your other base map so I am looking forward to this.
 Niiiice!
#9478 posted by RickyT33 [2.124.172.55] on 2013/06/07 22:17:04
 5th
#9479 posted by mfx [92.230.92.106] on 2013/06/07 22:28:11
Yeah its kind of early in development, flatness of floors...
Z axis action is already there, have no ss by now.
Ricky, knew you like it! Heavily inspired by Stark Monstrosity, i can tell.
 Ok, Here We Go
#9480 posted by mfx [92.230.92.106] on 2013/06/07 22:43:45
some more shots.
Heavily under construction by now, as you can see..
1 2
I like it very much atm...;)
 Starkmon
#9481 posted by FifthElephant [82.12.230.210] on 2013/06/07 23:04:27
is one of my all time favourite maps that I play very often.
If this is your inspiration then I am truly excited!
 Heh - Thanks Guys
#9482 posted by RickyT33 [2.124.172.55] on 2013/06/07 23:10:09
I'm glad you enjoyed it :)
I should map more often I guess.
 Go Map!!! Now!
#9483 posted by From Berlin [92.230.92.106] on 2013/06/07 23:12:31
Follow the order!
-mfx-
 Looks Very Cool
#9484 posted by nitin [220.244.163.153] on 2013/06/08 01:30:49
only thing I can say is maybe work on the rocks a bit more, at the moment they do look like flat walls with rock textures. Apart from that, it looks really good.
 Nitin
#9485 posted by mfx [92.230.92.106] on 2013/06/08 02:03:35
its the concrete texture causing your eyes
to see flat surfaces. I can assure you, no flat brushes in those shots, except the floor...
rocks gonna rock.
#9486 posted by Drew [98.124.14.135] on 2013/06/08 02:25:17
Does that mean you're planning to change the rock texture up? Cuz I was thinking that particular texture looks a bit 'flat' and was gonna suggest trying a couple others out.
#9487 posted by Harmata [178.133.81.100] on 2013/06/08 08:48:32
Boy i sure like these two screenshots, every detail seems to be in its place, and altogether they create nice sense of environment.
 Works In Progress...
#9488 posted by FifthElephant [82.12.230.210] on 2013/06/09 02:26:40
Knave map, started messing around with it tonight -
http://oi41.tinypic.com/2z5kw92.jpg
Blue map, not much further developed from last time -
http://oi42.tinypic.com/16itgrc.jpg
Map started in Worldcraft and abandoned when TB was released, may revisit/redo -
http://oi43.tinypic.com/dc7794.jpg
Ok, why did I bother showing? Cause I'm going on holiday for 2 weeks and I thought I'd leave you all a little present on what I'm working on. I'm a bit annoyed with myself that I used up the name fesp1 as I might turn these maps into a full episode. Thoughts? Which would you prefer to see first?
#9489 posted by [Kona] [121.73.104.148] on 2013/06/10 11:41:40
mfx i really like that. great details.
 Fifth.
#9490 posted by Shambler [86.25.221.239] on 2013/06/10 12:10:36
Looking good for early shots. I enjoyed FESP1, especially the excellent design / build quality, and look forward to any new maps from you. Just do whatever is easiest / most inspiring and I'm sure it will be good :)
#9491 posted by Kinn [86.153.126.44] on 2013/06/13 15:30:27
Question To Kinn
#9472 posted by spy [37.150.51.110] on 2013/06/06 17:42:13
hows it going? Any progress to your maps?
'Sup. Ummm, well my situation of the last year or so hasn't changed in that I haven't found any time to do anything outside of my "work" work.
I don't have an ETA on anything right now.
There is however an outside possibility I might just use the level geometry I've built so far as a base for some of the content in my current (commercial) project.
 Kinn
#9492 posted by spy [95.56.138.36] on 2013/06/15 23:25:05
I see,
it's sad, id like to get your Q stuff as soon as possible. as you're most inspiring mapper ever
GL to your commercial project
 Beta Test Request.
#9493 posted by Shamblernaut [203.161.90.29] on 2013/06/19 21:43:44
Hey guys,
The basics of my deathmatch map are done. I need to do a lot to the textures, cladding, fixing stairs etc, but I want to get your opinions on the "feel" of the map from a players perspective.
Does the selection of weapons and powerups work?, do you feel like there is sufficient ammo? do you think I've got the teleporters going to appropriate places? etc.
FYI the pentagram is only for show, I was bored.
https://dl.dropboxusercontent.com/u/108695968/hellvert.zip
Thanks in advance,
Ben
 Test
#9494 posted by madfox [84.26.94.131] on 2013/06/20 07:07:51
#9495 posted by Shamblernaut [203.161.90.29] on 2013/06/20 08:00:34
it's only meant for 3 to 5 dm players. I included a lot of dm spawn points because I wanted them a bit randomized. I could always cull them down.
I'm worried that if I include the pentagram then the balance of the map will be thrown out. If you don't think that this will be a problem then I can change this.
Eventually I wanted to use the demonic textures so that the pentagram would tie in nicely with the theme.
There is still a lot of work to do with the hallways, ceilings, textures etc.
Thanks for the feedback :)
#9496 posted by madfox [84.26.94.131] on 2013/06/21 02:40:10
I thought adding "goodies" to a level just encouraged the attraction.
Pentgram is a heartbreaker, and sureley it unevens the balance of a level, but then again if you make account of the func_lift only opening after 3 min the challence of the level gets stronger.
Same goes for another cache with a QuadDamage.
Strikes out the amount of players when there are so many spawns.
 Enliten
#9497 posted by lurker [74.160.65.171] on 2013/06/21 22:12:16
Decent foundation but could stand some reworking before being made pretty.
Thoughts and musings in more detail in demo format:
https://dl.dropbox.com/s/uwx2gsuo5w5dfd9/hellvert_lurk1.zip
Briefly:
1. Hallway lengths and general walking about rhythm are OK, but pent area is far too cramped and most hallways could benefit from a slight widening.
2. Pent should be removed. if I see an item in a DM map, I expect it to be obtainable somehow. This one shouldn't be obtainable (too unbalancing in a small map), so it should go. Also, it confuses bots.
3. I don't like the teleport destinations (into doorways of the hub room!?). One-way teleports to alcoves would be an improvement, but 2-way teleports (teleporters linking to each other) would be ideal.
4. Yellow armor should be downgraded to green and moved elsewhere.
5. Red armor should be moved further down its tunnel or moved to a risky 2nd floor jump in the central area.
6. More ammo would be nice. I played a 4p match where single shotgun was almost the only weapon getting any use.
7. More could be done to allow players to read each others' intentions and cut them off. Right now the focus seems merely on responding to immediate threats and a more cerebral duel play doesn't seem particularly possible. But on the other hand, the map is cramped and in general too closed off (essentially only a single floor to the central atrium) to allow manic free for all.
#9498 posted by gb [46.142.59.243] on 2013/06/22 15:25:13
Invulnerability sort of defeats the purpose of a shooter.
 Pentagram
#9499 posted by FifthElephant [82.12.230.210] on 2013/06/22 15:51:03
was done right in Terracity. It's a good gameplay device when placed properly, it will break any standard gameplay map though.
 Awesome
#9500 posted by Shamblernaut [203.161.90.29] on 2013/06/22 18:52:06
thanks lurker for the in depth demo / commentary
I've re-designed a bit of the map and will look at re-designing the teleporters and widening hallways where I can.
I'm still not sold on the two way teleporters, but I will fiddle with the teleporter destinations to make them better. It might be a bit tricky to keep the circularity and move the destinations... I'll see what I can do...
Visibility is a thing I should be able to improve, but having it balanced is going to be tricky.
Again, thanks for all the commentary, (I'll also fix the powerups)
Thanks again,
Ben
#9501 posted by Spiney [91.179.153.167] on 2013/06/23 00:51:04
Invulnerability sort of defeats the purpose of a shooter.
Dunno, if it's temporal it gives incentive to cull as much baddies as possible for it's duration. Also can get you through a hairy situation when low on ammo etc.
And sometimes being superman and having pent+quad+sng just mowing down some hordes for the heck of it feels kinda nice.
A fun exercise could be to spawn in a room without any ammo and having to use the pent + inter ranks agression to kill some key monsters (which opens a door to a ammo stack, etc).
 Take 2
#9502 posted by Shamblernaut [203.161.90.29] on 2013/06/24 13:54:33
Ahoy, I did a bit of tweaking and redesigning. I feel like I addressed a lot of the things that lurker mentioned in the demo. I feel like I have lost a little bit of the flow in the map, I may be able to recover that with further tweaking.
Anyways, If you guys could share your thoughts on the gameplay again that would be terrific.
https://dl.dropboxusercontent.com/u/108695968/hellvert_rev2.zip
-Ben
 @9502
#9503 posted by distrans [175.38.5.255] on 2013/06/25 14:37:21
I'm only a DMSP2 player and this level is very unfriendly for that mode of play, but then one would expect a decent 1 on 1 level to be exactly that. The number of spawn points means that the same type of enemy spawns at the samw spot in DMSP2 and that's not ideal. Nonetheless, I could see this becoming a popular duel map. One suggestion is to not to forget to put a bloodsoaked texture at the bottom of the spike pit :) If you could orchestrate some spatter on the walls that'd be good too. Big up!
 Backsteingotik
#9504 posted by sock [181.1.240.11] on 2013/06/27 17:17:39
#9505 posted by Spiney [91.179.154.83] on 2013/06/27 17:18:45
sweet :D
 Nice..
#9506 posted by mfx [78.55.49.4] on 2013/06/27 19:03:34
 @enliten
#9507 posted by lurker [74.160.65.103] on 2013/06/27 19:03:34
V.2 comments in demo:
https://dl.dropbox.com/s/wbnjb6zbrx2j95q/hellvertv2_lurk.zip
Briefly:
1. I've enjoyed my duels on this one. Thanks for the changes!
2. There is a leak above the lightning gun.
3. Bars at green armor area need a clip brush.
4. Nailgun ammo is a little tight in 3P.
5. MH alcove probably needs a back, as the MH is too close to the RA right now.
Keep it up!
 Sock
#9508 posted by Drew [216.252.90.83] on 2013/06/27 20:37:13
looks great.
The wind tunnels are made of bricks? It works. Like the subtle custom textures, the simple quasi-metal/industrial grillwork.
Is that a fog laden abyss below the wind tunnels?
Really nothing to criticize, for me, except that the bottom area, if it is a pit, is very flat, if that makes sense. Like some kind of downwards protruding structures there would make it look better, imo.
 @drew
#9509 posted by sock [181.1.240.11] on 2013/06/27 21:25:44
yeah the wind tunnels are made of bricks which is stupid, but I wanted to stick to the brick theme and not get back into metal. This is a screenshot of the skill selection area, the abyss below is deep, but the fog does not work well at distance fading to black. I like the idea of stuff protruding below.
 I Actually Think
#9510 posted by Drew [216.252.90.83] on 2013/06/27 21:50:42
it looks pretty good with bricks. At first I wasn't sure. Might be divisive, but it doesn't seem *wrong*.
 Terrible Idea For Sock
#9511 posted by Scampie [72.12.65.92] on 2013/06/27 22:01:24
in the first wind tunnel, have some bricks broken off the tunnel visually... and then as the player takes it, have some bricks fly by his vision inside the tunnel
 And
#9512 posted by ijed [200.73.66.2] on 2013/06/27 22:08:51
As he exits the tunnel there's an ogre, who gets a brick in the face.
 Not Sure About The Brick Tunnel
#9513 posted by FifthElephant [82.12.230.210] on 2013/06/27 22:12:15
But I think it's something to do with the way Quake skews the textures on angled surfaces that makes it feel odd.
#9514 posted by Rick [75.65.159.61] on 2013/06/27 22:39:07
The vertical parts with the brick don't look too bad. Do you horizontal scale to compensate for stretching? It's hard to tell in the screenshot.
Where the top part angles out is a Quake texture alignment nightmare, I don't think there's any way to make that look right.
 Bricks Are Fine For Wind Tunnel
#9515 posted by deqer [68.150.250.186] on 2013/06/27 23:11:11
I see nothing wrong with bricks for a "wind tunnel"
Quake has the same thing.
#9516 posted by sock [181.1.240.11] on 2013/06/27 23:24:43
@scampie, that is the sort of stuff you should put into a speed map! :)
@ijed, I love it, a brick to the face of an ogre! for some reason I googling brick to the face and got some funny images! :P
@Rick, this is me being lazy, I have fixed the texture stretching on the pipe 45 angles. I did not do a final texture pass. The screenshot is one big climbing frame, just stuff for the player to explore while deciding which skill to pick.
 Ha
#9517 posted by ijed [200.73.66.2] on 2013/06/27 23:47:33
I kept thinking of the pain animation where he sits down and then gets back up.
 I Wasn't Being Critical
#9518 posted by Rick [75.65.159.61] on 2013/06/28 02:41:51
When you have surfaces at 45 degree angles on every axis texture alignment hopeless.
I've been doing a sort of Doom style texture wrapping where it makes a difference, but in many cases it's not much improvement.
 @Rick
#9519 posted by sock [181.1.240.11] on 2013/06/28 03:35:30
I Wasn't Being Critical
I took no offense by your comments, I have a very thick skin with regards to internet feedback. I always prefer people to be critical of my work because 'no comment' is not much use to me.
 No Comment
#9520 posted by Scampie [72.12.65.92] on 2013/06/28 07:34:57
 ...
#9521 posted by Shambler [86.25.222.18] on 2013/06/28 11:57:46
No comment.
Except that it looks great.
 Critique Means People Care
#9522 posted by Spiney [91.179.154.83] on 2013/06/28 12:55:54
Being ignored is the worst critique you can get.
 I Think It Needs To Look More Damaged
#9523 posted by nitin [220.244.163.153] on 2013/06/28 13:56:49
makes sense for a brick wind tunnel.
 Sock Rocks!
#9524 posted by generic [67.235.221.13] on 2013/06/28 14:15:45
Those brick wind tunnels are great, but maybe the need to be further apart?
 Sock
#9525 posted by madfox [84.26.94.131] on 2013/06/28 21:57:02
You make every map look like a legend!
#9526 posted by madfox [84.26.94.131] on 2013/06/30 10:32:41
 Swallows Nest Castle
#9527 posted by madfox [84.26.94.131] on 2013/06/30 11:01:11
in the Ukraine gives me the mapping fever, fifth_elephant.
http://members.home.nl/gimli/schwanz.jpg
 ...
#9528 posted by FifthElephant [82.12.230.210] on 2013/07/02 20:49:49
That's some intense detail you have there MadFox with the tiny little arch shapes under the trim! Maybe even a little *too much* detail!
I'd love to see where you go with this though :)
 ,
#9529 posted by madfox [84.26.94.131] on 2013/07/02 23:57:22
The pix of the side of the castle in the inspiration thread is tremendous.
The front from the sea makes it an irratic sculpture, though.
Maybe to much detail, but that towers are hard to compare with hust jubes.
Always surprised when an impression sets me up mapping.
#9530 posted by [Kona] [121.73.104.148] on 2013/07/04 13:44:22
Well, in case anyone was interested in knowing if Cryostasis (6/10) or Star Wars The Force Unleashed (7.5/10) are any good, I reviewed them...
http://www.etherealhell.com/etherealhell/index.php
They were alright.
#9531 posted by sock [181.1.240.11] on 2013/07/04 21:32:27
@Madfox, is that castle front gate from a photo reference? I like the style but the small towers feel too small for the overall structure.
 Backsteingotik
#9532 posted by sock [181.1.240.11] on 2013/07/05 15:00:38
 Looks Good.
#9533 posted by deqer [68.150.250.186] on 2013/07/05 16:29:59
Can you tell us what compiler and command line you're using for the lighting?
 Hmm...
#9534 posted by mfx [78.55.251.33] on 2013/07/05 20:35:13
Looks tasty for sure..
 Nice
#9535 posted by FifthElephant [82.24.73.240] on 2013/07/05 22:10:56
I like the look of it. I really like the muted palette choices, it's very familiar while still seeming also different. Can't wait to play it!
#9536 posted by skacky [90.0.64.6] on 2013/07/05 23:52:25
That third screenshot is amazing.
 Sock
#9537 posted by onetruepurple [91.240.47.30] on 2013/07/05 23:55:57
is a true wizard.
Need testers?
 Agree Shot 3 Is The Best
#9538 posted by nitin [220.244.163.153] on 2013/07/06 02:10:31
love the texture combo in that one.
 Blah
#9539 posted by madfox [84.26.94.131] on 2013/07/06 02:15:57
The third screen of backsteingotik is my favorite!
The sight attracks to explore the scene in a recitent way. Fine way of tuning the light.
The photoreference is in the inspiration thread #2026. Towers are small indeed.
#9540 posted by sock [181.1.240.11] on 2013/07/06 04:08:34
@deqer, I use a special light compiler. Parameters - light2.exe -gate 1.0 -soft -softdist 8 -extra4 %1. I always use coloured lighting and try to create as much contrast as possible. I also make sure the main path through an area has the strongest lighting levels.
@onetruepurple, I asked necros/negke to help with testing, don't need anymore at the moment.
Screenshot 3 is my favourite for game play reasons, there are lots of choices and different ledges to jump around.
 Sock
#9541 posted by deqer [68.150.250.186] on 2013/07/06 07:09:58
Thanks.
By special compiler, I'm guessing it's your own custom-source/compiled Light.exe.
I noticed that bjp's Light.exe has those parameters you used. It's version is 1.43. I will try them.
Colored lighting is good, indeed. People would be surprised just how much an off-white (light yellow) light will do, to a map; as opposed to a plain white light.
I'm still going vanilla approach, so, colored lighting (in my map) might be the last thing I do; if I even do it at all; because I'm making strictly vanilla/1990s-like map.
 Great Shots, Sock!
#9542 posted by generic [67.235.193.108] on 2013/07/06 16:02:47
I can't wait for this one! :)
 Sock.
#9543 posted by Shambler [86.25.221.82] on 2013/07/09 20:49:01
Looks ace, I love how your attention to detail and quality allows for having all that fancy trim and brickwork looking good.
 Tremulous / Unvanquished Map WIP
#9544 posted by Spiney [91.177.117.26] on 2013/07/10 16:56:30
 8/10
#9545 posted by starbuck [92.233.117.15] on 2013/07/10 18:59:20
would bang. Good colour palette, nice lighting, like the sky.
 The Vertical
#9546 posted by ijed [200.73.66.2] on 2013/07/10 20:11:43
And angled shapes look better than the horizontal ones to me.
Do players bounce off those nets of webbing?
Random BS idea - particles drifing in the wind?
#9547 posted by FifthElephant [82.24.73.240] on 2013/07/10 20:42:31
Looks interesting, is it for a source engine game?
#9548 posted by Spiney [91.177.117.26] on 2013/07/10 22:52:12
5th: it's Q3 :)
Ijed: agreed, there's a bunch of stuff I'dd reconsider If I were to start over. Base geometry was very boxy, still is kinda. I just started with 3 or so textures and inferred everything from that. I'll try to see if I can push the verticalism some more.
 More Bla Bla
#9549 posted by Spiney [91.177.117.26] on 2013/07/10 23:03:53
Players don't bounce off the nets but they do avoid getting falling damage. They're more for getting down than up. The pipe structures act like wind tunnels. I've set them up with negative gravity which isn't a 'hard' trigger like a jump pad. You go stand below them and once you jump up you accelerate upwards. You can also drop in from a height and slow down before hitting the floor or going back up. Downside is that only works for vertical axis movement, would be nice to be able to do it in any arbitrary direction. Feels more physically correct (less gamey) than using trigger_push. I'm going to add some particles inward and outward to indicate air flow. There's more pipe structures throughout the map. Prolly add some vents, propellers and stuff along with sound to make it come alive. Reinforcing the theme that the pipes are driven by some kind of pressure cooker in the bowels of the map.
#9550 posted by gb [46.142.46.216] on 2013/07/12 00:56:47
Very nice Spiney. Mirror's Edge vibe.
More spec! :-^
Q3 maps can indeed look a bit like Source.
I assume you bumped the overall gamma setting in the light compiler?
 Also
#9551 posted by gb [46.142.46.216] on 2013/07/12 00:57:44
someone else loves concrete. :-E
#9552 posted by sock [181.1.240.11] on 2013/07/12 01:38:46
@gb, @spiney, If you are after large (1024+) industrial textures (concrete an metal) I released a pack of them last year. I even released the PS source if you want to make your own versions.
#9553 posted by Spiney [91.177.117.26] on 2013/07/12 14:19:14
sock: yeah was thinking of your pack earlier today. Might use it in a future map, I want to explore the brutalist aesthetic some more.
gb: gamma is default, thought about it but haven't tried it out. Think raising it might flatten out the lighting Just using bright textures and 1.2 gamma in these shots.
#9554 posted by rudl [78.104.107.82] on 2013/07/19 19:23:28
#9555 posted by rudl [78.104.107.82] on 2013/07/19 19:26:55
... old stuff started for coagula 2009? if i remember correct
#9556 posted by necros [99.227.215.224] on 2013/07/19 19:44:25
ohhh that needs to get finished!
 What Necros Said.
#9557 posted by Shambler [86.25.223.108] on 2013/07/19 20:33:47
Some good stuff there. Love the church and the vore platform jutting out. Would prefer a different rock texture tho.
 Rudl
#9558 posted by mfx [92.227.137.56] on 2013/07/19 21:35:34
shot 1 looks great, i would prefer a different rock tex too, as shamblr said..
is that a button by the vore?
Looks huge(too huge).
but hey.. keep it on.
 Agree
#9559 posted by Drew [70.51.48.245] on 2013/07/20 03:09:08
re rocks - ogro is a pretty inconsistent set, I think, and rocks are a definite weakpoint. Spiky anus looks good but too uniformly lit perhaps? Button size seems fine to me... Though you might want to have some structure coming from beneath, giving the platform and the big button a bit more 'plausibility'... if that makes sense.
#9560 posted by Drew [70.51.48.245] on 2013/07/20 03:10:01
Or not, actually
would look fine either way, and be totally consonant with the coagula vibe as is
#9561 posted by rudl [78.104.107.82] on 2013/07/21 12:05:26
ogro is really one of the hardest texture sets, incomplete, unforgiving , hard to mix with other texture sets, but still can look very good imho.
The terrain texture is actually not a terrain texture but rather the castle is built on a floating pile of bones, I like that idea somehow ^^
 Ogro
#9562 posted by necros [99.227.215.224] on 2013/07/21 16:48:04
I've tried using it, but I find, because it is so dark, lightmaps don't show up well on it.
 Dopefish Lives!
#9563 posted by sock [186.108.74.88] on 2013/08/01 21:07:21
Did anyone download the dopefish model by Madfox? The link provided by Madfox is broken and I would like to use model in my level!
 *burp*
#9564 posted by Preach [77.98.165.95] on 2013/08/01 21:25:24
The readme says I can distribute this with credit so here is a model by madfox:
http://www.quaketastic.com/upload/files/models/dopefish.zip
 Perfect
#9565 posted by sock [186.108.74.88] on 2013/08/01 21:31:14
That is exactly what I was after, thank you :) I just need to create a dopefish skin and it should be sorted! :D
 I'm Gonna Steal Your Idea!
#9566 posted by ijed [200.73.66.2] on 2013/08/01 21:41:15
I've been putting the dopefish texture in my maps for ages.
And I see that it's got a full set of animations. Secret Boss maybe?
 Damn!
#9567 posted by sock [186.108.74.88] on 2013/08/01 22:12:32
There goes my idea ... :)
 Also Reminds Me...
#9568 posted by ijed [200.73.66.2] on 2013/08/01 22:43:41
Of the fishing Ogre Madfox did as well, but can't find it in my files...
 Who Doped Your Fishing...
#9569 posted by madfox [84.26.94.131] on 2013/08/01 23:26:06
I added a lot of models to quaketastic, but unfortenately in the wrong thread. It seems they're gone but I can upload them again.
In addition to the dopefish, while I was making it I came comparing that real pirhiana's eyes are more to the front then the quake model
Using the pix as skinfile show the eyes just above the jaws. So I could change the eye part more in front and a bit smaller.
here's the pithania skin for dopefish07.mdl
 Ijed
#9570 posted by madfox [84.26.94.131] on 2013/08/01 23:49:08
your fishing Ogre will drink and pee.
out of Ogre
 Fishing Minigame
#9571 posted by Shamblernaut [203.161.90.29] on 2013/08/02 06:33:44
hehe you could make a fishing minigame near waterlevels of a certain depth ala wow or torchlight...
 Yes
#9572 posted by madfox [84.26.94.131] on 2013/08/02 08:53:47
they're funny but not game related.
It would end up in a barberque and Ogres turning rotten fish on spades and getting drunk.
screenshot
 Thanks
#9573 posted by ijed [200.73.66.2] on 2013/08/02 14:49:10
Will see what I can get up to with these...
 Some More Development..
#9574 posted by mfx [92.230.87.240] on 2013/08/06 00:42:59
..since this summer is killing my mapping output significially.
1 2 3 4 5
What do you think?
#9575 posted by FifthElephant [82.24.73.240] on 2013/08/06 01:20:50
Looks cool. Can only get the last three screens to load on my phone though
 Looks Great!
#9576 posted by DaZ [89.242.155.224] on 2013/08/06 01:41:28
Some awesome detailing! Hard to tell from the shots but it looks like a very high minlight value, considering dropping that! Looks a bit washed out imo.
 Yeah DaZ
#9577 posted by mfx [92.230.87.240] on 2013/08/06 02:00:19
Been playing with fog values and minlight settings a bit.
Question to anyone who reads this:
Which shot looks most sexy to you?
Been thinking about totally adding no fog, as some have mourned since mfxsp6.
 Shot 2
#9578 posted by Drew [70.51.48.245] on 2013/08/06 02:17:37
is sexiest, I guess. Or 1. Very classy looking base style! Some minor rock texture misallignment in one of the shots there (3) which is great otherwise. Might also want to consider a different rock texture, if you aren't dead set on the current choice. Or at least increasing the scale of the texture. IMO!
Anyways, looks beautiful - test the fuck out of it and it'll be an instant classic!
 Drew
#9579 posted by mfx [92.230.87.240] on 2013/08/06 03:45:50
#9580 posted by sock [186.108.74.88] on 2013/08/06 14:22:50
@mfx, I thought you would get tired of tech by now, but it seems you have been drawn to the dark side! :P
Shot 1, has nice clean lines but needs some tech detail (like tech09_3, tech09_4) and the tiny square lights on the large panels looks odd. Pull them out of the brushwork or use a large light texture (tele_top is often a favourite of techo fans)
Shot 2, is my favourite, I love the fog, the place feels industrial!
Shot 3, looks messy and incomplete
Shot 4,5 seem to be corridors?
I would recommend you add objects (pickups, monsters) to give people looking at your screenshots a reference for size, also try to use less light textures. Think about where you want shadows and try to alternate light fixtures around a room to create contrast.
#9581 posted by ijed [200.73.66.2] on 2013/08/06 17:12:27
Looks very tight in style - everything aligning up with the textures. When this isn't followed though it looks a bit odd. Like in shot3 where you've got the ceiling light panel bending even though the texture doesn't.
Yeah the rocks look bad. Go for something that is smaller and more tiled so it doesn't fight with the angles of the brushwork so much.
A decent grass / natural floor texture following the same idea would work well. I'm trying to track down some black stone textures offset with green moss that might work, will post again if I find them.
 Ijed
#9582 posted by mfx [92.230.82.185] on 2013/08/06 17:16:42
Sounds great!
 Sorry
#9583 posted by ijed [200.73.66.2] on 2013/08/06 17:56:38
No luck. I think the set was originally made for Q2 and consists of around 3-4 textures, which were unnamed - 'tex40-3' or something like that.
Got bored searching so just dumped a load of rock into a wadfile: https://www.dropbox.com/s/6z0nibg718wikv8/rocktex.wad
Maybe something in there will help.
 Kingpin Rocks
#9584 posted by Drew [70.51.48.245] on 2013/08/06 20:35:14
always look good, IMO
 Thanks Ijed, That Will Keep Me Busy For A While.
#9585 posted by mfx [92.230.82.185] on 2013/08/06 21:35:26
 Nice Looking Map Mfx
#9586 posted by RickyT33 [2.223.172.210] on 2013/08/06 22:30:42
 Mfx
#9587 posted by FifthElephant [82.24.73.240] on 2013/08/06 23:28:58
you seem to be making terrain in the way I have tried for a number of maps, honestly I created so many leaks and errors by doing it the way you have done it that it's not worth the amount of time you will spend fixing them.
I hear tri-soup is the best way to do it for creating less errors, and TB is probably the best editor to do it in.
As for the shots, I like the first shot the most, though I agree with sock in regards to the odd light textures. The rock texture would be better if it had a little more light contrast in it and a lot less dark contrast.
 TriSoup
#9588 posted by ijed [200.73.66.2] on 2013/08/07 00:48:48
And Trenchbroom don't play nice unless you use the snap vertices command a lot.
 Mfx
#9589 posted by gb [46.142.48.148] on 2013/08/07 15:36:23
Your floors are quite flat. They could be broken up some more.
 Shot 2
#9590 posted by nitin [113.210.43.29] on 2013/08/08 16:57:19
Is my favourite, the fog colour fits very nicely.
 Q1SP By Luke Nockles
#9591 posted by onetruepurple [91.240.47.30] on 2013/08/11 14:13:36
 That
#9592 posted by ijed [190.22.95.184] on 2013/08/11 14:48:54
Looks good, though its hard to make out much in the first shot.
 Interesting
#9593 posted by Drew [70.52.25.70] on 2013/08/11 15:02:34
got a bit of a ShadoW vibe going on will all those textures. Will be interesting to see what comes out of this!
 Not Bad..
#9594 posted by FifthElephant [82.24.73.240] on 2013/08/11 15:04:36
Though I'd definitely change some of the texture choices. Shot 2 I'd take out the tech lights and the metal textures. Probably would replace the big white brick textures and wood textures with something else too.
 Re #9591
#9595 posted by JPL [82.234.167.238] on 2013/08/11 15:28:42
First hot should have more lights: there are too much shadow areas IMHO.
Second shot is really amazing: the work onto arches is really great.
Apart from that I concur with FifthElephant's comment on shot 2 about light texture selection: should be more medieval oriented.
Keep it up !!
 Too Much Texture Clashing
#9596 posted by nitin [220.244.163.153] on 2013/08/11 16:41:45
for sure.
Also, I assume shot1 is a spectator shot (ie from noclipping, not something the player would see)?
 Shots From Map2 Of Titan
#9597 posted by mechtech [65.190.158.200] on 2013/08/11 19:10:19
#9598 posted by FifthElephant [82.24.73.240] on 2013/08/11 19:28:49
Quite interesting looking map you have there. Looks like a void map but underground
 Looks Like
#9599 posted by Drew [70.52.25.70] on 2013/08/11 20:20:09
my kinda map. rock walls could use a little pizzaz, but there is a great Dark Souls vibe going on here!
 Pretty Cool Idea.
#9600 posted by Shambler [86.25.222.177] on 2013/08/11 20:43:45
I like the style and the structures, I find the contrast a bit much though.
#9601 posted by RaverX [79.117.78.138] on 2013/08/11 21:15:41
onetruepurple: shot 2 looks cool, but I also think that it needs other textures for lights, maybe even torches.
mechtech: the shots are awesome, seems like a very nice map, can't wait to play :)
#9602 posted by [Kona] [121.73.104.148] on 2013/08/12 03:26:01
OTP's shots... first is a bit dark. Second shot is great, I love the lighting, and the contrast. Not so wrapped in the textures though.
I still don't understand why soooo many mappers just stick with the same old id textures that have been used 1000 times before, while there's so much underused custom stuff out there, that's better than id's textures.
 Thanks For The Positive Comments
#9603 posted by mechtech [96.10.67.221] on 2013/08/12 04:01:58
The underground void idea was from TLOR Balrog sequence. Towers of stone in an immense cavern. The progression of the map, starts in a stone cave, as the player ascends I add more Castle/stone type stuff. The end will be the player reaching daylight in a Quake medieval setting using the Quoth Death Brigade enemies.
Screen shot 1 is admittedly boring. Needs some texture variance.
I hope to have my maps out before the end of 2014. At the rate I'm going working 70 hour weeks... we'll see
I'll get a beta release going soon.
 @Luke Nockles
#9604 posted by mfx logged in [80.187.106.171] on 2013/08/12 21:00:54
Shot 1looks like a bloody basement, nice coloured lighting in there..
Shot 2 has some texture problems, they just dont blend.
Quake has a very limited palette, mind you...
 @mechtech
#9605 posted by mfx logged out [80.187.106.171] on 2013/08/12 21:22:51
Nice curves you have there, but in shot 1 i dont like the skull texture in the left ... most of it is covered by the 2 brushes, so why such an ambigious texture there?
 I Like Shot 2!
#9606 posted by rj [86.14.63.89] on 2013/08/12 21:26:15
on the nockles map. i'm all for mixing up textures/themes, providing it's kept consistent across the map
 Cheers For The Feedback On My Q1SP.
#9607 posted by LukeN [94.194.91.241] on 2013/08/13 03:38:31
Thanks everyone who has given me feedback so far, I really appreciate it, and the feedback has absolutely helped me make more progress quicker, and making this map has been an absolute blast. I hope to have the level finished on Saturday. That could slip. But it would be brilliant if everything went smooth and it was simply finished on time! :)
Here's a newer shot taken from that location, the geometry is still fairly similar, but the texturing and lighting is new. It's still absolutely work in progress, but I think it shows the kind of direction I'm going in now:
http://i.imgur.com/o7uZIHY.jpg
I think letting it own the medieval theme is a great idea, as was removing the tech lights. I was absolutely trying to juggle too many themes at once, visually, it was a mess, and was not doing the map any favours!
I have decided to have a go at sticking with the cream/brown brick contrast because I think it helps make the outline of the geometry pop, but most of the metal/blue textures that were being used are being replaced with Quake medieval.
I've cut the old lighting and I've replaced it with torches, and used small dimmer unsourced lights to simulate light bounce and get rid of really dark patches.
 Cool
#9608 posted by Tronyn [24.79.126.117] on 2013/08/13 05:26:29
I like all of the changes, except I liked the light coming from under the stairs in the original shots - you could probably keep that, the medieval maps in e4 do that if I recall correctly.
 Two Things.
#9609 posted by Shambler [86.25.222.177] on 2013/08/13 11:08:08
Firstly don't worry about an imminent release. Take your time and work on polishing it up - gameplay and design.
Secondly, under the arches with the new pale blocks - make sure it looks like the arches are made out of the blocks, continue the joins between the blocks underneath. At the moment it looks like the smoother texture underneath is just painted on. A common mistake but one that is well worth avoiding.
Other than that, looking cool, keep it going.
#9610 posted by Spirit [80.187.110.49] on 2013/08/13 13:04:02
OR release early and often to get more experience instead of pursuing perfection.
#9611 posted by RaverX [82.79.75.147] on 2013/08/13 13:42:46
Cool. The torches looks even better than I expected, congrats on the changes, everything looks much better now, it's "natural".
 Pretty Sure Luke Nockles
#9612 posted by Drew [70.52.25.70] on 2013/08/13 15:28:11
has a good amount of experience?
 Oops, I Had No Idea.
#9613 posted by Spirit [80.171.98.235] on 2013/08/13 18:35:41
#9614 posted by LukeN [82.132.236.11] on 2013/08/13 19:32:17
Spirit was right to be fair. I am absolutely refinding my feet with Quake SP level building, and happily making tons of mistakes along the way. Genuinely plenty! :)
I suppose I am really rushing to get this one out. Afterwards I'll take what I've learned while making this map, go it a bit slower and make the next one a bit more focused.
#9615 posted by necros [99.227.215.224] on 2013/08/13 21:28:39
i really excited to see maps from all the news names. :)
 No Doubt I Am Alone In This One...
#9616 posted by rj [86.14.63.89] on 2013/08/13 23:24:09
...but i preferred the original look. it wasn't perfect but it felt different; the new version is fine but just seems a bit.. generic i guess?
to be fair i'm working on a traditionally textured episode at the moment so i'm not against that kind of thing; i just liked the experimentation in the first version, and if anything would have probably lost the medieval elements in favour of a metal/tech/green brick combo. something for a future release maybe? :)
#9617 posted by FifthElephant [82.24.73.240] on 2013/08/13 23:55:27
I think you find yourself entirely alone.
But maybe experimenting with different texture combinations is a good idea, though you need a consistent theme for it to work.
 Well
#9618 posted by onetruepurple [91.240.47.30] on 2013/08/14 00:10:00
I was a fan of the electric spotlights, myself.
 No, I Agree
#9619 posted by negke [31.18.185.104] on 2013/08/14 00:20:15
People employing unusual texture combinations should be encouraged, not told to reproduce the same old themes we've been seeing all along. There's still a lot of potential in the stock sets with a little shuffling - Doom mappers have been doing it for ages, with success. In Quake, the only maps coming to mind that really show some imagination with settings and themes in recent years are Tronyn's.
In Luke's new screenshot the contrast is better, but the old shot (the one that's not pitch black) looks more interesting themewise.
#9620 posted by FifthElephant [82.24.73.240] on 2013/08/14 00:42:32
I'm not saying that people shouldn't experiment, but I don't think the textures went well together at all. Though he has gone with different texture choices than I had imagined.
In terms of themes I haven't seen, I made a metal test map with lots of wood and runic lights with purple and yellow lighting that went together immensely well. I'm shocked no-one thought of putting those together, although it's admittedly a more "UT" feel than Quake.
 Decent(?) Texture Combinations Off The Top Of My Head
#9621 posted by onetruepurple [91.240.47.30] on 2013/08/14 00:51:41
city5_2 + twall1_2.
wbrick1_5 + Ogro floors.
Knave + Zer.
Rubicon 2 + Jackboot, like sm161_distrans.
Metal + the green ropey set from kdmh. People should be using Kell's deathmatch sets more, anyway.
 Nope, Not Alone
#9622 posted by necros [99.227.215.224] on 2013/08/14 01:19:55
I liked the fusion of medieval and tech too. it's one of my favourite themes.
 Also
#9623 posted by Tronyn [24.79.126.117] on 2013/08/14 11:49:05
I have a couple lame-ass maps lying around that I'd like some aesthetic advice on. I don't want to post shots since they mostly look like shit, but if you are interested in walking around some empty, ugly-ass architecture, let me know and I should have something in the next few weeks, etc (djg164@mail.usask.ca). Especially lighting advice since I suck at that horribly.
 Tronyn...
#9624 posted by generic [67.235.199.116] on 2013/08/14 13:43:11
I am always down to help a brother out :)
#9625 posted by FifthElephant [31.85.22.132] on 2013/08/14 17:38:39
Send it to me too
#9626 posted by Drew [70.52.25.70] on 2013/08/15 04:42:07
As I hoped my comments indicated before, I also really liked the wonkier version of Luke's map. I think that it captures a certain strand or element of old school custom mapping which gets diminished with improving "taste" and certain communally accepted standards re texture combos. Again, that was one thing I liked about ShadoW's maps - in a way it *is* noobish or whatever, but that is part of the appeal.
#9627 posted by Cocerello [80.174.120.51] on 2013/08/20 15:28:57
Onetruepurple, i liked the previous shot better (the second one) for its spotlights and because it has more character, the newer one is better for the more coherent theme, but loses its special touch and i don't find the lighting with enough contrast.
I do think as others pointed that ou should put again the light below the stairs, it adds a point that calls for the people to look, making them thinking if it hides something or not, eyecandy or item.
Mechtech, that looks gorgeous, the second shot made me remember of the underground part of Alone in the Dark 1, but as you have pointed, both look a bit simple, not only for the textures, maybe it needs another type of detail, from lighting or from detail in brushwork.
About the textures, i prefer to make experiments, as much as possible, there is always new possibilities to find, even with iD textures.
For example, I am currently using some medieval/wizard textures in a base map, mainly for details.
 Cocerello
#9628 posted by onetruepurple [91.240.47.30] on 2013/08/20 15:36:25
Not my shots, but I pretty much agree.
 True
#9629 posted by Cocerello [80.174.120.51] on 2013/08/20 18:13:24
I forgot about that. Sorry, LukeN.
 Q1DM, Feedback Wanted
#9630 posted by gb [46.142.37.170] on 2013/08/21 13:29:25
I have a Q1 map that needs some input on the item placement etc.
http://spawnhost.files.wordpress.com/2013/08/greybox_rmqe.jpg
It is literally a greybox.
Files:
https://anonfiles.com/file/a4da656b2eef6bf697011eba0a753b4e
Includes Frikbot waypoints.
#9631 posted by LukeN [94.194.91.241] on 2013/08/22 00:32:31
No problem Cocerello.
Part of the reason I decided to go more traditional medieval was that I think that it's important with this level to work within pretty tight creative restrictions. So creating a new visual look is way out of scope. For this same reason I've decided to go with stock quake progs, no quoth monsters for instance. Similarly, what I could have done is taken the textures I was using and colorize them in photoshop to work together, but that'd take more time. It's a good idea for another level design.
Restrictions are good. Restrictions mean that the toybox I'm learning is smaller, more managable. It also means that working to a tight self-imposed schedule is doable. Restrictions get stuff finished.
That said, I was going to release last Saturday, but decided to delay while the forums was down until this coming Saturday so I can release it here.
A restriction that I wanted to work to but failed, was to stick with original Quake map limits. This hasn't happened, the map is too big. Only just though.
Next level, sure I'll go way more adventurous.
#9632 posted by onetruepurple [91.240.47.30] on 2013/08/22 00:51:43
colorize them in photoshop
You might like this.
 There's Also
#9633 posted by ijed [200.73.66.2] on 2013/08/23 15:58:55
 What Do You Think I Linked To
#9634 posted by onetruepurple [91.240.47.30] on 2013/08/23 16:19:44
 Yeah
#9635 posted by ijed [200.73.66.2] on 2013/08/23 17:46:14
Just realised.
 So That Deadline Came And Went.
#9636 posted by LukeN [94.194.91.241] on 2013/08/28 02:15:19
Saturday arrived, and I wasn't yet happy with the quality of the level, so I'm just going to let it cook naturally, and release it when it's finished for real.
Here's a screenshot of an outside part. It's a bit close to the start of the level.
http://i.imgur.com/MMEeJOT.jpg
 Good Vibes
#9637 posted by Drew [70.52.25.178] on 2013/08/28 02:59:39
looking forward to it!
PS - please get testers if you're becoming a deadline breaker! I'd offer but super busy lately.
#9638 posted by Spiney [91.176.134.219] on 2013/08/28 03:37:48
I like the texture combination, feels unique for Quake somehow.
 Yay
#9639 posted by Tronyn [24.79.126.117] on 2013/08/28 05:03:13
yay, medieval!
have you thought about using a skybox?
Duske at https://www.quaddicted.com/webarchive/kell.quaddicted.com/skyboxes.html is a bit overused, but I think it might look good with your map.
 LukeN
#9640 posted by ALLCAPS [174.106.183.23] on 2013/08/28 08:24:51
Damn that looks good. Something about it looks clean and modern, even if the textures are dirty medieval. The brushwork is also elegant and effective, looking swell!
#9641 posted by [Kona] [121.73.104.148] on 2013/08/28 11:27:06
yeah duske is nice. or even tramonto looks good.
 Dragonvale!
#9642 posted by RickyT33 [176.35.71.152] on 2013/08/28 14:13:02
 Seriously People?
#9643 posted by onetruepurple [91.240.47.30] on 2013/08/28 14:16:51
That map does not need a skybox.
 Luke
#9644 posted by onetruepurple [91.240.47.30] on 2013/08/28 14:22:03
A couple things:
- maybe make the wooden roofs darker and the windows yellow?
- the grass would look more organic and less Minecrafty if you rotated the texture a bit, like 30 or 45 degrees.
- might be a good idea to use a seamless texture on top of the white trims.
 Well
#9645 posted by Tronyn [24.79.126.117] on 2013/08/28 14:37:15
OTP I'm not trying to argue for the new for its own sake. Indeed, if you know my maps, I've lazily done next to nothing to accommodate new tech, except as it allows for bigger scale.
I think that the outdoors-inclined mapper, can have rocks in the background (see Beyond Belief 2008) or a skybox. BBelief2008 could have led the player to higher levels - as could have Termination Mental - if they built more rocks to surround the level. Anyway, I like levels to give the illusion of being part of a larger area, and while I totally fucked that over specifically and deliberately with Masque, I think a skybox is better than a normal sky for a map with a visible horizon.
#9646 posted by LukeN [62.189.209.69] on 2013/08/28 15:10:37
Hey, thanks for all the feedback everyone.
Onetruepurple, great points, I'm going to action each of them.
I won't use a skybox in this map because I don't want to use anything that takes away from the feel of original Quake. The skyboxes that have been linked to are absolutely fantastic, and would really help create the feeling of the level existing as a part of something much larger around it, but it's not period accurate. The overarching theme of this level is that when you play it, it should feel like it could have just come from some BBS in 1996.
With slightly higher r_speeds.
I also really think that the way the sky material flows and warps in quake is absolutely lovely, it's an effect that hasn't quite been done before or since.
 Totally Fair
#9647 posted by Tronyn [24.79.126.117] on 2013/08/28 17:44:28
they tried to recreate the Q1-style scrolling sky in Q3, but it was never the same. I really like the idea of making a Quake map with the idea of making a 1996 map, rather than making a Quake map of 2013.
Still though, my ideal Quake map has always been The Shadow Over Innsmouth, which never gave you a look at the Quake sky's scroll-point, despite how ridiculously panoramic it was. What I'm trying to say is, build more rocks around the outside, like hipnotic did back in the day, god bless.
 Dm_Stalwart
#9648 posted by ALLCAPS [174.106.183.23] on 2013/08/30 16:19:27
Here is a prototype of my remake of DM-Stalwart from UT99. No screenshot or video, because it's not really tuned for looks yet. Source so far is included.
http://db.tt/UpUx2JIL
It plays pretty well, but hasn't been detailed yet. The boxes you see littered about are mostly just placeholders until I think of a theme to build some widgets around. Same for the textures, just wanted to see how big/small the rooms felt without the greybox.
I altered the proportions of some places (the halls mostly) to make more room. Movement in Quake is faster than UT99, so the thinner halls from the source material felt too cramped and bouncy. I also altered the weapon placement for the same reason, with how fast Quake players can move it was too easy to camp all of the weapons.
I left myself plenty of room to do detailing and and lighting. The ceilings are all going to have channels/grooves for lighting like the original. I just threw some torches around in this version, so lighting is temporary as well. Still deciding on a theme for the map, so I'm not sure if the lighting will be industrial, or moody, or torch/fire based or what. The original would suggest metal, but I think it might be fun to do something different.
 Be Brutal And Honest
#9649 posted by ALLCAPS [174.106.183.23] on 2013/08/30 16:23:08
Keeping in mind this is a boxy beta I plan to make less boxy when I detail and shape the rooms more, please be brutally honest and correct me if you see any bad habits developing, or if I'm doing something outright stupid I'm not aware of. Source was included for this reason.
I can take it!
#9650 posted by FifthElephant [31.73.192.44] on 2013/08/30 17:01:21
Can't wait to see, I loved unreal tournament
 Detail Theory
#9651 posted by ALLCAPS [174.106.183.23] on 2013/08/30 19:19:42
I'm trying to keep in mind advice I've heard from various places. The most helpful of which so far has been from Daz during one of his videos on Custom Gamer, where he says it's best to put detail in places the player can't get to, such as ceilings, or high on walls. I certainly have a lot of space like that to work with, so I started brainstorming.
If I stay with the metal theme, I think it'd be easiest to preserve the feeling of Stalwart with a cargo, storage vibe. I have lots of areas I could add bays, racks, and shelves for flavor and fun yet functional lighting. I figured I'd start with the ceiling.
http://db.tt/x49W5N9n
Then I thought it'd be cool to have in-wall bays, something to make them feel less flat.
http://db.tt/8WgAOIJ9
Probably not best to have it right under the rack. I think I'll make it run the length of the wall. There's a clipping brush to stop players running up into it, but I don't like using those. I think it's better to build a way to keep players out, or do something else to communicate that the area is for decoration, which feeds back into the advice of keeping detail out of arms reach. I may make the in-wall bay double-decker, move it out from under the ceiling mounted one, and put items in it that were previously on the floor. Maybe an alcove. Still thinking and experimenting.
I'm also considering a medieval theme. I usually use torches or fireballs for temp lighting because it's easier to visualize once you get in game where shadows are coming and going from when you can see all light points. The fire is kind of growing on me, and I have some ideas to make sure of the awesome stained glass textures wake has. Like I said still thinking.
#9652 posted by Spiney [81.242.111.154] on 2013/08/30 20:38:06
Make sure to check out Kell's Knave texture wad. It blends between rusted metal and medieval quite nicely (a bit q3ish in that regard)
#9653 posted by FifthElephant [82.24.73.240] on 2013/08/30 21:05:13
I had forgotten how boring the layout of Stalwart is.
I think Knave is a bit of an overused texture set at the minute (even I have a knave map on the go). But it is probably much better to have that than the current set, I probably would have gone with a base theme. You know what would rock? If someone made DM-Peak.
 Details
#9654 posted by SleepwalkR [85.178.55.220] on 2013/08/31 07:54:19
it's best to put detail in places the player can't get to, such as ceilings, or high on walls
Does he give a reason for that? What video did he say it in?
#9655 posted by ALLCAPS [174.106.183.23] on 2013/08/31 08:33:23
He was talking about a map he was making that he gave up on, called "Factory".
http://www.youtube.com/watch?v=k7FZAuWfNNg
At about 11:45. If you want to have fun with geometry, put it up high or otherwise where the player can't get to it. The gameplay area should be functional and apparent, and having superfluous geometry/excess props and fixtures where the player has to navigate, or consider navigating, makes the area less immediately understandable.
Of course if your goal is to make it less understandable or to make the path not obvious, then it doesn't apply, but if you're just trying to add detail it's probably best/good to do it in a way it can't impede/confuse/mislead the player in any way.
#9656 posted by ALLCAPS [174.106.183.23] on 2013/08/31 08:38:11
extrapolation on the theory is mine, those aren't his words exactly
 Thanks
#9657 posted by SleepwalkR [85.178.55.220] on 2013/08/31 08:48:36
It sounds reasonable, and I mostly agree for abstract games such as Quake. But if you look at the world around you, detail is usually all round you.
#9658 posted by Spiney [81.242.111.154] on 2013/08/31 15:13:28
It's not realistic, but it makes a lot of sense for gameplay. Realism alone is not a desirable quality. The most important thing you should consider is for your games to 'read' right. Players and monsters should be easy to discern from the background. So when you put in the eyecandy you add it in places where it adds to the visuals without interfering in the gameplay oriented visuals.
Detail is a misnomer by the way, it really should be 'contrast' or big changes in luminosity. You can do a lot of geometric detail, if the lightness stays within acceptable range it should look fine.
For instance, a black and white checkerboard texture on the floor will start competing for attention with other scene elements. You want to focus player attention to where it matters.
 Knave Might Be Overused
#9659 posted by Spiney [81.242.111.154] on 2013/08/31 15:15:24
but it's still excellent for Quake :)
#9660 posted by gb [46.142.24.45] on 2013/08/31 16:50:41
In a Quake DM map, players can reach pretty much every spot as soon as they have explosives.
So ceiling detail isn't out of the way in a Quake map.
And if you clip it off, players are gonna ask why they can't get to that nice camping spot.
This is probably why the original maps are relatively bare, as are most Q3 maps. You give them a grenade launcher, and they can get everywhere. Hence I usually try to make detail useful for gameplay at the same time.
 Hmm
#9661 posted by Tronyn [24.79.126.117] on 2013/08/31 17:14:27
Not sure I agree. I think Romero just had a fetish for ceiling detail. It's also a logical spot for complex beams, lighting, etc, and, if you build so much detail that the player COULD go there, why not just make it a secret (ala near the end of e1m2)?
This is all assuming it's indoors. Wall detail is good but requires a lot more clipping so as not to interfere with gameplay.
Floor detail - who's done it?
Not that I've put a lot of thought into this. My approach has just been to entertain the player visually by having large/outdoor areas visible, rather than detailed indoor areas.
 Floor Detail
#9662 posted by FifthElephant [213.205.229.59] on 2013/08/31 17:20:36
Is something I love to do...
 I'm No Good At It
#9663 posted by ALLCAPS [174.106.183.23] on 2013/08/31 18:52:15
But I enjoy good outdoor detail more than indoor. Especially in a game like Quake where anything goes. You can design whatever kind of weird, off the wall structure you want, and it'll fit right in. Cathedrals with cool spires/roofs, castles with crumbled walls and bulwarks/battlements, military bases, prisons, depots, it's all fair game and the player will eat it up. I know I do.
I especially love maps that appear to be a place in a larger environment, like with surrounding cliffs or with vistas that give you glimpses of areas off in the distance.
#9664 posted by necros [99.227.215.224] on 2013/08/31 19:02:44
I'm always torn with that... so you start making some area that is just for decoration, to make the map look like more than it is. then you realize it's cool, so you make the player able to reach that area. now you need to make another place outside of the map to make it look bigger than it is.... rinse and repeat. :(
 So True
#9665 posted by Tronyn [24.79.126.117] on 2013/08/31 19:28:19
"an attraction like that of viewing far off an unvisited island, or seeing the towers of a distant city gleaming in a sunlit mist. To go there is to destroy the magic, unless new unattainable vistas are again revealed." - Tolkien
The idea of a map taking place in a larger environment is so appealing, but it takes so much effort to build it, and I have exactly the problem Necros just mentioned / I am unfortunately lazy.
#9666 posted by gb [46.142.24.45] on 2013/08/31 20:17:47
to clarify, I was only talking about deathmatch maps.
 I Agree With Tronyn And Necros
#9667 posted by Spiney [81.242.111.154] on 2013/09/01 02:34:40
Personally I like the parts where outdoor/indoors meet.
 Details
#9668 posted by DaZ [89.243.14.65] on 2013/09/01 04:32:51
The main point I was trying to make when talking there was that it can be very frustrating to navigate around a cluttered area with lots of stuff needlessly getting in your way. Even more so when you are in a combat scenario and you are getting stuck on little details sticking out of walls etc.
The space should be functional for its purpose.
There are times when this can be a good thing, for example if there is no combat and you want to make the player feel like they are exploring somewhere new where no one has been before, then placing things in the players way can help with that. If the player has a clear route through an environment then it can sometimes feel sterile.
This mostly stems from the fact of playing so many source engine custom maps where OH LOOK, A ROOM FILLED WITH BOXES IN MY WAY AND ENEMIES which gets annoying very fast ;)
#9669 posted by necros [99.227.215.224] on 2013/09/01 06:06:09
another purpose for clutter can be to slow down the pace of the gameplay (obviously in non-combat areas). you may want to stick a pile of crap in the player's way after a big fight to kind of calm them down.
#9670 posted by Spiney [91.176.132.9] on 2013/09/01 13:42:58
That reminds me of Black Mesa where I would constantly get stuck on props lying on the floor. I had to crouch jump over everything with the abysmal jump height (eventually figured out it could be tweaked and all was well).
They also put knobless doors everywhere. I knew I couldn't open them, but for some reason I always tried on the odd chance I might hit some secret room.
#9671 posted by gb [46.142.60.255] on 2013/09/01 20:03:22
 Moenie
 Ah You Showed Over At Q3w
#9673 posted by nitin [220.244.163.153] on 2013/09/02 14:51:28
I like it but as I said there, if you are going for q1 look, I think lighting should be more monochromatic. If you dont mind the q2 comparisons, its fine as is.
#9674 posted by ALLCAPS [174.106.183.23] on 2013/09/02 18:11:27
Looking good. The Quake vibe is within grasp for sure. Since the textures are so nice and the geometry is on point, I'd say that making sure the lighting comes out with just the right amount of harshness will decide if it feels like Quake1 or not. The lighting needs to be good, but just crude enough it retains the lo-fi oppressive feeling.
#9675 posted by FifthElephant [82.24.73.240] on 2013/09/02 18:31:43
I love it!
Getting a great vibe from it, shame I can't get bloody Quake 3 to work on this machine.
#9676 posted by Spiney [91.176.132.9] on 2013/09/02 20:01:24
I love it. I like the yellow/beige base textures in combination with yellow lighting, I've seen mappers get scoffed at for doing that in Q1 (pffft, colored lighting...) but I think it looks great myself. Are you using patches in that last shot? The column seems in need of some smoothing. I think it would look better if you double the lighting resolution. Q1 has low res lightmaps but no AA unlike Q3. Also Q3M2 can do lightstyles, could be cool to have.
Thank you all. Here's some more. Lighting is experimental and thus temporary. I have your feedback in mind.
[IMG]http://i.imgur.com/VsyYRfpl.jpg[/IMG]
[IMG]http://i.imgur.com/jIk6iY4l.jpg[/IMG]
 Sorry
 There Is No Spoon
#9679 posted by [91.176.132.9] on 2013/09/02 22:55:16
and no edit...
 Sooooo Good.
#9680 posted by FifthElephant [82.24.73.240] on 2013/09/02 22:58:10
I love those shots. I'm kind of gutted that this isn't going to be for Quake 1.
Thing is that a lot of mappers are coming along and making base maps, I bet a bunch of the guys here are wishing for other themes :P
 Last 2 Shots Even Better
#9681 posted by nitin [220.244.163.153] on 2013/09/02 23:50:48
quite like the lighting in those 2.
#9682 posted by ALLCAPS [174.106.183.23] on 2013/09/03 00:03:10
Looks really nice. The lighting is actually very good in those shots. I look forward to playing this.
 Yes, These Look Really Nice...
#9683 posted by mfx [92.226.233.14] on 2013/09/03 02:49:44
 Yeah Fifth
#9684 posted by [Kona] [121.73.104.148] on 2013/09/03 07:41:26
Not only base maps, but base maps with the same id textures. Seems to be common these days which is weird. I never much liked the idbase maps to begin with.
Why doesn't someone at least use the mkoxide modified quake2 textures that I used in Guncotton? http://www.electricescape.com/etherealhell/mylevels/guncotton/index.php
They were great. Or do a mix of some different sets, rubicon, ikbase, evils' sets, some of lunaran's packs, look at his q4power that's fkn awesome! http://www.lunaran.com/page.php?id=8
I'd definitely use that if I was starting a new map, you could mix that and rorshach's hh3 clockwork: http://scmapdb.com/wad:hh3-clockwork
That would be completely unique in Quake, all industrial/dystopian/steampunk.
Actually the last map I started before I retired was going to be really alien, lots of curviness, a bit like an Unreal level, using these: http://scmapdb.com/wad:dethtex-spacemadness
12 years later and no ones used them yet :(
 Sprony
#9685 posted by starbuck [92.233.117.15] on 2013/09/03 12:16:48
Looks lovely, nice and polished. Very excited to see my textures being put to good use!
#9686 posted by skacky [90.0.197.40] on 2013/09/03 14:34:04
This is looking good, Sprony!
 Thank You All!
It's great to see so much activity here. Not just because it's positive, but seeing a community so alive. Awesome!
Anyway, let me go a bit off topic. I was thinking about doing a original Quake map for a while. Probably SP. Something very dark and gothic. But if there is demand for a specific theme I'm more than willing to give it a go (after I finish this of course).
 Follow Your Heart
#9688 posted by Drew [70.52.25.178] on 2013/09/03 16:06:17
We'll play it!
#9689 posted by ALLCAPS [174.106.183.23] on 2013/09/03 16:08:52
Dark moody SP maps are my favorite SP maps. Fire away. It'll get some lovin when it comes out.
 While We Are Saying "someone Should Use X Textures, Just Not Me" Heh
#9690 posted by Tronyn [24.79.126.117] on 2013/09/03 16:38:41
I'd like to see another base map using the Q2 Oblivion textures, or a temple map using a combination of IKWhite and Heretic2's Palace set. Neither of those is dark and gothic though. For dark and gothic, how about a map like Daz' Arabian Nights, except using the Day of the Lords/Living End textures, those textures are really gothic and grimy.
 I'd Like
#9691 posted by ijed [190.21.127.10] on 2013/09/03 20:05:24
To see more maps....
 ...in General
#9692 posted by ijed [200.73.66.2] on 2013/09/03 20:17:42
 Ijed
#9693 posted by mfx [92.227.0.66] on 2013/09/03 20:29:02
Your waiting will be rewarded soon...
 Is He Testing For You?
#9694 posted by Drew [24.202.77.138] on 2013/09/03 23:33:48
 Nope
#9695 posted by ijed [200.73.66.2] on 2013/09/04 01:13:39
Because I'm busy with that other thing...
 That Was More Of A Suggestion
#9696 posted by Drew [70.52.25.178] on 2013/09/04 03:42:15
to get MFX to test his map thoroughly with testers who thoroughly test maps (MFX, please test a lot, as it will lead to your releasing something truly fucking awesome and polished)!
I'll take another look at that thing soon!
 Not Just Yet
#9697 posted by ijed [190.22.10.106] on 2013/09/04 03:58:30
Quite a lot of features are incomplete, and its not lit or vised.
 Okay
#9698 posted by Drew [70.52.25.178] on 2013/09/04 04:20:23
let me know when you'd like me to take another look.
 I'll Be Away
#9699 posted by ijed [200.73.66.2] on 2013/09/04 15:51:07
In two weeks, for three weeks, so will try and leave at least something worthy of looking at for then.
#9700 posted by negke [31.18.32.151] on 2013/09/06 19:03:04
Madfox, can you please make a model/gif where a vore is juggling with his voreballs
 Heh !
#9701 posted by Barnak [69.159.165.92] on 2013/09/07 00:25:49
Madfox, also, can you make a model/gif of negke juggling with his balls ?
 Oops..,
#9702 posted by madfox [84.26.177.181] on 2013/09/07 04:31:47
@neg!ke- Including a voreball needs a new model with the same frames as the original. That would be 35 frames. I'll see what I can do. What if one slips on its genuine?
@barnak- how do voreballs feel without that thing in the middle?
sweet
byzantium
#9703 posted by necros [99.227.144.21] on 2013/09/07 04:57:23
love those wild corkscrews! ^_^
I'm glad the terrain is working for you now, that's a very cool outdoor shot. be careful with all those details though, gonna make your vis times skyrocket. :(
 Looks Great
#9704 posted by ijed [190.22.48.45] on 2013/09/07 05:00:54
Are you using the fake global illumination trick there?
 Not Sure Why But
#9705 posted by spy [95.56.139.6] on 2013/09/07 06:51:21
that castle looks too cartoonish to me
#9706 posted by madfox [84.26.177.181] on 2013/09/07 07:28:14
neg!ke here is your juggle-vormit.
jugler vormit
@necros- ramps are a bit overdone. Terrain is harder though, as I keep losing the grid reloading in GTRadiant1.5.
@ijed- Radiant has a standard way of filling in the _sunlight and _sun_mangle.
@spy- I know. disneyquake.
 Haha
#9707 posted by negke [31.18.32.151] on 2013/09/07 08:56:39
Nice. Though it looks more like seniors sport than artistic juggling. Still, this would probably make an excellent jester for your Byzantine palace!
#9708 posted by FifthElephant [82.24.73.240] on 2013/09/07 10:21:22
"looks cartoonish"
It's based on an amazing real-world location.
Looks neat! Keep it up :)
#9709 posted by sock [181.1.93.95] on 2013/09/07 14:34:56
@Madfox, I like the scope of what you are building but the scale of the windows are wrong. Try using wizwin1_8+window1_2 to create long thin windows or download my latest map and take the window texture from there, they can be setup to be any vertical size.
I think most of the external trim detail on the outside of the building can easily be converted to nice angled textures and will still give the same impression as all that brushwork. The lighting is so bright you cannot pick out the brushwork detail and it could be converted to textures with painted shadows without any lose of detail.
Your spiral columns need to be more solid and look like columns that could support a ceiling. The spiral design is suppose to be decoration around a solid piece of stone.
 Shalrath
#9710 posted by sock [181.1.93.95] on 2013/09/07 14:37:02
neg!ke here is your juggle-vormit.
You are a genius for creating cool idle animations! :D
 For My Vore's Babies
#9711 posted by madfox [84.26.177.181] on 2013/09/07 22:28:26
@neg!ke - I think you missed the timing from the gif/model.
In game it takes 1.5 sec. What do you want to see changed?
Is the teleport.mdl Vormit's ball?
@5ThElephant - let's reference more insparation!
@sock - I couldn't find that colomns, thanx for the example. The things I made are more drills, especially when they turn.
First I wanted to use solid brushes for the rocks. Then I made triangle
ground that I lifted over more then 256.
Bad thing is that it's hard when I reload the map in GtkRadiant1.5 I get a
scrambled rock.
#9712 posted by FifthElephant [82.24.73.240] on 2013/09/07 22:34:10
Reminds me a little bit of DM-Peak from UT. One of the things that got me about DM-Peak was that it looked awesome but because you're actually on the peak you don't get to see it in all its glory.
Using sock's texture to create the arches rather than using BSP would actually make it much more realistic.
Also if you tone down the face count on the rock it would probably compile better.
Sadly if you take both of these pieces of advice it would mean remaking a large chunk of the map.
 It's Based On An Amazing Real-world Location.
#9713 posted by spy [178.88.17.198] on 2013/09/07 22:48:25
Wow , really???
blowmeup
 Yup
#9714 posted by FifthElephant [82.24.73.240] on 2013/09/07 23:34:13
just google "castle swallows nest ukraine"
 Hah!
#9715 posted by madfox [84.26.177.181] on 2013/09/08 01:49:08
first he blows this elephant
then some elephant must map this
Are yah still mapping elephant?
#9716 posted by Drew [70.52.25.178] on 2013/09/08 03:05:07
reminds me of that map from Deus Vult 2... Eagle's Nest, I think it's called?
That dude pulled that theme off perfectly.
 Spinning Finger Ball
#9717 posted by Shamblernaut [203.161.90.29] on 2013/09/08 06:43:15
it would be cool if the spiked ball was spun on the vore's finger like a basketball
 Well
#9718 posted by madfox [84.26.177.181] on 2013/09/08 08:22:26
juggling vormit
I reproduced the original poses of the vormit (as criple I am)
with three voreballs in it.
By adding the jugling frames it can be switched with the original one.
Only the qc must be attached for the new pose.
download
@enliten - I could do that if neg!ke doesn't kick me out of the retired team.
 Is The Elephant Still Mapping?
#9719 posted by FifthElephant [82.24.73.240] on 2013/09/08 12:54:12
The short answer is no.
The long answer is that I have a bunch of different box test maps with different themes and with each I ran into a bit of a creative cul-de-sac.
Plus I have a job now and I've not really assigned much free time for mapping. No doubt I will get the itch again.
 Good
#9720 posted by madfox [84.26.177.181] on 2013/09/08 22:54:00
to get others inspirated!
 Forge
#9721 posted by mechtech [65.190.158.200] on 2013/09/09 05:28:26
 Maybe This Goes Here
#9722 posted by ijed [200.73.66.2] on 2013/09/09 14:49:07
An open vote between four options:
A) Chaingunner (easy)
B) Cowardly bomb planter (hard)
C) Both (hard)
D) Neither, stop wasting time on features and go map
#9723 posted by ALLCAPS [174.106.183.23] on 2013/09/09 16:25:47
A
 E
#9724 posted by Scampie [72.12.65.92] on 2013/09/09 20:26:39
Vore Juggler
 Scampie
#9725 posted by onetruepurple [91.240.47.30] on 2013/09/09 20:53:04
You may possibly mean jungling Vormit?
Many nights I have spent on extrapolating
this devious contraption
 So
#9726 posted by Tronyn [24.79.126.117] on 2013/09/09 21:26:07
Is Quaketastic still working for uploading new files?
(Login isn't working)
I really like the mines setting. Heretic 2 had a good Mines texture set that may be worth looking into.
 Come On !
#9727 posted by Barnak [74.12.208.115] on 2013/09/09 21:30:39
I want to see some Shambler juggling one or two ogre(zombie, or Vore) heads. Could be great !
 Neg!ke
#9728 posted by madfox [84.26.177.181] on 2013/09/10 00:14:35
I made an update to the link. Maybe I had to change to the models & request thread.
juglin vormit
I changed the shal_stand into the jugling one.
Other poses are also there so it fits easy in game.
Now he's jugling behind my death trap.
Are there any request a shallrath could use for extra pose?
@mechtech - I signed up to that link, but I can't view the jpg.
@barnak - Do you not understand this will collide to a great panic of bouncing boxes?
 Ijed
#9729 posted by necros [99.227.144.21] on 2013/09/10 00:19:34
depends what B is. A is probably a solid option. Or D. ;)
 Spoilers
#9730 posted by ijed [200.73.66.2] on 2013/09/10 01:13:20
A is one of Madfox creatures 'Mr Big' who I've begun to implement as a shambler class base enemy.
B I think would be cool. I was reading the 3d cafe bot tutorials and had an idea for an otherwise weaponless enemy that would try and get close to you to plant a bomb, then run away. Once the bomb exploded, if you were still alive, it'd return to plant another.
I wanted to use it when revisiting areas so that its bomb wouldn't depopulate new places. Could also be used in labyrinths designed especially for it.
So yeah, going with A for now. Big bullet sponge ogre hybrid with a chaingun.
I'm on holiday in a few days anyway, so it's just fun to make a simple enemy before I go.
 I Like The Sounds Of A
#9731 posted by Drew [70.52.25.178] on 2013/09/10 04:32:04
but also B, after reading this initial description. Sounds more unique, but more risky, and perhaps less Quakey?
So yeah, I think you should go with A based on what I've seen. Good luck on the pre-holiday push!
 Quaketastic
#9732 posted by SleepwalkR [130.149.243.209] on 2013/09/10 10:10:48
See Willems thread.
 Colored Lights
I've been a good boy and listened to your feedback. Here's a test shot. Colored lights in a Quake themed map, oh my.....
http://imgur.com/HLSaF7Q
 Looks Hot!
#9734 posted by FifthElephant [82.24.73.240] on 2013/09/10 10:24:50
 Looks Good
#9735 posted by SleepwalkR [130.149.243.209] on 2013/09/10 10:34:34
Colored lights can work well in Quake if they are very subtle. Check out sock's maps for examples.
 Nice
#9736 posted by RickyT33 [176.35.71.152] on 2013/09/10 10:51:31
I did coloured lights in a bunch of maps - less is more :)
Although that does look rather fetch :D
 If Thats Still The Q3 Map
#9737 posted by nitin [220.244.163.153] on 2013/09/10 11:32:15
now it definitely looks more q1 :)
 Sprony
#9738 posted by mfx [92.230.107.126] on 2013/09/10 12:15:07
that looks great!
 Not Too Bad
#9739 posted by quaketree [76.14.45.221] on 2013/09/10 12:21:52
But I think that the yellow light up high is just a tad too yellow. The lower lights look good though. As mentioned earlier, less is more when it comes to colored lights in Quake. It's not a disco and it's not a shopping district so colors just look out of place if they're garish but if done right they can add to the look of a level.
 Thanks Guys!
Agreed, I was already planning on toning that one down.
#9741 posted by quakis [86.22.126.142] on 2013/09/10 21:27:20
Love how the blue light at top adds some coldness to an otherwise warm scene.
 Something I've Been Tinkering
#9742 posted by skacky [90.0.58.252] on 2013/09/11 02:07:43
 Grrr I Just Noticed The Bad Texture Alignment
#9743 posted by skacky [90.0.58.252] on 2013/09/11 02:10:43
 Cool...
#9744 posted by metlslime [159.153.4.50] on 2013/09/11 02:17:06
but are you mixing jf1 and jf2 textures? I'd recommend replacing all jf1 textures with equivalent ones from jf2, which are less sloppy overall. (e.g. the rivets are tighter looking, bevels are harder, flat metal has more of a texture to it instead of just ripply colors.)
#9745 posted by skacky [90.0.58.252] on 2013/09/11 02:23:04
Yeah I'm mixing the two, though I've been thinking of replacing the jf1 textures since I started using jf2 a bit later.
 Texture Alignment
#9746 posted by Drew [70.52.25.181] on 2013/09/11 03:03:27
Whatever, wip. Looks very pretty!
 Stacky:
#9747 posted by metlslime [50.156.87.109] on 2013/09/11 07:14:28
texture quibble aside, i like the moodiness of it, the lighting and texture use. The green fog seems to work also. The triangle shaped structures are cool.
 Stacky:
I like it too. Very moody. Has a bit of a Doom vibe don't you think? The green waste levels.
Not sure about the sky though. Darker green would look better. This is too light imo.
 Thanks
#9749 posted by skacky [90.0.58.252] on 2013/09/11 13:33:06
The sky has this color because of the fog. It's a greyish sky normally, though I could probably darken the fog somehow.
 Skacky
#9750 posted by RickyT33 [176.35.71.152] on 2013/09/11 16:25:16
Looks great - reminds me of a map by RPG (wasn't it?)....
On my screen it actually looks a little dark rather than bright....
#9751 posted by ijed [200.73.66.2] on 2013/09/11 20:13:53
I'm on holiday in a few days anyway, so it's just fun to make a simple enemy before I go.
So I decided to give him the ability to throw dogs at the player as well. Works like a charm and makes me chuckle since I imagine him carrying something like this:
http://i.imgur.com/CW5y1.jpg
I don't even have drug abuse as an excuse for inventing this nonsense.
#9752 posted by gb [46.142.50.181] on 2013/09/11 20:36:14
Skacky; too many light sources IMO.
 PixelMine
#9753 posted by sock [181.1.93.95] on 2013/09/11 23:20:14
@Skacky, nice combat space, for some reason it reminds me of a Q3 arena. It feels very wide open, like it needs some more cover in the middle. What does it look like with a monster for scale?
@ijed, sounds awesome, a puppygun, I want to play! I hope the gun makes a woof sound when a dog is thrown across the room! :P
A spare offcut that has been festering on my HD.
 Sock
#9754 posted by skacky [90.0.58.252] on 2013/09/12 00:00:18
This is actually the start map of an episode I'm making, so you won't be fighting anything inside it.
Your screenshot looks intriguing. :p
#9755 posted by sock [181.1.93.95] on 2013/09/12 00:11:15
@Skacky, If there is no combat in that area then fill the center with something cool looking. Try creating a mini upside telecoms towers in the center pointing downwards into the void/fog instead of generic pipes. Google image search "telecoms tower" to see what I mean.
#9756 posted by skacky [90.0.58.252] on 2013/09/12 00:30:05
Thing is these pipes are feeding the central pit with unhealthy slime. :p
 Sock:
#9757 posted by necros [99.227.144.21] on 2013/09/12 01:48:19
please tell me there is a minecart ride!!!!!
 I Had A (short) Minecart Ride...
#9758 posted by Scampie [72.12.65.92] on 2013/09/12 05:09:01
in the map I gave to Vigil for his rubicon2 chainmap that will never be finished!
#9759 posted by [Kona] [121.73.104.148] on 2013/09/12 11:05:03
give it to sock, he finishes stuff!
 Minecart Rides...
#9760 posted by quaketree [76.14.45.221] on 2013/09/12 11:07:51
Are for Nintendo 64 games. Go download Project 64 2.1 and some ROMs if that's what you are looking for. :P
#9761 posted by sock [181.1.93.95] on 2013/09/12 19:34:32
@necro, there is no minecart ride, it is just an offcut of brushes.
@scampie, what is stopping you from completing the map section yourself? maybe start a minecart speedmap theme? :)
 Sock
#9762 posted by Scampie [72.12.65.92] on 2013/09/12 20:13:21
been focusing myself on non-quake things
 Like Fapping And Junk Food
#9763 posted by negke [31.18.32.151] on 2013/09/12 20:25:11
 Bigshots
#9764 posted by ijed [200.73.66.2] on 2013/09/12 22:48:09
 Don't Link To Dropbox
#9765 posted by onetruepurple [91.240.47.30] on 2013/09/12 22:52:00
 Sorry Ijed, Listen To OTP
#9766 posted by mfx [92.229.217.28] on 2013/09/12 23:26:31
 I'll
#9767 posted by madfox [84.26.177.181] on 2013/09/13 00:00:39
 MADfOx?!?
#9768 posted by mfx [92.229.217.28] on 2013/09/13 00:07:30
ADO?
Die mit der Goldkante?
Omi!
 And Ijed
#9769 posted by mfx [92.229.217.28] on 2013/09/13 02:55:56
#9770 posted by sock [181.1.93.95] on 2013/09/13 04:42:41
@ijed, I cannot view your screenshot links :(
@mfx, you need some light contrast, what is happening with the rocks?
Another offcut
 @sock
#9771 posted by mfx [92.229.217.28] on 2013/09/13 05:14:16
i know, rocks undergoing some heavy rework..
dont mind..
been playing around with different compilers..
blah blah...
you got some time?
 Humble
#9772 posted by madfox [84.26.177.181] on 2013/09/13 07:27:12
beez
@mfx - just found the screenshot on quaketastic. Feel sorry for the guy.
@sock- piece of the art.
 Soc
#9773 posted by onetruepurple [91.240.47.30] on 2013/09/13 10:43:29
Those screens are way too cool to go along with that ridiculous DM-style map name.
 Holy Shit
#9774 posted by nitin [220.244.163.153] on 2013/09/13 11:37:56
that is one impressive screenshot sock!! I love the way the top of the structure is.
Please tell me that is a map that will be released?
 A Door To Nowhere
#9775 posted by sock [181.1.93.95] on 2013/09/13 13:12:58
@Madfox, the wings are moving too slow, it feels like a bird but with the body of a bee! You should make the wings really large and create a huge mutant bird/bee creature that vomits exploding dead bird projectiles at the player!
@OTP, I thought the name was catchy!
@nitin, it is just a brushwork offcut, it is infact a giant door to nowhere!
 Will Fix In A Bit
#9776 posted by ijed [200.73.66.2] on 2013/09/13 15:45:57
But probably been built up too much now :)
Sock: Just stick one of your 'test' maps behind the door - you've already admitted to have a massive library of scraps that put most normal levels to shame.
Skacky: the spotlight cones look a bit artificial. A trick that I stole from Gb is to place a second light, close to the source but with its spotlight cone pointing upwards, which gives you a bit of glow of the ceiling around the light fixture as well.
 Im Sure Someone Could Stitch
#9777 posted by FifthElephant [213.205.230.169] on 2013/09/13 18:29:37
Together a better map with socks scraps than most mappers could make if they tried
 Bzz
#9778 posted by madfox [84.26.177.181] on 2013/09/14 01:31:00
Maximum framerate for models is 0.1 so with 3 frames for the wings it's the fastest movement. If I use two there's no movement but tremble.
I know this looks like flapping birdwings, but as the creatures are so small, the animation of their movement makes it harder to perceive that slowness. Now they're not swarming yet.
I knows it is a bit tricking, but I see no way to excellerate more speed in their wings. Framegrouping won't help.
#9779 posted by necros [99.227.144.21] on 2013/09/14 02:32:43
you can force faster framerate by putting self.nextthink = time + 0.05 in each of the frames. 0.05 gives 20 frames per second.
 *
#9780 posted by madfox [84.26.177.181] on 2013/09/14 05:48:44
I suppose you ment something like:
void() swrm_stand1 =[ 0, swrm_stand2 ] {self.nextthink = time + 0.05;};
I'm such a dude concerning qc.
Twenty seven bees, that need 1188 verts and 1998 tris.
 Bzzzzz
#9781 posted by Spiney [91.177.119.80] on 2013/09/14 14:23:51
Maybe just have the up and down position, with no inbetweens?
 Madfox
#9782 posted by necros [99.227.144.21] on 2013/09/14 21:16:58
yes, that's exactly it. :)
you can use smaller numbers to get even higher framerate if you need it.
 Great
#9783 posted by madfox [84.26.177.181] on 2013/09/14 22:01:42
@spiney - I tried that, but then the wings seem to blend into the same position.
@necros - Yes, that's what I was looking for.
That's gonna be scribbling adding ai_functions also.
gif is a bit sloppy, in game it's twice as fast.
Now adding regular poses. Like hanging round a torch.
#9784 posted by [Kona] [121.73.104.148] on 2013/09/16 02:21:16
Dammit sock you're not becoming a scrap mapper now are you? I want to see EVERYTHING you ever create released. That screenshot above looks awesome, love the random upper structure.
 Kona
I agree with Kona. We should beg Sock to release his scraps. We could also try to bribe him. It's funny really. Everything I've ever done in Q3 mapping was trying to emulate Sock (and failing ofcourse).
 @Madfox
#9786 posted by Spiney [91.177.119.80] on 2013/09/16 13:42:07
 Pixel Miner
#9787 posted by sock [186.124.38.243] on 2013/09/21 05:13:06
@Kona, I like to think of them as brushwork experiments, playing with shape and form and not have to worry about gameplay.
Rock Knight Sword
 I Did
#9788 posted by ijed [87.237.26.123] on 2013/09/21 11:52:42
Some variants of the green cop texture that would improve the interior of the arch where it looks a bit stretched.
I don't have them to hand just now but can probably find a way to get them to you - easiest is if anyone with schism access want to pull the rot.wad from /textures?
I should really make some of those wads public. The idea for each was to focus on a single underused or inflexible texture and expand it into a set.
 Rest Looks Great
#9789 posted by ijed [87.237.26.123] on 2013/09/21 11:54:39
By the way - if it wasn't for all that extra arch detail everywhere I wouldn't even have mentioned it.
 Sock Is A Machine! 8-]
#9790 posted by Spiney [81.242.113.11] on 2013/09/21 13:08:55
#9791 posted by onetruepurple [91.240.47.30] on 2013/09/21 14:54:38
The green cop, blue cop routine?
 SOC
#9792 posted by onetruepurple [91.240.47.30] on 2013/09/21 14:55:51
Some mappers here would give their left nut for the permission of turning those scraps into a full map.
#9793 posted by sock [186.124.38.243] on 2013/09/21 15:36:07
@ijed, yeah the texture is really only designed for vertical surfaces. I should create a proper texture for the whole edge surface. BTW this is awesome feedback, I am always interested in stuff like this.
@spiney, nah it took ages to create that cave and detail it. I especially like the quad gothic window arrangement, much better that the previous version.
@OTP, my medieval offcuts are not really compatible with tech/idbase stuff. I might see if I can mash together some of my better stuff and see what it is like.
 Sock
Please, some more pics of whatever you have! I've saved them all hard drive and I can never have enough Sock stuff.
#9795 posted by RickyT33 [2.223.172.210] on 2013/09/21 21:49:51
tasty looking 'soup
 Looks Rad As Usual
#9796 posted by nitin [220.244.163.153] on 2013/09/22 06:37:14
#9797 posted by sock [186.124.38.243] on 2013/09/23 12:58:18
@SpronyvonJohnson, I knew a journalist (long time ago) who printed out screenshots of my levels and would hang them on the wall in his office. I always spend a long time trying to get the right angle, lighting and scale in screenshots.
@RickyT23, I prefer working with quads they are much easier than tri-souping. Really quick to edge push quads around in GTK.
@nitin, thanks. :)
 Sock
That's funny, because I have a 'Sock' folder on my computer for inspiration and wallpapers.
Not to creep you out, just a fan :)
 Share?
#9799 posted by Shamblernaut [203.161.90.29] on 2013/09/24 10:22:23
could you perhaps zip these up and dropbox them or somethingA?
 Enliten
You mean my Sock folder?
 Yup
#9801 posted by Shamblernaut [203.161.90.29] on 2013/09/24 13:57:53
that's what i mean :)
 Enliten
No problem, but most of it is on his site www.simonoc.com anyway. Just saying :)
#9803 posted by sock [186.124.38.243] on 2013/09/25 20:07:38
@SpronyvanJohnson, I have an inspiration folder with screenshots of Func mappers as well! :)
@Enliten, all my work is either on my Website or you can browse my Artisan site if you want to see the best stuff only.
 Sock
Which mappers, don't have to be from Func, inspire you?
 Sprony
#9805 posted by mfx [92.227.159.251] on 2013/09/26 00:52:17
 Sock
#9806 posted by Shamblernaut [203.161.90.29] on 2013/09/26 05:46:06
thanks man,
what I'm finding amazing about your mapping is that you're using the q3 engine and making these maps that looks like they're out of any engine from the last 3 years.
-Ben
 Watching
#9807 posted by madfox [84.26.177.181] on 2013/09/26 11:51:31
#9808 posted by Spiney [91.179.133.200] on 2013/09/26 12:51:31
excelsior!
 Oh...
#9809 posted by distrans [58.104.195.153] on 2013/09/26 14:34:38
MadFox, don't ever stop.
 Madfox
#9810 posted by mfx [92.227.131.197] on 2013/09/26 23:57:26
 Reason I Made It...
#9811 posted by madfox [84.26.177.181] on 2013/09/28 01:19:21
I made this model after watching a SF movie.
Some story of a big machine, where judy foster sits in a metal sphere falling in the center of the thing. I was fascinated by it and decided to make a static entity of it.
I uploaded it to /quaketastic/models/gyzmo01.zip so you can see it move in quake. Quiet spectaculair, but hard to penetrate when used as an entity.
I wondered about the strange habbit of Quark using models. Everytime when I make a model, let's say this gyzmo.mdl which size is 525kb changes after im/exporting in Quark to 125kb.
What is changed to the model?
 Contact (1997)
#9812 posted by metlslime [159.153.4.50] on 2013/09/28 01:33:46
This was also the inspiration for other mappers, for example there is a "black hole generator" in one of the quake 2 id maps, and also something similar in mexx10 (maybe hidden in a secret area). I was going to make something like that too but then i saw quake2 and mexx10 and i'm like, "okay, there's enough of these in the world."
Oh yeah, and Dead Space 2 had something similar in one of its puzzle rooms.
 Event Horizon
#9813 posted by ijed [109.154.217.239] on 2013/09/28 08:26:16
Had a similar thing as well, but much more ominous - the overdone set design there was still pretty cool.
It also had a retarded script and piss poor direction, so probably best to stick with Contact :)
 The Mystery Of The Missing Bytes
#9814 posted by Preach [77.98.165.95] on 2013/09/28 10:26:09
I wondered about the strange habbit of Quark using models. Everytime when I make a model, let's say this gyzmo.mdl which size is 525kb changes after im/exporting in Quark to 125kb.
What is changed to the model?
I'd like to find out (my suspicion is that it's collapsing some of the vertices together), but I don't know if I can reproduce it from your description. Can you upload a zip with a model before and after you use QuArK? If I load both of them into qmdl it should be easy to spot the difference.
 Bah
#9815 posted by Tronyn [24.79.126.117] on 2013/09/28 10:32:29
Event Horizon was pretty good, though everything else by that director has been an embarassment afaik. Good cast (Fishburne + Neill), and it was the closest thing to Doom in scifi movies for a while (hell). Contact was like a hippie 2001, where the ultimate revelations about the universe and intelligence have a peaceful, enlightening message. Event Horizon is a good pseudo-Lovecraftian correction to that.
 Yeah But
#9816 posted by nitin [220.244.163.153] on 2013/09/28 10:35:05
EH is a really bad movie, lovecraft vibe aside :)
 Yeah
#9817 posted by ijed [109.154.217.239] on 2013/09/28 10:57:23
Good theme but a completely disjointed story which resorts to dues ex machina to explain all the loose threads - "because hell!"
 Heh
#9818 posted by Tronyn [24.79.126.117] on 2013/09/28 11:31:03
well, Sam Neill is pretty good at "because hell!" (In the Mouth of Madness, Jurassic Park, etc), and come to think of it so is Laurence Fishburne (The Matrix, Apocalypse Now). Proper prophets of "you're more fucked than you can know!"
But yeah it doesn't really have a story. But it's still a better Doom: The Movie than the actual Doom: The Movie so many years later. I didn't think hell was supposed to make sense. I guess in a sense knowing you deserve it could make you suffer more, but a total lack of understanding, there's real material for hell.
#9819 posted by necros [99.227.113.78] on 2013/09/28 20:14:11
Everytime when I make a model, let's say this gyzmo.mdl which size is 525kb changes after im/exporting in Quark to 125kb.
What is changed to the model?
Interesting, Sock and I encountered some similar things while working on the new ogre model. Somehow it would ballon up to 3mb and when I would resave it it would go back down to 700~kb.
 Prefabs Websites...
#9820 posted by JPL [82.234.167.238] on 2013/09/28 21:21:56
 What Is Changed To The Model
#9821 posted by madfox [84.26.177.181] on 2013/09/28 22:39:20
#9822 posted by sock [186.124.38.243] on 2013/09/29 00:11:25
Everytime when I make a model, let's say this gyzmo.mdl which size is 525kb changes after im/exporting in Quark to 125kb.
What is changed to the model?
I was getting this problem with Qme, I updated an ogre model several times (properties/skins) and the file size grew to 1.3Mb! No idea why but it was strange.
 New Q1SP: The Ivory Tower
#9823 posted by sock [186.124.38.243] on 2013/09/29 00:14:19
Image 1, 2, 3, 4 and 5
Any favourites?
#9824 posted by [Kona] [121.73.104.148] on 2013/09/29 00:22:20
shot1 the best but they all look awesome
 1 And 4 For Me
#9825 posted by nitin [220.244.163.153] on 2013/09/29 01:31:05
but I looks like you went with 1 for final release,
 Fuck
#9826 posted by Drew [184.145.211.68] on 2013/09/29 04:36:45
tough call.
Great shots. I'm very excited about the possibility of playing through that setting, and I'm very glad you're embracing a somewhat chunkier, more ... rustic?... vibe in this map. I might go with 4. It hints at a gameplay experience - falling through the floor unexpectedly perhape - while simultaneously also evoking classic custom quake - the button and rails set up reminds me of Fucking Hostile by JFG.
I'm not sure I'm completely sold on the rock/ground textures, as the level of detail feels somewhat incommensurate with that of the stock textures.
But other than that its a god damn cream dream, which looks like it will appeal to all my specific quake fetishes.
 My God
#9827 posted by Tronyn [24.79.126.117] on 2013/09/29 10:31:49
This is probably the most exciting Sock release yet, something with mine-carts even!
To me, outdoor shots are always the most exciting, but that aside the last shot with the mine cart seems especially epic. Looking forward to playing this.
I am also going to hold an investment banker at gunpoint and force him to hire you (at a rate of your choosing since money is just an imaginary number to such people), to create a "Quake as Romero Might Have Intended, If He Was As Badass As Sock." Then after all the right documents are signed, I'm going to shoot him in the sack because he's an investment banker.
 Madfox
#9828 posted by Preach [77.98.165.95] on 2013/09/29 10:42:54
The larger model contains all the extra information that QME uses to track objects and more accurate vertices. This information isn't used by Quake, but helps to preserve the model's quality when it's repeatedly edited. You can spot the difference by opening both models in QME. Notice how the first one has 29 objects, and the second only has 1. QME 3.1 does away with this and has it's own model format called "mdo" for storing the models in high quality.
QuArK doesn't read this data, and wouldn't know what to do with it if it did. So when it saves the model again it gets stripped out.
 Fine
#9829 posted by madfox [84.26.177.181] on 2013/09/29 12:00:15
I wondered where all the data was gone.
Not that it is that important to me, but it's a rather big chunk
for a model to loose 2Mb weight for the same 500kb.
Qml30 shows all objects, even the small one.
For now I reached my beta state for Bender.
I like to add the runattack pose,
as the laughing act when the player dies.
Wow, I produced three models last week!
must start mapping again to add them.
 For Shambler, And Spirit:
#9830 posted by RickyT33 [2.223.172.210] on 2013/09/29 22:11:58
 Moar
#9831 posted by RickyT33 [2.223.172.210] on 2013/09/29 22:14:08
#9832 posted by Spirit [80.171.155.147] on 2013/09/29 23:40:59
I love what you have done with the textures and lighting.
 Heh
#9833 posted by RickyT33 [2.223.172.210] on 2013/09/30 02:25:53
Yeah - it's just a shell at the moment, I'm just happy because I sealed it today.
 I Reckon It Will Be Awesome...
#9834 posted by FifthElephant [82.24.73.240] on 2013/09/30 03:20:50
I can see beyond the lack of lighting and the basic textures.
It looks big and doom-ish. I cannot wait to play it, I always look forward to your maps!
 RickyT23
#9835 posted by JPL [82.227.229.44] on 2013/09/30 12:35:22
What Spirit says...
Nice, really nice !
 Mr. Richard
#9836 posted by spy [95.56.40.167] on 2013/09/30 14:48:00
if you'll need for betatester at any stage, i'd like to betataste it.
It is always nice to see something nonbased for you
 From
#9837 posted by spy [95.56.40.167] on 2013/09/30 14:48:38
 Sock
I prefer 1 over 2.
3 feels too close by.
I love 4. Gives a good view of the different tiers.
I don't like 5.
In order:
1,2,4,3,5
 Pixelated Blood Stains
#9839 posted by metlslime [159.153.4.50] on 2013/10/03 01:02:39
#9840 posted by necros [99.227.113.78] on 2013/10/03 02:16:00
wow, that blends in really well
 YEAH!!!
#9841 posted by RickyT33 [2.223.172.210] on 2013/10/03 02:31:11
That's what I'm talking about!
That might be the only progs for me......
 Perfect
#9842 posted by Drew [184.145.208.59] on 2013/10/03 03:36:43
 Ricky
#9843 posted by Tronyn [24.79.126.117] on 2013/10/03 13:11:56
looks epic. I'm imagining that some skylight, fog and a suitable skybox would give the outdoor area a great sense of scale, distance and atmosphere.
Since you apparently haven't done much texturing yet, what if it was all snowy?
 Ricky.
#9844 posted by Shambler [86.29.207.110] on 2013/10/04 11:16:24
Like the scale and design, keep it going.
#9845 posted by negke [31.18.177.97] on 2013/10/05 10:38:22
Ricky can't map small, huh? Marcheresque BSP2 map. Have fun with the fullvis.
 Wait A Minute
#9846 posted by negke [31.18.177.97] on 2013/10/05 11:07:52
Holy crap, a non-base map by Ricky! Wow
 Some
#9847 posted by sock [190.224.140.135] on 2013/10/10 01:25:55
 Ugh
#9848 posted by Drew [70.55.65.194] on 2013/10/10 02:28:22
just terrible.
 Nice!!
#9849 posted by nitin [180.149.192.132] on 2013/10/10 02:36:48
the doorway and window shapes remind me of unreal engine maps.
 Sock
#9850 posted by ALLCAPS [174.106.183.23] on 2013/10/10 07:32:11
Love the floor in the middle being sunken down with the pillars and walls looming above. Feel very oppressive.
#9851 posted by onetruepurple [91.240.47.30] on 2013/10/10 09:58:02
just terrible.
is how I feel about the name
 Sock
#9852 posted by SleepwalkR [130.149.243.209] on 2013/10/10 10:43:45
I like the wooden steps leading into the lowered floor, that looks really nice. I really like your use of wood textures in this scene.
I'm not so sure about how the wooden support beams inside the door arches just end in the wall without any kind of fixture. I would add a vertical support beam on the wall that would carry the beams within the arch.
 Wood
#9853 posted by ijed [190.22.96.238] on 2013/10/10 11:37:06
Yeah... Made me think of the pain maze, even though the floor isn't wooden...
 Need Moar Non-linearity!
#9854 posted by Shambler [86.25.17.176] on 2013/10/10 12:34:23
HTH
#9855 posted by sock [190.224.140.135] on 2013/10/10 15:05:26
@Drew, what is terrible, can you be more specific? Lighting, brushwork, screenshot angle etc
@OTP, yeah the name is a bit cheesy but the map does feature a lot of mirrored architecture. The original name was "The Horde of Zendar".
@SleepwalkR, yeah the strong brick edge does bother me too, especially with all the nice marble door/window edges in the background.
@Shambler, the next maps does have non linear routes but it is more compartmentalized to reduce the lost factor.
 Vote For
#9856 posted by ijed [200.73.66.2] on 2013/10/10 15:06:26
Horde of Zendar
 Well I Think It Looks Class
#9857 posted by RickyT33 [176.35.71.152] on 2013/10/10 16:32:13
I love your sense of scale.
 Drew Was Joking
#9858 posted by onetruepurple [91.240.47.30] on 2013/10/10 20:31:25
And +1 for Zendar.
Also I agree about the comparison to E4M6. I'd love to see an elder style texture mishmash with Sock's level of detail and polish!
#9859 posted by Trinca [81.84.241.156] on 2013/10/10 20:35:25
 Sock
#9860 posted by mfx [92.230.96.234] on 2013/10/10 23:06:50
Looks just sweet, my anticipation keeps growing..
 I Was Completely Joking
#9861 posted by Drew [70.55.65.194] on 2013/10/11 01:49:10
come on.
I think that the shot looks super nice. In fact, and perhaps unfortunately, I have nothing to criticize.
I also vote for Horde of Zendar. So good.
 Just To Clarify
#9862 posted by ijed [186.79.254.58] on 2013/10/11 02:22:23
This is the one where you're obligated to include a button under a lift, or not?
 Me Likey That Sock
#9863 posted by quaketree [76.14.45.221] on 2013/10/11 03:37:48
Soaring architecture is always one of my favorite settings. That mountain church in Nehara was probably one of my favorite user made levels in any game out there that I've played, visually speaking of course.
#9864 posted by [Kona] [121.73.104.148] on 2013/10/11 08:40:15
The one that Elek made? Wonder what he's up to these days, kind of disappeared and at one time he'd released more levels than anyone. Poor bugger must have grown up, unlike the rest of us haha.
#9865 posted by Spirit [80.187.101.49] on 2013/10/11 09:48:47
#9866 posted by Harmata [5.207.237.56] on 2013/10/19 13:23:00
Hey sock. I don't like that skull texture, i think when you repeat a texture like that the skulls lose their creepiness but don't add anything else. The sense of scale is great, it alone made me want to play this map. The use of wooden beams together with stone like that reminds me the Gothic series, looks good.
#9867 posted by Harmata [5.207.237.56] on 2013/10/19 13:29:28
>http://derelict-compendium.blogspot.com/
Damn that Quake article gave me the feels and something to think about.
 Update
It's been far too long since I posted an update so here are two WIP shots of the final area. I haven't done anything regarding the lighting yet. I did however implement a lot of suggestions. More computers, pipes, rocks, more open, etc.
http://i.imgur.com/RHvqCoQ.jpg
http://i.imgur.com/L6mmd8J.jpg
 Update
It's been far too long since I posted an update so here are two WIP shots of the final area. I haven't done anything regarding the lighting yet. I did however implement a lot of suggestions. More computers, pipes, rocks, more open, etc.
http://i.imgur.com/RHvqCoQ.jpg
http://i.imgur.com/L6mmd8J.jpg
 That Looks Sweet Man
#9870 posted by RickyT33 [176.253.114.60] on 2013/10/30 01:05:08
The pipes are awesome! The lights are a nice shade of yellow, but I would de-saturate the colour a bit, more towards being white - you want to keep it really subtle with the coloured lighting IMO. Except red - red should be red.
 Holy Shit !!
#9871 posted by JPL [82.227.229.44] on 2013/10/30 13:45:20
what RickyT23 said about the colored lights: definitely too much, need to be smoothed...
The pipes... How the Hell have you been able to texture them this way ? What's the trick ? Please en-light us !
 Sprony
#9872 posted by mfx [92.227.129.166] on 2013/10/30 15:08:45
looks sweet, but thats q3 i guess?
 It's A Quake 3 Map Guiz ;)
#9873 posted by FifthElephant [82.24.73.240] on 2013/10/30 16:11:43
Looks pretty neat, but not quite as detailed as your previous shots.
I'd be tempted to put a subtle shader on the textures to make them seem a bit more metallic. :)
 Nice
#9874 posted by DaZ [80.47.90.231] on 2013/10/30 17:55:18
But I don't like the ramp in shot 3, change to stairs! :)
 Rubicon Is Awesome
#9875 posted by mfx [78.48.121.105] on 2013/11/01 00:07:53
 Yes
#9876 posted by DaZ [80.47.90.231] on 2013/11/01 01:00:20
 Like The Fog
#9877 posted by Tronyn [24.79.126.117] on 2013/11/01 01:34:10
looks like it should be in a scifi movie such as Alien
 On The Topic Of Rubicon
#9878 posted by gb [46.142.31.85] on 2013/11/01 02:30:56
 Cool!
#9879 posted by mfx [78.48.121.105] on 2013/11/01 02:49:10
Thank you!
 R00bicon
#9880 posted by gb [46.142.31.85] on 2013/11/01 03:10:55
perhaps it'll be of some use for one of the current rubicon mappers...
and while we're talking rubicon,
http://spawnhost.files.wordpress.com/2013/11/mein_teil_1.jpg
http://spawnhost.files.wordpress.com/2013/11/mein_teil_2.jpg
http://spawnhost.files.wordpress.com/2013/11/mein_teil_3.jpg
http://spawnhost.files.wordpress.com/2013/11/mein_teil_4.jpg
http://spawnhost.files.wordpress.com/2013/11/mein_teil_5.jpg
A chainmap between me and Lardarse/Pineapple. A lot of it doesn't really look good in screenshots, which is why it isn't pictured. There's a silver key door and a bottomless lift shaft, and the rest is silence.
I remember pineapple built a very cool 24-sided spiral out of brushes for this.
 You Should Get With Vigil
#9881 posted by Scampie [72.12.65.92] on 2013/11/01 07:02:11
he's been half-assed working on a Rubicon chainmap as well which I sent him a couple half-assed rooms for
 Wtf
#9882 posted by ijed [190.22.121.47] on 2013/11/01 16:06:15
It's rubicon fever!?
I've got a bsp2 map + mod that's maybe a month from completion.
A handful of new monsters and a few new features like Pineapple's entity randomiser.
I even considered trying to form a cabal at one point to make a rubicon map pack but didn't think anyone would want in.
Mfx / Gb / Pineapple / Vigil - what do you say?
Once more unto the breach?
 Ijed
#9883 posted by mfx [78.48.121.105] on 2013/11/01 16:17:07
 Can Be The Start Map
#9884 posted by ijed [190.22.121.47] on 2013/11/01 16:40:59
 Scampie
#9885 posted by ijed [190.22.121.47] on 2013/11/01 16:42:05
What about you as well?
 Hell Yeah
#9886 posted by gb [46.142.31.85] on 2013/11/01 16:45:36
Rubicon map pack; count me in. I need someone to collab with on this map though, more specifically a person that roughly blocks out the rest of the map, taking a few ideas into account. I'll take it from there then.
 Forgot To Mention
#9887 posted by gb [46.142.31.85] on 2013/11/01 16:49:07
This map probably also needs BSP2, so I suggest we pick an engine that can do it (both variants, since I'm gonna use the 2PSB toolchain) and ship the pack with that. FTE / Darkplaces?
 Awesome
#9888 posted by ijed [190.22.121.47] on 2013/11/01 17:32:36
I'm using two engines, Spike's modified Quakespasm and one made by Tyrann. I can send those out Monday.
You'll be happy to know I'm working in Trenchbroom as well, so no problems with map formats.
#9889 posted by gb [46.142.63.243] on 2013/11/01 17:39:13
 Content Owner Not Bla Blah
#9890 posted by ijed [186.9.130.235] on 2013/11/01 19:04:10
Fuck apple!
...but the hardware works at least....
Most of the time
 What
#9891 posted by gb [46.142.52.230] on 2013/11/01 20:28:34
your censorship is different from mine? Modern times!
#9892 posted by [Kona] [121.73.104.148] on 2013/11/01 21:16:06
awesome a rubicon episode just like that!
#9893 posted by Scampie [72.12.65.92] on 2013/11/01 23:04:24
I guess negke is now in charge of the level bits that vigil and I worked on (he was given them today on irc at the least)
I'm not going to do anything more myself, sorry, got other projects I want to work on
 Depending When Its Required
#9894 posted by Drew [70.55.65.194] on 2013/11/02 05:23:41
I might be able to contribute a gussied up version of one or two of my JF2 themed speedmaps... Maybe if I merged them all together... When would you guys actually get around to doing this?
 JPL
Thanks for the feedback guys. It wasn't received to well so I'm going to rework this.
JPL: In GTKRadiant it's jsut a matter of clicking shift + S and selecting natural.
It's Quake 3 btw.
I love those Rubicon shots guys. Very inspirational.
 Deadline...
#9896 posted by ijed [186.9.130.235] on 2013/11/02 10:03:13
My one needs about a month more - we can make a cutoff point around whatever people's projects are.
I'm AFK until Monday, once I'm back I'll send out the Dropbox link with the modded content to the interested parties.
Negke, you in?
 Look Like It's Contagious!
#9898 posted by Hrimfaxi [89.150.173.209] on 2013/11/02 15:25:30
Some shots from a map I are working on for 1 month or two.
Don't know if I want to change all the entities, thats a lot of work. I'm using Quoth atm.
Anyway I think this will be a BSP2 map as well.
But good luck with your projects!
Go to: http://hrimfaxi.dk/rub/rub.html
 Hrimfaxi
#9899 posted by mfx [78.48.123.19] on 2013/11/02 15:50:17
Hell yeah!
 @hrimfaxi
#9900 posted by nitin [220.244.163.153] on 2013/11/02 15:54:04
holy hell1!
#9901 posted by gb [46.142.11.27] on 2013/11/02 15:54:46
I think mine could be finished in a few weeks, but may I humbly suggest a deadline of "when it's done"? If one or two maps take longer to finish, then the rest of the gang could just chip in and help those. Like, actual collaboration.
We shouldn't grieve over missed deadlines the way Base Pack did...
 Yeah
#9902 posted by Drew [70.55.65.194] on 2013/11/02 17:42:57
I'm coming down the home stretch for this semester so mid Dec would be much better for me...
AND HOLY SHIT! Hrim, that looks fucking awesome.
 Holy Crap Hrimfaxi
#9903 posted by ijed [190.22.104.83] on 2013/11/02 18:05:44
That looks great. You're also using one of the generator models I've got :)
I'm easy on deadlines. And whoever finishes first can help the others - there's always more that can be polished and improved.
 Nice Slipgate!
#9904 posted by RickyT33 [176.253.114.60] on 2013/11/02 18:15:55
 Is That A Mech From Malice In Shot 5...
#9905 posted by distrans [175.35.65.116] on 2013/11/03 04:55:29
...?
 Hrimfaxi
Loving it man!
#9907 posted by skacky [90.0.206.60] on 2013/11/03 13:33:38
Rubicon is getting some love lately.
 Distrans
#9908 posted by Hrimfaxi [89.150.173.209] on 2013/11/04 13:27:15
Yeah! That model are from Malice (I think).
I'm using it as an replacement model for the flak Ogre. I think it looks more like a base monster than the Ogre does.
It may change under the rest of the process though!
 Looking For A Few Testers
#9909 posted by Orl [68.34.165.196] on 2013/11/09 23:41:19
for my upcoming single player map that's going to be released, eventually. A note to everyone that this future map(s) will be of the bsp2 format, so the RMQ engine or any engine that fully supports bsp2 is going to be a requirement.
If you are interested in doing some beta testing, let me know :)
 Bsp2?
#9910 posted by Barnak [69.157.141.250] on 2013/11/10 00:35:35
@Orl : Is QuakeSpasm supporting the bsp2 format ?
 Not Officially
#9911 posted by ijed [190.22.86.255] on 2013/11/10 10:23:43
Although Spike did a quick fix to enable it. Don't have it to hand just now...
 Nobody Wants To Beta Test?
#9912 posted by Orl [68.34.165.196] on 2013/11/13 14:48:41
Then I don't want to hear any complaints when the map is released about not being playtested enough, since no one wants to volunteer ;)
 Beta Test
#9913 posted by Barnak [69.157.143.69] on 2013/11/13 15:36:22
I would like to beta-test it, but I'm on QuakeSpasm, OS X.
 Sorry
#9914 posted by ijed [200.73.66.2] on 2013/11/13 15:42:58
Too busy :(
 Beta Test
#9915 posted by mechtech [65.190.158.200] on 2013/11/13 16:44:42
I'll try it out. Email it. Include a link to the engine I need to use.
 I Would, But RMQ Doesn't Work...
#9916 posted by FifthElephant [82.24.73.240] on 2013/11/13 17:05:02
on my surface.
I don't like missing out on maps, even this I will miss on release which is a bummer.
#9917 posted by Johnny Law [67.188.0.203] on 2013/11/13 18:57:52
The FMV version that Spike hacked bsp2 support into is here: http://triptohell.info/moodles/junk/markv_bsp2.zip
Haven't tried it myself yet though.
For actually beta-testing a map, I expect you'd want players to use the engine that it will actually be played in on release, but RMQ is a bit of a tough sell for the general Quaking public...
ANYway, I can give it a try this weekend in whatever engine you want. If there's some particular build of RMQ that is necessary please be specific about which one and where to get it.
 I Suppose What I Could Do
#9918 posted by Orl [68.34.165.196] on 2013/11/13 21:26:07
Is release a trimmed down version of the map alongside the RMQ version of it, since RMQ doesn't seem to be a very popular choice here. It would have the exact layout and gameplay, but the many details would be either simplified, or removed completely to accommodate Quake's BSP limit.
It may result it the map looking somewhat plain and dull, but it would at least be playable in any Quake engine.
 Orl
#9919 posted by RickyT33 [2.124.230.212] on 2013/11/13 22:37:28
Don't do that!
 Don't Strip It On Account Of My Pc
#9920 posted by FifthElephant [82.24.73.240] on 2013/11/13 23:33:52
I actually used RMQ as a main engine until I upgraded and now it wont work.
 Orl
#9921 posted by ericw [172.219.249.35] on 2013/11/13 23:54:20
I can betatest this weekend, if you want one more person :-)
 Too Busy
#9922 posted by Drew [132.205.103.206] on 2013/11/14 00:19:55
 Orl
#9923 posted by nitin [180.149.192.133] on 2013/11/14 04:22:48
what I would suggest is that be specific about which build of RMQ you tested it with and recommend.
Tronyn's map worked fine once you played it with the proper RMQ build but there was a lot of trial and error until people found the right version of RMQ to play it with.
ps : I dont think you should do a stripped down version.
 Orl
#9924 posted by mfx [92.230.87.153] on 2013/11/14 09:08:54
better cut in two, so we have a mini episode enjoyable in Fitz:)
 Just Use
#9925 posted by ijed [200.73.66.2] on 2013/11/14 13:50:41
The Quakespasm hack that Spike made and was posted above by Johnny Law...
http://triptohell.info/moodles/junk/markv_bsp2.zip
RMQ was just a forked version of fitz. It had some some to handle lights and rendering better... plus some effects that everyone whinged about before turning off.
 FTE And DP
#9926 posted by ijed [200.73.66.2] on 2013/11/14 13:54:53
Also support BSP2 / 2PSB.
Not sure if these are considered faithful enough though.
The resistance to the BSP2 format seems to be 'I don't like big maps'.
Which I don't understand - it seems a shame since what many mappers want to do is push the boundries. One way of doing this is to extend the 1996 limitations - which has been sneaking into custom content for years anyway.
Remember when skyboxes were introduced?
The content of a map (good or bad) != map format.
 Yeah, I Don't Like Big Maps
#9927 posted by Rick [75.65.159.61] on 2013/11/14 14:11:05
But I can understand why people exceed the normal limits at times.
I can't offer to do a thorough beta test because I have a map of my own that I'm desperately trying to finish this year and I just don't think I have time. I could give it a play through and offer any comments though.
#9928 posted by onetruepurple [91.240.47.30] on 2013/11/14 14:44:17
plus some effects that everyone whinged about before turning off.
I still can't turn off interpolation.
 </brick To Back Of Head>
#9929 posted by ijed [200.73.66.2] on 2013/11/14 15:01:46
Isn't that just one of the standard fitz commands?
 Which Engine To Use
#9930 posted by Orl [68.34.165.196] on 2013/11/14 15:56:58
The RMQ engine that I have been using for testing is version 0.85.3, dated December 28th 2011. The latest build of RMQ presents unusual problems such as grenades falling through solid floors and monsters getting stuck in places they shouldn't. I may just include 0.85.3 of RMQ with the map release, so there's no confusion of what RMQ engine to use.
I tested the map with Darkplaces, and it runs fine but there are certain essentials items that disappear from the map, as well as alpha textures not being supported.
FTE will load the map, but about 30 seconds in will crash, I'm not certain why.
@mfx The map is actually already split in two, that's how large it is :)
Fitzquake_mark_v_bsp2 unfortunately doesn't load the map at all, it returns with an error of mod_loadleafs 34703 exceeds limit of 32767. I'm assuming that this could be an easy fix.
To those concerned about the map being too big, I can say right now its not THAT big, maybe only 20 minutes for the first part of the map. It's size is massive, but the actual play area isn't too big, to the point where I'm certain you won't be able to get lost.
And I won't make a stripped down version of the map ;)
 Ijed
#9931 posted by onetruepurple [91.240.47.30] on 2013/11/14 16:07:56
Not in MH's Genius Engine 10.0, no,
 Big Maps Are So Last Year
#9932 posted by Spiney [81.241.164.211] on 2013/11/14 19:06:27
hubQuake is the new thang.
 Orl
#9933 posted by nitin [220.244.163.153] on 2013/11/14 21:48:04
yeah that sounds like a good idea.
 Can't Figure This One Out
#9934 posted by Rick [75.65.159.61] on 2013/11/14 22:41:45
I had an idea, but when I went to build it things didn't work the way I thought they would.
The idea was to spawn a bunch of monsters, in a stack, inside a tall skinny box. I put a teleport brush in the bottom of the box. The teleport is triggered once every 4 seconds by a string of relays.
I expected the stack of monsters to fall every time the bottom monster was ported out, but no. In addition, not all the monsters would drop on top of the one below it when initially spawned. Some would just hang in mid air, at their original spawn point (I had them spaced with 128 units apart vertically).
 Suggestion
#9935 posted by Preach [77.98.165.95] on 2013/11/14 22:54:28
I haven't bothered to test this one, but it might just work...
Try adding a trigger_monsterjump with speed 1 and angle pointing down to cover all four monsters. Also place them closer together so it doesn't matter if they don't drop to the floor initially.
 What Engine?
#9936 posted by Spirit [80.187.100.136] on 2013/11/14 23:23:32
 Oops, Thought I Was In The Mapping Help Thread
#9937 posted by Rick [75.65.159.61] on 2013/11/15 12:13:23
I'm using Fitzquake 0.85, it's all I ever use.
A trigger_monsterjump will probably work, but I was trying to minimize the number of models required. I was able to get the monsters to fall correctly by activating them with another relay. Once they start moving they fall as they should. Pre-activating them this way is less than desirable though.
The way I had this working before, all the monsters spawned on a long, sideways moving door. There were small walls between them to keep them separated and to keep them from moving with the door. As the door slowly slid out from under them, they would fall into the teleport.
This worked, but the timing was hard to get right due to the different sizes of the monster bounding boxes, and I was trying to get rid of the door to free up another model.
I have gone back to using a door to move the monsters. This time the door consists of 4 brushes sized 64x64x8 (one brush per monster 8 units below each) moving downwards. The monsters correctly fall onto their section of door when spawned. Once activated, the door lowers them into the teleport brush.
The timing is more deterministic this way, so even though I haven't freed up any models, that is an improvement anyway.
I still don't understand why the monsters don't want to fall correctly.
In order to stay on topic, here is a screenshot:
http://www.quaketastic.com/files/screen_shots/Wish13_0007.jpg
 You Can
#9938 posted by ijed [200.73.66.2] on 2013/11/15 13:33:39
trigger a teleporter. If you give it a targetname it won't do anything until called.
Would mean making a single teleport per monster though, so not particularly helpful for reducing entity count.
That map looks badass.
 That Screenshot
#9939 posted by mfx [92.230.108.58] on 2013/11/15 13:45:18
looks very promising Rick!
 Rick
#9940 posted by spy [95.56.216.85] on 2013/11/15 15:33:28
from dat shot perspective the map itself looks a bit dull , in kind of texture set
that rune texture(red-ish) added here and there would do the job
 Looks Awesome!
#9941 posted by Drew [174.91.194.4] on 2013/11/15 15:35:51
 Looks Grrrrreat!
#9942 posted by RickyT33 [2.124.230.212] on 2013/11/15 20:26:09
Advice:
Trim-trimmings-trim
Trim-trimmings-trim
Trim-trim-trimmoo,
I've got an important message for you...
If you don't break up the textures on the wall more, it might slightly suck, David Cameron's a whore.
But seriously though, it looks really cool, love the tone.
 Lol
#9943 posted by Rick [75.65.159.61] on 2013/11/15 20:55:03
How in the world do you guys see anything in that screen shot? From that distance and with all that fog I think you can assume that whatever detail there is can't be seen.
It is a little on the monochrome side - that's intentional. There was more color six months ago but people said it didn't fit in or something. Whatever it looks like now is how it stays. I have no desire to make those kind of changes.
Yesterday I wasted hours trying to figure out why monsters didn't fall when spawned. Today I added the new teleporter system (that I finally got working right). To do that I had to change one room from short and wide to tall and skinny, deleted 12 unnecessary spacer brushes and I replaced a door that was using about 50 tris with one that used only 24 and when I compiled the map the marksurfaces count went from 32029 to over 32800. So I've spent the last couple of hours fixing that.
Does anybody know if there's a way to keep Netradiant from renaming all the target/targetnames when you copy and paste?
 Well
#9944 posted by Tronyn [24.79.126.117] on 2013/11/15 21:08:11
we get the GIST of it Rick - gothic cathedral-like outdoor architecture, indoor Runic areas lit with oldschool spotlights, and lava! How could we not think that's sweet?
As for the technical side I'm pretty useless (other than bothering people who know what they're doing), but I'm sure someone useful will come along soon.
 Rick
#9945 posted by mfx [92.230.108.58] on 2013/11/15 21:27:37
I remember the moaning about the yellow lights,
and now people want it back. I like the look now,
monochrome or not.
People are strange.
As for the NetRadiant issue, i have no clue...
 Ah, Yes
#9946 posted by Rick [75.65.159.61] on 2013/11/15 22:27:49
the infamous yellow lights and the big red window.
I did tone the lights down a little.
 Looks Great
#9947 posted by mfx [92.230.108.58] on 2013/11/15 22:50:34
just great...
 So Great
#9948 posted by Drew [63.250.114.126] on 2013/11/15 23:41:49
neoclassical
 That Is Phenomenal Looking
#9949 posted by onetruepurple [91.240.47.30] on 2013/11/16 00:00:58
 Drew
#9950 posted by Tronyn [24.79.126.117] on 2013/11/16 00:16:05
...how on earth?
Maybe the Pugin comparison is cliched and cheesy... but yeah.
 Better?
#9951 posted by Rick [75.65.159.61] on 2013/11/16 00:40:06
I had added this room about a year ago. It's a pretty important room, but I was never really happy with how it looked. This is an old screenshot from before I did the re-texturing.
Old Room
I worked on it a lot last week end and I think it's looking better. Probably still needs some lighting tweaks.
New room
Different view
 That Outside Screenshot
#9952 posted by nitin [220.244.163.153] on 2013/11/16 00:52:20
is phenomenal!
And yes new room looks better but lighting could be less flat.
 Hahaha Fuck Off.
#9953 posted by Drew [132.205.103.134] on 2013/11/16 01:07:52
I meant neoclassical as in new school quake w old school sensibilities and etc.
 (not Mad)
#9954 posted by Drew [132.205.103.134] on 2013/11/16 01:08:26
#9955 posted by [Kona] [121.73.104.148] on 2013/11/16 02:00:37
new room looks MUCH better with the texturing. those windows and bricks are great. the outdoor spires are fantastic. just be careful not to make it TOO dark.
 Lol
#9956 posted by Tronyn [24.79.126.117] on 2013/11/16 03:05:48
damn sorry Drew seems like I over-interpreted things again, as I always do.
New version of the room is a lot better, everything seems way more considered and detailed, including lighting and texturing.
/Eschews gothic label
 Drew U Mad As FUCK!!!
#9957 posted by negke [31.18.32.161] on 2013/11/16 09:21:00
I think the bricks look kind of small in relation to the huge scale of the room. I'd prefer if at least some parts of them could be bigger for a more 32ish style similar to the previous metal4_4 style.
 Grim And Unholy
#9958 posted by ijed [190.22.39.34] on 2013/11/16 11:21:03
Which is good. The new one looks better because the textures break up the flat areas of the previous one better.
Is there an altar in the middle?
 Looks Great.
#9959 posted by Shambler [86.31.253.27] on 2013/11/16 11:24:16
Keep going with it.
 Oh Oh Oh
#9960 posted by JPL [82.234.167.238] on 2013/11/16 11:47:08
Looks very interesting indeed.. neo-gothik / medieval maps are always cool :)
Go finish this !
 Grim And Unholy
#9961 posted by onetruepurple [91.240.47.30] on 2013/11/16 12:49:42
Yes.
I keep hearing this in my head every time I see one of those screenshots.
#9962 posted by FifthElephant [82.24.73.240] on 2013/11/16 20:17:19
Looks pretty good.
I think I prefer maps with a higher contrast of light/dark lighting. Also I thing I would personally avoid large flat walls and break them up with detailing with protrusions or texture changes.
 Hmm...
#9963 posted by Rick [75.65.159.61] on 2013/11/16 21:07:27
large flat walls
Honestly, what do you mean? There are not any of what I would consider large flat walls in any of those last few screen shots. There are some that are pretty tall though. I wonder if it's something about the angle the screen shot was taken at?
Here's an overhead view with an exaggerated fov. I didn't change brightness or contrast from the original, just converted it to jpg so I may look a little dark.
http://quaketastic.com/files/screen_shots/Wish13_d.jpg
 Rick
#9964 posted by mfx [78.48.156.144] on 2013/11/16 21:12:09
dont let them distract you!
 You Could Break It Up Vertically
#9965 posted by RickyT33 [2.124.230.212] on 2013/11/16 23:33:17
If the walls aren't the same thickness at every height. You can make these transitiones in two ways - with a 'step', i.e. the wall suddenly gets X units thicker, with a perpendicular step, or with a slope. This is true of much architecture because the foundations need to be strong enough to support all of the weight above it.
Either way, it's a nice way of adding a whole other dimension to your architecture.
You could add some damage detail to the architecture too, maybe a few cracked tiles, , bricks out of place or missing etc.
Overall I think the shots look pretty awesome, just thinking of elements that you could take more advantage of.
 IMO I Think The Aesthetic Works Well As It Is
#9966 posted by Drew [174.91.194.4] on 2013/11/17 00:34:09
It doesn't require gussying up. It has a nice stark balance and subtle detailing. In the shots I've seen, I'd consider that aspect of the map 'done'.
 Guys
#9967 posted by onetruepurple [91.240.47.30] on 2013/11/17 00:34:48
You realise the map is already bursting at the seams with marksurfaces?
 Yeah...
#9968 posted by ijed [186.9.129.151] on 2013/11/17 00:51:21
What you've got is good. Finish it as you see fit.
Float walls refers to not using geometry (brushes) to make the light map do the work of making a space interesting. But with all the work you've put into the light it's not a mistake you've made. Don't go into pre-release worry.
We've only seen screenshots!
 Ie Flat Walls, Not Float
#9969 posted by ijed [186.9.129.151] on 2013/11/17 00:52:11
 Ie Flat Walls, Not Float
#9970 posted by ijed [186.9.129.151] on 2013/11/17 00:52:12
#9971 posted by Rick [75.65.159.61] on 2013/11/17 10:10:44
.
dont let them distract you!
Not much chance of that. The reason is because I intend to stay within the normal Quake Engine map limits.
onetruepurple is correct, the map is bursting at the seams with marksurfaces
What this means is that the geometry of the map is pretty much finished, with no chance at all of any major changes being made.
The map is currently bouncing around 32000 marksurfaces, which is what causes me the most problems. Most of the time at this point, just adding a brush or two will cause QBSP to go insane and the marksurfaces will jump by hundreds and go over the limit. I've found ways of getting around that, but sooner or later I know I'll hit a wall.
I basically have to fight tooth and nail just to make small changes to the brushwork and not go over 32767 marksurfaces.
There is also a 256 model limit. I have 255 at the moment. If I add just one more Fitzquake gives me a mean old message that 256 models exceeds the 256 model limit.
It doesn't actually, but I will keep it at 255.
As of yesterday, I still have six "place holder" func_walls in the map left to play with.
I'm still kind of struggling to understand the various comments referring to flat lighting, large flat walls, small brick textures, and so on.
It's pretty hard to move along any wall, anywhere in the map for more than 128 units without something changing.
I really appreciate these comments. I think about what you guys have said along these lines quite a bit and give these comments much consideration, but when I play the map I just don't see it.
Somehow, I think the screen shots are failing me.
And if you really think this map has a problem with large, featureless walls, covered by a small brick texture with flat lighting, I have three words for you:
"Honey by CZG".
Yes, I am just teasing you there.
Yesterday, I worked mostly on the lighting in this room. It's a fairly important area that the player will pass through more than once.
What do you think?
http://www.quaketastic.com/files/screen_shots/Wish13_e.jpg
http://www.quaketastic.com/files/screen_shots/Wish13_f.jpg
 Hax
#9972 posted by negke [31.18.32.161] on 2013/11/17 10:39:14
Remember: qbsp splits large surfaces every 224 units anyway. This can be used to your advantage.
Brush models and marksurfaces: This may or may not be helpful in your situation or the context of the map, but you can 'clone' existing brush models and turn them into functional entities (provided they are on the same rotation and light level as the originals). If there are identical bmodels used on several occasions, you can make one actual brush-based template and use it elsewhere as point entities.
#9973 posted by negke [31.18.32.161] on 2013/11/17 10:43:18
The screenshots are cool. Though I think I would consider using some vertical trim with seams on the sides inside the window frames.
 Rick
#9974 posted by Spirit [80.171.28.221] on 2013/11/17 11:01:40
I like the screenshots a lot! Being overly anal about details that no player really notices can make a map worse.
Your windows on those 2 screenshots could have a stronger light emitting from them, leaving a pattern (just a cone) on the bridge. I think it looks completely fine as it is though.
#9975 posted by FifthElephant [82.24.73.240] on 2013/11/17 11:55:08
I can see a lot of work has gone into the trims and such already, I think maybe it's the contrast between the trims and the main texture that isn't different enough.
Let's be honest, the map still looks very nice and this is purely a stylistic suggestion on my part. There's nothing wrong with saying "this is my map and I want it to look like this".
 Yeah
#9976 posted by RickyT33 [90.204.201.40] on 2013/11/17 14:10:59
I was just elaborating on what could be meant by 'breaking up large walls'. The map does look really nice! I love those arches, and the mood of the lighting, in the shots.
Negke is right about the marksurfaces thing, but I know what it's like to be surfing the limits, and you get the map to compile nicely, why fuck with it at that point, when it's already looking really nice.
TBH it looks pretty decent to me man, go with your heart :)
 I'm Loving
#9977 posted by Drew [174.91.194.4] on 2013/11/17 18:52:09
every shot you've put up so far.
#9978 posted by [Kona] [121.73.104.148] on 2013/11/18 00:01:49
Well they are quite flat walls. But lots of popular mappers like czg have quite plain walls. I always try to pack as much detail into walls as possible, but then I could never make any of my levels very big. That's the trade-off of putting in lots of detail. Players prefer bigger levels over lots of fine detail.
#9979 posted by Rick [75.65.159.61] on 2013/11/18 05:20:45
you can make one actual brush-based template and use it elsewhere as point entities
Negke, can you (or anybody) explain how exactly to do this? It's something I could possibly use in a couple of places.
There were some brushes that absolutely had to be changed and when I fixed them it blew the marksurfaces over the limit again.
#9980 posted by negke [31.18.32.161] on 2013/11/18 08:45:44
You can first try this: open the map file in a text editor and move all recently-added brushes (the ones after which the limit was exceeded) higher up, preferably to where the older brushes in the particular area are. This can arbitrarily lower the marksurfaces again.
The template trick is essentially a modelindex hack. You can look it up in mce.map (available on my site), it's used for the light sources and ammo pickups.
The original ("template") entity is a brush-based info_notnull located at 0 0 0. While this location isn't absolutely necessary, I wouldn't put it elsewhere because then it'd make placing the clones a pain in the ass. It's also lit there. I strongly recommend moving it up in the .map so it's the very first entity after worldspawn for easier reference. To save an edict, remove it on mapstart with "think" "SUB_Remove" or killtarget.
Then you can put point info_notnulls where you want the clones to appear and give them the corresponding values of the template, e.g.
"model" "*1"
"modelindex" "2"
This will create nonsolid copies of the original brush model which do not add to the model limit but take up an edict slot. They can be rotated, too.
It's possible to further modify their 'state', so to speak. For example, you can make them solid or turn them into static entities (=no edict) by adding "think" "func_wall" or "func_illusionary" and "nextthink" "0.1". However, this will override any custom rotation!
 Cool Trick
#9981 posted by ijed [200.73.66.2] on 2013/11/18 12:11:58
I tried to do a similar thing with func_doors through qc. It even worked as well, after Preach explained some of the nuances of collision generation.
Nobody cared though.
 Okay, Thanks
#9982 posted by Rick [75.65.159.61] on 2013/11/18 15:07:14
I may have to give that a try. It's a bit more complex than I thought it would be, but it could prove to be useful. Thanks for the explanation.
As far as moving brushes in the .map file to reduce marksurfaces, I've never tried that. However, my usual trick is to copy a large group of brushes that are near each other, delete them, save the map, then paste the brushes back in. I've always assumed that this is also moving the brushes around in the .map file. At any rate, it will often reduce the marksurfaces by several hundred.
I only do this when BSP goes crazy and ups the marksurfaces by a huge amount when some insignificant change was made. I don't worry about it when the change in marksurfaces seems reasonably proportionate the whatever change I've made in the map.
 I Cared!
#9983 posted by Preach [77.98.165.95] on 2013/11/18 21:58:37
That was cool. It's also the kind of thing "external model" support in Quoth is meant to help with. Currently having an actual external file is a bit cumbersome to install (and to delete when the map is finished though), so it's a bit of a hard sell to get working.
One potential solution could be to create an "internaliser" tool, which would operate on your base bsp file. It would look for all your entities which reference an external bsp file, load that external file, and bake them into the bsp as an internal model. In effect, it's formalising negke's entity hack above, but in a way that doesn't require fiddling with brush order to get it working. Plus because you created the external model independently, you've got the freedom to light it without the rest of the map interfering, and easily set the rotation centre.
There is a second solution to the loose file difficulty, but I'm afraid I'm not yet at liberty to say...Or I'd just really like to see the internaliser become reality so I've got to sell it to someone with the bsp know-how.
 Sounds Like The
#9984 posted by ijed [190.22.40.101] on 2013/11/19 00:17:16
Bsp referencing compartmentalised sections of itself...
 The Func_door_model
#9985 posted by ijed [190.22.40.101] on 2013/11/19 00:22:06
Was just idle experimentation really. Whilst I tip my hat to those who struggle to colour within the lines of bsp1 limits, I decided not to bother with it.
The internalizer you mention in fact sounds something like the skip utility, which moved brush face around so they wouldn't be visible.
 More Screenshots Please!
Thank you!
 SCRAPS.
#9987 posted by Shambler [86.31.28.73] on 2013/11/22 20:32:54
<@Bal> http://www.born-robotic.net/content/maps/balostepisode.zip
<@sock> someone should re-work them into maps with vanilla gameplay
 Some Very Nice Maps In There...
#9988 posted by Barnak [69.157.84.202] on 2013/11/23 01:51:53
Too bad there aren't much monsters to fight, in these giant maps.
I guess I'll have to play them with the DMSP mod.
 Finish Them!
#9989 posted by FifthElephant [82.24.73.240] on 2013/11/23 11:23:31
Oh lord these maps look great. I can't believe these are sitting around unfinished. None of my scrap levels are anywhere near this kind of quality or completion (I usually rough out a couple of rooms, you seem to make entire maps!)
 Why The Cruelty ?
#9990 posted by Barnak [69.159.140.84] on 2013/11/24 02:47:17
Those superb maps doesn't do anything with the DMSP mod. WTF !?
Why, O why Lord !? The b1blue, b1office and b1rocks are so cool, why not finish'em ??
 At A Guess
#9991 posted by yesterday [146.90.136.199] on 2013/11/24 23:25:12
There are no info_player_deathmatch entities...
 Yeah
#9992 posted by Bal [83.204.158.234] on 2013/11/25 08:07:46
There are no deathmatch starts in those maps, which is why they won't work with dmsp. The map files are there though, so I guess it'd be fairly quick to throw some in and -onlyents compile.
 Just Started
#9993 posted by Spiney [91.179.128.198] on 2013/11/25 15:44:41
Extending Daikatana mainmenu graphics for widescreen support. Fun!
http://spiney.me/files/etc/back0.png
#9994 posted by FifthElephant [82.24.73.240] on 2013/11/25 21:30:41
If there's one thing I loved about Daikatana it was the texture-work. So rich and detailed.
#9995 posted by yhe1 [173.58.187.144] on 2013/11/26 05:28:28
Can somebody do a hack of Daikatana to make those two side kicks Invulnerable?
 Pixel Life
#9996 posted by sock [190.231.248.19] on 2013/11/26 23:47:16
 Brushwork Looks Ace
#9997 posted by mfx [78.49.28.26] on 2013/11/26 23:54:58
#9998 posted by FifthElephant [82.24.73.240] on 2013/11/27 00:12:31
I like it, very quaint. Almost thief-like in some respects.
Not everything has to be some outrageous structure.
 Lots Of Character
#9999 posted by Drew [70.53.201.226] on 2013/11/27 03:00:47
I'm kind of surprised since I usually love the yellow windows, but I agree with mfx. They don't look bad but maybe a more toned down intensity or different colour would be better? Might be worth tinkering with.
Such a minor thing, but of course it's hard to find serious flaws with your shots.
 Rubicon Revisited
#10000 posted by mfx [78.49.28.26] on 2013/11/27 09:48:45
 Arghh!
#10001 posted by mfx [78.49.28.26] on 2013/11/27 09:51:05
 /me Likes
#10002 posted by SleepwalkR [130.149.243.224] on 2013/11/27 09:56:58
 Rubicon Is Woefully Underused.
#10003 posted by FifthElephant [82.24.73.240] on 2013/11/27 10:02:46
I love it btw, very nice.
 Use More Floyds!
#10004 posted by Spirit [80.171.29.69] on 2013/11/27 10:14:35
2014, year of the rubicon.
 City Blocks
#10005 posted by Mike Woodham [87.127.250.2] on 2013/11/27 12:03:26
I don't think the windows are too yellow, I think they are lit too brightly.
I can see a shadow on the ground, which gives me a light source, and the walls around the windows are lit but it cannot be coming from that same light source.
So if it were me, but it's not, I would either reduce the Light or move the light closer to the window so there is less 'overspill'.
Other than that, very pretty.
 Yes To Both Shots.
#10006 posted by Shambler [82.31.30.241] on 2013/11/27 12:34:11
#10007 posted by Spiney [91.179.128.198] on 2013/11/27 14:19:16
I like it Sock, very fresh! Which is hard enough to do in Quake. As been said, the yellow windows steal a bit too much attention, although I like their contribution to the color palette. Maybe having some yellow oil lamps on the walls could be an interesting idea to have in certain areas, to get some variation from the usual torches.
Also, the stone wall above the stucco (?) housing seems like to heavy a structure to be on top of those.
I'm kind of hoping this'll start a trend for some Tuscan/Venetian village like maps :P
 The Yellow Window Light
#10008 posted by ijed [200.73.66.2] on 2013/11/27 14:57:50
Looks fine to me, although that kind of bleeding makes me think it'd be better in a twilight / early evening setting.
A darker sky and some very mild dark blue fog...
Random idea, and we all love spouting those off.
Village maps are great.
 Pale Blue Dot
#10009 posted by sock [190.231.248.19] on 2013/11/27 22:12:02
A quiet stroll in the light of the moon.
#10010 posted by FifthElephant [82.24.73.240] on 2013/11/28 00:28:37
ooooooomph... that is sexy.
 Perfect.
#10011 posted by Drew [70.53.201.226] on 2013/11/28 00:46:21
So this is a 'Towne' style map?
I can't stop looking at this shot...
 Wow
#10013 posted by Tronyn [24.79.126.117] on 2013/11/28 02:09:27
beautiful shot
the blue sky with yellow windows contrast works well, the first shot seems too overpoweringly yellow with both windows and sky
 @Sock
#10014 posted by mfx [92.230.84.7] on 2013/11/28 09:27:30
perfect!
 Done
#10015 posted by nitin [220.244.163.153] on 2013/11/28 11:45:53
that is indeed pretty faultless.
 Awesome
#10016 posted by ijed [200.73.66.2] on 2013/11/28 13:06:07
Don't forget the ambient sounds :)
 Sock
#10017 posted by Kinn [80.247.24.248] on 2013/11/29 13:12:03
That made me feel some activity in the trouser region.
 'The Trouser Region'
#10018 posted by Spiney [81.242.124.5] on 2013/11/29 13:55:16
Would be a great map name.
 Kinn's Netherrealm
#10019 posted by negke [31.18.32.161] on 2013/11/29 14:06:35
The question is: on which side?
 Left
#10020 posted by RickyT33 [176.35.71.152] on 2013/11/29 15:13:32
always the left
 Most Likely
#10021 posted by Scampie [72.12.65.92] on 2013/11/29 15:17:01
both
 Lol
#10022 posted by spy [178.88.86.22] on 2013/11/29 16:40:49
definitely, in Kinn case it would've been both sides
 Great Shots Btw
#10023 posted by spy [178.88.86.22] on 2013/11/29 16:42:41
 And
#10024 posted by spy [178.88.86.22] on 2013/11/29 16:44:10
sock for president
 I Wasn't Sure How To Interpres Negke's Post
#10025 posted by Spiney [81.242.124.5] on 2013/11/29 17:29:31
as a left-right or front-back kinda thing
#10026 posted by Spiney [81.242.124.5] on 2013/11/29 17:29:48
interpres = interpret, duh
 Sir Dresses To The Right
#10027 posted by Kinn [80.247.24.248] on 2013/11/29 17:53:40
if one must know.
#10028 posted by skacky [90.0.70.214] on 2013/11/29 18:42:07
Excellent work sock and mfx!
#10029 posted by negke [31.18.32.161] on 2013/11/29 19:02:56
Trouser activity is measured in either front or back occurence and evaluated by the implications each side brings with it in context. Spatial orientation is largely irrelevant in this respect.
 !
#10030 posted by mfx [78.49.29.147] on 2013/11/29 19:57:16
 Trouserific...
#10031 posted by Spiney [81.242.124.5] on 2013/11/29 20:13:02
Doesn't this equally depend on locality and the coordinate system used? e.g. Your orientation might no be straight from 2 colluding sets of post-2-lates.
 Looped Around...
#10032 posted by Shambler [82.26.157.166] on 2013/11/29 21:01:45
...and up the rear.
 Speed Map Theme
#10033 posted by ijed [186.9.129.10] on 2013/11/29 22:39:31
 Shambler Wins.
#10034 posted by the silent [80.17.142.66] on 2013/12/03 13:38:17
Ever since 1997.
 Moonies
#10035 posted by sock [190.231.248.19] on 2013/12/04 14:52:13
 AAaargh !
#10036 posted by Barnak [69.159.141.106] on 2013/12/04 15:13:36
I'm already erected !
When will you release that shit ?
#10037 posted by JneeraZ [199.255.40.36] on 2013/12/04 16:58:33
I like your stuff, sock, but I really wish you'd change your lighting style when it comes to those yellow inset windows. The light would in no way be able to hit the walls like that and it just looks ... weird.
 Random Idea
#10038 posted by ijed [200.73.66.2] on 2013/12/04 17:41:01
This probably wouldn't work, but could an info_notnull with effects 8 produce a fake volumetric glow for the window effect?
Hm. Even if not, might be useful for marking buttons or other stuff, will have to give it a try.
 Agree With Willem
#10039 posted by SleepwalkR [85.178.60.17] on 2013/12/04 18:13:42
The shot looks great, but the yellow windows just look weird and out of place...
#10040 posted by Spiney [81.241.132.137] on 2013/12/04 18:29:58
blue sky feels a bit too saturated to me, but otherwise it's excellent
 Well.
#10041 posted by Shambler [86.31.141.121] on 2013/12/04 19:35:14
I like the windows :)
 Me Too
#10042 posted by Spiney [81.241.132.137] on 2013/12/04 19:45:17
but I think they would be better if they were a bit more orangy like the one on the left? opinions opinions...
 Don't Mind The Window
#10043 posted by onetruepurple [91.240.47.30] on 2013/12/04 19:56:03
But don't ever ever fuck with the skybox.
#10044 posted by Rick [75.65.159.61] on 2013/12/04 19:56:56
Looks very nice. I also have to agree with a couple of comments.
I think the upper square window has too much of a greenish tint, more to the orange side would look better I think. And the way the light from it illuminates the surrounding wall is a little unnatural looking. That light would have to be reflected back onto the wall and there is nothing there to do the reflecting.
 Had PS Open, So
#10045 posted by Spiney [81.241.132.137] on 2013/12/04 20:19:07
What I had in mind...
click
About the lights being unnatural, I think the windows would stick out much more without them.
It's okay to sacrifice realism for improved local contrast, imo. Plus you need some kind of light source for lighting those parts anyway.
Doesn't bother me much.
#10046 posted by Trinca [81.84.241.156] on 2013/12/04 20:33:20
mfx and sock awesome pics, can't wait to play then!
#10047 posted by Scampie [72.12.65.92] on 2013/12/04 20:37:39
Windows are fine, that sort of unnatural spilling I think is fine in Quake
 Lel
#10048 posted by onetruepurple [91.240.47.30] on 2013/12/04 21:53:35
 Oh Lawd...
#10049 posted by Spiney [81.241.132.137] on 2013/12/04 22:39:20
 Sock
#10050 posted by Tronyn [24.79.126.117] on 2013/12/04 23:48:28
is that a remake of e2m1? (I got that impression, or at least an e2-ish impression, from the moat/drawbridge type setup).
Looks amazing. Extremely atmospheric.
ps, I always light windows like that. if it's inside the light must be coming from outside, if it's outside the light must be coming from inside, heh.
#10051 posted by JneeraZ [199.255.40.36] on 2013/12/05 15:51:22
I guess what hits me wrong there is not necessarily that it's physically inaccurate but more that it makes it plainly obvious that there's a spherical light source sitting in front of the window. I dunno ... I'll shut up. :)
#10052 posted by metlslime [159.153.4.50] on 2013/12/05 20:44:02
I agree with willem, FWIW
The current technique would probably be fine if the light was more subtle. Currently it's bright enough that it has my brain looking for a source. Dimmer and I might accept it as general ambient lighting bounced from somwhere else.
#10053 posted by [Kona] [121.73.104.148] on 2013/12/06 01:39:55
nope i like the blue sky over that dull grey. adds contrasting colour and is unique.
#10054 posted by Spiney [81.241.132.137] on 2013/12/06 12:06:04
I think it's the fact that the sky is the only thing in the scene with that color. When compositing a scene you need to repeat the main hues in several locations in a scene or it might look off. Ditto for the windows actually. It doesn't need to be as bright or saturated either, just repeating a certain set of hues already helps a lot. I tried to tone it down to bring it more in line with the rest of the scene, but ideally there should be other things in the set that share the color palette.
 Telefragged
#10055 posted by ijed [200.73.66.2] on 2013/12/07 22:04:23
 Better Links
#10056 posted by onetruepurple [91.240.47.30] on 2013/12/07 22:48:44
 Teleforced..
#10057 posted by mfx [78.55.193.167] on 2013/12/08 01:25:52
#10058 posted by FifthElephant [82.24.73.240] on 2013/12/08 01:41:21
Looks like a lot of rubicon stuff in the works. :)
 5th
#10059 posted by mfx [78.55.193.167] on 2013/12/08 01:41:56
be sure, there is.
#10060 posted by skacky [90.0.77.27] on 2013/12/08 02:51:53
That last shot owns!
 Thanks OTP
#10061 posted by ijed [190.22.79.109] on 2013/12/08 11:49:29
 Too Cheesy?
#10062 posted by Rick [75.65.159.61] on 2013/12/08 16:01:50
 Not Really
#10063 posted by onetruepurple [91.240.47.30] on 2013/12/08 16:28:18
But it's kind of flat, and in more way than one. The lighting could be a bit more dramatic, surely, and perhaps sink the middle of the floor, a bit?
 An Attempt To Pack In As Much Detail As Possible.
#10064 posted by FifthElephant [82.24.73.240] on 2013/12/08 16:29:49
I have been wondering how much detail you can pack in to a map before things start to break. I got to this point when I started seeing wandering vertices and degradation.
http://www.quaketastic.com/files/screen_shots/5the1m1.jpg
 Rick
#10065 posted by ijed [190.22.79.109] on 2013/12/08 16:35:36
How about a spotlight above the pentagram so it casts it's shadow on the floor?
5th, nice stuff, but it's a bit bright - some shadows would help.
 Lel
#10066 posted by onetruepurple [91.240.47.30] on 2013/12/08 16:37:46
That's an editor shot ijed.
 Need A Bigger Tablet...
#10067 posted by ijed [190.22.79.109] on 2013/12/08 16:41:04
And trenchbroom needs a lighting preview!
Also, I'll post some proper shots of mine (with proper links as well) soon.
 Rick
#10068 posted by Scampie [72.12.65.92] on 2013/12/08 16:47:53
I feel like the gate and teleporter are too small for the scale of that room. Perhaps just making the gate larger would do it.
Otherwise, yeah it's cheesy, but such is Quake amirite
#10069 posted by Rick [75.65.159.61] on 2013/12/08 17:17:16
Yeah, the lighting in that room needs work, that's why I'm looking at it. The floor could be less flat also, don't know if my marksurfaces can handle that though.
How about a spotlight above the pentagram</>
There already is one, but it's turned off in that shot.
the gate and teleporter are too small
I'm pretty sure it just looks that way because of the angle you are seeing it at and partly because I kicked the fov up to 100 just for that shot. The actual distance between the gate and the teleporter is over 800 units. Both the gate and the teleporter are pretty large, 192x192 I think.
#10070 posted by necros [99.227.113.78] on 2013/12/08 18:16:24
mfx: i love the super tall hallway in the right side of your second shot. more of that please!
 Sup
#10071 posted by Breezeep_ [98.109.77.30] on 2013/12/08 19:20:31
I decided to register since i'm becoming interested with this community. also, screenies:
http://i.imgur.com/aZWtINM.jpg
http://i.imgur.com/N9CJjl4.jpg
http://i.imgur.com/xpt88vy.jpg
#10072 posted by quaketree [76.14.68.95] on 2013/12/08 19:57:02
"How about a spotlight above the pentagram so it casts it's shadow on the floor?"
That pentagram is way too high to get a crisp looking shadow out of it.
I've found that if you use a func_detail brush (so no vis or r_vis hit) along with a skip texture (so the player never sees it) and then place it where the player can't get to it (and that there's never going to be an enemy above the player) that you can make some very detailed shadows in tall spaces like that
 Yes
#10073 posted by ijed [190.22.79.109] on 2013/12/08 20:08:12
That'll allow for a crisp shadow, but another way might be to have the pentagram purposely distorted; going up the walls and so on. Although I suspect that wouldn't work in that particular room.
I'm thinking of that one room in id1 where for no reason there's a Q shadow on the floor. And of an unreleased custom map that did some similar shadow painting tricks.
 Ringofquad
#10074 posted by ijed [190.22.79.109] on 2013/12/08 20:11:01
It's kind of hard to see what's in the shots. Screenshots from the game are always dark, usually they need brightening in Photoshop or whatever to leave the contents more visible.
New quoth map in the works? Is it single player?
 @Ijed
#10075 posted by Breezeep_ [98.109.77.30] on 2013/12/08 20:40:02
Yeah, its a quoth sp in the making. I apologize for the dark screenshots though.
 Don't Worry About It
#10076 posted by ijed [190.22.79.109] on 2013/12/08 22:02:12
And good luck!
 Ringofquaddamage
#10077 posted by nitin [220.244.163.153] on 2013/12/08 22:48:44
looks moody, but the walls need more detailing or breaking up.
Btw, I could see the shots fine, not too dark at my end.
#10078 posted by quaketree [76.14.68.95] on 2013/12/08 22:56:58
"I'm thinking of that one room in id1 where for no reason there's a Q shadow on the floor."
Actually that shadow is the clue for a secret on the back side of the teleporter that it's in front of that leads to the roof, a quad damage and a fiend. (E1M4 I think, maybe E1M5). That one was done using a func_illusionary )or maybe a func_wall) disguised as a sky texture and a solid "Q" shape with a normal texture on it above that (inside a box made up of a sky texture). That was about 2 player heights or so over the floor
What I was describing was for very tall spaces like the one in the screenshot where there is no way to do that and still have a crisp shadow.
#10079 posted by Rick [75.65.159.61] on 2013/12/08 23:49:31
I messed around with this room for a couple of hours today. Never really got it looking much better but did manage to increase the marksurfaces by over 600, so I just gave up for now. I did find out that I can't really change the floor much because there's stuff under it that would be too much trouble to modify.
Here's a shot with the pentagram light "on".
Screenshot
 Pentagram Shadow
#10080 posted by FifthElephant [82.24.73.240] on 2013/12/08 23:54:38
is hawt. :D
 Looks Great
#10081 posted by onetruepurple [91.240.47.30] on 2013/12/08 23:57:44
Can't wait to play.
 WTF Did I Just Find
#10082 posted by onetruepurple [91.240.47.30] on 2013/12/09 00:06:28
 Otp
#10083 posted by FifthElephant [82.24.73.240] on 2013/12/09 00:27:25
I have seen those before. My guess may be necros for those since he likes to use doom textures.
 OTP
#10084 posted by mfx [92.225.196.224] on 2013/12/09 00:38:05
I think those shots are fom tronyn.
 Pentashadow
#10085 posted by ijed [190.22.79.109] on 2013/12/09 01:14:37
Awesome!
Gonna have to rip off the idea now. But that involves me making a nine point symbol because of... never mind.
Quaketree; yeah I remember. The red castle level with the various types of trap in it. And that's one of my favourite secrets as well. Really sets the tone for good secret hunting "something's not right here..." But it's not just a wonky texture or something.
 Heh
#10086 posted by Tronyn [24.79.126.117] on 2013/12/09 01:28:12
yeah those are my shots, I did post them somewhere in this thread... that map is still coming but alas progress is slow.
 @nitin
#10087 posted by Breezeep_ [98.109.77.30] on 2013/12/09 02:24:08
That's why it's a wip, what did you expect? :P
 New Project...
#10088 posted by FifthElephant [82.24.73.240] on 2013/12/12 22:52:13
Working on a new thing, calling it "Quake As Id Did"... yep, I stole the idea. So it's QUAID for short. Not sure if I will keep the name tbh. This is about 30% on the first map. The idea is to make something simple, fun and faithful to the original game style.
http://www.quaketastic.com/files/screen_shots/quaid1.jpg
http://www.quaketastic.com/files/screen_shots/quaid2.jpg
http://www.quaketastic.com/files/screen_shots/quaid3.jpg
I could make something more detailed and crazy but I am working a lot and don't have the energy to pour in detail like I did with Deck. This is like a de-stress project. Mapping therapy. I think this would make a good community project but it's just me on it right now :)
#10089 posted by Spirit [80.171.128.252] on 2013/12/12 22:58:43
Those look fantastic! Make me really really excited.
(Please add at least some misaligned or badly cut off textures, if only to annoy negke!)
 Hahahaha...
#10090 posted by FifthElephant [82.24.73.240] on 2013/12/12 23:01:49
I honestly thought to myself "you know, if this is going to be exactly like id did then maybe I should screw up the alignment".
I can't bring myself to do it. I have OCD.
 Nice
#10091 posted by DaZ [80.47.90.231] on 2013/12/12 23:01:58
but if it's as id did it, you need to unalign 50% of your textures ;)
#10092 posted by FifthElephant [82.24.73.240] on 2013/12/12 23:03:30
The base maps have terrible alignment issues, the other maps are nowhere near as bad. No idea why that is.
#10093 posted by Johnny Law [67.188.0.203] on 2013/12/12 23:16:08
It must be that Romero was going to go back and put in secret doors for every misaligned texture, but he ran out of time. Yup.
Also... QUAAAAAAID: http://3.bp.blogspot.com/-ESYPfqNZfpo/UCppEbTJQfI/AAAAAAAAiZE/beUp2hkMWwc/s640/TOTAL-RECALL-KUATO.jpg
 The Thing That I Noticed...
#10094 posted by quaketree [76.14.68.95] on 2013/12/13 02:25:41
in DTWID was that in general the weapons, items, secrets and enemy types and counts were pretty much the same in the relative sense of the original id maps that they are supposed to replace. Done entirely differently of course but there were a lot of similar ideas used in different ways. The same goes for D2TWID. I got the feeling that they were going for the same basic game balance but with entirely different layouts.
Just something to keep in mind as you progress. Good luck.
 Yep
#10095 posted by FifthElephant [82.24.73.240] on 2013/12/13 07:49:12
There will be a progressional feel through maps in the same way here. Most SP maps now are singular experiences with every enemy and weapon appearing. Mine will try and retain that classic feel.
 @Fifth
#10096 posted by quakis [86.22.126.142] on 2013/12/13 13:19:02
Minor nitpick regarding the title, rather than calling it "Quake As Id Did", might be neat to be consistent with the Doom releases and call it "Quake The Way Id Did". Makes these projects feel more like a set with a common goal then.
Nice start so far though, have any plans to tackle other themes?
 Telefragged
#10097 posted by ijed [200.73.66.2] on 2013/12/13 15:29:21
 Looks Sweet
#10098 posted by onetruepurple [91.240.47.30] on 2013/12/13 15:54:05
 Rick And Tronyn
Rick's Pentagram is kicking ass. Especially the shadow on the floor. Nice touch.
Tronyn, those editor shots look sweet!
 More Rubicon2
#10100 posted by Hrimfaxi [89.150.173.209] on 2013/12/13 19:55:56
 Oh, Comme C'est Beau !!
#10101 posted by JPL [82.234.167.238] on 2013/12/13 20:36:11
Really nice shots indeed :)
 Quakis
#10102 posted by FifthElephant [82.24.73.240] on 2013/12/13 21:56:30
Verily! I'm making them chronologically though. This is essentially map 1. I have a few experiments with other themes but my most complete maps so far have been base maps, I need to break the cycle!
#10103 posted by [Kona] [121.73.104.148] on 2013/12/13 22:10:10
hmmm, i must admit, i'm not a huge fan of rubicon textures. I think it's the lack of colour contrast (everything is that same colour) and those giant blurry bolts around everything like xmas decoration. so it is good to see some other textures mixed in.
ijed your screenies remind me of zerstorer.
 Thanks
#10104 posted by ijed [200.73.66.2] on 2013/12/13 22:12:26
#10105 posted by Scampie [72.12.65.92] on 2013/12/13 22:45:12
...aren't you color blind Kona?
 @hrimfaxi
#10106 posted by Breezeep_ [98.109.77.30] on 2013/12/13 23:09:24
Looks like the Rubicon Empire is trying to take over the quake universe.
Also, are those barrel textures in screenshot 3 from half life 2?
 Ijed And Hrimfaxi
#10107 posted by nitin [220.244.163.153] on 2013/12/14 00:57:33
both looking good.
 Fifth
#10108 posted by Yhe1 [173.58.187.144] on 2013/12/14 05:38:47
If you like old school stuff, you'll like this:
https://www.quaddicted.com/reviews/descent.html
 Colorblind?
#10109 posted by ijed [186.79.217.23] on 2013/12/14 13:51:58
Most of my family are, but not me. Even my sister is, which is rare.
I like rubicon because of its contrast - the red and green. Which are classically the easiest colours to confuse when colour blind.
Rivets like Christmas lights. Argh.
Ok, need to include more red bits and less rivets.
#10110 posted by metlslime [50.156.87.109] on 2013/12/14 20:53:15
I kind of agree that the staple textures of the set are all kind of green/rusty/reddish without a huge amount of contrast. (though the red and green do complement each other so be sure to use both.) I think the way to make the set look best is to use enough of the accent colors like the beige concretes and rock walls, the hot red/blue/white light fixtures, blue computer screens, and the liquids/skies. You also need to use enough architectural details, and varied lighting and shadows, to keep things interesting.
 M2c
#10111 posted by Spiney [91.176.175.199] on 2013/12/14 22:45:52
Always found Rubicon textures to be very noisy in terms of detail/luminance. Most of the Id base textures are very flat and simple in comparison (incidentally emphasize lighting more). I think toning down the contrast on the single textures but increasing the color contrast over the range of the entire set would make the scenes appear more appealing. So, reduce variance in micro and increase in macro...
On the other hand it does have it's charm. I like the clunkyness and rawness of it, which is somehow unique to Quake.
#10112 posted by Spiney [91.176.175.199] on 2013/12/14 22:49:02
Also, maybe there should be a steam-age Rubicon set to use with the non-base monsters? Could be a fun design challenge.
 @ijed
#10113 posted by Spiney [91.176.175.199] on 2013/12/14 22:55:03
Shots look great... but I think you might want to try some alternatives for the brown brick walls. They seem to give everything a busy look and steal attention from the other geometry.
 Ok
#10114 posted by ijed [186.79.217.23] on 2013/12/14 23:33:26
I've just started adding a bit more variance in the texture set so now is a good time to add distinct areas, ones that don't rely on the bricks as much.
The map needs this; it makes my previous levels look small in comparison.
 Shots:
#10115 posted by Shambler [86.29.45.176] on 2013/12/15 11:51:24
#10055 posted by ijed
Hard to tell but looks pretty cool from shots. Maybe a bit boxy in places. Sizeable already which is great.
#10057 posted by mfx
Looks cool, I like the grey tower textures and vertical scale in shot 2. Shot 1 the hazard tex on the grill doesn't look good!
#10062 posted by Rick
Style is very nice as are walls, room a bit empty. Pent is okay but not that interesting.
#10064 posted by FifthElephant
Like it, this is the sort of stuff I do appreciated wandering around a map. I might not notice it when I first go into an area but all that sort of detailing helps.
#10071 posted by RingofQuaddamage
Can't see much but like the swampy atmosphere and torch lighting. Keep it going.
#10088 posted by FifthElephant
Looks very Id and decently done. I would prefer beefing out of designs (doesn't have to be too much) and gameplay compared to Id maps tho.
#10097 posted by ijed
That looks cool, although image quality / pixellation is horrible. Nice variety and designs and nice details.
#10100 posted by Hrimfaxi
Looks good, great detailing in that, especially last shot.
Lots of maps in the works, great stuff, keep it going guys. Have still been loving all the Q1 SP recently.
 Bit Of A Redesign...
#10116 posted by Breezeep_ [98.109.77.30] on 2013/12/15 17:10:59
I decided to make a new starting point of my map because I felt that I kinda screwed up or ran out of ideas on the last one. I also experimented with sunlight and sunlight color on this one. Anyways, SCREENIES COMETH!
http://i.imgur.com/oSv39zs.jpg
http://i.imgur.com/tM2ffhD.jpg
http://i.imgur.com/1wXBsUb.jpg
#10117 posted by Spiney [91.176.174.68] on 2013/12/15 17:22:28
pink <3
 Needs Moar Pink!
#10118 posted by Shambler [86.29.45.176] on 2013/12/15 17:30:20
Actually, it doesn't.
 Don't Listen To Shambler
#10119 posted by Spiney [91.176.174.68] on 2013/12/15 17:37:50
MOAR PINK! MOAR!!!
 Faaaabulous...
#10120 posted by quaketree [76.14.68.95] on 2013/12/15 19:53:17
 @quaketree
#10121 posted by Breezeep_ [98.109.77.30] on 2013/12/15 20:42:29
Thank you! :)
 Pink
#10122 posted by Rick [75.65.159.61] on 2013/12/15 20:57:42
Interestingly, the actual RGB value for the center of the ubiquitous light3_8 texture is 219 195 187, which is a fairly pinkish color.
When I first started putting colored light in Quake maps I tried using that value as the color for light entities associated with that texture, but I decided it was just a little too much color. I now use 255 240 240 for that texture.
Colored lighting is a tricky thing to get looking right in Quake.
 Looks Great
#10123 posted by ijed [190.22.28.98] on 2013/12/15 21:57:47
#10124 posted by digs [95.105.75.170] on 2013/12/17 14:57:01
How upload files to www.quaketastic.com ? I don't have login/pass
#10126 posted by JneeraZ [199.255.40.36] on 2013/12/17 16:53:51
digs
Read the main topic.
Need a place to host your screenshots? Upload them here:
http://shub-hub.quaddicted.com (password is ilovetheshubhub) or here: http://www.quaketastic.com/ (same password)
 Willem
#10127 posted by digs [95.105.75.170] on 2013/12/17 17:06:00
http://shub-hub.quaddicted.com/ not available.
http://www.quaketastic.com/ now have new design and require login and password.
#10128 posted by Johnny Law [76.126.53.122] on 2013/12/17 17:12:26
If the quaketastic login hasn't changed recently, it's
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
 Johnny Law
#10129 posted by digs [95.105.75.170] on 2013/12/17 18:06:40
It's worked. Thanks
#10130 posted by negke [31.19.79.221] on 2013/12/17 19:19:16
The password was changed when the site switched owners. Seems arbitrary and counterproductive, a way to make it even more exclusive. In my view, it would be fine if the login information was stored in an on-site faq or readme.txt in the root folder along with the general rules - so there's only one hurdle involved which is finding the site in the first place. I doubt people would spam it with junk or warez, and if so, action against it could be taken then.
 Make It Take Either
#10131 posted by RickyT33 [2.124.138.249] on 2013/12/17 19:55:54
 It Was Kinda An Institution
#10132 posted by RickyT33 [2.124.138.249] on 2013/12/17 19:56:08
#10133 posted by metlslime [159.153.4.50] on 2013/12/17 20:36:54
* is shub hub down permanently?
* is the quaketastic password going to stay the way it is? (post #10128)?
If so I can edit the thread topic to be more accurate.
 Metl
#10134 posted by SleepwalkR [92.231.233.153] on 2013/12/17 21:41:53
Yeah, password is going to stay like this.
shub-hub.com is actually up and running, but I haven't installed a script (yet). If there's demand, I will, although I don't really know why we would need to places to store files.
 Due To Demand, And Because I Was Bored
#10136 posted by skacky [90.0.62.20] on 2013/12/18 19:01:26
I improved my speedmap a tad (changed how the last arena is accessed, mainly) and added some eye candy/changed some monsters here and there so they are more efficient. Anyone wanna test it to see if everything works fine before I release it? It's short.
Pictures for the people who didn't play it:
http://i.imgur.com/H3rsuMT.jpg
http://i.imgur.com/zPPUSPq.jpg
 Tomorrow
#10137 posted by sock [181.1.102.211] on 2013/12/18 19:23:47
Lonely Knights
@Skacky, looks sweet :) now I want to make a metal map :D
 Skacky
#10138 posted by Spiney [91.177.101.22] on 2013/12/18 20:04:48
I sometimes think to myself how i don't like the metal theme, but then i look at shots like this and change my mind :D
 Multi-reply Time!
#10139 posted by Breezeep_ [98.109.77.30] on 2013/12/18 21:40:04
@skacky Looks very nice! what engine are you using in the screenshots?
@sock Beautiful! can't wait to play it tomorrow!
 Looking For A Few Testers...
#10140 posted by FifthElephant [82.24.73.240] on 2013/12/19 15:34:11
This is map 1 of my quake like id did theme. Demos and feedback is what I am looking for. Just email me, in my profile, for the file.
http://i.imgur.com/6zOPaEx.jpg
http://i.imgur.com/hNi29qi.jpg
 Nice Shadows
#10141 posted by SleepwalkR [85.178.191.172] on 2013/12/19 15:59:45
 Skacky...
#10142 posted by FifthElephant [82.24.73.240] on 2013/12/19 16:55:39
I have a little advice, some of your lights in your map look a little dull. Sometimes it's a good idea to put a small but very bright light near the actual source... It looks a lot better.
 Sorry
#10143 posted by ijed [200.73.66.2] on 2013/12/19 17:00:28
Too busy at the moment.
But on the subject of lighting, just as an experiment try putting a ball of lights floating in the middle of the room (no source) with key values
light 10
wait 0.25
delay 2
This style of fill lighting should make those flat shapes and sharp edges look a lot more interesting.
You'll probably need to experiment quite a bit though, those values are just off the top of my head.
 5th
#10144 posted by negke [31.18.178.155] on 2013/12/19 18:38:50
That looks properly id-styled. gj
 Updates
#10145 posted by Breezeep_ [98.109.77.30] on 2013/12/20 02:55:47
 * Seal Of Approval *
#10146 posted by Spiney [91.177.101.22] on 2013/12/20 03:43:46
 Ringofquaddamage
#10147 posted by RickyT33 [90.221.254.17] on 2013/12/20 09:16:12
that reminds me of part of e1m2Quoth by Kell (comes with Quoth IIRC). Sweet stuff :)
 Great Start.
#10148 posted by Shambler [86.130.202.211] on 2013/12/20 12:47:53
Strong style already, stick with it.
 That Reminds Me Of Undying
#10149 posted by nitin [220.244.163.153] on 2013/12/20 12:52:05
#10150 posted by spy [95.56.207.172] on 2013/12/20 14:14:24
That Reminds Me Of Undying
The oneiros world
 Not Dead Yet
#10151 posted by skacky [90.0.62.20] on 2013/12/21 04:51:23
http://i.imgur.com/SFlcuhY.jpg
http://i.imgur.com/FTlbqBc.jpg
http://i.imgur.com/uojjpoE.jpg
Not too sure when this will be released as there is still a lot of work to be done, but there's progress. Some of you might remember this map, I posted some pictures here over a year ago or something. Long story short: I axed a large part of the map and remade a lot of stuff from the ground up, and it's a lot better now.
I'm going to release my extended speedmap probably next week btw.
 Sweet, I Think I Remember Those Old Shots
#10152 posted by Tronyn [70.64.133.106] on 2013/12/21 05:24:38
These ones remind me of "Breakfast at Twilight" in the best way.
 I Remember Those Too
#10153 posted by Drew [76.75.125.123] on 2013/12/21 06:45:09
They look even better than I remembered!
 That Looks Amazing
#10154 posted by nitin [220.244.163.153] on 2013/12/21 06:50:03
 Nice!
#10155 posted by FifthElephant [82.24.73.240] on 2013/12/21 10:33:30
looks lovely!
 Skacky
#10156 posted by mfx [78.55.99.166] on 2013/12/21 11:04:18
Nice shots! btw. i liked your (not)speedmap too.
Clean cut, i like that:)
 More Screens Of My In-dev Episode
#10157 posted by FifthElephant [82.24.73.240] on 2013/12/21 12:32:38
So, another angle of map 1...
http://i.imgur.com/voIx1op.jpg
And I have started work on map 2...
http://i.imgur.com/lFR0b4t.jpg
Really going for an episode 1 vibe, I know it looks little "copyright infringement" right now but that's kind of the whole idea, only with better alignment ;)
#10158 posted by sock [181.1.102.211] on 2013/12/21 14:41:17
@skacky, I love the verticality you have in those shots, I hope you have some monsters patrolling, it will add to the overall ambiance.
#10159 posted by quakis [86.22.126.142] on 2013/12/21 14:46:32
@Fifth: Loving the second shot a lot, the lighting is moody and I'm definitely getting E1M2 vibes from it.
@Skaky: Tons of height variation, scenery shapes and ceiling details is really putting that texture set to good use. Also noticing some similarities in your mapping style from Thief here, which is not a bad thing at all. Considering how tall the map seems, it mostly reminds me of "Between These Dark Walls", is there going to be a lot of climbing involved here?
#10160 posted by quakis [86.22.126.142] on 2013/12/21 14:47:30
Edit: "skacky". I'd die for an edit button. :(
 Fifth
#10161 posted by Cocerello [193.144.61.240] on 2013/12/21 15:19:15
I'm very impressed with them. You got the theme right too.
The second one looks very good. But i do think that it has more of a vibe of DoE, even though the episode 1 vibe is strong on it.
By the way, those lights have delay 3, don't they?, or is there a light with delay 4 or 5? I thought you were going for full Quake the way Id did.
 Looks Good
#10162 posted by Rick [75.65.159.61] on 2013/12/21 15:36:32
Nice looking screen shots FE.
I would guess delay 2 or 5 on the lighting with maybe some _sunlight? Delay 3 is no attenuation. Delay 4 is "local minlight" and I've never really figured out what that does.
I never used any delay in the past, but I've been doing a lot of re-lighting lately and I'm kinda liking delay 5, as long as the wait is cranked high enough. Delay 1 with low light values can make good fill light as long as there is only one or two in an area.
#10163 posted by FifthElephant [82.24.73.240] on 2013/12/21 15:51:23
quakis, thanks, it's not that difficult for quake to feel moody due to the textures, ease of adding a brush under a flame and the sounds attached to texture volumes (like sky and water). It's fairly quick to get going.
coce, I have used various wait keys on the lights. Not played with delay values actually. I am trying to stay faithful to the feel of the original game but I wouldn't expect it to be exactly the same. Can't say I played a whole lot of the expansions for quake, played them maybe once and though they're good I never returned to them.
Rick, thanks. like I said, just using wait, nothing with delay.
Glad peeps like the shots, I have done a lot to that area now. It's tempting to overdo it but that would stop it being "like id did".
 @skacky
#10164 posted by quaketree [76.14.68.95] on 2013/12/21 18:08:22
Very nice. Love the vertical look of it and the attention to detail in the "trim" around the doors, things like that make a level "Pop" and have a sense of being. My only (albeit minor) input would be that the wall lighting sconces could be a bit less of a "Block holding a torch" and maybe a bit more detailed.
 @ FifthElephant
#10165 posted by quaketree [76.14.68.95] on 2013/12/21 18:10:18
I like the E1M1 shot. The varying roofline gives it a feeling of depth without looking like it went too far off of the feel of the original level. Keep up the good work.
 Shots.
#10166 posted by Shambler [82.26.192.201] on 2013/12/21 18:37:30
@ skacky - looking great, and having see the speedmap, I definitely trust you on consistency and build quality.
@ Fifth - still good but pretty simple, I do like the pure Id theme, although any twists with your own design would be great.
 Thanks For The Kind Words
#10167 posted by skacky [90.0.62.20] on 2013/12/21 19:17:31
@Tronyn: Breakfast is one of my main source of inspiration, especially the amazing outdoor areas.
@quakis: there is some climbing involved but nothing too crazy in terms of sheer height. There is one secret, however, that overlooks a whole area and that is very high up. The verticality is mostly used by monsters such as ogres and death guards to bombard the player from ledges above. Hard/Nightmare is a challenge thanks to them.
@quaketree: these are still work in progress, I'm not really satisfied with the way they look yet.
 Map 2...
#10168 posted by FifthElephant [82.24.73.240] on 2013/12/22 22:33:41
I'm thinking of redoing a lot of what I have done. Here's the screenshots... it feels a bit massive when you're in the map, it's a nice scale but it feels a lot less "id" than map 1. What do you reckon?
https://www.dropbox.com/s/4xniigg0ax40yi7/Quake0006.jpg
https://www.dropbox.com/s/awpwfs4jjtl7jdx/Quake0005.jpg
https://www.dropbox.com/s/57revjzi1f0cq09/Quake0007.jpg
 I Reckon
#10169 posted by ijed [190.22.5.47] on 2013/12/22 22:51:29
You lack monsters.
Patrolling.
And ambient sounds, maybe.
 5th
#10170 posted by Shambler [86.31.23.237] on 2013/12/22 22:57:14
Looks good, don't scrap, keep it going.
 Yeah, That As Well
#10171 posted by ijed [190.22.5.47] on 2013/12/22 22:59:01
 Fith
#10172 posted by Breezeep_ [98.109.77.30] on 2013/12/23 01:21:44
Looks really promising!
 Ringofquaddamage
#10173 posted by nitin [180.149.192.139] on 2013/12/23 02:05:11
so were you going for the Oneiros tyle from Undying? Cos it looked promising.
 @nitin
#10174 posted by Breezeep_ [98.109.77.30] on 2013/12/23 14:46:31
Kinda like that, but it's loosely based off of the secret area from e1m2quoth, which was included in the pak files.
 Also...
#10175 posted by Breezeep_ [98.109.77.30] on 2013/12/23 18:30:09
how do you take screenshots like that?
#10176 posted by onetruepurple [91.240.47.30] on 2013/12/23 18:34:32
Press "+" ingame until the HUD is gone, and then use r_drawviewmodel 0.
 Screenshots
#10177 posted by DaZ [80.47.90.231] on 2013/12/23 18:50:39
Heres my binds for screenshots, you can copy it into your config.
bind "o" "r_drawviewmodel 1;sizedown;sizedown;crosshair 2;echo Screenshot mode off"
bind "p" "r_drawviewmodel 0;sizeup;sizeup;crosshair 0;echo Screenshot mode on"
 Hmm...
#10178 posted by Breezeep_ [98.109.77.30] on 2013/12/23 19:12:40
 !
#10179 posted by onetruepurple [91.240.47.30] on 2013/12/23 19:17:21
Sweet.
 ROQ
#10180 posted by mfx [78.55.52.221] on 2013/12/23 19:46:54
Looks nice!
 No.
#10181 posted by Shambler [86.31.23.237] on 2013/12/23 20:03:23
Quoth base enemies in medieval world? No. Unless it's a transition start like E1M2.
Looks good otherwise.
#10182 posted by [Kona] [121.73.104.148] on 2013/12/23 21:55:12
yesh the big white fluffy monster is right, no base. use tronyns little arrow shooting dudes if you want grunts, they're effectively replacements for the grunt/enforcer.
 Well...
#10183 posted by Breezeep_ [98.109.77.30] on 2013/12/23 22:48:38
actually e1m2quoth had a mix of base and medieval monsters, so I will have to play around with monster types until you guys like it.
 RingofQuaddamage
#10184 posted by ericw [172.219.249.35] on 2013/12/23 22:59:46
Looking really nice, nice terrain sculpting. Which editor are you using?
Like in e1m2, a few base details (crates and a slipgate) will make the base monsters look at home.
 @ericw
#10185 posted by Breezeep_ [98.109.77.30] on 2013/12/23 23:30:35
 Re Waterfall Pool
#10186 posted by Drew [24.59.185.60] on 2013/12/24 04:44:55
Bothers me that the waterfall is continually filling the small pool without it overflowing.
Besides that, looks really cool!
 Yes
#10187 posted by Spiney [91.179.130.124] on 2013/12/24 07:56:15
Please keep the base enemies in the medieval setting. It's freaking quake, things don't have to make sense. I don't understand the aversion to mixing themes in a game that's such a thematic mess anyway (and all the better for it!).
And yeah... put a hole in the pool :)
 Looking Good
#10188 posted by nitin [220.244.163.153] on 2013/12/24 11:24:40
 The Portal
#10189 posted by ijed [200.73.66.2] on 2013/12/24 15:22:14
 SG-1 ROLL OUT
#10190 posted by DaZ [80.47.90.231] on 2013/12/24 15:32:24
But the teleporter textured brush looks a bit weird.
Like the rest of it though, seems a bit cramped maybe?
 Mixing Themes
#10191 posted by Barnak [69.157.245.36] on 2013/12/24 15:33:14
I think that mixing thems in the same map is a good thing, in Quake. Here are my thoughts on this :
Quake is about parallel worlds turned mad (doomed dimensions), in an infinite Multiverse. So why not a kind of interference between them ? A dimension that turned so mad, that several other dimensions are "overlapping".
So imagine a map in which you have a main theme, and where elements of other themes are appearing here and there at start, then turned to be fulling mixed at the end of the map.
All along its path into the map, the player would say "WTF !?", "What the Hell happened here ?", "The Universe itself is doomed !"...
This would be like a kind of "dimensional nightmare".
 Teleport Brush
#10192 posted by ijed [200.73.66.2] on 2013/12/24 16:39:02
Not sure about it yet, might try scaling it.
Ideally it should deform and distort while maintaining the classic starfield tex.
Will have to see what I can do.
Cramped? Yeah, unfortunately it seems thats my new style.
 Bricks And Stones And Broken Bones
#10193 posted by Spiney [91.179.130.124] on 2013/12/24 17:02:49
Repeating some of that red color inside the teleporter around the scene might give it a nice overall color palette. Just a thought.
 ( Textures, Not Lighting )
#10194 posted by Spiney [91.179.130.124] on 2013/12/24 17:03:44
#10195 posted by Rick [75.65.159.61] on 2013/12/24 17:13:48
You can minimize the distortion cause by the warping if you float the teleport textured brush behind the teleporter frame. Make it a rectangle just smaller than the teleporter frame and very thin. If the player can get back to the rear of the teleporter it won't look so good though.
 Spiney
#10196 posted by ijed [200.73.66.2] on 2013/12/24 17:23:55
Yeah, I might make it blue instead to match the other colours.
Lighting and palette is pretty random at the moment.
 Blue Teleporttexture Was The Original Design..
#10197 posted by mfx [78.55.52.221] on 2013/12/24 17:30:04
 Yeah
#10198 posted by ijed [200.73.66.2] on 2013/12/24 17:56:28
Ended up experimenting :)
 Ijed.
#10199 posted by Shambler [5.81.25.69] on 2013/12/25 21:21:43
Nice detailing.
As for mixing themes, it is possible but it must have some sort of internal logic and harmony to it, Quake might be an abstract and fantastical game but that doesn't mean it should be mis-matched bullshit.
 I Agree With Shambler...
#10200 posted by FifthElephant [82.24.73.240] on 2013/12/25 21:36:04
I see no need for abuse of themes. I'm sure there are plenty of variations on a theme not yet realised that would look nice (I made an experiment with wood and metal with yellow and purple lights that looked quite cool) but it needs to make some kind of sense. The grunts in e1m2 were there because it was a transition of themes.
 Meh
#10201 posted by ijed [186.9.129.113] on 2013/12/25 23:01:41
Remember the tech enemies from Operation Urth Magik? Or the ogre, carrying his chainsaw and grenade launcher, but dressed in a medieval one-si. Even the player is futuristic, but still hacking through all these medieval, elder and metal settings.
As long as you've got a well realized theme and you stick to it then you're good.
 The Game Is The Bottom Line
#10202 posted by Spiney [91.179.153.86] on 2013/12/26 03:41:31
You're missing out on a lot of gameplay possibilities by sticking to a single theme.
As for visuals the lo-fi and 8bit palette nature of the game ties together everything, the existing themes are pretty 'abusive' internally anyway. No need to go Madfox to make a point...
 Anyway
#10203 posted by Spiney [91.179.153.86] on 2013/12/26 03:47:19
This is pretty much personal preference, hard to make strong arguments for either way.
 Mixed Themes
#10204 posted by FifthElephant [82.24.73.240] on 2013/12/26 11:55:24
I posted this on my tumblr, it's a doom map with a mash of almost all the quake textures in a single level (base, metal, wizard, they're all there) and also a bunch of doom textures too. It doesn't look too bad actually but it's still seems a bit funky to me -
http://www.youtube.com/watch?v=NISa53WBq3c
 Quake Textures In Doom
#10205 posted by onetruepurple [91.240.47.30] on 2013/12/26 12:24:38
Are like HD textures in Quake.
 I Like Them
#10206 posted by FifthElephant [82.24.73.240] on 2013/12/26 12:49:24
I think doom does well with quakes brown loveliness.... It doesnt work as well the other way round though, Doom textures are a bit too colourful for quake IMO.
 Doom Mod
#10207 posted by Spiney [91.179.153.86] on 2013/12/26 15:29:18
That actually looks pretty nice imo.
Didn't Nehahra use Doom textures in certain parts? Worked okay for the most part iirc. But prolly need to brownify them a bit I guess.
What's the resolution difference? I think Quake textures are twice the res? Id always upped the texture resolution really gradually. It probably stayed around Q3 level for the past 10 years tho :P
 Textures
#10208 posted by Rick [75.65.159.61] on 2013/12/26 16:48:19
Doom and Quake were both basically done with 64x64 textures. Doom textures were often made from "patches" which were pieced together to form the final texture.
Quake 2 had a lot of 64x64, but was mostly 128x128.
With Quake 3 Arena they changed to larger textures (most were 256x256) that were down-sampled in the game to half the original size.
 Re: Mixed Themes
#10209 posted by Tronyn [70.64.133.106] on 2013/12/26 17:47:05
Just mix Egyptian into everything, it works
 Mr. Tronyn
#10210 posted by spy [178.88.9.176] on 2013/12/26 18:29:48
do you still have the src files of the Rapture pak?
As you remember one map has been split into two parts
it's time to join the map for its original state
pretty please
 Alas, Mr Spy
#10211 posted by Tronyn [70.64.133.106] on 2013/12/26 22:56:13
I don't have the sources for anything before Masque. What's even more annoying is that years ago, like before Masque, I started a joined Rain Palisade version (I assume you mean that map), with a much bigger initial outdoor area and another vertical level.
 Well That's Disappointing, Ankh
#10212 posted by onetruepurple [91.240.47.30] on 2013/12/27 16:40:46
 Re: Mixed Themes Again
#10213 posted by Tronyn [70.64.133.106] on 2013/12/27 17:03:46
Was there anyone who seriously disliked this map?
https://www.quaddicted.com/reviews/qx11_z1.html
It was awesome in exactly the way Barnak described.
 The Ultimate Mashup
#10214 posted by sock [200.82.43.152] on 2013/12/27 17:14:54
@Tronyn, it was ok, it was cool when the base part moved to medieval but its not the best example of theme mashups.
The turtle map by Zwiffle is the ultimate example of how a mashup map should be done, amazing stuff! :)
 Tronyn.
#10215 posted by Shambler [82.26.120.22] on 2013/12/27 18:01:10
That kinda proves my point about mixed themes pretty well, yeah.
 I Don't Have The Sources For Anything Before Masque.
#10216 posted by spy [95.56.212.170] on 2013/12/28 08:04:50
That's really sad now, mr.T
yeah, i was referring to a Rainpal level
 Fuck That
#10217 posted by ijed [186.9.134.182] on 2013/12/28 08:32:17
Tronyn is full of levels.
I want to see his new stuff.
 Re: Mixed Themes
#10218 posted by quakis [86.22.126.142] on 2013/12/29 00:14:16
https://www.quaddicted.com/reviews/ne_lend_doom.html
The Elderworld Waystation looked pretty neat mix of base in a strange environment, though it's been a long while since my last playthrough.
 Maybe A Mix Theme Speedmap Is In Order?
#10219 posted by FifthElephant [82.24.73.240] on 2013/12/29 12:03:35
??
 Been Busy Playing With My New Toys. (Graphics Card, Battlefield 4 / 3)
#10220 posted by Breezeep_ [98.109.77.30] on 2013/12/29 20:26:39
 Looks Cool
#10221 posted by ijed [186.79.200.31] on 2013/12/29 20:56:51
Maybe some zerstorer trees could make the horizon lines more interesting, against the bright skybox.
 RingOfBreezeep
#10222 posted by onetruepurple [91.240.47.30] on 2013/12/29 21:03:05
Looks good, but could be a bit more vertical. Try sloping down the grates downward, for a start?
 Sneak Peeks
#10223 posted by Orl [68.34.165.196] on 2013/12/30 01:10:07
http://qrf.servequake.com/~orl/oms3ss3.jpg
http://qrf.servequake.com/~orl/oms3ss4.jpg
http://qrf.servequake.com/~orl/oms3ss5.jpg
Three not so revealing screenshots of my upcoming map, or rather maps, as it has gotten so big it had to be split into two.
 Wow
#10224 posted by SleepwalkR [92.231.233.57] on 2013/12/30 01:17:48
Third shot sure looks moody!
 Wow
#10225 posted by onetruepurple [91.240.47.30] on 2013/12/30 01:32:33
That first shot.
 Nice Stuff!
#10226 posted by ijed [190.22.102.96] on 2013/12/30 01:37:13
Are you using a custom mod or id1?
 My God...
#10227 posted by Breezeep_ [98.109.77.30] on 2013/12/30 01:49:14
the second shot looks like a level from zerstorer. Impressive!
 Reminds Me
#10228 posted by FifthElephant [82.24.73.240] on 2013/12/30 02:46:26
of gunman chronicles... cool!
 That Looks All Kind Of Amazing
#10229 posted by nitin [220.244.163.153] on 2013/12/30 02:57:08
 Thank You For The Kind Words
#10230 posted by Orl [68.34.165.196] on 2013/12/30 06:05:06
This is all id1 ijed, no mods here :)
 Orl:
#10231 posted by metlslime [69.181.116.145] on 2013/12/30 08:27:17
map shots look really good, but you should get a better engine!
 Orl
#10232 posted by negke [31.18.178.155] on 2013/12/30 12:39:00
Can't see shit on the first and third shot. But the second one looks nicely weird.
 Metlslime
#10233 posted by Orl [68.34.165.196] on 2013/12/30 14:12:54
Are you suggesting that I use a certain engine of the Fitz variety, instead of the one that I have loved and grown accustomed to? :)
 Wow Orl
#10234 posted by RickyT33 [90.221.254.98] on 2013/12/30 14:41:39
Looks terrifying!
The second shot was inspired by Prometheus, no?
Looking seriously cool.
 Looks Orlish
#10235 posted by mfx [92.226.231.233] on 2013/12/30 14:50:40
 You Guys Think I Should Keep This Tower?
#10236 posted by Breezeep_ [98.109.77.30] on 2013/12/31 17:43:28
 RoQ
#10237 posted by [91.66.98.54] on 2013/12/31 17:54:23
 Tower
#10238 posted by skacky [90.0.60.82] on 2013/12/31 18:06:07
I think you should go crazier with it, make it taller with turrets and everything.
 Keep The Tower
#10239 posted by FifthElephant [82.24.73.240] on 2013/12/31 18:06:25
and expand on it... Also, align the textures under the curved ledge bit! Otherwise people will lose their mind!
 RoQ
#10240 posted by Spiney [91.179.155.140] on 2013/12/31 19:39:02
Maybe put a rock structure inbetween...
 Yep Taller
#10241 posted by nitin [220.244.163.153] on 2014/01/01 00:35:27
 So Then
#10242 posted by Drew [76.75.67.30] on 2014/01/03 08:41:15
will the Quaketastic info be updated here?
 Oh Yeah
#10243 posted by SleepwalkR [92.231.234.110] on 2014/01/03 12:09:34
someone please do it and also mention that the maximum filesize is currently 128mb, and if someone needs to upload more, contact me
 Pixel Palace
#10244 posted by skacky [90.0.61.182] on 2014/01/04 21:15:38
 Not Sure How I Feel About The Yellow Lighting
#10245 posted by Drew [66.79.230.126] on 2014/01/04 21:21:51
but OH MY GOD YES I WAS JUST THINKING ABOUT HOW SOMEONE NEEDED TO DO THIS!
Shesp1 is one of my favs.
 ^^Awesome Shot..
#10246 posted by mfx [92.230.99.178] on 2014/01/04 21:22:24
!
#10247 posted by necros [99.227.110.3] on 2014/01/04 21:27:22
We can always use more IKWhite! Also, love the coloured lighting. The thing I love about white/light grey texture sets is that they are sort of a blank slate for your lighting. shadows are immediately apparent and become part of the texture, and even the faintest of colours can change the mood entirely.
 Yeah
#10248 posted by Drew [66.79.230.126] on 2014/01/04 21:33:24
My discomfort may be misleading. Coloured lighting could be used so well if used tastefully and with restraint
 Really
#10249 posted by Rick [75.65.159.61] on 2014/01/04 21:40:47
That yellow light stands out like a sore thumb. Even if it was a "shoot me" secret, I'd recommend changing it.
 Ikwhite...
#10250 posted by Breezeep_ [98.109.77.30] on 2014/01/04 21:47:01
...we meet again...
#10251 posted by [Kona] [121.73.104.148] on 2014/01/04 21:52:01
the yellow light is good, i think it would be to drag without it, but there needs to be more than just 1. don't make everything yellow lights, there needs to be a mix, done in a way it would make sense to make you have certain tall lights that are yellw and the rest are white. or maybe the yellow lighting comes from the sunlight, which means change the sky. that way that top dome can have a ray of yellow lighting. it would mean most areas of the level where need some sort of peek into the outside so the sunlight can get in.
 I Recommend
#10252 posted by SleepwalkR [85.178.191.179] on 2014/01/04 21:54:24
making the color more subtle.
 Yellow Light
#10253 posted by skacky [90.0.61.182] on 2014/01/04 21:57:56
I'm still experimenting with lighting, since IKWhite is a very singular theme. I figured having a few warm lights would be a good idea, but I'd like to keep the thing mostly light cold blue (the only white light is the one from the sky so far). I'd like to keep the night sky.
The yellow light might be too strong though.
 Hey Skacky
#10254 posted by Preach [77.98.165.95] on 2014/01/04 22:56:29
I'd agree with taking the yellow light down a touch - when it's surrounded by all that blue you'd probably even get away with not colouring it and it would look warm. Also, if you want a copy of http://tomeofpreach.wordpress.com/2012/12/20/dome/ that's been palette-swapped from ikblue to ikwhite, just drop me an e-mail and I'll hook you up!
#10255 posted by Spiney [81.241.183.45] on 2014/01/04 22:56:35
I like it. Don't think the color is too strong.
 For What It's Worth
#10256 posted by Kinn [109.145.163.168] on 2014/01/04 22:59:08
I think Zendar has the best use of coloured light in Quake that I've seen.
#10257 posted by Spiney [81.241.183.45] on 2014/01/04 22:59:30
On second thought, tone it down a bit. Or try making the spot yellow and the fill grey-blue.
 Most Blue Would Be Ideal
#10258 posted by nitin [220.244.163.153] on 2014/01/04 23:50:35
but looking good.
#10259 posted by Trinca [81.84.241.156] on 2014/01/05 00:04:19
skacky you a very talent guy!
keep it up!
 Preach
#10260 posted by skacky [90.0.61.182] on 2014/01/05 00:38:24
Sure, I'll send you a mail pretty soon. Domes are welcome since I already have quite a lot of brushes in the level. :p
I changed the yellow light for a very cold orange and I think it looks better. It's less piss and more subtle.
 Waterfalls And Stuff
#10261 posted by Breezeep_ [98.109.77.30] on 2014/01/05 03:48:26
 Nice
#10262 posted by JPL [82.234.167.238] on 2014/01/05 09:11:31
.. but the waterfall has too much transparency IMHO...
 Looks Good
#10263 posted by nitin [220.244.163.153] on 2014/01/05 11:50:14
but practically where is the water coming from? The top part should be set further down so it doesnt look as flat as it does at the moment.
Then again it probably will depend on player's perspective when he looks up, ie will the player be as high as where the shot's taken from?
 LaTEST
#10264 posted by Shambler [86.23.32.10] on 2014/01/05 12:12:52
SHOTS. All looking good in their respective ways. Keep it going mapperz :)
 @nitin
#10265 posted by Breezeep_ [98.109.77.30] on 2014/01/05 16:38:10
The player won't be that high up singe the waterfall is flowing down the slope. and also, do you want me to change the alpha scale or remove it?
 The Boxes
#10266 posted by Barnak [69.159.164.246] on 2014/01/05 16:45:23
The boxes shown at the bottom of that fall have some weird proportions. Doesn't feel right.
 Waterfall Looks Good
#10267 posted by Drew [66.79.230.126] on 2014/01/05 16:49:12
agree re transparency.
Completely disagree re looking top part being too high, re boxes being bad proportions.
 Boxes
#10268 posted by Rick [75.65.159.61] on 2014/01/05 17:07:11
Left one is 64x64 but only 32 high. Middle is 32x64 and 32 high. Neither of those are a "standard" size. Right one is 64x64x64. The weird shape looks like is because of an abnormally high fov setting.
 Rick
#10269 posted by Breezeep_ [98.109.77.30] on 2014/01/05 17:13:51
I had my fov set to 100, do you want me to resize the boxes?
 No
#10270 posted by Rick [75.65.159.61] on 2014/01/05 18:15:44
Make whatever looks good to you. You don't see non-cube crates often in Quake but that doesn't make them wrong. I was just saying that the distortion was probably just a display artifact. It does look a little more skewed than I'm used to, what engine is that?
 I'm Using Quakespasm, Rick.
#10271 posted by Breezeep_ [98.109.77.30] on 2014/01/05 19:35:59
 God Dammit...
#10272 posted by Breezeep_ [98.109.77.30] on 2014/01/05 19:43:13
looks like my map isn't working very well, I'm getting strange vis errors. you think I should start over?
 I Would Like You To Keep At It.
#10273 posted by Drew [66.79.230.126] on 2014/01/05 19:48:19
 Drew
#10274 posted by Breezeep_ [98.109.77.30] on 2014/01/05 19:51:43
If you want me to keep at it, how am I supposed to fix all the vis errors?
 It Would Help To Post Them Here
#10275 posted by onetruepurple [91.240.47.30] on 2014/01/05 19:58:44
 Here's A Bit Of My Vis Compile Log:
#10276 posted by Breezeep_ [98.109.77.30] on 2014/01/05 20:02:58
---- WVis 2.31 ( XT build 1.01 ) ----
Modified by Bengt Jardrup
Multithreading enabled by Willem
Further mods by Tuna, rebb
Detail code by Alexander Malmberg <alexander@malmberg.org>
File: Bre01.bsp
LoadPortals: couldn't read Bre01.prt
No vising performed.
 Disregard What I Said.
#10277 posted by Breezeep_ [98.109.77.30] on 2014/01/05 20:12:39
Found out what was happening, but there's a bug when near the waterfall, I get this odd HOM bug. how do I fix it?
 Ah The Joys Of Mapping....
#10278 posted by FifthElephant [82.24.73.240] on 2014/01/05 20:23:41
You could always post some screenshots of the area and maybe a wireframe view of the area?
 I'm On The Verge Of Starting Over...
#10279 posted by Breezeep_ [98.109.77.30] on 2014/01/05 20:34:24
 Ring
#10280 posted by SleepwalkR [85.178.62.167] on 2014/01/05 20:46:23
You should make the map file available to one of the more experienced mappers here. I'm sure someone can tell you how to fix these problems. Maybe ask negke or necros, they are good at diagnosing technical problems.
 Waterfall To Bloodfall
#10281 posted by Barnak [74.12.207.254] on 2014/01/05 21:07:08
May I suggest to change the waterfall to something more in line with the red sky ? Bloodfall, or lavafall, with a river of hot blood/lava around the crates...
Would feel more "out of this world" !
#10282 posted by FifthElephant [82.24.73.240] on 2014/01/05 21:07:13
Best thing to do is check to make sure vertices in the affected area are grid snapped. Make sure there are no mixed faces. Also is the map sealed off from the void? Sometimes a map which is unsealed has weird vising issues, plus be careful with brush entities as vising can sometimes occlude them in areas you definitely don't want them to be occluded from.
SW has a nice idea too, one of more experienced mappers may be able to diagnose the problem. It make be a simple case of rebuilding a few brushes in the area also.
 Well, Here It Is.
#10283 posted by Breezeep_ [98.109.77.30] on 2014/01/05 21:15:39
 Thanks For Uploading The Source
#10284 posted by rebb [91.35.121.98] on 2014/01/05 22:00:01
I'll have a look too, maybe its a problem with the tools. I would also recommend compiling the map with TyrUtils and see if the problem persists.
 Rinqquaddamage
#10285 posted by madfox [84.26.177.181] on 2014/01/05 22:09:42
***ERROR 20: Found a non-convex face at (3288 -5275 608).
Working on it.
 Which Level Editor Did You Use?
#10286 posted by SleepwalkR [85.178.62.167] on 2014/01/05 22:25:53
 The Map Was Made Entirely With Trenchbroom.
#10287 posted by Breezeep_ [98.109.77.30] on 2014/01/05 23:03:22
#10288 posted by Rick [75.65.159.61] on 2014/01/05 23:07:13
What texture were wads used? Some of thos I can't find. If you make the "bad" bsp available they can be extracted.
One thing I noticed that seems a little weird is that, in the rock areas around the waterfall, you have "tri-souped" using brushes with non triangular tops. Looking down from the top I would split these into two triangular brushes.
#10289 posted by ijed [186.9.132.43] on 2014/01/05 23:10:49
No matter what happens, keep going. Nobody expects miracles in your first map and neither should you - this is your first test bed for ideas.
#10290 posted by ijed [186.9.132.43] on 2014/01/05 23:10:49
No matter what happens, keep going. Nobody expects miracles in your first map and neither should you - this is your first test bed for ideas.
 Literally Took Ages On My First
#10291 posted by FifthElephant [82.24.73.240] on 2014/01/05 23:24:40
plugging bsp holes and bug fixing takes a while. I had problems where entire areas would scrunch into a mess with weird shapes.
I ended up redoing whole areas and brushes. Also I found that when you have too many overlapping brushes it tends to cause serious problems.
 @rick Texture Wads In Order:
#10292 posted by Breezeep_ [98.109.77.30] on 2014/01/05 23:25:07
offcut.wad by sock (found in ivory tower pak)
Quake101.wad
kdmtex.wad found here:https://www.quaddicted.com/webarchive/kell.quaddicted.com/
idbase_ultimate.wad
 Kdmtex Link Fix
#10293 posted by Breezeep_ [98.109.77.30] on 2014/01/05 23:25:49
 Ring
#10294 posted by SleepwalkR [85.178.62.167] on 2014/01/05 23:39:57
Make sure to go to Map Properties, then check the "Force integer plane points" check box.
 Can't Compile It On TreeQBSP V2.03
#10295 posted by madfox [84.26.177.181] on 2014/01/05 23:57:29
It keeps on error20.
E
ven a big box around it keeps args on the non-convex face. I can't compile it.
I'm afraid there are too many shape-brushes that are used as hull-brushes. Then there's always a leak-error.
 Fox
#10296 posted by Breezeep_ [98.109.77.30] on 2014/01/06 00:02:50
I used TxQBSP 1.13 to compile the map, and I thought it worked fine.
 Fix This
#10297 posted by Rick [75.65.159.61] on 2014/01/06 00:16:44
>>> Parts of the map are outside the 4096 limit.
txqbsp_xt generated 33 warnings, mostly point-off-plane but some r_cutnodeportals also
 Compiler Versions
#10298 posted by madfox [84.26.177.181] on 2014/01/06 00:18:12
There are two convex shapes on 3288 -1276 608 and 896 -1572 128.
If I delete these brushes, (after surounding a box round the map) my compiler errors on leak.
I see you use convex brushes for the outer site of the map. (empty void) Not sure if that's a good idea, as the outsite brush becomes one of the three hulls.
I have no good experience with convex brushes in the outsite of a map. Even if they're well ligned, I alway seal them off with a cover brush.
#10299 posted by Rick [75.65.159.61] on 2014/01/06 00:27:46
This only my personal opinion but I don't think anyone should use skip or detail brushes on their first map. This map is small and it's mostly one big open area, I see no need for either at this point anyway.
BTW, the part of the map that's outside the 4096 limit is the side with the waterfall.
I subbed some textures and ran it with no vis in fitzquake. Looks fine, I'll see if it will vis next.
 MadFox
#10300 posted by SleepwalkR [85.178.62.167] on 2014/01/06 00:32:40
What do you mean by convex brushes? All brushes are, by definition, convex.
 Madfox Maps
#10301 posted by Kinn [109.145.163.168] on 2014/01/06 00:47:57
with non-euclidean geometry of course.
 Qbsp Vis Incompatabilty
#10302 posted by Rick [75.65.159.61] on 2014/01/06 01:12:56
wvis.exe wouldn't vis the map with an error "LoadPortals: Not a portal file". I figured it was because of the detail brushes, so I downloaded the latest Tyrutils.
Well, the vis in that set of tools wouldn't vis it either
"LoadPortals: unknown header: PRT1-AM".
Why? I thought txqbsp_xt should work with it, it does detail brushes.
Oh well, I went back and BSPed it again with the qbsp in tyrutils. That one only generated 4 warnings, one about no deathmatch starts (!) and three of "WARNING 12: new portal was clipped away in CutNodePortals_r". It's been vising for over 30 minutes and "Calculating Full Vis" is up to ...7 should been done pretty soon (I hope).
 Just To Let You Guys Know...
#10303 posted by Breezeep_ [98.109.77.30] on 2014/01/06 01:15:43
I have an email (obviously Gmail) but I don't show it here because I'm afraid that I could get hacked or have my personal information posted somewhere on the internet.
 The Water Thing
#10304 posted by rebb [91.35.121.98] on 2014/01/06 01:18:59
Seems to be a problem with the Jury-Rigged Tools.
I've isolated the water-area and the vis glitch only occurs when a detail-brush is intersecting the water surface - in this case the crate.
TyrUtils does not show this glitch ( because Tyrann actually knows what he's doing ;) ), so i'd say use it instead.
You'll probably have to make some fixes to other parts of the map first for it to compile in TyrUtils though, i got quite a few leak errors in it and only the isolated water-area compiled on first try.
I'll investigate the problem tomorrow and hopefully come up with a fix.
 @Rick
#10305 posted by rebb [91.35.121.98] on 2014/01/06 01:23:01
The detail-brush implementations of TyrUtils and the Jury-Rigged BJP tools are not the same and write different portal-file formats when detail-brushes are used.
 I Only Got 4 Minor Warnings
#10306 posted by Rick [75.65.159.61] on 2014/01/06 01:28:40
and no leaks with the Tyrutils qbsp. I wonder if this is because the map was modified then saved in Netradiant? All I did was change textures though, none of the brushes were touched.
 Wow Guys...
#10307 posted by Breezeep_ [98.109.77.30] on 2014/01/06 02:40:00
I never thought you guys would do all of this for me. thanks for your help.
#10308 posted by Rick [75.65.159.61] on 2014/01/06 03:11:33
Wow, that thing took almost 2 hours to vis.
I looked carefully but I didn't see any terrible problems except - everything below any water surface is gone. Once you drop below the water surface it comes back. From inside the water looking back up everything is fine. It's very easy to see if wateralpha is set to something low like 0.01
I've isolated the water-area and the vis glitch only occurs when a detail-brush is intersecting the water surface - in this case the crate.
I compiled the entire map, the disappearing geometry problem also occurs at the first small waterfall and small pool of water. There are no intersecting detail brushes there. It definitely appears to be a vis issue because with r_novis 1, the problem goes away.
I'd like to remove the detail brushes and see what happens. I can't do that until tomorrow because it would probably take 8 hours to vis on my work/dev/internet computer and I can't tie up the living room computer for another 2 hours on Sunday night because that's the home entertainment machine.
 Rick, I Can't Thank You Enough For Your Patience And Assistance.
#10309 posted by Breezeep_ [98.109.77.30] on 2014/01/06 03:13:43
 One Small Correction
#10310 posted by Rick [75.65.159.61] on 2014/01/06 03:30:21
Once you drop below the water surface it comes back. From inside the water looking back up everything is fine.
I have to take the above statement back. Apparently I just wasn't deep enough in the water. When you're barely below the surface, it's okay, but go just a little deeper and everything above the water disappears also. I don't think you can get deep enough in the first small pool of water to see this.
Also, for the record, I used tyrutils version 0.14 for this (well, except for Light).
 @Rick
#10311 posted by rebb [91.35.71.232] on 2014/01/06 11:47:59
Did you compile with -transwater switch in the bsp phase ?
 No
#10312 posted by Rick [75.65.159.61] on 2014/01/06 15:44:11
I just plugged the different exe and map names into the same batch file I've been using for years.
Seriously, that's not the default?
 Apparently Not
#10313 posted by Rick [75.65.159.61] on 2014/01/06 16:06:12
With txqbsp and txqbsp_xt the switch is -nowatervis to disable transparent water, with qbsp it's -transwater to enable it.
I probably should have read the docs, but I've been using txqbsp since 2007 and it never occurred to me that any newer version of qbsp would not have transparent water on by default.
 Okay I Used Transwater This Time
#10314 posted by Rick [75.65.159.61] on 2014/01/06 19:43:52
Here are three screenshots. In your original five I actually wasn't sure where the problem was in a couple of them, but I could see the problem in the two shots taken from in the water near the crate. The last of your screenshots illustrates what the player sees when they cross one of the 4096 unit map boundaries.
In the water near the crate:
http://quaketastic.com/files/screen_shots/bre01shot1.jpg
http://quaketastic.com/files/screen_shots/bre01shot2.jpg
As you can see there are no problems.
Crossing the 4096 unit limit (this is normal):
http://quaketastic.com/files/screen_shots/bre01shot4.jpg
I have no idea if saving the map in Netradiant magically fixed something, but I was too lazy to download the texture wads you used, so I had to load the map in Netradiant so I could change them to regular Quake textures.
I used the Tyrutils v.014 qbsp and vis to compile the map.
I don't see any reason to give up on the map at this point. You do need to move the map away from the 4096 boundary. The map is basically one large open area, I doubt you're getting much benefit from detail brushes, but from what I see they're not the cause of any problems either.
 Of Course...
#10315 posted by FifthElephant [82.24.73.240] on 2014/01/06 20:03:49
why would people here not help you? Even the jerks around here are addicted enough to quake to help anyone as long as they get their quake fix ;)
Seriously though peeps are cool around here and will help mappers out, even going to lengths like editing the map files for you and bug fixing :)
 Botswana
#10316 posted by rebb [91.35.71.232] on 2014/01/06 20:06:50
This should now be fixed in the Jury-Rigged BJP Tools as well.
Test-Build ( will likely become main package soon )
Detail-Brushes should help even in open maps, as their portals will not complicate the vis calculations.
 Zimbabwe
#10317 posted by mfx [92.230.111.108] on 2014/01/06 20:11:25
 You Called?
#10318 posted by onetruepurple [91.240.47.30] on 2014/01/06 20:20:08
 This Is Good
#10319 posted by Rick [75.65.159.61] on 2014/01/06 20:33:20
This should now be fixed in the Jury-Rigged BJP Tools as well.
I just tried this and there was no change to the marksurfaces count. When I tested the Tyrutils v.14 version last night, I got almost a 5% increase in marksurfaces.
 So That's What Was Happening Rick...
#10320 posted by Breezeep_ [98.109.77.30] on 2014/01/06 22:30:43
Maybe I should move my map away from that boundry point.
 Also...
#10321 posted by Breezeep_ [98.109.77.30] on 2014/01/06 22:32:49
are you guys going to give me my map file that you changed around? or should I continue on the one I currently have?
 Didn't Change Anything
#10322 posted by Rick [75.65.159.61] on 2014/01/06 23:25:38
Just substituted a bunch of textures, saved it in Netradiant, and compiled with Tyrutils v.14
Yes, you need to center the map. Right now it's mostly in the bottom right quadrant and actually extends past the 4096 limit along the right side. Select the entire map and, looking down on it from above, move everything about 1024 units toward the upper left. Not real sure how Trenchbroom views work, as an angle, move everything in the 135 degree direction.
 Ok Rick
#10323 posted by Breezeep_ [98.109.77.30] on 2014/01/06 23:34:24
I'll do that if I have time.
 So Yeah...
#10324 posted by Breezeep_ [98.109.77.30] on 2014/01/07 00:11:29
I just had to get rid of the leaks in my map and compile it. AND EVERYTHING IS WORKING! There's still tiny bugs I can fix but I can't thank you guys enough for helping me fix my first map! I'm starting to love this community! :)
 I Keep Thinking There Are Going To Be Screenshots!!!
#10325 posted by Drew [66.79.230.126] on 2014/01/07 02:25:47
 While I'm Here
#10326 posted by Drew [66.79.230.126] on 2014/01/07 02:27:00
When I try to play a map I'm working on I get the following error from fitz and quakespasm:
Compile Error:
FGD - doesn't need to be merged, but doesn't seem to have everything included?
Mod_LoadBrushModel: maps/smqx11_drew_rumble.bsp has wrong version number (1112756274 should be 29)
 Drew
#10327 posted by madfox [84.26.177.181] on 2014/01/07 03:50:26
dr who stole the telephone cabin.
so, let there are going to be more screenshots
 Madfox
#10328 posted by Breezeep_ [98.109.77.30] on 2014/01/07 21:42:48
Looking good, But I think it would be better replacing the textures on the rocks to make it look natural. Just my opinion on that.
 I Think You Should Pinstripe The Rocks
#10329 posted by Spiney [109.129.69.166] on 2014/01/08 02:24:26
with different textures
 Cool
#10330 posted by Tronyn [24.79.126.117] on 2014/01/08 02:25:02
Same sort of comment; I'd go with a stone blocks type of texture for the castle walls, and something more like rock and less like sand for the island it's on. That said, looks very impressive with all the little details, the Arabian-style arch on the bridge is interesting too.
 Just Remember
#10331 posted by Spiney [109.129.69.166] on 2014/01/08 02:51:00
texture alignment is for mere mortals
#10332 posted by bg [46.142.41.162] on 2014/01/08 03:07:26
#10333 posted by necros [99.227.110.3] on 2014/01/08 03:31:22
markus?
 I Just Love Castles
#10334 posted by Rick [75.65.159.61] on 2014/01/08 03:39:29
and that's all I'm gonna say about it.
 Editors
#10335 posted by madfox [84.26.177.181] on 2014/01/08 04:50:23
Texture of the rocks looks a bit flat indeed.
I'm more concerned about the broad space, as it is only a small part of what happens inside.
Strange the alignment crashes while changing the map from Radiant1.5 to Quark6.4.
I had to start again several times because all rockshapes were scrambled.
 Rocks Need Work
#10336 posted by nitin [180.149.192.134] on 2014/01/08 05:14:50
but I do like the look fo the castle!
 Laval Falls ??
#10337 posted by JPL [82.227.229.44] on 2014/01/08 13:17:21
 Mapping For Episode Going Slow
#10338 posted by FifthElephant [82.24.73.240] on 2014/01/08 18:42:03
but I have done a bit of work today...
https://www.dropbox.com/s/999bms3rd67bo07/map2.jpg
https://www.dropbox.com/s/2fyhqwu2e0ky089/map2-1.jpg
https://www.dropbox.com/s/udu13dx47hg9yi4/map2-2.jpg
Had to rework areas a few times, creating map 1 of the episode was easier but that's probably because I now have more experience with making something good with the base texture set.
 That Looks Great!
#10339 posted by Drew [70.53.201.226] on 2014/01/08 20:50:06
Something weird going on with textures in shot 2 though?
Anyways, looking forward to this!
 Nice
#10340 posted by Spiney [109.129.69.166] on 2014/01/08 21:09:46
Maybe consider swapping the white brick for metal in shot 2?
 Nice Indeed
#10341 posted by JPL [82.227.229.44] on 2014/01/09 10:32:47
Shots have a very former Id-ish style: that is great !
 Grumpy Ogres
#10342 posted by sock [200.82.43.152] on 2014/01/10 22:16:42
 Ogres....
#10343 posted by FifthElephant [82.24.73.240] on 2014/01/10 22:28:00
oh boy!
#10344 posted by onetruepurple [91.240.47.30] on 2014/01/10 22:30:53
That's quite skinny when compared to this sugar pumpkin
 Nice
#10345 posted by Rick [75.65.159.61] on 2014/01/10 22:50:12
That looks pretty good.
 Looking Promising! Keep It Up Sock!
#10346 posted by Breezeep_ [98.109.77.30] on 2014/01/10 23:21:23
#10347 posted by Scampie [72.12.65.92] on 2014/01/11 00:48:32
Maybe I'd feel differently seeing it in game, but I think the chainsaw's base is too wide. It comes off as a 'fat sword' rather than a chainsaw.
 Grumpy Acid
#10348 posted by mfx [78.55.197.15] on 2014/01/11 05:35:44
 Yes Man,.
#10349 posted by Shambler [82.26.125.121] on 2014/01/11 10:38:18
Very nice. "Grumpy Acid" should be the map name too!
 Wow Mfx...
#10350 posted by Breezeep_ [98.109.77.30] on 2014/01/11 14:22:31
I never though people could make custom maps for rubicon 2. well done!
 RoQ
#10351 posted by [78.55.197.15] on 2014/01/11 14:47:18
You can find the stuff you need right here.
Scroll down to instant satisfaction.
 I Have Rubicon 2 Already.
#10352 posted by Breezeep_ [98.109.77.30] on 2014/01/11 14:48:41
 RoQ
#10353 posted by [78.55.197.15] on 2014/01/11 14:56:03
 Yes, I Know, Who Ever You Are.
#10354 posted by Breezeep_ [98.109.77.30] on 2014/01/11 15:03:35
 Its Me.
#10355 posted by mfx [78.55.197.15] on 2014/01/11 15:17:09
Who is that guy?
 Oh. Hello Mfx.
#10356 posted by Breezeep_ [98.109.77.30] on 2014/01/11 16:24:10
Didn't know you were typing that.
 Little Castle Interior Early WIP
#10357 posted by Breezeep_ [98.109.77.30] on 2014/01/11 16:28:43
 Irregular Room Shapes
#10358 posted by Spiney [91.177.74.28] on 2014/01/11 17:47:11
Mappers tend to stick perpendicular to the grid on the x/y axis. It's easy... Quake textures tend to be nice and modular when working like that (also, faster vis). Base maps tend to use more angles usually, for some reason. Would be cool to see more maps where the rooms aren't boxes though, helps make things seem otherworldly, since boxes are like the constant in architecture.
Also, rotating entire rooms or buildings so the horizon is titled, can give player a feeling of disorientation/unbalances.
Takes bit more work in bsp engine since need to keep things on grid.
Just a basic assumption that isn't questioned often enough I think.
Doom does it more, because it's more 2D and have less options for variation besides just making the sectors irregular shaped.
#10359 posted by Rick [75.65.159.61] on 2014/01/11 18:22:18
I rotated a tower around the z axis and it took most of a day to get it looking right and aligned to the grid. You can kind of see it, lower center, in this screen shot.
http://quaketastic.com/files/screen_shots/wish13_a.jpg
Pain in the ass it was, especially the arched doorway you can't see :) But at least you can align textures fairly well.
The problem with going too far off straight vertical is that the texture alignment gets pretty ugly looking and not really fixable as a surface approaches 45 degrees tilt off vertical and is angled in the xy plane at the same time.
 I Love That Aesthetic
#10360 posted by Drew [76.75.125.157] on 2014/01/11 20:10:42
Really lookin forward to this Rick!
 Rick, That Looks Really Good!
#10361 posted by Breezeep_ [98.109.77.30] on 2014/01/11 20:33:31
what texture wads are you using?
 Little Castle Interior Early WIP
#10362 posted by spy [5.251.40.120] on 2014/01/11 20:46:07
the greatest square room i've ever seen
 Spy
#10363 posted by Breezeep_ [98.109.77.30] on 2014/01/11 21:38:12
thanks!
for real or sarcasm?
 Texture Wads
#10364 posted by Rick [75.65.159.61] on 2014/01/11 22:00:38
A lot of the textures are just cut and paste, highly modified versions of the standard id textures.
The stone textures are modified versions of the zstn3 set (I think) from Kell's Apocrypha wad.
The brick textures are based on a couple of full color jpgs from a site called Spiral Graphics. I had to modify them a lot to work in Quake, and I created nearly two dozen unique variations just for this map.
 Spiney
#10365 posted by Rick [75.65.159.61] on 2014/01/11 22:36:14
(Just in case, BTW), I wasn't disagreeing with you or anything, as a matter of fact I pretty much agree 100%, I was just trying to point out that Quake is pretty unfriendly with regard to texture alignment when it comes to oddball brush orientation.
I actually went to a lot of trouble rotating that tower and even though the effect is subtle, I like it a lot.
#10366 posted by JneeraZ [108.228.244.211] on 2014/01/11 22:39:45
You need to use an editor with proper texture locking. Build it on axis and then rotate it later. Should save you a lot of pain...
 Really?
#10367 posted by Rick [75.65.159.61] on 2014/01/11 22:49:49
That works in vanilla Quake? I don't think so, but I'd be more than happy to be wrong.
#10368 posted by Scampie [72.12.65.92] on 2014/01/11 23:35:01
The problem with funky rotations was older compilers which lacked support for floating point rotation of textures, or not being consistent with editors when to switch between projection planes when dealing with 45 degree surfaces.
Quake itself has no issues as long as the information in the .bsp is correct.
 I See What You're Saying But
#10369 posted by Rick [75.65.159.61] on 2014/01/11 23:56:35
while, some/many of the old compilers would flip rotations or planes or both, that's not exactly what I see.
As far as I can tell, it (Quake) always seems to project directly on axis (90 degree angles), never at 45 degree angles or anything else for that matter.
When a surface is exactly vertical, simple scaling will usually fix any horizontal texture distortion, but once the surface is tilted 45 degrees away from vertical it becomes hopeless.
 Rick
#10370 posted by SleepwalkR [85.178.190.190] on 2014/01/12 01:10:47
The texture projection is entirely up to the compiler. If you feed a standard map file to a modern compiler, it will however use the paraxial texture projection which you are seeing.
If you want more control over texture projection, you will need to use an editor that writes and supports Valve's 220 map file format, which basically allows you to set up the texture projection in whichever way you like. TB doesn't support this yet, but it's planned for TB 2.0 (I think you are using TB?).
OTOH, there are many examples of Quake maps with paraxial texture projection which have proper texture alignment on rotated objects, but it's tricky.
 Little Castle Interior Update
#10371 posted by Breezeep_ [98.109.77.30] on 2014/01/12 01:41:14
#10372 posted by Trinca [81.84.241.156] on 2014/01/12 02:23:58
RingofQuaddamage very old school, looking nice.
 Sorry For The Rant
#10373 posted by Rick [75.65.159.61] on 2014/01/12 02:37:08
Hi all, I realize this is mostly me just ranting, but could you please be more clear when you decide to discuss non-standard Quake stuff. I'm really tired of these cases where someone says "Oh, yeah, you can do that", then, after wasting much time, I find out that, well no, you have to use this, or do that, or something else, and no it's not really possible in standard Quake, or it pretty much won't work in regular old Quake.
It's not that I don't find the information useful, but at the moment, I'm not interested in mapping for any other game besides Quake. I probably wouldn't be here if I was.
This site is pretty much the last Bastion of old school Quake mapping info. I sure hope it sticks around.
#10374 posted by necros [99.227.110.3] on 2014/01/12 06:45:34
OTOH, there are many examples of Quake maps with paraxial texture projection which have proper texture alignment on rotated objects, but it's tricky.
This is not entirely true though because when a face is off-axis on more than 1 axis, then the texture projection creates a skewed texture which is impossible to align no matter what is done.
#10375 posted by Preach [77.98.165.95] on 2014/01/12 09:57:44
I'm really tired of these cases where someone says "Oh, yeah, you can do that", then, after wasting much time, I find out that, well no, you have to use this, or do that, or something else, and no it's not really possible in standard Quake, or it pretty much won't work in regular old Quake.
As a frequent advocate for the benefits of backwards compatibililty, I can assure you that you can create maps that take advantage of these new features that still run in the original winquake engine. You need a new compiler, that's all.
 Excuse Me, But
#10376 posted by Rick [75.65.159.61] on 2014/01/12 11:15:19
The texture alignment problems are not a compiler issue. This is the way Quake normally works.
Necros has very clearly (thank you) re-stated the issue in post #103374
when a face is off-axis on more than 1 axis, then the texture projection creates a skewed texture which is impossible to align no matter what is done.
Again, if anyone has a fix for this in vanilla Quake, please share. However, I'm pretty sure it's not possible. For the record, I'm not about to incorporate some weird Valve texture alignments in a Quake map or be forced to recommend a "not really Quake" engine to play one I make. That's just the way it is.
Also please note, I was not complaining about this or asking for a fix. I was simply responding to a prior post in order to point out the difficulties and problems faced when surfaces are significantly off-axis in Quake.
BTW, I use txqbsp_xt. I think it's a whole year old. The only newer one I'm aware of is in tyrutils v.14 and that one has marksurfaces issues. The editor I use is Netradiant, the only one I know of newer is Trenchbroom. From what I see, these newer compilers and editors are still experimental and buggy. Surely that's not recommended?
Also, I still stand by what I said in my previous post. Please be clear if something you recommend either will not work in, or has not been tested in, vanilla Quake. It may save others from wasting time.
 You Don't Understand
#10377 posted by SleepwalkR [85.178.188.219] on 2014/01/12 11:48:20
This is not an engine problem. The engine doesn't care how textures are projected - the appropriate information is generated by the compiler. You can "fix" the problems by switching to an editor that fully supports Valve's 220 map format, which was invented to solve exactly this problem. Most recent compilers will understand the 220 map format and generate proper texture coordinates for your map file.
The problem is that you need to find an editor that supports this map format. I don't know if Netradiant does.
All this will work great in vanilla Quake - it's all about the tool chain in this case.
necros' post only pertains to the paraxial texture projection which is used for standard Quake map files.
#10378 posted by negke [31.18.187.170] on 2014/01/12 11:59:24
It has nothing to do with vanilla Quake. It's just that the standard .map format isn't flexible enough to handle multi-plane rotations appropriately. It'll end up looking like the white bricks in the center here. Other map formats like Valve 220 can make it work. As long as the compilers support that map format (the Tx- ones do in this case), you can use it and it'll run in any engine. It's not possible in Netradiant, however.
There are no simple workarounds; it's needs a lot of experimentation and manual fiddling. I found that sometimes it's beneficial to change the shape of the brush/face ever so slightly in order to make the texture fit better, rather than trying to fix it by means of aligning. It usually won't be visible if it's just one or two units. Though often textures on multi-axis faces (at least those with only one spacial definition, e.g. horizontal seams) can be aligned neatly even without floating point offsets by changing the scale on the particular axis in very small increments. An example for this would be the trim inside the window frames on the roofcony in mce.bsp. But it's a pain in the ass, indeed.
#10379 posted by Spirit [80.171.154.57] on 2014/01/12 12:13:51
And FYI, QuArK has the best texture tools any map editor has.
 The Worldcraft Editors
#10380 posted by FifthElephant [82.24.73.240] on 2014/01/12 12:22:27
allow better texture alignment, Rick.
I don't use worldcraft because Trenchbroom is fun to use, though aligning textures is more problematic.
 I Guess QuArK Is Kind Of Like Spirit
#10381 posted by negke [31.18.187.170] on 2014/01/12 12:36:22
Despite its excentric appearance it has the potential to get things done. But you really got to know how to handle it, otherwise it'll refuse to cooperate and the whole thing will end in frustration.
 Rick
#10382 posted by Preach [77.98.165.95] on 2014/01/12 13:06:09
#10383 posted by Spirit [80.187.96.8] on 2014/01/12 13:06:26
Can't really think of anything apart from the floating point issues that quark does not do better than other editors...
 Uhm
#10384 posted by SleepwalkR [85.178.188.219] on 2014/01/12 13:10:22
User interface?
#10385 posted by Spirit [80.171.154.57] on 2014/01/12 13:25:18
Follows intuitive Windows GUI experience. Have you ever tried the Radiants?
#10386 posted by JneeraZ [108.228.244.211] on 2014/01/12 13:30:22
Quarks interface described as "intuitive". I think that's a first...
 Indeed
#10387 posted by SleepwalkR [85.178.188.219] on 2014/01/12 13:44:52
Also, Radiant is not much better. I mean - multiple rows of toolbar buttons with random icons? Seriously, whenever I use Quark to check something out that doesn't work properly in TB I'm at a loss. I don't even know where to begin just to select a face and see its properties, for example.
#10388 posted by Johnny Law [76.126.53.122] on 2014/01/12 14:22:04
I'd guess that the Jackhammer editor supports the 220 format, from the way they describe their texture features. Haven't tried it myself though.
 Guys?
#10389 posted by Breezeep_ [98.109.77.30] on 2014/01/12 14:52:31
Is this thread turning into a level editor debate or something?
#10390 posted by negke [31.18.187.170] on 2014/01/12 15:02:35
It happens every time someone brings up QuArK. Spirit's trolling attempts prove sucessful once again.
#10391 posted by Spirit [80.187.96.8] on 2014/01/12 15:39:51
i am honestly not trolling.
I had to read tutorials before I could even place one brush in a radiant.
Faces in quark are selected by clicking the icon at a face (squares) or by clicking on the in the 3D view. Then I don't remember much but the properties are shown somewhere in the left panel.
#10392 posted by gb [46.142.58.56] on 2014/01/12 19:04:57
Radiant is driven mostly by keyboard shortcuts, those icons are apparently made by people who felt they were necessary for some reason.
Netradiant has a Help menu that lists the keyboard shortcuts.
 ARgh
#10393 posted by SleepwalkR [85.178.188.219] on 2014/01/12 19:58:55
I was being unclear - that "multiple rows" remark was directed at Quark again. Radiant's UI is a bit better IMO, but also suffers from a lot of issues. But back when I was still mapping, I found Radiant to be much quicker, as in, I generally was able to map faster with Radiant than with WC or Quark.
#10394 posted by Trinca [81.84.241.156] on 2014/01/12 20:59:07
Quarl still the only intuitive for me :\
 Okay
#10395 posted by Rick [75.65.159.61] on 2014/01/12 21:13:17
I stand corrected. I looked at the crater map provided by Preach and the 220 texture thing does indeed work in plain old Quake. Unfortunately it looks like Netradiant doesn't support it.
 Little Start Area Thingy
#10396 posted by Breezeep_ [98.109.77.30] on 2014/01/12 23:00:03
 WIP
#10397 posted by ericw [172.219.249.35] on 2014/01/12 23:02:47
http://quaketastic.com/files/screen_shots/ericw_wip.jpg
This is done in QuArK, but I've got to switch away from it - it's so slow.
AFAIK the vertical shearing I'm using on the sides of the staircase needs something other than vanilla quake .map, so it looks TB1 isn't an option for this map (I exported this as vanilla quake .map in QuArK, opened in TB, and the staircase sides are rotated instead of sheared):
http://quaketastic.com/files/screen_shots/ericw_wip_trenchbroom.jpg
Any suggestions? learn radiant for now? Or maybe the tilted wood panels look OK and I should stick to vanilla .map. :P
I noticed Tyrann's compile tools can read the Quake 2 .map format. Does anyone use that in combination with Radiant? I'm assuming the Q2 map format can handle arbitrary texture alignment?
 That Staircase Texture
#10398 posted by FifthElephant [82.24.73.240] on 2014/01/12 23:10:45
makes me think that TB really needs a texture skewing tool. Rotating to fit seems like a weird solution to that problem.
 Ericw
#10399 posted by Spirit [80.187.96.8] on 2014/01/12 23:21:03
niiice! For the slowness try using groups/folders for your map and hiding some.
 That's Probably Because
#10400 posted by SleepwalkR [85.178.188.219] on 2014/01/12 23:38:49
TB doesn't support Valve's 220 map format (yet). TB2 will support it properly, but it's still a couple of months off.
 Ericw
#10401 posted by Tronyn [24.79.126.117] on 2014/01/13 00:10:10
seems Doomish! Kind of like "Sever the Wicked" - exciting!
 For The Flack WC(3.3) Gets...
#10402 posted by damage_inc [69.22.64.223] on 2014/01/13 00:20:06
Does this mean that the 220 .map format is superior? And should be adopted, similar to raised engine limits, by all the other editors?
 Agree Completely
#10403 posted by Drew [76.75.125.157] on 2014/01/13 00:41:25
re doom vibe
 220 Map Format
#10404 posted by quaketree [76.14.68.95] on 2014/01/13 01:07:34
Is better in many respects but the most important one is probably texturing and how it deals with floating points.
WC3.3 gets flack because of few few things that I can think of off hand:
HLWAD format required which makes for extra work converting wads using TexMex.
The mandatory install location is hard coded into it which is not always desirable.
It doesn't always play well with 3rd party compiling tools as far as adding -flags without using a separate tool to use them (Necros's compiling tool usually) which means another layer of extra work
Difficult to set up for Quake without the QuakeSpasm (I think, maybe QuakeAddicted) setup tool.
I think that the above things have a lot to do with the fact that it's first and foremost a Half-Life 2 editor (source engine which is a derivative of the Quake 2 engine which is a derivative of the Quake engine) and not a Quake editor. There's 3 layers of engines and their extra features to muck through to get to editing a Quake map.
 Nah
#10405 posted by RickyT33 [2.125.174.170] on 2014/01/13 02:08:04
It's pretty easy. I agree with some of the things you said, but really, it's a doddle to get it set up and get it to compile even huge maps for Quake 1.
The setup tool to which you were referring is called Quake Adapter (http://quakeone.com/qadapter/).
The thing that doesn't work too well is loading the .map files output by Worldcraft into other editors. The texture alignment is always scrambled.
The only other real issue (and one you didn't mention) is that sometimes people will experience a bug where the cursor gets locked in the wrong mode in the 3D view, and you have to save with Ctrl+S, and shut it down, re-load and everything is fine. But sometimes to problem persists. The bug doesn't corrupt the map, it just prevents one from being able to edit it until the editor stops bugging out. I haven't seen the bug for years, but it used to happen to me once in a blue moon. Others have experienced it.
 Worldcraft Beef
#10407 posted by gb [46.142.43.188] on 2014/01/13 03:16:54
My beef with Worldcraft was that it obstructs the workflow in a team setting because maps produced by it can't easily be loaded into other editors. Plus people usually don't care to convert their maps every time they check them into the SVN (if they do at all).
Since most remaining Quake mappers work alone, don't intensely cooperate on the same maps, or actually use WC themselves, that isn't a problem of course.
My other beef with it was that it's closed source and unmaintained, thus new features that might require changes to the source (such as Q2/Q3 support) cannot be added, at all.
A third beef to me is the 4 pane layout; I'm used to working in 2 panes, a 3D viewport where I do most of the work and a switchable 2D viewport that I sometimes use to quickly create new brushes by dragging with the mouse. To my knowledge, Radiant is the only editor that supports this workflow.
Trenchbroom seems to solve some of those problems.
If Trenchbroom one day gets Q3 support, it would be worth long and hard looks from anyone who makes maps for Nexuiz, Xonotic, Warsow, SJ, Alien Arena, and any Darkplaces- or Quake3- related game.
 Re: Editors
#10408 posted by kaffikopp [217.14.8.213] on 2014/01/13 05:09:05
There's a new level editor in the works called Sledge, still in alpha stage and currently only supporting Goldsource and eventually Source, but the developer has said he isn't opposed to adding support for other games/engines if there's demand for it. Seeing as it's in development and only in alpha stage, anyone can make suggestions, and it's even open source: http://twhl.info/forums.php?thread=18410&page=1
I take it many people here are happy with Trenchbroom, but for people like me, who can't live without 2D views, I think this could fill the void nicely if Quake support was to be added. So let your voices be heard if you agree!
#10409 posted by skacky [90.0.193.61] on 2014/01/13 08:53:29
Getting a huge Doom vibe as well from ericw's pictures. Also, I've been using Worldcraft for very long (more than 8 years) and switcihing to TB was very easy. I miss valve 220 sometimes, though.
 Re: 10408
#10410 posted by necros [142.55.63.10] on 2014/01/13 19:19:06
Jackhammer has Quake support with a WC interface.
 Grid Disaster
#10411 posted by madfox [84.26.177.181] on 2014/01/13 23:51:01
Reading the editor chat I still get bumped in houres mapping spirit by this bug that keeps holding on.
Mapping with Radiant is really sharp in cutting edges and staying on grid.
But what to do if a map like this the other day opens like that?
I tried to understand what happened to the wedges, but I didn't change them.
In Radiant1.05 the map looks great, in Quark6.4 imported it's junk.
 Hm..,
#10412 posted by madfox [84.26.177.181] on 2014/01/13 23:54:44
I did change the map, not the wedges.
 So These Were Posted On Skacky's Twitter
#10413 posted by Breezeep_ [98.109.77.30] on 2014/01/14 00:31:50
 Hot Mamma
#10414 posted by FifthElephant [82.24.73.240] on 2014/01/14 00:32:58
 Very Nice!
#10415 posted by RickyT33 [176.253.115.9] on 2014/01/14 02:23:42
 Superb!
#10416 posted by Spiney [109.129.75.14] on 2014/01/14 03:42:15
 Ugh
#10417 posted by Drew [70.53.201.226] on 2014/01/14 05:10:36
can't compete with that.
 Beautiful Stuff
#10418 posted by Tronyn [24.79.126.117] on 2014/01/14 07:35:07
a great new interpretation of IKwhite, the lighting in particular looks amazing.
 Impressive
#10419 posted by jakub [193.179.216.60] on 2014/01/14 07:49:40
Avanipaala Praasaada 2?
-
can't wait
 Oh My God...
#10420 posted by JPL [82.227.229.44] on 2014/01/14 09:34:19
Those shots are indeed impressive... very nice foggy/grey style.. looks to be an architecture masterpiece :)
Keep it up !
 Lighting In First Shot (+fog?)
#10421 posted by nitin [220.244.163.153] on 2014/01/14 09:34:59
is unbelievable.
Actually no all shots.
 Great Looking Shots
#10422 posted by ijed [186.79.244.171] on 2014/01/14 10:01:43
 Wot They Said.
#10423 posted by Shambler [86.23.79.248] on 2014/01/14 11:18:53
Plus, it's not a competition. Good is good, end of story.
 Keep In Mind...
#10424 posted by Breezeep_ [98.109.77.30] on 2014/01/14 21:27:55
I did not make this map. skacky did.
#10425 posted by Scampie [72.12.65.92] on 2014/01/14 21:58:29
SKACKY == RINGOFQUADDAMAGE CONFIRMED
 Cloud9
#10426 posted by madfox [84.26.177.181] on 2014/01/15 21:20:32
I was only hanging around..,
 Chasm The Rift
#10427 posted by Yhe1 [173.58.187.144] on 2014/01/16 05:54:24
How does Quake Fans feel about Chasm the Rift? I remember the weapons and models were great.
 I Loved It...
#10428 posted by FifthElephant [82.24.73.240] on 2014/01/16 12:17:26
but this is the wrong thread!
 Chasm
#10429 posted by Spiney [109.129.75.14] on 2014/01/16 18:16:43
Great art, gameplay was like a boring Doom...
#10430 posted by Breezeep_ [98.109.77.30] on 2014/01/17 01:57:49
I honestly think i'm the slowest mapper.
 Grahf Is The Slowest Mapper.
#10431 posted by Drew [70.53.201.226] on 2014/01/17 02:35:56
 Co
#10432 posted by nitin [180.149.192.133] on 2014/01/17 03:14:44
clearly Sock is the slowest mapper.
 That Should Be No Not Co
#10433 posted by nitin [180.149.192.133] on 2014/01/17 03:15:16
 What About..
#10434 posted by JPL [82.227.229.44] on 2014/01/17 08:28:05
.. staled mappers... (like me)... almost but never stopped, in lack of time/inspiration/etc..
Is it considered as slow, or simply out of the "context".. if in the context, we are many to pretend being the slowest :)
 Shambler
#10435 posted by ijed [186.79.248.86] on 2014/01/17 11:20:32
Is the slowest mapper.
#10436 posted by Trinca [87.196.178.95] on 2014/01/17 12:21:02
Lol I never was a mapper :) but love to play u guys maps...Go map please!
 Trinca
#10437 posted by mfx [92.225.199.131] on 2014/01/17 13:25:40
#10438 posted by Trinca [87.196.178.95] on 2014/01/17 13:27:41
Awesome love your maps ;)
 No One Is Slower Than Me
#10439 posted by Rick [75.65.159.61] on 2014/01/17 14:24:16
I've been working on my current map since 2007.
 I
#10440 posted by madfox [84.26.177.181] on 2014/01/17 19:05:45
'm
slowest, because I have no eggsplantation.
 Pro Tip:
#10441 posted by metlslime [159.153.4.50] on 2014/01/17 21:07:21
for mfx or anyone else using rubicon2 entities:
On light_fixture1, set these keys:
"angle" "315"
"mangle" "0 -90 0"
This will give a shadow on the wall directly above the fixture.
 Pro Tip II:
#10442 posted by mfx [92.225.199.131] on 2014/01/17 21:31:50
Set _softangle to 20, to make it look neat.
Thanks metlslime, i already have the mangle wall-torch thing on the fixture, but a slightly smaller angle. Looks good anyhow.
#10443 posted by Trinca [81.84.241.156] on 2014/01/17 23:04:09
mfx y're a great mapper with awesome idears... with I could map like you :p
 Kel
#10444 posted by onetruepurple [91.240.47.30] on 2014/01/18 00:32:31
slowest, because I have no eggsplantation.
never
stop
ppostibg
 What Do You Guys Think I Should Do With This Room?
#10445 posted by Breezeep_ [100.1.255.141] on 2014/01/18 18:32:13
 Not Copy From Sock..
#10446 posted by mfx [78.48.122.190] on 2014/01/18 18:55:58
 A Little Idol Worship Is Okay I Think
#10447 posted by Drew [76.75.125.157] on 2014/01/18 19:00:49
mfx, you never did release your Honey tribute, did you?
 Lol
#10448 posted by Rick [75.65.159.61] on 2014/01/18 19:00:54
 #rekt
#10449 posted by onetruepurple [91.240.47.30] on 2014/01/18 19:01:31
#10450 posted by Scampie [72.12.65.92] on 2014/01/18 19:15:18
oh no, he borrowed from sock's modern approach to an e1m2 look. what a fucking scandal
always copy from those who came before you. just make sure you add your own personal touchs
 Note To Self
#10451 posted by mfx [78.48.122.190] on 2014/01/18 19:44:01
Shut up.
 Is There Anyone
#10452 posted by ijed [190.22.44.30] on 2014/01/18 19:46:10
Not trying to emulate Sock's work?
 To Answer The Question
#10453 posted by ijed [190.22.44.30] on 2014/01/18 19:52:16
Sink the floor and flood it, then nail some zombies to the wall.
 Fine.
#10454 posted by Breezeep_ [100.1.255.141] on 2014/01/18 21:37:49
I'll redesign the room.
 Fine.
#10455 posted by Breezeep_ [100.1.255.141] on 2014/01/18 21:37:50
I'll redesign the room.
 Nothing Wrong
#10456 posted by FifthElephant [82.24.73.240] on 2014/01/18 21:43:00
with making maps like Socks. He is a great mapper and copying is part of learning, plus if people think your maps look like his then you're making a good map!
 LOL
#10457 posted by Spirit [80.187.108.223] on 2014/01/18 21:52:22
I like it! mfx was making a joke...
 I Have Popcorn For 2 Weeks!
#10458 posted by mfx [78.48.122.190] on 2014/01/18 22:13:12
 Oh,
#10459 posted by mfx [78.48.122.190] on 2014/01/18 22:27:31
and yes, looks good, of course...
#10460 posted by gb [46.142.49.218] on 2014/01/18 22:35:37
If Sock has a patent on wbrick1_5 with some white thrown in and a bunch of wood, then e1m2rq must be the biggest heist in history.
cough.
 Heh
#10461 posted by Tronyn [24.79.126.117] on 2014/01/19 00:06:59
even though I think the responses RoQ got were a bit asshole-ish, they did bring up a pretty interesting topic, style.
It's something I've been considering, like if I map in the future, I'd like to work in a totally different style. But style is interesting, I recall the term "negkeish" being used on here, lol, with all its (accurate) implications of impeccably detailed brushwork and mind games meant to torment us into rage quitting.
 RingofQuaddamage
#10462 posted by scar3crow [98.246.219.108] on 2014/01/19 03:13:45
Have some actual feedback:
The floor is a bit flat, and from this angle the room looks like it is essentially a rectangle. Does this lead anywhere? The stone-skull-slab to the left looks a bit odd being perfectly flush to the wall, perhaps pull it out slightly? Is there a reason the stained glass is there, and not centered in the wall? Does it serve a purpose?
Without any more context, I can't really say where you should go with the room. But do keep it up, I don't think you are "copying sock". I think like anyone you've seen some good work and it has got your mind going on a similar thread. I'm happy to see content that is so Quake oriented in its themes.
 Good Advice, Scar3crow...
#10463 posted by Breezeep_ [100.1.255.141] on 2014/01/19 03:36:36
 However...
#10464 posted by Breezeep_ [100.1.255.141] on 2014/01/19 04:01:25
It's a bit difficult figuring out what to do with the room...
#10465 posted by necros [99.227.110.3] on 2014/01/19 04:15:33
put it aside until later and see if it fits then
 Not Showing Much
#10466 posted by Tronyn [24.79.126.117] on 2014/01/19 04:19:38
 Holy Shit Tronyn...
#10467 posted by Breezeep_ [100.1.255.141] on 2014/01/19 04:22:51
amazing!
 @necros
#10468 posted by Breezeep_ [100.1.255.141] on 2014/01/19 04:23:45
well, it's that or scrap the map and start over.
 Wtf
#10469 posted by ijed [186.9.131.178] on 2014/01/19 04:32:55
My advice was serious.
Sink the floor.
Put a water brush there.
Put zombies on the wall.
This is irritating.
 Heh
#10470 posted by Tronyn [24.79.126.117] on 2014/01/19 04:33:26
TY, RoQ
The first one is shit, it's a decoy ;)
 Tronyn
#10471 posted by ericw [172.219.249.35] on 2014/01/19 09:14:54
That looks wicked! At first I though the crane and some of the lights were base/industrial details, but looking closer I guess it's a pure medieval crane. Looks great in any case.
one thing - the light grey crane/buildings against the skybox looks kind of color inverted. maybe try lowering the rgb values of the fog just enough to get the crane silhouette the be darker than the skybox?
 Tronyn
#10472 posted by JPL [82.234.167.238] on 2014/01/19 13:44:25
I don't know whether it is made voluntarily but: those black and white shots are really amazing... or is it the fog that generates this visual effect ?
Second shot upper structure is really puzzling me: wtf is this ?
Can't wait playing this map !
 Eldritch
#10473 posted by ijed [190.22.74.97] on 2014/01/19 13:57:36
 Sorry Ijed...
#10474 posted by Breezeep_ [100.1.255.141] on 2014/01/19 14:25:11
I'll do something similar to that...
 Tronyn
#10475 posted by Drew [76.75.125.157] on 2014/01/19 22:25:36
Looks amazing. Hope it's all b+w. can't wait!
 Changing Up Things
#10476 posted by Breezeep_ [100.1.255.141] on 2014/01/20 00:37:06
 Suggestion
#10477 posted by onetruepurple [91.240.47.30] on 2014/01/20 01:06:15
Try replacing wbrick1_5 with wall14_5
 Looks Good
#10478 posted by Drew [76.75.125.157] on 2014/01/20 05:41:44
Nice idea.
#10479 posted by Trinca [83.132.56.98] on 2014/01/20 13:52:36
Loovks very pretty
#10480 posted by [Kona] [121.73.104.148] on 2014/01/21 05:17:19
hmmm no ones done a b&w map have they? could be really cool to see one, it'll give more focus to the lighting which needs to be fantastic.
looking really good tronyn!
 Negke Did A Speedmap...
#10481 posted by Drew [70.53.201.226] on 2014/01/21 07:42:22
and that's it, I think...
PS - just wandered through the Bal scraps... so nice! Hope someone with the adequate skill set does something with those! Pretty crazy to think he whipped those up back in 05.
 :p
#10482 posted by Trinca [87.196.158.72] on 2014/01/21 11:28:52
Tronyn you map like a god, but i whould love to see a map from you less epic... a smaller map :)
Your maps have always huge sizes, but guess is your signature :p
 B&W Maps
#10483 posted by quaketree [76.14.68.95] on 2014/01/21 11:55:29
I messed with it years ago. I converted most of the original game content into black and white by texture and skin swapping but I hit a wall with engine based explosions and stuff like trails being in color which just didn't look quite right so I dumped it.
Aside from that it definitely added a different feel to the game as a whole. Too bad the feel was broken by the stuff that I couldn't change myself.
#10484 posted by metlslime [69.181.116.145] on 2014/01/21 12:13:18
couldn't you just create a greyscale palette.lmp and be done with it?
 What He Said
#10485 posted by Spiney [109.129.69.215] on 2014/01/21 12:31:06
 Trinca
#10486 posted by Drew [70.53.201.226] on 2014/01/21 15:28:36
crocodile tears...?
#10487 posted by Trinca [87.196.158.72] on 2014/01/21 15:32:00
This is a dm map I think Drew
#10488 posted by negke [31.18.187.170] on 2014/01/21 19:41:20
Ever since SM110/108 I've been fantasizing about making an abstract, possibly Alice-like map combining the B&W and Zer flesh themes. Maybe some day...
 TIME TO GO MAP
#10489 posted by DaZ [89.168.60.49] on 2014/01/21 20:41:52
 BW...
#10490 posted by FifthElephant [82.24.73.240] on 2014/01/21 20:52:18
doesn't fitzquake have a thing where you can make the whole game in black and white? :P
#10491 posted by Scampie [72.12.65.92] on 2014/01/21 21:13:08
 GO DAZ GO!
#10492 posted by Breezeep_ [100.1.255.141] on 2014/01/21 21:30:31
 Trinca
#10493 posted by Tronyn [24.79.126.117] on 2014/01/21 21:36:28
after the Drake merger, if I make anything further, it'll definitely be on a smaller scale!
negke: what a great idea! sounds cool. If anyone should make a b&w map it's Tyrann, since his lighting has always struck me as the most impressive.
#10494 posted by Trinca [95.94.41.203] on 2014/01/21 21:56:39
awesome tronyn I love your maps ;)
smaller maps might gives us more maps :) wish I had the time and your skills!
 Noir Quake
#10495 posted by Preach [77.98.165.95] on 2014/01/21 23:38:39
couldn't you just create a greyscale palette.lmp and be done with it?
I did that...(almost a decade ago now I look)
http://www.celephais.net/board/view_thread.php?id=4&start=4968&end=4992
Of course, my hosting died since then - I can reupload it if there's demand.
 Trinca
#10496 posted by Drew [70.53.201.226] on 2014/01/22 00:30:56
He made an sp version. with a mere 100 and something enemies...
Back me up here Tronyn!
#10497 posted by [Kona] [121.73.104.148] on 2014/01/22 00:33:40
A properly done b&w map has to be built to be b&w, because much more emphasis has to be put into the textures and lighting for proper contrasts. not just slap an engine mod on it and expect it to look good.
where are these bal map scraps? I want a looksy-poo.
 Oh Heh
#10498 posted by Tronyn [24.79.126.117] on 2014/01/22 00:34:18
you mean Dry Sorrow, yeah that was an old DM map converted for SP, and it's definitely the smallest map I released since like... I dunno it's even smaller than A Desert Dusk
 Need Beta Testers.
#10499 posted by FifthElephant [82.24.73.240] on 2014/01/22 00:48:24
I have completed the first 2 maps in my quake-like-id-did episode. Just need a bit of feedback. My email addy is in my user profile.
 Can I Test Out Your Maps, Fifth?
#10500 posted by Breezeep_ [100.1.255.141] on 2014/01/22 01:48:15
Mind if you PM me a link on my steam?
 Sure...
#10501 posted by FifthElephant [82.24.73.240] on 2014/01/22 01:55:23
Any demos would be good too. And just your general impression of the map, likes/dislikes.
 Bal
#10502 posted by quaketree [76.14.68.95] on 2014/01/22 03:52:15
A properly done b&w map has to be built to be b&w, because much more emphasis has to be put into the textures and lighting for proper contrasts. not just slap an engine mod on it and expect it to look good.
Exactly. I tried using the Preach method first (messing with the palette) but it just wasn't working out the way I wanted it to. So I converted everything individually in pak0 over to B&W. Textures, skins and sprites.
Because I did it texture by texture it looked a lot better because I could do some tweaking to individual textures to clear up some errors made in the conversion from color to B&W (but it still had some issues where the engine added color to a few things) but unfortunately I couldn't really do anything with it for fear of violating id copyrights so I chalked it up to learning something new and chucked it. In retrospect I probably should have at least saved the wad, sprites and skins somewhere.
You have to keep in mind that the engines back then were less than fully documented so figuring out how to make some thing look fully monochrome wasn't something easy to just look up online. I think TomazQuake (which had just come out when I was messing around with it) came the closest to looking closest to "Right".
IIRC I used Pak Explorer, AdQuedit, QME 3.0 (the free version) TexMex, MS Paint and Paintshop Pro 5.
 That Was Supposed To Be Aimed At Kona, Not Bal
#10503 posted by quaketree [76.14.68.95] on 2014/01/22 03:53:22
 Quaketree
#10504 posted by Bal [83.204.216.23] on 2014/01/22 08:13:08
 Finish That Episode, Bal!
#10505 posted by FifthElephant [82.24.73.240] on 2014/01/22 11:48:10
That *was* for you.
#10506 posted by [Kona] [121.73.104.148] on 2014/01/22 12:06:01
wow those are awesome. i especially like that it's all custom textures, I think more people need to use custom textures rather than id's stuff all the time.
and as much as I'm well over base maps, that smaller one you've got there looks great with those textures.
you could even merge start, vil, tower and rocks all into one huge bsp2 map, they're kind of similar styles.
 RoQD... Link Sent
#10507 posted by FifthElephant [82.24.73.240] on 2014/01/22 12:53:12
for episode.
Anyone else? I need a couple of different opinions :)
 Fine Mom I'll Do It
#10508 posted by onetruepurple [91.240.47.30] on 2014/01/22 13:00:09
jeez
 Count Me In
#10509 posted by spy [5.251.33.197] on 2014/01/22 14:25:55
i can do it too
 #10489
#10510 posted by Shambler [83.71.193.228] on 2014/01/22 14:40:55
@ you all.
 Here's Your Demos, Fifth.
#10511 posted by Breezeep_ [100.1.255.141] on 2014/01/22 14:52:08
 I'm Looking For A Couple Testers
#10512 posted by Tronyn [24.79.126.117] on 2014/01/23 22:49:06
for a chunky, unvised map that won't be out for a couple months (I want to start vising it soonish though). So you would need a powerful computer. Email dustin dot geeraert at umanitoba dot ca.
 Little Something I'm Working On
#10513 posted by Breezeep_ [100.1.255.141] on 2014/01/30 23:03:48
http://i.imgur.com/1Xx46PC.jpg
Hopefully I won't screw this up.
 Looks Good,
#10514 posted by mfx [78.50.145.73] on 2014/01/30 23:18:28
keep on!
 Remember...
#10515 posted by FifthElephant [82.24.73.240] on 2014/02/01 12:18:36
You need to use the box that says force integer plane points!!
 Good Idea, Fifth.
#10516 posted by Breezeep_ [100.1.255.141] on 2014/02/01 14:08:05
 And For Gods Sake
#10517 posted by FifthElephant [82.24.73.240] on 2014/02/01 14:51:31
Bind "snap vertices" to the space bar and make sure you give it a tap every time you're faffing around with the vertex tool! (or the clipping tool!)
Seriously.
Plus you eventually get a feel for what kind of geometry is possible and what's going to give you nightmares down the line.
 Start Map...
#10518 posted by FifthElephant [82.24.73.240] on 2014/02/02 00:26:52
So I spent a lot of today just getting the start area sorted for my quake like id did pack... It intentionally very much like the original game, but I am going to make it a bit more unique once you go to the episode choice area (not actually made that yet)
https://www.dropbox.com/s/mye0mljt0ix935r/ss1.jpg
https://www.dropbox.com/s/nt3mv1lb9xa1unz/ss2.jpg
https://www.dropbox.com/s/n7jjhyi3swc2v1t/ss3.jpg
 Also....
#10519 posted by FifthElephant [82.24.73.240] on 2014/02/02 00:29:05
spot the horrifically misaligned texture.
 Looks Somewhat Similar To Id's Start.
#10520 posted by Breezeep_ [100.1.255.141] on 2014/02/02 01:45:16
Looks Great though!
 Heh
#10521 posted by Tronyn [24.79.126.117] on 2014/02/02 02:25:10
Not Quake the way id did... perhaps Quake the way Raven (or Romero) would have done?
http://www.quaketastic.com/files/qtwrd.jpg
 A Challenger Approaches...
#10522 posted by Breezeep_ [100.1.255.141] on 2014/02/02 02:36:20
Wonderful Troyn!
(don't worry, fifth, I like yours too.)
 ROQ...
#10523 posted by FifthElephant [82.24.73.240] on 2014/02/02 03:57:30
I have played Tronyn's start area thing. It's epic on a scale you wouldn't believe (really, it's fecking huge). :P
 I Dont Like How It Says THE START
#10524 posted by nitin [220.244.163.153] on 2014/02/02 04:13:14
breaks the atmosphere IMHO.
 Well
#10525 posted by Tronyn [24.79.126.117] on 2014/02/02 05:35:40
I think after all these years, acknowledging the highly unrealistic nature of Quake levels in a meta- fashion, is fine. Arguably, stuff like Kell's e1m2 with its floating pieces of rock going into the skybox, similarly admits this.
#10526 posted by Scampie [72.12.65.92] on 2014/02/02 05:53:38
I think it would be cool if it were in Latin, and said initium
 Start By Tronyn
#10527 posted by RaverX [79.117.88.105] on 2014/02/02 13:05:36
Holly mother of GOD! That looks awesome. Where can I get the map?
 Tronyn's Bunghole.
#10528 posted by Shambler [86.29.154.25] on 2014/02/02 13:38:14
 Q
#10529 posted by Tronyn [24.79.126.117] on 2014/02/02 13:38:44
nowhere yet, it'll be released with the final version of DRAKE (my goal is by spring day 1).
but, the tech people, whom I massively admire, have made things easier, so I'm hoping to release the whole thing within like 2 months.
 Agree With Scampie
#10530 posted by ijed [190.22.54.48] on 2014/02/02 13:39:37
 Har
#10531 posted by Tronyn [24.79.126.117] on 2014/02/02 13:40:18
nice to see you still around Shambler, approximately 15 years after you refused to review my first map.
#10532 posted by sock [190.231.91.94] on 2014/02/02 14:10:48
@Fifth, I know you are going for the whole ID vibe in your maps but it feels too similar to the original. I know you have done subtle changes, like extra floor detail but I was expected more differences.
@Tronyn, wow nice large epic start entrance, it feels very greek style to me, maybe have the start text in a greek style font and try 'begin' or 'enter' instead of start? I would prefer to see the screenshot in colour.
 Sock..
#10533 posted by FifthElephant [82.24.73.240] on 2014/02/02 14:54:07
This is the only room which will be so close to the original game. Once you get to the episode selection the differences will be much more apparent. There are some very small homages but it is all brand new stuff, promise!
#10534 posted by [Kona] [121.73.104.148] on 2014/02/02 21:43:27
haha tronyn, 15 years since shambler refused to review my first episode as well! he was offended I even thought he'd consider putting it on his site.
re start map, fifth that just looks like id's start map. what's the difference? if you're going to do big changes to the other maps, why not the start map as well? it could have a lot more detail added.
 Haha
#10535 posted by necros [99.227.110.3] on 2014/02/02 21:58:43
shambler refused to review my first map too!
it sucked though.
 Start Map Is Fine Guizzzzzz
#10536 posted by FifthElephant [82.24.73.240] on 2014/02/02 22:14:31
You'd be surprised at how different they actually are side-by-side. Mine is meatier with more detail and more defined lighting.
I might do a second pass on it once it's finished to make it feel a bit more unique anyway. I don't want to overdo the detail though as id maps were simplistic (and my intent is to actually release more maps per year).
#10537 posted by Breezeep_ [100.1.255.141] on 2014/02/02 22:45:26
#10538 posted by Trinca [95.94.41.203] on 2014/02/03 00:25:30
Look like HL1 :)
 Shambler.
#10539 posted by Shambler [86.29.154.25] on 2014/02/03 12:01:20
WTF was he playing at??
On the plus side there does seem to be a correlation between having early maps rejected and then becoming a prolific and consistently good mapper :P
 Heh
#10540 posted by Tronyn [24.79.126.117] on 2014/02/03 16:10:55
well also Shambler, as you pointed out, at some point the general quality of maps became so good that even someone's first map was worth reviewing
 That Initial Sting Makes You Work Harder
#10541 posted by Lunaran [68.201.91.242] on 2014/02/04 03:53:40
"I'll show that fat bastard Shambler what a good Q1SP is."
 Yup
#10542 posted by RickyT33 [90.215.37.120] on 2014/02/04 04:19:45
 Still Mapping...
#10543 posted by mechtech [65.190.158.200] on 2014/02/04 07:27:32
#10544 posted by Trinca [95.94.41.203] on 2014/02/04 08:03:11
Mechtech one word... impressive!
 Mechtech
#10545 posted by SleepwalkR [85.178.58.208] on 2014/02/04 09:44:30
Nice architecture and texturing, but the lighting looks flat - maybe take some cues from sock's maps to improve it?
#10546 posted by [Kona] [121.73.104.148] on 2014/02/04 11:41:53
yeah my episode sucked too. i thought it was pretty good at the time though haha.
 I'm Sooooo Glad You Said That Kona....
#10547 posted by distrans [49.193.62.235] on 2014/02/04 12:00:18
I replayed the Alkado Crisis just before this "issue" raised its head and... not that it stopped me from being in awe back in the day :)
 Mech
#10548 posted by ijed [200.73.66.2] on 2014/02/04 14:09:11
Are you using minlight?
Those walls are crying out for some spotlights!
 I Think The Redbrick
#10549 posted by FifthElephant [82.24.73.240] on 2014/02/04 15:04:17
texture is very out of place. Looks nice except for that one thing really.
 Oh Putain Que C'est Beau !!!
#10550 posted by JPL [82.234.167.238] on 2014/02/04 21:50:41
@Mechtech: wow.... really nice and awesome arch texturing... hats-off..
#10551 posted by [Kona] [121.73.104.148] on 2014/02/04 22:37:13
haha distans I didn't even know that episode was still online anywhere, I thought I'd eradicated it from all existence!
we all start out somewhere making crap before we get decent. i guess to get pretty good it could take a good 50-100 hours, depending on the individual and how patient they are to improve.
i wonder what some of the early id levels were like, because I bet there was some early stuff in the learning phase that didn't make the cut. what did they do in the first 100 hours of level development...
 Very Much WIP
#10552 posted by mechtech [65.190.158.200] on 2014/02/04 23:26:06
Some the the textures are from The Florentine Library by Sock. Still doing broad strokes. I want to get to the end, whatever that's going to be and fill in the monsters, lighting and skill specific stuff. I also want to find a good subtle fog setting. Any suggestions? using Fitz
 Hazy
#10553 posted by madfox [84.26.177.181] on 2014/02/05 04:43:09
fog 0.02
#10554 posted by Trinca [95.69.89.134] on 2014/02/05 17:33:37
I had more then 100 and never got decent :p
 Also
#10555 posted by Spiney [91.176.166.198] on 2014/02/05 19:23:23
The models are nice, but they do look a bit flimsy when compared to the big rustic architecture of Quake. Got to thicken up the details a bit to prevent it from looking 'unnaturally realistic'. I think you could do some interesting things with the ceilings not typically seen in Q1
 #10555
#10556 posted by Kinn [80.247.24.248] on 2014/02/05 19:48:55
Gotta agree with the comments about thin details looking wrong in quake.
Quake's combination of low-res textures and lightmaps, and lack of smooth light shading across polygon facets, all combine to make fiddly details look weird and wrong imo. Quake is best when painted in broad brushstrokes I reckon, although strangely the super-thin fence/bar stuff in czg's honey worked really well, so add the usual arse-talking disclaimer to my generalisation there.
 Thinness...
#10557 posted by necros [99.227.110.3] on 2014/02/05 21:00:22
maybe this is just me but there are times where thin, tiny details can look good.
 I Try Not To Have Anything Less Than 16 Units
#10558 posted by FifthElephant [82.24.73.240] on 2014/02/05 21:06:18
but it does happen.
Usually these are minor details anyway.
#10559 posted by metlslime [159.153.4.50] on 2014/02/05 22:19:02
thinness can look good in quake.
In that screenshot, i'm not sure i can pinpoint the problem. One issue is probably that the thin bits aren't anchored to the rest of the scene in any way. Are they touching the floor? The pillars? I can't tell. Adding a thicker vertical post at each end of the fence and having that touch the ground in a believable way might help. Or adding some sort of metal bracket where they touch the pillar could work too.
One thing that helps make things look solid in quake is shadows, and when objects get small enough, they don't cast shadows anymore. This makes it harder for them to be believably in the scene. That's why a wider or thicker brush where the thin bit meets the wall or floor can help.
#10560 posted by metlslime [159.153.4.50] on 2014/02/05 22:21:08
http://celephais.net/levels/rubicon2/images/rubicon2_02.jpg
These aren't as thin as your brushes, but the principle is the same. I added a chunkier bracket thing where the thin poles meet the wall. The bracket is fat enough to cast a shadow.
 Tiny Update
#10561 posted by Breezeep_ [100.1.255.141] on 2014/02/06 01:36:07
 Less Bland
#10562 posted by mechtech [65.190.158.200] on 2014/02/06 02:06:30
 Love The Trophy Above The Mantlepiece
#10563 posted by skacky [90.0.72.217] on 2014/02/06 02:41:53
Looks rad. Not too sold on the terracotta pillars though.
 Screen Shot Spammi
#10564 posted by mechtech [65.190.158.200] on 2014/02/06 02:56:50
 Oh Boy Mech...
#10565 posted by Breezeep_ [100.1.255.141] on 2014/02/06 03:00:18
looks very promising.
 Hah
#10566 posted by kaffikopp [217.14.8.213] on 2014/02/06 03:55:32
Love that fiend head above the fireplace. Looking good.
#10567 posted by necros [99.227.110.3] on 2014/02/06 06:19:28
mechtech: looks interesting but i'd relax the colours a bit, just make everything closer to white while keeping a little bit of the colour.
 Enough With The Screenshots
#10568 posted by mechtech [65.190.158.200] on 2014/02/06 06:26:48
A (hopefully final) beta of Titan1.
http://www.mediafire.com/download/2vdtbb0ci47af46/titanbeta7.7z
Requires Quoth, recommend Fitz.
Skill levels easy=more Quake hard=more Quoth
Try easy first, hard is hard.
Please email with anything. Email in profile
 Re: Shamblers Reviews Back In The Day
#10569 posted by quaketree [76.14.68.95] on 2014/02/07 01:45:45
I always saw it as not so much him being a prissy bitch liking one mapper over another rather than harboring bandwidth in general back when that actually cost a bit of money. I downloaded a lot of maps from his site (on dial up over 8 real world hours away) and I honestly have nothing but appreciation for him doing that on his own dime. If you wanted to see every 3rd rate map out there back in the day then that's what fileplanet was there for.
That being said fuck you Shambler for never even looking at my first offering. It made me stop mapping and start looking at maps too critically...
(actually none of that is true and it's just the pain meds saying that. I've never really put anything out there and I'm my own worse critic that even that priss Shambler couldn't put to shame.)
But I do like knowing how the game works which is what ultimately keeps bringing me back here reading what you insane fuckers have to say... So there is that I guess...
Fuck me my back hurts. Feet shouldn't be numb unless there's snow involved.
 Grim
#10570 posted by madfox [84.26.177.181] on 2014/02/07 04:06:40
mapping makes the fun go round,
money makes the frags go down.
 Blitz
#10571 posted by madfox [84.26.177.181] on 2014/02/07 06:19:41
I wondered why I never saw the weather lightning in Quake. So I took a pix into fimg and ended up here.
As a static model keeps on going I stated the last frame on
self.nextthink = time + 10.0
which is a blanc frame so it isn't vissible.
So now I have a weather lightning within 10 sec.
breaking my head how to add sound and light simultaneously.
File is on quaketastic/models/bliksem.zip
 Lightning
#10572 posted by quaketree [76.14.68.95] on 2014/02/07 07:58:39
The great thing about it is that, just like in the real world, the light and the thunder do not ever have to match up and in fact should rarely ever match up (honestly, if they ever do IRL you are probably fucked). That means that there is absolutely nothing wrong with the sound lagging by up to 10-15 seconds from the modeled bolts and light flashing. It would be harder to attenuate the sound depending on the time between flash and rumble if you randomized the (x)(distance) factor.
Didn't one of the expansions have an ambient thunder thing going on anyway? Not too hard to do really if you think about it. One more pass in Light with a _sunlight of 500 or whatever for one or two frames and a rand_sun(x) worldspawn tag. As long as you don't get over 4 dynamic lights (so 3 plus the lightning) even Vanilla Quake should be able to handle that.
 As Hard As To Do
#10573 posted by madfox [84.26.177.181] on 2014/02/07 08:21:41
I must agree I totally believe what you say.
My qc attention is less than thunderstood.
When I made my static entity I knew there couldn't be sounds or light attached to it.
Already glad a sprite appeared, now I'm trunked again wanting to add sounds and lights.
The lightstreaks could be animated better.
Ambience thunder relays me a sv_startsound not looped.
 Madfox
#10574 posted by quaketree [76.14.68.95] on 2014/02/07 09:00:28
I'm not trying to discourage you. I'm just giving you some input. Thunder would be, in my opinion, a great addition. I'm just looking at the technical difficulties and nothing more. Preach is probably the one to talk to on this. If anyone can hack that into it it's him.
 Lightning Flashes
#10575 posted by Preach [77.98.165.95] on 2014/02/07 11:01:52
 Thanks Preach
#10576 posted by quaketree [76.14.68.95] on 2014/02/07 13:05:19
I'm a bit of a dummy so how would that get plugged into a level? If it's a quake.C thing that's fine but I like to make no assumptions on what someone can or cannot do that aren't using very standard editing setups.
Have you ever thought of writing a new progs.dat with the .fgd to cover it? A re-release of the game if you would. You understand the code at the level of Carmack and what you know probably shouldn't get lost in this little tiny slice of the internet.
 Oh, Sorry Quaketree
#10577 posted by Preach [77.98.165.95] on 2014/02/07 20:34:10
Those were intended to be modifications to the code that MadFox supplied with the model, they would make sense to nobody if you weren't looking at the QC file supplied. The step-by-step would actually be something like
* Get the qc file from MadFox's download
* Add it to a clean quake source file
* (Make the changes I suggested)
* Add skylight.QC to the list of files in progs.src
* Compile the mod
Not too bad, but you do have to get all the qc compiling stuff to do it.
I don't know how much you'd gain from rewriting the progs from scratch; you'd make a bunch of unintentional changes that would annoy people, and probably not get enough benefit in return. My plan is to keep posting things up on the blog to share any good stuff I come up with (and as a teaser I do have a fun bit of code in the works right now!)
 Woot!
#10578 posted by madfox [84.26.177.181] on 2014/02/07 21:24:12
@quaketree - ever since I played the addon pack I had the feeling:
great, thunder but where are the skyflashes.
Now my knowledge lays closer to qc I can make that happen.
Great you give some feedback how to make that happen.
I'm just more dummy to understand how it works if I don't have the strings excact where they belong.
@Preach - Yes, that was the thing I'm looking for. Maybe had to ask it in the modelling post, but now I can tinker on with the code.
The lights were a mystery to me, but that's a neat fix.
I loaded the sound management from necros to see how to add sound, but my compiler failed.
Well, let's see how to make this lightning pak.
 Sounding Off
#10579 posted by Preach [77.98.165.95] on 2014/02/07 21:46:57
You don't need necros' sound management in this case - that's for sounds that loop continuously without a pause (but that you can stop and start at will). The sound from the thunder can just be played each time the bolt strikes - the crucial difference is that it's ok for the sound to finish and go silent between lightning strikes. So you can just use the single line of code above...
 Thunderstood
#10580 posted by madfox [84.26.177.181] on 2014/02/07 22:50:34
Right, the sound is great now, just lowered the looptime to 15 sec before it gets annoying.
I see the lightstrike is rather pale, and affects the light by dimming it.
Maybe I shouldn't worry too much about inside light, as long there are windows.
I suppose the light can't be brought back to not-lightned for an instance?
here is the file so far.
 Interesting...
#10581 posted by FifthElephant [82.24.73.240] on 2014/02/07 23:09:25
though I think it would have been cool to have the lighting done as the lightning model used in the LG gun... Definitely a cool start though. Couple this with some rain fx (I'm sure there was a mod for that) and you could make a really creepy haunted castle/mansion map
 Returning To The Light
#10582 posted by Preach [77.98.165.95] on 2014/02/07 23:09:45
The line:
lightstyle(0,"z");
is what's leaving the lights on. The letter in the "quotes" is saying how strong the light effect should be. Some examples:
"a" is pitch black
"e" is quite dark
"m" is normal lighting level
"s" is brighter than average
"z" is as bright as you can go.
So in order for the lightning to not be permanent, you need always end on a
lightstyle(0,"m");
not "z" like the current code does.
 Bright
#10583 posted by madfox [84.26.177.181] on 2014/02/08 00:20:05
@fithelfant - making the tesslacoil I used a bold beam to reach the player. Not so easy to make it a split beam. There is a beamcode in the chtong map, but it excludes doors.
@Preach -I see,
great to see those parms, shouldn't know where to look.
Good to make it go from dimm to bright.
Still it feels a little bleached.
I dug into the SOA code,
it uses a lightning code that can make it fullclear for a moment.
"TheCrypt" has an example, where I expected such eyecandy.
Timing will be a cripple problem with a static entity.
 Flash Gordon
#10584 posted by madfox [84.26.177.181] on 2014/02/08 21:55:59
Updated the the weatherflash with blitz.zip on Quaketastic with sound and scattered light.
Although the framecycle for the sprite is 15,
in game it appears 17-32-47.
So there's a delay of 2 sec.
Trying to use progsref for adding a flash fails going out of pattern.
I think it's because the static entity is apart of the game engine.
Thanks for support, Preach!
 Re: Shamblers Reviews Back In The Day
#10585 posted by Shambler [82.26.200.19] on 2014/02/13 11:09:23
 Screenshots...
#10586 posted by Shambler [82.26.200.19] on 2014/02/13 11:13:26
Mechtech - Titan1 looks great, nice strong designs and funky details. I agree the frilly stuff is a bit frilly, I also think some textures could be toned down, but keep this one going for sure.
Titan2 is not my style, it looks like HL1 in the Quake engine. I can see some designs and ideas are cool but I think the style needs to be made more harmonious with Quake and it's monsters.
RingOfQD. Nicely detailed but please just go ahead and make a map!!
 Recently Gave GZDoom Builder A Try...
#10587 posted by Breezeep_ [100.1.255.141] on 2014/02/13 15:48:10
...and this is what i have so far
http://i.imgur.com/5ceLd8F.png
#10588 posted by mechtech [65.190.158.200] on 2014/02/13 17:57:56
Those that have downloaded the test map. Let me know if it works. If anything is broken, if it crashes. The textures, lighting and layout are done. I am interested in game play breaking bugs. If it's done I'll finish the second map and be DONE.
The whole thing started with this level from Duke3d.
http://www.mediafire.com/view/hc4g06mwcm165ep/e2m1_01_small.jpg
That was amazing back in the 1996
beta map
http://www.mediafire.com/download/2vdtbb0ci47af46/titanbeta7.7z
 Making Progress
#10589 posted by Breezeep_ [100.1.255.141] on 2014/02/14 04:22:59
 Looks Nice...
#10590 posted by FifthElephant [82.24.73.240] on 2014/02/15 01:17:02
Is this a Doom or Doom II wad?
 Doom 2 WAD, Fifth.
#10591 posted by Breezeep_ [100.1.255.141] on 2014/02/15 04:05:55
 Sweetttt
#10592 posted by FifthElephant [82.24.73.240] on 2014/02/15 13:16:52
nothing better than the double shotty
 First Release Preview: DARK CITY
#10593 posted by Featheon [76.180.39.141] on 2014/02/15 19:14:44
Greetings,
This will be my first public release, titled DARK CITY. It is intended to be a non-linear survival horror experience.
http://i.imgur.com/rx6SeRf.png
http://i.imgur.com/BWKdEQZ.png
Beta to follow in coming weeks, time permitted.
 Well.
#10594 posted by Shambler [86.31.244.201] on 2014/02/15 19:19:25
Screenshots are a bit bright and washed out. Maybe tone down the lighting a bit??
 Can't See Nuthin!
#10595 posted by FifthElephant [82.24.73.240] on 2014/02/15 19:22:40
But at least the map is true to its name.
#10596 posted by Featheon [76.180.39.141] on 2014/02/15 19:25:17
must need to change my monitor setting or something.
 Not Necessarily
#10597 posted by onetruepurple [91.240.47.30] on 2014/02/15 19:41:41
Screenshots you take in game will always look stupidly darker when viewed later. Increasing the contrast and brigthness by about 15-20 tends to fix that.
 Like The Shots
#10598 posted by ijed [190.22.76.232] on 2014/02/15 19:48:51
 Thanks
#10599 posted by Featheon [76.180.39.141] on 2014/02/15 20:28:28
I should take both possibilities, that the map is too dark and that the screenshots are a misrepresentation, into consideration.
However, I might explain further that part of the non-linearity of the map stems partially from the need for players to activate electrical generators that turn on lights to reveal new areas. So in many cases I have to make sure that the light is dark enough that the player will not see or be able to access those areas until the have toggle the appropriate lighting. Perhaps this makes screenshots a bad way to go, lol.
#10600 posted by Spiney [91.179.146.20] on 2014/02/15 22:35:05
For brightness, just make a histogram of the screenshots, better than eyeballing it.
Though it will always be ridiculously dark, cause it's Quake.
#10601 posted by Featheon [76.180.39.141] on 2014/02/15 23:29:34
I'll try that. I also started using fade multipliers. Here I've tried extended the geometry and added ambient light:
http://i.imgur.com/raIyx4O.jpg
 Screenies
#10602 posted by nitin [220.244.163.153] on 2014/02/16 02:46:22
look fine to me.
 Looking Good Featheon
#10603 posted by ericw [172.219.249.35] on 2014/02/16 03:55:09
excited to play this!
#10604 posted by JneeraZ [108.228.244.211] on 2014/02/16 13:22:22
#10605 posted by Spirit [92.196.91.132] on 2014/02/16 13:26:11
Different gamma settings probably. They look fine to me too on Linux with a sRGB monitor.
#10606 posted by necros [99.227.110.3] on 2014/02/16 15:03:05
same here. also the last shot looks awesome. city map with metal textures?? yes please!
 Necrossfit
#10607 posted by onetruepurple [91.240.47.30] on 2014/02/16 15:15:19
 I Know
#10608 posted by necros [99.227.110.3] on 2014/02/16 17:50:19
I still have it at about 70% done. Unfortunately, I had it tested and it needs a lot more work to smooth out gameplay and it hasn't been detailed at all.
 Willem
#10609 posted by nitin [220.244.163.153] on 2014/02/16 22:33:43
yeah on my monitor settings they look fine. It's calibrated but I assume most people's are and so it just comes down to different displays doing things differently.
 Ne_blackrock
#10610 posted by negke [31.18.180.46] on 2014/02/16 22:52:12
Remember the inside joke in the mce library...
#10611 posted by JneeraZ [108.228.244.211] on 2014/02/16 23:27:18
Ever notice how screenshots from professional games never look pitch black on anyone's monitors? :)
 But I Assume The Flispide Of That
#10612 posted by nitin [180.149.192.133] on 2014/02/17 07:22:38
is that they do look overly washed out on some?
#10613 posted by necros [99.227.110.3] on 2014/02/17 07:41:31
a bit washed out to me, but my monitor is quite bright.
#10614 posted by [Kona] [121.73.104.148] on 2014/02/17 08:17:16
look too dark on my monitor. and of course my monitor is correct and all of ya'lls monitors are wrong.
 Again...
#10615 posted by Shambler [86.23.90.141] on 2014/02/17 11:38:29
Willem is on the money. If 99% of internet images look spot on brightness wise (to everyone) and 1% doesn't....guess which ones are wrong??
Quick Willem, post something retarded about modern gaming so I can start disagreeing with you again :P
 Hey, You Two...
#10616 posted by distrans [49.193.57.94] on 2014/02/17 12:01:53
...get a room!
 Easiest Troll Of My Career
#10617 posted by Featheon [76.180.39.141] on 2014/02/17 20:03:57
 Gamma Reduced
#10618 posted by Featheon [76.180.39.141] on 2014/02/19 06:55:40
 Pics From Quake Episode
#10619 posted by FifthElephant [82.24.73.240] on 2014/02/24 01:45:53
 Apart From
#10620 posted by Shambler [86.31.135.62] on 2014/02/24 10:26:47
....relatively bland wall detailing / textures, those get a thumbs up from me. I like the classic styles with a few tastier details.
 Nice Stuff
#10621 posted by ijed [190.22.105.51] on 2014/02/24 11:16:52
First thing I can criticize in each shot, just with a glance, trying not to look too closely.
Shot1; Maybe give the steps a different vertical texture?
Shot2; small intense lights on the red runes could work, bright red with wait 4.
Shot3; are there lava balls jumping under the stairs?
Shot4; ambient_drip
Shot5; maybe pull and push some of the big green bricks in the main walls to break them up a bit.
It's looking very promising!
 Like The Vibe But...
#10622 posted by distrans [49.190.53.68] on 2014/02/24 11:53:05
...why the change of tex halfway up the wall in 09?
 Distrans
#10623 posted by Kinn [86.151.102.127] on 2014/02/24 14:59:36
that's the waterlevel when it's flooded.
 Keep It Up Fifth!
#10624 posted by Breezeep_ [100.1.255.141] on 2014/02/24 21:53:05
You're doing good so far!
 Ijed, Distrans
#10625 posted by FifthElephant [82.24.73.240] on 2014/02/24 22:42:26
# makes no sense to change the tex as these are brick tile things
# no coloured lighting in this as the original game had none (next stand-alone map I think I may do something like Stark Monstrosity with coloured lights and stuff)
# no, but thats a good idea
# already got my ambient drip there
# The detail in there is already much higher than the original game, I am almost tempted to *remove* some detail!!
distrans,
Kinn kind of got why I changed the texture, a couple of my maps have the brown texture go grimier and greener the more you go down and get to watery bits. It still feels very id-like and quakey while bringing some freshness to the texture use.
Overall I'm actually looking forward to making some Sandy Petersen style maps most, they were weak on detail but had some toughness which I tend to prefer in maps.
 ^ Awesome ^
#10626 posted by Spirit [92.196.104.5] on 2014/02/24 23:58:53
 It's Something
#10627 posted by Breezeep_ [100.1.255.141] on 2014/02/25 01:23:09
#10628 posted by Trinca [95.94.41.203] on 2014/02/25 23:06:45
very classic Fifth, keep the good work!
#10629 posted by Spirit [92.196.61.211] on 2014/02/27 11:42:54
 Nice Link!
#10630 posted by ijed [200.73.66.2] on 2014/02/27 13:42:25
 Pixel Candy
#10631 posted by sock [186.124.42.251] on 2014/02/27 18:29:42
Some more progress with DP engine
 Sock !
#10632 posted by Barnak [207.162.105.10] on 2014/02/27 18:56:49
Amazing pictures !
What is DP engine ? Wil I be able to run your new thingy on OS X ?
 Barnak
#10633 posted by mfx [78.55.80.52] on 2014/02/27 19:13:47
 And What About QuakeSpasm ?
#10634 posted by Barnak [207.162.105.10] on 2014/02/27 19:18:53
I'm playing with Quakespasm. Sock, will your little warrior thingy be playable on it too ? Hmm ? Don't drop QS !
#10635 posted by mfx [78.55.80.52] on 2014/02/27 19:49:12
 Engines
#10636 posted by sock [186.124.42.251] on 2014/02/27 21:21:37
@Barnak, In The Shadows will still work fine with any Fitz type engine (Fitz, MarkV, QS) and now it fully supports DP features as well. Obviously Fitz engines don't have much eye candy but the core gameplay/assets are still present.
@mfx, it will be coming out soonTM ! :)
 SoonTM
#10637 posted by onetruepurple [91.240.47.30] on 2014/02/27 21:43:48
QExpo 2014!
 Sup.
#10638 posted by Breezeep_ [100.1.255.141] on 2014/03/01 23:23:06
Anyone mind testing out my doom map?
Just add me on steam and i'll PM you the link.
http://steamcommunity.com/id/Breezeep/
 Playing With Textures.
#10639 posted by FifthElephant [82.24.73.240] on 2014/03/02 13:14:58
 Yup
#10640 posted by onetruepurple [91.240.47.30] on 2014/03/02 13:26:14
Much better. The rocks at the top break it up nicely.
#10641 posted by Spirit [92.196.27.180] on 2014/03/02 14:13:14
The walls are much better in the first one. In the second one the repeated green vegetation pattern becomes very obvious
 5th
#10642 posted by mfx [78.55.27.116] on 2014/03/02 14:16:55
I agree with Spiritt.
 To Each His Own
#10643 posted by onetruepurple [91.240.47.30] on 2014/03/02 14:24:24
The repeated brick pattern bugs me much more than the repeated vegetation pattern.
 5th
#10644 posted by sock [186.124.42.251] on 2014/03/02 14:32:30
It needs less chunky and more detail, its the year 2014! :P
On a serious note, the lighting looks very flat and even across the room. Try to break the symmetrical torch arrangement by the doorway under the stairs. The banding of the textures looks too neat and tidy for the vertical space, the upper dirty bricks should extend downwards more and be uneven in vertical size.
 Sock
#10645 posted by Breezeep_ [100.1.255.141] on 2014/03/02 14:36:40
the episode was ment to look like id's original level design.
 @RingofQuaddamage
#10646 posted by sock [186.124.42.251] on 2014/03/02 14:54:04
Feedback is feedback, 5th can easily just ignore what I suggested if he wants. I think it is better to comment than saying nothing.
Id's original level design already exists, there is nothing wrong with adding your own flavour to things, otherwise its just a perfect copy.
 Feedback Is Fine.
#10647 posted by FifthElephant [82.24.73.240] on 2014/03/02 15:27:21
The idea is "like id did", but I think there are areas which are similar enough to the game that I may get a bit of negative feedback about (and already).
I've tried to make the lighting as varied as possible to mask the large flat walls. But it probably needs a few more tweaks.
 2nd Shot
#10648 posted by Drew [63.250.108.165] on 2014/03/02 21:45:21
is superior
 5th
#10649 posted by [Kona] [121.73.104.148] on 2014/03/03 08:54:07
Why not have the swamp bricks just along the waterline, like they've been affected by the water but the ones further up are dry. Could put some decals on the plainer parts of the wall too. Or even cage the torches off to create some cool lighting effects. The roof could have some lighting effects as well.
#10650 posted by Spiney [81.241.179.17] on 2014/03/06 01:48:14
Got back to extending the Daikatana menu...
http://i2.minus.com/irXk0cibBM5HB.png
Greebles, too much!
 Nice!
#10651 posted by FifthElephant [82.24.73.240] on 2014/03/06 20:33:27
I always loved the texturework in Daikatana
 I Like It Too!
#10652 posted by mfx [78.55.176.197] on 2014/03/06 22:45:38
Neat work!
 Button Overload
#10653 posted by sock [186.124.42.251] on 2014/03/07 21:50:48
I need some brand new spanking skyboxes for my ITS mod and I downloaded the latest Terragen. Compared to the previous version I used years ago it sure has a lot of new menus and buttons to play with!
First try at a Terragen 3 Skybox, Moonlight Crater
 Excellent Color Choice!
#10654 posted by onetruepurple [91.240.47.30] on 2014/03/07 21:58:15
 Not Used TG In Ages
#10655 posted by FifthElephant [82.24.73.240] on 2014/03/07 22:17:49
but I might have a tinker with it for fun
 Tried It.
#10656 posted by FifthElephant [82.24.73.240] on 2014/03/07 22:36:04
Don't like the new GUI... really confusing to me, reminds me of the new Kismet system for Unreal.
 Very Nice
#10657 posted by Tronyn [24.79.126.117] on 2014/03/07 23:24:05
atmosphere reminds me of Zendar but with Quake purple sky (no wonder OTP liked it!)
 More Doom Stuff
#10658 posted by Breezeep_ [100.1.255.141] on 2014/03/08 20:48:23
 Looks Good
#10659 posted by FifthElephant [82.24.73.240] on 2014/03/08 23:24:28
so far. Keep it up!
#10660 posted by dwere [176.195.3.104] on 2014/03/10 15:16:54
You have a thin stripe of brown bricks on the floor (second shot). Something tells me it wasn't intentional.
 Vaulted Ceilings And Splayed Archways
#10661 posted by Featheon [76.180.39.141] on 2014/03/15 05:57:45
Working on my brush techniques. Bright enough?
http://i.imgur.com/e32Bp2Z.jpg
 Shadow On The Dragon Door Looks Too Black
#10662 posted by Tronyn [24.79.126.117] on 2014/03/15 06:44:29
but other than that, looks great. maybe some chandeliers or rafters to break up the uniformity of the central vault?
 Agree On Chandeliers
#10663 posted by Scampie [72.12.65.92] on 2014/03/15 09:44:22
Pillars in the middle could go a long way too. Anything to create a little bit of parallax goes a long way.
 I Like
#10664 posted by DaZ [89.168.60.49] on 2014/03/15 12:44:58
The shadows cast by the wall torches. It's almost like some sort of fake AO effect.
I wonder if an AO technique could actually enhance the base quake aesthetic. All the big bulky architecture could possibly make it look really nice. It looks fantastic in Minecraft (I think they use some sort of fake AO effect there) and really makes the blocks pop.
I've never seen a Quake engine with AO and I can't force it on in any of the nvidia drivers for Quake engines.
Eh a bit of a tangent :) Nice shot anyway, agree with others re: door. It should be brighter. I think some ceiling detail is needed as well. Perhaps some supports coming down from the ceiling into the room.
 Featheon
#10665 posted by mfx [92.229.70.250] on 2014/03/15 13:08:39
Brushes look good! But the torches, maybe try this
http://necros.fov120.com/post.php?postID=5
 Ambient Occlusion
#10666 posted by Spiney [91.177.65.186] on 2014/03/15 13:59:30
If you map using Radiant you could do a test with Q3bsp + Q3MAP2 inside FTE or DP, which has the 'floodlight' and 'dirty' compiler switches. Essentially a form of AO. It can also do bounced lighting. Otherwise just spamming a ton of large radius low intensity lights in a 3D grid kind of works, though it won't give you the high res crispy-outlines kind of AO.
 Actually
#10667 posted by Spiney [91.177.65.186] on 2014/03/15 14:11:37
 #10667
#10668 posted by Kinn [109.152.132.14] on 2014/03/15 14:19:25
yeah that is bloody good, as as the chap says himself, it's fairly easy to spam a load of lights around like that.
That said, AO done in light.exe would be nice
 Knee Deep In Mapping
#10669 posted by Breezeep_ [100.1.255.141] on 2014/03/15 15:21:31
 That Should Be
#10670 posted by SleepwalkR [92.231.110.151] on 2014/03/15 15:21:44
On the wiki.
 #10667
#10671 posted by DaZ [89.168.60.49] on 2014/03/15 15:31:35
That looks great, and is basically what I was rambling about :)
Something like that works great outdoors, I wonder how it could be used for indoor stuff as well. Perhaps creating an array of minlights around prominent indoor light sources as well? I would have to test it but it could work.
 #10664
#10672 posted by Kinn [109.152.132.14] on 2014/03/15 15:52:07
The shadows cast by the wall torches. It's almost like some sort of fake AO effect.
I wonder if an AO technique could actually enhance the base quake aesthetic. All the big bulky architecture could possibly make it look really nice. It looks fantastic in Minecraft (I think they use some sort of fake AO effect there) and really makes the blocks pop.
Unreal (1) had a nice effect that I always liked as it made things seem really solid - I think it just darkens the seams where polys meet in a concave way.
Also, q3map2 has the -dark switch, which
"Enables darkening of lightmaps at brush/lightmap seams. Sort of like a half-assed occlusion pass, ends up looking a bit Unreal 1-ish. Very subtle."
I'll add it to my tyrlight wishlist...
#10673 posted by Spiney [91.177.65.186] on 2014/03/15 16:07:48
It did make it virtually impossible to do rounded concave corners that didn't look like ass though.
I always assumed Unreal didn't pad edge pixels in the light maps, causing interpolation to leak in the black margins around the edges.
I'm not sure if that's what was happening or it had something to do with the light attenuation formula.
#10674 posted by necros [99.227.110.3] on 2014/03/15 16:09:06
if it always darkened edges the same amount it wouldn't be good, but if it took into account the angle between the faces and interpolated between vertices, it'd probably be pretty awesome.
#10675 posted by Kinn [109.152.132.14] on 2014/03/15 16:34:55
if it always darkened edges the same amount it wouldn't be good, but if it took into account the angle between the faces and interpolated between vertices, it'd probably be pretty awesome.
Yeah i assume it's shaded based on angle
 Chandelier LOL!
#10676 posted by Featheon [76.180.39.141] on 2014/03/15 18:46:58
I don't know if i can make a chandelier:
http://i.imgur.com/sZ8Ieo3.jpg
 I Think It Looks Ace
#10677 posted by Spiney [91.177.65.186] on 2014/03/15 19:20:09
The chandelier implies it's a housing environment, now it looks like it's asking for some more decorative elements... tables and book cases near the walls maybe? Floor rugs? Perhaps experiment with the lighting, making the chandelier the primary source? Maybe some wooden bars across the ceiling holding a secret? Just keep doing your thing, sir!
 What Spiney Said..
#10678 posted by mfx [92.229.70.250] on 2014/03/15 19:40:37
i like it!
#10679 posted by Lunaran [68.201.85.157] on 2014/03/15 19:56:24
I wonder if an AO technique could actually enhance the base quake aesthetic.
Lun3DM5 has zero pointlights and 100-something sunlights. I really wish q3map2 supported Quake1 :(
 On The Topic Of Lighting...
#10680 posted by Featheon [76.180.39.141] on 2014/03/15 20:07:00
I think I might rely too much on "realistic" light sources (torches and lamps). Do you use fill lights often? If so, what kind of attenuation? I usually add a zero-fall or inverse light with low value to create AO effects like that.
#10681 posted by Spirit [92.196.73.9] on 2014/03/15 20:12:28
I did not read all above but DP has a software GI renderer since 2012 if I recall correctly.
 A.O.
#10682 posted by metlslime [159.153.4.50] on 2014/03/15 20:59:55
A few years ago I modded aguirre's light.exe to support AO without hand-placing hundreds of lights. The thing is that the "sunlight 2" feature already auto-generates hundreds of lights, but the code clamps the result so that everything looks flat. If you take out the clamping and reduce the intensity of each of those lights, you actually get something that looks like AO. However you need to improve the distribution of those lights to get equal light from all directions of the sky -- the default distribution doesn't spread the lights out uniformly since it doesn't matter when you clamp the results.. Problem: hundreds of really dim lights run into precision problems, so you'd need to do some changes to the intermediate math so you don't lose a lot of precision. But it does look good. I should probably clean up and release that code.
 Yes Please!
#10683 posted by Kinn [86.151.102.127] on 2014/03/15 21:07:24
:D
#10684 posted by necros [99.227.110.3] on 2014/03/15 21:22:32
yeah, i'd be interested in that too. i hacked in AO/GI with sunlights but I didn't change the light level data type so you'd just get integer junk which looked ok, but didn't give much control.
 AO Light.exe
#10685 posted by DaZ [89.168.60.49] on 2014/03/15 21:47:56
I would love to have a play with that light util if you get some time to release it metl!
 You Should Add It To Tyrlite Instead
#10686 posted by Lunaran [68.201.85.157] on 2014/03/16 04:40:52
... I think. Is there a compiler roundup somewhere?
 The Grand Hall & Kitchen
#10687 posted by Featheon [76.180.39.141] on 2014/03/17 04:39:16
 Wow Looks Good
#10688 posted by Tronyn [24.79.126.117] on 2014/03/17 06:24:39
great work!
#10689 posted by FifthElephant [213.205.233.112] on 2014/03/17 08:25:59
Great stuff! !!
 Terrific
#10690 posted by RickyT33 [176.35.71.152] on 2014/03/17 10:06:03
I've been mapping a dungeon - this has given me ideas
 Feathon
#10691 posted by JPL [82.227.229.44] on 2014/03/17 13:52:49
Nice indeed :)
 Sweet
#10692 posted by Spiney [91.176.171.72] on 2014/03/17 14:09:21
I think the transition from wall to ceiling is a bit abrupt, maybe another layer of trim would do the trick. Especially with the protruding wall columns. Maybe lower the brightness of the wall torches a bit and push it some more on the chandelier? The torch lighting trick linked earlier might also help sell the lighting more.
 Barrel Vault
#10693 posted by Lunaran [68.201.85.157] on 2014/03/17 19:04:26
This was more evident in the old shot before you put a chandelier in front of it:
The curved ceiling in the first area extends all the way down the hall, but you cap it off with just a 45 degree slope. If you used the same barrel turned sideways & intersecting, the regular square ceiling tile texture would bridge across the seam with perfect alignment.
 Looking Good Featheon!
#10694 posted by Breezeep_ [100.1.255.141] on 2014/03/17 20:21:53
 Good Eye
#10695 posted by Featheon [76.180.39.141] on 2014/03/17 22:43:45
That's exactly what I ended up doing, Luaran. I decided to move on from that ceiling at that time because I have a tendency for myopia.
I have a mapping question posted in the help forum as well.
Thanks
 First Play Test
#10696 posted by Featheon [76.180.39.141] on 2014/03/20 13:35:27
This is the very first section of my map where I believe I'm ready to get advice on the difficulty and monster placement, etc. It is very short scene, but I tried to design it so that the player has a choice in how the approach the battle:
http://www.mediafire.com/download/wjznnigdhkn9shi/dom.bsp
 Coloured Lighting
#10697 posted by Tronyn [24.79.126.117] on 2014/03/21 00:22:44
I don't really use coloured lighting in Quake, for some reason it never seemed to work as well as in other games I've mapped for, but how does this look?:
http://www.quaketastic.com/files/screen_shots/colorhall.jpg
I also just suck at lighting in general, which is why I usually make outdoor maps (heh, lighting Arcanum was such a pain in the ass).
 It's...
#10698 posted by FifthElephant [82.24.73.240] on 2014/03/21 00:27:13
very 1997 ;)
 Honestly Tronyn
#10699 posted by mfx [94.76.240.153] on 2014/03/21 00:27:56
#10700 posted by FifthElephant [82.24.73.240] on 2014/03/21 00:36:08
IMO lighting is the easiest part of mapping. Less is more is my motto, use less lights but use them effectively. Cast big shadows, make the light at the source nice and bright for contrast and don't over saturate the lighting to make things washed out.
 Yeah
#10701 posted by Drew [132.205.103.132] on 2014/03/21 00:50:22
not feeling it Tronyn. Have to agree it is pretty OTT. minimalism isn't really your thing though...
 80's Disco!
#10702 posted by ijed [190.22.120.117] on 2014/03/21 00:52:31
Or an N64 game...
Red should be bright red but any other colours should be closer to white, I use paint's colour picker to set values that play nice with quake's palette.
In the shot you've got a lot going on too close - you're going from red to blue and where they mix you get a muddy purple / pink that isn't doing the brushwork any favors.
Try an only ents where the blue is 192 192 255 and the red ones have a wait of 1.5 or 2.
Those are just hunches, I'm not great at lighting either. No doubt some of the masters here can give better advice.
Oh, and avoid using delay unless you want it for a specific special effect - it's like hotsauce, useful on the right meal, but you can't drink it on its own.
And if you like your hot sauce, you'll know there's a right time for the green or red, the matured, the smoked, the pastes and the smoked. Those being parralells for delay 1-5...
Yeah, I'm eating while typing this.
 Double Rainbow!
#10703 posted by DaZ [89.168.60.49] on 2014/03/21 00:57:09
Woah there!
There's just too many colours. I would remove all the different colours being emitted by the various stain glass windows. Change all the blue ceiling / floor lights back to white and just keep the orange candle light and uncommon red wall lamps.
Or even better, remove most of the candles and use normal light, and have the candles+orange light be a nice contrast. You could use the candles to draw the players' eyes to things.
 Colours
#10704 posted by Preach [77.98.165.95] on 2014/03/21 01:10:17
I'm gonna dissent a bit from what to change, although I agree with the general feeling it might be too much. I'd say lose the bright red light in the back, it's too distracting and has unfortunate 90's coloured light overdose connotations.
I'd also replace the dim blue spotlights. I can see where you're going with blue tones in the shadows and warm tones in the brighter light, but it's easier to do that with a slight blue tint to unsourced light and warm colours in the spotlights. Blue sourced light seems a bit odd.
Keep the orange candles, everyone seems to like them. I also like the blended colour effect coming from the downwards vertical spotlights, so keep that up. I guess there's something with stained glass going on from the right, but it's hard to judge if that's working from the angle of this shot.
#10705 posted by necros [99.227.110.3] on 2014/03/21 01:18:55
fuck that, make them more saturated!
and make the flash too!!
on a serious note, i find it doesn't matter what colour you pick as long as there's sort of one main colour of a room. then you can use a colour wheel to pick the second colour if you really have a hard time with just eyeballing it.
 This Could Be Useful;
#10706 posted by ijed [190.22.120.117] on 2014/03/21 01:43:17
http://www.rapidtables.com/web/color/RGB_Color.htm
Also, only make them flash if you can do it in time to the masic and maybe use some rotatings with alpha to make strobe laser effects.
+ white fog.
 Color Scheme
#10707 posted by Featheon [76.180.39.141] on 2014/03/21 01:44:39
Maybe you could stick to exactly two colors that could be mediated by white lights. Representations of dusk usually combine a light blue and tan, for example.
#10708 posted by Lunaran [68.201.85.200] on 2014/03/21 05:12:01
Valve used to have a great article about use of color in Nova Prospekt. Can't find it now. There is this:
https://developer.valvesoftware.com/wiki/Color_Theory_in_Level_Design
 Bucking The Trend Here...
#10709 posted by quaketree [76.14.68.95] on 2014/03/21 09:28:40
I think that IF (and it's a kinda big if) you are going for a more surrealistic look then it has possibilities.
If you're going for realism then just no. That lighting is totally wrong.
Think American McGee's Alice with odd floating bits for no reason other than to have them be odd floating bits (which may or may not be important to getting through the level). Have some fun with it and get a bit outside of the box with what you do. Be creative and people will respect you for that.
That being said...
Colored lights are very tricky, less is more in almost every case and if you do use it it has to be consistent across the entire level/episode (unless you use it to indicate a secret or some other important element). Look around the real world and there are very few instances where the lighting isn't white or close to it. Colored lights are used to attract attention but not for task lights or for everyday living (unless you live everyday in a LSD induced fog).
 Tronyn.
#10710 posted by Shambler [86.29.186.128] on 2014/03/21 10:25:38
Just NO. For the reasons above.
#10711 posted by [Kona] [121.73.104.148] on 2014/03/21 11:35:12
I don't think the copy/pasting of pillars and details is working that well either?
 Featheon
#10712 posted by Spirit [92.196.43.215] on 2014/03/21 11:59:59
I like it! See some comments inside the demos. https://www.quaddicted.com/files/temp/dom-beta-spirit.7z
Scale of the table felt off, that room needs detail too. Skill level seemed high normal or hard. Maybe have one knight patrol the big room?
 Disco Lighting
#10713 posted by Mike Woodham [87.127.250.2] on 2014/03/21 12:41:46
I never realised how different things looked on different monitors.
On my normal screen it looks pretty bad because the colours come out saturated and therefore very artificial. However, when I looked at on another monitor with both contrast and brightness set high (and I mean way over the top) I thought it looked great because there were no saturated colours but the colour was still visible.
(do I remember someone releasing a discoQuake map where Ogres were dancing? I'm sure some collaboration would result in something er... different)
 Tronyn
#10714 posted by nitin [220.244.163.153] on 2014/03/21 13:31:29
what? I cant believe you even asked for an opinion on that :)
 Darn
#10715 posted by Featheon [76.180.39.141] on 2014/03/21 13:40:52
You missed the secret passage in the fireplace, spirit.
 Heh
#10716 posted by Tronyn [130.179.242.142] on 2014/03/21 17:58:53
thanks guys
it was definitely very Quake2 (I had the blue lights from Warehouse in mind).
I'll post a subtler/modified version later.
 To Be Honest
#10717 posted by Spiney [81.242.102.195] on 2014/03/21 23:48:53
I quite like the way some of the lights mix into different hues, it just clashes with the Quake aesthetic (it does look very 1997, haha).
I think you should keep experimenting a bit more, never know what you might come up with.
 Some 2-Color Schemes
#10718 posted by Featheon [76.180.39.141] on 2014/03/22 04:57:42
 Sorry I Don't Know How To Edit:
#10719 posted by Featheon [76.180.39.141] on 2014/03/22 05:04:07
#10720 posted by Spiney [81.242.102.195] on 2014/03/22 11:28:21
Also, if you wanna switch it up you can use warm ambient and cold direct light. Mappers rarely take that approach.
#10721 posted by necros [99.227.110.3] on 2014/03/22 16:19:30
my favourite thing which is also really easy to do is to set sunlight/minlight colours.
Bright yellow sunlight + low (10-30) dark blue minlight can bring almost any outdoor scene to life.
Another interesting combo is sikly yellow sunlight + vibrant green (but 10-30 intensity) minlight.
#10722 posted by FifthElephant [82.24.73.240] on 2014/03/22 20:39:25
I thought minlight was the work of satan??
 5th
#10723 posted by mfx [92.229.103.237] on 2014/03/22 21:12:31
#10724 posted by necros [99.227.110.3] on 2014/03/22 23:42:53
well no, i do mean normal minlight. but 10-30 is very dark anyway. just enough to give the blue colour and it's dark enough that you can still get nice shadows.
it's only when your global minlight starts going over 50 or something that it starts looking bad because it's just too bright and all your shadows disappear.
#10725 posted by ijed [186.9.133.94] on 2014/03/23 00:49:07
Can you add colour to minlight?
#10726 posted by necros [99.227.110.3] on 2014/03/23 01:09:44
with MH's version based on Aguire's you can. Maybe tyrlite too?
sunlight: _sunlight_color
sunlight2: _sunlight_color2
minlight: _color
#10727 posted by necros [99.227.110.3] on 2014/03/23 01:10:58
and actually... now i come to think of it, it's not the minlight you would add color too, it's sunlight2 because you only want the colored shadows outdoors which is what sunlight2 is for.
sorry about the earlier post!
 5th
#10728 posted by mfx [92.229.103.237] on 2014/03/23 01:23:00
forget the shit i wrote, obviously i am getting it wrong:)
My anti-knowledge is self-embarrassing as fuck..
Necros is right, thanks for explaining, now my map needs some retouch i think..
 Promise Keepers
#10729 posted by Tronyn [24.79.126.117] on 2014/03/23 03:24:55
I abuse global minlight. My lighting abilities are abysmal so I use lots of monsters to cover that up. With your help I will light my next level properly.
In solidarity, and with Jesus' love.
 Good Lighting
#10730 posted by FifthElephant [82.24.73.240] on 2014/03/23 12:44:38
often means you have to make the lighting unrealistic or impractical for it to look nice. I will often obscure lights in a stupid way to cast shadows, in a real-world situation you'd be a maniac to do this but for a game it creates interesting shapes and can often disguise more simplistic geometry (id often did this for this very purpose).
Lighting large areas means putting a wide-area light (or multiple) inside the skybox, this is almost the same as having minlight as you get large coverage but you also get the advantage of dark shadows for contrast.
I find lighting the easiest part of mapping, the hard part for me is making interesting combat situations (especially when it comes to end of map combat as a big finale)
 Load Zendar In Fitzquake
#10731 posted by Lunaran [68.201.85.200] on 2014/03/23 19:35:38
and run around it with "r_lightmap 1"
It might be that we're used to Quake having all white light, it might be that the palette doesn't work with a broad range of strong tints, or some of both, but there are really almost no cases in Quake that I can think of where even remotely saturated colored light (more than 10-20%) actually looks good. Maybe lava.
However, as with any lighting, subtle colors well-chosen can look terrific. This is true in any game, but especially Quake.
 Infinite Lights
#10732 posted by ericw [172.219.249.35] on 2014/03/23 19:57:11
i've been having good luck with infinite lights: the shadow cast by the beam in the first shot, and the starlight in the second shot is from one point light on each side of the skybox (it's currently a map inside of a giant cube of sky..)
http://quaketastic.com/files/screen_shots/ericw_station_1.jpg
http://quaketastic.com/files/screen_shots/ericw_station_2.jpg
The red light from the slipgate in the first shot is probably oversaturated.
For the second shot, I need to do something with that wide swath of flooring, for both gameplay and visuals.
 Crate Labyrinth?
#10733 posted by ijed [186.9.132.48] on 2014/03/23 21:06:40
 That Second Shot...
#10734 posted by Breezeep_ [100.1.255.141] on 2014/03/23 22:51:11
I like how you added transparency there.
 2nd Shot
#10735 posted by Cocerello [193.144.61.240] on 2014/03/24 17:36:18
The brushwork and lighting is good, good work!, but ... the textures are a bit too different in there, the ones on the right look plain compared to the ones on the left that look colorful in comparison. It is like looking at two different maps.
And are you using blue fog? it goes well with the brushes at the bottom, but doesn't look so well for the sky. Maybe it is that i never got the fog right in Quake 1 ...
- First shot looks very promising.l Maybe some detail in the wall around the door, make one of the panels go 8 units out of it.
Where is the transparency? I can't find it, RoQ. I got interested.
- About Tronyn colorful screenshot, i agree with Quaketree there, could look good on an otherwordly theme or for a for the fun map. But above everythihg, keep trying, maybe you'll get something unexpectedly good.
I miss the experimental maps that we saw a lot back in the 90's, even those that looked terrible visually. Now the trend is professional looking maps. Not that it is bad, but more variety would be good.
#10736 posted by ericw [172.219.249.35] on 2014/03/25 22:47:48
thanks for the feedback. The textures in the second shot do clash, it's sort of two bases in one map (an idbase-textured base, and a rusty ogro and speedbase textured base). I'll try to do something to fix the part on the right where the rusty wall panels are touching the idbase chunk.
There is a faint blue fog, yeah. "0.015 0.01 0.02 0.04" maybe it's too blue?
The bars of the ogre cage are a doom sprite displayed with a (quoth) mapobject_custom. I love sprites! Only problem is they render as fullbright, so you have to have a bright light on them to hide the fact. you can see the grill sprites by the slipgate in the first shot stick out because the brushwork isn't lit enough.
ijed, yeah a crate maze could be good, I'll try it out.
#10737 posted by Spiney [81.242.113.232] on 2014/03/26 00:07:58
I miss the experimental maps that we saw a lot back in the 90's, even those that looked terrible visually. Now the trend is professional looking maps. Not that it is bad, but more variety would be good.
Thank god we still have Madfox 8-)
 Madfox's Brushwork ...
#10738 posted by Cocerello [193.144.61.240] on 2014/03/28 20:53:52
... isn't experimental, his layout is. His brushwork, more than classic, should be classsified as idish in style.
Recent examples of experimental maps, i would say, Nyarlahotep, ITS, Ascending as descending, sm170, sm172, etc.
#10739 posted by Cocerello [193.144.61.240] on 2014/03/28 21:19:21
http://www.quaketastic.com/files/screen_shots/q70v05b.jpg
I haven't goten any good lighting into these after hours of tries. I want it so the monsters are lighted when they go near the torches but are mostly in the dark the rest of the time, but i don't want to lower the torches even more. I suppose the answer is doubling the number of lights, but ...
http://www.quaketastic.com/files/screen_shots/q73v03_400_3.jpg
http://www.quaketastic.com/files/screen_shots/qep73v03c_400_2.1.jpg
Any ideas for this ceiling? Nothing i tried convinced me. The lighting will change in the future.
http://www.quaketastic.com/files/screen_shots/qep73b03.jpg
#10740 posted by necros [99.227.110.3] on 2014/03/28 23:33:33
if you can't figure out what to put on a ceiling, just cloak it in darkness! :D
for the first shot, there isn't much you can do to make better lighting there because the brushwork doesn't really allow for anything. if you had rougher stones and things jutting out that could cast shadows, that would certainly help.
for the second and third shots, try putting the light down by the base of the pillars instead of high up and put them in the little corner where there's the inset arch so it casts shadows.
 Chugging Along...
#10741 posted by Breezeep_ [100.1.255.141] on 2014/03/29 03:09:26
#10742 posted by necros [99.227.110.3] on 2014/03/29 04:04:02
looks like it's coming along quite well. one thing i really like about doom mapping is just how fast moving the whole process is.
just be careful with doing the lighting effects because if you need to change the area later, it can be really annoying having to deal with all those sectors.
#10743 posted by Drew [70.53.201.226] on 2014/03/29 19:08:38
looks good.
I really should try doom mapping some time
#10744 posted by necros [99.227.110.3] on 2014/03/29 20:17:07
it's fun and easy to get into!
doom builder: http://www.doombuilder.com/
slade (in beta): http://slade.mancubus.net/
#10745 posted by FifthElephant [82.24.73.240] on 2014/03/29 20:43:39
Love Doom, don't really play too many custom maps though.
 Personaly,
#10746 posted by Breezeep_ [100.1.255.141] on 2014/03/29 21:39:12
I recomend GZDoom Builder.
 My First Quake Map
#10747 posted by brown96 [184.182.191.4] on 2014/03/31 18:25:57
 I Dig It.
#10748 posted by czg [212.16.188.76] on 2014/03/31 18:46:18
 I Also Dig It
#10749 posted by RickyT33 [176.25.201.20] on 2014/03/31 19:06:51
 I Definitely Burrow This
#10750 posted by necros [99.227.110.3] on 2014/03/31 19:17:57
#10751 posted by Johnny Law [50.242.126.113] on 2014/03/31 19:42:02
I'm excavating so hard right now!
#10752 posted by Johnny Law [50.242.126.113] on 2014/03/31 19:49:21
Seriously though that's a potentially interesting bit of topology for moving/fighting around, and I've always liked the mossy-block Quake texture set as being one of the "most Quake-ish". Keep fiddling with the lighting.
 Decent Stuff!
#10753 posted by onetruepurple [91.240.47.30] on 2014/03/31 19:50:44
 Huh
#10754 posted by ijed [200.73.66.2] on 2014/03/31 20:05:33
The full version of that texture set has a lot more textures, but for some reason I don't have it in a cloud service anywhere.
I'll check on my local drives tonight for it.
 @purple
#10755 posted by Breezeep_ [100.1.255.141] on 2014/03/31 21:20:10
Those textures look really nice!
 Full Green Tex Set Plx
#10756 posted by FifthElephant [82.24.73.240] on 2014/03/31 21:34:13
Nice work on your first map there Brown96, keep it up!
 Please Do, Ijed
#10757 posted by Cocerello [193.144.61.240] on 2014/03/31 21:45:26
* Brown96, that looks good. Work on the lighting and, that angled brush at the left, looks unscaled to me, but maybe it is the perspective. That many health packs make me think that it is for a big fight, so i got wondering which kind of fight culd be pulled there.
* Faethon, Mechtech, i have some demos for you. When i get some time i'll send you them with some comments with.
 My First Quake Map
#10758 posted by brown96 [184.182.191.4] on 2014/03/31 23:01:19
the healthpacks are modified with QuakeC. with another spawnflag, they give only 2 hp. there is a total of 48 hp and 100 armor to be had in this room, and you will encounter a total of 2 wizards, a hellknight, and 4 knights. given that the nailgun is found in this room with 75 nails, it feels "about right" for my skill level.
http://i.imgur.com/1SMAxNL.jpg
i still haven't messed with the lighting in the previous area yet. i intend to do so over the course of the next day or so. thanks for the feedback.
 Ok
#10759 posted by ijed [190.22.27.206] on 2014/03/31 23:28:17
Found the textures. I'll prepare a neatened up pack.
They were painted for RMQ and feature modified / expanded sets of the id1 textures for the most part.
Should I email them to you as well Spirit?
 Ijed
#10760 posted by Spirit [92.196.41.17] on 2014/03/31 23:29:23
Sure, I will upload them then.
 What Engine Is That?
#10761 posted by RickyT33 [176.25.201.20] on 2014/04/01 00:00:29
With reflective water!?
 I Like Brown,
#10762 posted by mfx [92.229.103.70] on 2014/04/01 00:17:15
and green.
 RickyT23: It's DarkPlaces With R_water = 1. Nothing Fancy.
#10763 posted by brown96 [184.182.191.4] on 2014/04/01 00:37:29
 Re: Shots Nice Oldschool Style
#10764 posted by Tronyn [24.79.126.117] on 2014/04/01 02:34:13
reminds me of the Bad Dark Cistern a bit, or Round the U-Bend (hey negke and than, how about more Dm-for-SP remakes, such as dm2?).
 RMQ_Texture Wads
#10765 posted by ijed [190.22.27.206] on 2014/04/01 04:14:41
Texture sets armed up and sent to spirit, you can also get them here:
https://www.dropbox.com/s/6uahnrw014qztfg/rmq_textures.zip
The wads contain work by myself, Gb, OTP and probably some others.
The textures are based off the id1 textures and designed to fill out the gaps in the sets. Often there's a cool texture in id1 but you want to expand it into a style a bit more, which is what happened here.
The rotmet set is the one mentioned above, and is an entire texture set based on a single texture from id1; met14.
 Sweet!
#10766 posted by RickyT33 [176.35.71.152] on 2014/04/01 11:55:59
#10767 posted by necros [99.227.110.3] on 2014/04/01 23:40:57
these are really good, thanks for uploading them. :)
 Hopefully
#10768 posted by ijed [186.9.133.20] on 2014/04/02 01:30:11
They'll find their way into a release :D
#10769 posted by Spirit [92.196.92.246] on 2014/04/02 21:43:33
#10770 posted by Spirit [92.196.92.246] on 2014/04/02 21:57:15
#10771 posted by FifthElephant [82.24.73.240] on 2014/04/02 22:23:43
I'm on the fence on these textures, some of them are just extended versions of the originals (ie, someone has just copy and pasted the tiles to make them bigger versions of the exact same texture). Some are just badly sprayed on...
It's not all bad, but it's more bad than good.
#10772 posted by dwere [176.195.168.223] on 2014/04/02 23:30:08
Some of the darkmet textures have way too pronounced shadows and highlights. Not to offend anyone, but they look amateur. "Bevel and Emboss"?
The techsludge wad is also questionable.
 Yep
#10773 posted by ijed [190.22.49.147] on 2014/04/03 00:13:11
There's some crappy sets in there, but there's also some useful, more finished ones.
 On The Other Hand
#10774 posted by Preach [77.98.165.95] on 2014/04/03 01:16:00
Some of the redtech stuff looks really cool, a nice compliment to a regular idbase map at worst. Especially those hybrid red-trim-on-idbase ones at the start of the set...
 Recovered This From An Old, Old CD
#10775 posted by Cocerello [193.144.61.240] on 2014/04/05 15:08:00
Except the second one.
http://www.quaketastic.com/files/screen_shots/canon_coce.jpg
http://www.quaketastic.com/files/screen_shots/canon2_coce.jpg
http://www.quaketastic.com/files/screen_shots/Flipad_coce.jpg
http://www.quaketastic.com/files/screen_shots/Temple_coce.jpg
Currently modifying the second to go more to the grid (it is a miracle it doesn't complain about the first, as there is almost nothing on the grid) and change lighting and balancing. Probably, I will use it later for some single player map.
* About the textures, fist of all thanks to Ijed for uploading them. Second, i do think they are a nice addiction to id textures maps, there is one third that are questionable or just cheap as some of you already pointed out, but the rest can add a good variation to id textured maps.
The redtech one is going to be on one of my maps for sure. It is a pity that i don't like runic theme, as there is some textures for details quite usable.
 On Textures
#10776 posted by Featheon [76.180.39.141] on 2014/04/05 23:44:34
bluemet has some utility, even if they are simply tiled version of the original.
darkmet has the best additions.
Salvage the best of those two and release a single wad.
redtek is just awful. Horseshit brown is just about the last color I look for in a sci-fi atmosphere.
 Lol
#10777 posted by ijed [190.22.110.76] on 2014/04/06 01:43:59
So, mrs Vore, what colour do you want to paint the dungeon?
Dogshit brown?
Cowpat brown?
Mouldy brown?
Horseshit brown?
Manky Brown?
Smoky Ochre with hints of brown?
Stale Coffee Brown?
Third eye brown?
Crate brown?
 ... Just Simply In
#10778 posted by JPL [82.234.167.238] on 2014/04/06 20:38:17
brown... that would make the deal ;)
 POST MORE SCREENSHOTS!
#10779 posted by Tronyn [24.79.126.117] on 2014/04/11 08:27:06
one time previously I said this and it worked, so I'm trying it again.
 Ok Then
#10780 posted by ijed [200.73.66.2] on 2014/04/11 14:00:44
 Ok So, Con Queso
#10781 posted by mfx [78.55.199.115] on 2014/04/11 15:52:36
 /tfrag10.png
#10782 posted by spy [5.251.169.253] on 2014/04/11 16:25:54
OMG lol
 Great Shots Btw!
#10783 posted by spy [5.251.169.253] on 2014/04/11 16:27:06
 At This Rate We Will Know All About Your Maps Before Playing Them
#10784 posted by Cocerello [80.174.120.182] on 2014/04/11 17:55:50
 Cocerello
#10785 posted by [85.180.176.51] on 2014/04/11 17:59:08
 Then You Won't Have To Play!
#10786 posted by ijed [200.73.66.2] on 2014/04/11 18:00:46
 Apparently It Still Works
#10787 posted by necros [99.227.110.3] on 2014/04/11 18:38:57
beautiful stuff you guys!
 Ok Then 8-)
#10788 posted by Hrimfaxi [89.150.173.209] on 2014/04/11 19:41:03
 Good Job, Tronyn
#10789 posted by Cocerello [80.174.120.182] on 2014/04/11 19:42:11
Ijed, that way i don't have to record a demo. Less work for me. :D
Those shots look very nice. Awesome stuff indeed, even thought i still don't like the brown brick texture, but now it looks better than in your previous shots.
* Ceci02: that fog looks good. How you did the distorted effect on the teleporter? Looks eerie.
* Ceci03: mixing a construction with a natural environment is something i always liked, and in this one looks nice, it shows, but there is room for imagination on what's farther up.
* Cecia08: that looks amazing, it makes me remember of some UT maps or of the most interior room in the alien caves in Forbidden Planet (the first one, of course).
* Ceci09: that provides a nice contrast with the rest of the map, with those white bricks.
*Tfrag01: that water texture that end in an unexpected place?
* Tfrag05: in the vicinities of the central pilar it looks impressive, as if there were something incubating in there, but when the rest of the brushes are pitch black, the lava looks like if there were some bug in there. Maybe with some brightness 30-40 delay 1 lights ...
* Tfrag11: i love this, i love the fluids tank.
* Tfrag14: after so many good looking small places, this ample place adds a good variety and it feels like a breather.
 Cocerello
#10790 posted by mfx [85.180.176.51] on 2014/04/11 20:22:43
The effect on the slipgate are thin layers of multiple func_illusionaries, with decreasing alpha values. Starting at 0.5, to 0.1 i think.
Not recommended, as this is purely a visual effect, and eats too many efrags.
 Rubiconyear?
#10791 posted by Spiney [91.177.122.247] on 2014/04/11 20:25:16
nice work :)
 Erm..
#10792 posted by mfx [85.180.176.51] on 2014/04/11 20:31:17
Its rubicognak! Cheers!
#10793 posted by skacky [90.0.205.196] on 2014/04/11 20:51:15
Excellent stuff, all of you.
 Thanks For The Comments
#10794 posted by ijed [200.73.66.2] on 2014/04/11 20:57:34
tfrag1 - waterfall
tfrag5 - Yeah that area is an unfinished secret, based off the altar secret in The Nameless City.
tfrag11 - It has some functionality not apparent in the shot, you might have to play after all!
tfrag14 - I avoided showing the other outdoor areas since I'm still tweaking them heavily for visuals.
 Uh Oh
#10795 posted by Breezeep_ [100.1.255.141] on 2014/04/11 21:23:23
It seem that there's rubicon fever going on in this thread!
 COME ONE COME ALL
#10796 posted by ijed [200.73.66.2] on 2014/04/11 21:24:56
Cross the Rubicon...
 Go On
#10797 posted by Cocerello [80.174.120.182] on 2014/04/11 21:25:46
and make a ikwhite fever to counteract it.
 Hrimfaxi
#10798 posted by necros [99.227.110.3] on 2014/04/11 23:39:52
locust4: please, please, use those ceiling girders to cast some sweet shadows! (please!)
 All Look Great!
#10799 posted by nitin [220.244.163.153] on 2014/04/12 00:45:52
 Wow
#10800 posted by Tronyn [24.79.126.117] on 2014/04/12 05:55:45
that response was off the hook - thanks guys!
These shots are exciting. Rubicon 2 was awesome, and it had that "partial conversion / mission pack / slightly new version of Quake" feel, so I'm really looking forward to going back to that world.
If you guys are all using the Rubicon2 mod, you should just link your maps together into a giant "Rubicon 2 - 2" episode and release it during QEXPO. Or maybe you are already doing this and it's a conspiracy. I am now going to stop making annoying suggestions and go map. I will post some shots in the near future.
#10801 posted by necros [99.227.110.3] on 2014/04/12 06:17:42
oh btw, kingpin textures look good alongside rubicon!
 It's Called
#10802 posted by ijed [190.22.34.201] on 2014/04/12 08:45:24
The Rubicon Rumble Pack
 Oh Dear...
#10803 posted by distrans [49.193.62.34] on 2014/04/12 10:32:25
...after Hrim's second shot I just stopped. I'll be upgrading my system to guarantee playing this lot. Rubicon2 and variants forever!!!
 Nice Work You Guys
#10804 posted by FifthElephant [82.24.73.240] on 2014/04/12 11:39:57
really cant wait to play them!
 Necros Is Correct
#10805 posted by onetruepurple [91.240.47.30] on 2014/04/12 12:08:50
#10806 posted by FifthElephant [82.24.73.240] on 2014/04/12 13:05:49
What texture set is that OTP??
 "set"?
#10807 posted by onetruepurple [91.240.47.30] on 2014/04/12 13:30:27
Singular?
#10808 posted by FifthElephant [82.24.73.240] on 2014/04/12 13:44:43
If that's multiple sets then you've done well, it looks good. Kinda doomish.
 It's
#10809 posted by onetruepurple [91.240.47.30] on 2014/04/12 13:53:03
jf2, Kingpin, Doom 2, cr8, and Jackboot. I try to learn from the best texture mixers (aka distrans).
 Hi All, I Just Made My First Map Release For Doom 2!
#10810 posted by Breezeep_ [100.1.255.141] on 2014/04/12 15:08:29
#10811 posted by necros [99.227.110.3] on 2014/04/12 16:39:41
omg woodmet!
also, make a news post about it ring.
 Reposted On My Blog Ofc....
#10812 posted by FifthElephant [82.24.73.240] on 2014/04/12 16:53:56
Pretty good map. IMO I think it suffers a little from not enough ammo near the beginning and also it's quite tough, I never realised that the Revenants rockets tracked the player until I played this map.
#10813 posted by FifthElephant [82.24.73.240] on 2014/04/12 16:54:40
Plus it's a bit too linear, could have done with a couple of branching paths.
 Thanks, Fifth.
#10814 posted by Breezeep_ [100.1.255.141] on 2014/04/12 18:04:35
I got some recommendations from the guys over at the ZDoom fourms and I fixed some misaligned textures and an area were the player can jump onto the crates and over the fence to get the blue key. I've uploaded V2 of the map btw.
 RoQ
#10815 posted by mfx [85.180.244.68] on 2014/04/12 18:35:34
pretty cool map, but what 5th said.
Needs more ammo.
 Someone Need To Switch To Thief DP-ThiefTMA
#10816 posted by spy [147.30.156.144] on 2014/04/12 19:26:12
#10817 posted by negke [31.18.168.224] on 2014/04/12 23:35:42
RoQ: Overall a nice little map for a first release. Demo recorded with ZDoom 2.7.1 - not sure if it works across quickloads, though.
Q1SP screenshots: Cool.
 I Was Bored And I Made This:
#10818 posted by Breezeep_ [100.1.255.141] on 2014/04/13 02:29:48
 Progress Of A Sort...
#10819 posted by FifthElephant [82.24.73.240] on 2014/04/15 22:11:06
 5th
#10820 posted by mfx [78.55.15.170] on 2014/04/15 22:41:18
#10821 posted by onetruepurple [91.240.47.30] on 2014/04/15 22:45:33
That wood needs a lot of realigning on the smaller sides.
 ^^^That Nickname
#10822 posted by mfx [78.55.15.170] on 2014/04/15 22:48:10
needs a lot of imagination on both sides:)
 Hrimfaxi
#10823 posted by DaZ [89.168.60.49] on 2014/04/16 00:36:44
If you don't finish that beast of a level I will cut you.
So many screenshots :O Looking good!
 #10822
#10824 posted by madfox [84.26.177.181] on 2014/04/16 01:10:26
RLOF
 Alignment
#10825 posted by Drew [70.53.201.226] on 2014/04/16 02:31:26
In this case I'd agree that a bit more alignment might be good, and wouldn't distract from the ID1 stylization going on. Agree with mfx too about that particular wood seeming somewhat out of place in shot 2.
1st shot atmosphere is rad, can't wait to play it!
 So
#10826 posted by ijed [200.73.66.2] on 2014/04/16 14:14:36
When is the QExpo anyway?
#10827 posted by FifthElephant [82.24.73.240] on 2014/04/16 14:37:00
The map has a lot of wood trims so that's unlikely to change much. Alignment is something I usually stick on top of as the map progresses, though I will be looking to get the next couple of maps tested before I do a second pass. The second pass usually involves refining everything and adding a few extra secrets (so the people who tested have a little extra something once it's released).
 Something
#10828 posted by Breezeep_ [100.1.255.141] on 2014/04/16 21:25:42
 Rubicon Screenshot Megadump.
#10829 posted by Shambler [86.29.175.239] on 2014/04/16 22:49:20
All looks great. HTH. x
 Yes.
#10830 posted by metlslime [159.153.4.50] on 2014/04/17 01:09:37
Rubicon shots look very cool, i'm excited to see this megapack when it's released.
P.S. regarding <a href="http://www.quaketastic.com/files/screen_shots/tfrag05.png
">this screenshot</a>, you should give r_oldwater 0 a try :)
#10831 posted by metlslime [159.153.4.50] on 2014/04/17 01:10:19
P.S. regarding this screenshot, you should give r_oldwater 0 a try :)
Failed at my own messageboard
 Metl
#10832 posted by necros [99.227.110.3] on 2014/04/17 01:25:31
why did you default that to on? i always looks worse. :(
 Necros:
#10833 posted by metlslime [159.153.4.50] on 2014/04/17 02:18:42
probably a mistake.
My philosophy when working on fitzquake was that it was a drop-in replacement for glquake -- lots of people using broken glquake, so let's give them an engine that is better, but has the same defaults for cvars and stuff so their hand-crafted configs still work.
Another example is gl_flashblend, which still defaults to 1 in fitzquake. Notably, both of these cvars default to the higher performance setting rather than the higher quality setting. This is due to targeting the same hardware specs as glquake, which at the time was reasonable.
But this is a new generation of players at this point, and most people get recommended fitzquake who just installed quake from steam or are coming from a different custom engine. And they have much better computers. So I really should change all the cvars to give the best looking experience.
#10834 posted by ijed [190.22.27.67] on 2014/04/17 02:33:33
I should really finish that secret. All the testers are disappointed when they find it, and oh back at least once, thinking I can't possibly have left something unfinished...
Oldwater? Ok. Don't remember what that does...
I miss r_lavaalpha, r_slimealpha, r_telealpha.
#10835 posted by necros [99.227.110.3] on 2014/04/17 02:56:40
everyone who uses fitzquake or quakespasm should turn r_oldwater off (set it to 0). it makes the water texture warp completely smoothing (like it did in software quake).
 Misc
#10836 posted by Tronyn [24.79.126.117] on 2014/04/17 11:44:39
nothing much here (hopefully some actual screenshots in the next few weeks, as I am finally about to have some spare time), but anyway:
q2warehouse-ish coloured lighting shot previously posted:
http://www.quaketastic.com/files/screen_shots/oldcolour.jpg
version with no coloured lighting:
http://www.quaketastic.com/files/screen_shots/nocolour.jpg
The more I think about it, the more the second one looks more "Quake." Btw it is a bitch to light those white textures especially in a level with no global minlight.
I was going for foreboding:
http://www.quaketastic.com/files/screen_shots/bw3.jpg
and a random editor shot of more fleshy life forms interfering with things:
http://www.quaketastic.com/files/screen_shots/noob%20saibot.jpg
 Nocolour
#10837 posted by Shambler [86.27.28.218] on 2014/04/17 12:21:20
The more I think about it, the more the second one looks less "Regurgitated disco horror."
Definitely better.
 Tronyn
#10838 posted by necros [99.227.110.3] on 2014/04/17 14:16:03
use fullbright pixels on the lights???
and yes, please go in the no-colour direction! <3
 Both Are Good In Their Own Way
#10839 posted by Cocerello [80.174.120.32] on 2014/04/17 14:44:06
Of course wihtout colour is more Quakey, we are more accostumed to that in Quake. Provide both versions, if someone doesn't want the colour, he has it easy just by removing the .lit file
In the coloured version i like the violet coloured glass at the left. I think that more subtle colour in the rest of the lights is better for Quakey feeling. Non-coloured shot feels a bit dull, maybe it is just a feeling i have after seeing the coloured version, maybe it is because it is mostly black and white textures, maybe it needs stronger contrast in shadows or some spot that calls you to look at.
The third shot is perfect. don't change it. It feels like a shot from a recent high-technology graphics game.
Fourth is good too, maybe the texture used in the inner part of the window at the right ...
RingofQuaddamage, i can't give you a decent opinion as the last time i played Doom was 20 years ago, but those look good, maybe less of that brown texture.
 Tronyn
#10840 posted by mfx [85.178.113.59] on 2014/04/17 14:49:54
 Nocolour Shot Is Better
#10841 posted by nitin [220.244.163.153] on 2014/04/17 15:07:12
but the lighting is a bit dull.
 Colored Lighting
#10842 posted by jakub [94.112.60.91] on 2014/04/17 21:53:11
quake doesn't have to be black&grey only. i like colored lights, just make them less intensive. only mild color tint here and there would be enough.
 Pretty Great Stuff
#10843 posted by FifthElephant [82.24.73.240] on 2014/04/17 21:55:59
there from tronyn. :)
#10844 posted by [Kona] [121.73.104.148] on 2014/04/18 00:22:43
even to us colourblind, the coloured version is a rainbow overload. no colours pls.
bw3 is a work of art though!
 However...
#10845 posted by Featheon [76.180.39.141] on 2014/04/18 03:25:29
I still claim that a two-color light scheme could be used to great effect. Too bad I don't have any engines with colored light to work with.
Look to James Cameron's lighting techniques and try it again.
 No Colour
#10846 posted by Drew [70.53.201.226] on 2014/04/19 15:57:08
Personal preference
 Work Continues On My Mini-mod!
#10847 posted by Breezeep_ [100.1.255.141] on 2014/04/19 19:18:37
#10848 posted by dwere [176.195.53.191] on 2014/04/19 21:07:06
Not a big fan of "smooth" lighting in Doom. Most of the time it doesn't look nearly as natural as lightmaps, but it eats a lot of sectors.
Just a personal thing, of course.
#10849 posted by Spiney [81.242.124.32] on 2014/04/19 22:11:03
Considered swapping the cave textures for something slightly brighter and less noisy?
 So
#10850 posted by ijed [200.73.66.2] on 2014/04/23 19:29:37
Who wants to test the Rubicon Rumble Pack?
 Sure, I Would Like To.
#10851 posted by Breezeep_ [100.1.255.141] on 2014/04/23 21:15:36
Just send me the DL link by PM in steam.
 RRP
#10852 posted by Spiney [91.179.133.30] on 2014/04/23 23:25:30
Best start map ever. Just wanted to get that out :)
 Shhht..
#10853 posted by mfx logged out [78.55.234.37] on 2014/04/23 23:57:02
 BRB IN SPACE
#10854 posted by Breezeep_ [100.1.255.141] on 2014/04/27 04:29:03
 Nice.
#10855 posted by FifthElephant [82.24.73.240] on 2014/04/27 04:52:56
is this a custom texture set? I dont recognise it
 ROQ
#10856 posted by JPL [82.234.167.238] on 2014/04/27 09:25:13
Wow, nice ! Gives me desire to play Doom again now ;)
 @fifth
#10857 posted by Breezeep_ [100.1.255.141] on 2014/04/27 14:38:24
I am using community chest 44 textures (by various people) deconstructed textures and a sky from Vrack 3.
 More Wip
#10858 posted by Breezeep_ [100.1.255.141] on 2014/04/30 01:16:14
 Niiiiiiice
#10859 posted by RickyT33 [176.35.71.152] on 2014/04/30 10:34:17
 Looks Nice!
#10860 posted by Spiney [81.241.190.137] on 2014/04/30 15:33:42
That somehow reminds me of the first room in Wolfenstein.
 I'm Making Something For MAYhem2048
#10861 posted by Breezeep_ [100.1.255.141] on 2014/05/03 14:41:42
#10862 posted by Spirit [92.196.77.158] on 2014/05/03 14:49:40
All Doom maps look the same to me.
#10863 posted by necros [99.227.110.3] on 2014/05/03 18:01:29
because of limitations of the engine or because custom textures are more rare in doom maps?
 Neither
#10864 posted by negke [31.18.93.87] on 2014/05/03 18:44:36
It's simply because if you don't play a game, you're not familiar with the nuances of its custom content. Someone not playing Quake would feel the same way. Which is not to say that of the vast amount of custom levels there aren't indeed many generic parts that look alike.
#10865 posted by Spirit [92.196.77.158] on 2014/05/03 19:52:42
Partly probably that but I mostly blame the lack of brushwork and lighting.
#10866 posted by skacky [90.0.61.54] on 2014/05/03 22:15:17
Yeah well, Doom doesn't work like Quake at all in that regard. You can do nifty architectural stuff in Doom but nothing too complex.
 Spirit
#10867 posted by quaketree [76.14.68.95] on 2014/05/03 22:57:15
Have you tried out some of the newer Doom engines? I personally like Risen3D and some of the maps made for it, especially the Egyptian themed one. If I were the type to give ratings I'd easily give it a 9 out of 10 (nothing ever gets a 10 in my book because there's no such thing as absolutely perfect).
#10868 posted by dwere [213.87.128.180] on 2014/05/03 23:42:11
I recently tried some stuff for Risen3D. Felt like going back in time to the mid-00s, when it was all about making Doom look "modern" without much consideration for exploring its strongest points. The models are straight from that era, very little has changed.
Although it's probably wrong to judge by one level that I didn't even finish.
#10869 posted by JneeraZ [108.228.244.211] on 2014/05/04 17:59:56
10 doesn't have to mean perfect. It can mean, "Has my highest recommendation". Making 10 mean perfect means your scale is from 1-9. With 9 being perfect. And down the spiral we go!!!
 Turn It Up To 11.
#10870 posted by Shambler [86.29.252.40] on 2014/05/04 20:40:41
Nuff said.
#10871 posted by Spirit [92.196.76.42] on 2014/05/04 23:27:15
Risen3D is not available for Linux and looks buttugly. Thanks though!
#10872 posted by quaketree [76.14.68.95] on 2014/05/05 17:32:32
"10 doesn't have to mean perfect. It can mean, "Has my highest recommendation". Making 10 mean perfect means your scale is from 1-9. With 9 being perfect. And down the spiral we go!!!"
I blame my navy days for that. Nobody got a straight 4.0 evaluation from me, including myself (yeah, I had to evaluate myself which was kind of pointless really). Nothing is ever perfect and I'm always distrustful of any score that says something is perfect. If you can't find at least one fault with something, no matter how small it may be, then you weren't really looking at it.
I'd have to say that there are very few things that get that level of scrutiny and attention to detail. Generally speaking the worst enemy of good enough is trying to be the best, that usually means that nothing is ever finished because you're too busy polishing the cannonball to actually get it loaded and doing its job.
So yes, I suppose my scale is actually 0-9 out of 10 (which is still a scale of 10 if you think about it).
 Ratings.
#10873 posted by FifthElephant [82.24.73.240] on 2014/05/05 22:14:07
I used to really prefer the rating system of 1-5 in the old CVG mags.
1. Poor
2. Average
3. Good
4. Very Good
5. Excellent
With this rating alone it would still make you want to read the article because it still feels less scientific than percentages or marks out of 10.
Plus CVG used to have a call out box with a second opinion on the game.
I really miss that mag, it was the greatest. If a game feels like it should somehow be worse than 1/5 they used to put little turd symbols all over the place.
 Turds
#10874 posted by quaketree [76.14.68.95] on 2014/05/06 07:32:51
Now THAT is what Func_Msgboard needs. Every post that I have ever made needs that as an icon. Instead I'll use a crate, which is a sort of turd-ish thing seeing as it just sits there, takes up space, and is not something that people want to see.
 Just The One Screenshot...
#10875 posted by FifthElephant [82.24.73.240] on 2014/05/06 21:39:04
I have a problem... my "quake like id did" is become a little bit more detailed than I intended... Oh well.
https://www.dropbox.com/s/4b412mxcf71j37j/map4.jpg
#10876 posted by Johnny Law [50.242.126.113] on 2014/05/06 21:49:04
It's looking pretty sweet regardless.
Do you have any particular "rules" that you're trying to operate by, or are you more or less going by feel? (I remember that the DTWID guys really went hog-wild trying to figure out concrete aspects of the specific design styles of various Doom map authors.)
 Not Really JL
#10877 posted by FifthElephant [82.24.73.240] on 2014/05/06 21:54:38
I am making this entirely on my own and I don't really want to spend any time going through the minutiae of each mappers style. Generally speaking most of the maps in Quake could have been made by any of the other maps, *except* Sandy who had an almost doom-like style to his maps. I'm not even sure if I will end up finishing much beyond the first episode.
That also brings me to something else, should I release each episode as I complete it?
 QTWID
#10878 posted by killpixel [108.253.89.9] on 2014/05/06 22:02:51
Sounds sexy. I'm ready.
#10879 posted by Spiney [91.177.66.191] on 2014/05/06 22:45:39
I like the clean look of it... like if Id had spent the time making sure everything lined up neatly.
#10880 posted by Johnny Law [50.242.126.113] on 2014/05/07 01:36:25
IMO you should release episodes (or even individual maps) as soon as you are happy with them.
 That Shot Looks Very Nice
#10881 posted by Drew [70.53.201.226] on 2014/05/07 04:32:35
Its more detailed and clean than previous maps, maybe even to nice, compared to the others. Not that they aren't pretty in their own way, but this is different, obviously, and might stand out as such. The nice details within the map might slightly undermine the aesthetic of the pack overall... Then again, as a personal project, whatever. I'd also be worried that the project could get extended/distended if you start feeling the need to do that consistently throughout, if I were you.
I'd say that considering the relatively quick pace at which you made the previous maps, it would be a better pay-off to release episode-by-episode, or, if you can make yourself wait that long, until the whole project is 'finished' - whether that's a 'megawad', or 2 episodes, or whatever.
That being said, one or two maps released early could, depending on your work/motivation style, give you the impetus to keep going at a fairly quick pace...
 ....jesus
#10882 posted by Drew [70.53.201.226] on 2014/05/07 04:36:56
who, other than myself, after a long day at work, and hoping to be constructive but worrying he is just rambling, writes like that? It is, I feel fairly safe generalizing on this point, a super fucking annoying way to write.
 ...
#10883 posted by distrans [149.144.183.94] on 2014/05/07 08:56:28
 Drew
#10884 posted by Spiney [91.177.66.191] on 2014/05/07 20:00:03
All too recognizable, I start rambling trying to articulate trains of thought. Rereading afterwards makes me realize I could condense stuff into a third. I even piss myself off reading some of my crap. Lol.
 Yes Totally, (long Winded) Story Of My Life
#10885 posted by Drew [70.53.201.226] on 2014/05/07 20:10:12
... Or whatever.
 Something's Changed With Func...
#10886 posted by Breezeep_ [100.1.255.141] on 2014/05/07 21:18:24
 Trenchbroom Tutorial Video
#10887 posted by FifthElephant [82.24.73.240] on 2014/05/08 17:10:03
I decided to create a tutorial video, this is a test. I would love some honest feedback on it, I want to create a series of vids which allow someone with zero level design experience to easily learn how to map in a short space of time.
https://www.youtube.com/watch?v=BisleGBgQ4w
 This Video Is Private
#10888 posted by ijed [200.73.66.2] on 2014/05/08 17:16:34
 Whooooooopsssss
#10889 posted by FifthElephant [82.24.73.240] on 2014/05/08 17:17:34
Ok I set it to unlisted public.
 First Impressions
#10890 posted by ijed [200.73.66.2] on 2014/05/08 18:24:52
Do an intro. Something that lasts 10 seconds and has a logo with a cool name.
Script it; you tend to repeat words a bit. Even if you throw the script out you'll be more fluid and comfortable because you have practiced.
Divide it into sections;
Tools
Compiling
Editor Setup
Engine
Brushwork
Lighting
Entities
etc.
At the start of each of these would be a good place to show your cool logo again as a type of intermission. This will help users pause, come back to it, try things out etc. and keep their mental place in the video.
Don't start with the func page - this should be something towards the end 'you can get help here'.
Show a map in the background near the start before you get into the detail, like 'You're going to be able to build this by the time we finish'.
Finally, finish with a preview of what the next video will contain. Maybe even break it up into lots of shorter videos covering the various topics above. This would allow viewers to jump back and forth and get to the video that explains the problem they're having.
 Fifth
#10891 posted by SleepwalkR [85.178.60.227] on 2014/05/08 23:48:36
First of all, thanks for supporting TB, and a tutorial video is certainly quite welcome.
That said, I agree with everything ijed said. The video needs more structure and a script. I think if you plan ahead a bit more, you can make a much better video.
Also, I noticed that you don't use orbit at all (Alt + RMB drag on an object). I think you it would do your editing speed wonders if you try and use orbiting more. I myself never look around without orbiting anymore - it's just so much more useful than strafe + look.
 Sleeps,
#10892 posted by FifthElephant [82.24.73.240] on 2014/05/09 00:19:43
I actually created a bunch of tutorial vids with a friend about a year ago and they were much better than this. He helped me do all the structuring and scripting (he makes films), but he's also very slow at making stuff and terribly unreliable at releasing things. I'm basically throwing myself into the fire by trying to make videos (I spent 3 hours trying to figure out why I was getting lots of noise and feedback on my mic).
The reason I posted my test video here was to get feedback on what I need to work on. I wanted to make the first video a very quick "set up and make your first map", I find if you get very quick results and feedback from learning something new then you'll want to stick at it. If you have to watch several hour long tutorials without getting any kind of results or gratification then the time invested will feel wasted for the pupil.
Getting that first hurdle overcome will mean I can spend more time helping people refine their ability with TB.
As for using orbit, I generally forget about it most of the time. I find the tool very situational due to the nature of mapping for quake. If it was solid space mapping that back culled the outside faces then it would probably feel far more valuable to me. I'd much rather have a forward/backward movement that I can make as fast or as slow as I wanted (and smooth rather than the incremental feel that it has now) and a smoother strafe.
 Q3bsp With Pixlz
#10893 posted by gb [46.142.54.24] on 2014/05/10 23:21:42
http://spawnhost.files.wordpress.com/2014/05/pixel4.jpg
Did a test for someone about making a pixel art FPS.
Map format : FBSP (512x512 lightmaps, dirtmapping)
Texture format: 32x32 TGA file, RGB (but indexed to quake palette along the way), using an image by Moondrunk
Torch from SJ. :-s Sorry, I was too lazy to make huge square particles, but it's quite possible.
Engine: FTE (SJ)
#10894 posted by dwere [176.195.241.180] on 2014/05/12 19:38:49
Why does everyone think that pixel art is about big square pixuls and nothing else?
 GB
#10895 posted by mfx [78.55.48.221] on 2014/05/12 19:48:17
The torch looks sexy, really.
 Beware Of The Stairs
#10896 posted by madfox [84.26.177.181] on 2014/05/13 02:48:37
 Madfox
#10897 posted by mfx [78.55.48.221] on 2014/05/13 08:56:30
M.C.Escher style is great! how do you navigate in there? Are you rotating the whole thing in game?
Or..? Just curious
#10898 posted by FifthElephant [82.24.73.240] on 2014/05/13 12:53:34
there's probably no real good way to navigate that in the fashion you would like to. I could imagine a set up using portals in unreal but it would have been tricky to do.
 Wow
#10899 posted by Tronyn [24.79.126.117] on 2014/05/13 13:41:15
yes, Madfox gets even crazier!
Will your trademark animated machines be included?
I have yet to see any game pull off an escher-esque environment (ie people shooting at you from different alignments) - I think Prey was probably the closest.
 Astrolaboria
#10900 posted by madfox [84.26.177.181] on 2014/05/13 23:54:08
-@mfx :
I saw the quake level of the villa of Escher and became so pleased that I wanted to try the other. Print through the animation master, I found a project of Buce Vo, which had a 3D version of it.
Although it looked complicated, I made a model of Pepacura, and I was a little obvious. After I came out a couple of times drunk out of GtkRadiant I began to shift sections. Turning parts can work, but it pointing my eyes to my nose.
-@5thfant :
It looks a bit, but sometimes it is difficult to. Using wrong buttons if the screen is vertical, putting a ladder against the ceiling.
@-Tronyn :
Good idea, from now I'm thinking in func_trains that go my misfits way. Why not make it a giant harmonica that jugs from top to button like a LunaParc?
 MP Level "Paradox" In SIN
#10901 posted by damage_inc [69.22.64.223] on 2014/05/14 05:08:02
That pulled off the "escher-esque environment" pretty well.
Or is this single player only related?
 Speedy Textures
#10902 posted by killpixel [108.253.89.9] on 2014/05/14 18:19:33
I tried my hand at textures a few nights ago:
http://killpixel.com/textest.jpg
From a picture of a rusty baking pan, I cut out horizontal bars and applied bevel/emboss to each one.
The cool part is you just use the eraser to make the worn/distressed bits and the bevel/emboss as automatically applied.
Slap on some grime and blend as you wish, shrink, sharpen, adjust hue/saturation and brightness contrast, index to quake palette and BAM, speedy textures.
This set took about 1.5 hours total.
Now that I know how to make textures I'm going to experiment with less generic designs.
#10903 posted by Spirit [92.196.8.21] on 2014/05/14 19:01:22
Beautiful! You might want to team up with http://forums.inside3d.com/viewtopic.php?f=17&t=5442 , which looks super promising.
 KillPixel
#10904 posted by JPL [82.234.167.238] on 2014/05/14 20:08:35
Really interesting and nice texture set !
Keep it up !
#10905 posted by dwere [176.195.138.151] on 2014/05/14 20:19:07
Standart Photoshop effects such as Bevel and Emboss are cool for some quick results. Although it's quite important to not rely on them too much. Sometimes they can be a bit too obvious.
Ah, Inside3d. I noticed it's quite hard to get there. After around 2 months of waiting I finally gave up hope that my account will be activated in the current decade.
#10906 posted by killpixel [108.253.89.9] on 2014/05/14 20:44:51
@Spirit, thanks!
@JPL, for the amount of time, thought and effort that went into them I think they turned out pretty good.
@dwere, agreed. However, using any effect or method injudiciously will look amateur.
If this was anything more than "learn how to make textures" I would have fixed the glare atop the "1138" sign to dim as it moved away from the light source, among other things.
I also understand these textures are about the easiest to make: Simple, geometric shapes with a noisy surface in shades of brown... kinda hard to mess that up.
#10907 posted by Spirit [92.196.42.79] on 2014/05/15 11:28:33
dwere: Your account should be enabled now.
#10908 posted by dwere [176.195.138.151] on 2014/05/15 12:59:56
Why, thanks!
 I3D
#10909 posted by mfx [85.180.55.40] on 2014/05/15 15:29:34
 OT
#10910 posted by ericw [172.219.249.35] on 2014/05/15 19:39:46
dwere, I fixed the rendering glitch for your model: http://sourceforge.net/p/quakespasm/patches/19/
I'd like to ask on inside3d if the change I made is reasonable, I basically just randomly removed a 0.5 offset from gl_mesh.c, and the results looked good :-)
KillPixel: nice start on the texture set.
#10911 posted by dwere [176.195.243.150] on 2014/05/15 20:39:34
Interesting.
They probably added this offset for a reason. But no matter what the problem was, their solution seems rather hacky.
Thanks for bringing attention to this oddity.
#10912 posted by metlslime [159.153.4.50] on 2014/05/15 22:21:53
my guess is 0.5 puts a vertex on the center of a pixel, rather then the vertex being on the corner of 4 pixels. I can't say why it's there unless it was to emulate winquake, and obviously you're saying it doesn't.
 Green Shift
#10913 posted by Breezeep_ [100.1.255.141] on 2014/05/15 23:54:03
 Looks Nice ROQ :)
#10914 posted by FifthElephant [82.24.73.240] on 2014/05/16 00:09:52
 The 0.5 Change
#10915 posted by Preach [77.98.165.95] on 2014/05/16 00:37:26
Bear in mind you're gonna make some people unhappy by changing that 0.5 pixel offset - for example sock took advantage of it on some of his models to create "half-width" highlights on a skin at double the resolution the skin size normally allows details. The Quoth .mdl format ammo models are also textured with the assumption that UVs sit at the centre of the pixel - which prevents them being a pixel perfect match to the bsp versions, but they're gonna be a whole pixel adrift on the right hand edge after the patch.
If you say it's closer to winquake then that might justify it, but just be warned that the GL rules might have become the defacto standard in the mean time...even the software renderer in QME uses the centre point.
 Re: 10914
#10916 posted by necros [99.227.110.3] on 2014/05/16 00:56:47
that makes a huge difference.
#10917 posted by dwere [176.195.243.150] on 2014/05/16 00:58:24
God, I hate GLQuake.
 Good Point Preach
#10918 posted by ericw [172.219.249.35] on 2014/05/16 01:21:34
Yeah, I guess glquake's behaviour for the texture alignment is probably more of a de-facto standard than winquake's at this point
#10919 posted by dwere [83.149.8.123] on 2014/05/16 14:05:02
This "different standarts" situation is rather sad. It pretty much eliminates the idea of pixel-perfect detailing. Even if you align everything for one engine, it will look like ass on another.
 Probably Should Be A Cvar Then ...
#10920 posted by Spiney [91.177.105.252] on 2014/05/16 17:43:40
 Cloudy Pixels
#10921 posted by sock [186.124.229.182] on 2014/05/16 19:56:45
#10922 posted by FifthElephant [82.24.73.240] on 2014/05/16 20:00:02
Sock working on a quoth map?! Nowai
 Sock
#10923 posted by mfx [85.180.125.52] on 2014/05/16 20:05:41
Keep it burning!
 Hm
#10924 posted by Lunaran [70.124.85.229] on 2014/05/16 20:13:49
This "different standarts" situation is rather sad
I feel like I just had a discussion with someone about this.
also: yay sock
#10925 posted by metlslime [159.153.4.50] on 2014/05/16 20:58:01
if every GL-based engine uses the 0.5 offset, and QME (the only native authoring tool for quake models?) uses the same offset, then it seems like this is probably worth keeping.
Probably if you want to "fix" this you should have a cvar that can restore the behavior of all other GL engines, since a lot of content has been made now with qME and tested in a GL engine. In fact what content HASN'T been made with qME?
 Incompatible
#10926 posted by Preach [77.98.165.95] on 2014/05/16 21:01:08
Yeah, glquake and winquake are just incompatible in this small way. I'd give the tiebreaking point to glquake, only because winquake alias rendering has a bunch of artifacts when it renders far away models and large polygons - the distortion is very high. It's harder to make the case for an exact standard based on an inexact renderer - even though it has seniority.
Disclaimer: I may be biased, on account of having carefully accounted for the glquake behaviour on several models and tools, not knowing that winquake behaved differently.
ps: Loving those force-field walkways sock!
 SOCK IS BACK
#10927 posted by Breezeep_ [100.1.255.141] on 2014/05/16 21:30:15
HAIL SOCK
 Yay Sock
#10928 posted by Drew [70.53.201.226] on 2014/05/16 21:44:23
fuck, you're just so good at this!
Also Lunaran, what ever happened to the grimy medieval map you posted shots of years ago?
 Also:
#10929 posted by metlslime [159.153.4.50] on 2014/05/16 21:55:00
Sock, that looks awesome.
 Jesus' Ringpiece
#10930 posted by Shambler [86.31.186.127] on 2014/05/16 23:30:53
Sock, you've made look that even more fucked up and cool than what Neggers does with space maps. Sweet.
 Was Gonna Say
#10931 posted by Drew [70.53.201.226] on 2014/05/17 00:29:57
Kind of a Negke vibe.
#10932 posted by [Kona] [121.73.104.148] on 2014/05/17 00:51:50
yay socks back and has been mapping all this time!
never been a fan of floaty space maps, but it looks sweet. fog is very atmospheric.
 Socks New Map
#10933 posted by FifthElephant [82.24.73.240] on 2014/05/17 01:14:36
has the most notes of any map I have posted on my quakeguy blog and I only posted it a couple hours ago (35 notes so far)
 For An Upcoming Zdoom Jokewad Called WOOO 2
#10934 posted by Breezeep_ [100.1.255.141] on 2014/05/17 03:17:33
 Glad To See
#10935 posted by spy [5.76.62.147] on 2014/05/17 08:23:12
sock is back
 Sock
#10936 posted by negke [31.18.184.69] on 2014/05/17 09:28:26
Stop being the better negke!
 Negke
#10937 posted by Shambler [86.31.186.127] on 2014/05/17 10:36:52
Stop being the less productive sock!
 Shambler
#10938 posted by JPL [82.234.167.238] on 2014/05/17 12:07:06
Stop being a mean Scampie !
 ... And Forgot To Mention...
#10939 posted by JPL [82.234.167.238] on 2014/05/17 12:07:54
Sock: the shot is awesome ;)
#10940 posted by Trinca [95.94.45.26] on 2014/05/17 17:44:21
Nice pic Sock, look fantastic
#10941 posted by Lunaran [70.124.85.229] on 2014/05/17 17:58:21
Also Lunaran, what ever happened to the grimy medieval map you posted shots of years ago?
it turned into five of them, with new monsters. dear god somebody help me
 Lol!
#10942 posted by Tronyn [24.79.126.117] on 2014/05/17 22:38:42
that's the problem I find, it's more fun to build stuff and then expand it than it is to finish it
still I'm definitely looking forward to it
 !!!
#10943 posted by Drew [70.53.201.226] on 2014/05/17 22:57:28
 Delete And Start Over Again
#10944 posted by mfx [92.226.95.128] on 2014/05/18 02:02:59
 Thats Pink Floyd?
#10945 posted by mfx [92.226.95.128] on 2014/05/18 02:06:41
anbd the the texture is jf2rust42..
cheers..
 #10942
#10946 posted by Cocerello [193.144.61.242] on 2014/05/18 12:55:58
Amen
 Metal Mixup
#10947 posted by sock [190.31.182.246] on 2014/05/18 16:50:19
 People Will Be Mad If You Dont Release...
#10948 posted by FifthElephant [82.24.73.240] on 2014/05/18 16:53:20
#10949 posted by mfx [92.226.95.128] on 2014/05/18 18:40:43
to have inspired you sock, you inspire me too!
Peace! Release it, come on.
#10950 posted by Spirit [92.196.47.31] on 2014/05/18 19:11:48
60 likes? Pff, I got 130!!!!!!1123 https://www.facebook.com/8723859970/photos/a.10150277895379971.1073741827.8723859970/10150371386514971/?type=1
Still looking for ACTIVE volunteers to join the page, I lack talent at recruiting people who like to post stuff... Join now to gain a lot of internet power and fame.
#10951 posted by Johnny Law [76.126.53.122] on 2014/05/18 19:54:51
Wait... posting on func_msgboard is the secret Captcha for activating an inside3d.com account? That's even more selective than NeoGAF! :-)
 Quake Like Id Did - Dilemma
#10952 posted by FifthElephant [82.24.73.240] on 2014/05/18 21:48:50
I am at a dilemma, I started work on making the secret map for the first episode of "quake like id did" and it was going to be a low grav map. In-fact I was going to probably do 2 or 3 low grav maps in total, but I have learned that on standard quake it has to be named e1m8.
Here's the dilemma choice -
1. Have no low grav maps.
2. Name the map e1m8 and have just one low grav map.
3. Have multiple low grav maps and use quoth.
I don't want to do #1 really. If I do #2 it means we get just the 1 low grav map like in vanilla quake. If I do option #3 then I could have a normal mode, a hard mode and a quoth mode (aka "quoth like id did"). I don't know how much of a pain in the butt it would be to balance for a vanilla mode and a quoth mode though.
Any thoughts?
#10953 posted by Johnny Law [76.126.53.122] on 2014/05/18 21:59:58
#2 sounds good to me! But it's not like I'd lead a pitchfork-mob to your castle if you do something else.
 #2
#10954 posted by mfx [78.55.54.235] on 2014/05/18 22:10:02
with mob!
#10955 posted by mfx [78.55.54.235] on 2014/05/18 22:13:43
as i assume there is a workaround for your problem.
Negke can help you for sure.
#10956 posted by necros [99.227.110.3] on 2014/05/19 02:18:40
http://mobile.sheridanc.on.ca/~jonescor/temp/progs.dat
add 'gravity' to worldspawn for custom gravity setting.
 Do I Trust This File?
#10957 posted by FifthElephant [82.24.73.240] on 2014/05/19 02:21:21
Is it going to replace all the enemies with spawns?
#10958 posted by necros [99.227.110.3] on 2014/05/19 02:22:29
that would take more effort than actually doing the custom gravity thing.
 I Doubt It Would Take That Long To Do...
#10959 posted by FifthElephant [82.24.73.240] on 2014/05/19 02:37:46
which reminds of this mod that fixes every single aspect of quake....
http://celephais.net/board/view_thread.php?id=60978
 @FifthElephant
#10960 posted by quaketree [76.14.68.95] on 2014/05/19 05:09:00
Option #2 is closest to the map pack title of "Quake like ID did it" IMO. I thought that the original concept was just to jazz up, expand and otherwise tweak the original levels as if ID had all of the time in the world to make them instead of being under a deadline to get it out the door.
Now that may mean that they might have added more secret levels with low gravity (I would think that that little extra bit of fun would have been something that they would have made the player have to work for before they could play it no matter what) but as it stands there is only e1m8 hard coded into the original engine which to me says that the "The way ID did it" part of the title means that that was a conscious decision, after all once the engine allowed for low gravity it would have been just as easy to make it a worldspawn entry.
There is a simple workaround, if you are willing to make each episode it's own standalone mod in its own folder you can have four secret maps named e1m8 with low gravity without changing anything in the engine or progs.dat. It's not like anything carries over other than the episode gates anyway (the sigils too) but that's just to activate the episode gates and allow entry to the final boss battle with Shub and there is a simple workaround for that too by simply making it tie into the final exit in episode 4.
The main downside to this is that it forces the player to take each episode in order instead of allowing for them to pick and choose (and the Nightmare skill teleporter might have to be moved).
Just my 2 cents...
 Oh, And...
#10961 posted by quaketree [76.14.68.95] on 2014/05/19 05:25:02
A quick scan of the progs.dat that necros posted looks like all that changed was that all of the "Official" map names (e1m1 through e4m8, all of the DM maps 1-6, Start and End maps) now allow for gravity to be set. I also didn't see what I saw in the joke progs where all enemies were turned into spawns. Adding a custom progs.dat is not an issue and to be quite honest you would have to do that anyway because if ID had unlimited time to roll out Quake they would have caught the fish kill count bug and fixed it anyway so no harm, no foul.
 Also....
#10962 posted by metlslime [76.103.211.139] on 2014/05/19 07:23:19
Quake came with a custom progs.dat, so why shouldn't your map pack?
 Well..
#10963 posted by FifthElephant [82.24.73.240] on 2014/05/19 09:36:47
I don't know what that prog fixes. I have no coding skills so unless someone donates a fixed one then it will just be the low grav...
#10964 posted by FifthElephant [82.24.73.240] on 2014/05/19 09:39:07
The idea isn't to spruce up all the id maps but to make an alternate universe quake. I kind of regret calling it that since it definitely feels much more detailed. I don't even think it will run on the original engine.
 I Don't Even Think It Will Run On The Original Engine.
#10965 posted by quaketree [76.14.68.95] on 2014/05/19 11:47:51
If you don't mind asking, why not? Unless you're breaking the original engines limits that is. If so I get it and I completely approve (not that my opinion matters a bit of course).
One of the things that I forgot to mention in my previous post was that I almost positive that your project would break the limits set by the hardware of 1995, and why not? That was one of the issues that ID was facing and why there was a much more blocky layout.
I think that any Quake level should still have that blocky feeling (at least in the background) because that's part of what classically defines it (and the original models wouldn't look right if that blockiness wasn't there anyway) but with todays tools, engines and hardware there's no reason to not get a bit more detailed or add more surfaces to draw at once even when you know for a fact that it's going to break the original limits
I was under the impression that you were going to basically keep the general tone of each level, add some new areas to explore, move some secrets and maybe add new ones but in the end keep enough of the original levels general idea to make it recognizable as such while switching up the gameplay to make it fresh again (that's what the similarly named Doom mod did so that's what I assumed here). Was I wrong in that impression or have you changed your vision as to what you want the end product to look like?
I'm not trying to sound whiny here (especially when the whole thing is going to be free anyway so there is no reason for anyone to complain) but there is only what I've read here written by you to go on and the screenshots are few and far between.
#10966 posted by Spirit [92.196.114.24] on 2014/05/19 11:51:45
With all due respect and not meant as discouragement but QTWID not running in the original engines would be a major disappointment.
 ...
#10967 posted by Shambler [82.25.237.247] on 2014/05/19 12:24:46
Would be a major breach of public trust.
 Re: Alternate Universe Quake
#10968 posted by quaketree [76.14.68.95] on 2014/05/19 12:25:15
I wanted to address this separately because I wanted to make some very specific points on it.
Alternate universes in fiction (and lets face it, Quake is set in a fictional world) have things that are the same yet different (sometimes very different, but still recognizable). For example, even though they share a lot of similarities in settings in a general sense, Star Trek is not set in the alternate universe of Star Wars. They are two very different universes.
I hate to sound like a Trekkie but if you look at how they did it the bones (not the doctor) were the same. The ships were similar in layout and overall feel, the enemies were similar (although they may be the opposite where who was once an enemy were now your friends and vice versa) and so on. In other words you knew what was going on was in an alternate universe, there were enough similarities to know in a general sense where you were but you may have to do things differently to complete your goals.
As a simple thought example, in the original Start.bsp the easy and hard level teleporters might be swapped in an alternate universe where reading was from Right to Left. In that universe it would make perfect sense and not cause anyone to bat an eye but would certainly draw comments in the original Quake universe. I'm not saying that a simple transposition is the answer but that the basic idea's could be the same while still being very different in implementation.
In another example e1m2 has a lot of things going on as far as choices for the player to get around. In an alternate universe some of the original ways to do things would have to be kept while others wouldn't be there but replaced by something different. Secrets, weapons and ammo may or may not be in the same places but the same amount and types would be there, that sort of thing. Continuity is the keyword here. The player has to be able to say to themselves "Hey I've been here before but it's different now".
Let the levels that you are re-imagining keep the bones of the originals. Then you are doing a "Quake as ID did it" because those bones are what helped to make Quake in the first place. Otherwise you are just doing another original mod or map pack and that may or may not stand out above the others. Gimmicky gravity might not be the way to go unless you do some careful thought on it first.
Again, just my two cents and that's not worth a whole lot these days.
 Would Be A Major Breach Of Public Trust.
#10969 posted by quaketree [76.14.68.95] on 2014/05/19 12:41:49
I respectfully disagree Shambler.
There are at least a few (free I might add) engines out there that are at least as good as the software 1.0.8 and GLQuake ones that do allow you to break the limits. Unless you want to play on a x386 with 8mb of ram and maybe, if you are lucky, a 260mb hard drive there is no reason for not being able to break the limits, not anymore.
If FifthElephant wants to keep it inside the original limits I have no problem with that (what I said was pure conjecture, but I did expand upon it) but it might limit what he has said in the past about what he wanted to do (he was after all recently considering switching over to Quoth which is so far outside of the limits that it's not even close to being original Quake, so consider that). But ultimately it's his project and it's his call. I'll respect his decision either way and let the work stand for itself in the end.
 Errr.
#10970 posted by Shambler [82.25.237.247] on 2014/05/19 13:14:32
Quake The Way ID Did It?
There's a clue in the name...
 "RMQ" Flashback
#10971 posted by Spiney [91.177.105.252] on 2014/05/19 13:21:59
If it's no longer what the name implies, better call it something else. People take issue with those things.
 Lol Who Cares What Its Called?
#10972 posted by nitin [220.244.163.153] on 2014/05/19 14:23:22
 Fifth
#10973 posted by nitin [220.244.163.153] on 2014/05/19 14:24:04
IMHO do what you think is best. Whether or not that conforms to some nostalgic pre-existing name based bias is another question.
 FifthElephant
#10974 posted by spy [5.251.169.56] on 2014/05/19 15:28:05
look at the original qsrc world.qc
=================
void() worldspawn =
{
lastspawn = world;
InitBodyQue ();
// custom map attributes
if ((self.model == "maps/e1m8.bsp")|| (self.model == "maps/insertyourmapnamehere.bsp"))
cvar_set ("sv_gravity", "100");
else
cvar_set ("sv_gravity", "800");
============
that should do the trick
something like that
 Quake The Way ID Did It?
#10975 posted by quaketree [76.14.68.95] on 2014/05/19 15:30:53
I agree 100%. But it's a take off of "Doom the way ID did it". And that is not something that would ever run on the classic Doom engine. It exceeds the Doom limits in almost all respects and requires engines that exceed those limits, which is why I said that I expected that this would exceed the Quake limits.
Did I say "Exceed" enough? That is kind of the point of these types of things. Quake made as if almost no limits were there to keep the original level designers constrained to very limited .bsp and hardware constraints of the day. What would they do given the broad palette that they left behind if they would do it now?
The concept was never to run inside the limits of the original Quake engine (and apologies to FifthElephant if I ever misrepresent this, that's all on me) but to take the original levels and tweak, twist, modify or otherwise change them to be the same, yet different. All while not worrying about original limits.
He's (apologies to FifthElephant if you are a she but he works better in text) is trying to re-image the original Quake levels in some other way. From past comments made by him I was just trying to remind him and the readers of this thread of what he said his idea was months ago. Mission creep sucks and all I wanted to do was to nudge him away from it.
#10976 posted by Spirit [92.196.114.24] on 2014/05/19 15:39:59
The sentence is "Quake The Way Id Did It" not "Quake The Way Id Might Have Done It If This And That".
#10977 posted by dwere [83.149.9.135] on 2014/05/19 16:00:43
Doom The Way id Did doesn't exceed any vanilla limits. It was designed to be as close to the stock levels as possible.
 Quaketree, You Obviously Misundertand
#10978 posted by negke [31.18.184.69] on 2014/05/19 16:08:28
Doom The Way ID Did does run on the classic engine. The whole point of the project, and similarly FE's Quake The Way ID Did, was to make (new) levels that look and play like they could have been part of the original games, as if made by ID themselves. It does NOT mean touching up on the stock maps or making overly detailed maps that break vanilla engine limits.
I'm also of the opinion that the QTWID levels should run in vanilla engines, otherwise it would defy the goals or the idea of the project. How can they exceed the limits anyway - one should think that smaller, less detailed maps wouldn't even come close to having any of such issues. If they do, there's clearly something wrong with the design.
At the end of the day, it's FE's decision how to proceed. However, I would be very disappointed if it turned afterwards that tweaking the levels for vanilla limits was possible after all.
 Well Then.
#10979 posted by FifthElephant [213.205.227.151] on 2014/05/19 16:41:31
This is a lot of text.
I will probably be disappointing many people with this project. The first couple levels will very likely run on the original engine but the last two maps I made I went a bit mad with the details.
The maps are supposed to be like an extension to the game not a revisit of the originals.
I think if I went back and took out all the details just to make it run in the original exe people would be mad. I might just give it a name like the expansion packs and let it be its own thing.
People will still see the inspiration from the original game
 IMO
#10980 posted by lurker at the slipgate [107.207.242.236] on 2014/05/19 21:00:16
I am a mere lurker, but I think a proper QTWID should be a community project where detailed id style analyses are used to vet and refine maps, just like DTWID. Studying the DTWID site and Doomworld discussion threads would be a good first step. And of course all maps should be vanilla-compatible. Anything else does not follow the TWID ethos and should really use another name, IMO. I very much hope someday a proper QTWID is done, and it would be unfortunate if the name was already taken by a set of maps that follow a significantly different design philosophy.
 Slipgate
#10981 posted by killpixel [108.253.89.9] on 2014/05/19 21:26:08
I agree with you on all points.
 Ok, Just Tested
#10982 posted by FifthElephant [82.24.73.240] on 2014/05/19 22:22:07
using winquake and all the maps except map 3 run fine.
The only problem is map 3 took me quite a long time to make and is fairly elaborate. I dont think I could go back and rework the entire map. I think I would have to redo a lot of it from scratch. Honestly it may be unsuitable for redoing as it's just too detailed and too much of the map is visible from any one point.
As for making QTWID a community project? I did make an attempt to do this and the guys here ended up doing a speed map session that ended up only 1 map really feeling like it was made by id.
#10983 posted by negke [31.18.184.69] on 2014/05/19 22:27:00
Which limits does the third map exceed specifically and by how much?
Community projects don't work here anymore, unfortunatly. There's simply too little of an active mapping community left.
#10984 posted by FifthElephant [82.24.73.240] on 2014/05/19 22:32:19
The geometry is disappearing, probably too much shit visible on screen. So you can see into the void in a number of areas.
This is the only map which has this problem. I'm probably going to have a look at making some cuts to get it to run in vanilla.
#10985 posted by negke [31.18.184.69] on 2014/05/19 22:43:43
Oh. I thought you were talking about the hard limits that crash old engines. Technically, according to the rules disappearing stuff or grey flashes shouldn't occur in TWID maps, indeed, mut this is not that much of a critical problem in comparison. It can be alleviated by adjusting maxsurfs and maxedges in software engines. Of course, if you could optimize the areas a little more, it would go a long way. Still, no end-of-the-world problem as it sounded at first.
#10986 posted by [Kona] [121.73.104.148] on 2014/05/20 00:49:35
Aren't there already tonnes of maps that are qtwid (ps shouldn't it be qtwidi, what happened to the 'it'?), just play anything from 96/97/98 and they're all within original limits and mostly id textures.
What exactly is Quake the way Id did it anyway... small, blocky, underdetailed levels? Is that really what people want to play now?
I'm all for creating some levels inspired by the style and design that id did, but "extremely under-detailed" shouldn't be a prerequisite. You can make an id themed map with detail.
I wouldn't worry about a custom progs and it not running on the original engine. Is there anyone at all that would actually attempt to run this in the original engine at 640x480? I'd still be playing it in dp.
 Got It To Work
#10987 posted by FifthElephant [82.24.73.240] on 2014/05/20 02:17:05
in standard quake. Probably still needs a tiny bit of tweaking but it's pretty much resolved. (Just chopped down on detail a bit)
The detail I have reduced isn't going to be missed, the map has still retained the same feeling. I think once I am done with this pak I will make a much more detail intensive map like I did with q-deck. This should restore balance to the universe.
 For Those Who Aren't Familiar With DTWID
#10988 posted by lurker at the slipgate [107.207.242.236] on 2014/05/20 04:43:22
According to the DTWID site:
"The idea behind this project was to imagine that the original Doom had more maps before the release, but they were lost. The mappers tried to simulate the work of John Romero, Sandy Petersen, Tom Hall and achieve that authentic id-feeling in their maps."
Achieving that id feel entailed analyzing Romero, Petersen, and Hall's individual mapping styles/habits and refining submissions based on community feedback to better emulate those styles. You can see how the project developed and find some great design analysis in this gargantuan thread:
http://www.doomworld.com/vb/wads-mods/52046-dtwid-public-beta-5-released/
 Jesus
#10989 posted by nitin [180.149.192.132] on 2014/05/20 04:50:58
if the name causes so much offence (spiney was rigth re RMQ reference) call it soemthing else and still do what you think is right fifth.
 Mapping Advice
#10990 posted by sock [186.109.170.245] on 2014/05/20 13:41:50
Community projects don't work here anymore, unfortunately. There's simply too little of an active mapping community left.
Sadly this is the state of quake mapping nowadays, but there are a few people still around. It really depends if the project is going to be organized properly and actually finished!
if the name causes so much offence
I get the impression people are concerned because the project name means something special to them and feel it is not going in a similar direction to the previous doom project.
After reading the first couple of pages of the Doom project it seems the doom community spent a lot of time analyzing and trying to understand the original authors building styles and design ideas. I assume this is what Fifth has been doing, but his design process has not been visible to the community, hence the comments.
Here is an awesome quote from the Doom thread that could easily apply to Quake mapping:
You do know that the main reason the stock episodes looked the way they looked is because:
1. id had to make suire the levels could run on a common computer from the early 90s.
2. Romero was a better level designer than Petersen.
I would say that to create a level that mimics Romero you would have to throw away all bells-and-whistles off today and follow the rules Romero made for himself:
* always changing floor height when I wanted to change floor textures
* using special border textures between different wall segments and doorways
* being strict about texture alignment
* conscious use of contrast everywhere in a level between light and dark areas, cramped and open areas
* making sure that if a player could see outside that they should be able to somehow get there
* being strict about designing several secret areas on every level
* making my levels flow so the player will revisit areas several times so they will better understand the 3D space of the level
* creating easily recognizable landmarks in several places for easier navigation
#10991 posted by onetruepurple [93.105.236.163] on 2014/05/20 14:26:59
being strict about texture alignment
lolololol
#10992 posted by dwere [83.149.8.146] on 2014/05/20 14:33:14
Well, when you don't have fancy preview modes and auto-alignment features...
#10993 posted by Scampie [72.12.65.92] on 2014/05/20 14:51:57
There shouldn't be this much of a debate. It's not like Fifth is planning on reinventing the wheel with a tiny mod, he's just trying to redo e1m8's key feature. Blame Romero for being a lazy dicklord who could've easily made gravity a worldspawn key/value instead of doing a shitty hack.
The goal is to make maps that emulate id's, who cares if it's /id1/ or not. Is it 'more' like id did it if he has to use an entity hack and break save game compatiblity? id would never have shipped a map like that. They would do it right in code.
Besides, done in it's own .pak, a custom start.bsp can be made. id wouldn't have had players bring down the console and type in skill choices or which map filename they want to go to.
 Lol
#10994 posted by spy [5.251.168.76] on 2014/05/20 15:47:58
Blame Romero for being a lazy dicklord who could've easily made gravity a worldspawn key/value instead of doing a shitty hack.
Actually it was American who's been responsible for the main QC coding
Just wondering why the id had never fix all of the qc bugs
 Heh
#10995 posted by Tronyn [24.79.126.117] on 2014/05/20 16:04:58
although some people may be getting a bit butthurt (and not really, even) *I* certainly can't condemn anyone for that even if they do and actually this is a good design-based discussion. I just hope 5E doesn't take any of it for discouraging since it's great to see episodes still coming out these days, episodes are easily among the most exciting releases. The idea of an e1m8-inspired map obviously knocks my socks off as well (it's true though, e1m8 is arguably cooler than e3m5, yet it hasn't got tributes).
#10996 posted by sock [186.109.170.245] on 2014/05/20 16:38:29
I just hope 5E doesn't take any of it for discouraging since it's great to see episodes still coming out these days
People are just expressing opinions, ultimately its Fifth's project and he can do whatever he wants. Its certainly not much fun to hear lots of people moaning about your project idea, but there are plenty of people who will love it regardless of what direction it is going in.
 I'll Love It
#10997 posted by SleepwalkR [130.149.243.224] on 2014/05/20 16:47:36
Cause it was made with TrenchBroom, and therefore, love.
 Basically
#10998 posted by SleepwalkR [130.149.243.224] on 2014/05/20 16:48:03
all the maps made with TB are my grandchildren.
#10999 posted by JneeraZ [199.255.40.36] on 2014/05/20 17:14:21
Stop it .. all of you, stop it! You're making me want to map and I don't have the time for that. AT ALL. Stahhhhp...
 Scampie
#11000 posted by negke [31.18.184.69] on 2014/05/20 17:38:15
The reason FE is being publically criticized and subsequently shunned is not because of the mod, but the fact that at least one of the maps exceeds old Quake's visibility limits (*).
Thus the blame isn't on American McGee for employing hacky code, but SleepwalkR for releasing an editor that encourages detailing!
#11001 posted by negke [31.18.184.69] on 2014/05/20 17:39:30
(*) Which, like I said, doesn't seem like that much of a problem compared to the hard limits.
#11002 posted by Johnny Law [50.242.126.113] on 2014/05/20 20:21:58
Hold on, there was shunning? Did I miss the shunning? Aw man. It's been a long time since I could get a good shun on.
 /me Shuns Johnny Law
#11003 posted by Scampie [72.12.65.92] on 2014/05/20 21:25:08
#11004 posted by FifthElephant [82.24.73.240] on 2014/05/20 22:04:00
Maybe I should just released it without telling anyone that it didn't work on standard quake to see if anyone noticed... ;)
#11005 posted by Lunaran [70.124.85.229] on 2014/05/20 22:17:40
You could take the offending maps out of the pak and release them separately.
Or leave it all as is and call it something slightly different. id tribute pack, or, something.
Or: just do whatever you want! it's other people who are apparently having the heart attacks.
#11006 posted by Spirit [92.196.31.132] on 2014/05/20 22:24:55
I am looking forward to your release more than the next sock! But the QTWID label might invoke different expectations than what you made. Either live with some bullying from pseudonymous internet twats or name it QTWITIMHDID.
#11007 posted by Lunaran [70.124.85.229] on 2014/05/20 23:06:46
quake the way i think id might have done it ... dude?
 Options = Twats
#11008 posted by killpixel [108.253.89.9] on 2014/05/20 23:13:52
But aren't we all internet twats? Am I right guys?
...guys?
 *Opinions
#11009 posted by killpixel [108.253.89.9] on 2014/05/20 23:41:37
 All This Makes Me Very Unenvious Of What The Epic Guys
#11010 posted by nitin [220.244.163.153] on 2014/05/21 00:59:31
will have to put up with for the community based new UT development.
#11011 posted by Johnny Law [50.242.126.113] on 2014/05/21 01:44:21
Ha ho no kidding.
 "Unreal Tournament The Way Epic Did It"
#11012 posted by Lunaran [70.124.85.229] on 2014/05/21 05:45:11
 Sorry About That
#11013 posted by quaketree [76.14.68.95] on 2014/05/21 06:50:42
I probably shouldn't have brought it up...
Fifth, I think that I made it clear that you can, and I encourage you, to make it the way that you want it to be. There can always be a QTWIDI-2 or whatever. My comments were purely based upon what I recalled about what you said that you intended to do way back when you first mentioned it several months ago (December-ish I think). Whatever you release I will play through and based upon QDeck I think that it will probably be pretty good. I personally would stay away from Quoth though. That kind of goes outside of the whole "The way ID did it" part. If you do go with Quoth I would suggest changing the name.
 No Shunning, Just Kidding.
#11014 posted by negke [31.18.184.69] on 2014/05/21 17:16:59
 Fifth
#11015 posted by ijed [190.22.50.41] on 2014/05/21 19:28:10
Ignore all this.
Just make something you think is cool.
 "Unreal Tournament The Way Epic Did It"
#11016 posted by Shambler [82.25.237.247] on 2014/05/21 23:16:24
Is what it will turn out like. When they realise they actually do know how to make UT better than all the gibbering internet fucktards do (as proved by the previous 4 incarnations of the game).
#11017 posted by RickyT33 [2.218.188.161] on 2014/05/21 23:26:22
'id quality is bullshit!'
 Natural Selection 2 Is Worth Playing
#11018 posted by RickyT33 [2.218.188.161] on 2014/05/21 23:26:50
 Floating Pixel
#11019 posted by sock [200.117.167.104] on 2014/05/22 00:45:30
#11020 posted by FifthElephant [82.24.73.240] on 2014/05/22 00:49:59
dat skybox tho.... unffff
 Please Release That Sock
#11021 posted by nitin [220.244.163.153] on 2014/05/22 01:08:45
#11022 posted by necros [99.227.110.3] on 2014/05/22 01:20:13
Is what it will turn out like. When they realise they actually do know how to make UT better than all the gibbering internet fucktards do (as proved by the previous 4 incarnations of the game).
Pretty much? I had thought this was true from the outset and that this was mainly a way for epic to generate buzz. designing a game by committee is a disaster waiting to happen as everyone tries to pull in different directions and I have to assume they are aware of this.
 Yes
#11023 posted by mfx [92.226.92.24] on 2014/05/22 01:21:36
now you have to! sorry, but its awesome!
 Sock
#11024 posted by necros [99.227.110.3] on 2014/05/22 01:21:52
very nice. is that your own skybox? Can't remember seeing that before.
 Sock
#11025 posted by ijed [190.22.105.77] on 2014/05/22 05:39:22
Can you make the antennas pointy and much taller, and stick impaled guys on them because that's what I do in every map I make...
Uh, I mean, good work, keep going :)
#11026 posted by negke [31.18.184.69] on 2014/05/22 08:11:22
Shame sock didn't put a clothline with a dirty sock as a credit easter egg in Zendar like I suggested. Perhaps this map is another opportunity.
#11027 posted by JneeraZ [108.228.244.211] on 2014/05/22 11:52:54
"Pretty much? I had thought this was true from the outset and that this was mainly a way for epic to generate buzz. designing a game by committee is a disaster waiting to happen as everyone tries to pull in different directions and I have to assume they are aware of this."
Obviously every community suggestion won't be taken at face value and blindly to the game. There's a difference between developing a game "for the community" and "with the community". The latter, which is what we're doing, comes with implied curation and filtering and iteration.
#11028 posted by JneeraZ [108.228.244.211] on 2014/05/22 11:53:36
"and blindly ADDED to the game", I meant to say.
 I Still Dont Envy The Filtering Part
#11029 posted by nitin [220.244.163.153] on 2014/05/22 12:38:04
will take lots of patience :)
#11030 posted by onetruepurple [93.105.42.205] on 2014/05/22 12:51:55
Or lots of interns.
 Design By Comittee
#11031 posted by FifthElephant [82.24.73.240] on 2014/05/22 12:52:38
is the worst idea. However!
I think a lot of people feel very passionate about their games and what makes a good one (I got a lot of feedback, I will take it).
I think a lot of people really understand what made UT great in the first place. Things that I hated about the newer UT games were the bland colours and the stupid American Footballer style proportions on *everything*.
 I Have To Say Though
#11032 posted by onetruepurple [93.105.42.205] on 2014/05/22 12:59:39
People who will actually make some UE4 prototypes, instead of simply spamming the forums with walls of text, will be listened to by Epic first and foremost. I wonder if that was an intentional way on Epic's end of encouraging people to subscribe.
 PICTURES !
#11033 posted by Barnak [65.94.232.22] on 2014/05/22 13:39:13
This topic is about screenshots. C'mon guys and worms, show us more pictures of Quake maps in the works. I want an erection !
#11034 posted by JneeraZ [199.255.40.36] on 2014/05/22 14:49:21
Yes, prototypes are the way to go if you really want to make an impression. Words are great, but if I can fire up your blueprint sample and PLAY what you're talking about ... that's gold.
"Or lots of interns."
As a first pass filter, maybe. Ultimately, it will have to be looked at by someone at Epic - likely me - before it goes into the game for reals.
#11035 posted by Scampie [72.12.65.92] on 2014/05/22 16:02:08
AAA games are already designed by committee, may as well have the gamers on that committee too. Even if all their suggestions are fucking stupid, they are likely to lead to better gameplay than what your art lead is suggesting.
 #10894, Dwere
#11036 posted by gb [46.142.37.35] on 2014/05/22 16:28:05
The point was to prove that a 90s style look is possible with FBSP, q3map2 and FTE, using non-paletted (ie RGB) TGA textures.
The idea was to demonstrate that technology is not per se a hindrance in achieving that look.
 Scampie
#11037 posted by ijed [200.73.66.2] on 2014/05/22 16:50:54
Or marketing, production, creative dictator(s), other designers, parent company wanting to 'help' and of course, the client.
bloated, distributed teams are becoming a thing of the past. The industry has changed so that more agile and focused teams are more effective.
Hopefully this will mean the end or at least attenuation of committee design.
Still a long way to go though. My title is games designer, which really means facilitator.
#11038 posted by JneeraZ [199.255.40.36] on 2014/05/22 16:57:00
Random brain rambles, but I wonder how many of those stories of "the publisher ruined our game!" are actually true.
I know it happens sometimes but I think at least some of those must have been smoke screens. Sometimes a game is just shitty. :)
 Oh Yeah
#11039 posted by ijed [200.73.66.2] on 2014/05/22 19:26:52
Not trying to excuse the oinkers I've worked on.
Biggest culprit for a bad game is a bad team and/or teamwork.
This can be caused by morale though, and there's nothing for lowering morale like a command from on high that's counterproductive and must be done anyway.
 Haha
#11040 posted by Tronyn [24.79.126.117] on 2014/05/22 22:05:33
"there's nothing for lowering morale like a command from on high that's counterproductive and must be done anyway."
Sooner or later, no matter what field you're in, you realize that The Wire describes your workplace.
 Willem
#11041 posted by Scampie [72.12.65.92] on 2014/05/23 00:05:04
From my experience, it was a little of column A and a little of column B. A mixture of directionless idiot leads, with a Publisher (who happens to own the studio) who just wants to flip Call of Duty shaped hotcakes off the griddle. So you go from atmospheric horror/puzzle game with time travel mechanics, to mediocre and forgettable shooter with time travel story.
#11042 posted by [Kona] [121.73.104.148] on 2014/05/23 01:15:51
What game are you talking about scampie? Singularity had time travel...
A lot of games suck because there's a mass of dumb cunt gamers though don't know what good games are. The younger console market who just want to do STUPID FUCKING MINDLESS SHIT like minigames and running over pedestrians and collecting pointless crap like new outfits for your character. I've been playing far too many of these open world sandbox games lately that seem to be more about just fucking around doing random shit with your mates over while eating pizza, instead a really amazing gaming experience. Unfortunately, that seems to be what brings the money.
Dead Rising 2 is the current one I'm playing through and I'll take any COD game over DR2.
#11043 posted by sock [200.117.167.104] on 2014/05/23 01:41:31
@nitin, yeah this weekend hopefully.
@necros, yes this is my skybox. I bought the latest version of Terragen and have been testing out some ideas, this is one of them.
@ijed, the architecture is a cross between runic and base. The towers of runes are suppose to be topped with metal antenna poles. No spikes or bodies for this map.
@negke, never been a fan of easter eggs in my own maps, just simple secrets is enough.
@rest_of_the_idiots, seriously start another thread "UT dribble" or talk in general. This thread is suppose to be screenshots and feedback. >:(
 A Peak Into Crateworld
#11044 posted by Breezeep_ [100.1.255.141] on 2014/05/23 02:09:47
 For Scampie
#11045 posted by Lunaran [70.124.85.229] on 2014/05/23 05:30:40
 Yes
#11046 posted by Scampie [72.12.65.92] on 2014/05/23 06:05:49
I was working on it for awhile at the end of that 'two year mess'
 And I Should Add
#11047 posted by Scampie [72.12.65.92] on 2014/05/23 06:15:20
I have nothing but respect for the team that came after and actually finished it.
But I can only relate my time during that story... and it was not a very happy time.
 Sock
#11048 posted by nitin [220.244.163.153] on 2014/05/23 12:18:27
awesome look forward to it.
 The Problem With Bob ...
#11049 posted by sock [200.117.167.104] on 2014/05/23 14:33:47
 ...is That.
#11050 posted by Shambler [82.25.237.247] on 2014/05/23 15:38:15
They are fucking annoying to fight against. Not hard, just annoying.
Map looks rad tho.
 Maybe Thats An Idea
#11051 posted by ijed [190.22.29.193] on 2014/05/23 16:05:12
Change them for Sentinels?
Those are a bit more runic than tech and don't have the dodge behaviour.
 Ffs
#11052 posted by negke [31.18.93.198] on 2014/05/23 16:20:13
Man up, you pussies. Bobs are much less annoying than any other Quoth enemy.
Sentinels are most likely too slow/poorly visible for that environment.
#11053 posted by dwere [213.87.134.154] on 2014/05/23 16:29:37
Bob is rad for its retro look (rivaled only by Floyd from Rubicon 2) and death sequence (I dunno, I just like it).
 Singularity
#11054 posted by killpixel [108.253.89.9] on 2014/05/23 18:24:36
Really interesting read. I enjoyed the little I played, but the the shoddy DRM (game freezes when not connected internet) broke it for me :(
Steam is DRM enough, I wish publishers would stop bogging down their products with this crap.
 Ffs
#11055 posted by Shambler [82.25.237.247] on 2014/05/23 18:31:48
Cliche up, negke, you macho nob.
Actually, sentinel's slowness would work well in the void I think, it could add some vibe to it, especially if they have patrol routes.
 Although.
#11056 posted by Shambler [82.25.237.247] on 2014/05/23 18:33:10
I should have faith in sock, I doubt even Quoth can ruin his reliably fine gameplay balance.
#11057 posted by Lunaran [70.124.85.229] on 2014/05/23 18:43:58
Man up, you pussies.
The new enemies are belligerently unfun. Each one feels like Doom3's "bludgeon the player and call it a challenge" design philosophy brought to Quake.
I could tolerate this at first for the sake of playing cool maps from the community, but it became a dealbreaker when some in the community made clear their attitude that it was my fault. Quoth can apparently only be appreciated by people better than me, because I'm a pussy.
I won't even read the news post for a new map farther than the word Quoth anymore, regardless of who made it or how cool it looks, because I already know everything I need to.
For sock, I'd make an exception. Good thing Quoth implements impulse 205!
 Doom3's "bludgeon The Player And Call It A Challenge" Philosophy
#11058 posted by killpixel [108.253.89.9] on 2014/05/23 19:01:45
Doom3 was challenging? That's news to me.
This is how Doom3 "bludgeoned" the player:
"Ok now, we're gonna spawn not one, not two, but THREE enemies in your general vicinity. Be ready, we're giving you all the ques that this is going to happen... hey, here it comes, get ready. It's coming. Aim your weapon, use your WASD keys. Here it comes. We're gonna spawn them one at a time, just in case you get flustered, ok? Get ready. Actually. Nevermind, here's a scary sound and a medpack."
NIGHTMARE mode was such a missed opportunity in that game. They had the chance to offer a challenging difficulty setting, instead it's just veteran with decreasing health :|
 Well
#11059 posted by negke [31.18.93.198] on 2014/05/23 19:24:23
There are two sides to the issue, in my view. I agree the gameplay in many Quoth maps can easily become annoying, but is it because the enemies are designed in a bad way or because the authors use them in a bad way?
Probably a bit of both: It seems to me they were intentionally designed to be more difficult in order to provide a high-tier supplement to the stock enemies much like the occasional fiend and shambler in a base or medieval map. However, authors often use them as replacements for regular enemies which results in a much harder overall experience rather than situational difficulty spikes.
So perhaps a misunderstanding on both parts. Designers wanted high-tier supplements while mappers expected normal-type additions for extended variety. Add to that a possible veteran player mindset on both sides and the result is frustrating gameplay.
I don't mean to bash people for not liking the new enemies, prefering less taxing combat, simply being not as hardcore players as others. Shambler being the exception of course! :) However, in the case of Bob, I don't understand the hate it often gets. It's not unbalanced in terms of health and damage like several other Quoth monster; the only thing that sets it apart from the regular enemies, in a positive way IMO, is its unique attack behavior which I don't consider difficult to read and master at all, there's no randomness or unfair behavior.
 The Problem With Bob ...
#11060 posted by spy [5.251.34.109] on 2014/05/23 19:32:06
Sock
Let me be you're betterman(live)
 About Nuwolf
#11061 posted by spy [5.251.34.109] on 2014/05/23 19:33:39
i'd like to here , whats happened to D4 beta
anybody in
 Lool
#11062 posted by Tronyn [24.79.126.117] on 2014/05/23 21:17:58
I had no idea people disliked Quoth's gameplay until, I think it was with ARWOP, someone said that Drake was just like Quoth - I thought that was a good thing but apparently not!
Personally I think Quoth is great, but apparently I've underestimated the traditionalism here, even though I didn't even use a skybox until 2008.
Anyway it's nice to see forum activity and Sock screenshots.
 Guys...
#11063 posted by Breezeep_ [100.1.255.141] on 2014/05/23 21:34:36
this is supposed to be the screenshots thread. not some debate thread.
#11064 posted by Scampie [72.12.65.92] on 2014/05/23 21:41:17
discussion goes where ever discussion currently is. over the long run, the thread will go back to it's original purpose.
 Relentless
#11065 posted by Preach [77.98.165.95] on 2014/05/23 21:53:18
I think relentless is a fair assessment of some of the Quoth monsters. On investigation, I found that sometimes they were literally more relentless than stock monsters in nightmare. When the patch notes for 2.2 say that the "contrast" between nightmare and other skills has been increased, translateed that says the worst offenders have had such behaviour shoved into nightmare where it belongs, and more resemble Quake creatures in skills 0-2.
 Yeah
#11066 posted by Drew [132.205.103.139] on 2014/05/23 22:06:06
I get the flak Quoth receives despite my personal love for the additions on offer, but I've always felt bob criticism was weird -especially after he got retooled. his pattern is very easy to master, I think.
#11067 posted by Lunaran [70.124.85.229] on 2014/05/23 22:38:22
I think that sometimes designers will design a monster that's numerically in line with Quake monsters, but put one in a test box with a pillar in the middle, easily kill it without being hurt, and think "oh, I need to make that way harder." Thing is, every existing Quake monster fails that test too. You can even (laboriously, with practice) solo a Shambler with the axe just by doing the "shambler dance." The danger of a Quake monster doesn't come from its abilities, it comes from how those abilities overlap with other monsters, with surrounding architecture, with where the player's attention is focused, and with how his movement is constrained.
Meanwhile, the whole Quoth menagerie has homing shots and perfect leading shots and hitscan attacks with no anticipation frames and every new dude is like his own miniboss.
this is supposed to be the screenshots thread
You're right!
http://lunaran.com/pics/lunsp2/lunsp2_0019.jpg
 Fucking Incredible
#11068 posted by Breezeep_ [100.1.255.141] on 2014/05/23 22:43:01
 Lun
#11069 posted by SleepwalkR [93.200.76.217] on 2014/05/23 22:50:45
That looks more moldy than my 92 year old grandmother, and I like it!
 Addendum
#11070 posted by SleepwalkR [93.200.76.217] on 2014/05/23 22:51:39
to people complaining about actual discussion taking place on this forum for a change: Calm down.
 Lunaran
#11071 posted by onetruepurple [93.105.236.62] on 2014/05/23 22:52:28
Bring back the forge screenshot!
 Solution:
#11072 posted by metlslime [159.153.4.50] on 2014/05/23 23:40:56
use rubicon monsters, they are fairly nonthreatening when spawned alone in a cube room :)
#11073 posted by [Kona] [121.73.104.148] on 2014/05/24 00:53:22
I really liked Singularity, it's an underrated game. I didn't realise it had such a scrappy development. Ironically I think it's a better game than Wolverine Origins in pretty much every single area.
Funny that it had such big issues running in ps3/xbox - the levels are all pretty small and linear for 2010.
 Damn (re Singularity Development)
#11074 posted by Tronyn [24.79.126.117] on 2014/05/24 01:11:36
I know there's Hellraid, but I always hoped Raven would be able to return to their roots. I guess I hoped for the same thing with Human Head. Hell even with id, since they've done nothing in 10 years that reminds me of their old stuff. I especially suck at letting things go, but from Heretic 1/2 to Call of Duty franchise work just depresses me. We all know the masser the market, the dumber, but I'm sure all of us have seen the same commercial influence corrupt things - the parallels with music aren't too hard to see.
 Community Game Development
#11075 posted by killpixel [98.211.184.167] on 2014/05/24 01:50:54
Saw this on reddit, pertinent to a previous discussion...
http://imgur.com/LI3UBoN
 Lun
#11076 posted by Drew [70.53.201.226] on 2014/05/24 04:54:34
Fuck yes. Love the moldy mildew monolith deal you're showcasing there. I'd say I can't wait to play it, but I guess the last couple years prove otherwise. That shot has me more excited than Sock's though, which is saying something!
 That Shot Form Lun
#11077 posted by nitin [220.244.163.153] on 2014/05/24 05:14:34
reminds me of the atmosphere from another game, cant quite remember what though! But love it.
 Lovely Skybox (where Can I Get It?) :)
#11078 posted by Trinca [89.152.241.19] on 2014/05/24 11:13:06
#11079 posted by [Kona] [121.73.104.148] on 2014/05/24 12:17:34
yeah looks great lun (once I put it into photoshop to turn the brightness up hehe)
#11080 posted by JneeraZ [108.228.244.211] on 2014/05/24 13:07:25
#11081 posted by [Kona] [121.73.104.148] on 2014/05/24 14:44:54
hehe exactly willem
#11082 posted by Lunaran [70.124.85.229] on 2014/05/24 18:20:32
man up you pussies! lunsp2 is for hardcore players who cover their windows with black tape!
 Lunsp2
#11083 posted by necros [99.227.110.3] on 2014/05/24 18:35:46
i love the massive height of that hall. something that might be a cool theme would be a map where every room and hallway must been taller than it is wide except where absolutely necessary.
 #11059
#11084 posted by Shambler [86.29.251.168] on 2014/05/24 19:36:26
For the common sense - see, you ARE capable of it.
But, it's not just about the difficulty or the imbalance, it's about the annoyance - Bobs are one of the easier Quoth enemies, but fighting them is annoying due to their size, dodge mechanics, and distracting attack.
 Necros
#11085 posted by Lunaran [70.124.85.229] on 2014/05/24 20:59:44
For one of the maps, I've set the goal that the player starts near the very top of the valid grid, and the exit must be near the very bottom. All (or nearly all) the 768^2 maps had the player start at the bottom and ascend, which is a very natural progression to the point of being the default. I wanted to see what the hurdles were in designing a map where the player is always descending, deeper and deeper, without just stacking locked chambers.
http://lunaran.com/pics/lunsp2/m2editor_side.png
Discouraging shortcuts is tricky in a game without falling damage, as is creating combat scenarios where monsters below you are still threatening.
When I build it out for real it'll be fun to transition the visuals to an extreme degree as you descend, so it feels like you're disappearing into the bowels of the earth.
#11086 posted by necros [99.227.110.3] on 2014/05/24 22:59:00
yes, i've tried going from top to bottom as well and those problems are why i never followed through with a complete map.
finding ways to stop the player just jumping down without flat out putting walls everywhere is a huge challenge. I am curious to see you complete this map just so I can see what you end up using. :)
 Endless Wind Brushes.
#11087 posted by Shambler [86.29.251.168] on 2014/05/24 23:26:15
HTH
 Whoa
#11088 posted by Breezeep_ [100.1.255.141] on 2014/05/25 00:37:24
Lunaran, what editor are you using?
 That's Radiant
#11089 posted by Scampie [72.12.65.92] on 2014/05/25 01:08:00
 Sikkpin's Qe3
#11090 posted by Lunaran [70.124.85.229] on 2014/05/25 01:08:05
an unreleased version with bugfixes someone here sent me. it was either necros or negke. anyone know where sikkpin's gone?
I like QE3 because it still scrapes a folder full of *.qc files for /*QUAKED*/ comments, so I can document entities as I create/change them in the code, and not have to faff around with maintaining a separate file. Also because it's basically Radiant. :)
necros, having lots of death pits helps. I made a chart of the maximum distance a player can leap horizontally given 'x' height difference, so I can make areas visible down below the player that are just far enough away that a flying leap still sends him into the void. you can also use a ceiling a bit wider than the floor, so if you try to drop down you'll slide straight down the side of the ceiling brush and past the ledge. it's still possible sometimes to nail a gentle keyhole trajectory between the two if you do that, but it's hard enough that it probably falls under "speedrun tricks" which is okay.
#11091 posted by necros [99.227.110.3] on 2014/05/25 02:55:47
I like QE3 because it still scrapes a folder full of *.qc files for /*QUAKED*/ comments, so I can document entities as I create/change them in the code, and not have to faff around with maintaining a separate file. Also because it's basically Radiant. :)
i now feel like a complete buffoon. i had no idea it could do that and would always copy/paste the comment block into a separate file. god damnit that is a massive time saver.
how do you set it up to do that? set your base path to your mode folder?
 Yeah
#11092 posted by Lunaran [70.124.85.229] on 2014/05/25 05:32:31
f5 to edit project, and change "Entity File(s)" to "c:/games/quake/sickmod/src/*.qc" or whatever.
seems like id used .qc files like a functionality garbage dump. qe3, qcc, and modelgen each parse .qc files and digest separate but overlapping parts of them.
#11093 posted by necros [99.227.110.3] on 2014/05/25 06:41:18
my god... how did i not know about this feature??
 SleepwalkR
#11094 posted by ijed [190.22.87.3] on 2014/05/25 14:50:27
That could be cool to have in TB...
#11095 posted by sock [200.117.167.104] on 2014/05/25 17:54:50
@Lunaran, lovely mouldy look, I thought you had finished that map? Is that green or black fog at the top? Are you reworking the textures?
More Metal Pixel Pimpage - Runic Prison
 Nice Stuff
#11096 posted by ijed [186.9.129.150] on 2014/05/25 23:24:30
Are those from the wad I uploaded a while back?
Metal is great. You are obligated to keep it clean and 'bland' for want of a better word...
Gah this is a fun hobby.
#11097 posted by necros [99.227.110.3] on 2014/05/26 00:53:12
one thing that would be nice for metal would be an ikbase style set with some angled textures for a bit more variety.
 Runic Base Trim Set
#11098 posted by sock [200.117.167.104] on 2014/05/26 01:50:55
Are those from the wad I uploaded a while back?
No, I started with two large rune sheets from my favourite metal map by Kell. I then extended the rune shapes into larger panels and created a collection of colour/style matching metal trims and door structures that also work well with the id runic set. I even created runic light fixtures with horz/vert versions for correct rivet shadows.
The final set has enough panels and trims to create enough variety for edges and large set piece objects and not feel out of place next to id runic pieces. The wad and source map will be included in the metmon pak file if anyone wants to play with them in their own projects.
#11099 posted by Lunaran [70.124.85.229] on 2014/05/26 03:01:24
sock, I've already had to rethink a bunch of visuals in the first couple maps because you one-upped me so much last year, please don't make me have to rethink the metal map too :(
 Lun...
#11100 posted by FifthElephant [82.24.73.240] on 2014/05/26 03:12:08
just do what I'm doing... intentionally make shit maps and say "it's like id did it". ;)
#11101 posted by [Kona] [121.73.104.148] on 2014/05/26 06:44:39
lmao 5th
 Well, This Looks Different...
#11102 posted by Breezeep_ [100.1.255.141] on 2014/05/26 17:26:13
 Looks Good Quaddamage
#11103 posted by killpixel [98.211.184.167] on 2014/05/26 18:18:12
is this a map, episode or megawad?
 It's Actually Another Part Of A Map I'm Making For WOOO 2...
#11104 posted by Breezeep_ [100.1.255.141] on 2014/05/26 18:22:25
...Which is an upcoming jokewad for ZDOOM.
#11105 posted by JneeraZ [108.228.244.211] on 2014/05/26 18:22:27
It's certainly a mega screenshot ...
#11106 posted by Lunaran [70.124.85.229] on 2014/05/26 18:41:59
Are those hexen rocks?
 Mmm Jokewads
#11107 posted by killpixel [98.211.184.167] on 2014/05/26 18:48:34
I love doom.
 So Many Pixels...
#11108 posted by killpixel [98.211.184.167] on 2014/05/26 18:49:19
 Looks Great Killpixel..
#11109 posted by FifthElephant [82.24.73.240] on 2014/05/26 19:58:58
Really love shot one.
RoQ, not bad... make your screenshots smaller though jeez! ;)
#11110 posted by skacky [90.0.71.39] on 2014/05/26 20:15:44
First pic looks cool as fuck, Killpixel.
 Doom Is Somewhat Adequate
#11111 posted by dwere [213.87.132.212] on 2014/05/26 20:23:51
 Thankee, Thankee
#11112 posted by killpixel [98.211.184.167] on 2014/05/26 20:29:01
oddly, shot 1 was started and completed in an afternoon. I wish all areas went by so effortlessly :(
all shots are very WIP, btw.
 Those Are Some Sexy Corridors
#11113 posted by Spiney [91.176.188.73] on 2014/05/27 23:34:11
 Corridor Crawls.
#11114 posted by killpixel [98.211.184.167] on 2014/05/28 04:23:48
I like them.
 The Lighting
#11115 posted by Spiney [81.242.127.62] on 2014/05/28 17:56:16
Is pretty sweet also.
In the second shot the stripes of light are coming from the left? (outside of the shot)
The third one also has an interesting indirectly lit look.
 Lighting
#11116 posted by killpixel [108.253.89.9] on 2014/05/28 18:26:06
In the second shot, the stripes of light are coming from the top.
When I first started this map I knew nothing, not even that light had properties that could be manipulated (falloff, angle, etc) so I thought of this little gimmick to kinda get light the way I wanted it.
In shot two, you see a little bit of a white light texture in at the top, it's illusionary. Behind it is a shaft with a bright light at the end. This allows you to focus bright light into any shape you want, in this case, a rectangle. By moving the light closer or father away you can change the sharpness of the projected light.
It's a cool effect. You can have very controlled bright light in otherwise dark areas. The contrast becomes even cooler when enemies move between the shafts of styled light.
Now that I know how to change light parameters It's not my go-to way of lighting, however, I still use it for it unique effect in certain areas.
Here are some very early shots, the top right was the first use of the shaft light method.
http://www.killpixel.com/kpcn/KPCN_old.jpg
#11117 posted by FifthElephant [82.24.73.240] on 2014/05/28 18:42:45
I remember playing an old version of this... it was pretty unique. :)
 Thanks!
#11118 posted by Spiney [81.242.127.62] on 2014/05/28 19:26:08
Good info :)
#11119 posted by skacky [90.0.71.39] on 2014/05/28 23:54:52
Last shot reminds me of some architecture I used in the Monolith map in E.Y.E. Good stuff.
#11120 posted by Lunaran [70.124.85.229] on 2014/05/30 03:45:31
 Killpixel
#11121 posted by Drew [70.53.201.226] on 2014/05/30 06:09:06
bottom right shot looks so cool. Way to go.
 Wow
#11122 posted by ericw [172.219.249.35] on 2014/05/30 06:30:38
love those scooby-doo backgrounds.
I love how they light the nighttime scenes with shades of blue. I wonder if this was an influence on lucasarts adventures (esp. monkey island) which has a similar style
#11123 posted by Breezeep_ [100.1.255.141] on 2014/05/31 18:57:48
#11124 posted by madfox [84.26.177.181] on 2014/06/01 05:08:11
nice lightning block in the middle.
 More Textures + Mapping Derp
#11125 posted by killpixel [98.211.184.167] on 2014/06/03 00:34:22
A few days ago Lunaran posted a pic of a really nice looking Quake4 map. Upon looking through the rest of the screenshots, this caught my eye.
It was sexy and I knew I'd seen it before, like here in Doom3 or here in Quake2.
These areas use tall, pillar type brushes that look structural. In between them you can place walls, eye candy, or whatever. It makes mapping flexible and it looks cool. Ordinary walls now have a bit of interest and the utilitarian look if the beams/pillars adds believability.
So, since I'm over a decade behind on mapping theory, I gave this idea a shot. This also gave me an excuse to give making textures a second try.
BAM.
It's generic as hell, but still cool. This is part of the big map I'm working on. The new textures will seem jarring, as there aren't any others elsewhere, but, meh.
Download the map and take a look for yourself, or Download the textures if you'd like to use 'em.
#11126 posted by necros [99.227.110.3] on 2014/06/03 00:42:31
nice textures!
 Boys...
#11127 posted by FifthElephant [82.24.73.240] on 2014/06/03 00:49:21
I think we found our next speedmap session.
 Killpixel:
#11128 posted by metlslime [159.153.4.50] on 2014/06/03 00:58:14
are those your textures?
If so, some advice:
1. edges of features should line up with pixel boundaries in a consistent way. For example, your floor texture has 4-pixel wide openings, but the space between openings seems to be 4.25 pixels, so the third slot is obviously .5 pixels off, and then by the 5th slot you are back on grid. This creates a lot of unnecessary and inconsistent antialiasing.
The wall vent in the top right screen shot, far right edge is an example of repeated features completely not lining up with the grid, so they are all blurry and weird looking
2. repeated patterns like vents and ribs also should be powers of 2 in size. This way even when mipmapped down they retain their crisp readability. Your floor vents are good because they are 4 pixels wide with 4 pixel gaps (once you fix that gap width) so even on the third mipmap they will be crisp. So try to make things 1px, 2px, or 4px in size, and gaps between features should be 1,2, or 4px wide.
3. All of the textures in your screenshot have almost the same color across the entire texture. It's a very flat, brown look. Adding some sort of contrasting material color can really help make your textures pop. It doesn't have to literally be a "Color", it can be more brown but of a different value (for example you have one panel that is slightly darker brown, try making it even darker so it stands out against the lighter brown you are using everywhere else. It can also be the same color but a different saturation, for example taking that brown and fading it almost to a dirty grey color. And of course you can add more of a real color too. The red pipes in some quake2 maps is a good example of color that pops well.
4. finally, a good way to maintain color harmony with different textures -- once you have more than one color :) -- is to make sure that in any given texture, some pixels share the primary color of other textures. The quake palette helps with this of course. if you look at the quake metal textures, the grey textures have blue pixels and the blue textures have grey pixels, so the eye sees those repeated colors and it pulls the whole scene together better. Textures that don't look good together often have no common colored pixels.
 Textures
#11129 posted by killpixel [98.211.184.167] on 2014/06/03 01:51:44
@necros - Thanks!
@FifthElephant - IF you do, you might wanna download my first attempt at textures and mix them in for some much needed contrast.
@metlslime - Thanks for good advice. I fixed a few other textures that suffered from the misalignment issues you mentioned, but then just got lazy... I should fix these. What they would look liked mipped never even crossed my mind, nice pointer.
And yes, they're all exactly the same color. I should do something about that. hehe... looks like Alien3.
And your final point is very nice, I'll put all your advice to use my next texture making go around (third times the charm, hopefully).
Tell me what you think of this idea, and if it's not a very good one on a technical level:
I planned on greyboxing an entire map, focusing purely on gameplay. Then making a single, giant texture for each wall, all uniquely drawn. It's basically like megatexturing quake style. I think this could yield some really cool results, however, my technical ignorance causes me to wonder how bsp/engines would deal with that.
Just imagine: a map without any tiling textures, just a big, uniquely drawn canvas full of detail...
 Killpixel:
#11130 posted by metlslime [159.153.4.50] on 2014/06/03 04:02:52
It's worth trying but you should do an early stress test to see if it's even viable -- there are a number of steps in the texture loading pipeline that probably never had to handle 100s of megs of texture data. You'll probably need a giant -heapsize, for example.
Also, map load times will go up linearly with the amount of texture data to load. I like how quake takes 2-3 seconds to load a map. Changing that to 30-60 seconds doesn't sound like fun to me as a player.
#11131 posted by Lunaran [70.124.85.229] on 2014/06/03 04:22:52
"Tiling textures are really just a crappy form of compression." -John Carmack
"No, they're a great form of compression." -Lunaran
#11132 posted by [Kona] [121.73.104.148] on 2014/06/03 08:27:50
Carmack 1, Lunaran 0.
yes killpixel studying the level details of lunaran and others like him that are good at architecture is the best way to improve your mapping skills.
 I Love The Style Man
#11133 posted by RickyT33 [2.218.188.161] on 2014/06/03 18:57:25
Speedmapping could be a great idea with this set :) Totally Doom-base style (which I love).
<3
 Tiling
#11134 posted by Spiney [91.179.142.216] on 2014/06/03 19:56:33
Crappy form of compression, great form of workflow.
 RickyT23
#11135 posted by killpixel [108.253.89.9] on 2014/06/04 16:04:42
Glad ya dig it :D I rather like the doom base look myself.
#11136 posted by Lunaran [70.124.85.229] on 2014/06/04 17:00:33
Carmack will decide on a viewpoint that he finds "pure" and then use that as the justification for a huge amount of decisions that must be correct because they're derived from a pure assumption.
We all heard the story he kept trotting out about "being able to see what brick will pop out of the wall" in a cartoon because the brick is cel shaded and the wall is a painted background and that's why lighting should all be unified and real-time. Great, sounds terrific. Lighting wasn't unified up to that point, of course, because it allowed you to make pretty deep case-specific optimizations that made your game actually run fast, a lot faster than Doom3, but now you've talked yourself out of that completely for pat-yourself-on-the-back points. Anyone else would be called naive.
Tiling textures are, from a certain very grognardy point of view, a form of compression. Sure. And if your goal is to perfectly simulate the real world, yes I guess it's not 100% accurate. In the context of the reality of having to make a video game, however, it's really pretty damn good.
1) Very simple to implement. Already supported by 100% of hardware!
2) Artists intrinsically understand it and can work with it easily.
3) Players barely notice, and environment artists barely notice once they've started playing and stopped looking.
I no longer take the view that the goal of a video game is to perfectly simulate a real world, because doing so just so you can fill it with absurd gunfights and guys who wear tires for hats is dumb. Building a game with nothing but unique surfaces and textures that the player will then drive past at 40 mph in a dune buggy is dumb.
#11137 posted by Scampie [72.12.65.92] on 2014/06/04 17:15:23
but that concrete wall looks literally the same as THIS concrete wall!
MY IMMERSION!
#11138 posted by sock [200.117.167.104] on 2014/06/04 17:20:20
I planned on greyboxing an entire map, focusing purely on gameplay. Then making a single, giant texture for each wall, all uniquely drawn. It's basically like megatexturing quake style. I think this could yield some really cool results, however, my technical ignorance causes me to wonder how bsp/engines would deal with that.
Its a trap! Unfortunately the only person who is really going to notice all this detail is you because you created it. Most players will notice the first room, but after that it, it will just become a blur of detail overload.
I never really understood the fascination with the metal Doom3 texture set, its mostly fixed sized panels painted over generic corridors. I really preferred the wide atrium, outside areas and underground temples to the constant alpha/beta/gamma lab corridors sections.
#11139 posted by JneeraZ [174.97.226.218] on 2014/06/04 17:20:22
Taken in context, extolling the virtues of megatexture, his comment makes perfect sense.
But, sure, if you want to talk realities of shipping games you certainly wouldn't want to listen to John Carmack. What's he ever done? ;)
#11140 posted by dwere [83.149.9.92] on 2014/06/04 17:30:48
Let's also bitch about how Quake maps are slower/harder to build/longer to compile than Doom maps because of all the bullshit innovations.
 On A Tangent
#11141 posted by ijed [200.73.66.2] on 2014/06/04 18:22:48
All realistic games suck.
 @sock
#11142 posted by killpixel [108.253.89.9] on 2014/06/04 19:43:05
I see your point, and you may be right.
However, I quite liked the (macro) detail and uniqueness of RAGE. It didn't feel like detail overload and the environment always had my attention... of course, that could be because the game had absolutely nothing else to offer.
The idea of greyboxing is to give the level designer total freedom in terms of gameplay. Later, the artist can "make it work", making giant, area specific textures which gives the artist flexibility needed to do that.
So far, my little test is coming out much better than I expected. The mapping is easier, the texturing is easy and it's looking really cool.
I'll post my results in a week or so.
 "What's He Ever Done?"
#11143 posted by Lunaran [72.48.250.247] on 2014/06/04 21:57:35
Number of games (non-id & excluding expansion packs) shipped on Quake3 engine licenses, according to Wikipedia: 15
Doom3 engine: 6
Rage engine: 2
Do the Unreal or Crytek engines only support one lighting path? They must, if it's such a brilliant streamline. How about fully virtualized textures and geometry?
 Lun
#11144 posted by [94.76.205.251] on 2014/06/05 00:49:48
#11145 posted by Lunaran [70.124.85.229] on 2014/06/05 02:56:41
wasn't that video panned as just a play for investment capital?
#11146 posted by Scampie [72.12.65.92] on 2014/06/05 03:54:15
Well, you know, billions of voxels are really just a poor form of compression. What we need are actual digital atoms.
 Reality
#11147 posted by Tronyn [24.79.126.117] on 2014/06/05 11:24:03
Seems like a pretty shitty form of compression, although then again we seem to be getting some hints that it's more efficient than we think
 "What's He Ever Done"
#11148 posted by quaketree [76.14.68.95] on 2014/06/05 12:05:20
To the best of my knowledge he's never made a level. Carmack is an engine guy. That's not a bad thing or a pejorative statement but as I see it it's not in his toolset to be creative outside of programming. I liken him to the guy who lays rebar, makes forms and pours concrete into them. He makes the foundations that great buildings stand upon, but I wouldn't call him an architect even though the architecture wouldn't stand without him making the foundations that they sit upon.
This line of thought brings to mind some other people. For example Henry Ford made a blanket decision that all of his cars would be painted black. It was a wise decision in that it streamlined the production process but soon enough people were paying extra money to get their cars painted in colors other than black. Ford made the cars but others added color. As I see it Carmack is the Henry Ford of the gaming world.
 It Should Be Noted
#11149 posted by dwere [83.149.8.131] on 2014/06/05 12:58:29
"Pure" mapper's perspective is also limited.
 "Pure" Mapper's Perspective Is Also Limited.
#11150 posted by quaketree [76.14.68.95] on 2014/06/05 13:19:00
Without a doubt. But I will say that the mapper has to learn the limitations made by the engine so they tend to understand what they can or cannot do. The guy who makes the foundation doesn't always know what will be built upon it so it has to be both robust and flexible. Carmack did that well and I have a lot of respect for what he did. But, his vision was in programming the engine and what it could do, not the levels themselves.
Doom and Quake were both built upon Carmack's engines. What came out of it wasn't Carmacks doing any more than any work of art was made by the people manufacturing the paint, stretching the canvas or quarrying the stone.
 I Dunno
#11151 posted by Tronyn [24.79.126.117] on 2014/06/05 13:37:52
I think at some point he made some deliberate decisions relating to what sort of game he wanted to see, including its environments; he seems to have dealt with mappers' requests with impatience. I think he did have a vision of the games and that the limitations of his programming reflected that. The artists worked within his context and that context was certainly not mostly unconscious.
#11152 posted by dwere [213.87.130.239] on 2014/06/05 14:10:58
I understand the analogy somewhat, but I think that creating an innovative engine is a bit different from manufacturing some generic tools for artists. You can't do the former without a slightest idea of what you want to see in a finished product. That's the problem with Carmack's latest efforts - they're too focused on certain goals, and therefore are less flexible.
#11153 posted by JneeraZ [199.255.40.36] on 2014/06/05 15:21:42
Holy hell ... Look, the quote in question is in regards to selling megatexture as an alternative to levels mapped with tiling textures. His point being that all tiling textures are is a form of texture compression - he has a valid point.
I don't know why the argument that Carmack never made a level raised it's head here, but it was never argued that he HAD so we can leave that one outside for now.
Technologically speaking, the quote is correct.
Ask any artist (at least the ones I know) if they'd prefer tiling textures or unique textures and they will almost always choose unique. Tiling textures, however, are more realistic for shipping games but I think that's more of a workflow/storage issue than a visual or aesthetics one.
So if uniquely texturing worlds ever becomes as easy, workflow wise, as applying tiling textures you can bet money that it will become the standard.
 Willem Hit The Nail On The Head On All Points Raised
#11154 posted by killpixel [108.253.89.9] on 2014/06/05 21:14:23
Also, unique textures =/= realism.
To me, megatexturing just makes the art (realistic, surreal, cartoony, whatever) more rich and interesting.
 Heheh
#11155 posted by ijed [200.73.66.2] on 2014/06/05 21:34:06
To me it justifies a $59.99USD price tag and 50GB of data XD
 WIP Plutonia Map
#11156 posted by Breezeep_ [100.1.255.141] on 2014/06/06 22:57:49
[IMG]http://i.imgur.com/IIAMOk7l.png[/IMG]
#11157 posted by Breezeep_ [100.1.255.141] on 2014/06/06 22:57:59
#11158 posted by FifthElephant [82.24.73.240] on 2014/06/06 23:16:36
Looks nice!
 Looks Good
#11159 posted by killpixel [98.211.184.167] on 2014/06/07 02:19:44
makes me want to go on a doom binge
 Some Unfinished Business
#11160 posted by negke [31.18.93.198] on 2014/06/08 14:09:42
 Ugh
#11161 posted by Drew [70.53.201.226] on 2014/06/08 16:03:08
So good. I remember these... Are they lost forever, or are you advertising that you have the source?
#11162 posted by necros [99.227.110.3] on 2014/06/08 22:58:36
please tell me you will be finishing those, neg!!! i loved them back when he started them and they are still amazing.
#11163 posted by negke [31.18.93.198] on 2014/06/08 23:59:29
I don't have the source. Just stumbled upon the screenshot while searching for a particular video for mocking sock and thought I'd share them for inspiration.
 #11162
#11164 posted by onetruepurple [93.105.42.175] on 2014/06/09 00:01:37
That implies you still have them!?
#11165 posted by necros [99.227.110.3] on 2014/06/09 01:09:38
not the sources, no. these were maps Kell made during Quoth dev that he had originally intended to make into an episode. Unfortunately, what you see is most of what there is.
 New Paint On The Walls
#11166 posted by mfx [85.181.154.241] on 2014/06/09 02:24:30
1 2 3
Socks Sky is from sock, havent got a better one at hand now:)
map is just a speedmap with nothing really in it, no time..
#11167 posted by Scampie [72.12.65.92] on 2014/06/09 02:28:58
that looks super cool!
If only the egyptian enemies from rogue weren't so shit they'd fit in so well there.
 Ooh Yeah.
#11168 posted by Drew [70.53.201.226] on 2014/06/09 04:30:35
Agree! Maybe the altered ones from Drake? Certainly a few centroids would fit the setting!
By the way, holy hit You map fast! I really have to get trenchbroom working.
Also shame about the kell source. Great inspiration for a new subtheme though
#11169 posted by mfx [85.181.154.241] on 2014/06/09 14:22:47
Gaunts and polyps in masses...
 A Collection Of Unfinished Things
#11170 posted by Scampie [72.12.65.92] on 2014/06/09 19:11:03
http://scampie.net/wp/?p=102
http://scampie.net/etc/mapshots/junk/
Some good, some bad... most will never be finished, some my get reworked someday. Who knows!
 Scampwaste
#11171 posted by Lunaran [72.48.250.247] on 2014/06/09 21:34:32
It is really weird to me that someone took the Wasted set I uprezzed and repainted for Quake3, based on the Quake2 set, and downrezzed them for a Quake1 wad.
also, dunwich is too cute not to finish. maps with little houses and graves are neat. put the castle in that nero shot at the end of it.
 FFS Scampie.
#11172 posted by Shambler [86.29.251.168] on 2014/06/09 22:21:17
Get reworking and releasing already, some of those look great.
 #11167
#11173 posted by Cocerello [193.144.61.242] on 2014/06/09 22:26:54
And i was thinking that no one mapped for DoE because it is a mythos and in reality it doesn't exist ...
#11174 posted by FifthElephant [82.24.73.240] on 2014/06/09 23:05:30
Yeah scamps you need to bloody release some of these ;)
#11175 posted by [Kona] [121.73.104.148] on 2014/06/10 00:26:19
I'd love to see Lemuria finished Scamp. Or just combine all the tech stuff into one level.
 Wow
#11176 posted by Tronyn [24.79.126.117] on 2014/06/10 03:37:07
why do you have so much great-looking unfinished stuff? Lemuria has a really unique look to it and I would love to see a full level in that style. I guess it's probably because (like me) it's more fun building stuff than finishing it.
Shame about the Kell sources, I never forgot about that "netherworld palace" idea he seemed to have going on.
How about a speedmapping theme where each mapper takes one of those kell shots (or one of glassman's old shots) and uses whatever it depicts as a centerpiece for a level.
 I'm Still
#11177 posted by FifthElephant [82.24.73.240] on 2014/06/10 11:14:58
really gutted about bal's unfinished maps. I dunno how anyone can throw that much work at a bunch of maps and then not finish them. Seems weird to me.
#11178 posted by Trinca [95.94.45.26] on 2014/06/10 11:39:01
dawn you mfx, those shots are super uber fantastic!!!
 Oxymoron...
#11179 posted by FifthElephant [82.24.73.240] on 2014/06/11 20:04:05
I have no idea why there hasnt been a lot done with this set. It's quite nice (except the lack of a door texture, had to kind of fudge one together).
https://www.dropbox.com/s/7swzkbah0qdetpy/doomoxy.jpg
#11180 posted by Lunaran [72.48.250.247] on 2014/06/11 23:41:17
That set was made for a Quake3 level that didn't have any doors in it.
Quake's at the same texture res as Doom, just use the door from Doom :)
 Nope
#11181 posted by FifthElephant [82.24.73.240] on 2014/06/12 02:05:22
I like my door that I made better ;)
There's a really neat lift too actually.
#11182 posted by [Kona] [121.73.104.148] on 2014/06/12 02:32:38
same here fifth, i think they look great. so much better than plain old idbase. I did a couple levels with them, dm levels for q3 and q2 and really liked using them. don't know why q1 users don't branch out a bit more in texture use. maybe it's too much effort to find different wads. but there's a lot of good tech style textures that could be mixed to fantastic results.
 Well ...
#11183 posted by Cocerello [193.144.61.240] on 2014/06/12 13:10:34
There is some textures that don't look as good when sawn in the Editor than in a map, but i think that the main reason is that people prefer bad already known textures that take the risk. Thats probably the reason too because some people don't like custom mods.
My reason is that i prefer to know how to use Quake's well before moving to the rest. The same as when i use mainly vanilla Quake instead of mods to map. The only thing that goes out of that rule is Quoth entities that give the mapper the opportunity to do some interesting things and others that would need elaborate setups without Quoth.
Fifth, those textures choices look good. Keep on it.
About WIPs, i would be happy the rest of the year if some of this got released. Just by releasing an unfinished one would be enough.
https://www.quaddicted.com/pipeline
 Dunwich/The Experiment
#11184 posted by Drew [174.91.195.251] on 2014/06/16 08:36:28
both are deserving of release based on shots alone, particularly the former - such a great look!
Lun's suggestion to put the necro castle at the end of Dunwich seems possibly fitting if the progression from the church is downwards, beneath the floorboards and into the earth; it would look great situated in a dark cavern rather than a dusky pink sky
 Screenshots Of Projects To Be Discarded In The Near Future
#11185 posted by Drew [174.91.195.251] on 2014/06/16 08:57:15
First up, I was inspired by Sock's monstrosity to make a shitty Coagula map, though it is really much more indebted to (and aiming for the quality level/ scope of) ELEK's Coagula 2. Black fog in lieu of lighting, because who has the time, am I right ladies? No monsters either, nor any real idea of how gameplay will go. I'd say this is like 30-50% done.
https://www.dropbox.com/s/4x65z65l6vfbxc5/coagish1.jpg
https://www.dropbox.com/s/7yk9qauwqg4efwc/coagish2.jpg
A slimy speedmap that I started for Quoth that seems worthy of expanding a bit, even though the gameplay overly difficult in that classic Quoth-implemented-badly way discussed elsewhere. Silver lining: no Bobs!
Probably like 60-80% done, depending whether aforementioned expansion actually happens. Also some fucked up parts I have been avoiding dealing with that will take a minute to fix.
https://www.dropbox.com/s/sohag3stimetbae/slimespeed1.jpg
https://www.dropbox.com/s/gt08w6a2kujiliv/slimespeed2.jpg
https://www.dropbox.com/s/z8nh9jzfvm4qx39/slimespeed3.jpg
 Stop Using Dropbox For Posting Images You Lazy Shits
#11186 posted by onetruepurple [93.105.42.132] on 2014/06/16 18:13:13
#11187 posted by Rick [75.65.159.61] on 2014/06/16 19:31:46
What's the issue with Dropbox? It works for me. At least I don't have to enable a bunch of useless JavaScript to see the pictures, unlike most of the other image hosting sites.
#11188 posted by JneeraZ [199.255.40.36] on 2014/06/16 19:38:48
Some work places ban it which is retarded. It's an incredibly useful tool.
 Dropbox
#11189 posted by onetruepurple [93.105.42.132] on 2014/06/16 19:45:49
Blocks public access after a number of views, doesn't allow to open the image separately, is blocked in some work places, etc.
There's no reason to use it over imgur.
#11190 posted by JneeraZ [199.255.40.36] on 2014/06/16 19:53:50
 That Works.
#11191 posted by onetruepurple [93.105.42.132] on 2014/06/16 20:04:19
But Drew's and Fifth's don't.
 Huh, Didnt Realize That
#11192 posted by Drew [132.205.236.26] on 2014/06/16 20:18:38
Seemed like a nice way to skip the hassle of uploading to quaketastic. So yes I'm a lazy shit. (go map).
 I Dunno
#11193 posted by FifthElephant [31.91.92.190] on 2014/06/16 21:11:16
Why mine won't work. Hmmmmmm
#11194 posted by JneeraZ [199.255.40.36] on 2014/06/16 21:12:04
If it's in your public folder, just right click it in Windows Explorer and choose "Public Link". Paste that link anywhere you want to show it ...
#11195 posted by Rick [75.65.159.61] on 2014/06/16 21:50:17
Well I don't have any problems viewing anybody's screenshots from Dropbox. There is a Dropbox background where it whines about requiring JavaScript, but I could always just right click and select "view image" if I really didn't want to see that. Doesn't actually bother me though.
Blockage in the workplace is another story. If that's the case for you, then you probably have the same issue with lots of other sites besides dropbox. For some reason, many employers don't like to pay people for surfing the internet.
#11196 posted by Spiney [81.241.142.57] on 2014/06/16 21:53:26
For some reason, many employers don't like to pay people for surfing the internet.
Especially fun when clients send you blocked URLs!
#11197 posted by Spirit [92.196.77.128] on 2014/06/16 21:53:55
Dropbox also implies "this file will be deleted whenever I feel like it" while Quaketastic is meant for longtime accessibility.
#11198 posted by JneeraZ [199.255.40.36] on 2014/06/16 22:33:07
Rick - Sure, but for any white collar, creative type job the internet is pretty important for a whole array of reasons. Blocking it in the hopes of raising productivity likely does the opposite.
Spirit - Fair point!
 I Use Dropbox
#11199 posted by FifthElephant [82.24.73.240] on 2014/06/16 22:48:01
simply because it's the fastest and easiest way to host files. I always click the link I share to make sure they work (they always do for me on my home pc).
I dont know why it wont work for you. It's unlikely that files on my drop box will be deleted soon after I upload them, I am just not that organised. Also I think it would be unfair for me to throw WIP shots on quaketastic, seems like a waste of bandwidth.
 Imgur?
#11200 posted by onetruepurple [93.105.42.132] on 2014/06/16 22:49:09
#11201 posted by FifthElephant [82.24.73.240] on 2014/06/16 22:52:01
Well I have posted some of my wip pics on tumblr, I could always hotlink them.
#11202 posted by Spirit [92.196.77.128] on 2014/06/16 22:57:27
Also I think it would be unfair for me to throw WIP shots on quaketastic, seems like a waste of bandwidth.
Absolutely not!
Tumblr links are very volatile from what I know. Imgur likes to recompress pictures and deletes them after a while http://help.imgur.com/hc/en-us/articles/201476457-How-long-do-you-keep-the-images-
I just organised the archival of 140,000 mp3s off a dying website, I care about longevity.
#11203 posted by Spiney [81.241.142.57] on 2014/06/16 23:18:51
If you use a pic hosting site, use Minus, it doesn't recompress pics.
 Article
#11204 posted by sock [190.225.198.98] on 2014/06/17 01:51:23
Some Map waffle and reflection on making things in a hurry.
(Features screenshots too!)
 Nice
#11205 posted by Drew [174.91.195.251] on 2014/06/17 02:00:19
Thanks sock
 Spirit
#11206 posted by negke [31.18.93.198] on 2014/06/17 07:06:38
Longecity is one thing, authorship rights is another. Some people like to keep control over their images, the freedom to delete them whenever they please.
 Negke
#11207 posted by Spirit [92.196.31.184] on 2014/06/17 08:59:21
then posting on a public (as can be) board might not be what they want but rather something more private with a restricted audience?
 Just Use Quaketastic You Gits
#11208 posted by SleepwalkR [80.187.96.74] on 2014/06/17 09:23:13
It's what it's there for. Don't worry about bandwidth, it's practically unlimited.
 Drew
#11209 posted by mfx [193.183.99.54] on 2014/06/17 14:14:54
Shots look good, map on!
 Sock
#11210 posted by nitin [220.244.163.153] on 2014/06/17 14:48:27
is that not available for download?
 Hahaha
#11211 posted by Drew [132.205.103.118] on 2014/06/17 17:43:29
thanks for the comment mfx
 Futur-a-maper
#11212 posted by sock [190.225.198.98] on 2014/06/18 12:39:55
@nitin, I want to do more to the map and release it another time. The article is just me making notes and thinking about what went right with the map session.
 Right
#11213 posted by nitin [220.244.163.153] on 2014/06/18 12:52:19
thanks, I think it looks too good not to release.
 A Little Something I'm Making For NOVA 2
#11214 posted by Breezeep_ [100.1.255.141] on 2014/06/22 23:11:51
 Messing Around With Heretic 2.
#11215 posted by FifthElephant [82.24.73.240] on 2014/06/24 18:17:49
I made the brushes in trenchbroom and then used quark to add the lights and other entities.
It's not an ideal way to do things but until Sleeps adds full support for other engines this'll have to do...
http://www.quaketastic.com/files/screen_shots/Htic2-01.jpg
http://www.quaketastic.com/files/screen_shots/Htic2-02.jpg
The first lighting pass looked pretty good, but with subsequent rebuilds I've noticed the lighting get a bit weird.
 Sweet
#11216 posted by Tronyn [24.79.126.117] on 2014/06/24 19:59:49
I'll so play a Heretic 2 map. I loved Heretic 2 and mapping for it. The texture sets weren't as flexible or durable as Quake's, but it did have a distinct art style with some really great environments (the sky cities, mountain temples, etc). Tons of cool map objects too. Quake2 engine + fantasy style produced some interesting creativity.
#11217 posted by quakis [86.22.126.142] on 2014/06/24 22:17:59
Looking at those screens makes me wish that Enclave had custom maps. :(
 *cough* *cough*
#11218 posted by FifthElephant [82.24.73.240] on 2014/06/24 22:22:54
 RoQ
#11219 posted by FifthElephant [82.24.73.240] on 2014/06/25 11:14:46
What do you use to make your maps?
 Trenchbroom
#11220 posted by Breezeep_ [100.1.255.141] on 2014/06/25 14:21:28
 Oh Shit, Disregard The Above Post
#11221 posted by Breezeep_ [100.1.255.141] on 2014/06/25 14:22:00
I actually use GZDoom Builder to make my doom maps.
 Yeah The Doom Maps What I Mean.
#11222 posted by FifthElephant [82.24.73.240] on 2014/06/25 14:28:09
I should give it a try when I have another free weekend.
 TRENCHDOOM
#11223 posted by onetruepurple [93.105.42.101] on 2014/06/25 14:35:23
 Even More Doom Stuff
#11224 posted by Breezeep_ [100.1.255.141] on 2014/06/27 04:04:55
 Kawaiiiiiii
#11225 posted by Drew [65.93.169.61] on 2014/06/27 05:54:02
I really should give doombuilder a try...
#11226 posted by negke [31.18.93.198] on 2014/06/27 16:21:34
Shame I never got to finish the big Doom map I had started a couple of years ago. Only did the lower part, a dark blood sewer/dungeon - there was supposed to be an upper floor as well, some sort of butchery factory with monsters working on large meat grinders with conveyor belts and all. Unfortunately, at some point I accidentally overwrote or deleted what little I had and then lost interest for the time being.
1 2 3
 Great Scott !
#11227 posted by rebb [91.35.108.121] on 2014/06/27 16:37:02
 Wow
#11228 posted by Tronyn [24.79.126.117] on 2014/06/27 16:58:04
that really IS too bad!
Love the outdoor area, reminds me of Necros' doom-style Quake map.
What about that villagey Quake map you posted shots of a while ago? If you're not making anything especially for the Honey map jam (I'm not, I'd love to take part but I'm not, as any mapping I do at this point must be dedicated to finishing old stuff, not starting new stuff), then you should just box that up, fill it with zombies and rottweilers, and submit that (after all Honey did start with a village).
now I'm going to go map.
 Yeah, Great Scott
#11229 posted by spy [178.88.76.87] on 2014/06/27 19:34:32
Who's Scott anyway?
 Musta Been A Beercup Icon
#11230 posted by spy [178.88.76.87] on 2014/06/27 19:36:28
 Scott
#11231 posted by killpixel [98.211.184.167] on 2014/06/27 19:41:54
He was a great man...
@RingofQuaddamage - Looking good! The second image of your last post is sweet. I'm a sucker for blue floors and tan walls with a bit of tech.
@negke - Well, you've made good progress, you should just hold out and do a megawad :P
With maps that big it would be, what, 64ish hours of playtime? I'm ready.
#11232 posted by FifthElephant [82.24.73.240] on 2014/06/27 20:22:18
Mother of god!
 It's Like A Party In My Eyes!
#11233 posted by Lunaran [216.188.254.244] on 2014/06/27 21:18:08
 Beam Me Up, Neg!ke
#11234 posted by madfox [84.26.177.181] on 2014/06/27 21:18:53
Shame the releporter beam got stuck.
 Those Shots Look Good Negke
#11235 posted by Rick [75.65.159.61] on 2014/06/27 21:45:05
I always liked mapping for Doom. I had a couple of maps that I was going to release once, but I ended up contributing them to a total conversion/megawad project.
I had to make a lot of changes so that they would fit in with the megawad thing, but I've always wanted to take the time to rework them back to how they were originally and release them as stand alone maps.
#11236 posted by Spirit [92.196.86.41] on 2014/06/27 23:00:11
sexiests floor plan I have ever seen
 Negke
#11237 posted by necros [99.227.110.3] on 2014/06/28 02:09:06
did you ever make any progress with that map i sent you? if not, i was thinking i should just release it as is.
#11238 posted by negke [31.18.93.198] on 2014/06/28 16:24:37
I'm afraid I didn't make much progress. I suppose it could be released in its current form and would be accepted by the Doom community - there many newly released maps that are more plain. However, I'd like to give it another shot - just a few touch-ups in some of the bigger rooms might do wonders. It's not like we're pressed for a release date.
#11239 posted by necros [99.227.110.3] on 2014/06/28 19:24:50
sure, np. i was only going to push it out if you had given up on it.
 Don't Give Up On It!
#11240 posted by Drew [65.93.169.61] on 2014/06/28 20:46:49
I would like to play a Necros/negke collab very much. I mean holy shit.
#11241 posted by necros [99.227.110.3] on 2014/06/28 21:39:18
not so much a collab, and more a 'i gave up and negke was pissed because he playtested so much' :P :P
 Dat Floorplan
#11242 posted by Spiney [81.241.178.116] on 2014/06/28 21:40:01
o_o
 Since You Guys Are Talking About Doom Now...
#11243 posted by Breezeep_ [100.1.255.141] on 2014/06/28 22:43:00
you can play MAYHEM 2048. I made a map for the wad and you can find it on the list of maps in the op. http://www.doomworld.com/vb/wads-mods/68303-mayhem2048-it-is-ready-idgames-pending/
 Looks Like Someone's Guts
#11244 posted by dwere [213.87.136.141] on 2014/06/28 22:49:56
 Necros + Neg!ke Collab
#11245 posted by Lunaran [99.112.162.57] on 2014/06/29 05:59:34
you guys could call yourselves negros!
 ROQQ
#11246 posted by FifthElephant [82.24.73.240] on 2014/06/29 08:44:24
Some textures are missing when I load up your map in zdoom?
http://imgur.com/g1NCuN0
 Fifth
#11247 posted by Breezeep_ [100.1.255.141] on 2014/06/29 15:56:06
Grab RC4 of Mayhem 2048: http://www.speedyshare.com/aYEEb/MAYhem2048.wad
my map (emerald gardens) is map 14.
 WIP Wad Update
#11248 posted by Breezeep_ [100.1.255.141] on 2014/06/29 18:25:52
 KP14: Quake Megatextured
#11249 posted by killpixel [98.211.184.167] on 2014/06/30 19:45:38
Here is what Quake looks like megatextured. It's uniquely textured (well, 95%) but it's not one physical texture, rather, nineteen of them (not including the door texture and accompanying shader). Shader? Oh yeah, this isn't BSP29 either, it's FBSP (q3map2/qfusion). "Megatexturing" for vanilla quake is pretty laborious, which caused me to abandon my first megatexturing project. However, I did get some useful graybox textures out of the deal.
The most notable benefits of switching map formats are:
1. No palette!
2. No WAD repacking and map recompile to update them in-game.
3. Textures must only be divisible by 2 rather than 16.
The room took me about three solid evenings to make, quite a bit of that time was spent fiddling around and getting the hang of things. One who is experienced could do a better job in less time. I say this because it pertains to my initial question: is megatexturing Quake, or a derivative, viable? Based upon my findings, my answer is ABSOLUTLEY.
Of course, certain variables alter it's 'viability'. For instance, opting for textures with a greater pixel density than Quake will result in much more texture data. My test, KP14, has exactly 3mb of textures. If I were to make a map 100x larger and megatexture it, it would only use approximately 300mb in textures, which is nothing.
This is the workflow and benefits of texturing this way that I imagine:
Concept art is the anchor, the unifying element that both the level designer and level artist will use. This is key. The level designer lays out a map focusing almost exclusively on gameplay, the level designer does not texture the map, he only grayboxes it. The map is continually refined until it plays great, I mean beautifully, as this is the designers main focus. Now that we have a great playing map, the artist goes in and draws all over it, focusing only on making it look great. The end result is a map that looks AND plays great.
I feel that by narrowing the focus on these two elements, the end result is of much higher quality. Both the level designer and artist have a much higher level of freedom than they would if using traditional texture sets.
There are other details, but this is the gist. It sounds good on paper, at least.
Anyway, here are some pics of KP14 being assembled.
bam and boom
#11250 posted by onetruepurple [93.105.236.49] on 2014/06/30 20:02:04
That is a shitload of commendable effort! I like the direction you went, it reminds me of both Rage and Warsow at once, somehow.
To be honest, though... I think I'm siding with sock and Lunaran on the matter, in that while the difference between regular textures and unique textures is obvious on paper, the average player won't really notice it in game. And especially not in the heat of Quake combat.
No palette!
But you can already have that with normal BSP and external textures.
 If I Had One Complaint About Your Art Though
#11251 posted by onetruepurple [93.105.236.49] on 2014/06/30 20:06:26
Is that you seem to give everything a fairly thick outline. Which is okay on its own but you'll notice Quake hardly ever does that.
Place a couple Enforcers and ammo crates inside that corridor and they will stick out considerably (and not in a good way).
 Clearification & Context
#11252 posted by killpixel [98.211.184.167] on 2014/06/30 20:14:34
@onetruepurple
Sadly, I went down the wrong road in the art direction (I was going by the seat of my pants anyway), as this effect could be pretty easily achieved with tiling textures.
When I say "Megatexturing Quake" I really mean megatexturing a game that is a Quake derivative. In other words, a unique IP built on the tech.
Agree, if you're looking to simply map for Quake, this method is overkill and the result is very un-Quake. However, it's doable if that tickles your fancy.
"the average player won't really notice it in game. And especially not in the heat of Quake combat"
The reason many games suck today is because the are made for the average player. They're not my target :)
 #11226
#11253 posted by Cocerello [193.144.61.242] on 2014/06/30 22:34:08
O_o
Are you sure that is Doom? Maybe i played a different game. Too awesome to be true.
If you don't release that we will loath you forever.
 Roqq
#11254 posted by FifthElephant [82.24.73.240] on 2014/06/30 22:48:55
I have no idea how to download that file. I dont want to download an .exe
#11255 posted by Rick [75.65.159.61] on 2014/06/30 23:36:25
The Mayhem wad?
At the top where it says:
Download: MAYhem2048.wad
just click on the file name.
 Fifth
#11256 posted by Breezeep_ [100.1.255.141] on 2014/06/30 23:37:29
try this link: http://www.speedyshare.com/aYEEb/MAYhem2048.wad
and click on the underlined message that says mayhem2048.wad. it will download the wad file. drag and drop the .wad file into your doom 2 directory.
#11257 posted by FifthElephant [82.24.73.240] on 2014/06/30 23:41:39
I must have been doing something wrong badly here. Got it this time though.
#11258 posted by FifthElephant [82.24.73.240] on 2014/07/01 00:00:51
Too many insta-death situations for me... the chaingun ambush was overpowered IMO
 Quake Mega-Texture Thing By Killpixel
#11259 posted by RickyT33 [176.25.201.12] on 2014/07/01 00:20:05
Fuck, that's awesome.
#11260 posted by Spiney [81.242.106.106] on 2014/07/01 00:39:27
Just keep doing your thing KP, I dig.
 Indeed
#11261 posted by nitin [220.244.163.153] on 2014/07/01 00:39:57
very cool.
 Yes, Very Very Stylish!!
#11262 posted by mfx [85.181.117.95] on 2014/07/01 00:49:07
#11263 posted by Lunaran [216.188.254.244] on 2014/07/01 01:01:48
"the average player won't really notice it in game. And especially not in the heat of Quake combat"
The reason many games suck today is because the are made for the average player. They're not my target :)
my head hurts
 Lunaran
#11264 posted by killpixel [98.211.184.167] on 2014/07/01 02:44:02
Mine too.
otp is right, this is overkill for Quake. I wasn't responding to the statement itself, rather, the underlying philosophy (however, in the context of Quake mapping, is appropriate).
If you only do things the average player will notice or appreciate your games will be just that: average.
That's all I'm saying.
 Thankee
#11265 posted by killpixel [98.211.184.167] on 2014/07/01 02:59:00
@RickyT23, Spiney, nitin & mfx
Hopefully this is just the first baby step of something awesome.
time will teeeeelllllllll.....
#11266 posted by Lunaran [99.112.162.57] on 2014/07/01 04:03:19
if you compress an mp3 so that the average listener can't tell, does it become average music?
 YES!
#11267 posted by Scampie [72.12.65.92] on 2014/07/01 04:10:07
 I See Your Point, But I Think You're Missing THE Point
#11268 posted by killpixel [98.211.184.167] on 2014/07/01 04:28:46
Also, as someone with a background in music and audio production, my answer to your question is this:
The artistic merits of the music are not lessened. However, the overall impact of the expression could be compromised because of the technical limitations of the medium.
To put my point in question into simpler terms: Developers who make games as shitty as their target demographic allows will end up with shitty games.
The "average player", in terms of the largest generators of income for the devs, set the bar pretty low. Going above and beyond that bar, even though it doesn't positively impact your bottom line, is not a bad thing.
 Reqiuem Avenging Angel
#11269 posted by Yhe1 [173.58.187.144] on 2014/07/01 04:51:20
Been Playing this game called
http://en.wikipedia.org/wiki/Requiem:_Avenging_Angel
It's like a cross between Quake II and Undying and it's pretty good.
It's on Isozone, and it runs on Win 7 using wndmode.
http://pcgamingwiki.com/wiki/Requiem:_Avenging_Angel
 Sorry Wrong Thread
#11270 posted by Yhe1 [173.58.187.144] on 2014/07/01 04:52:03
#11271 posted by Lunaran [99.112.162.57] on 2014/07/01 05:08:34
hiring masses of artists to uniquely texture your entire game world isn't "going above and beyond the bar" for just the discerning environment art geeks in your audience, it's a captain-goes-down-with-the-ship style decision made purely on the principle that unique is automatically better, and that tiling a texture is "shitty" and only worthy of these fabled unwashed masses who are ruining everything with their F2Ps and their QTEs.
and you've spent how much time on just that one room? honestly assess just how much value is added by slightly different faded paint, slightly different scratches on the corners, and having a different big number on each wall, and tell me you're excited about the possibilities that it opens for doing a whole map that way.
 Lunaran
#11272 posted by killpixel [98.211.184.167] on 2014/07/01 05:55:15
You made several points, I'll address them one by one:
I must have been unclear in my wording. I'm not saying games with tiling textures are shitty, nor am I saying that games with unique textures are superior. My previous points aren't about a specific practice (in this case, texturing), rather, the idea that doing enough to get by, or generate profit, is sufficient.
Also, my conclusion that uniquely texturing a game on this level of tech, at this pixel density is a viable route is not based on the "principle that unique is automatically better", as you assert.
In my eyes, unique textures makes it possible to create very rich environmental art, that is, if the devs have the capacity wherewithal to do so.
To quote you:
"honestly assess just how much value is added by slightly different faded paint, slightly different scratches on the corners, and having a different big number on each wall, and tell me you're excited about the possibilities that it opens for doing a whole map that way."
To quote what I said to otp a few posts up:
"Sadly, I went down the wrong road in the art direction (I was going by the seat of my pants anyway), as this effect could be pretty easily achieved with tiling textures. "
Clearly, I understand I didn't have the wherewithal to utilize the freedom of unique textures.
And of course, not being a moron, I have "honestly assessed" the logistics of doing things this way. That was the whole point of doing this in the first place ;)
This room took me a solid 10 hours to texture over the course of three evenings. That is a long time.
To quote my initial post:
"One who is experienced could do a better job in less time"
Some dirty math:
Say I want a level 30x times that size, that's roughly 300 hours of work. At a 40 hour work week, one artist could finish it in 2 months. for ONE artist, working full time, they could theoretically pump out 6 levels a year.
Say you want a 16 level game done in 1.5 years. A team of three artists would be sufficient. That's basically 2 levels per 6 six months for each artist. I'm talking artists, there would be a separate team of level designers.
To me, this isn't "hiring masses of artists".
If uniquely texturing games wasn't viable studios wouldn't be doing it.
Bleh, maybe I'm nieve (I'm sure I am), on the flip side, maybe you're jaded. These are just my findings and my opinions, if you disagree with them I understand. I should be more clear when simultaneously discussing separate issue that have both stemmed from one subject...
#11273 posted by Scampie [72.12.65.92] on 2014/07/01 07:37:18
You assume work is linear, and vastly underestimate, which is the downfall of many a project manager.
"30x times that size" is not going to be a whole level, it's going to be 30 more empty hallways each with their own slightly different textures. Your basic sci-fi hallways are the easy part of making a map.
Make it 300x more, and you have a slightly more reasonable estimate... but it will likely be even more than that as complexity of the level grows.
#11274 posted by Spirit [92.196.115.203] on 2014/07/01 11:03:10
Aww man, you got my hopes up that Spike actually implemented it in FTE somehow. Calling lots of standard textures megatexture is like promising the greatest boobs ever and then they turn out to be fake. :(
Wouldn't texturing like this be very wasteful on memory?
You still seem very limited to the faces so the look is not very unique. It looks very similar to recent Q3/QL. I was expecting some really wild texturing not "standard tileness". For random decals as detail you could just use decals.
#11275 posted by JneeraZ [174.97.226.218] on 2014/07/01 11:22:18
"You assume work is linear, and vastly underestimate, which is the downfall of many a project manager. "
Very much so, yes. Assuming a linear level of productivity over the life of a project is just not realistic. People will get bored, tired, distracted, etc. You won't have consistent levels of output.
And even then, doing an entire game with levels don't like this would require an astounding level of discipline where levels won't be changing once they are textured. That has NEVER happened on any project I've ever been a part of.
That's why things like decals are preferable to painting in splatters and such that cross multiple walls. The walls can change, the decal can move, etc. It's flexible and inherently far more productive than repainting the decal every time you decide that a pillar should be 16 units further to the left.
#11276 posted by JneeraZ [174.97.226.218] on 2014/07/01 11:24:26
Having said that, I understand that actual megatexture games don't have all those limitations ... they have a source file that bakes down into the final so you CAN move things around. It just requires baking everything down again.
Doing this for Quake with existing level design tools feels very limiting.
#11277 posted by gb [46.142.55.18] on 2014/07/01 14:34:10
Just keep doing your thing KP, I dig.
This.
 After A Night Of Troubled Sleep
#11278 posted by killpixel [98.211.184.167] on 2014/07/01 15:28:55
I went to bed last night with the essence of Lunrans comments fresh in my mind. I realize that my time/work assessment is about the most optimistic it can be while still remaining quasi-realistic. I choked down a few bits of harsh reality, some of which has been posted mentioned by Scampie and Willem.
Work is not linear. Nor can I expect anyone to BLEED this project until it's done. Just because I could abandon life for a year and a half to live at a computer desk doesn't mean I could expect that of anyone else.
My outlook is often optimistic, it hasn't failed me yet, in terms of personal projects and work. But I understand going by a plan that is very much "best case scenario" is unwise.
After taking a more cynical, or realistic, look I would say using standard, but diverse tiling texture for a majority of the map with key areas uniquely textured is a goal that would require little bloodshed to achieve.
As for now, I'm going to have to let this topic rest. I have more stuff to work on. However, I'll continue to weigh all points raised here.
#11279 posted by JneeraZ [199.255.40.36] on 2014/07/01 15:37:38
For a hobbyist project, I think you can do whatever you want. Who cares? It's your time, spend it as you see fit. :) I was speaking from a professional perspective.
I think uniquely texturing areas is an awesome idea but the key is to make it worthwhile. Not just, as Lunaran pointed out, a unique number on the walls or custom scratches. But really stretch it ... look at Rage for inspiration. It's very obvious in a lot of their environments that the textures are unique.
#11280 posted by Scampie [72.12.65.92] on 2014/07/01 16:44:10
And their geometry often makes it so that custom textures are required to make that geometry sing.
 Yeah
#11281 posted by ijed [200.73.66.2] on 2014/07/01 17:14:14
It looks good, but the architectural style of 'future base' is designed to be built from prefab panels and girders, the generalised look of which doesn't lend itself so well to megatexture.
Take what you've got and stretch it as Willem says - explore the benefits of megatexture within the Quake setting.
I dunno. How about turning the centre of the base into a gigantic crater? Or twisting parts of it into organic shapes that have been warped by demonic / slipgate energies.
Anyway, keep going - its great to see stuff like this.
 Heh
#11282 posted by Tronyn [24.79.126.117] on 2014/07/01 18:34:11
I'm a pretty lazy mapper, although I do try to incorporate the feedback I get... but yeah, whenever I cut corners I used to think "well, it *is* free" but these days I kind of have to in order to get it released at all.
I loved how maps in the Myth series of games were basically megatextured whereas other RTS games at the time were using tiled images (and were mostly just 2d as well). But for FPS, even for Rage, I don't think unique textures everywhere is an efficient use of artists' time. My $0.002.
 IDK
#11283 posted by RickyT33 [176.25.201.12] on 2014/07/01 19:24:04
I mean I saw the Rage editor videos - these guys were painting onto a 3D world map, just as you would paint onto a 2D canvas in Photoshop. It gives the ability to use decals for example, but without unnecessary layers underneath [at some point in the rendering pipeline], and then do little touch-ups here and there.
I like the fact that you can use tiling textures and then touch parts up to make each part seem more unique.
Imagine if SleepwalkR put this ability into Trenchbroom! Imagine an editor that would allow you to pixel-paint onto any surface, and then created the necessary .mips and generated a wad when you export the .map file....
Good idea, huh, huh?
I bet there's some ready-to-use code out there that would save the effort of creating a painting app from scratch, it could be hacked into it.
Then doing what Killpixel has done wouldn't be as time-consuming...
#11284 posted by Johnny Law [67.188.146.229] on 2014/07/01 19:41:18
I really geeked out over Myth maps... the placement of goals and terrain features, the available unit selections, how that all worked together. Some of those big texture maps were cool and iconic; I even used them as desktop images for a while. But they were also the barrier that told me if I wanted to make my own Myth maps I could either become a texture artist or fuck right off. So that was a bummer. :-)
 Painting On Walls
#11285 posted by killpixel [98.211.184.167] on 2014/07/01 20:15:17
One could import a map into blender. Also, Photoshop CS6 has a greatly improved 3D editor. I'm not sure how well it would handle a map, or even sections, though.
The most time consuming part of the method I used was grabbing the dimensions of each surface. Doing that for an entire map could take a week or more. But once the dimensions are grabbed, a basic, flat texture is made and placed into the map. After that, it's only a matter of drawing on them.
This pic shows some of the basic textures placed onto the map before they were drawn on.
Obviously, if one were to do a whole map (or more) in this way, the artist would have asset libraries to pull from. It's not like every surface would be hand drawn from scratch.
This kinda makes me think of the game Riven. Although pre-rendered, the world was uniquely textured. If they had used tiling textures, the impact of the environments would be diminished, imo.
#11286 posted by Lunaran [99.112.162.57] on 2014/07/01 21:40:22
When your game's just a prerendered slideshow the whole debate kind of goes out the window because there's a bunch of other tricks that come into play instead - noise based textures, editing and compositing in post, etc. Whole new renderer, whole new point of view.
For a hobbyist project, I think you can do whatever you want. Who cares? It's your time, spend it as you see fit.
Willem reminds me, I should point out that I never meant to tell you you can't do this. It'd be pretty hypocritical of me considering I released a tool-assisted q3 map with fully unique geometry. :P I've just never had any real faith in megatexture as something that adds appeal for anyone other than the people who actually art the environments. I know, I've got the exact same internal artist voice that's always saying "more, more, better" but I know that voice is greedy and utterly unbounded by practicality.
You seemed to be on the same koolaid pretty hard, so I couldn't help but pound the keys. Sorry about that.
Embedding textures in the .bsp does present a neat opportunity for bundling in unique assets, but only if they can be created in a smart way and are only used for the "hero pieces" where the most eyeball value will be derived. Like ijed said, a prefabbed repeaty space hall is the worst place to show this off. I always thought that if there was anything in Rage that did visually benefit from an all-unique approach, it was geology, the domain that suffers the most from tiles. Nature rarely repeats itself.
ugh, now I want to go add compiler-level procedural rock textures and grass blends that just bake huge unique textures into the bsp :|
 Rage + Outdoors = Nice
#11287 posted by Rick [75.65.159.61] on 2014/07/01 21:55:11
Rage did have some of the most beautiful outdoor environments I've ever seen in a video game.
 Re: Johnny Law
#11288 posted by Tronyn [24.79.126.117] on 2014/07/01 22:33:33
lol, me too.
Once upon a time I had an idea for a long, story-based "episode" that would take place in several different games, including Myth and Rune. Then I realized that yeah, efficiency is a concern.
 Lunaran
#11289 posted by killpixel [98.211.184.167] on 2014/07/01 23:04:24
When your game's just a prerendered slideshow the whole debate kind of goes out the window because there's a bunch of other tricks that come into play instead - noise based textures, editing and compositing in post, etc. Whole new renderer, whole new point of view.
I didn't mean as an example of practicality or viability. Simply, that unique textures offer a look that tiled textures could not.
For a hobbyist project, I think you can do whatever you want. Who cares? It's your time, spend it as you see fit.
Heh, a no point did I ever feel I was told I "can't" do this. I don't think anyone here would dictate to anyone else what they can or can't do. Should, well, that's another story... *cue Never Ending Story music*
For contextual purposes, this would be more than a hobbyist project. A potentially commercial effort with a small team of 4-8 people or so. Otherwise, the question is simply "should I spend my personal time doing this", which is something one could answer themselves.
You seemed to be on the same koolaid pretty hard, so I couldn't help but pound the keys. Sorry about that.
It's no problem. Hearing other perspectives was the reason for posting. I already knew what I was in for.
Like ijed said, a prefabbed repeaty space hall is the worst place to show this off.
Agreed, I mentioned this as well.
I'll get a better idea of the logistics of it all as the project evolves. It's still in it's infant stages and at a time when possibilities are on the table and examined 'tis all.
 Isn't This Supposed To Be The Screenshots Thread?
#11290 posted by Breezeep_ [100.1.255.141] on 2014/07/01 23:45:23
 You Asked That Already.
#11291 posted by onetruepurple [93.105.42.10] on 2014/07/01 23:51:51
And you got an answer:
discussion goes where ever discussion currently is. over the long run, the thread will go back to it's original purpose.
If you're not interested in intelligent discussion regarding game design, then, well, I have bad news for you.
 Well
#11292 posted by Tronyn [24.79.126.117] on 2014/07/02 00:01:43
actually most of this HAS been directly related to the (numerous, cool, interesting) shots that KP posted.
I'm afraid that there aren't enough people mapping right now for a new 15-20 posts in a thread to be all screenshots (err wait... actually that's over in the Honey map jam thread!).
 Right.., Back On Toppic
#11293 posted by madfox [84.26.177.181] on 2014/07/02 01:42:22
Here are some screenshots from work in progrez.
shoot screen shots
 Wow, Love The First Shot
#11294 posted by Tronyn [24.79.126.117] on 2014/07/02 01:49:14
looks great, a few suggestions:
-marble tile floor texture looks out of place, I'd suggest something more like city4_1.
-I'd use a darker, solid rock texture (actually city4_1 might work) with less obvious lines, for the lining of the arch.
-See how it looks with a low minlight (30?) and fog; this might solve the issue of black surfaces next to lit ones.
-make it so rotfish jump out of the water (heh).
 Use A Decent Light Compiler Madfox
#11295 posted by mfx [85.181.155.67] on 2014/07/02 02:40:28
And look at this explanation:
Link
Brushwork looks cool, needs ambience!
 Madfox Saves The Day
#11296 posted by Lunaran [99.112.162.57] on 2014/07/02 03:49:20
what's going on at the base of the waterfall? is that an mdl?
also, on a scale of "yes" to "absolutely" how much is this your reference image for the first shot?
http://th05.deviantart.net/fs71/PRE/f/2013/082/1/4/a_narrow_and_desolate_ravine_by_crs1009-d5yy6s4.jpg
 More A Dark Night..,
#11297 posted by madfox [84.26.177.181] on 2014/07/02 04:54:23
Tronyn- brushtex is a bit out of order, as it was more a case of will-it work or collaps.
As it works I was planning to use the rock5_2 tex for the cliff.
The light errors were due to the light1.24 of BJ.
@mfx- thanks for the tutorial, almost gave it up after finding Tyrlight.
@Lunaran- whole waterfall is an mdl, at the base is what my poor imagination could think of turbulence.
On the scale to "maybe" and "sure" I must relay to the inspiration and reference thread like four elephants asking: someone should make this fifth.
Cliff Demons" .OBJ pack has fine eyecandy for skyboxes by Poison.
 Gorgeous Images
#11298 posted by Tronyn [24.79.126.117] on 2014/07/02 04:57:45
wait, shouldn't that go in the Mapping Inspiration thread?
jokes... actually it's really cool to see what images mappers used for inspiration... perhaps the basis of a future article at Quaddicted.
#11299 posted by negke [31.18.93.198] on 2014/07/02 07:38:03
Yeah, that looks cool, MadFox. Although aligning all those textures will be a bitch. Great inspiration images, too.
On a somewhat related note, I imagine a Tronyn version of that Ukrainian castle would be like this. (Hint!)
 Heh
#11300 posted by Tronyn [24.79.126.117] on 2014/07/02 08:33:18
aka, with way less detail & is very angular, & I should stop pretending there's terrain around it, since any such attempts suck anyway? if so, totally fair!
sh(ee)it with how slow I am my levels should have more detail... so I'll just call it "oldschool/doom style" heh.
#11301 posted by sock [181.1.98.146] on 2014/07/02 10:07:30
actually it's really cool to see what images mappers used for inspiration
I used that IMAGE for inspiration for the bridge at the front of Zendar. It is not perfectly the same but it has the same vibe.
 Go Madfox
#11302 posted by nitin [220.244.163.153] on 2014/07/02 15:10:50
that looks very nice. +1 on it needing some good looking fog.
 Huh
#11303 posted by Lunaran [216.188.254.244] on 2014/07/02 18:16:50
I have only just noticed you can link things with labels on func now.
test
cool!
 100 Points For You!
#11304 posted by mfx [85.179.26.51] on 2014/07/02 18:48:38
 Wait, How Do I Do That?
#11305 posted by Breezeep_ [100.1.255.141] on 2014/07/02 20:36:30
 @RingofQuaddamage
#11306 posted by sock [181.1.98.146] on 2014/07/02 20:45:24
Here - check section - "What HTML markup is allowed in my posts?"
#11307 posted by Scampie [72.12.65.92] on 2014/07/02 21:13:20
Lunarana: you've been able to do that since the site was launched... even on Qmap you could do that. Possibly even on Qboard.
 Wtf Lunarana?
#11308 posted by Scampie [72.12.65.92] on 2014/07/02 21:13:54
it's like typing bananana you just can't stop
#11309 posted by metlslime [159.153.4.50] on 2014/07/02 21:15:36
actually i think i added the anchor tag support after launch... originally you could only put raw URLs and it would auto-convert to links
 I AM A FAGGOT!
#11310 posted by Spirit [80.187.102.203] on 2014/07/02 21:45:21
HUMP MY RUMP!
 <-rekt
#11311 posted by Scampie [72.12.65.92] on 2014/07/02 22:07:30
 A More Important Observation
#11312 posted by Lunaran [216.188.254.244] on 2014/07/02 22:21:35
I need to stop derailing this fucking thread
 If There Only Was Something Topical You Could Post Instead...
#11313 posted by onetruepurple [93.105.236.152] on 2014/07/02 22:23:41
 +1
#11314 posted by RickyT33 [176.25.201.12] on 2014/07/02 22:44:06
#11315 posted by Lunaran [216.188.254.244] on 2014/07/02 22:58:36
I've posted a screenshot more recently than you
#11316 posted by onetruepurple [93.105.236.152] on 2014/07/02 23:27:10
I posted two in the jam thread.
#11317 posted by Tronyn [24.79.126.117] on 2014/07/02 23:34:55
 Best Use Of OTT Darkness And Coloured Lighting...
#11318 posted by Shambler [86.25.44.11] on 2014/07/02 23:43:56
...I've seen for a while. Evil as fuck.
 Oh Man
#11319 posted by onetruepurple [93.105.236.152] on 2014/07/02 23:58:08
That looks straight up satanic. I love those bone candles.
#11320 posted by Lunaran [216.188.254.244] on 2014/07/02 23:58:54
@otp: son of a bitch!
@tronyn: son of a bitch!
 I Run Faster To The Moon Than I Become True Purple
#11321 posted by madfox [84.26.177.181] on 2014/07/03 00:07:14
moon runs purple
The last screenshot shows the strange behaviour of using another skybox. It looks as if the green has becomes silver.
I'm searching for a good fog setting.
If I use 0.02 I get a fine effect indoors,
but outside my skybox gets hazy.
So I make my skybox harder in contrast but even setting fog to 0.01 or 0.005 it seems to keep its thickness in outside area's.
The results of the distance wil be due to it.
 Damn
#11322 posted by killpixel [98.211.184.167] on 2014/07/03 00:48:23
these look good.
 Tronyn
#11323 posted by ijed [200.73.66.2] on 2014/07/03 00:52:04
Spike some people/bits on those trees!
 Fuck Yeah
#11324 posted by necros [99.227.110.3] on 2014/07/03 01:06:13
 Madfox
#11325 posted by Rick [75.65.159.61] on 2014/07/03 01:24:37
r_skyfog command will set the fog level applied to the sky only.
You can't set it in the map file though. Either enter it manually or put it in a quake.rc file in a game folder.
I don't know if engines other than fitzquake can do this.
 Worldspawn
#11326 posted by madfox [84.26.177.181] on 2014/07/04 00:16:16
I added it to worldspawn and it works fine.
I'm just obvious about seeing no change in 0.01 and 0.005
I think the scale ends at 2 dec.
#11327 posted by Breezeep_ [100.1.255.141] on 2014/07/04 18:05:10
#11328 posted by skacky [90.0.183.92] on 2014/07/04 18:13:59
Interesting texture combination, keep going.
 Thanks, Skacky
#11329 posted by Breezeep_ [100.1.255.141] on 2014/07/04 21:22:16
I was busy procrastinating :P
 Started Something New
#11330 posted by mechtech [65.190.158.200] on 2014/07/05 04:57:47
 Looks Cool
#11331 posted by Drew [70.55.66.130] on 2014/07/05 04:59:55
keep it up (and keep it simple)!
 Looks Sweet, Mechtech
#11332 posted by killpixel [98.211.184.167] on 2014/07/05 21:16:43
...and strangely familiar...
Look forward to playing the final product!
 Boss Fight :)
#11333 posted by mechtech [65.190.158.200] on 2014/07/07 06:27:37
#11334 posted by [Kona] [121.73.104.148] on 2014/07/07 07:24:50
That must be a tronyn level
#11335 posted by Lunaran [99.112.162.57] on 2014/07/07 16:05:33
I cannot see the phallus for the trees
 Re #11330
#11336 posted by Mike Woodham [87.127.250.2] on 2014/07/07 17:33:56
Looks like you used the carpet from my local Gaumont cinema.
 @Mike
#11337 posted by mechtech [65.190.158.200] on 2014/07/08 04:27:09
Did a search for "Gaumont cinema"
I think your right about the carpet.
Carpet
 More Gaumont
#11338 posted by Mike Woodham [87.127.250.2] on 2014/07/08 08:48:40
My memory is clearly better than I remembered.
It had fairly Quake type ceilings as well
http://www.flickr.com/photos/woody1969/3970147660/
I think most of the Gaumonts were kind of art deco.
#11339 posted by Breezeep_ [100.1.255.141] on 2014/07/16 23:20:12
Made something for Plutinya 1024
Danger close
You guys like?
#11340 posted by Breezeep_ [100.1.255.141] on 2014/07/16 23:21:28
 I Like
#11341 posted by RickyT33 [90.204.131.119] on 2014/07/17 00:15:35
Looks fun :)
 Looks Good
#11342 posted by nitin [220.244.163.153] on 2014/07/17 00:50:06
now please also make a jam map :)
 Scampie
#11343 posted by nitin [220.244.163.153] on 2014/07/17 00:50:34
IMHO coloured lighting is too saturated. Otherwise looks great.
#11344 posted by madfox [84.26.177.181] on 2014/07/17 23:10:38
searching the right light.
 Madfox
#11345 posted by mfx [92.228.97.24] on 2014/07/17 23:17:41
Make the windows glow in warm yellow:)
 I Feel Guilty...
#11346 posted by FifthElephant [82.24.73.240] on 2014/07/18 00:01:58
for posting that picture. Looks good though madfox.
 Agreed
#11347 posted by Lunaran [216.188.254.244] on 2014/07/18 00:29:53
the canyon is lit from within and the castle is not.
 Perfect
#11348 posted by Drew [70.55.66.130] on 2014/07/18 00:34:44
#11349 posted by madfox [84.26.177.181] on 2014/07/18 01:03:53
@mfx -I took your advice the light tut. The whole canyon is lit with a few lights.
@5th - Won't blame you, more the fact that I haven't seen chance to participate in the mapping jam.
@Lun - I went back to zero light and there are only three lights with a 30 wait 0.4.
It seems large spaces take ohther light advantages than small rooms.
 Ruined Architectural Scale
#11350 posted by Rick [75.65.159.61] on 2014/07/19 10:27:44
A few screenshots (from a map which I may or may not ever finish) illustrating the evils of 16 unit high steps.
Ruined
Architectural
Scale
And just for good measure...
Step fronts are not for detail
#11351 posted by FifthElephant [82.24.73.240] on 2014/07/19 10:43:43
I don't see a problem tbh.
#11352 posted by Spirit [92.196.107.216] on 2014/07/19 11:20:22
I like the scale of those steps, fits Quake. Awesome first shot!
#11353 posted by onetruepurple [93.105.236.46] on 2014/07/19 12:48:16
That is an outstanding looking map alright.
For all the meticulous texture work, though, I'm not sure about the tiled texture on the curved stairs.
 Rick
#11354 posted by spy [178.88.77.21] on 2014/07/19 14:31:37
Could you add a couple of that red_dish runic textures
just drop em here and there , right now that looks very monochrome
 Rick
#11355 posted by JPL [82.234.167.238] on 2014/07/19 15:52:05
What others said: I don't see any problem with the stairs, and it looks really good :)
 Looks Good.
#11356 posted by Drew [70.55.66.130] on 2014/07/19 16:15:18
Release please.
 Wheee
#11357 posted by negke [31.18.93.198] on 2014/07/19 17:21:23
 Rick !
#11358 posted by Barnak [65.94.234.65] on 2014/07/19 18:20:20
Looks awesome.
Please, finish this map, or I'll set an army of fiends to your ass.
 Negke Made Me Smile
#11359 posted by Lunaran [99.112.162.57] on 2014/07/19 19:38:45
#11360 posted by negke [31.18.93.198] on 2014/07/19 20:49:51
#11361 posted by Rick [75.65.159.61] on 2014/07/20 01:21:28
The 16 unit steps comment is just a bit of a joke referencing a post in the Map Jam 2 thread, as is "step fronts are not for detail".
...I'm not sure about the tiled texture on the curved stairs.
The brown part on the top surface? Not real sure about that myself, but haven't come up with anything better so far.
Could you add a couple of that red_dish runic textures just drop em here and there , right now that looks very monochrome
Yes, the map is mostly grayish brick and stone with wood and rusty metal here and there, and slightly tech looking light fixtures. That's pretty much the way I want it.
I had a big red window at one point and some yellow lights under a bridge, but several people said that looked out of place. I guess you actually mean the little squares with the runic symbols like you see on exit teleporters?
 No Red Needed
#11362 posted by Drew [70.55.66.130] on 2014/07/20 01:53:10
IMO. Also stairs look fine, if not mind glowingly gorgeous. What's holding you back now? Still struggling with limits?
#11363 posted by Lunaran [99.112.162.57] on 2014/07/20 02:27:01
"step fronts are not for detail"
I meant 8 unit steps.
"I can't fit any detail in there!"
"So don't!"
#11364 posted by Rick [75.65.159.61] on 2014/07/20 03:08:26
I know, I was just making a bit of a joke.
The 16 unit steps are obviously staying. I might change the name of the map to "Ruined Architectural Scale" though. Has a nice ring to it, eh?
Anyway, here's one more picture. I figure if I just actually work on the thing I could finish it pretty soon. It's really just minor nit-picky things that need doing now, it's playable as is.
Wanted: Sexy vampire chick to perch on ledge
 Love The New Expansions If Stock Textures
#11365 posted by Drew [70.55.66.130] on 2014/07/20 03:18:29
Someone really should make a new id megawad with all the stock and all the new id1 variants made by sock, than etc
#11366 posted by Lunaran [99.112.162.57] on 2014/07/20 03:20:23
Release that before jam3 so it can be the theme
 SECONDED
#11367 posted by Tronyn [24.79.126.117] on 2014/07/20 03:20:59
totally
 That Was Re: The Megawad
#11368 posted by Tronyn [24.79.126.117] on 2014/07/20 03:21:31
but yeah, it applies to both
 Thirded
#11369 posted by Drew [70.55.66.130] on 2014/07/20 03:22:15
 @Rick
#11370 posted by sock [190.231.20.2] on 2014/07/20 13:38:25
I know, I was just making a bit of a joke.
Your behaviour is not a joke, this is you being an online bully because you feel my comments are a reflection on your own work. As I have stated this is my views and work ethics and it does not mean you have to be a jerk about it.
Getting everyone to agree to your view point by showing screenshots of a map you have been pushing brushes around on for a year with no before or after comparison of steps heights does not prove your point, it just makes you look petty and vindictive.
 *Stair Wars Theme Playing*
#11371 posted by mfx [92.229.97.229] on 2014/07/20 14:30:45
 Heh
#11372 posted by Tronyn [24.79.126.117] on 2014/07/20 14:51:20
now as someone who has an unfortunate tendency to be petty and vindictive, but who also uses 16 unit stairs...
...at least don't threaten to not finish the new well of wishes, if it's already playable!
 Step Size
#11373 posted by Mike Woodham [86.161.244.125] on 2014/07/20 16:15:17
I find the 'discussion' on step/stair size quite interesting as I couldn't remember what I used to do.
So I just reinstalled BSP, loaded an old map and had a look. Wow! I can see I was firmly on the side of sitting-on-the-fence (or perhaps that should be handrail)
For narrow staircases I mostly used 16 unit step size. For wider staircases e.g. the stairs up to the Imp's Castle in FMB-BDG2, I often used a 16 unit rise with an 8 unit step at the front, giving a sloping tread.
I do remember that I tried to introduce a degree of asymmetry into my maps, so maybe that also had something to do with it.
(that's if anyone gives a toss)
 #11370
#11374 posted by Shambler [86.27.47.202] on 2014/07/20 16:41:05
WTF?
 To Be Fair
#11375 posted by Drew [24.114.100.144] on 2014/07/20 18:06:42
Rick did kind of go apeshit in response to socks comments which, while ovely prescriptive, were certainly not aimed at him.
 Lol @ Stair Wars.
#11376 posted by FifthElephant [213.205.235.251] on 2014/07/20 19:16:48
I get that step do look a bit bulky at 16 units but it shouldn't be something to start a flame war over.
 16 UNIT STAIRS
#11377 posted by RickyT33 [90.204.131.119] on 2014/07/20 20:22:08
THATS THE NAME OF A HORSE I USED TO OWN 'MAM
#11378 posted by RickyT33 [90.204.131.119] on 2014/07/20 20:22:45
 I Propose
#11379 posted by Drew [24.114.108.61] on 2014/07/20 21:15:07
That us 16 unit purists start a new messageboard which more adequately reflects our values.
 Can You All Fucking Stop Now
#11380 posted by onetruepurple [93.105.42.72] on 2014/07/20 21:47:29
 Map Jam 3!
#11381 posted by Shambler [86.23.72.171] on 2014/07/20 22:20:43
16 Unit Stairs Only!
#11382 posted by JneeraZ [174.97.226.218] on 2014/07/20 22:37:06
+like
 16 Units World
#11383 posted by [62.174.22.187] on 2014/07/20 23:13:45
for the next mapjam or speedmap.
All the brushes should have at least one dimension (heigth, width, depth) of 16 units.
 Splinter Group
#11384 posted by than [182.164.203.103] on 2014/07/23 20:39:29
sixteen unit stairs with textured fronts that subtly convey the feel of 8 unit stairs without the extra polys/work to build them.
Anyone with me? No..?
:(
#11385 posted by metlslime [159.153.4.50] on 2014/07/23 21:16:18
how about making a ramp with a stair texture on it? With a parallax shader it might work.
#11386 posted by Scampie [72.12.65.92] on 2014/07/23 21:26:58
Ramp loses the detail of the player view shifting up each step... guess you could hack in a camera animation that fakes stepping.
On that note, I actually noticed while testing my Jam2 map that Quake does a funky thing where it shifts your camera up/down a staircase when you are on them if you are in a default view (don't mouselook at all). I hadn't realized it did that but that seems really smart when you consider that most players were expected to play Quake with keyboard only.
 I Think It Does That On Ramps As Well.
#11387 posted by skacky [90.0.59.239] on 2014/07/23 21:56:30
 Time To Get Back On Topic
#11388 posted by Lunaran [216.188.254.244] on 2014/07/23 23:17:00
 Or Make A Shader That Just Procedurally Builds The Map
#11389 posted by RickyT33 [90.204.131.119] on 2014/07/24 01:24:41
Then just make a box room, and apply the shader...
 On Topic
#11390 posted by Scampie [72.12.65.92] on 2014/07/24 04:10:49
#11391 posted by Lunaran [99.112.162.57] on 2014/07/24 05:25:03
that's not ...
why do i even try with you people
 Bobbin' On The Stairs
#11392 posted by Mike Woodham [87.127.250.2] on 2014/07/24 13:22:32
I often would put clip brushes over 16 unit stairs to turn them into ramps so as to stop the bobbin'. They still looked like stairs but the player would glide up them.
#11393 posted by JneeraZ [174.97.226.218] on 2014/07/24 13:57:54
We did that all through Unreal Tournament as well ... players would rather slide up staircases. It's less jarring to the camera.
 OTOH
#11394 posted by SleepwalkR [130.149.243.224] on 2014/07/24 14:40:54
I think in Quake, the player will slide down when standing on those fake ramps, no?
#11395 posted by JneeraZ [199.255.40.36] on 2014/07/24 15:06:50
He will. But who stands still in Quake? :P
 SleepwalkR
#11396 posted by skacky [90.0.54.142] on 2014/07/24 15:20:33
This is why I don't clip stairs in Quake. I do clip stairs in other engines though.
#11397 posted by Scampie [72.12.65.92] on 2014/07/24 15:43:54
Quake also has ramp jumps, which shouldn't happen on stairs.
I think the small bit of camera bob, done with some smoothness so it's not too obscene, helps with immersion. People are used to stairs in real life, and stepping up a step is accompanied by your head being lifted up at that moment as well, not a smooth gradient upwards that a character's bounding box would do as it slides up a ramp.
 Lol What
#11398 posted by Tronyn [24.79.126.117] on 2014/07/24 16:25:34
if this view-tilting is not smooth enough, it's obscene? strong word choice I would have gone with "annoying."
#11399 posted by Lunaran [99.112.162.57] on 2014/07/24 16:26:36
Standing still happens in Quake. Fighting often happens on or around stairs, and since they physically behave differently players will expect their movement to be one thing or another, cued by the geometry that they see. Sometimes the best safe place to peg an ogre or taunt a fiend might be standing on some stairs, and sliding out of position in that case when you don't expect to would be annoying.
Also, everyone avoids ever jumping around on stairs because stepfinding doesn't happen while you aren't FL_ONGROUND so stairs become momentum-killing walls, so ramp-clipped stairs is a confusing signal that way, too.
easy solution: actual ramps!
Quake3 had nicely fixed camera movement and physics going both up and down stairs (so you don't run off the top of the top stair and go DOOF DOOF DOOF all the way down), but messing with Quake player physics in .qc or the engine is probably unreasonable.
#11400 posted by Lunaran [99.112.162.57] on 2014/07/24 16:27:59
although now that I've said that the engine guys who read this forum will see it and by the weekend we'll have three new network protocols and "sv_useoldstairphysics 0"
 I'm Thirsty
#11401 posted by killpixel [98.211.184.167] on 2014/07/25 18:32:25
for screenshots
 Post Yours
#11402 posted by [62.174.47.221] on 2014/07/25 21:04:12
 I Have None
#11403 posted by killpixel [98.211.184.167] on 2014/07/25 21:28:03
 If Life Were As Easy To Solve As That
#11404 posted by [81.60.41.220] on 2014/07/25 21:43:54
... We would be completely bored.
Make some.
For example, you can do something for the jam2. In the 48 hours that remain till the deadline, you can finish something as big as the shortest ones in jam1.
#11405 posted by reblinds [24.44.92.157] on 2014/07/25 21:44:09
Here's something I'm working on. in editor because I'm new to this and have yet to compile a map/didn't research how yet!!!
http://i.imgur.com/7DgjCqy.png
http://i.imgur.com/3dz61m2.png
http://i.imgur.com/YmDaDx7.png
also texturing comes later! I hope you fill in the details with your brain so it's not so ugly.
 Nice!
#11406 posted by Scampie [72.12.65.92] on 2014/07/25 21:59:49
Have you mapped before? That looks pretty decent!
I suggest learning how to compile sooner rather than later, just in case you have some gotchas. It can be easy to make bad brushes or something that the compiler won't like, and it's nice to know that as you build!
Here's where I link my getting started mapping tutorial and point you at 'Tools of the Trade' and 'Time to Compile' sections!
 Thanks!!!
#11407 posted by reblinds [24.44.92.157] on 2014/07/25 22:09:14
I played a lot in Hammer before, and DromED (which was a failure), and dark radiant but never released anything. I've finished a number of maps that were mostly quick throw-togethers.
http://i.imgur.com/dYGKPU2.jpg
http://i.imgur.com/9FXDhni.jpg
http://i.imgur.com/drFbf7E.jpg
http://i.imgur.com/CUkwRJA.jpg
This is some of my older stuff I made in Hammer, never really had much of a game play plan for it, but it was intended to be ported to the dark mod. I like to think I'm very good at storytelling, and think of a lot of ways to tell stories through level design and lots of creepy stories to tell. That's what I'm doing with my map up there, but I'd never sacrifice game play for story...I want to be great at both.
I'll have to look at that later on, and thanks for the advice! I'm trying to go on the general rule if it doesn't crash trenchbroom it won't make a compiler kill itself.
 Failing At DromEd Doesn't Surprise Me
#11408 posted by skacky [90.0.54.142] on 2014/07/25 22:11:49
I should know it, I still have a Thief map in the backburner that's on hold due to stupid compilation errors. NewDark made things easier but the interface is still a pain and the compilers are dogshit.
Your stuff looks pretty cool map, keep it up!
 Mmmm
#11409 posted by killpixel [98.211.184.167] on 2014/07/26 00:19:04
Nice shots, reblinds! This one is particularly intriguing. I'm ready to play when it's done.
Make some.
I am :) Just not screenshot material yet. I posted a couple dozen shots these last 30 days. I wanna see what other people are doing!
 Oops
#11410 posted by killpixel [98.211.184.167] on 2014/07/26 00:37:34
 Welcome To The Dungeon, Reblinds
#11411 posted by Cocerello [193.144.61.240] on 2014/07/26 15:46:00
Good brushwork there. Looks good, I can see that the inspiration comes from sources outside Quake.
When you finish reading the wiki continue with this and this, this and this are for later.
 Thank You Everyone!
#11412 posted by reblinds [24.44.92.157] on 2014/07/26 18:08:54
Man you guys are really supportive. I should have posted years ago when Quake mapping interested me. My main inspirations are Thief and Quake. I just hope I can make an effective non-linear level where the secrets are more focused on alternate routes and giving the player combat advantages through that. That's one of my goals. I'm gonna have quite a bit of reading to do, but thank you for everything, this is all really exciting for me! I'll try to get back to you guys with some more finished content later on.
 Wow
#11413 posted by SleepwalkR [80.187.107.30] on 2014/07/26 21:10:35
This community must have changed in recent years. He called us supportive!
 Reblinds
#11414 posted by SleepwalkR [80.187.107.30] on 2014/07/26 21:13:04
Continuing on the supportive note, you should check out sock's maps, esp. zendar. It's a prime example of exactly what you're trying to do. He also wrote a along article on his web where he explains many of his choices.
 Hexagons, Hexagons, And Orange Hexagons.
#11415 posted by Breezeep_ [100.1.255.141] on 2014/07/26 22:47:15
 Hexcraft
#11416 posted by madfox [84.26.177.181] on 2014/07/26 23:00:01
Makes me feel like Tron.
#11417 posted by quakis [86.22.126.142] on 2014/07/26 23:04:31
Reminds me a little of Ribbiks' releases, "Swim with the Whales" and "Stardate 20X6" in terms of its one-colour contrast theme. Could turn into something interesting if the idea is approached well, but that all depends on which direction you're planning to take this map toward.
 Cont...
#11418 posted by quakis [86.22.126.142] on 2014/07/26 23:10:00
In fact, a hexagonal themed texture set could help compliment the visuals, i.e. perhaps some dark, neutral coloured hex-floor tiles to dial down on using solid black.
#11419 posted by skacky [90.0.194.71] on 2014/07/26 23:24:46
There's a Sunder map that's made with lots of hexagons as well.
#11420 posted by Scampie [72.12.65.92] on 2014/07/27 01:47:04
Aard's 10 sector map was made of randomly generated hexagon sectors: http://strlen.com/maps/doom/
 Thanks For The Comments, Guys.
#11421 posted by Breezeep_ [100.1.255.141] on 2014/07/27 03:12:59
 If You Like Quake And Thief
#11422 posted by Lunaran [99.112.162.57] on 2014/07/27 19:26:25
#11423 posted by negke [31.18.93.198] on 2014/07/28 19:48:30
#11424 posted by Lunaran [216.188.254.244] on 2014/07/28 20:08:51
I wasn't, I think it would be neat to see more people making ITS maps.
 A Map I Was Making Back In 2006 That Never Gonna Be Finished
#11425 posted by PuLSaR [46.164.235.10] on 2014/08/03 21:12:55
#11426 posted by Trinca [95.94.39.251] on 2014/08/03 22:23:32
Sure it will :)
Give it a push!
#11427 posted by Drew [76.68.206.169] on 2014/08/04 00:59:01
Push it into MFX's email pls
 Pulsar
#11428 posted by nitin [220.244.163.153] on 2014/08/05 03:39:12
that looks good, why will it not be finished?
 Agree
#11429 posted by Drew [76.68.206.169] on 2014/08/05 03:55:38
was looking on phone before.
On laptop, those look really nice - very solid theme going on, it looks like. If you don't want to finish, you should seriously consider posting the scraps!
 I'm Making Another Map For Plutinya
#11430 posted by Breezeep_ [100.1.255.141] on 2014/08/05 04:21:29
 Cool Style
#11431 posted by skacky [90.0.188.72] on 2014/08/05 04:23:54
 Yeah Man
#11432 posted by Drew [76.68.206.169] on 2014/08/05 04:31:41
looks classy and interesting.
I love how flexible Doom is in that regard.
#11433 posted by JneeraZ [199.255.40.36] on 2014/08/05 15:27:48
That's cool. One of the rare shots that makes a Doom level look like an actual place rather than an abstraction.
 Nitin
#11434 posted by PuLSaR [94.141.42.16] on 2014/08/05 20:35:47
I was making this map for a while a long time ago (textures are mix of speedbase, quake2 and some other wads), then moved to another city without pc, then finished arcanum map, then was busy with real life, then found these screenshots in my id1 folder in 2014. I lost the idea of it. Tho need to check if the map file is somethere at my current pc.
 Yo
#11435 posted by tron [150.101.101.234] on 2014/08/08 17:15:55
A rare day with no work and university work I can procrastinate has led to me opening up an editor for the first time in a decent while.
http://www.mapsbytron.com/images/random-temp-stuff/lobby.jpg
Obviously incomplete, just working out a style.
 Is That Darkplaces?
#11436 posted by Shambler [82.31.22.202] on 2014/08/09 08:56:27
Looks pretty rad....
 Nope
#11437 posted by Tron [120.20.1.27] on 2014/08/09 09:18:44
Doom 3.
 Tron
#11438 posted by necros [99.227.110.3] on 2014/08/09 17:44:29
I like it, the ceilings with the inset bits are cool, but the overall shape of that area is quite square. I think it would benefit from either changing the floor height in some parts just up and down a bit or making that left wall bow outwards a bit and to get some angles in there.
Nice vegetation models, btw, are they yours?
#11439 posted by Lunaran [99.112.162.57] on 2014/08/09 19:32:03
the overall shape of that area is quite square.
doom3's rectilinear light volumes perversely encourage you, for performance reasons, to build areas of the same shape.
that's about as good as rooms in doom3 get!
#11440 posted by necros [99.227.110.3] on 2014/08/09 22:05:36
Yeah... I dabbled in D3 for a bit and really disliked that about the lighting. :(
Still, I doubt many people would have trouble running a map with 3 or even 4+ lights on the majority of the surfaces if they are small like the above screenshot these days.
#11441 posted by Tron [120.20.1.27] on 2014/08/10 02:39:05
This is just really a little passageway between areas, if it gets expanded out more then there will be more interesting shapes for sure.
Vegetation models are downloaded from some stock models site, can't remember the name right now. I've been playing with different material techniques to try and get some plants in Doom 3 that don't look like total arse. Having nice assets to start off with certainly helps.
With regards to light counts, Doom 3 is ten years old. I just operate under the mindset that so long as it runs on my five year old machine I don't care about things like light counts.
#11442 posted by necros [99.227.110.3] on 2014/08/10 03:38:01
I just operate under the mindset that so long as it runs on my five year old machine I don't care about things like light counts.
I think that's a safe assumption to make. I'd like to see some doom3 maps that are in the same vein as modern q1sp where you just make whatever as long as it runs good on a modern machine.
 Doom 3 Makes Me Cry Sometimes
#11443 posted by tron [150.101.101.234] on 2014/08/10 16:07:22
I'd been paying so much attention to getting some nice faked bounce lighting going on that I completely forgot to check what any entities looked like in the area. Stuck an imp in and it was half in darkness with ugly solid black shadow that didn't fit in at all with the lighting of the area. Pulled out a couple of the lights and replaced them with a larger one which doesn't look as good but at least things fit into the environment better.
I should have remembered to check that earlier, been caught out by it in the past. That's what I get for not doing any serious mapping for a few years.
Fucking unified lighting. >.>
So not much progress to show, apart from that I've just been experimenting with various lighting tricks like god rays, thanks to help from Zombie.
http://www.mapsbytron.com/images/random-temp-stuff/lobby2.jpg
http://www.mapsbytron.com/images/random-temp-stuff/lobby3.jpg
#11444 posted by necros [99.227.110.3] on 2014/08/10 16:12:14
isn't there a way to use shaders to apply lighting only to some shaders and not others? you could make a new shader for the monsters and have lights that only work on them and not the world. lots of extra work though. :(
 You Can Do Exactly That
#11445 posted by Tron [150.101.101.234] on 2014/08/10 16:29:01
Was discussing that idea with Zombie earlier tonight, it's a crazy amount of work though since the tools aren't set up to do it easily.
 Doom3 Lighting
#11446 posted by PuLSaR [83.139.177.219] on 2014/08/10 19:19:19
is really painful sometimes. tho it's very powerful, it's hard to make everything look good
#11447 posted by necros [99.227.110.3] on 2014/08/10 20:45:57
If you have the time, painting special light shaders can help a lot.
If you are making world geometry in a 3d editing suite, there's the option of baking on lightmaps as well.
But yeah, it's mainly inflexible unless you are willing to dump tons of time into it.
However, these days I think you could get away with making oversized light volumes with the exponential light shader and lighting areas like you would a quake map...
#11448 posted by Lunaran [99.112.162.57] on 2014/08/11 03:29:44
I painted unique volumetric lightmaps for a silly Quake4 map. Results weren't bad, but it took a while and meant even less flexibility.
Raven added a little fudged normal map contribution to the ambient light shader in Quake4 (Doom3's was just flat diffuse) because we just had to use it so damn much. Every multiplayer map except DM11 had one big ambient light covering the entire thing, because otherwise nobody could fucking see the other players.
 Lun
#11449 posted by Tron [150.101.101.234] on 2014/08/11 09:19:06
Replayed Strombine just yesterday checking out that lighting technique you used, I think I'm definitely going to be stealing that gui based interaction system you came up with for it.
#11450 posted by onetruepurple [5.172.252.49] on 2014/08/11 09:32:58
I read Tron as Tronyn and was pretty confused.
 Oh Yeah
#11451 posted by Lunaran [216.188.254.244] on 2014/08/11 18:24:03
I forgot I even did that. It's a GUI plane with nothing in it, right? So you get the interaction with nothing displaying? You should probably take it a step further and have some kind of glowing interaction hint display in worldspace, like the hand icon in RTCW.
It might not work in Doom3 though, I think D3's GUIs had to have an opaque background? If it doesn't you could fake it with doomscript. Doomscript was the only good part of that engine and it was great.
also I think Tron, Tyrann, and Tronyn should merge into a superentity and do battle with DazDranz and negkcros.
#11452 posted by necros [99.227.110.3] on 2014/08/12 01:08:04
Doomscript was the only good part of that engine and it was great.
Hell yes. I loved that scripting engine.
#11453 posted by Lunaran [99.112.162.57] on 2014/08/12 05:32:37
Jim Dose took it with when he left id and now it's in L4D2/Portal2 and called Squirrel. :P
 Hmm
#11454 posted by Tron [150.101.101.234] on 2014/08/12 08:29:07
I'm all in favor of this super-entity idea, so long as I get to be one of the arms.
Been playing around with creating a custom ambient texture, Strombine style. Produces some nice effects around vegetation when a bit of colour is introduced for the filtered green light and I think it's definitely getting adopted as a standard technique by me. Can't really see it in effect in this shot, but I figured everyone can enjoy a fine wall of Imp ass.
http://www.mapsbytron.com/images/random-temp-stuff/lobby5.jpg
 Early Quake 2 Project Made In TB 2.
#11455 posted by FifthElephant [82.24.73.240] on 2014/08/12 23:08:09
http://www.quaketastic.com/files/single_player/maps/q2map1.zip
No screens but it's a really, really, early look at what I've managed to do with TB2 so far. I have to say this is going to be an awesome time for Quake 2 players when TB2 is finally here.
 Hear Hear!
#11456 posted by SleepwalkR [92.231.107.26] on 2014/08/12 23:56:15
 SW And Also For Those Who Dont Have Quake 2 Installed
#11457 posted by FifthElephant [82.24.73.240] on 2014/08/13 00:17:39
I had to edit the .map file cause I couldn't find the way to edit the face properties. (I kind of copied whatever the properties from an identical file in quark, fairly easy to do actually but a real ghetto way of mapping also)
http://www.quaketastic.com/files/screen_shots/q2-tb2-1.jpg
http://www.quaketastic.com/files/screen_shots/q2-tb2-2.jpg
http://www.quaketastic.com/files/screen_shots/q2-tb2-3.jpg
 Looks Good
#11458 posted by Cocerello [80.174.120.228] on 2014/08/13 00:40:40
The warm lighting fits with the textures, but the cooler lights don't as much, maybe you'll need to tone down the saturation on those ones, except on the third screenshot.
 Sneak...
#11459 posted by Hipshot [94.137.102.38] on 2014/08/13 03:14:59
I'm just gonna sneak this in here before I go to bed...
http://quake3world.com/forum/viewtopic.php?f=10&t=50439
#11460 posted by necros [99.227.110.3] on 2014/08/13 04:24:57
overgrowth and bare fluorescents go well together. are these your textures? the ornate copper floor and ceiling are beautiful. also pipes and ventilation vanes!
probably the most visually boring is the mineshaft...
 WOW Hipshot
#11461 posted by Barnak [65.94.232.218] on 2014/08/13 05:21:07
This map is incredibly beautifull. I played it a bit on my Mac mini, and it's running very well. I'll try it with some bots tomorrow.
Really awesome work !
 Necros And Barnak
#11462 posted by Hipshot [94.137.102.38] on 2014/08/13 08:17:11
Thanks
Some are mine, some are just photosourced from cgtextures. But I produced them all into the level if that means anything.
The actual ornate floor and ceiling are actually more or less like the source, but the pipes I've made myself, the small pipes are actually a really old texture.
Feel free to use the textures, I'm gonna make a source release of this later on too, all max files, map file etc
#11463 posted by [Kona] [121.73.104.148] on 2014/08/13 08:52:17
By "superentity" are we talking a human centipede kind of dealie? Sounds fun.
 Fifth
#11464 posted by SleepwalkR [80.187.97.51] on 2014/08/13 10:05:33
You can edit the surface and content flags in the face inspector by clicking on the ... Buttons.
 Really????
#11465 posted by FifthElephant [213.205.235.26] on 2014/08/13 13:10:48
I feel like an idiot if I missed that.
 There
#11466 posted by SleepwalkR [130.149.243.224] on 2014/08/13 15:42:08
 Hipshot
Looking good man. Will download later.
 Cocerello's Map
#11468 posted by RaverX [79.117.15.234] on 2014/08/14 13:07:32
The map is ok, but (as others already said) has a very bad gameplay. I write this just after I played the map, I came here to see what others say, I thought maybe I'm stupid or something. I played on EASy skill, I repeat - EASY (skill 0), not even normal.
You say the map is unfair only on hard, sorry, but that's bullshit, pleas try to play your own map on EASY and see how easy it is. I ran out of ammo quite fast, playing with just the axe is not fun at all, especially when you are fighting death knights and fiends.
Otherwise the map is ok, but please, please, next time try to test your own map, at least a quick run from start to end on normal or easy to see if it's "doable".
 Bad Post
#11469 posted by RaverX [79.117.15.234] on 2014/08/14 13:10:18
Somebody please delete the previos post, it was meant for other thread, I can't edit it or delete it :(
#11470 posted by JneeraZ [174.97.226.218] on 2014/08/14 13:58:44
Play it where it lies!
 Quake Was Made For Little Girls, Sissies And Grannies !
#11471 posted by Barnak [65.94.232.74] on 2014/08/14 20:37:55
 Post #11468 Undeleted
#11472 posted by metlslime [159.153.4.50] on 2014/08/14 22:00:29
we don't have a delete feature, and if it is flagged as spam your IP address gets blacklisted, which is not what you want, so i unflagged it.
#11473 posted by ptoing [93.216.196.10] on 2014/08/15 14:20:10
Not really a screenshot, just some initial test bits for a quake texture pack I plan to make when I got a bit more time.
https://dl.dropboxusercontent.com/u/15588722/quaketest.png
#11474 posted by Spirit [92.196.101.237] on 2014/08/15 14:47:17
beautiful!
 Very Nice
#11475 posted by ijed [186.79.223.177] on 2014/08/15 20:09:15
 Ptoing
#11476 posted by Hipshot [94.137.102.38] on 2014/08/16 13:40:17
Have you done any PXart before?
#11477 posted by ptoing [93.216.196.10] on 2014/08/16 15:22:48
If by PXart you mean pixelart, then yes, infact I am a professional game artist who is specialised on pixelart.
#11478 posted by Hipshot [94.137.102.38] on 2014/08/16 15:29:34
Me and my friend [url=http://store.steampowered.com/app/239070/]released a a pixel art game last autumn[/url], where I made almost all art, I've also considered making some q1 textures with the q1-palette.
I'm always looking for talent, do you have some home page or portfolio?
#11479 posted by ptoing [93.216.196.10] on 2014/08/16 15:34:35
You can go to http://ptoing.net which links to my slightly outdated art blog and pixeljoint gallery. That should give you an idea of my skillset. ATM I am mainly focusing on getting better at 3D in my freetime.
 Hipshot,
#11480 posted by FifthElephant [82.24.73.240] on 2014/08/16 16:47:31
you made Hammerwatch?! I freaking love that game, me and my friend played the co-op for hours when it first came out!
Ptoing, your stuff reminds me of old school bitmap brothers -
https://www.tumblr.com/search/bitmap+brothers
#11481 posted by ptoing [93.216.196.10] on 2014/08/16 16:48:17
Thanks, the Amiga OCS stuff by Dan Malone is certainly an influence.
 Ptoing
#11482 posted by FifthElephant [82.24.73.240] on 2014/08/16 16:53:22
seriously though, I hope you do make a full set in this style, would be amazing.
#11483 posted by ptoing [93.216.196.10] on 2014/08/16 17:22:17
I plan to. It will probably take a while because of work related stuff. Work first and all that. But I am pretty fast once I got going, and once I got some decent base textures for metal and rock and all that those kinda things should be fairly fast as well. But yeah, plan is to make a full set or sets. Base, Metal, Rock, Weird shit.
Yep, yep.
 Omg Bitmap Brothers...
#11484 posted by [99.227.110.3] on 2014/08/16 17:26:18
I loved xenon 2
 I Really Need To Start Signing In...
#11485 posted by necros [99.227.110.3] on 2014/08/16 17:28:35
Ptoing, your style reminds me a bit of heretic. I like the orange, not many textures like that.
#11486 posted by ptoing [93.216.196.10] on 2014/08/16 17:48:12
Thanks. The colour I used is not indicative of the colours in the final textures, just one of the 16 colour ramps to get a good base. But I want to make textures with colour variants which are not that common in the original Quake set.
I still have to experiment and get a feel for the colours and which ones work well together.
 Ooooh
#11487 posted by DaZ [89.168.60.49] on 2014/08/16 17:53:52
Looking forward to seeing more of this!
 Bitmap Brothers
#11488 posted by Cocerello [80.174.120.200] on 2014/08/16 18:26:36
I always wanted to play Gods, and spent hours trying to guess how it would be in reality, based on some full color double DIN A-3 pages in a magazine, that had all the levels in the game on those pages, as a guide to complete it.
Xenon 2 is also a game i miss a lot. I always loved the feature about buying weapons, upgrades and bomb-like equipment, like the one where you get enough weapons to fill the bottom of the screen for a few seconds.
Unfortunately, those are the only games i know done by them.
Looking forward to you work, Ptoing. If you do it quickly enough, it could be the next map jam theme ;)
#11489 posted by ptoing [93.216.196.10] on 2014/08/16 18:37:11
Doubt it will be ready for the next map jam, but yeah, would be cool if it was used for a jam when it's done. Would love to see what you guys can do with it.
#11490 posted by Spiney [81.242.103.146] on 2014/08/16 20:58:03
Oh hey ptoing, remember you from Apedogs and Unit16 when I used to lurk there a couple of years back. I have no doubts those textures are going to go out like hotcakes :]
#11491 posted by ptoing [93.216.196.10] on 2014/08/16 21:00:12
Hah, small world.
#11492 posted by ptoing [93.216.196.10] on 2014/08/17 04:26:46
Some more stuff. Maybe I should make an own thread for this? And yes, I plan on doing colour variants of probably most of the textures. Or at least for the ones where it makes sense.
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/runicanimals.png
#11493 posted by necros [99.227.110.3] on 2014/08/17 17:49:10
the top row looks the best. like bronze or something... would be cool if there was some teal/green in there like the id *cop* textures.
#11494 posted by ptoing [93.216.196.10] on 2014/08/17 18:35:30
Yeah, teal/green could be nice. So far I am very much still in an experimental phase, seeing which colours work together well. Top row looking best I would say is highly subjective, thought I quite like it myself.
I think that it will heavily depend on the surrounding textures used and as such I will have variants of almost all textures in my pack. a) because it's easy and b) mappers will have a lot more variety to choose from to give accents to their maps or use it for stuff like secrets, hints and the like.
Oh btw, I have not tried this yet, but I take it max amount of animations for a texture is 10? +0 to +9?
#11495 posted by Spirit [92.196.98.34] on 2014/08/17 20:01:21
Are those too small? I would have expected twice the size (or maybe map editors always scale up textures?)
#11496 posted by ptoing [93.216.196.10] on 2014/08/17 20:24:36
Those rune animal ones are 32x32, which is the size of the red rune textures in quake for example. I will probably make combinations of different ones as well, and have them as single ones too.
Most textures in Quake are 64x64 actually, I will probably go more towards 128x128 for walls since that will allow for more variation on bricks and such. And it's not too much more work.
But yeah, I think I will make a new thread for this and post my updates there. Don't wanna clog up this thread.
 This Is A WIP Thread
#11497 posted by FifthElephant [82.24.73.240] on 2014/08/17 22:04:45
so if it it's WIP then it's the right place to post. It will be nice to see a new texture set... shame it's not purple (we're dying for a purple set here!)
 Func Threads Are More For Large Discussions
#11498 posted by Lunaran [99.112.162.57] on 2014/08/17 22:29:13
ie flamewars
 Damn Straight
#11499 posted by SleepwalkR [92.231.225.234] on 2014/08/17 22:33:50
#11500 posted by ptoing [93.216.196.10] on 2014/08/17 23:05:16
Fifth: There will be purple variants. VARIANTS OF EVERYTHING! I reckon that I will have over 1000 textures when this is done. Because variants are quick. Like make a brick texture. Make a banged up variant, make an even more banged up variant. That is 3 textures.
And then 5 or 6 colour variants of each of those and potentially mixes where you combine 2 or 3 coloured bricks into one texture for more funky kinda layouts, which would already be 15-20 textures from one basic brick texture alone.
And again, yes, purple will be available, I promise :)
 So I Was Wondering
#11501 posted by ptoing [93.216.196.10] on 2014/08/18 00:21:50
Just made a 128x128 brick texture and then made 9 really quick brightness variants. This is really easy to do and surface colour vs lighting in the level is something to take into account.
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/brickgradient.png
But I was wondering if this would be a bit overkill. Because once I do other colours (not every ramp is as stretchable as the browns) and stuff like mossy variants and so on it will quickly go to 100 variants for this single texture alone.
This also makes me wonder how to best organise the wad file. It is probably best to break it up into several wads. Question is how exactly. Theme makes sense. Base, Metal, Medieval, Runic and so on. But the question is whether to break it up into colour sub wads or what. Suggestions are welcome.
 Ptoing...
#11502 posted by FifthElephant [82.24.73.240] on 2014/08/18 00:27:45
are you a god damn wizard. How did you make a 21 colour texture look 24 bit? Like seriously?
Also, careful with the last 2 lines of the quake palette, if you didn't already know the last 2 lines are reserved for full brights. (just checked and I'm sure you've avoided this problem anyway but still)
As for texture organisation, just make sure you name the textures well. Like wall1, wall2, wall3, trim1, trim2, trim3, light1, light2, light3 etc etc.
 My 2c
#11503 posted by DaZ [89.168.60.49] on 2014/08/18 00:35:57
I think 8 different shades of the same texture is overkill. 3 is probably the sweet spot (bright, middling, dim) as level designers can then use the three shades to make cool shapes.
I would rather see variations of the texture with different trims, misc small details like blood, scorch marks, etc as then level designers can also incorporate those elements of the textures into the game play of the map.
Textures do look great though!
#11504 posted by ptoing [93.216.196.10] on 2014/08/18 00:38:01
Hehe, Thanks. And yeah, I am aware of all the ins and outs of the Quake palette, colormap and so forth. I actually have 2 palettes I work with, one with and one without the fullbrights so that if I use dirty tools like blending and the like no fullbrights can creep in.
Yeah, it will probably end up being.
brik##gr kinda format and use the #s for variant and shade and the gr for colour, so that would be green or something, will see.
But so you are saying, basically yes, more variants are useful.
I can see that, since you might wanna make a level that has an area of dark bricks without being actually that dark, or use lighter bricks in some not so well lit areas.
I fear that this set will go into the 10s of thousands, haha, not even kidding. It could happen.
 Also
#11505 posted by DaZ [89.168.60.49] on 2014/08/18 00:38:54
Just a quick thing that popped into my head : Consider doing some extremely large versions of some of the "bread and butter" textures in your set. For example in czg's level "Honey" there is a 512x512 wall texture that is all simple brick but has loads of different grime, grit, dust and moldy bits on it. It really helps break up the repeating nature of the large surfaces in that map!
#11506 posted by ptoing [93.216.196.10] on 2014/08/18 00:41:04
Ah, posted at the same time as DaZ was.
I will totally make variant stuff with less destruction, more destruction, blood, trims, what have you. And those will only become more once I amass a bigger texture library to combine from. But this variant thing for the shades is literally 5 seconds of work. But I also see where you are coming from with the 3 brightness versions.
What probably is also something to take into account is mixed brightness/colour textures. Since doing that with brushes would be a bit tedious/overkill.
#11507 posted by ptoing [93.216.196.10] on 2014/08/18 00:42:53
Yeah, see what you are saying. I will have a look at the Honey textures.
This one being 128x128 is already bigger than most original Quake ones, where stuff like bricks usually was 64x64. I will have 64x64 ones in there, but I kinda doubt I will do that for bricks.
#11508 posted by ptoing [93.216.196.10] on 2014/08/18 00:49:48
Btw, what are the naming conventions for quake testures. Do the names have to be 8 symbols only or can they be longer?
 Ptoing
#11509 posted by necros [99.227.110.3] on 2014/08/18 01:05:28
are those palettized? if so, good job. if not, you should check to be sure it looks ok.
if you want to make huge amounts of variations, go for it, but please don't lump them all in one wad file. a mapper can easily load multiple wad files to get whatever textures they want, but it will just be a mess to sort through hundreds of textures in a single file.
 Necros
#11510 posted by FifthElephant [82.24.73.240] on 2014/08/18 01:16:09
there's only 21 colours and they're all on palette... I'm blown away to be honest.
 Ptoing
#11511 posted by than [112.69.161.231] on 2014/08/18 01:19:20
http://quakewiki.org/wiki/Textures
Nice work! Looking forward to seeing them on a map!
Are you the same Ptoing from Pixelation forum by any chance?
 Ptoing:
#11512 posted by metlslime [76.103.211.139] on 2014/08/18 01:19:24
#11513 posted by ptoing [93.216.196.10] on 2014/08/18 01:21:07
Yeah, they are palettised. I work in Cosmigo Promotion which is geared toward indexed work/pixelart and animation. So nothing here was painted at a higher bitdepth and quantised down, it is from scratch using the Quake palette.
And here is a little teaser for FifthElephant :)
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/purplebrick.png
About the organisation, yeah. I don't think I would have them all in one wad. It will for sure be wads sorted by theme, texture type so they can be easily found as well and you will have groups that make sense in editors like Trenchbroom.
What would be good to know is if I can give the textures longer names than 8 symbols, and which symbols are allowed. I reckon alphanumeric only and _- or something? seeing as + and * are special. Any clearing up in this regard would be much appreciated.
#11514 posted by ptoing [93.216.196.10] on 2014/08/18 01:25:54
than: Yes I am. To my knowledge there is one other person that goes by the name of ptoing but our paths have not crossed so far.
metlslime: thanks a lot :)
 Textures Can Have Names Longer Than 8 Symbols
#11515 posted by FifthElephant [82.24.73.240] on 2014/08/18 01:37:11
but I don't know what the maximum length is.
#11516 posted by ptoing [93.216.196.10] on 2014/08/18 01:47:16
It says 15 characters in there. And I reckon 15 should be enough.
brick1_2purple is 14, so yeah. 15 should be plenty enough.
 These Textures Are Pretty
#11517 posted by FifthElephant [82.24.73.240] on 2014/08/18 02:23:11
But they're very big.
I think brick works well if it's small and dense. It's interesting that you have stuck to the same palette gradient in order to get more out of the texture colour range.
It might need to be made grittier or dirtier in order to fit the quake aesthetic, using noise and colours from other sections of the palette.
Here's a really simple room I just made -
https://www.dropbox.com/s/rbuzgtoy873p2e4/ptotex.jpg
#11518 posted by FifthElephant [82.24.73.240] on 2014/08/18 02:25:30
In this screenshot the texture is scaled to 0.5 in order for it to fit with quake's scale.
#11519 posted by ptoing [93.216.196.10] on 2014/08/18 02:33:19
Hm? Why scale it down, I am confused. The texture is 128x128, but has the same scale as all brick textures in quake, just less repeat. As in the bricks are the exact same size.
I think bricks work in all sizes and of course I will make smaller ones as well which probably can be 64x64 tiles, but I might as well make stuff 128x128 since it is not a lot more work if I got good base textures.
Some variants with more colour shifts are a given, I have been looking at the Quake textures quite a lot to see what colour combos they used and such.
How many variants of the texture have you actually used in that little room?
 Seems Like They Are The Same Size As The E1m2 Bricks.
#11520 posted by metlslime [76.103.211.139] on 2014/08/18 02:36:35
#11521 posted by ptoing [93.216.196.10] on 2014/08/18 06:32:10
Last one before bed.
Highly experimental this one, and also WIP. I quite like the colour combo in this one though.
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/weirdrocktest.png
Also, I appreciate people doing small tests to see how these look like in maps, but please do not use them for anything you release until the set is done.
#11522 posted by Hipshot [94.137.102.38] on 2014/08/18 06:48:33
First quake since 16 years back
http://imgur.com/bnkNg4Z
I'm only learning how to develop my textures into Q1 and also trying out both radiant and trench, I will probably build a little singleplayer level later on.
#11523 posted by FifthElephant [213.205.232.113] on 2014/08/18 08:26:51
I scaled down as I wasn't sure about how to use them. I won't release anything until i see the full set to be honest, if these initial textures are anything to go by this should be really nice.
Also I probably should have gone to bed rather than mess around with these. I will keep a close eye on this thread.
#11524 posted by Cocerello [80.174.120.200] on 2014/08/18 11:31:40
* Ptoing:
- Purplebrick: looks good, with a strong personality. I'm also waiting to see a purple texture set, and if there is a orange and pink ones, even better.
As Fifth said, i also see that they aren't very Quakeish. It's good because that gives us the option to make maps with a different feeling, but most mappers prefer to make Quakeish maps for Quake, so it can affect how many people will use them.
Something that had bugged me is that in my eyes those are blocks, more than bricks, at least in size. Apart from the size, i can't tell for sure if that is stone or brick.
In Quake, bricks are usually smaller (8-12 units high), like ID's city1_x and city 2_x textures. Check Quake e4m7 for reference.
Don't misunderstand me. It is good to have bricks so big, but it is probably better if bricks so big aren't common in the texture set, except if that is one of the charms of the set, if it is like that, ignore what i said about their size and keep going like that.
- Weirdrocktest: looks good as well, as a desert rock texture, but the tiling is a bit obvious: In a normal texture that wouldn't be much of an issue, but rock textures are often used outdoors, where most brushes are well and homogeneously lit, very big and you see them from afar, so the tiling is way more noticiable (in this case, the whitish zone in the upper-left corner).
Try to make all rock textures at least 128x128 and make some 256x256 or maybe 512x512, and check that there is no point in them that stands out noticiably (in this case probably getting rid of the whitish zone is probably enough).
Well, most of those tips are in Rorshach tutorials(at the bottom of the page), so it is probably better if you read them directly than me continuing to write.
*Hipshot: looks decent for a first try. It would need something around the door, a frame, or better, some rockish detail.
Glad you are coming back to the dark side of mapping ;) .
 Gonna Do A Quake Map
Any requests? I remember when I posted my Quake 3 WIPS here that people said that certain themes were done to death. I can only promise to do my best but it would nice if it's a theme people would like to see.
I'm also open to continuing unfinished stuff that people don't care about anymore. Just hit me up!
 @SpronyvanJohnson
#11526 posted by Barnak [65.94.232.122] on 2014/08/18 15:03:44
> I'm also open to continuing unfinished stuff that people don't care
> about anymore.
Please, check this thread :
http://www.celephais.net/board/view_thread.php?id=61065&start=19
Two very nice maps almost finished, that were scraped ! :-(
 Sprony
#11527 posted by Lunaran [216.188.254.244] on 2014/08/18 18:32:16
Rather you build with a theme you want to build with and that you have ideas for, regardless of what other people feel like seeing. Make us not tired of e3 metal!
 Cocerello
#11528 posted by ptoing [93.216.196.10] on 2014/08/18 18:56:43
Thanks for the feedback, I appreciate it. Just keep in mind that all of this is super WIP.
The main difference from Quake stuff is that they do not have as much colour variance, though there will be versions of them which will have that. But probably clean colour ones too, like they are atm, can't hurt.
As far as the size goes, there are plenty of textures in quake with stones/brick/whatever which have the same dimensions, just one a smaller 64x64 texture instead of 128x128. But yeah, there will be bricks/stoneslabs of many different sizes, don't worry about that.
The weirdrocktest is just that a weird rock test, and I am well aware of all it's fault, I have been doing pixelart tiles for almost a decade professionally, so I know about hiding the grid and all that.
Those tutorials you linked me to do not seem to be there, but I am sure I have read similar stuff before. And I could ask Kevin the next time he is in a hangout I frequent as well.
 Sprony
#11529 posted by Cocerello [80.174.120.200] on 2014/08/18 19:31:11
Well, if you just want a theme that no one does. How it sounds a map for DoE expansion, in Alice textures, that relies heavily in rings of invisivility, and fully geared towards DMSP or COOP?
#11530 posted by necros [99.227.110.3] on 2014/08/19 04:14:03
i think there's definitely room for some more strongly coloured sets. some great maps have been made with the terracotta textures recently... Terracity and Red Slammer come to mind. They have an almost stylized strong orange theme moreso than e1m5, for example.
 Necros
#11531 posted by ptoing [93.216.196.10] on 2014/08/19 04:25:50
For sure. I think the Quake palette can produce some pretty funky stuff, but there are not many textures in the default set which use the more "non-earthy" colours in a broader way. Those are mainly used to add accents to other colours. Such as the purple and cyany colour.
 Ptoing
#11532 posted by Cocerello [80.174.120.200] on 2014/08/19 21:02:28
Ok, no problem. I'll be expecting your work eagerly. Keep it fun for you. But ... if i were to say something egoistical, i would ask you to make it as crazy as possible, with white, pitch black, orange, violet, purple, as the main colour in and as many colours versions as possible :).
Well, if it is easy as you say to make colour versions of existing textures, maybe i could try begin to learn at texturing by doing that. I always wanted, but never knew where to begin. For now i am getting info on the issue till i begin with that.
I have been doing pixelart tiles for almost a decade professionally, so I know about hiding the grid and all that.
I know that you have been working as a pixel artist, and checked the links you provided, but by basing myself on those i though you worked in videogames with art similar to Monkey Island, for example, which is a very different work to texturing, and because those tips, even if they sound basic, i have seen them not present in enough famous videogames to put that info there for just in case ... Well, i just wanted to explain the reason.
Those tutorials you linked me to do not seem to be there
Rorsarch tutorials are there, but not the video ones, those are probably lost forever. I was telling you about some text based ''tutorials'' at the very bottom of the webpage, below of where it says: ''Various help pages'' and ''MAP TEXTURES''.
I suppose you probably know what they tell, but even with that, check them if you are bored, they are short, but kind of the base of texturing in Quake's community.
 @all
Thanks for the comments. I'm very impressed with the unfinished stuff by Bal. However, I wouldn't have expected otherwise from him. Having said that, it's way out of my league but I still feel I could at least mess around with it. Quake and SP level design is completely new to me so having such an amazing base to start from is pretty convenient.
In the read me he says that all the content is unreleased Nehara stuff. That's a mod I was unfamiliar with (relatively new here). Does this mean I can't use the textures he used? Does anybody know this?
#11534 posted by ptoing [93.216.196.10] on 2014/08/19 21:37:36
Yeah, I will make variants, I said that already :) Atm I am doing a less bread and butter texture because I was bored of making bricks, haha. Gonna post it later.
And yeah, editing textures is a good way to start I guess.
I have done tilework for Wayforward, specifically on Aliens: Infestation for the DS, which was very limited in terms of colours and tile usage, good practise. And I have done other tile stuff before where you have to try and hide the grid. But I see where you are coming from.
Ah, found the tutorial stuff. It's under help. Will have a look a bit later.
#11535 posted by ptoing [93.216.196.10] on 2014/08/19 21:44:44
Just read some of his texture stuff and I actually disagree with some of his do's and don'ts. Specifically saying to not work at scale. I think working at scale gives you more control at the pixel level, because if you scale down shit will go to mush.
Another thing is that he does not seem to like textures like the bricks I done based on scale, saying the bricks are too big. I would disagree there too, especially in a game like Quake where epic/monolithic architecture works really well.
But yeah, the stuff where I agree I already knew.
 Please Ptoing
#11536 posted by mfx [92.226.95.183] on 2014/08/19 21:49:29
 Test 2 At Full Scale
#11537 posted by FifthElephant [82.24.73.240] on 2014/08/19 22:29:29
At full scale those texture do look pretty nice. In this picture it looks a bit like a cake but I reckon if you stick to the same colour range it will look good, just flat purple was really nice. (no this isn't a proper map, it's the shell map I made that ended up being my jam 2 map... I use it to test texture themes)
https://www.dropbox.com/s/suhl6p3t3zhkffn/ptotex2.jpg
 I Would Prefer Them To Be Dirtier
#11538 posted by SleepwalkR [92.231.105.18] on 2014/08/19 23:03:18
The bricks, that is. They look a bit too clean for Quake IMO.
#11539 posted by ptoing [93.216.196.10] on 2014/08/19 23:15:32
mfx: Noted :) I quite enjoy doing Gigerish stuff.
Fifth: It does look like cake, yummy layercake.
SleepwalkR: Yeah, they are quite clean, as I said before, these are a base pass before mixing in other colours, doing "moss passes" and what have you. I think I will provide these clean variants in the pack as well though, because that can't hurt. Would be neat to have a map where stuctures get more and more decayed as you go along.
And here is what I been working on today. Also still WIP. And NSFW.
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/basrelief.png
And there will be several broken versions, colour variants, splattered with blood (offerings to the goddess) and so on. And probably runes on her sides below the hands and besides the head. Variants are a lot of fun to make once you got a good base to work from.
#11540 posted by Cocerello [80.174.120.200] on 2014/08/19 23:32:34
I think I will provide these clean variants in the pack as well though
PLease, please, do that, as long it isn't extra work for you.
You can always put them in a different .wad or even create a discarded textures .wad to keep the general feeling of each texture set.
 Fifthelephant
#11541 posted by Cocerello [80.174.120.200] on 2014/08/19 23:46:44
Those so pure textures look suitable to Alice and other videogames in very weird surrealistic worlds, by looking at that screenshot.
Problem with that kind of texture combinations it that they usually require to keep the number of shadows to a minimun or give the map a minlight of 50 or more, because dim lighting makes all colours more similar between them. The good part, or bad depending of how you look at it, is that that issue is more prominent with ID textures, due to their similarities as usually they share at least the third most used colour in each texture. In fact, I tried to do a colorful map in ID textures and ended like that, so had it switched to brown-green textures, as dim lit areas is part of the gameplay of the map.
 Great Stuff
#11542 posted by ijed [190.22.100.17] on 2014/08/20 00:05:05
There's a load of potential with everything you're doing; please keep going :)
 Alright, Getting To Know The Editor A Bit More Now.
#11543 posted by Hipshot [94.137.102.38] on 2014/08/20 01:23:50
 Nice One Hipshot...
#11544 posted by FifthElephant [82.24.73.240] on 2014/08/20 01:37:10
Looks good, I like the texture blend of the rock and grass... would look nice at the top too!
 Still Doing The Q2 Map
#11545 posted by FifthElephant [82.24.73.240] on 2014/08/20 03:23:39
#11546 posted by ptoing [93.216.196.10] on 2014/08/20 03:53:09
That looks pretty decent for 3 textures. :D
 FifthElephant
#11547 posted by Hipshot [94.137.102.38] on 2014/08/20 09:08:20
Yes it would, I'm just gonna figure out the best way of doing that on those angles, in this engine =)
 Hipshot
#11548 posted by total_newbie [85.178.48.53] on 2014/08/20 12:43:50
Wow, that looks very nice. I know you've done amazing things for Quake 3 (and some other multiplayer games), but just out of curiosity, is this your first single player map?
 FifthElephant
#11549 posted by total_newbie [85.178.48.53] on 2014/08/20 12:48:11
Cool, keep at it! Are you the only person in the world making a Q2SP map, or is there an active community of Q2SP mappers?
 Total_newb
#11550 posted by FifthElephant [82.24.73.240] on 2014/08/20 12:53:45
There seems to be a somewhat active community at -
http://leray.proboards.com/
But the Q2 community is nowhere near as active as ours and I am struggling to get answers to my questions fast enough. I expect once TrenchBroom 2 is release we'll see a huge increase in the different maps for different games.
 Aguirre
#11551 posted by nitin [220.244.163.153] on 2014/08/20 14:10:27
should also officially release his q2 engine, it is perfect IMHO.
 I'm Using Quake 2 Pro
#11552 posted by FifthElephant [82.24.73.240] on 2014/08/20 14:25:20
it seems to be doing the trick pretty well... what's so good about Aguirres?
 Nothing To Fiddle With
#11553 posted by nitin [220.244.163.153] on 2014/08/20 15:06:40
it looks like q2 just with WS support and other things similar to what Fitzquake does.
 Total_newbie
#11554 posted by Hipshot [83.140.153.62] on 2014/08/20 15:22:44
Well, haven't done any mod SP since HL and Q1 really, so it's gonna be a really fun to return to it!
 What HL SP
#11555 posted by Drew [76.68.225.18] on 2014/08/20 15:27:31
did you do?
 "since HL And Q1"
#11556 posted by total_newbie [85.178.48.53] on 2014/08/20 15:38:41
You've made Q1SP content before? Did you use a different alias?
 Nothing That Matters...
#11557 posted by Hipshot [83.140.153.62] on 2014/08/20 16:17:06
I did it ages ago, nothing that matters so.
#11558 posted by [Kona] [121.73.104.148] on 2014/08/20 23:28:13
Assuming you did q3 maps hipshot?
This is quite nice http://lvlworld.com/media/id:2126/s:212612893015555064
I like the style, brick and sewery at the bottom, with mixes of wood and pipes and a more realistic setting with buildings. You should convert those textures to q1 and do a full q1sp out of it.
 Convert?
#11559 posted by onetruepurple [93.105.236.32] on 2014/08/20 23:49:20
Why bother if some existing made-for-q1 wads can pull this off just as well.
 You Mean
#11560 posted by ijed [190.22.80.122] on 2014/08/20 23:57:08
The Kingpin set? There's another industrial one as well thats similar and I think Nehahra had a few in the same vein.
Can't see anything wrong with having more industrial textures.
Although after staring at the Rubicon2 set for months I probably won't be doing industrial for a while!
 Rivets, Rivets Everywhere!!
#11561 posted by mfx [92.226.95.183] on 2014/08/20 23:59:21
Run!
 [Kona]
#11562 posted by Hipshot [94.137.102.38] on 2014/08/21 00:33:51
Yes and <a href="url">this one</a> I just released, same theme kinda, but "even more". But I feel the Q3 community is "dead", even the QL forums, there's like 2 new maps there.
And I have been wanting to do Q1SP for a long time now, so I figured why not now, those Jam2 levels are really great!
 Why Can't You Edit Your Posts Here?
#11563 posted by Hipshot [94.137.102.38] on 2014/08/21 00:34:24
 Some 2003 Throwback Map Stuff
#11564 posted by Breezeep_ [100.1.255.141] on 2014/08/21 02:01:23
 Bigger Version
#11565 posted by Breezeep_ [100.1.255.141] on 2014/08/21 02:01:50
 ROQ
#11566 posted by killpixel [98.211.184.167] on 2014/08/21 06:01:57
...lookin' good.
 Not Kingpin
#11567 posted by onetruepurple [5.172.252.4] on 2014/08/21 08:27:20
the bricks can be jf2, the wood can be from a sock wad, and the metals could be cr8, ogro, or even some idbase/wizmet mix
.
 Kingpin In Quake
#11568 posted by SleepwalkR [130.149.243.224] on 2014/08/21 10:02:11
Has been underused. Here's a map by yours truly that uses Kingpin to good effect, if I may say so myself:
http://mpqarchive.pauked.com/index.php?view=viewcomments&review_link=17000
 Doors
#11569 posted by Hipshot [83.140.153.62] on 2014/08/21 11:53:47
A made a func_door, out of two brushes. But it doesn't move. When I create a door with a single brush it moves, also, looking at E1M1, that door that consists of three brushes, seems to move, but I can't see that they do any different than what I do, seems to use the same spawnflags, just different shape and texturing.
I did search on google for a solution, but I'm having a hard time finding good Q1 mapping newb tutorials that describes the issue I have.
 Well, Two Things
#11570 posted by Captain Obvious [81.175.152.198] on 2014/08/21 16:18:16
@Hipshot: Sorry for pointing out the obvious, but there are at least two things you can try. You can look at some released map sources and see how exactly they have implemented the doors. The map jams come with sources for all the maps, so they would be a good place to start. You can also find the sources for the original iD maps that John Romero released many years ago. They are a bit old, though.
And the other thing is to copy your door into a minimal map that has only the features you need to play it and attempt to open the door. Then if there is a problem, post the map here and ask people to look at it and explain why the door doesn't work the way you expect it to. For example, make two boxy box rooms and put a door between them. It doesn't even have to be lit properly or look pretty.
 Hipshot
#11571 posted by ijed [200.73.66.2] on 2014/08/21 16:37:37
By two brushes I assume you mean two seperate piece that move in different directions?
If so, turn on the "Don't Link" spawnflag.
 Captain Obvious
#11572 posted by Hipshot [94.137.102.38] on 2014/08/21 18:42:12
Sorry, that I wasn't clear enough, but I looked at the E1M1 Source map and it was as simple as mine, that's what I thought was so strange.
For some reason, it didn't move, but when I created a new one today, it worked, they look exactly the same in the editor, strange.
@ijed, it works w/o the don't link flag, it moves both brushes.
And sorry about posting this in the wrong forum section.
#11573 posted by Lunaran [216.188.254.244] on 2014/08/21 18:46:03
That's not it. If he's got two doors linked they'll just open at the same time. That's what linked doors do.
If a door made of any number of brushes isn't moving it's probably some small silly mistake. Doors in Q1 aren't much more complicated than doors in Quake3.
If it has a targetname it won't spawn a touch volume, because it will assume it will be triggered by something else instead.
Is the lip too big? If lip is the same number as the door's size in that direction it'll move (lip - size) = 0 units.
#11574 posted by ptoing [93.216.196.10] on 2014/08/23 19:26:08
So I was editing the Quake palette, specifically the last ramp before the fullbrights with the horrible saturated blues.
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/quakepals.png
What I did was just extrapolating the ramp back from the colours on the right side of the ramp.
This is likely what this ramp looked like before someone decided that they needed the Dopefish secret.
I am pondering using this for my textureset, though I wonder if I should make it mandatory or if I should make an extra wad with all the textures that make use of the new colours (probably not that many, seeing as the difference of this blue ramp to the other blue ramp is similar to the differences between the 2 purple ramps.)
 That's Hardly A Big Change From The First Blue Row Though
#11575 posted by onetruepurple [93.105.236.81] on 2014/08/23 19:35:20
#11576 posted by ptoing [93.216.196.10] on 2014/08/23 19:43:29
Yeah, I already stated that :P
It is very similar to the difference between the 2 purple ones, mainly saturation change.
#11577 posted by FifthElephant [82.24.73.240] on 2014/08/23 20:29:41
If you use a different palette will it display properly?
#11578 posted by necros [99.227.110.3] on 2014/08/23 20:42:51
yes, you can modify the palette the engine uses. in fact, this was done for the YPOD doom mod so that the textures and art assets would look good.
the only thing to be wary of is to check that stock assets are not negatively impacted, but i'm sure ptoing will take care of that.
#11579 posted by ptoing [93.216.196.10] on 2014/08/23 20:47:10
I think the only textures where the sat blues are used are the dopefish stuff (who cares), one of the stained glass windows and the silver keycard texture. None of those should suffer (probably look better actually)
I will probably have to supply an adjusted colormap too, but that would not be a big deal.
#11580 posted by ptoing [93.216.196.10] on 2014/08/23 21:11:13
#11581 posted by Lunaran [99.112.162.57] on 2014/08/24 01:41:59
Don't make two identical blue rows just because there's precedent. The fact that there are two very similar purple rows is already stupid, especially when the complete list of purple things in Quake is three items.
#11582 posted by ptoing [93.216.196.10] on 2014/08/24 02:10:00
Haha, yeah I know. But the resulting blues would be more useful than that fullsat blues (though I guess I could do something else with the saturated end).
#11583 posted by Lunaran [99.112.162.57] on 2014/08/24 03:50:07
I thought about it more, and I think the list of purple things in Quake actually is three items:
- Runes
- The sky
- Voreballs
Am I missing anything?
#11584 posted by [149.154.157.164] on 2014/08/24 04:07:27
http://imgur.com/MUf2uMO
Id1 texture arch07? Or not id1? Purple.
#11585 posted by ptoing [93.216.196.10] on 2014/08/24 04:10:10
It's used in a few textures, but never as the actual colour of an object, just as an accent/blend colour. Underused for sure.
 The Slipgate Too
#11586 posted by negke [31.18.93.198] on 2014/08/24 11:20:39
And yes, there's a version of an arch (or a window?) with purple, but it only appears in QTest.
Someone should make an otp.wad :P with purple variants of existing textures. Jam!
 Reccomended Settings For Screenshots?
#11587 posted by Drew [76.68.161.60] on 2014/08/25 02:53:44
#11588 posted by necros [99.227.110.3] on 2014/08/26 00:38:17
like in the game? or like the image itself?
 Did Not Have A Lot Of Time, But...
#11589 posted by ptoing [93.216.196.10] on 2014/08/26 01:02:27
here's some more work on the big stones tile and a tiled view.
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/brickstile.png
There are still areas which need some work, to hide the tiling a bit (mainly the area where there are 2 broken bits right next to each other, which creates a dark bit.
Colour variations on this are also not final, just research, but it works pretty well I think.
#11590 posted by Lunaran [99.112.162.57] on 2014/08/26 04:10:42
They look so rounded and smooth. Like blocks of cheese.
#11591 posted by ptoing [93.216.196.10] on 2014/08/26 04:15:59
Buncha moldy cheese! Actually, with the colours that Quake has you could make some pretty good cheese textures.
#11592 posted by [95.211.184.150] on 2014/08/26 11:07:35
Haha, blocks of cheese, indeed. And there you have a name for your texture set.
 Just Passed The 5000 Brush Mark On My Latest Map...
#11593 posted by ionous [72.130.254.47] on 2014/08/27 23:23:41
 Kewl!
#11594 posted by mfx [92.228.155.123] on 2014/08/27 23:25:34
Cheers!
 Very Nice
#11595 posted by RickyT33 [90.221.252.23] on 2014/08/27 23:37:12
You can pop the texture box and visgroup box underneath the Categories/Objects/Faces box, just drag and drop - then BOOM - you have more room ;)
 Oh Cool..
#11596 posted by mfx [92.228.155.123] on 2014/08/27 23:38:52
just saw the name of the map.
#11597 posted by FifthElephant [213.205.234.28] on 2014/08/27 23:48:28
Looks pretty rad!
 Oooh Classic Idmetal
#11598 posted by DaZ [89.168.60.49] on 2014/08/28 13:41:53
H Y P E
can we get a nicer screenshot? :D
 Thanks
#11599 posted by ionous [72.130.254.47] on 2014/08/28 23:42:32
MFX: Thanks
RickyT23: Startlingly obvious, but it never occurred to me once. It feels like my mapping window has doubled in size, which is hugely helpful. Thanks.
MFX: Discovered it while browsing the <a href=http://www.noevdia.com/news.php>NED</a> website for new releases. The name stuck in my mind (didn't hurt the I liked the <a href=http://aluktodolo.bandcamp.com/album/finsternis>album</a>
Fifth: Thanks
Daz: There is no nicer screenshot. It's mostly wide-open areas that are only partially complete. This is one of the few places cohesive enough to represent the map in a positive light.
 HTML FAIL
#11600 posted by ionous [72.130.254.47] on 2014/08/28 23:43:23
 Daya
#11601 posted by ericw [199.126.128.107] on 2014/08/29 03:43:32
skill 2 demos for gravelpit_1.3: https://www.dropbox.com/s/buhx9ux7w4vdaor/grav13_ericw.zip?dl=0
Looking good. The final arena still needs a bit more ammo, I think.
There could be more monsters given the large spaces... Maybe spawn in reinforcements when you hack the computers? (totally cliched of course.)
#11602 posted by JneeraZ [174.97.226.218] on 2014/09/01 01:05:44
Don't know if this link will work but ... messing around on the long weekend. Coding...
https://drive.google.com/file/d/0B6cay6zUJZndTU15R2UzcWZuZEE/edit?usp=sharing
 Gore Is Good
#11603 posted by mfx [78.55.215.3] on 2014/09/01 01:18:18
Knave is done to death i heard someone saying last time around:)
Prove him wrong!
#11604 posted by onetruepurple [93.105.236.81] on 2014/09/01 11:42:45
Whoever said that is an asshole, Knave rules.
Is that a Knave and Zer combo? I always wanted to do just that.
#11605 posted by JneeraZ [174.97.226.218] on 2014/09/01 11:49:55
The gore fountain is indeed inspired by Zer, but it's my own code...
 Sweet
#11606 posted by nitin [220.244.163.153] on 2014/09/01 11:54:10
new willem map!
 Dat Font Rendering!
#11607 posted by SleepwalkR [80.187.96.211] on 2014/09/01 13:34:56
Also nice level ;-)
#11608 posted by JneeraZ [174.97.226.218] on 2014/09/01 15:12:40
Right? I can 45 degree with the best of them...
#11609 posted by JneeraZ [199.255.40.36] on 2014/09/03 15:58:39
So I got my OBJ to MAP convertor thing running .. you feed it an OBJ file and it places the MAP formatted text on the clipboard, ready for pasting into Trenchbroom. This SHOULD alleviate a lot of the issues I was having with trying to get good looking rocks and other shapes.
We'll see. It still carries with it all the Quake weirdness with plane accuracy and stuff. It works OK with simple edge bevels but trying to do something even slightly complicated and the planes start sliding off just enough to get misaligned certs where shapes meet...
... actually, SleepwalkeR : Does Trenchbroom use the grid size at all when handing pasted MAP text? Maybe that's why the planes seem so wrong sometimes. Probably not but it's a long shot. I'll try setting the grid to 1 next time I have a problem and see what happens.
/ramble
 Obvious But...
#11610 posted by ijed [200.73.66.2] on 2014/09/03 16:35:43
Did you snap the geometry to grid after pasting it?
edit/actions/snap verticies
It has crash problem in TB1 when snapping large amounts of geometry, like entire levels, but thats probably just a memory issue.
#11611 posted by JneeraZ [199.255.40.36] on 2014/09/03 17:12:45
Oh yeah, I can fix it by manually twiddling verts and such in Trenchbroom but I'd rather not. A clean paste is my goal. Heh...
 Nope
#11612 posted by SleepwalkR [85.178.191.193] on 2014/09/03 18:44:20
TB parses the pasted brushes just like it would parse them from a map file. The grid has no effect on this. I suppose that either you are snapping your plane points to integer coordinates, or that the process by which you determine the plane points is not accurate, or, finally, you're seeing the inherent imprecision of the vertex generation algorithm that TB uses.
#11613 posted by JneeraZ [199.255.40.36] on 2014/09/03 18:52:15
Yeah ... OK, thanks for the info! It's close enough for what I need so I'll probably move on. :)
 Ye Olde Screenshot Thread
#11614 posted by mfx [78.55.103.171] on 2014/09/05 14:21:17
123
Not much texture in this, mostly column01_3 with some runic addons:) What do you think?
#11615 posted by negke [31.18.93.198] on 2014/09/05 14:26:48
Very nice.
 Very Nice!!
#11616 posted by generic [184.5.52.13] on 2014/09/05 14:27:15
You and Sock should conspire to build an episode ;)
 Very Nice!! [Edit]
#11617 posted by generic [184.5.52.13] on 2014/09/05 14:29:17
You and Sock and negke should conspire to build an espisode ;)
#11618 posted by JneeraZ [199.255.40.36] on 2014/09/05 15:06:54
Gah! Really nice mfx. Love the architecture, wow...
#11619 posted by spy [5.251.205.227] on 2014/09/05 15:18:16
You and Sock and negke and CZG should conspire to build an espisode ;)
I don't like these whitish textures though
 How Could They Be Improved?
#11620 posted by mfx [78.55.103.171] on 2014/09/05 15:27:27
Or just more variety overall?
Have the same issues, all looks alike..
 Mfx
#11621 posted by ptoing [93.216.208.236] on 2014/09/05 15:45:08
Sauber :D Looking good. What I always wanted to try is make a textureset very specific to a level.
One of these days, once I got more time and am done with my other texture stuff I would totally be up to doing that with some people on here. As in you people map stuff, plop on placeholder grid textures and I check what the sizes need to be and make specific textures to fit what was made. /me shakes fist at time!
 Negke Should Make An Episode.
#11622 posted by Drew [76.68.161.60] on 2014/09/05 16:13:42
By himself.
The shots look nice. The silver key cathedral in particular stands out, and looks finished.
I wouldn't say that same-ness in looks is particularly prominent to me.
Maybe the ceiling textures/ architexture could be broken up in shot 3...
 Idea Spam
#11623 posted by ijed [200.73.66.2] on 2014/09/05 16:19:56
Make some gigantic floating asteroids between the structures that the player doesn't walk on as points of reference, but make all the actual buildings from the same repetitive style.
 Mfx
#11624 posted by necros [99.227.110.3] on 2014/09/05 16:31:17
i absolutely love your visual style!
can you make it more asymmetrical?
 Make The Next Jam A Chainmap
#11625 posted by Cocerello [80.174.120.241] on 2014/09/05 16:34:03
if you want to see a colaboration by all these matters.
Now that i mention that, wasn't spposed to be the third jam on september?
*Mfx, that looks very good, and the textures look OK in both highly lit and in darker areas. Please make a map out of that, with more of the second screenshot, the other two, while having their own personality, are still probably too similar to Sock's map.
 More Doom 3
#11626 posted by tron [150.101.101.234] on 2014/09/05 16:34:31
[IMG]http://i.imgur.com/KjNiThI.jpg[/IMG]
[IMG]http://i.imgur.com/jTfgK2w.jpg[/IMG]
[IMG]http://i.imgur.com/DFsl4BQ.jpg[/IMG]
Obviously ripping off Mars City pretty hard, don't worry there are non-corridor areas in this map.
 Oh, Right, No Inline Images
#11627 posted by tron [150.101.101.234] on 2014/09/05 16:35:37
whoops
 Mfx Are You Referring To My Post
#11628 posted by spy [5.251.205.227] on 2014/09/05 16:39:39
Or just more variety overall?
Have the same issues, all looks alike..
could you try to use metal4_4(rotated) tex instead?
just to see how it works and fits(or not)
i'm not insisting to you switch the whitish immediately, just for variance
 Doom4
#11629 posted by spy [5.251.205.227] on 2014/09/05 16:42:41
 Mfx
#11630 posted by Lunaran [99.112.162.57] on 2014/09/05 17:26:11
the two-tone look is very quake3.
It seems very clean and pure. Not bad in and of itself, because not every quake map has to be a rusty gory mess, but with filthy blood-covered ogres and knights crawling all over it might seem a bit odd.
 MFX
#11631 posted by skacky [90.0.58.70] on 2014/09/05 17:46:10
Looking great! Love your diamond thingies.
 MFX.
#11632 posted by Shambler [86.29.34.98] on 2014/09/05 19:10:09
Holy shit!
#11633 posted by Johnny Law [50.242.126.113] on 2014/09/05 23:05:42
That's a beautiful Quake place. It's nice to see textures with a light palette that still has the Quake-y grit/grain, and shows off chunky architecture.
 Mfx:
#11634 posted by metlslime [159.153.4.50] on 2014/09/05 23:27:16
I really like #2, it's the one shot of those 3 that evolves beyond "brushes" into "architecture." The shape of the door echoed by the shape of the large angled pillars on either side is really sweet, the overall profile of the floating island is cool, the chain and broken stairs are cool. The only bit that seems out of place is the arch; i don't think you need or want arches in this level. The wedge / triangle shape plus angled pillars and mitered ends seems to be the unifying motif, a curved shape like the arch works against that unity and looks out of place.
 Thanks For Your Feedback Guys!
#11635 posted by mfx [78.55.103.171] on 2014/09/05 23:44:19
 Mfx
#11636 posted by ptoing [93.216.208.236] on 2014/09/06 01:15:39
indeed. We should totally try that sometime when I got more time. I mean even just using the textureset I by then hopefully will have made and adding to it where some more specific textures would be needed. Like for platforms, lifts, arches, tech machinery and so on. Or even for chainlinks. making a texture that has built in edge wear at the appropriate places.
 Mfx
#11637 posted by nitin [220.244.163.153] on 2014/09/06 02:09:44
looks great. I like ijed's idea too.
 My September Quake Project
#11638 posted by JneeraZ [174.97.226.218] on 2014/09/08 03:01:28
I thought I posted this ...
Sorry if this is a repeat. Anyway, I'm doing a project this month and hope to have something to show at the end of it.
WIP test level:
https://dl.dropboxusercontent.com/u/161473/SeptQuake/Update1.jpg
And here's a utility I made to help out with converting OBJ files to Quake MAP files for pasting into Trenchbroom. YOu still have to work with convex shapes and such but it saves time in that TB really only supports cubes at the moment.
https://dl.dropboxusercontent.com/u/161473/SeptQuake/Update2.jpg
I'll post more info as the month moves along...
Bonus shot - heads on pikes! Gibbable, of course:
https://dl.dropboxusercontent.com/u/161473/SeptQuake/SpikeHeads.jpg
#11639 posted by necros [99.227.110.3] on 2014/09/08 03:56:03
that is a very interesting style, don't think i've ever seen anything quite like it!
#11640 posted by killpixel [98.211.184.167] on 2014/09/08 04:07:52
very cool, look forward to seeing more of it.
#11641 posted by metlslime [76.103.211.139] on 2014/09/08 05:52:11
chains are the new crates.
 COOLBEANS
#11642 posted by PyroGXPilot [96.41.154.19] on 2014/09/08 08:32:18
NICE WarrenM I'll be watching this
 The Artist Formerly Known As Willem
#11643 posted by onetruepurple [93.105.42.40] on 2014/09/08 08:34:19
That looks really good!
#11644 posted by FifthElephant [213.205.233.225] on 2014/09/08 10:22:56
WarrenM, that is so fucking cool. What 3D software is that?
 WarrenM
#11645 posted by mfx [78.55.237.101] on 2014/09/08 10:55:20
Yup, looking very neat!
#11646 posted by ptoing [93.216.208.236] on 2014/09/08 11:21:06
@WarrenM: Will you be releases the OBJ converter thing? Also, am I correct in assuming that it also uses UV data to get texture scaling and rotation and such? Or did you do that in Trenchbroom after importing?
@FifthElephant: Looks like Modo to me.
#11647 posted by JneeraZ [174.97.226.218] on 2014/09/08 11:40:23
Thanks guys!
Yes, it's MODO. I lurve MODO.
And I could release the OBJ convertor thing. It's not as awesome as you're imaging, believe me. :) All texture work is done in Trenchbroom. The OBJ->MAP thing is a simple polygons to planes thing.
BUT it's useful for getting shapes that are hard to do in a traditional Quake editor.
#11648 posted by negke [31.18.93.198] on 2014/09/08 11:54:20
If you do a MAP->OBJ thing as well, we have a deal.
#11649 posted by JneeraZ [174.97.226.218] on 2014/09/08 12:15:11
Do you mean MAP or BSP? MAP wouldn't be THAT hard ...
 Mfx
#11650 posted by Cocerello [193.144.61.240] on 2014/09/08 13:37:57
I know, that's why i said you should stray from it, to create your own map.
 Willem
#11651 posted by nitin [220.244.163.153] on 2014/09/08 14:13:14
looks rad.
#11652 posted by FifthElephant [213.205.235.171] on 2014/09/08 16:22:44
I would love to tinker with the converter
#11653 posted by JneeraZ [199.255.40.36] on 2014/09/08 16:30:16
I'll definitely release it ... probably once I get done with this project. I'll include the source as well as a lesson in what NOT to do with code.
 Looking Forward To Another Quake Map To Play!
#11654 posted by Breezeep_ [100.1.255.141] on 2014/09/09 01:29:16
Because I'm too lazy and obsessed with doom mapping.
#11655 posted by Trinca [85.139.232.162] on 2014/09/09 07:07:38
MFX you got talent, love the visual.
Simple and efective.
 WarrenM
#11656 posted by Shambler [86.29.34.98] on 2014/09/09 22:57:52
I like it, looking good, nice style.
#11657 posted by mfx [78.55.54.155] on 2014/09/13 18:29:51
 Spasm62
#11658 posted by madfox [84.26.177.181] on 2014/09/13 23:48:25
Gives me impulses to to make the smoke.spr a broader range of five frames, and to decorate the sides of the corridor with an animating roll of trainview frames.
Great sreenshot.
#11659 posted by negke [31.18.93.198] on 2014/09/14 08:54:17
Three red spots and a flashing white blot!
#11660 posted by JneeraZ [174.97.230.63] on 2014/09/14 11:46:44
That's what I see too. DAMN that's dark.
 Mystery Train
#11661 posted by madfox [84.26.177.181] on 2014/09/14 12:43:07
The side slide of a static ent can make smooth animations,
alhough they get queer in long termain.
func_train
#11662 posted by JneeraZ [174.97.230.63] on 2014/09/14 12:47:19
Haha, awesome.
#11663 posted by necros [99.227.110.3] on 2014/09/14 20:07:08
i love train levels. the constant and fast movement gives a very action feel to a level and the sound contrast between indoor and outdoor portions works really well to set the tone for pacing.
 Did You Play
#11664 posted by ijed [190.22.107.130] on 2014/09/14 21:53:27
The Q2 Lazarus pack called Citizen Abel?
Its a heavily scripted cyberpunk story style mod which has trains and car chases.
And a fight against a helicopter. And a casino.
It's great.
#11665 posted by necros [99.227.110.3] on 2014/09/14 22:16:57
played the first one... was really shit.
this is what you're talking about right: http://blendogames.com/older.htm (at the bottom)
there is a train sequence but it's little more than running across the top of 6 cars while monsters spawn behind you.
i was thinking more where you're fighting through the cars themselves with different types too (cargo ones, passenger ones, fancy passenger ones, etc...) where monsters can break in through windows or in the case of cargo containers, open those side doors or something.
 Citizen Abel 2
#11666 posted by Drew [68.150.4.161] on 2014/09/14 22:58:27
Maybe it hasn't aged well, but that unit was very good, according to my memory.
#11667 posted by JneeraZ [174.97.230.63] on 2014/09/14 23:11:26
Experimenting with both a different visual style and also hammering out bugs in the OBJ->MAP convertor.
https://dl.dropboxusercontent.com/u/161473/SeptQuake/Update3.jpg
 They Got Better
#11668 posted by ijed [186.9.134.234] on 2014/09/14 23:14:54
With each version, the 4th was great. I think that's the one with the Makron as a crime syndicate boss, and more involved train stuff.
Also I stole an idea from it 'telefragged' :)
 Willem
#11669 posted by ijed [186.9.134.234] on 2014/09/14 23:17:37
Minecraft has taught me that wooden floors and lava don't mix. What about flagstones?
I hope you've got some eerie sounds for that void as well :D
 Sick!
#11670 posted by onetruepurple [93.105.42.11] on 2014/09/14 23:18:36
#11671 posted by JneeraZ [174.97.230.63] on 2014/09/14 23:19:03
Haha, never even thought of that ... lava and wood. My general feeling is, "Fuck it, it's Quake" - but who knows.
 How About
#11672 posted by onetruepurple [93.105.42.11] on 2014/09/14 23:19:40
Break up some of the wood and have lavaballs bounce from below.
#11673 posted by skacky [90.0.199.223] on 2014/09/14 23:27:15
Looks very Doom-ish!
#11674 posted by necros [99.227.110.3] on 2014/09/14 23:30:58
it was... ok.
also Quake2 engine has bizarre physics. Like the way you bounce all over angled floors or how you will slide down even modest slopes, not to mention to way you will step up on a ledge if you jump towards it.
 Willem/Warren
#11675 posted by necros [99.227.110.3] on 2014/09/14 23:32:44
YES. That is all. The finely crafted... almost delicate brushwork looks fantastic. More please!
 Very Alice-esque!
#11676 posted by generic [184.5.52.13] on 2014/09/15 01:21:31
Or Burton-y, if you like.
 Citizen Abel
#11677 posted by nitin [220.244.163.153] on 2014/09/15 01:24:20
3 and 4 are very good. 1 and 2 not so much.
 WarrenM
#11678 posted by nitin [220.244.163.153] on 2014/09/15 01:24:44
cannot wait for this map.
 WarrenM
#11679 posted by mfx [92.228.159.33] on 2014/09/15 04:24:03
Cool..!
#11680 posted by negke [31.18.93.198] on 2014/09/15 08:10:17
Cool stuff. Also lol, clearly Willem is doing this to procastinate work on the UT.
 It's A Long Con
#11681 posted by onetruepurple [93.105.236.158] on 2014/09/15 09:10:47
The obj->map converter works both ways and he's converting all Q1DM's into UT4 maps as we speak.
 If That's The Case...
#11682 posted by Scampie [72.12.65.92] on 2014/09/15 11:16:33
then Epic will finally manage to have a good deathmatch level in one of their games.
#11683 posted by JneeraZ [174.97.230.63] on 2014/09/15 11:55:54
Hah! Truth be told, I'm off work this week so I'm hoping to get some real work done on this project. We're moving into our new condo today, so starting tomorrow morning I should have days of time spread out before me to work on stuff ...
The convertor is working well enough. It's very delicate however and I don't totally understand why. Probably my lack of programming skills. But it works well enough to get shapes converted and that's all I need for now.
Now I just have to decide on a visual style and start putting some sort of playable map together that works well with my mod ... Argh!
#11684 posted by FifthElephant [31.74.136.1] on 2014/09/15 12:07:29
Willem that looks shit hot
#11685 posted by Drew [68.150.4.161] on 2014/09/16 01:55:50
Agreed. Super awesome style keep at it pleas
#11686 posted by madfox [84.26.177.181] on 2014/09/16 06:25:22
Trying to squeez an Ogre!
Hope he don't get bored.
 Is That
#11687 posted by ijed [190.22.34.6] on 2014/09/16 12:18:34
The bit of the Vermis we don't see?
 CS:GO Map
#11688 posted by Text_Fish [86.23.61.183] on 2014/09/16 21:51:09
I realize this is a little OT for this forum so feel free to ignore me, but if any of you play any CS:GO I'd really appreciate your feedback on this map I've been working on!
#11689 posted by necros [99.227.110.3] on 2014/09/16 22:25:15
looks nice, but I can see that the texture is really broken on the tower in shot #5.
Can't really comment on gameplay as I don't have the game.
#11690 posted by Text_Fish [86.23.61.183] on 2014/09/16 22:44:12
Oh yeah, thanks for the spot! That's where the tower turns from a brush in to a displacement with alpha blending, so I'll have to extend the displacement down to the bottom.
#11691 posted by necros [99.227.110.3] on 2014/09/17 00:08:11
or hide it with rocks... btw, I really like how worn down the cement looks. Reminds me of some coastal fort I visited in Florida.
 11686...
#11692 posted by distrans [149.144.183.129] on 2014/09/17 03:42:03
...Ogre == auger & "bored"
With wordplay like that Madfox I'm starting to think you control of the English language is far better than I thought :)
 Some Progress On The UE4 Whitebox Challenge
Cross post from the news item:
I thought I would share some screenshots of the amazing stuff that these guys are developing:
Russel "Castle" Maekim:
http://i.imgur.com/7lSU73K.jpg
http://i.imgur.com/EpWGwmT.jpg
Chris "2d-Chris" Kay:
http://i.imgur.com/zj2J78l.jpg
http://i.imgur.com/uJNMtQt.jpg
#11694 posted by skacky [90.0.54.117] on 2014/09/17 14:03:29
These last two shots are great.
#11695 posted by Spirit [92.196.120.28] on 2014/09/17 14:12:45
Hard to go wrong with that nice color scheme
 Text_fish
#11696 posted by FifthElephant [82.24.73.240] on 2014/09/17 18:42:43
that map looks hella nice. I dont have the game installed but it looks good.
Sprony
I like the second map the most. The first map feels very 2k3 or 2k4 UT and I wasnt a huge fan.
 Warren.
#11697 posted by Shambler [86.9.243.44] on 2014/09/18 15:19:05
Latest shot has a great style!
 2d-Chris 2nd Shot
#11698 posted by Mike Woodham [87.127.250.2] on 2014/09/18 17:04:23
If the skybox has only one sun/moon, the shadows are in the wrong place on the architecture.
 SleepwalkR
#11699 posted by ijed [186.9.130.209] on 2014/09/19 00:29:26
How about a feature to render the skybox and sunlight direction...
#11700 posted by JneeraZ [174.109.106.46] on 2014/09/19 19:17:22
ZBrush for basic shapes, ZRemesher to bring poly count down, optimize and chunk into convex shapes in MODO, OBJ->MAP, and into Quake ... Voila, a face shaped cave entrance.
https://dl.dropboxusercontent.com/u/161473/SeptQuake/FaceMadness.jpg
I'm sick, help me.
 That Is So Cool!
#11701 posted by mfx [78.48.219.137] on 2014/09/19 19:21:19
 Do Some Gothic Statues!
#11702 posted by ijed [186.9.134.206] on 2014/09/19 19:24:01
And boroque fountains!
 The Empire Strikes Back..
#11703 posted by mfx [78.48.219.137] on 2014/09/19 19:30:48
 Both.
#11704 posted by Shambler [86.9.243.44] on 2014/09/19 19:36:15
Very cool.
 Warren
#11705 posted by FifthElephant [213.205.235.164] on 2014/09/19 19:53:01
Thats awesome, same for mfx too
#11706 posted by JneeraZ [174.109.106.46] on 2014/09/19 20:02:33
mfx - Oh shit, nice!
 Fuck Me Silly
#11707 posted by onetruepurple [93.105.236.155] on 2014/09/19 20:11:05
Warren, that pipeline is nuts. Excellent results.
 Warren
#11708 posted by nitin [220.244.163.153] on 2014/09/20 02:12:00
nice technique.
#11709 posted by JneeraZ [174.109.106.46] on 2014/09/21 13:39:41
Thanks to Preach and his awesome FBX->MDL Python skills this project has been extended as I now have the ability to do custom models...
https://dl.dropboxusercontent.com/u/161473/SeptQuake/CustomBanners.jpg
 Le Reddit Was Here :^)
#11710 posted by onetruepurple [93.105.42.55] on 2014/09/21 13:45:25
Nice. They're going to be very useful in giving the map more color.
#11711 posted by JneeraZ [174.109.106.46] on 2014/09/21 13:52:10
Thanks to Preach, I can now do custom models and skins. Let the fun begin!
https://dl.dropboxusercontent.com/u/161473/SeptQuake/CustomBanners.jpg
 Cool!
#11712 posted by DaZ [89.168.60.49] on 2014/09/21 15:26:10
Dig the look of the map. There isn't enough contrast in the lighting imo, maybe its just too much minlight?
 WarrenM
#11713 posted by Breezeep_ [100.1.255.141] on 2014/09/21 15:26:14
Your quake looks old school, what engine are you running?
#11714 posted by Spirit [92.196.94.119] on 2014/09/21 15:52:31
#11715 posted by JneeraZ [174.109.106.46] on 2014/09/21 17:10:41
DaZ - Lighting is all temp, just letting myself see what's going on.
RoQ - Quakespasm with everything set to "old school"
 How Did You Set It To That?
#11716 posted by Breezeep_ [100.1.255.141] on 2014/09/21 19:02:31
#11717 posted by JneeraZ [174.109.106.46] on 2014/09/21 19:07:56
It's basically just setting the texture filtering to nearest, the particles to square and ... I think that's it.
#11718 posted by JneeraZ [174.109.106.46] on 2014/09/21 19:08:22
Oh, and I run sort of a low res so I get that old Quake software feel.
 So
#11719 posted by ijed [186.9.129.137] on 2014/09/21 21:40:08
Is dickbutt going to be the final boss?
#11720 posted by JneeraZ [174.109.106.46] on 2014/09/21 22:00:31
I shudder to imagine his finishing move...
 I'm Regretting Speculating About This Now
#11721 posted by ijed [190.22.9.32] on 2014/09/21 22:33:21
 I'd Also Add These For Additional Oldskoolness
#11722 posted by dwere [176.195.89.76] on 2014/09/21 23:46:51
r_lerpmodels "0"
r_lerpmove "0"
 @Necros
#11723 posted by quaketree [76.14.68.95] on 2014/09/22 01:15:59
Reminds me of some coastal fort I visited in Florida.
St. Augustine? I visited there in the early 70's as a kid. It was quite the trip. We went from Key West to Jacksonville and back (my grandparents lived in Plantation at the time). We hit Disney World less than a year after it opened so no Magic Mountain for me (this is my sad face). We honeymooned in Florida but we went for Expo instead. That and Sea World, some water park next to Sea World that I can't recall the name of (the Der Stukka slide I remember though, jammed my swimsuit so far up my ass I'm still picking out threads over 30 years later. The wife also remembers it because it turned her swimsuit into a thong long before that was fashionable)and Coco beach because she wanted to go to Ron Johns surf shop.
#11724 posted by necros [99.227.110.3] on 2014/09/22 01:25:52
nothing so fancy. there are a bunch of them that are nominally maintained yet still look pretty run down (eg: http://fortdesoto.com/ ).
 Ok...
#11725 posted by quaketree [76.14.68.95] on 2014/09/22 07:25:43
I was thinking east coast and not Tampa. St. Augistine is the oldest fort in Florida so that's what I thought you were talking about. Fort Myers was going to be my second guess. Desoto was my third.
I'm not a big fan of the Gulf. It's too shallow. Deeper is better when you happen to be inside a submarine. The North Sea and Irish Sea was also a problem in that regard (600 feet isn't the best depth band). The White Sea and the Barents were all good though. Deep water is better, less chances of hitting the dirt that way.
 Very Nice Warren
#11726 posted by FifthElephant [213.205.236.96] on 2014/09/22 10:02:29
I think this mapping scene is only getting better with age!
I need to get my pc sorted out so I can join in again
 WiZaRD MeTaLS!!!!
#11727 posted by onetruepurple [93.105.42.118] on 2014/09/24 02:15:45
 Nice Broken Wizmet1_2
#11728 posted by czg [212.16.188.76] on 2014/09/24 10:17:02
 More Screenies Please!
Thank you!
 Please Release Me
#11730 posted by madfox [84.26.177.181] on 2014/10/25 20:44:38
 Good Job, MadFox !
#11731 posted by czg [95.195.158.166] on 2014/10/26 12:32:13
 Nice... And Indeed...
#11732 posted by JPL [82.234.167.238] on 2014/10/26 14:29:06
... it needs to be released now !
 Nvidia DSR
#11733 posted by DaZ [89.168.60.49] on 2014/10/27 03:16:42
So in the latest Nvidia driver they have included something called "DSR" or "Down Sample Resolution" that lets you boost the native rendering resolution of any game by up to 4X and then resize the image to your monitor (basically giving you controllable super sampling in any game you like).
So here is The Marcher Fortress in 4K resolution http://www.quaketastic.com/files/screen_shots/marcher4k.jpg
Great for screenshots! :D
 Dsr
#11734 posted by jakub [89.102.2.226] on 2014/10/27 10:13:58
nice screen. does nvidia dsr work with any dx version and opengl? i use gedosato sometimes - borderlands 2 in 4k downsampled to 1920*1200 looks amazing - but it works only with dx9.
#11735 posted by Spirit [92.196.115.20] on 2014/10/27 10:48:57
What's the benefit to the gazillions of anti-aliasing options? Super sampling is from the 90s, right?
 Aa Variants
#11736 posted by jakub [89.102.2.226] on 2014/10/27 11:17:34
supersampling is extremely resource demanding and incompatible with some modern engines. post-procesing fake aa works always but the result is questionable at best. instead of sharpening the image it just blurs everything. the idea behind dsr is interesting. would be nice to have one standart for both amd and nvidia cards. i tested stalker: shadow of chernobyl in 4k donwsized to 1920*1200 and it it incomparable with those crappy fxaa or mlaa fake anitaliasing modes. proper supersampling doesnt work in stalker so downsampling is the only option. of course you need super fast gpu..
 Jakub
#11737 posted by DaZ [89.168.60.49] on 2014/10/27 13:17:41
The driver release notes state that is should work with any game, opengl/dx. I believe you do need a (somewhat) recent nvidia gpu for it to actually work however, I have a 660 and it works for me.
As for performance, yes it is super resource demanding. Quake was just about holding 35-40fps @ 4K resolution but I also had 8X msaa anti aliasing enabled as well which much be a huge resource hog with so many pixels on the screen.
Definitely recommending for screenshots only!
 Old Games
#11738 posted by jakub [89.102.2.226] on 2014/10/27 19:04:24
i think it's a good way how to play older games that are not so hardware demanding. in many older games we can set 4k resolution and even standard gpu can handle it at playable fps.
 Stress Test
#11739 posted by mechtech [174.109.74.52] on 2014/10/29 19:18:41
Not sure where to put this so I'll post here.
Seeing the trend towards large BSP2 maps. I wanted to see how far I could go before something broke. I used Hammer 3.5 and the ID map source. I was able to add the first 14 Quake 1 maps to a single BSP2 file.
I strung the maps together so you can play it. Somethings are broken due to redundant targetnames.
http://www.mediafire.com/download/ipdets9uiogdq3y/stress.zip
#11740 posted by necros [99.227.110.3] on 2014/10/29 19:37:26
cool! i had tried to glue the other episodes into a single map and couldn't do it in bsp... maybe now that bsp2 is more widely supported, it might be time to revisit that project...
 This Would Be Very Cool IMO
#11741 posted by killpixel [98.211.184.167] on 2014/10/30 04:45:55
Run through quake in a single go. I like.
#11742 posted by [Kona] [121.73.104.148] on 2014/10/30 10:42:20
How easy would it be to convert the q2 maps to q1, maybe string several together using bsp2? replace the baddies with their q1 equivalent, maybe rework some of the textures. could be a cool remix project.
#11743 posted by negke [31.18.93.198] on 2014/10/30 12:15:07
Give me the sources of your Q2 maps and I'll tell you.
 A Quick Thought
#11744 posted by Pekka [81.175.152.198] on 2014/10/30 12:36:46
A glimpse at the original Id map sources shows they have targets and targetnames like this:
"targetname" "t143"
"targetname" "t143"
"targetname" "t141"
"targetname" "t142"
"target" "t53"
"target" "t144"
"targetname" "t144"
It's no wonder they clash if you try to join the maps together. However, I think it would be easy to transform them by adding the map name as a prefix, so you'd end up with names like
"e1m2t142" and e1m2t144" in map E1M2, which is where I got the above lines from. These names couldn't clash with those from any other map, because the other names would have different prefixes.
This a simple text-processing task that any programmer can quickly script together. If there aren't any serious problems with the simple solution that I am missing (not knowing the map format inside and out), it looks it could make joining multiple maps together much easier.
So, I guess I almost volunteered to write such a program with this post. Heh. Does anyone think a little helper program like this would be super useful to have?
#11745 posted by Spirit [92.196.80.122] on 2014/10/30 12:45:55
sed -i 's#"targetname" "t#"targetname" "e1m2t#g'
 Amen.
#11746 posted by mfx [85.179.160.75] on 2014/10/30 12:48:57
 It's Just A Regex
#11747 posted by czg [212.16.188.76] on 2014/10/30 12:50:00
find ^(s+)?"(kill)?target(name)?"s+"(.+)"(s+)?$
replace \\1"\\2target\\3" "whatever_\\4"
That covers targetname/target/killtarget, are there other places targetnames are referenced in the standard id progs?
 That Should Be
#11748 posted by czg [212.16.188.76] on 2014/10/30 12:55:57
\1"\2target\3" "whatever_\4"
 Not Very Practical
#11749 posted by Pekka [81.175.152.198] on 2014/10/30 15:41:53
Your proposed solutions are not very practical for people who only use Windows without Unix-like extra packages like Cygwin. (Which is not what I do.)
I found only the three keys, killtarget, target and targetname with this:
grep (BACKSLASH)"t[[:digit:]] *.MAP -h | awk '{print $1}' | sort | uniq
Replace (BACKSLASH) with the actual backslash character, because the preview is apparently eating it.
It printed this when run on the Id map sources:
"killtarget"
"target"
"targetname"
I think that a simple Python script would be more practical for Windows users. They'd only have to one fairly basic install to run the program, if they don't have Python already.
People who want to do this, but don't have the programming experience, just ask someone. It really is as easy as czg made it look. Just, you know, better not ask Spirit, because he will judge you for not having sed on your computer :)
(Actually, I will too.)
#11750 posted by Spirit [80.187.100.36] on 2014/10/30 16:04:13
No need to provide a tool, just do it once and release the result. The sources are gpl after all :)
I don't judge anyone, I just feel superior! czg's regexp looks much nicer but he probably has some seeds on his MacBook Air.
#11751 posted by necros [99.227.110.3] on 2014/10/30 16:18:28
use a proper text editor and you can stick that nice regex in there! :)
 JAMMING
#11752 posted by DaZ [89.168.60.49] on 2014/10/30 16:35:30
 DaZ
#11753 posted by mfx [85.179.160.75] on 2014/10/30 16:57:24
cool..
 Nice Daz
#11754 posted by RickyT33 [176.35.71.152] on 2014/10/30 17:53:41
Very evil looking
 The Crimson Slipway
#11755 posted by Zwiffle [71.13.169.66] on 2014/10/30 20:02:46
Is that a euphemism?
 Lol!
#11756 posted by Tronyn [24.79.126.117] on 2014/10/30 20:08:24
yes, Zwiffle returns with an epic post!
(I wish there was a gib icon)
#11757 posted by Spirit [92.196.103.93] on 2014/10/30 20:11:00
I wonder if the bsp file is smaller than that image.
#11758 posted by necros [99.227.110.3] on 2014/10/30 22:21:19
ehh at least it looks awesome!
 Jam3 Teaser
#11759 posted by ericw [199.126.128.107] on 2014/10/30 23:32:58
#11760 posted by JneeraZ [174.109.106.46] on 2014/10/30 23:50:04
This jam is looking sweet! Nice work, guys...
 Nice Shot Daz
#11761 posted by nitin [220.244.163.153] on 2014/10/30 23:55:56
does tronyn have a shot too?
 Yes
#11762 posted by Tronyn [24.79.126.117] on 2014/10/31 00:20:07
I should be clear that this is something I finished, rather than started, for the jam. I wasn't even sure if the theme fit, but then again the theme is evil, and I find using the zer chaingun in this map very fun.
http://www.quaketastic.com/files/screen_shots/jam3t1.jpg
http://www.quaketastic.com/files/screen_shots/jam3t2.jpg
#11763 posted by JneeraZ [199.255.40.36] on 2014/11/10 20:33:18
My god ... it VIS'd ... finally. Lots of blood on the floor getting this thing sealed. Likely due to my wretched brushwork but whatever.
https://dl.dropboxusercontent.com/u/161473/SeptQuake/MyGodItVISd.jpg
#11764 posted by skacky [90.0.56.209] on 2014/11/10 20:50:23
Looking great!
 Warren
#11765 posted by mfx [78.55.208.5] on 2014/11/10 21:05:18
Yup!
 Hmm?
#11766 posted by onetruepurple [93.105.42.14] on 2014/11/10 21:05:27
Looks awesome, but doesn't seem very vis-straining. What was the time elapsed?
#11767 posted by JneeraZ [199.255.40.36] on 2014/11/10 21:08:08
VIS time is very fast (a few minutes). Getting it sealed was the problem. VIS was consistently convinced that it could walk straight through walls into the void. Aggravating.
 Nice!
#11768 posted by DaZ [89.168.60.49] on 2014/11/10 21:20:58
Reminds me of a Thief map.
#11769 posted by quakis [86.22.126.142] on 2014/11/11 00:13:03
Lovely colours! And yes, also reminds me of Thief.
#11770 posted by [Kona] [121.73.104.148] on 2014/11/11 10:42:05
looks nice
 NICE
#11771 posted by PyroGXPilot [96.41.154.19] on 2014/11/11 22:38:09
Still looking forward to mesh->map script
 Warren
#11772 posted by starbuck [80.189.49.86] on 2014/11/12 23:20:52
looks superb from up here! Looks nice and varied, like the colours and the lighting a lot
#11773 posted by JneeraZ [199.255.40.36] on 2014/11/13 16:05:43
My hope is that this bastard ships tonight ... just... please. PLEASE SHIP.
https://dl.dropboxusercontent.com/u/161473/SeptQuake/shot2.jpg
 Test
#11774 posted by mfx [78.55.26.206] on 2014/11/23 03:47:35
 Looks Nice.
#11775 posted by Breezeep_ [100.1.255.229] on 2014/11/23 03:50:51
Also, how did you even manage to make the rock / ground blend texture?
 Lol
#11776 posted by nitin [220.244.163.153] on 2014/11/23 04:07:27
totally not retro, way too good for that :)
 My Turn
#11777 posted by skacky [90.0.194.176] on 2014/11/23 04:36:24
 Bit More Retro
#11778 posted by nitin [220.244.163.153] on 2014/11/23 05:25:04
but still too good :)
#11779 posted by necros [99.227.110.3] on 2014/11/23 06:39:01
I really like how you get terrain textures to blend. Great texture alignment work there, it really makes a difference to element the terrain bits to the next level.
#11780 posted by JneeraZ [174.109.106.46] on 2014/11/23 12:43:04
Loved watching skacky on twitch last night ... you're a beast, skacky! :) It's hours and hours of constant brush throwing.
#11781 posted by JneeraZ [174.109.106.46] on 2014/11/23 21:37:56
 "high Fives.."
#11782 posted by mfx [78.53.139.233] on 2014/11/23 21:44:39
Awesome Warren!
 Dear God
#11783 posted by onetruepurple [93.105.236.60] on 2014/11/23 21:48:37
The screens this year just keep topping themselves.
#11784 posted by skacky [90.0.194.176] on 2014/11/23 21:50:26
This is absolutely amazing.
 Warren.
#11785 posted by Shambler [86.23.100.60] on 2014/11/23 22:03:39
That's kinda vaguely semi-okay...
...in a fucking great sort of way!
 A Map
#11786 posted by nitin [220.244.163.153] on 2014/11/23 22:43:18
with many such islands in the sky would be great.
#11787 posted by necros [99.227.110.3] on 2014/11/24 01:03:00
with many such islands in the sky would be great.
oh god... i was just happy with the one island, but that would truly be glorious to behold.
#11788 posted by [Kona] [121.73.104.148] on 2014/11/24 09:11:49
skacky, warren: awesome screens!
 WarrenM
#11789 posted by Mike Woodham [87.127.250.2] on 2014/11/24 18:19:36
That looks good. If you release that, I'll play it.
 Amazeballs!
#11790 posted by Spiney [81.242.108.53] on 2014/11/25 20:05:52
#11791 posted by negke [31.18.93.198] on 2014/11/26 14:35:10
Wow. You might have use for this.
 Ag
#11792 posted by Tronyn [24.79.126.117] on 2014/11/26 20:20:55
The negke city shot strikes again! Finish it! (or I hope someone will)!
 That Looks Fucking Amazing
#11793 posted by Drew [68.148.86.57] on 2014/11/27 02:27:27
#11794 posted by skacky [90.0.70.77] on 2014/11/28 00:32:08
Top: my retrojam1 map.
Bottom: My Zendarified version.
http://i.imgur.com/stvt7aB.jpg
 Looks Great!
#11795 posted by Breezeep_ [100.1.255.229] on 2014/11/28 15:22:35
 Crappy Screenshot Time
#11796 posted by ionous [72.130.254.47] on 2014/11/30 10:19:57
Sadly I had to work today, so didn't get started until about 7 hours ago. Sleep time now, but I was able to throw down 1039 brushes. Maybe 40% done at this point. Don't know if I'll be able to finish, but I like what I have so far.
http://i296.photobucket.com/albums/mm196/voiceofthenephilim/rg2_ionousA_zpscf4e95dd.jpg
 Nice Start :)
#11797 posted by Shambler [86.23.94.196] on 2014/11/30 11:56:18
 Looking Good Ionous!
#11798 posted by mfx [78.55.26.17] on 2014/11/30 12:04:51
 Skacky's Upcoming Q2 Unit
#11799 posted by onetruepurple [93.105.236.195] on 2014/11/30 23:18:24
 I Kid.
#11800 posted by onetruepurple [93.105.236.195] on 2014/11/30 23:19:26
Great shots both skacky and ionous.
 <3
#11801 posted by necros [99.227.110.3] on 2014/11/30 23:41:09
 It Evolves!
#11802 posted by onetruepurple [93.105.236.204] on 2014/12/02 00:34:20
 Otp What Are Those Of?
#11803 posted by SleepwalkR [92.231.224.110] on 2014/12/02 06:44:37
#11804 posted by onetruepurple [93.105.236.251] on 2014/12/02 10:00:59
retrojam2_skacky.bsp
#11805 posted by negke [31.18.32.183] on 2014/12/02 19:12:01
Not fond of the colored lighting. It looks too dark and saturated, possibly wrong tone, for that skybox.
 Or
#11806 posted by JPL [82.234.167.238] on 2014/12/02 21:23:52
.. use proper smooth fog color... such as white grey..
IMHO, this looks pretty nice :)
#11807 posted by [Kona] [121.73.104.148] on 2014/12/02 23:46:44
yeah looks great... just the sky is bit light in comparison to the buildings, it makes it harder for the eye to focus on the detail with the brightness behind it.
 Some From Sock:
#11808 posted by Shambler [86.23.94.196] on 2014/12/04 13:37:46
 Hipshot Skybox!
#11809 posted by ijed [200.73.66.2] on 2014/12/04 13:50:07
I tried many times to make a map that works with that sky and failed.
I always wanted rotating sky parameters like in Q2...
 I'm Pretty Certain
#11810 posted by onetruepurple [93.105.236.82] on 2014/12/04 18:44:38
That this will be my, and many others, favorite map from Sock, in terms of visuals alone.
 That's...
#11811 posted by JPL [82.234.167.238] on 2014/12/04 21:15:20
... indeed really nice :)
 CTF
#11812 posted by madfox [84.26.177.181] on 2014/12/08 08:21:05
I made a static entity of a flag and hope to get smarter to get the backside not transparant. I need one that is doubled sided textures but the parms for it are a little kinky.
 Madfox:
#11813 posted by metlslime [76.103.211.139] on 2014/12/08 08:25:34
just duplicate the polys to make the other side, and add edge polygons to connect the two. Quake doesn't have double-sided polygons.
 Yea
#11814 posted by madfox [84.26.177.181] on 2014/12/09 04:11:00
I couldn't find the right program for it, then I used Q2mdl-v9.0
to copy the parts and save them as 3ds.
Rather a long trace for 74 frames.
I had how-now and now know-how
..,
it was an old problem.
Uploaded to quaketastic as qflag.zip
as here.
 I Made A Map
#11815 posted by mfx [85.180.251.15] on 2014/12/09 12:54:59
For a neverhappened jam.. Now i dont know what to do with it. Hmm...
https://pbs.twimg.com/media/B4aVM6TCEAI_Pio.jpg:large
 I Have An Idea
#11816 posted by DaZ [92.11.228.93] on 2014/12/09 13:29:45
Release it!
 ^^^ That ^^^
#11817 posted by Shambler [86.31.13.216] on 2014/12/09 13:58:21
And more that. Crapping fuck that looks nice, finish and release!
 Flood It
#11818 posted by onetruepurple [93.105.236.44] on 2014/12/09 14:36:19
And then build an E1M4 remake on top of it.
 Horde Of Zendar Called
#11819 posted by ijed [200.73.66.2] on 2014/12/09 15:46:14
They want their level back....
Finish it!
 Mfx
#11820 posted by RickyT33 [90.202.248.249] on 2014/12/09 19:19:57
Nice :) Looks beautiful.
I'm also making a similar thing, but i map WAY slower than you, so give me a month or so :)
If I was to make any comment about the screenshot you posted it would be 'try some different rock textures'.
#11821 posted by JneeraZ [199.255.40.36] on 2014/12/09 19:24:03
Looks like a great level for exploration AND progression ... gah, really nice!
 Go
#11822 posted by JPL [82.80.62.194] on 2014/12/10 20:08:55
release it !
 Make The Rock Grey First
#11823 posted by Lunaran [99.112.162.57] on 2014/12/11 04:53:18
#11824 posted by Trinca [85.139.232.162] on 2014/12/16 22:39:59
mfx, you are a mapping machine!
love your maps dude!
:)
 How About...
#11825 posted by generic [67.233.184.209] on 2014/12/21 17:04:26
A Zendar re-make of Shadow Over Innsmouth?
 Shambler Remake In Progress
#11826 posted by Skiffy [210.195.224.146] on 2014/12/21 18:50:05
https://dl.dropboxusercontent.com/u/1849053/Shambler_Wip.jpg
Currently working on his rig and animations. Already have him working in engine too but with temp poses. Once I have him working properly then I'll post more images.
The skin / texture will take me the longest though. It must be epic....
#11827 posted by metlslime [166.216.157.111] on 2014/12/21 19:14:03
Yeah, getting the fur right seems like the hardest part.
#11828 posted by Lunaran [99.112.162.57] on 2014/12/21 19:15:31
shambutt
#11829 posted by necros [99.227.110.3] on 2014/12/21 20:06:20
hmm, if engines supported transparency on models, fur wouldn't be too bad. you could just make a few bits that hang off the model and the rest could just be painted on.
as it is, you might be better off just going with a white albino skin interpretation instead.
 Cool
#11830 posted by DaZ [92.11.228.93] on 2014/12/21 21:03:04
I think it will be the fur that makes or breaks it. Shamblers have fur!
The head looks like it is not hunched forward as much as the original.
Perhaps the muscles around the elbow are slightly too large? Now that I think about it, I think a lot of underlying muscle structure would be covered by the fur? It suddenly looks a bit weird!
I don't know if you intended these shots to be a size reference also, but the new Shambler looks much bigger than the old one which will cause problems when in game.
Great start. Love the teeth!
 Skiffy
#11831 posted by killpixel [98.211.184.167] on 2014/12/21 21:23:15
I think that's awesome!
 Shambler Skin IRL
#11832 posted by onetruepurple [93.105.236.27] on 2014/12/21 21:49:45
 Omg
#11833 posted by Zwiffle [24.241.228.118] on 2014/12/21 22:12:33
Does it even have eyes??
 Transparent Fur
#11834 posted by Preach [77.98.165.95] on 2014/12/21 23:13:57
hmm, if engines supported transparency on models, fur wouldn't be too bad. you could just make a few bits that hang off the model and the rest could just be painted on.
I tried this on the dancing shambler model
http://tomeofpreach.wordpress.com/2012/12/24/shambler-dance/
I added a tga skin with an alpha map so that the "furry" polygons could be shaped like tufts rather than triangles. The trouble is that you quickly end up with overlapping alpha-blended triangles, which start rendering in the wrong order causing visual artifacts. Doesn't mean there isn't a way to do it, but you may need to be careful.
 General Direction
#11835 posted by Skiffy [219.92.52.161] on 2014/12/22 03:03:33
The screenshot is not a scale indication. It is also in a bind pose for those wondering why its not hunched over. The forearms and claws are bigger yes but its a style choice I am going with and it looks bloody evil in-game. Don't worry you shall see :)
As for Fur... I think I will be going more with monster distorted pale flesh and blood covered skin / exposed muscle instead. of fur. Maybe I will have some fur on the back and its nether regions though.
 Alpha Fur
#11836 posted by Skiffy [219.92.52.161] on 2014/12/22 03:28:17
Does Quakespasm or Fritzquake support alphakey on MDL models? 1bit alpha like they use on the sprite FX? That would avoid alpha sorting on models.
#11837 posted by necros [99.227.110.3] on 2014/12/22 04:43:14
maybe similar to the doom3 mancubus... but less fatty? it certainly wouldn't be a bad choice.
 Re: Generic
#11838 posted by Tronyn [24.79.126.117] on 2014/12/23 22:11:50
As soon as I read your post, I envisioned a version with Zendar textures, but also involving Heretic2 textures and Ik/palace-style textures as well as Heretic 2 statue models like the giant amphibian dude, a huge super-detailed palace/ancient village getting progressively slimier as the map descends towards the waterfront. Then I remembered, there's no time to map and even if there is I have other things I must finish. But damn that was a great idea anyway!
 So...
#11839 posted by generic [67.233.184.209] on 2014/12/23 22:51:37
Zendar + Heretic 2 + Koohoo? That would = awesome!
#11840 posted by onetruepurple [93.105.42.16] on 2014/12/23 23:05:36
a huge super-detailed palace/ancient village getting progressively slimier as the map descends towards the waterfront.
Something like this?
#11841 posted by necros [99.227.110.3] on 2014/12/23 23:56:47
hehe, that was actually going to be a sort of weird arx fatalis styled map.
The idea was that the surface of the planet was constantly covered in acidic rain (the rain would have caused damage in the finished mod) and that the surface inhabitants had all moved underground, as in arx fatalis.
the twist was that this somewhat medieval setting was basically a facade built overtop a high-tech facility, so stone and brick corridors have air returns where you can hear fans whirring, underground waterways lead to hydroelectric generators and eventually as you got deep enough, it was a full-on ikbase area ending in a quake rune-gate.
it was kind of a reverse monster progression too, starting with demons and medieval guys and ending with tech guys.
man, that video made me nostalgic...
 That's A Worrying Use Of Past Tense
#11842 posted by onetruepurple [93.105.42.16] on 2014/12/24 00:08:46
 Well
#11843 posted by Tronyn [24.79.126.117] on 2014/12/24 00:39:45
maybe THE ULTIMATE SHADOW OVER INNSMOUTH could be a gigantic turtle map.
Spires and palaces -> Skacky
Moving parts and dungeon scenarios -> Necros and Madfox
Design aesthetic and QA -> Sock
...etc!
 That's
#11844 posted by ijed [186.9.134.111] on 2014/12/25 14:51:32
A fucking cool Shambler model.
I'd vote against transparent fur, in games it just tends to look out of place. Polygons aren't suited to it IMO.
 Shambler Wont Be Fluffy.
#11845 posted by Skiffy [219.92.52.161] on 2014/12/26 01:52:53
http://www.compositeeffects.com/site_images/CU/HRM/image_107.jpg
Going more this type of stuff for his skin. Will be fun to pull off. I always read it as distorted flesh and gore hands and blood covered limbs / mouth after all. Never got the fur sensation. :P
 LOL WUT
#11846 posted by PyroGXPilot [96.41.154.19] on 2014/12/26 08:14:44
I guess its not a shambler then!
 Sure It Is :)
#11847 posted by Skiffy [219.92.52.161] on 2014/12/26 10:38:36
It just depends what folks read in those blurry pixels from the old model. Flesh or fur who the hell truly knows.
 It Is.
#11848 posted by Shambler [86.136.227.38] on 2014/12/26 11:30:30
Short, thick, bristly boar-like fur.
As any fule kno.
 Finally Got My Map Tools Setup!
#11849 posted by Skiffy [210.195.225.129] on 2014/12/26 19:33:49
Random doodle... first time doing Q1 maps. Colored lights for the win?
https://dl.dropboxusercontent.com/u/1849053/Quake_Mapping_01.jpg
 Hmmm
#11850 posted by Kinn [86.164.147.200] on 2014/12/26 19:47:17
Colored lights for the win?
100% saturation red lights on dark green quake textures is just about the worst lighting combination possible, so I would say "win" is very subjective here.
Look at sock's maps for a good case study in how very subtle coloured lighting in quake can work in the right places.
 Well.
#11851 posted by Shambler [86.136.227.38] on 2014/12/26 20:49:02
Nice designs, the walls look great.
Would look good overall without the coloured lights.
#11852 posted by quakis [86.4.149.240] on 2014/12/26 21:08:50
I do like the feeling those red lights give off though in combination with the textures, reminds me of a mix between Sixth House caves and Daedric Shrine locations from Morrowind.
#11853 posted by negke [31.18.32.183] on 2014/12/26 22:15:03
Using colored lights as main light sources isn't a good idea in most cases. In my view, you'll get better results by using regular lights for the overall lighting and colored lights only with a fairly small radius for a subtle tint around the light texture.
 Walls
#11854 posted by Preach [82.33.93.184] on 2014/12/26 22:23:17
Agreed with negke there, the way the coloured lights have tinted the doorway in the close-up works really well, but the spotlights seem a bit intense.
 Btw...
#11855 posted by Preach [82.33.93.184] on 2014/12/26 22:25:37
We're quite averse to coloured lights on here, I think it's a reaction to Quake II.
 Hmm
#11856 posted by DaZ [92.11.228.93] on 2014/12/26 23:41:20
We're quite averse to coloured lights on here, I think it's a reaction to Quake II.
I'm not so sure any more. A few years ago I would have agreed with you but looking back at the last year or two of releases, external assets in the form of replacement models and coloured lights have become the fairly normal, rather than some abhorrent beast.
It's really interesting to see the shift over time. I remember when even the mention of using a coloured light in a level would have you running from the forums, wiping the flames from your body as you went.
Opinions can swing and this is usually accompanied by a map release that pushed the envelope in some way. An author does something in a fantastic way that keeps the Quake aesthetic intact while making the level/game look better and the community accepts it. Most people hated coloured lights because the examples they have seen are horrid magenta / green / red combos in a medieval map or some such other idiocy but as soon as someone did it right it cottoned on.
I think another side of it is that some people (I suppose I am included in this subset as well) have always seen these various graphical upgrades and additions as somehow taking away from Quake's old school identity and turning into some awful botox infused mess that has no idea how old it is :)
I don't really view it that way any more, as authors have figured out for the most part how to incorporate new things such as coloured light, replacement models, increased map detail limits into the base Quake aesthetic and still keeping its essential Quakeness.
So yey for that.
This got long. Not picking on preach' post at all I just got inspired and nostalgic after reading his message :)
Now go map you scums, don't you know there's a JAM on!?
 Of Course I Know
#11857 posted by onetruepurple [93.105.42.89] on 2014/12/26 23:50:52
 Coloured Light Or Not
#11858 posted by Kinn [86.164.147.200] on 2014/12/26 23:56:42
The question you have to ask yourself is:
do you wanna keep it oldskool with the 1996-era white lighting flava, or do you want to be a funky fresh nuskool 1997-era colour cat?
 Colored Lights For The WIN! I Say
#11859 posted by Skiffy [219.92.52.161] on 2014/12/27 01:57:42
Not to worry I wont do ugly colors. I guess the "got compile tools working" part should have been stressed a little more. As for the lighting I do plan on using it ALOT but in a tasteful fashion. This is just a test map for random butchery. How intense can lights go and what do all the 5 zillion light settings do in the end with these new compilers. So you all get to enjoy my Frankenstein creations for now till I figure out all the buttons. As for the white lighting of the original quake? I think its time for subtle warm and colder colors for those interior and outside areas.
I do like Quake 2 but indeed they went a bit Primary back in the day. Back then it WAS Colored lights for the WIN!?! Before that nobody had done it much before accept in the realms of prerendered CG. nobody thought about tasteful interior lighting.
But we'll see if you guys like my eventual creations. Wandering from Unreal and Cryengine into the older tech is fun.
I love a good Min Max challenge.
Cheers!
 More Mapping Fun
#11860 posted by Skiffy [210.195.225.251] on 2014/12/27 19:25:46
Doing a map in the style of the new Mapjam4. Doubt I will finish it in time though. But hey nice learning process at least for me.
https://dl.dropboxusercontent.com/u/1849053/Quake_Mapping_02.jpg
Some early style experiments.
 Too Dark
#11861 posted by DaZ [92.11.228.93] on 2014/12/27 19:34:22
can't really see anything :)
 At Least...
#11862 posted by Shambler [86.29.157.98] on 2014/12/27 19:45:25
...the darkness helps hide the slightly-too-strong red lighting, tho.
#11863 posted by necros [99.227.110.3] on 2014/12/27 19:49:10
I find red lighting difficult to get right.
It needs to be strong enough that it is clearly red and not pink, yet that is usually 'too strong' in that it just looks like batman forever.
 Colored Lights...
#11864 posted by JPL [82.234.167.238] on 2014/12/27 20:44:42
... when well executed, it gives awesome rendering. Just try to make it smooth: no saturation, no strong colored lights, just smooth... and that will work fine...
 Maximum Size Map For Standard Quake
#11865 posted by FifthElephant [82.24.73.240] on 2014/12/27 21:21:00
For anyone looking to make a huge map that will fit within the standard .bsp size.
http://www.quaketastic.com/files/single_player/maps/hugemap.zip
#11866 posted by Breezeep_ [100.1.255.229] on 2014/12/27 21:37:13
@Fifth: Pretty interesting.
@Skiffy: Looks promising, keep it up.
 Even I Agree Too Dark :)
#11867 posted by nitin [220.244.163.153] on 2014/12/28 09:01:57
#11868 posted by Spiney [81.242.97.112] on 2014/12/28 11:03:59
I find red lighting difficult to get right.
It needs to be strong enough that it is clearly red and not pink, yet that is usually 'too strong' in that it just looks like batman forever.
I always had the impression Quake engines do something strange to the blending of red lighting, sometimes it appears equally dark as it's surroundings while it should be brighter... or something. Cantputmahfingeronit.
#11869 posted by Lunaran [99.112.162.57] on 2014/12/28 22:22:28
With multiplicative lighting (and also real world lighting), component red light is going to eliminate any blue and green luminance information, and likewise with any other combo, so colors and brightnesses can appear to change weirdly. Rune metal for example has a lot of blue and green in it, so hitting that with pure red just gives you a strange dark mess.
Justoffthetopofmaheadtho.
You wouldn't ever use pure component green lighting, or blue, red technically shouldn't be an exception. Is it just because it's a DARK VIOLENT COLOR that it feels less inappropriate than super crystal green?
 Red Lights
#11870 posted by ijed [186.9.135.195] on 2014/12/29 01:27:42
need a high saturation or they're just pink, as Mentioned above. The reason they look dark in Quake is because lots of the textures are green.
Green + red = black.
The map looks good, keep the lights.
 Whoops
#11871 posted by ijed [186.9.135.195] on 2014/12/29 01:34:06
I skipped Lunaran's post :p
To elaborate a bit, there is also a clamping issue; colour components can only be so bright (ie 255) which often combines badly with the quake palette / textures. Specifically red as well, since it practically requires 255 0 0.
Once you know this, you can use it for specific effects. The screenshot still looks good, but the proof is in the playing.
 How To Do Colored Lights In Quake 1
#11872 posted by onetruepurple [93.105.42.89] on 2014/12/29 01:50:18
1. git gud
 Mor Progress On Map Jam 4 Attempt
#11873 posted by Skiffy [202.188.200.113] on 2014/12/29 19:47:28
https://dl.dropboxusercontent.com/u/1849053/Quake_Mapping_03.jpg
Some more areas developing. The blood tunnels will get more open spaces soon... But I like the door style :) spikes!
 Ooooohhhhh !
#11874 posted by JPL [82.234.167.238] on 2014/12/29 20:47:26
Really nice !
#11875 posted by dwere [176.195.63.62] on 2014/12/29 21:34:35
An obvious texture misalignment. :)
 Looks Good
#11876 posted by nitin [220.244.163.153] on 2014/12/30 00:22:41
 Skiffy
#11877 posted by necros [99.227.110.3] on 2014/12/30 01:12:15
i feel like the middle screenshot has too many of the cross lights in one spot.
maybe if the bottom ones were the rectangle lights, or even better, if the lights that had two on the same pillar were merged into one long 192 unit tall light, it would make it look better.
 Yea I
#11878 posted by Skiffy [219.92.52.161] on 2014/12/30 04:39:11
Dwere, Texture issue is with Trenchbroom bug currently... or my compiler need to check
Necros, Yea I need to consolidate some of them into the taller ones or change style indeed. I also want to make the area taller and a bit more spaced out since it goes past too quickly. The lower gravity requires that I make those upper platforms a little taller :P
Still not bad for 2 hours of mad mapping at 2 in the morning for that entire space haha. I am enjoying this. A lot less work then UE4 :P
 Skwkyigfifg.
#11879 posted by Shambler [46.37.50.63] on 2014/12/30 21:48:54
Good stuff, I like the proper metal style and the tall pillars. Keep it going!
 Skiffy
#11880 posted by mfx [78.55.165.119] on 2014/12/30 22:07:08
Looks promising, proper style throughout, the last shot espicially.
Map on!
 Agree
#11881 posted by Drew [68.148.86.57] on 2014/12/31 14:35:33
More of this please!
#11882 posted by Hipshot [94.137.102.38] on 2015/01/01 03:15:09
Looki lookie, my new level. A shameless rip of Overwatch, still, someone needs to do the empire of the rising sun some justice in Q3.
#11883 posted by JneeraZ [174.109.106.46] on 2015/01/01 18:02:29
Soes anyone have or know where one could download those old, original pre-shipping screenshots of Quake 1? Remember the ogre (not even the shipping model, I don't think) walking down the hallway, the shambler fighting in front of the slatted stair case .. and a few others. And the dragon!?
I've scoured the internet and they seem to have disappeared. I'd love to get a hold of those and check them out again ...
 Seem To Remember
#11884 posted by Zwiffle [24.241.228.118] on 2015/01/01 19:10:36
that Spirit had a bunch on Quaddicted somewhere. Could be wrong though.
#11885 posted by Spirit [92.196.63.23] on 2015/01/01 19:11:16
AEon's nostalgia pages would be the best source but I cannot find them online.
 @WarrenM
#11886 posted by primal [81.175.152.198] on 2015/01/02 17:39:27
An old ogre pic is included in this PDF.
http://www.quaddicted.com/files/misc/Tronyn-QuakeSlides.pdf
Here are some other pics, including one with the dragon.
http://www.gamers.org/games/quake/screens.html
Dat 90s screenshot resolution.
#11887 posted by JneeraZ [174.109.106.46] on 2015/01/02 17:58:14
Thanks for that! That ogre shot is cooler in my memory but whatever .. nice to have it back! :)
#11888 posted by Scampie [72.12.65.92] on 2015/01/02 19:52:45
heh, I had a similar feeling about a Quake2 (pre?)release screenshot I remembered... A gladiator on a bridge over lava...
Tracked it down and ugh.... box room, saturated light, stretched textured on boxy character model.
#11889 posted by Breezeep_ [100.1.255.229] on 2015/01/03 03:36:41
 Mapjam 4 Progress.
#11890 posted by Skiffy [60.53.28.39] on 2015/01/03 20:34:02
Spent some time on a new area that you'll find yourself in early in the map. Had some fun with terrain as well. Included a snapshot in-editor of that madness!
https://dl.dropboxusercontent.com/u/1849053/Quake_Mapping_04.jpg
Then just some more small scale are details when you are not bouncing off the walls in low G.
https://dl.dropboxusercontent.com/u/1849053/Quake_Mapping_05.jpg
Hope you like it!
 Temp Lighting.
#11891 posted by Skiffy [60.53.28.39] on 2015/01/03 20:35:50
In case anyone wondered. Not final lighting at all.
 Skiffy
#11892 posted by FifthElephant [82.24.73.240] on 2015/01/03 20:37:53
that looks lovely!
#11893 posted by necros [99.227.110.3] on 2015/01/03 20:38:24
i really like that doorway design with the spikes. very distinctive and quite original as well. you should try to work that design into more of the map, make it something that appears in more than just doorways.
 Very Stylish.
#11894 posted by Shambler [82.26.143.253] on 2015/01/03 21:34:38
Glad it;s not final lighting tho. Impressed with the designs for sure.
 Looking Good So Farm Skiffy.
#11895 posted by Breezeep_ [100.1.255.229] on 2015/01/03 22:29:04
#11896 posted by skacky [90.0.194.243] on 2015/01/04 00:26:18
Man that looks awesome. Pretty neat trisoup in the last screenshot as well.
 Very Nice
#11897 posted by Tronyn [24.79.126.117] on 2015/01/04 02:05:23
I can't remember the last time I saw a Runic map like that. It's almost like a resurrection of the Runic maps of 10 years ago, but with modern build quality, scale, lighting, etc. The blood bowls casting light are a cool touch.
 Very Very Nice !
#11898 posted by Barnak [65.94.233.180] on 2015/01/04 02:30:49
Yep, this map is promising.
I think that Runic metal is the best "out of this world" style for Quake1.
 Neat!
#11899 posted by [92.228.153.178] on 2015/01/04 04:24:07
Really promising shots there!
 Is That The One With Don Draper In It?
#11900 posted by nitin [220.244.163.153] on 2015/01/04 07:03:22
 Whoops Wrong Thread
#11901 posted by nitin [220.244.163.153] on 2015/01/04 08:25:02
 Lol
#11902 posted by SleepwalkR [85.178.61.2] on 2015/01/04 09:40:59
 I Was Expecting Screenshots...
#11903 posted by Breezeep_ [100.1.255.229] on 2015/01/04 16:23:32
...not this.
 If This Can Be Done In Minecraft, It's Certainly Possible In Quake
#11904 posted by negke [31.18.32.183] on 2015/01/05 12:35:41
#11905 posted by negke [31.18.32.183] on 2015/01/05 12:36:21
 Tbh
#11906 posted by FifthElephant [82.24.73.240] on 2015/01/05 12:39:05
I dont think anor londo would be a good fit for quake in terms of gameplay.
 Well
#11907 posted by Kinn [86.164.147.200] on 2015/01/05 12:40:08
whether the compilers will agree with you is another matter.
 The VIS TIMES ALONE!!??
#11908 posted by Skiffy [202.188.203.80] on 2015/01/05 14:35:32
 I Made Some Teleports
#11909 posted by mfx [78.55.83.23] on 2015/01/05 15:33:50
 Its Beautiful....
#11910 posted by Skiffy [202.188.203.80] on 2015/01/05 16:10:48
What madness is this? I love it!
 Aaaaaaand
#11911 posted by RickyT33 [176.35.71.152] on 2015/01/05 16:20:55
I'm through mapping. There's no point.
There's just no point.
 Anor Londo
#11912 posted by Cocerello [83.165.94.30] on 2015/01/05 16:28:15
would love to get to the top of the buildings in a low gravity environment.
Now to think which kind of gameplay would fit that ...
 Negke
#11913 posted by necros [99.227.110.3] on 2015/01/06 01:54:02
I'd be really interested in building something like that, actually.
Funny but I actually preferred this: https://i.imgur.com/IV2lL.jpg instead of the second link you posted. This is way more interesting to look at, what with both the circular design and the whole built-into-the-mountain thing.
#11914 posted by Lunaran [99.112.162.57] on 2015/01/06 02:40:24
lower right dome looks like a bellend #sorrynotsorry
 To Add Some Content
#11915 posted by Lunaran [99.112.162.57] on 2015/01/06 02:42:12
Using some of the external editors for minecraft to whip out amazing structures like this is probably fun, but I imagine as soon as I started I'd ask the question "why am I using this engine?"
 How About
#11916 posted by Tronyn [24.79.126.117] on 2015/01/06 03:11:57
one of us just wins the lottery, so that we can ALL have the "3 months" or whatever that it took that guy.
Loved the link btw. Sucks that as time goes by there's less time for mapping. At least for me. And others perhaps. Ahem. Necros.
If one of us wins the lottery, we should all just make "What Quake was supposed to be" as a game. You travel to different realms, upgrade the hammer, it has RPG elements, etc. Lol.
 If I Won The Lottery
#11917 posted by FifthElephant [82.24.73.240] on 2015/01/06 03:13:03
I would start up a game studio as one of my first things to do... and hire a bunch of people from func.
 And
#11918 posted by madfox [84.26.177.181] on 2015/01/06 03:26:48
I'm through vising, there's no point.
Full:97.71 Elapsed 116h13m Left 17h13m Total 133h27m 87%
happy newyear.
 WHA! Vis Madness
#11919 posted by Skiffy [219.92.52.161] on 2015/01/06 06:05:47
Using all the tricks in the book I am sure too. I tried a lot of Sock's tricks from Zendar with Func_Detail and Skip Render brushes that would contain those elements. TON of work sheesh but does make it worth in the end.
#11920 posted by negke [31.18.32.183] on 2015/01/06 10:53:58
133 hours is long, but it's not exactly LONG.
WVIS would help.
 Mfx
#11921 posted by nitin [220.244.163.153] on 2015/01/06 13:29:13
beautiful.
#11922 posted by JneeraZ [174.109.106.46] on 2015/01/06 13:39:10
Seriously, multithread that shit. :)
 Mad Vis Ness
#11923 posted by madfox [84.26.177.181] on 2015/01/06 21:59:27
Too late for wvis now, it was just a shot in the dark,
looking if my efforts would have faith, and have a test vis.
I heared the stories of vis time for months,
but I didn't see this one coming.
I expected three days, my limith for vistime.
If it's more my interest become mapping smarter.
I had to take more care for the "sawn into leafs" warnings
and block everything out in func_wall.
Full:98.98% Elapsed:134h59m Left 10h36m Total: 145h35m 92%
 I Know Those Approximations.
#11924 posted by [78.55.164.17] on 2015/01/06 22:12:07
I predict three more days:)
#11925 posted by JneeraZ [199.255.40.36] on 2015/01/06 22:35:45
I don't know what sort of abuses you guys are throwing at VIS but damn ... I haven't seen a VIS longer than 10 minutes in years.
 Madfox.
#11926 posted by DaZ [92.11.228.93] on 2015/01/06 22:58:42
Seriously. func_detail everything that isn't the shell of the level, and I would guess your compile time will drop like a stone to <1 hour with tyrann's latest vis tool.
Of course, don't that as gospel, I haven't seen your level :)
#11927 posted by Kinn [86.164.147.200] on 2015/01/07 00:11:23
Seriously. func_detail everything that isn't the shell of the level
Out of interest, how many bmodels can you throw into your levels these days, what with increased limits and whatnot?
Is the answer "all of them"?
Also, I'm guessing Tyrann's new lighting wizardry makes bmodels visually seamless with world geo?
#OutOfTheLoop
 Wait I'm An Idiot
#11928 posted by Kinn [86.164.147.200] on 2015/01/07 00:13:24
func_detail isn't bmodel
Actually - my question still stands :)
#11929 posted by necros [99.227.110.3] on 2015/01/07 01:06:17
bmodels actually draw quite slowly. I had an great idea of making a huge, unreachable terrain as an external bsp bmodel.
I got less than 15fps.
 Yeah
#11930 posted by ericw [199.126.128.107] on 2015/01/07 03:35:11
although that should be fixed now in QS 0.90.0, large bmodels should render as fast as the world.
With tyrutils you can set "_shadow" "1" on a func_wall to make it cast shadows. for more info: http://disenchant.net/files/utils/docs-release/light.txt . haven't tried that feature myself though.
#11931 posted by Kinn [86.164.147.200] on 2015/01/07 22:26:56
although that should be fixed now in QS 0.90.0, large bmodels should render as fast as the world.
Sweet. What was the reason the rendering sucked before?
#11932 posted by ericw [199.126.128.107] on 2015/01/07 23:22:51
I think it was just lack of batching OpenGL calls (not sorting the bmodel faces by texture), so for each face of the bmodel, there were a bunch of gl calls to set up the gl state (bind textures, etc.), then draw the single face, then reset the gl state. This is fine for ammo boxes, but as the bmodel gets complex, all of those state changes start to take most of the drawing time.
#11933 posted by necros [99.227.110.3] on 2015/01/08 01:15:00
although that should be fixed now in QS 0.90.0, large bmodels should render as fast as the world.
Oh cool, I might try that again then!
 Bmodels
#11934 posted by Skiffy [219.92.52.161] on 2015/01/08 02:08:48
I was wondering about these... what is the process for making them that is different from normal mapping? I would love to do some custom pickups myself...
#11935 posted by necros [99.227.110.3] on 2015/01/08 05:15:11
there is almost nothing different.
you put some brushes into a .map file, add some lights, compile it.
next, you load it in the same way you would any other model file and it display in the engine.
if you make them solid, you can walk on them and collide with them just like any other.
you *can* rotate them, but it is weird and there are some technical limitations on that.
problems:
dynamic lights will not work on them (except in some engines)
if you rotate a solid bmodel, the collision is broken.
also, you don't need to make ammo pickups bmodels. they could be normal models, like in sock's mod.
 MDL Files For Pickups... How?
#11936 posted by Skiffy [219.92.52.161] on 2015/01/08 08:37:49
Since those work in Vanilla quake those are BSP I thought. I did not spot MDL's I must be missing something...
 Fun Fact
#11937 posted by Preach [77.98.165.95] on 2015/01/08 10:14:08
While I'm not sure that sock exploits this, stock quake engines don't actually use the file extension to decide which file format to load. So you can take an .mdl format model, rename it b_shell1.bsp, and the engine will still load it. Or you can rename it hello.jpg and that's fine too, you can still write a mod with that as a custom resource.
#11938 posted by Kinn [86.164.147.200] on 2015/01/08 21:29:05
I think it was just lack of batching OpenGL calls (not sorting the bmodel faces by texture), so for each face of the bmodel, there were a bunch of gl calls to set up the gl state (bind textures, etc.), then draw the single face, then reset the gl state.
Ouch.
 Ok The Model Trick Is Interesting
#11939 posted by Skiffy [219.92.52.161] on 2015/01/09 01:08:19
I will have to give that a try indeed! :)
 Word Of Caution
#11940 posted by Preach [77.98.165.95] on 2015/01/09 10:40:40
It seems like the kind of thing that modern but cautious custom engines (like fitzquake derivatives) should display a "extension does not match model contents" warning, and exotic custom engines that support lots of other model formats may have broken support for inadvertently. Also, bear in mind if you replace a bsp with a mdl, the game will crash if that entity is given SOLID_BSP status - you need a genuine bsp for that to work.
#11941 posted by gb [46.142.79.15] on 2015/01/09 17:18:24
Everytime I read this I'm stunned... that Darkplaces & co. are still seen as "exotic" in some corners of the Quake community. Lord Havoc is among the people who put the most time and energy into this community, into QC extensions and so forth. He basically wrote the book. Yet, no one uses his engine except for custom textures. It's really weird.
Back when Nehahra was made, engine extensions were apparently cool.
Don't take this as a mortal insult, I'm just completely stunned by this.
I'd think a mapping theme of "use at least 1 Darkplaces extension and Q3BSP" would be pretty interesting to see. But well, that's just me.
Again, no flame. Just marvelling.
I'll go back into hiding now.
#11942 posted by JneeraZ [199.255.40.36] on 2015/01/09 17:47:09
The trouble is, for me, I really don't like the DarkPlaces look. So if the default look turns people off (I can't be alone) then engine extensions are going to be of minimal value.
Added to the fact that you'll then be locked into DP for your map and ... bleh.
 Darkplaces
#11943 posted by Kinn [86.164.147.200] on 2015/01/09 17:50:27
I would be interested to hear why people don't like DP (ooh-err!) around here.
To be fair, last time I tried DP (oh behave), was a few years ago, but it felt sluggish compared to fitz, had loads of annoying eyecandy crap on by default and I couldn't be arsed to trawl through a ton of stuff on the internet to figure out how to make it look more like quake - and the physics felt just slightly different.
I am aware that it has loads of awesome potential for modders and mappers (q3bsp spoooge)- but because no-one here plays in it, there isn't really an audience for DP-specific maps.
 I Like DP
#11944 posted by RickyT33 [94.3.103.149] on 2015/01/09 18:28:14
Darkplaces is a good engine, too XD
The only thing I disliked about it was the mouse smoothing/acceleration or whatever it is. But I'm sure I can probably adjust it, if I only knew how....
 Kinn
#11945 posted by onetruepurple [93.105.42.109] on 2015/01/09 18:30:25
Out of sheer curiosity and insanity, I just installed DP to check how close to Quake can I make it look.
Model interpolation is essentially required, since you can't turn off movement interpolation.
Particles are shit and blurry even at the highest quality, and apparently there's no option to make them square. They don't behave correctly, either, because way too many of them spawn, and also smoke particles seem to fade to solid black before disappearing. This is very noticeable when using the GL.
Underwater warp exists, but the actual water surface doesn't get warped. All it does is a Q3-like rotation.
No way to disable colored dynamic light, by the looks of it.
The game font is scaled at some weird size that makes it blurry with linear filtering and MSPaint-quality jaggy with nearest filtering.
#11946 posted by gb [46.142.79.15] on 2015/01/09 19:09:25
OK, but if someone is able to use QC extensions (or, hm, if someone is able to create game levels, even) I would expect them to be able to take DP's particlefont image and just paint themselves some nice new particles, even blocky ones if they want.
If too many particles spawn, well, the particles are customizable so someone could write a vanilla set with square blocks instead of dots.
Waterwarp is gonna have to be a shader. You can probably do it with a Q3 shader, but I think MH wrote some pretty cool waterwarp GLSL some time back that could be ripped. Perhaps there's even a cvar for Quake-style waterwarp.
I'm just saying these issues are not insurmountable for people who routinely create game content. IMHO getting to use the QC extensions is worth a little investment polishing the particles and whatnot.
Just as an example, hipnotic and I believe Chapters (and who knows, maybe Quoth) uses copyentity implemented in QC. It's in hordespawn I believe. That is absolutely horrible for various reasons. DP has a nice simple builtin that does that. Same for many other things. It's just an improvement to have such things provided as engine builtins any way you look at it.
I agree that it should have a "vanilla preset" like FTE does though.
Regarding DP-only, well, a lot of maps are Fitz/QS-only in practice, which is the same thing. DP is easy to install and free.
On the other hand, extensions could be added to Fitzquake etc, but that's gonna be significantly more work and you need engine coders to do it, whereas most of the other stuff can be done by content authors.
Just my 2 cents.
 Otp
#11947 posted by Kinn [86.164.147.200] on 2015/01/09 19:12:07
Cheers. One of the absolute most basic requirements of a custom quake engine should be that it's possible to make it look like vanilla Quake.
Otherwise, well there's your reason no-one uses it here I guess.
 Gb
#11948 posted by Kinn [86.164.147.200] on 2015/01/09 20:41:01
Well it sounds plausible that a modder could jump through a ton of hoops and make DP look quakey enough to please most people for a specific mod, but I don't think that will help it be adopted much.
My reasoning is that I'm assuming most of us quakers really just want to have a single engine of choice for all our quaking needs - fitz, QS, whatever - it works for everything, or at least 90% of everything. If DP only looks acceptable on maps/mods designed specifically to work around all the silly eyecandy stuff, then I don't think that's a great solution.
#11949 posted by [Kona] [121.73.104.148] on 2015/01/10 03:10:08
I love DP (darkplaces not double penatration) and wouldn't use anything else. Maybe it takes a bit of getting used to, but I go back to fitz and other engines are find them a bit vanilla. Also there's lots of maps that say "don't use DP due to bugs", but I still use it and never come across any of these so-called bugs.
#11950 posted by necros [99.227.110.3] on 2015/01/10 03:49:13
I started trying to use DP to get some cool texture effects going, but the shader tech in DP has some pretty severe limitations and being spoiled by Doom3, I kind of grew frustrated with it.
And then there are some fundamental changes to how some things work in the engine that break some QC stuff that relies on the original behaviour and tracking down the console variables you need to set to revert back to the old behaviour is annoying.
#11951 posted by JneeraZ [174.109.106.46] on 2015/01/10 12:35:30
"I go back to fitz and other engines are find them a bit vanilla"
That's what the rest of us LIKE about those engines. :P
#11952 posted by negke [31.18.32.183] on 2015/01/10 12:58:24
DP is great. It's just that to me and the way I generally use Quake it feels too "awkward" to use compared to ports like Fitz/QS - too complex in its usage and features/settings, too slow in terms of loading times.
In a larger, more active community, I guess it would've been more established as a modding platform, similar to ZDoom, but Quake doesn't have that anymore. For the remaining people the costs of making something DP-only may not justify or outweigh the "costs" in most cases.
#11953 posted by negke [31.18.32.183] on 2015/01/10 13:00:20
*benefits/"costs"
 Or The Other Way Around?
#11954 posted by negke [31.18.32.183] on 2015/01/10 13:01:56
Damn it, someone make me a moderator just so I can edit my stupid posts..
 Kona
#11955 posted by nitin [220.244.163.153] on 2015/01/10 13:05:06
what willem said, it's hardly a gfx fancy game in terms of content.
 It Just Keeps Getting Bigger!....
#11956 posted by Skiffy [60.53.18.90] on 2015/01/10 16:07:23
So yea.. it keeps going. And I have a few other sections I still need to brush out! Madness. I am enjoying this mapping thing though.
https://dl.dropboxusercontent.com/u/1849053/Quake_Mapping_06.jpg
 Great Stuff.
#11957 posted by Shambler [82.26.143.253] on 2015/01/10 16:56:38
Some interesting designs in there. See if you can work on interconnectivity a bit too.
 Sky Vs Sky
#11958 posted by mfx [85.181.241.126] on 2015/01/12 23:45:06
old sky meh:
http://i.imgur.com/Aas7Mtn.jpg
new skybox hotness:
http://i.imgur.com/MSq6U56.jpg
Note the nice new knight.mdl. Aww.
I think the new sky/fog looks way better.
 Indeed.
#11959 posted by Shambler [82.26.189.251] on 2015/01/12 23:46:34
But yes, map?
 Reminds Me Of
#11960 posted by FifthElephant [82.24.73.240] on 2015/01/12 23:55:54
the town of Laketown from The Hobbit.
 That Looks Waaay Better Than Before
#11961 posted by RickyT33 [94.3.103.149] on 2015/01/13 00:12:15
I like the tone of the rocks and the sky....
#11962 posted by skacky [90.0.195.112] on 2015/01/13 00:39:48
Yeah new sky/fog looks definitely better.
 That Water Surface On The Old Pic Looks Very Wrong
#11963 posted by onetruepurple [93.105.42.171] on 2015/01/13 00:56:45
 From Warren
#11964 posted by onetruepurple [93.105.42.102] on 2015/01/14 14:33:32
 Dunno What AO Is.
#11965 posted by Shambler [82.26.189.251] on 2015/01/14 20:57:42
but I know that's some nice design there :)
 -=-
#11966 posted by PyroGXPilot [96.41.154.19] on 2015/01/14 21:26:22
 Shambler
#11967 posted by Kinn [86.164.147.200] on 2015/01/14 21:35:59
look in the mapping help thread for more of the pretties.
In short - we have a new toy!
#11968 posted by madfox [84.26.177.181] on 2015/01/18 04:18:14
qriple zomby
info_light makes the light origin so dimm,
hard to believe that spots emmiting so much light.
already over 720 ents while the limit is 620.
#11969 posted by FifthElephant [82.24.73.240] on 2015/01/18 04:25:26
Looks really good MF. Definitely need to get some small radius lights near those light textures. Other than that though I'm liking what I see.
 Madfox
#11970 posted by Breezeep_ [100.1.255.229] on 2015/01/18 05:09:24
Those screenies look like '96 - '97 era screenshots.
Do you have an old PC? (just wondering)
#11971 posted by ericw [199.126.128.107] on 2015/01/18 05:26:30
Looks really cool overall, Madfox! Agree w/ fifth on the light fixtures; it looks a bit weird to have a nice cone of light hitting the rocks, but the fixtures themselves are dark.
In those screenshots at least, the skybox brightness is also a bit overpowering, maybe they would fit in better if darkened a little in an image editor?
 Bleh
#11972 posted by madfox [84.26.177.181] on 2015/01/18 05:44:50
@-5th All the info_light have an upper light, but that makes the entcount so hight.
I tend to a light0.3 with dist0.7 and range0.7 -light15 for a large area soft ligtning.
@-uaddy Quake screens always are point of taste.
Sometimes I can't see a thing.
This case was I support them on my own site and they were low jpgs.
I turned them into high, hope you see.
@-ericw you're right about the skybox, but it's the fog0.02 that's causing it. I changed the boxtga but it won't work, only clearing out fog, but then they're so awfull cliffdemon it cries out colour. Or no fog and soften the original.
 Ah Cool
#11973 posted by ericw [199.126.128.107] on 2015/01/18 09:35:51
For fitzquake family engines, you can set "r_skyfog 0.1" to reduce the fogging of the skybox (default is 0.5)
#11974 posted by FifthElephant [82.24.73.240] on 2015/01/18 11:57:30
Make another light near the light texture itself with a small radius (like "wait 3" or something")... pretty much standard practice for the type of light you've made.
 Oops
#11975 posted by madfox [84.26.177.181] on 2015/01/18 22:52:07
didn't know that r_skyfog
 Made A Cinemagraph Of An Old Videogame
#11976 posted by Breezeep_ [100.1.255.229] on 2015/01/26 17:11:21
#11977 posted by Spike [86.183.130.35] on 2015/01/26 20:48:37
WARNING: 16,384px * 12,288px.
http://triptohell.info/moodles/junk/fte-megapixely.png
hopefully your browser will cope...
#11978 posted by onetruepurple [93.105.42.137] on 2015/01/26 21:01:43
I'll never know since NOD32 blocks that website.
 I Like The Useless HUD There
#11979 posted by metlslime [159.153.4.50] on 2015/01/26 21:13:50
 Yeah, I Wondered If Anyone Would Notice That Hud.
#11980 posted by Spike [86.183.130.35] on 2015/01/26 21:23:54
 WARNING: 16,384px * 12,288px.
#11981 posted by Shambler [86.9.242.69] on 2015/01/26 22:18:01
My browser coped fine.
My boredom threshold didn't.
Most pointless screenshot ever, congrats.
#11982 posted by dwere [176.195.197.27] on 2015/01/27 13:03:15
Chrome can't handle it
#11983 posted by spiney [81.241.157.77] on 2015/01/27 22:30:57
Spike: hah! Just what I needed to test my megapixel viewer :P
lotsa pixel
Should work in every browser
(do tell if you have issues)
#11984 posted by spiney [81.241.157.77] on 2015/01/27 22:32:00
 May I Let Facebookloose On That?
#11985 posted by Spirit [92.196.102.157] on 2015/01/27 22:42:13
#11986 posted by Spiney [81.241.157.77] on 2015/01/27 23:01:37
Feel free! It's on my shared hosting which I canceled half a year ago. Apparently they're too lazy to close it, should have done it earlier. lol.
 Q2 Map For Q2 Cafe Map Thingy...
#11987 posted by FifthElephant [82.24.73.240] on 2015/02/02 00:05:03
http://i.imgur.com/EaTaJIh.jpg
http://i.imgur.com/poYy8tj.jpg
http://i.imgur.com/oQWkLo1.jpg
Took me a day to do all the gameplay blocking out first and the basic lighting. And then another day to do all the texture work and do the lighting proper.
I think gameplay-wise it's one of the best DM maps I've done, it's like a cross between DM6, Q2DM8 and Deck-16.
Contest hasn't really started yet but the map is mostly done, needs a couple of gameplay tweaks and a bit of bug-testing.
 Needs More Ammo
#11988 posted by Scampie [72.12.65.92] on 2015/02/02 04:45:09
I might run out if I hold down mouse1 all the time. DM is supposed to be about dealing with a fuck-ton of enemies and surviving against ridiculous odds, not ammo management.
#11989 posted by FifthElephant [213.205.235.182] on 2015/02/02 08:46:04
I see what you did there
 Looks Neat And Well-designed.
#11990 posted by Shambler [92.22.78.68] on 2015/02/02 10:32:36
If a bit grey in places.
 But Enough About My Hair
#11991 posted by Kinn [86.164.147.200] on 2015/02/02 11:07:14
 Yeah...
#11992 posted by ijed [200.73.66.2] on 2015/02/02 13:07:01
Maybe make some of the inset pieces either orange or black, even though visuals are a secondary consideration for DM.
Here's a primary one though; the 16 unit slope next to the stairs might cause a problem for movement.
#11993 posted by FifthElephant [213.205.235.182] on 2015/02/02 13:16:57
I think colored lighting is overdone in a lot of quake 2 maps. The lip on the stairs is not a problem but the ladders in the map are a bit crap for some reason.
It's mostly done now and I could release in its current state and be happy but the contest doesn't start for a bit so I might polish ot up before then.
 Nah
#11994 posted by ijed [200.73.66.2] on 2015/02/02 13:20:36
I meant change the textures to those red/orange bulkheads - if memory serves they are the same versions of the ones you've used.
I always liked the powerstation black textures as well, but maybe that's just fond memories of that episode, probably the most enjoyable one in Q2 for me.
#11995 posted by onetruepurple [93.105.42.18] on 2015/02/02 13:28:26
If you're not interested in colored lights, I suggest stronger shadows where appropiate. Obviously visibility in DM is a concern, but nobody would mind if the ceilings faded to nearly complete darkness.
Maybe even hack AO into q2's light somehow?
#11996 posted by Lunaran [99.112.162.57] on 2015/02/02 17:10:51
Q2 has radiosity. It literally already has the real thing.
#11997 posted by necros [99.227.110.3] on 2015/02/02 19:11:08
i remember trying to compile a map with q1rad a short while ago and it was still slow as hell.... i dunno, but fake radiosity seems like a better option even now.
 Hello Gentlemen
#11998 posted by hypnos [69.158.25.161] on 2015/02/06 08:29:26
 Wow
#11999 posted by onetruepurple [93.105.176.162] on 2015/02/06 10:15:18
That's really nifty.
How'd you do the rain?
 Oooh
#12000 posted by Preach [62.30.150.129] on 2015/02/06 10:37:57
It's like a rainy terra4...
 Nice.
#12001 posted by Shambler [92.22.63.245] on 2015/02/06 10:50:54
Very nice....keep it going.
 Question
#12002 posted by Zwiffle [71.13.169.66] on 2015/02/06 17:02:56
How much of that is func_detail?
#12003 posted by Yhe1 [69.198.86.190] on 2015/02/06 18:19:46
Somebody please finish CZG's terra
#12004 posted by Lunaran [216.188.254.244] on 2015/02/06 20:26:58
it's not finished?
 Finish It, Hypnos
#12005 posted by Breezeep_ [100.1.255.229] on 2015/02/06 21:29:33
 Just A Little Bit Of What I'm Toying With...
#12006 posted by FifthElephant [82.24.73.240] on 2015/02/06 23:54:25
Mostly just theme testing. Not properly nailed down the layout yet...
https://pbs.twimg.com/media/B9Mi3aSIcAA_F5e.jpg:orig
 Lunaran
#12007 posted by Yhe1 [69.198.86.190] on 2015/02/07 00:00:51
CZG : "There's supposed to be more of them, and they should have a proper finale, but dammit, I'm so sick and tired of these things. "
 Who Cares.
#12008 posted by onetruepurple [93.105.176.162] on 2015/02/07 00:21:54
Terra is fine the way it is.
Fifth that looks arousing.
 Hypnos And Fifth
#12009 posted by nitin [220.244.163.153] on 2015/02/07 00:38:10
keep going guys, screenies look neat.
 Yeah
#12010 posted by ericw [199.126.128.107] on 2015/02/07 00:41:41
awesome looking work both of you :-)
 Hypnos
#12011 posted by necros [99.227.110.3] on 2015/02/07 01:32:04
that's a cool look and needs to be expanded on!
 Fifth
#12012 posted by Breezeep_ [100.1.255.229] on 2015/02/07 01:33:07
How did you get transparent textures to work?
 Quaddy
#12013 posted by FifthElephant [82.24.73.240] on 2015/02/07 01:37:11
the transparent colour on the palette is index 255, the peachy coloured one. Also your texture name needs to start with a "{" character for it to be recognised as a masked texture. "{cobweb.pcx" for instance.
https://www.dropbox.com/s/o8se6ino3z7fwfr/cweb.jpg?dl=0
 Thanks
#12014 posted by FranckQ [84.98.205.211] on 2015/02/07 10:56:32
Thank you fifthelephant for this information.
 Note About Masked Textures
#12015 posted by FifthElephant [213.205.237.28] on 2015/02/07 11:11:35
If you use it then for non solid objects like cobwebs make the brush func_illusionary. And for solids make it a func_wall otherwise you may get hom errors etc
 MineQ
#12016 posted by FranckQ [84.98.205.211] on 2015/02/07 15:58:11
 FifthElephant
You are on a roll. I love the Q2 stuff. Looks very true to the original. Also, are those decals (spiderwebs) in Quake?
 Sprony...
#12018 posted by FifthElephant [82.24.73.240] on 2015/02/08 17:25:49
Nah, I messed about with ripping them from some Thief FM, converting it to the quake palette etc.
I just wish that quake engines supported having an alpha on a masked texture. But it's not to be :(
 Sprites
#12019 posted by Preach [62.30.150.129] on 2015/02/08 19:35:16
I just wish that quake engines supported having an alpha on a masked texture. But it's not to be :(
Well, you can use a sprite, you just have to bake lighting into it...
 Fifth
#12020 posted by ericw [199.126.128.107] on 2015/02/08 20:14:52
All (afaik) of the engines with { texture support can also take an 'alpha' key on the func_. Only problem is, if you go below about 0.7, QS/MarkV/DirectQ have a bug where the whole alpha-mask part will disappear. But at least you can make the cobwebs slightly transparent.
 FranckQ
#12021 posted by ijed [190.22.102.197] on 2015/02/09 03:16:03
I hesitate to say this, but what about the monsters?
...
5th: Level Upped! Now bug Sock for the Spiders...
 MineQ
#12022 posted by FranckQ [84.98.205.211] on 2015/02/09 18:52:16
@ijed I do not know yet for monsters. I hesitate to integrate is the vera thereafter.
Extra Screen WIP: Startmap
http://image.noelshack.com/fichiers/2015/07/1423503957-spasm0002.jpg
http://image.noelshack.com/fichiers/2015/07/1423503956-spasm0003.jpg
http://image.noelshack.com/fichiers/2015/07/1423503952-spasm0001.jpg
I think the startmap be over in 3 or 4 days.
I rework the texture to remain in the quake universe.
Thanks
#12023 posted by FranckQ [84.98.205.211] on 2015/02/09 19:05:02
Edit: have seen later for monsters !
 2spooky4me
#12024 posted by Breezeep_ [100.1.255.229] on 2015/02/09 22:23:15
 MineQ
#12025 posted by FranckQ [84.98.205.211] on 2015/02/11 18:28:03
 Welp
#12026 posted by spy [178.88.146.92] on 2015/02/12 19:53:44
very doomish, and very 2d flat
#12027 posted by FranckQ [84.98.205.211] on 2015/02/13 16:47:30
Doomish ..? 2D flat ...?
#12028 posted by FifthElephant [213.205.234.85] on 2015/02/13 18:46:02
I think hellish or hell themed is the main reason
 2d Flat
#12029 posted by RickyT33 [94.3.103.149] on 2015/02/13 21:15:26
All 90 degree angles man.
Looks pretty evil, I like evil looking stuff. You could put a few lights in with "light" "100", "wait" "0.25", to light up the totally black areas subtley
 But
#12030 posted by Kinn [86.191.154.147] on 2015/02/13 22:03:59
it's MineQuake. The only lights allowed are ones that simulate the lighting properties of MineCraft's various light-emitting objects.
 Ok Not Exaclty 2d Flat
#12031 posted by spy [178.88.146.92] on 2015/02/14 09:33:51
but flat/plain 2d
is what i'm trying to say
and dat pic looks like it could've been a level from d1-2
sorry, no offense here
i'm retarded
 Aaaaah
#12032 posted by RickyT33 [94.3.103.149] on 2015/02/14 14:29:31
I see! Mine-Quake - all 90 degree angles. I'm stupid - carry on.... Looks evil as f@ck!
 MineQ Wip
#12033 posted by FranckQ [84.98.205.211] on 2015/02/14 15:33:29
 MineQ Wip
#12034 posted by FranckQ [84.98.205.211] on 2015/02/14 15:33:29
 FranckQ
#12035 posted by spy [178.88.146.92] on 2015/02/14 16:13:26
theres excerpt from frib's readme
I promise you that there are no crates, no 'jump pads',
and nothing which could be accurately decsribed as a 'curve'. [b]Angular
is beautiful too! [/b]
bear in mind
Angular
is beautiful too!
 Picasso Design...
#12036 posted by JPL [82.234.167.238] on 2015/02/14 16:48:28
... not sure angular is my of my taste... curves are greater... have you even seen a woman with cubic boobs ? That does not work... except in Mine-Quake ;)
 Ricky35
#12037 posted by spy [178.88.146.92] on 2015/02/14 17:18:59
 Dammit
#12038 posted by spy [178.88.146.92] on 2015/02/14 17:20:49
rickyT35
Mike Richards LA Kings
 Viridian
#12039 posted by hypnos [69.158.25.161] on 2015/02/14 17:24:23
Thanks all.
The rain effect is from Zerstorer with a model instead of a sprite.
Really love the Terra series, haven't played it in years. Definitely influenced by czg's work.
https://www.flickr.com/photos/129414687@N03/16342455767/
 FranckQ
#12040 posted by hypnos [69.158.25.161] on 2015/02/14 18:33:40
That's so cool! Would love to see the monsters styled in minecraft too
 Hypnos
#12041 posted by mfx [92.230.137.46] on 2015/02/14 21:45:00
That is damn sexy screenshot again, i really dig the mood.
 Guys
#12042 posted by Breezeep_ [100.1.255.229] on 2015/02/15 00:48:31
 Ahahahaha
#12043 posted by Lunaran [99.112.162.57] on 2015/02/15 01:39:28
ah holy shit :D
#12044 posted by Text_Fish [86.31.1.17] on 2015/02/15 09:34:46
I just felt a great disturbance in the force ... as if millions of profile pictures were suddenly switched to Doom Guy flipping V's.
#12045 posted by JneeraZ [174.109.106.46] on 2015/02/15 11:43:19
That is holy SHIT awesome...
 Funny...
#12046 posted by JPL [82.234.167.238] on 2015/02/15 21:04:39
... idea...
we should do the same with the Quake guy :)
 :)
#12047 posted by FranckQ [84.98.205.211] on 2015/02/19 19:54:53
 Lighting Test
#12048 posted by ijed [190.22.20.37] on 2015/02/22 06:18:28
#12049 posted by necros [99.227.108.31] on 2015/02/22 06:30:08
ohh yeah, that is a perfect use for that!
 Gaah
#12050 posted by Tronyn [24.79.126.117] on 2015/02/22 06:54:08
Looks good, seems like it might be even more atmospheric with fog and a skybox that has green mountains that would appear to merge with the map edges.
One day I will have time to map again... GB just posted a ton of shots on the Quakeone.com forums which makes me want to map even more...
 Yeah
#12051 posted by ijed [190.22.20.37] on 2015/02/22 17:16:35
EricW's AO appeared at just the right time.
Been messing with lights, fog skybox and various options to get the nicest look, something I don't usually bother doing.
Next up, foliage.
 _sunlight2
#12052 posted by ericw [199.126.128.107] on 2015/02/23 02:41:40
gb asked about getting _sunlight2 in my modded tyrutils, and I made some progress on that this weekend with more code borrowed from q3map2:
https://runeofearthmagic.wordpress.com/2015/02/22/yoghurt-sunlight/
The second shot is my modified tyrutils using a 200-light dome, and unlike _sunlight2 in bjptools, they're regular additive lights instead of minlights, so you get some nice gradients in the shadowed areas. Also at the same time I added a penumbra feature that splits up the primary sunlight, giving it some nice soft shadows (neither screenshots is using -extra or -soft, light time for my code was around 20 seconds).
Need to polish a few things, write docs, etc, but will have a beta up for this sometime soonish :)
 Errr.
#12053 posted by Shambler [89.242.190.139] on 2015/02/23 10:26:11
Dunno what any of that means but the 2nd shot looks well good, lighting wise :)
 NICE
#12054 posted by DaZ [92.11.228.93] on 2015/02/23 11:28:23
That is a huge improvement!
#12055 posted by Spirit [92.196.20.187] on 2015/02/23 11:35:25
Now do it again with not-the-worst-possible settings in the first shot...
Not saying the new way is not great but that is not exactly a fair comparison, is it?
 Soft Shadows!
#12056 posted by ijed [200.73.66.2] on 2015/02/23 13:02:04
What's the unfair comparison?
 Wow
#12057 posted by Kinn [86.191.154.147] on 2015/02/23 14:26:36
You have my sword etc.
#12058 posted by Spirit [194.95.79.28] on 2015/02/23 15:33:24
isn't the first one without all the soft and 4x4 shebang?
#12059 posted by gb [46.142.18.13] on 2015/02/23 16:07:12
I think the second one is too, actually. The softness is only the penumbra, if I understood ericw correctly.
 Actually
#12060 posted by ijed [200.73.66.2] on 2015/02/23 17:23:14
The second one is what I'd expect the first one to look like with just the improved light dome effect.
Extra4 would just make the edges of the shadows smoother, and is the sort of thing it'd be hard to discern at that distance.
What you've got in the second one (appears to be) more sunlights producing a more contrasted effect overall and the additional shadow casts, which are the much, much softer edges.
I'm mouthing off because right now I'm trying to achieve the same thing by hand, and the effect is very similar... but nowhere near as nice.
 Ericw
#12061 posted by FifthElephant [82.24.73.240] on 2015/02/23 19:14:30
looks pretty nifty. I dunno if it looks better than slapmaps fake GI lighting.
https://slapmap.wordpress.com/2013/04/23/outdoor-lighting-and-fake-g-i-in-quake-with-examples/
Infact I know it doesn't. I think once you add all the fancy new features in then it'll look real nice. I'd love to play with this.
 Fifth
#12062 posted by Kinn [86.191.154.147] on 2015/02/23 19:37:49
surely with AO turned on, it'll look just as jolly?
#12063 posted by FifthElephant [82.24.73.240] on 2015/02/23 19:42:50
I think with AO turned on it will look good. But probably not as good as fake GI. The thing with the fake GI is that it's less uniform, has brighter highlighted areas.
I think you'd have to spend a bit of time making it less uniform. It would be nice if there was a way to add a bit of a gradient (brighter at the top and slightly darker near the bottom).
Still though, these extra features are always welcome. I assume someone will add radiosity at some point too ;)
#12064 posted by FifthElephant [82.24.73.240] on 2015/02/23 19:44:02
And of course I expect someone will get around the problem of adding phong shading ;)
#12065 posted by ericw [199.126.128.107] on 2015/02/23 20:01:06
Spirit, neither one is using soft or extra4, it's just that the second one has lots of suns to give the soft edge on the purple light. I maybe should have left that feature for another comparison, but oh well.
Here's another test where the sunlight deviance angle was raised to 25 degrees: (cloudy day diffusing the light?)
http://i.imgur.com/zJ3nqFt.jpg
The main thing I wanted to show is the effect of using minlight for the light dome (first shot) - this is why the shadowed areas look flat - vs regular additive lights in the light dome (second shot). I think the light domes have a similar number of lights actually.
Fifth, yeah, good point. Could just be a question of tuning the parameters, not sure.
#12066 posted by necros [99.227.108.31] on 2015/02/24 01:43:12
fuck that looks good.
 Speaking Of Sunlight
#12067 posted by Kinn [86.191.154.147] on 2015/02/24 01:59:24
back in the elder days when i made maps, I remember various quake engines drew the skybox at different orientations, turning the highly sophisticated idea of sun direction matching the skybox artwork into a bit of a "why do I even bother" situation.
What I'm trying to say is - have the various engine peoples sorted that shizzle out yet?
#12068 posted by metlslime [159.153.4.50] on 2015/02/24 02:14:40
i think so.
 Necros
#12069 posted by ericw [199.126.128.107] on 2015/02/24 03:25:43
thanks! also I remember on your website, you were saying it would be nice if you could split up a light entity into a bunch of smaller lights in a ball- i've got that working as part of the same patch, it looks handy!
 Awesome!
#12070 posted by necros [99.227.108.31] on 2015/02/24 04:00:23
how are you doing the fake GI? When I did it, I just spawned a bunch of suns in a sphere and divided the light level by the # of suns. I had to convert all the light variables into floats though because each sun would have like 0.5 light intensity. :P
I also find it is *insanely* slow because each sun is now impacting onto the entire map.
 Yeah
#12071 posted by ericw [199.126.128.107] on 2015/02/24 04:35:53
that's all I'm doing. It's a dome for _sunlight2, and for regular _sunlight I just jitter the angle a bit on each sun to get the penumbra effect.
It is slow, but none of those screenshots took more than about 20 seconds to light (and I'm on a laptop, though it's an i7 quad, so 8 hardware threads.) It'll be a lot worse for -extra4, but even if it's 4 or 5 minutes for the final light compile, that's not bad.
 Lol Kinn
#12072 posted by Tronyn [24.79.126.117] on 2015/02/24 05:32:50
"Elder days," I hope you come back one day.
With all this lighting discussion, I am hoping for some help from some of you with a question I have, "WHY SO UGLY!" I have a map whose architecture I think is reasonably okay, but it always looks like shit in-game, and I think the lighting must be part of it. I have looked at it enough to feel stupid even trying to figure it out. I hadn't even mapped this year until a week ago, and I may be living in a tent this summer while trying to finish my Phd (lol)... but nevertheless I am going to annoy some of you (and/or anyone who volunteers) with this question of WHY SO UGLY, posed in .map form, soonish.
 Ericw
#12073 posted by necros [99.227.108.31] on 2015/02/24 05:40:27
I assume you are accounting for how there will be more suns near the poles of the sphere? my problem was I forgot to do that, so there was a much larger percentage of sunlight coming from straight up and less from the sides.
 Http://i.imgur.com/zJ3nqFt.jpg
#12074 posted by Shambler [89.242.190.139] on 2015/02/24 11:07:21
Yeah so you need some texturing, good skybox, bit of fog maybe, looks like a neat village layout for Quakey exploration...
 You Fucking Cunt
#12075 posted by SleepwalkR [130.149.243.224] on 2015/02/24 11:52:20
Don't put urls in the title please kthxbye.
 Http://i.imgur.com/XdTlIeZ.png
#12076 posted by Kinn [86.191.154.147] on 2015/02/24 12:51:53
porblem?
 How To Right Click If The Mouse Is Magic?
#12077 posted by Spirit [92.196.45.45] on 2015/02/24 13:17:54
#12078 posted by JneeraZ [174.109.106.46] on 2015/02/24 13:27:38
Oh, hey, instead of just making it clickable here are 3 steps that are super easy instead ... wat?
 Bitches.
#12079 posted by SleepwalkR [130.149.243.224] on 2015/02/24 14:35:52
Just put the URL in the body.
#12080 posted by Spirit [194.95.79.28] on 2015/02/24 15:30:32
#12081 posted by Kinn [86.191.154.147] on 2015/02/24 16:27:44
Just sayin' it's not the end of the world you know?
 Kinn Should Write A Book
#12082 posted by spy [5.251.168.179] on 2015/02/24 18:05:17
i believe his a great writer
 And He's My Favorite Poster Right There
#12083 posted by spy [5.251.168.179] on 2015/02/24 18:06:25
 For SleepwalkR
#12084 posted by Scampie [72.12.65.92] on 2015/02/24 19:59:33
h
t
t
p
:
/
/
i
.
i
m
g
u
r
.
c
o
m
/
z
J
3
n
q
F
t
.
j
p
g
 Http://i.imgur.com/zJ3nqFt.jpg Just In Case.
#12085 posted by Shambler [89.242.190.139] on 2015/02/24 20:29:53
But nice on Scampie that's solved that.
 Somehow I Knew This Would Happen...
#12086 posted by SleepwalkR [79.195.9.237] on 2015/02/24 20:39:46
#12087 posted by hypnos [69.158.25.133] on 2015/02/25 03:06:59
funny someone else is working on foliage at the same time, well here's my attempt at it:
https://www.flickr.com/photos/129414687@N03/16453403469/
 Foliage?
#12088 posted by killpixel [98.211.184.167] on 2015/02/25 05:09:54
I've tried that recently. And by foliage I mean shitty, drippy slime and dopey ass looking plants.
 Wow Really Cool Shoots
#12089 posted by Tronyn [24.79.126.117] on 2015/02/25 05:35:05
What game is that? Potions, zombies, trees, looks great.
REAlly liked the Quake shot as well; Cyclopean for sure. Loose stones are a nice touch.
#12090 posted by hypnos [69.158.25.133] on 2015/02/25 07:22:03
cool! I think this is going to be a good year
 NICE
#12091 posted by PyroGXPilot [96.41.154.19] on 2015/02/25 07:22:23
Looks like Angkor Wat
 Yes
#12092 posted by ijed [200.73.66.2] on 2015/02/25 13:11:20
Foliage is the hot new stuff it seems.
The maligned and yet mighty {
And just as EricW starts putting together lighting models that are especially suited to open terrain.
#12093 posted by JneeraZ [174.109.106.46] on 2015/02/25 13:19:50
hypnos - that looks hot!
 I Like It
#12094 posted by Kinn [86.191.154.147] on 2015/02/25 13:24:53
crisp, crunchy, old school foliage, fits with the aesthetic whilst progressing it in a way that's perfectly cromulent to quake traditionalists imo.
 Both Shots Look Good
#12095 posted by nitin [220.244.163.153] on 2015/02/25 13:32:40
#12096 posted by gb [46.142.74.130] on 2015/02/25 17:04:52
Foliage was pretty much possible all the time, with oriented sprites.
#12097 posted by JneeraZ [199.255.40.36] on 2015/02/25 17:11:45
Oriented sprites won't work for anything other than grass tufts or maybe flowers.
#12098 posted by metlslime [67.169.151.72] on 2015/02/25 17:30:43
also they don't take lighting.
rubicon2 originally had sprite-based metal grates, and i tried to make it work better by having the LD choose the lighting level (by setting the skin index) but it still didn't look right almost ever.
 Yeah
#12099 posted by Kinn [86.191.154.147] on 2015/02/25 17:58:31
.spr for anything environmenty always looks like pickled arse.
.mdls do also, but to a lesser extent.
 Currently Using .spr32
#12100 posted by killpixel [98.211.184.167] on 2015/02/25 19:47:40
really wish autosprite2 was vp parallel upright :/
maybe there's an "autosprite3" on the horizon...
 Indeed
#12101 posted by madfox [84.26.177.181] on 2015/02/26 02:36:19
rags do look ugly in sprites.
They are only usefull in caves at distances. The ones 5th_elephant uses are better but static.
rag.spr
 Alpha Textures
#12102 posted by FifthElephant [82.24.73.240] on 2015/02/26 09:27:30
on .mdl files would be nice. I don't know how feasible it is though. :)
That way you could make rags/spiderwebs that can move with the wind etc :)
 Yeah
#12103 posted by ijed [200.73.66.2] on 2015/02/26 13:02:51
I'm looking at the same problem - I want thin fenced stuff with alpha that can blow in the wind and has lightmaps applied.
I can kludge it with some entities, but really a hierarchy (eg. bones) is needed for this type of stuff.
 Hexen2 Mdl Flag
#12104 posted by Spike [86.139.74.108] on 2015/02/26 16:22:41
#define MFH2_HOLEY (1u<<14)
set that bit in your .mdl header's flags field (hex editor? 78th(#77) byte becomes 0x20), load it up in fte, marvel at palette index 0 now being alphatested (that's the theory anyway).
or if its an iqm you can just provide your own shader while playing with the model's bones via csqc. lightmaps is less easy, although iqm does support vertex colours, while mdl would need to bake it into the texture itself.
I guess this stuff needs some new light util tweaks.
 Mooie Vis
#12105 posted by nicholas [78.23.241.229] on 2015/03/03 20:21:10
A zoo een mooie vis
 Moldy Ruins Concept
#12106 posted by hypnos [69.158.25.133] on 2015/03/10 08:29:41
Pretty much starting over with that rainy level as the visuals keep evolving.
https://www.flickr.com/photos/129414687@N03/16585062198/
 Yeeah Not Bad ;)
#12107 posted by Shambler [92.22.77.235] on 2015/03/10 11:07:30
 Love That Shot
#12108 posted by nitin [220.244.163.153] on 2015/03/10 11:27:58
 One Can Almost HEAR The Atmosphere
#12109 posted by Spirit [92.196.7.106] on 2015/03/10 12:00:14
 Lovely!
#12110 posted by mfx [85.180.175.96] on 2015/03/10 14:27:05
 Very Good, Hope To Play That Map Soon!
#12111 posted by Pietroskij [85.47.152.33] on 2015/03/10 14:49:17
 Whoa
#12112 posted by starbuck [185.30.24.132] on 2015/03/10 16:09:27
absolutely love it! Perfect texturing, and what looks like nice dirtmap lighting... and the transparent textures too! Great example of using new techniques but keeping an authentic quake feel.
 That First Shot Is Great
#12113 posted by metlslime [67.169.151.72] on 2015/03/10 16:29:09
love the sense of scale and atmosphere in that first shot.
second shot looks properly damp and dreary too.
 1st Shot's A Photoshop Yo
#12114 posted by Splasher [213.136.88.52] on 2015/03/10 16:56:14
#12115 posted by Lunaran [99.112.162.57] on 2015/03/10 17:25:47
cubespew is spreading to the other quakes
but, yeah, what's going on on the floor in the first shot? it looks ... painted over?
 Well
#12116 posted by Splasher [213.136.88.52] on 2015/03/10 17:57:15
unless quake can do reflective water suddenly, then yeah it sure looks like a shoop.
Dude says it's a "concept" tho, so I guess it's a...concept.
#12117 posted by hypnos [69.158.25.133] on 2015/03/11 01:18:43
Yeah, it's partly shopped, don't want to throw away anymore brushwork so I'll be painting over primitives before building them. It's convenient to be able to make your own reference.
#12118 posted by JneeraZ [174.109.106.46] on 2015/03/26 01:46:13
Not Quake, but whatever ... I finally finished a contest scene and submitted something.
MODO, Substance Painter and Unreal Engine 4.
http://www.polycount.com/forum/showpost.php?p=2272200&postcount=8
Moving on ... Qonquer map jam and then who knows!
 Toy Soldier Style UT Map
#12119 posted by FifthElephant [82.24.73.240] on 2015/03/26 02:04:07
Why not make one of those? little people maps have been a staple part of maps for a long time :)
https://www.youtube.com/watch?v=2FRkAat9ROA
#12120 posted by JneeraZ [174.109.106.46] on 2015/03/26 10:17:25
Bedroom maps are a staple of every UT game. Many will be made, trust me. That's not a niche that needs filling.
 People Need To Make More Giant Bathroom Maps...
#12121 posted by negke [31.19.216.230] on 2015/03/26 10:39:20
...inside crates!
 WarrenM
#12122 posted by starbuck [37.152.235.57] on 2015/03/26 14:17:15
Absolutely wonderful stuff! I love the details here, so authentic and personal. Love the Far Side calendar, and all the games and tapes. Zork! Bards Tale! Slayer mixtapes! Coffee rings on the dungeon map. Great attention to detail.
Also I guess all the fingerprints and griminess was substance painter? Looks like a sweet tool.
Probably a bit too late for construction criticism, but if not, I thought the empty cans looked a bit sketchy, and I would've preferred the carpet if it was dirtyish and more of a subdued colour. Also where the hell are the cheeto crumbs?
Overall though, amazing composition and really shows off your modelling / materials skills. Makes me want to get an oculus rift and just sit there.
You should make the full house and set a whole game there.
 Oh And
#12123 posted by starbuck [37.152.235.57] on 2015/03/26 14:18:46
make the commodore playable obviously ;)
#12124 posted by JneeraZ [199.255.40.36] on 2015/03/26 14:20:22
Thanks a lot!
Yeah, it was all done with Substance Painter, actually. It's all I want to use for texturing these days...
 Post Screenshots!
#12125 posted by Tronyn [24.79.126.117] on 2015/03/28 01:19:12
do it...
 Amazing Detail Warren
#12126 posted by nitin [220.244.163.153] on 2015/03/28 01:44:53
#12127 posted by JneeraZ [174.109.106.46] on 2015/03/31 01:33:10
 Omg
#12128 posted by hypnos [70.29.31.115] on 2015/03/31 05:57:13
so stoked!
 Lol That's So Modern Hollywood Meta
#12129 posted by Tronyn [24.79.126.117] on 2015/03/31 07:04:51
Instead of a trailer, I'll offer you a trailer for a trailer!
Why not a screenshot for a screenshot?
 Warren
#12130 posted by ericw [199.126.128.107] on 2015/03/31 09:21:54
Awesome.
related to that, I've been playing with qbsp a bit and trying to get it to load .obj's directly, like the q3 utils could do with misc_model, and it seems pretty promising. the disadvantage is there's no collision against the model, since I don't reconstruct brushes like you are.
#12131 posted by Scampie [72.12.65.92] on 2015/03/31 10:38:25
Too bad Quake doesn't have a weapon clip etc, because I wouldn't mind having to make my own collision.
Guess you'd need to do something funky with skip textured func_walls to make the collision for a misc_model?
#12132 posted by JneeraZ [174.109.106.46] on 2015/03/31 11:52:17
ericw - That sounds more useful than what I'm doing. :P Honestly, I tried that at one point as well - inserting model triangles directly into the BSP but I didn't understand the code well enough to get any real headway on it.
That code is ... well, let's face it, it's a mess.
 #12130
#12133 posted by Kinn [86.191.154.147] on 2015/03/31 12:10:54
ericw - that sounds awesome - does lighting work with them? I can see that being a good way to get things like decent dead trees and whatnot
 Warren
#12134 posted by Kinn [86.191.154.147] on 2015/03/31 12:34:58
I tried an experiment like that a while back - I wrote a program that took a bunch of triangles and stuck an extra vert on the back, pulled out a little to create a tetrahedron, which I then wrote out as a brush in a .map. An optimisation could be used when, depending on the topology, pairs, or trios of model triangles had a convex relationship and could be used in a single tetrahedron brush, which brought the complexity down a little bit.
It worked very well, but I found that when used on a large-ish scale, e.g. to create big cave systems, all those funky planes would caused the bsp compiler to go bananas and generate microleaks. Made no real difference even if i made sure all tetradedron verts were snapped to grid.
In these days of detail brushes however, it might not be so much of an issue...
#12135 posted by JneeraZ [174.109.106.46] on 2015/03/31 12:52:28
Yeah, that's the "spikey" option. It usually sucks but sometimes it works so ... might as well include it.
 Argh
#12136 posted by ijed [200.73.66.2] on 2015/03/31 13:57:28
Sorry Ericw, I'll get back to that soon - got sidetracked with the Qonquer Jam.
#12137 posted by necros [99.227.108.31] on 2015/03/31 15:35:17
It worked very well, but I found that when used on a large-ish scale, e.g. to create big cave systems, all those funky planes would caused the bsp compiler to go bananas and generate microleaks.
I wonder if the next enhancement to the engine and tools should be increasing (or removing) the maximum number of unique planes.
#12138 posted by Kinn [86.191.154.147] on 2015/03/31 17:06:38
I wonder if the next enhancement to the engine and tools should be increasing (or removing) the maximum number of unique planes.
Don't know if this was an issue.
I just think the compiler wasn't really designed to handle that sort of geo. When it tried to make a bsp tree from several hundred non-orthogonal triangular faces, everything ended up being sliced and diced with floating point inaccuracy stacking up until it eventually plopped a great big Welsh salad on the table.
I haven't tried it though since detail brushes became available. It probably works a bit better now.
#12139 posted by necros [99.227.108.31] on 2015/03/31 20:33:25
maybe at that point it really is time to move on to bsp3. :S
#12140 posted by JneeraZ [174.109.106.46] on 2015/04/01 12:55:42
 Interesting
#12141 posted by Kinn [86.191.154.147] on 2015/04/01 13:12:57
does the "standard" option simply take all the polygon planes in the obj model and define a brush with them? So that option would only work if the obj model is convex?
#12142 posted by JneeraZ [174.109.106.46] on 2015/04/01 13:25:36
Right, it treats each mesh in the OBJ file as if it's a set of planes and converts it into Quake MAP format.
It doesn't do any kind of automatic decomposition. The meshes need to be convex already or you'll get weird results.
I WANT to do some sort of automatic convex brush breakdown but ... it's a seriously tricky topic.
#12143 posted by Kinn [86.191.154.147] on 2015/04/01 13:28:07
maybe at that point it really is time to move on to bsp3. :S
I'd rather people bite the bullet and just embrace q3bsp, rather than add more cruft to the q1 bsp format.
#12144 posted by onetruepurple [93.105.177.20] on 2015/04/01 13:30:30
I'd rather people embraced UE4, rather than add more cruft to Quake.
#12145 posted by Kinn [86.191.154.147] on 2015/04/01 13:33:22
Right, it treats each mesh in the OBJ file as if it's a set of planes and converts it into Quake MAP format.
It doesn't do any kind of automatic decomposition. The meshes need to be convex already or you'll get weird results.
I WANT to do some sort of automatic convex brush breakdown but ... it's a seriously tricky topic.
Yeah, that would be the holy grail, but it's a massively tricky problem :/
#12146 posted by Kinn [86.191.154.147] on 2015/04/01 13:36:37
I'd rather people embraced UE4, rather than add more cruft to Quake.
Don't throw the baby out with the bathwater.
#12147 posted by JneeraZ [174.109.106.46] on 2015/04/01 14:52:20
I don't know what I'm waiting for as this seems to work, so ... If you're feeling brave:
https://dl.dropboxusercontent.com/u/161473/OBJ2MAP/OBJ2MAP_PreviewA.zip
I don't have any docs written yet but it's pretty straightforward.
If you're using Trenchbroom, you can just paste the results directly into your map. If you're using Jackhammer, you'll need to load the resulting MAP file and copy/paste the brushes over.
This is also a test to see if this needs anything other than the EXE to run ... I think it should "just work". It needs .net but everyone has that these days anyway.
Windows only, suckas!
#12148 posted by necros [99.227.108.31] on 2015/04/01 16:07:55
I'd rather people bite the bullet and just embrace q3bsp, rather than add more cruft to the q1 bsp format.
i meant q3bsp. :(
is there any chance of seeing it implemented in quakespasm? ^_^;
#12149 posted by metlslime [67.169.151.72] on 2015/04/01 17:19:26
first we need to add light styles to it
#12150 posted by necros [99.227.108.31] on 2015/04/01 17:32:07
wat.
#12151 posted by Kinn [86.191.154.147] on 2015/04/01 17:36:28
first we need to add light styles to it
http://i.giphy.com/wJ0EQe2y5dRgA.gif
#12152 posted by necros [99.227.108.31] on 2015/04/01 17:38:26
ikr. how is this even possible.
#12153 posted by WizardExt [213.115.0.116] on 2015/04/01 18:23:46
NICE. I have to try this, feeling brave!
#12154 posted by WizardExt [80.216.86.48] on 2015/04/01 21:48:26
WarrenM, I couldn't get it to output a .MAP file. Pop-up window tells me "Input string was not in a correct format".
3dsmax-2014 x64, exported OBJ using default options. Exported 3 OBJ's; a box, a pillar, a humanoid creature. None of them could be used to output a MAP.
Any particular OBJ export options to use, or what am I am doing wrong/missing?
#12155 posted by JneeraZ [199.255.40.36] on 2015/04/01 22:15:28
Can you send me the OBJ files?
warren.marshall@epicgames.com ? I'll debug... The box will be enough if that causes the error.
#12156 posted by ericw [199.126.128.107] on 2015/04/01 23:31:20
After messing with qbsp a bit I'm kind of fed up with my approach, I think Warren's tool is the right idea. My patch was fragile/ugly and could fail in strange ways (e.g., sometimes the models block gunshots and sometimes not, because of qbsp black magic :-/
For mesh decomposition: would this do the trick? https://code.google.com/p/v-hacd/
Tempted to play with that..
 Q3bsp
#12157 posted by ericw [199.126.128.107] on 2015/04/02 00:01:51
I wouldn't be totally opposed to supporting it in quakespasm, if there is a substantial q1 map release using it, not sure what the rest of the team would think.
To be honest though, I think it would be a lot of work for little benefit, given that we have bsp2 now, which has essentially no built-in limits.
#12158 posted by necros [99.227.108.31] on 2015/04/02 00:34:30
but what about the issue of unique planes? afaik, that is still a limitation of q1bsp regardless of bsp or bsp2.
 Yeah
#12159 posted by Kinn [86.191.154.147] on 2015/04/02 00:44:14
I always figured that the only motivation to adopt q3bsp in other engines would be if there was a worthwhile amount of q3bsp Q1 mappage already existing (for use in DarkPlaces, or that one other engine that currently supports it, I guess).
Has anyone even made a q3bsp Quake 1 map?
#12160 posted by ericw [199.126.128.107] on 2015/04/02 00:53:34
bsp2 should be fine with >64k unique planes.
From what I can see, the only reason vanilla q1bsp had a 64k plane limit is the planenum field of dface_t is 16-bit, but that's been increased to 32-bit in bsp2
#12161 posted by JneeraZ [174.109.106.46] on 2015/04/02 01:27:42
Wow, 3DS Max spits out a special OBJ file format ... yeah!
So new version ... should handle more OBJ goofiness now:
https://dl.dropboxusercontent.com/u/161473/OBJ2MAP/OBJ2MAP_PreviewA.zip
Much thanks to WizardExt for the OBJ file samples!
#12162 posted by JneeraZ [174.109.106.46] on 2015/04/02 01:29:54
v-hacd ... I think we JUST integrated that into Unreal Engine 4 for collision mesh generation.
I think that might work but it would have to have an option for exacting output because I don't think anyone will accept approximations. They'll want the exact mesh they modeled.
But I'll look at it, it can't hurt!
#12163 posted by JneeraZ [174.109.106.46] on 2015/04/02 01:30:50
Oh, and if more people could give the OBJ2MAP thing a go, I'd appreciate it. I want to make it real release but I'm afraid that there's something I'm missing. And the immediate problems WizardExt ran into tell me I'm probably right...
#12164 posted by necros [99.227.108.31] on 2015/04/02 02:02:46
#12165 posted by JneeraZ [174.109.106.46] on 2015/04/02 02:06:06
Shit just got real!
#12166 posted by necros [99.227.108.31] on 2015/04/02 02:33:41
tool sometimes outputs scientific notation for small numbers. just round to 0? anyway, TB can't parse that. :(
{
( -63.6619 8 -2.5683 ) ( -63.6619 -8 2.5682 ) ( -63.6619 -8 -2.5683 ) EMPTY 0 0 0 1 1
( -55.6619 0 -4.99999999998835E-05 ) ( -63.6619 8 -2.5683 ) ( -63.6619 -8 -2.5683 ) EMPTY 0 0 0 1 1
( -55.6619 0 -4.99999999998835E-05 ) ( -63.6619 -8 -2.5683 ) ( -63.6619 -8 2.5682 ) EMPTY 0 0 0 1 1
( -55.6619 0 -4.99999999998835E-05 ) ( -63.6619 -8 2.5682 ) ( -63.6619 8 2.5682 ) EMPTY 0 0 0 1 1
( -55.6619 0 -4.99999999998835E-05 ) ( -63.6619 8 2.5682 ) ( -63.6619 8 -2.5683 ) EMPTY 0 0 0 1 1
}
#12167 posted by JneeraZ [174.109.106.46] on 2015/04/02 02:37:08
Odd, there's code in there to handle that ... but I guess it's not handling it in all cases.
Can you send me the OBJ file that does that? warren.marshall@epicgames.com? Or just give me a download link or whatever?
 Which Programs Use This?
#12168 posted by FifthElephant [82.24.73.240] on 2015/04/02 07:50:15
Not really looking to be a pirate
 OBJ2MAP
#12169 posted by primal [81.175.152.198] on 2015/04/02 08:10:02
OBJ2MAP worked for me under Wine in Linux and successfully converted a small obj file containing a single octahedron. If there is a larger obj file you'd like me to run it on for more testing, gimme a copy and I'll give it a go.
The window layout is a bit wonky, but it's all right to use.
http://i.imgur.com/jCrqM4J.png
 Necros
#12170 posted by onetruepurple [46.77.124.196] on 2015/04/02 08:22:23
I can't believe TinyPic isn't dead, either.
 Coder Challenge
#12171 posted by negke [31.18.19.179] on 2015/04/02 09:11:48
Make the tool automatically scale and align the brush textures based on the skin.
#12172 posted by JneeraZ [174.109.106.46] on 2015/04/02 11:20:19
primal - Thanks for looking! Nice to know it runs under Wine. That layout is basically correct...
Fifth - https://dl.dropboxusercontent.com/u/161473/OBJ2MAP/OBJ2MAP_PreviewA.zip
I have some test meshes from various people that are behaving stupidly. This is the joy of trying to release something publicly. :)
#12173 posted by JneeraZ [174.109.106.46] on 2015/04/02 11:56:22
 Finally We Can Get Realistically Modelled *things*
#12174 posted by Spirit [194.95.79.3] on 2015/04/02 12:00:54
 OBJ2MAP (alpha 3)
#12175 posted by JneeraZ [174.109.106.46] on 2015/04/02 14:49:59
https://dl.dropboxusercontent.com/u/161473/OBJ2MAP/OBJ2MAP_PreviewA.zip
+ added field to the UI so users can choose the decimal precision they want
+ added code to remove scientific notation in number results
+ added log file for debugging purposes (OBJ2MAP.log in the same folder as the EXE)
This should handle your gear mesh without scientific notation in the map file now, necros.
This also writes out a log file so if you get a problem going foward, please include that file with your bug report ... it may help save a life!
#12176 posted by JneeraZ [174.109.106.46] on 2015/04/02 14:51:36
 Hypothetically Speaking
#12177 posted by Kinn [86.191.154.147] on 2015/04/02 17:23:17
if there was a special texture applied to the non-drawn planes of these mesh-brushes, that represented "this plane is not supposed to be part of the bsp", could a suitably modified bsp.exe use that info to discard these planes in way that simplifies the compilation process / makes it less error prone / makes these structures more robust and less likely to leak?
#12178 posted by JneeraZ [199.255.40.36] on 2015/04/02 17:34:53
I could add a field for a user specified texture name to be applied to the extrusion and spike faces that get added pretty easily if that would be useful, sure...
 Awesome
#12179 posted by mfx [85.180.166.132] on 2015/04/02 17:52:14
i've had some scaling problems with that converter, objects scaled way too large.
Now its working, thanks warren!
Go map!
#12180 posted by JneeraZ [199.255.40.36] on 2015/04/02 18:09:50
Seriously ... time spent on this is not time spent on my jam map. Gotta buckle down ... Sunday!!
 OBJtoMAP. Run As Admin To Fix Possible Crash! :)
#12181 posted by Skiffy [210.195.228.187] on 2015/04/02 19:22:42
For anyone having issues with crashes when pressing the GO button to convert OBJ to MAP files make sure to run the program as an Administrator. :) It crashed for me at first but then I thought I would give it a go in admin mode. Worked perfectly then.
#12182 posted by JneeraZ [199.255.40.36] on 2015/04/02 19:51:37
Am I the only one who has an admin account on their machine? :)
Out of curiosity, what crash are you getting?
#12183 posted by Kinn [86.191.154.147] on 2015/04/02 20:17:58
I could add a field for a user specified texture name to be applied to the extrusion and spike faces that get added pretty easily if that would be useful, sure...
Certainly a worthwhile feature. Could default it to "skip".
 When I Say Which Programs
#12184 posted by FifthElephant [82.24.73.240] on 2015/04/02 20:31:59
What I meant was which 3d modelling software? No piracy ofcourse. :P
Is Gmax still a thing and does it export to obj? I have blender but it's a little bit obtuse (plus getting grid snap to work is impossibru)
#12185 posted by JneeraZ [199.255.40.36] on 2015/04/02 20:58:31
Oh, most any modeling app will work. OBJ is an ancient old format.
#12186 posted by JneeraZ [199.255.40.36] on 2015/04/02 20:58:59
Kinn - will do!
 V-hacd
#12187 posted by ericw [199.126.128.107] on 2015/04/02 22:07:22
Found a thread were someone tried using v-hacd in a SketchUp -> Hammer workflow, and it sounds like it didn't work out because of the v-hacd results only being an approximation.
http://sketchucation.com/forums/viewtopic.php?f=323&t=60709
I found another reference to this library, which seems to do exact decompositions, might be promising:
http://doc.cgal.org/latest/Convex_decomposition_3/index.html
re: texture coords, I did get conversion of UV's from .obj to .bsp tex coords working when I was playing with qbsp. I could probably contribute code to convert from .obj UVs to .map coordinates if you want (would probably need to offer the user a choice of Valve 220 format, or standard)
#12188 posted by JneeraZ [199.255.40.36] on 2015/04/02 22:12:38
Wow, really? Texture coord conversion ... that would be interesting! Being able to UV in MODO rather than Quake would be cool.
#12189 posted by FifthElephant [82.24.73.240] on 2015/04/02 22:15:43
I'd say UV in 3d modelling would be only go so far because of the way textures tend to skew in the standard .map format. I think it may be better in 220 as it is more accurate.
#12190 posted by JneeraZ [199.255.40.36] on 2015/04/02 22:18:53
Imagine stone statues and things like that. Would be KILLER.
#12191 posted by ericw [199.126.128.107] on 2015/04/02 22:37:25
Yeah, from what I could tell, the conversion is lossless for triangles with UV at each vertex, to the format .bsp uses. (If you have a 4 or more -sided face, I think you can make it stretch weirdly at one corner in a way that can't be stored in the .bsp format, but that shouldn't usually be an issue.) Valve 220 is almost the same as the internal .bsp format, so that should also be lossless. You'll get possible distortion with standard map format, but nothing can be done about that.
This was a .md3 I grabbed from nexuiz, converted to .obj, and ran through my patched qbsp: https://www.dropbox.com/s/o4fbwqc9lq5uk93/obj.jpg?dl=0
Messy code is here: https://github.com/ericwa/tyrutils/blob/obj/qbsp/brush.c#L784
basically you just have to solve a "known 3-vec = (known 3x3 matrix) * (unknown 3-vecor)" equation.
I could give it a shot if you don't mind sharing the source (either just privately or here?)
#12192 posted by JneeraZ [199.255.40.36] on 2015/04/02 22:40:48
Wait ... those spider things are BSP? I'll be in my bunk.
#12193 posted by JneeraZ [199.255.40.36] on 2015/04/02 22:41:23
Let me get the first real version out and then we'll talk. I'd LOVE to get some sort of convex decomp thing going along with texture coords ... oh yes.
 Errmmm
#12194 posted by starbuck [80.189.249.198] on 2015/04/02 22:43:14
that's amazing! Right?!
the possibilities for this seem ludicrous
#12195 posted by ericw [199.126.128.107] on 2015/04/02 22:58:43
Warren, cool, sounds good!
Yeah, the spiders are in the BSP - each one's a func_illusionary, but instead of being made of brushes, qbsp is getting the faces directly from the .obj file. It can also insert them directly into the world instead of into bmodels, but you still don't get collision, and the model may or may not block gunshots depending on the obj file.
I think going via .map is the way to go in the long run, though my approach has the benefit of handling textures and concave models right now... I can post it if anyone wants to mess around.
 Ericw
#12196 posted by Kinn [86.191.154.147] on 2015/04/02 23:34:11
omg - keep working on it, you'll get there!
 RE: Gear
#12197 posted by necros [99.227.108.31] on 2015/04/03 04:00:25
I probably didn't do that right. I think the real way would be to convexorize the stuff myself and then rotatecopy it. That way I could use your default setting to generate several brushes instead of 1 brush per face.
auto convexorizoring would be awesome though, but likely really mathy and complex.
#12198 posted by JneeraZ [174.109.106.46] on 2015/04/03 12:13:08
Yeah, I had that thought while looking at the gear ... doing it yourself would definitely be WAY more efficient in terms of brush use.
But, the other methods will work now so it was worthwhile as a test case.
 OBJ2MAP 1.0
#12199 posted by JneeraZ [199.255.40.36] on 2015/04/03 15:36:38
I'm going to do a proper news item tonight or over the weekend but for now, I think we're at 1.0 and ready to release.
+ logging should be more reliable now
+ added more info to log
+ user can specify a texture name for visible and hidden faces
https://dl.dropboxusercontent.com/u/161473/OBJ2MAP/OBJ2MAP_Release.zip
https://dl.dropboxusercontent.com/u/161473/OBJ2MAP/ReleaseShot.png
Run it as administrator! Apparently that's necessary for some people.
 Still Runs With Wine
#12200 posted by primal [81.175.152.198] on 2015/04/03 16:02:11
I just tested the latest version with Wine, and it worked fine. Since it's going to be a 1.0 release, I thought it was a good time to confirm this.
There are a couple of minor typographical errors in the log file. It says:
"Copy To Clpboard : True" - should be Clipboard
"Beginnning MAP construction" - should be Beginning
Glad you shared the program with us all.
#12201 posted by JneeraZ [199.255.40.36] on 2015/04/03 16:07:03
My attention to detail is stunning.
Thanks, will fix!
 Convexorizing Yourself
#12202 posted by necros [99.227.108.31] on 2015/04/04 01:40:44
#12203 posted by JneeraZ [174.109.106.46] on 2015/04/04 02:39:36
Nice.
 Bumped
#12204 posted by madfox [84.84.178.104] on 2015/04/04 03:12:06
I can't wait trying it out, but I'm stuck on the message:
it's not a valid win32 application.
#12205 posted by necros [99.227.108.31] on 2015/04/04 04:34:45
That's odd. It's definitely a 32bit application. What OS are you using?
#12206 posted by Spike [86.140.26.171] on 2015/04/04 08:35:51
'not a valid win32 application' is typically a dependancy issue. make sure you have .net 4.5 installed (I think that's its only dependancy).
#12207 posted by JneeraZ [174.109.106.46] on 2015/04/04 11:15:27
Yeah, should just be .NET. Although that's a terrible error message if that's what it is...
Also, run it as an administrator. Don't know if that's relevant.
#12208 posted by necros [99.227.108.31] on 2015/04/04 21:55:20
i think the run as admin is only if you're writing to a folder that is normally protected, eg: program files, or documents?
and yeah, that is a shit error message for a missing dependency. :\
 Passed
#12209 posted by madfox [84.84.178.104] on 2015/04/05 00:32:51
I'm using WinXp servicepack 3, but it's fresh installed.
Also I hate adding an administrator and password as I'm the only user,
so I can't even reach that prick.
I think it is the .net.45 not installed.,
but in that case I'm not lucky
because it won't fit WinXp.
I'm an ancient fossil, I know.
 Windows Xp
#12210 posted by starbuck [146.199.147.3] on 2015/04/05 13:34:23
Is(was?) fucking awesome. I miss it anytime i have to use windows 8
#12211 posted by JneeraZ [174.109.106.46] on 2015/04/05 13:37:19
Why is that? I'm honestly curious because I'm hard pressed to think of anything I don't like about Windows 8.1
 Windows 8
#12212 posted by onetruepurple [93.105.177.79] on 2015/04/05 13:40:09
Broke a gazillion of awesome old games by ruining DirectDraw emulation.
I wouldn't even complain if compatibility mode worked, but it simply doesn't.
 I Prefer Win7 To Win8
#12213 posted by nitin [220.244.163.153] on 2015/04/05 14:08:05
 I'm Totally Un-informed With Win 8
#12214 posted by starbuck [146.199.147.3] on 2015/04/05 14:19:47
So that was just my knee-jerk reaction from using it for ~1 day I'm afraid. First impressions were not good though, it seemed very naggy, it forced a restart without me being able to postpone. The mobile/desktop UI mashup was confusing at best, and enough's been said about the start menu.
I presume it gets better though use though? Or at least that the annoyances can be mostly tweaked away? I'm planning on building a windows gaming machine sometime soon, so I hope I can come to like the OS :)
 OTP - Direct Draw Issues
#12215 posted by FifthElephant [82.24.73.240] on 2015/04/05 14:23:43
you can fix the DirectDraw problems in windows 8 but it involves changing registry settings. The problem is that it limits frame-rates in fullscreen mode but not windowed mode.
You can fix it by following steps on this guide -
http://www.blitzbasic.com/Community/posts.php?topic=99477#1202630
It's not a very well known guide at all and I spent a lot of time searching google for a fix.
#12216 posted by JneeraZ [174.109.106.46] on 2015/04/05 14:28:47
Windows 8.1 works 99.9% identically to Windows 7.
 I Actually Like Windows 8.1
#12217 posted by FifthElephant [82.24.73.240] on 2015/04/05 14:33:45
It's a good operating system. The fact that direct draw is broken is a huge problem for me since I play a lot of old school games. There are other problems I have had running games on win 8.1 (like hotline miami 1 being broke, amongst other titles, because game maker isn't built for win 8.1).
For anything other than gaming it's really great, but gaming on pc is going through a golden age right now and microsoft needs to step it up.
 Meanwhile
#12218 posted by onetruepurple [93.105.177.79] on 2015/04/05 14:46:02
I've read that Hotline Miami 2 doesn't run on XP?
#12219 posted by Lunaran [99.112.162.57] on 2015/04/05 17:16:03
but gaming on pc is going through a golden age right now and microsoft needs to step it up
what's fun is that it's not because of anything microsoft has done, but in spite of it. that's one of the strengths of the PC space, that even with msft's totally clumsy efforts with GFWL, constant driver fuckups, and their single-minded dedication to bringing every good gaming experience they can acquire exclusively to the xbox, it's still been entirely possible for other parties to do a total end run around the de facto owners of the platform.
 Technology Arms Race
#12220 posted by ijed [190.22.45.104] on 2015/04/05 17:46:55
The advent of the internet allowed individuals to take the power of their own creativity and make stuff that the slow, short sighted and clumsy megacorp can't for various reasons.
I don't think its a golden age, because that implies that it will end. Instead things just get more and more possible as we improve our methods.
I can now 3d print a working gun I want, all media (which the megcorps want to gate access to) is effectively free, governments and corporations are fighting a constant losing battle against the rest of humanity, and they're giving ground each time a new startup appears with a cool idea and just does it.
The next step would be the dissolving of such cumbersome and wasteful institutions as we approach a type of creative singularity. Which will happen once the actual costs of production become low enough - which many smart people are currently working on.
Yes I'm talking more about physical products, but we've already reached a point where this same community is producing free content of a much higher quality than many paid digital downloads.
Someone is going to come up with a cool idea which frees this content creation from the licensor's.
Hm.
I should look into how much it actually costs to license Quake1 from id.
#12221 posted by JneeraZ [199.255.40.36] on 2015/04/07 20:17:20
So to wrap up my Throne Room posts from a little bit ago, the contest wrapped up and I managed to squeak into 10th place! Only the 9th loser, not bad!
But I got the prize I was shooting for so I'm happy!
Now, back to Qonquer jamming ...
http://www.polycount.com/2015/04/07/the-throne-room-10th-4th-place-winners/
#12222 posted by necros [99.227.108.31] on 2015/04/07 21:22:53
Grats and well deserved!
#12223 posted by [Kona] [121.73.104.148] on 2015/04/08 04:06:51
cool warren. probably only 10th because, well, it wasn't really a throne (if that's what the contest required), but it still looked cool.
 Oh Hey Warren
#12224 posted by czg [212.16.188.76] on 2015/04/08 09:47:54
On noticing you're using Modo to UE4, what's your pipeline? I had some trouble exporting FBXes that UE4 would accept, and I'm just wondering if it might be that my Modo version is too old or if there is something special you have to do to make it work.
#12225 posted by JneeraZ [174.109.106.46] on 2015/04/08 11:14:13
I use the FBX 2010 exporter inside of MODO, if that helps. I use MODO 801 as well.
Does that help?
#12226 posted by JneeraZ [174.109.106.46] on 2015/04/08 11:15:42
Kona - It's funny because a bunch of people messaged me saying how much they liked my scene and it should have ranked higher. I even had a few judges tell me I was in their top 3 - yet, 10th place. :)
I don't mind tho, as the prize for 4th-10th was exactly the same so other than ego there's no difference.
Was a fun contest tho, and I had a blast making all those props...
#12227 posted by czg [212.16.188.76] on 2015/04/08 11:25:39
It helps in that now I know it's just supposed to work, and I don't have to do any conversion steps inbetween.
I'm still using Modo 501, so I guess my problem is it doesn't support the right format? Time to try to upgrade I suppose!
I did get it to correctly import geometry, but the UVs were missing.
#12228 posted by JneeraZ [174.109.106.46] on 2015/04/08 12:00:51
501 might be the problem, yeah ... I don't know how that version handled FBX files. :)
#12229 posted by czg [212.16.188.76] on 2015/04/08 12:13:38
It does output something that identifies itself as FBX 2010, but probably not the right FBX 2010.
Thanks for the info!
#12230 posted by JneeraZ [174.109.106.46] on 2015/04/08 12:29:19
If it helps, this is my FBX export settings in MODO ... and it's a screenshot so it's on topic!
https://dl.dropboxusercontent.com/u/161473/Misc/2015-04-08%2006_27_38-Preferences.jpg
 Guys
#12231 posted by qwater [78.138.152.238] on 2015/04/10 10:22:52
this thread called screenshots & betas for purpose.
 No It Isn't
#12232 posted by czg [212.16.188.76] on 2015/04/10 10:32:46
 Yes It Is
#12233 posted by ijed [200.73.66.2] on 2015/04/10 14:21:20
 Yes It Is Not
#12234 posted by Barnak [184.145.245.182] on 2015/04/10 14:29:51
 HEY GUYS WHAT IS THIS THREAD?
#12235 posted by Scampie [72.12.65.92] on 2015/04/10 15:44:33
#12236 posted by Lunaran [99.112.162.57] on 2015/04/10 17:53:15
so it's a beta of a tool, get over it
#12237 posted by JneeraZ [199.255.40.36] on 2015/04/10 18:11:26
Didn't mean to get in the way of the flood of screenshots pouring into the thread.
 Doesn't Seem To Work
#12238 posted by MAK911 [208.126.140.188] on 2015/04/11 15:58:00
This doesn't work for the modified .map files in COD: WAW :(
 A Bloody Mess
#12239 posted by Tronyn [24.79.126.117] on 2015/04/11 18:59:30
 Interesting!
#12240 posted by DaZ [92.11.224.245] on 2015/04/11 19:46:49
I think the candles in shot 2 should create a brighter hot spot around them, it seems very flat atm.
Shot 1 looks really cool. Again maybe a little dark though. Nice atmosphere however!
 Redone Lighting For Jam5_hypnos
#12241 posted by FifthElephant [82.24.73.240] on 2015/04/11 20:07:56
I took out all the lights and replaced it with the new sunlight stuff and also added dirt mapping. I loved his map but the lighting seemed like fullbright. I also added WarrenM's skybox.
https://www.dropbox.com/s/ueyhc3a7bn33efa/hypnos.png?dl=0
 Fine Screenies
#12242 posted by madfox [84.84.178.104] on 2015/04/12 00:39:24
Feels like a domish start of Quake4.
skybox greys me out and wrench my tornados!
 Even I Say Too Dark
#12243 posted by nitin [220.244.163.153] on 2015/04/12 03:30:06
this time tronyn :)
 Fifth
#12244 posted by nitin [220.244.163.153] on 2015/04/12 03:30:52
is hypnos ok to release that version?
 QuickerQonquer
#12245 posted by Scampie [72.12.65.92] on 2015/04/12 03:47:55
http://scampie.net/privfiles/QuickerQonquer.zip
Not a full release or anything, no bug fixes or anything... but if anyone wants to try this out, I've tweaked Qonquer a little to make the early rounds faster.
There are more enemies at a time, a little less delay between spawns, and time between waves is shortened. The effects of difficulty are much more pronounced now too.
I tried not to go too crazy so all the jam maps wouldn't become unbalanced (items still respawn at the same rate, so I can't make it too fast!), but I think this will help get to that later fun rounds faster
#12246 posted by JneeraZ [174.109.106.46] on 2015/04/12 12:14:56
Scampie - maybe post that into the map jam news thread as well. Nice work, thanks!
 Nitin, I Haven't Spoke To Him
#12247 posted by FifthElephant [82.24.73.240] on 2015/04/12 13:17:17
So I'm not really going to release it without his permission. But it's more of a proof-of-concept. What I found interesting is I just wanted to add dirt mapping at first but I couldn't get it to work right without nuking all the lights in the map.
 Scampie
#12248 posted by FifthElephant [82.24.73.240] on 2015/04/12 14:05:21
That works really well for me, makes the mod feel fun from the first wave and I ended up playing for quite a bit on each jam 5 map. I do feel my map is overly hard now but I think it's because I was evil with vores and shamblers.
 @Fifth
#12249 posted by hypnos [70.29.31.115] on 2015/04/14 01:27:33
Go for it and thanks for the re-light!
Didn't have time to explore the light past the initial ones I placed in the scene. Haven't even had the time to play the jam yet :(
 Hypnos Map
#12250 posted by FifthElephant [82.24.73.240] on 2015/04/17 22:38:41
Cool, I will tweak it and release. I like the custom textures in the map btw, did you do them?
 Textures
#12251 posted by hypnos [70.29.28.195] on 2015/04/17 23:37:26
Sort of, blending mixes of stock textures and a few from knave. I'll expand it if I ever make a standard map with this theme (or someone else could do it..)
 Do It And Host A Map Jam!
#12252 posted by FifthElephant [82.24.73.240] on 2015/04/17 23:55:16
You don't even have to make a map (actually you do, I've decided new rules)... would love to see this theme explored more!
(playing your map to the assassins creed sea shanties is fun)
 Hypnos.
#12253 posted by Shambler [92.22.56.253] on 2015/04/18 10:18:30
Yes, you DO have to make a standard map.
#12254 posted by hypnos [70.29.28.195] on 2015/04/18 19:08:08
Looks like I have no choice in the matter!
Still backlogged with taht rainy thing I started in December so I'll finish that first.
Sorry fifth! No jam organizing, time is scarce.
 Jam5_hypnos2
#12255 posted by FifthElephant [82.24.73.240] on 2015/04/19 20:47:36
Enjoy my tweaked version folks.
http://www.quaketastic.com/files/single_player/maps/jam5_hypnos2.zip
I added the source and a readme explaining what tweaks I have made and compiler settings etc. Just pop it into the Jam5 maps directory.
 New MOD By SOC.
#12256 posted by onetruepurple [93.105.176.194] on 2015/04/23 11:26:05
 Anyone Interrested
#12257 posted by mfx [85.179.31.210] on 2015/04/23 15:07:38
#12258 posted by JneeraZ [199.255.40.36] on 2015/04/23 15:10:24
Third shot is neat with the pixelated textures. Love that look. Almost has a Dark Forces vibe..
 Sexual!
#12259 posted by FifthElephant [82.24.73.240] on 2015/04/23 15:12:07
That looks really good MFX! :)
 Sock's Mod
#12260 posted by nitin [220.244.163.153] on 2015/04/23 16:36:20
looks excellent.
mfx, yes sir very interested although I find the skybox too contrasty to the textures personally.
 Yes To Both.
#12261 posted by onetruepurple [93.105.177.41] on 2015/04/23 16:37:51
It does work well when it's mostly obscured, like in shot 2, though.
#12262 posted by metlslime [67.169.151.72] on 2015/04/23 17:27:25
mfx: shots look promising, but:
try turning on trilinear filtering and crank up anisotropic as high as it will go. The see-through gratings will hopefully look better.
 Yep
#12263 posted by mfx [85.179.31.210] on 2015/04/23 17:30:47
will do, shots were taken on mobile laptop with poor gfx.
 Sock
#12264 posted by Kinn [81.129.184.169] on 2015/04/23 18:07:08
Did bellends drive him out of func or something?
 Long Story.
#12265 posted by onetruepurple [5.172.252.224] on 2015/04/23 19:16:55
TL:DR Kinn go map.
 I Have
#12266 posted by RickyT33 [176.249.40.96] on 2015/04/23 20:04:41
an erection.
On both counts.
 By That I Mean
#12267 posted by RickyT33 [176.249.40.96] on 2015/04/23 20:08:37
the screenshots look amazing. I really like the Doom 3 shots, brushwork looks fantastic as ever. And Sock's mod looks really sweet too, the Furry Knight isn't very cute. Got some moves though. But the shots of the lava cave look really immersive :)
 MFX.
#12268 posted by Shambler [92.22.56.253] on 2015/04/23 21:29:06
Another MFX map?? Ooooh could be tempting. Of course :P. Shots look great, well apart from Shot 3 but that will look fine in GL...
Kinn: It was the flounce of the decade, so, errr, yes??
 Hehe...
#12269 posted by distrans [149.144.162.33] on 2015/04/24 02:10:06
Sock's last shot looks quite the homage.
#12270 posted by Lunaran [99.112.162.57] on 2015/04/24 05:48:45
sock's screenshots are making me homagesexual
 My Func Gay Lovers!
#12271 posted by sock [186.124.41.6] on 2015/04/24 11:17:23
It was the flounce of the decade, so, errr, yes??
As always there is mighty stirring of the drama teacup here! :)
Arcane Dimensions is indeed a new MOD I am developing featuring tons of new content from many different people all nicely stitched together into one package. I only intent to post about it in one place and have no interest in chasing everyone (the 5 active quake people) around on 4 different quake sites! if anyone wants to post news items on other sites, by all means use the screenshots.
As always feedback is most welcome and is really important to my creative process, so get involved and post comments over at the Moddb pages! Obviously once the mod is finish I will be back with a news items and download link!
@nitin, @rickyt23, @distrans, @lunaran, thanks for the comment and feedback and yes lots of homage!
 Welcome Back Sock!
#12272 posted by Shambler [92.22.56.253] on 2015/04/24 12:05:36
 Yay! More Sock Stuffs!
#12273 posted by Breezeep_ [108.53.84.156] on 2015/04/24 21:14:14
Also, just wondering, don't you still have a job IRL?
 Paperclip Quake
#12274 posted by madfox [84.84.178.104] on 2015/04/26 11:39:30
Scanned a cardboard layout of a ship, and transformed them to textures.
Now I want to make a mod that scrambles the monsters into nonentity paper rags.
 Time For A Remake =
#12275 posted by FifthElephant [82.24.73.240] on 2015/04/26 12:01:08
 And Keep It Quake+
#12276 posted by madfox [84.84.178.104] on 2015/04/27 00:30:19
Get on your fifth elephant!
Flying Dutchman
 RetroJam3 Hype!
#12277 posted by skacky [90.0.70.70] on 2015/04/27 02:05:35
Mine is almost, almost done but I'm too tired to continue today. I've also pushed the deadline to the 28th so Ionous and Back2CCCP can finish at their pace, so negke and OTP, go map!!
http://i.imgur.com/jl9iCsN.jpg
http://i.imgur.com/amw4iAf.jpg
http://i.imgur.com/xNXW9Ua.jpg
http://i.imgur.com/AGdX6WY.jpg
http://i.imgur.com/m4pv2WW.jpg
 Amazing
#12278 posted by nitin [220.244.163.153] on 2015/04/27 02:10:36
 Wow Old School MadFox !
#12279 posted by Barnak [184.145.246.13] on 2015/04/27 02:28:13
 Skacky ! Can't Wait Playing This One !
#12280 posted by Barnak [184.145.246.13] on 2015/04/27 02:29:23
NICE MAP DUDE !
 Metal4_4hype!
#12281 posted by mfx [78.50.146.5] on 2015/04/27 03:49:49
Looking great!
 Retro Jam Progress Shots
#12282 posted by FifthElephant [82.24.73.240] on 2015/04/28 16:54:08
 Add Some Red
#12283 posted by DaZ [92.11.224.245] on 2015/04/28 20:28:20
looks nice but very sterile imo. Needs blood or other red/copper colours!
 Plant A Tree
#12284 posted by madfox [84.84.178.104] on 2015/04/29 10:48:12
Feeling like a poststamp.
After two days of texture tags the map starts cluthering in lower areas, while it didn't before. Added no brushes, just texturing.
I must admit I'm over marksurfaces and entity limit, but while only texturing that can't count so much?
#12285 posted by JneeraZ [174.109.106.46] on 2015/04/29 10:50:50
Looks hot, Madfox!
#12286 posted by FifthElephant [82.24.73.240] on 2015/04/29 10:57:39
I almost feel bad for posting that picture ages ago... how long have you worked on this?!
 Speaking Of Works Long In Progress
#12287 posted by Drew [68.148.86.57] on 2015/04/29 15:04:48
What ever happened to Than's next DM remix?
 5th
#12288 posted by madfox [84.84.178.104] on 2015/04/29 22:33:18
you didn't had to do what you did
but you did
and I thank you!
first screenshot dates from 6-6-2013.
I'm a snail what mapping concerns.
#12289 posted by JneeraZ [174.109.106.46] on 2015/05/01 13:37:12
SUPER early look-dev for a thing I want to do. I've never tried this approach : work on visual hooks in a test map before starting the gameplay layout.
Might save time, we'll see!
https://dl.dropboxusercontent.com/u/161473/PersonalMapJam/PMJ_A.jpg
 Warren
#12290 posted by mfx [78.55.48.146] on 2015/05/01 15:03:59
i prefap already.
#12291 posted by skacky [90.0.70.70] on 2015/05/01 15:10:47
Looks clean and pretty!
#12292 posted by madfox [84.84.178.104] on 2015/05/02 11:19:17
#12293 posted by Scampie [72.12.65.92] on 2015/05/03 02:04:43
I want googly eyes on all the quake monsters now.
 Doom Map I'm Working On For Mayhem 2015
#12294 posted by Breezeep_ [108.53.84.156] on 2015/05/03 23:25:34
#12295 posted by FifthElephant [82.24.73.240] on 2015/05/03 23:30:41
I wish I could make a few doom maps, I really hate the way gzdoom ed works though.
 New Map: MyHome Alpha
#12296 posted by FranckQ [84.98.205.84] on 2015/05/04 13:47:53
Map: My Home Alpha 1
Mod: Quake
Link: https://www.dropbox.com/s/x7alibiwjm8wdg3/MyHomeAlpha.zip?dl=0
I have reproduced my house to integrate the quake atmosphere there .
Currently there are 40 monsters, 3 secret. I finished a 6-minute rush by knowing the secrets course.
It remains that the first part of the map so alpha . I'm still working on balancing the placement of weapons etc ... You can make suggestions, I will study there after.
Thank you and good games.
 Too Cramped.
#12297 posted by DaZ [92.11.224.245] on 2015/05/04 13:59:44
The rooms are all too small for proper Quake game play. The corridors are too narrow and the ceilings too low.
it may be "realistic" but it is not particularly fun for Quake game play.
I didn't like all the teleporting enemies, even teleporting directly infront of you or even behind you depending on where you are standing.
It gets better when you go outside because you now have space to move. You can get stuck in the cage that comes out the floor after picking up the SK. Need to add a button in the hole that will raise the cage again.
Couldn't find SK door so I gave up :P
 @DaZ
#12298 posted by FranckQ [84.98.205.84] on 2015/05/04 14:39:55
The problem I wanted to keep the real proportion . but I agree that his remains narrow for the games. next time I would increase the proportion of out realistic and increase playability .
There is 1 boutton secret per floor.
I intend to overtake me on the rest of the map expanding the corridors.
Thank you for return
#12299 posted by FifthElephant [82.24.73.240] on 2015/05/04 14:44:02
I once made my house in UT, kept the same scale as my own house pretty much but sadly these games are designed with really fast player characters in mind and dont work from a gameplay POV. Larger spaces might work, like your town centre or something but these are usually very flat and wouldnt work for different reasons. Some games it may be cool, like Doom 2 or Duke 3D or even newer games like Left 4 Dead or Half-life 2 since those can have more real-world settings. But Quake is really abstract.
#12300 posted by JneeraZ [199.255.40.36] on 2015/05/04 15:54:55
"The problem I wanted to keep the real proportion . "
Yeah, don't do that. :) Real world architecture might be a good learning platform to get used to Quake editing, but it doesn't make for good maps.
 Pretty Cool
#12301 posted by killpixel [70.178.234.121] on 2015/05/04 18:33:40
Neat little map, I enjoyed running through it. From the description I knew what to expect in the gameplay department so I wasn't particularly disappointed by a lack thereof and don't hold that against it. Also, as much as I love Quake, I feel its gameplay is pretty flat and limited even in best case scenarios.
I made a Quake map once and tried to be somewhat "proportional". In my experience, that's impossible as Quake is fundamentally disproportionate: crazy move speed, insane jump height/distance, quakeguys eyes being in his chest, massive pickups, etc.
Maybe you could find a happy medium by just keeping the map architecture proportionate to itself and double, or maybe even triple, the map size. Something along the lines of de_rats, just not as huge.
This would more or less play to Quake's strengths (freedom of movement, more enemies in the combat space, etc.) and you could scratch that "proportion itch".
Just my two cents, nifty project nonetheless.
#12302 posted by madfox [84.84.178.104] on 2015/05/05 16:54:39
 Oblivionaut
#12303 posted by skacky [90.0.59.149] on 2015/05/07 02:24:58
#12304 posted by [Kona] [121.73.104.148] on 2015/05/07 05:11:48
damn
 Wow
#12305 posted by Tronyn [24.79.126.117] on 2015/05/07 06:06:47
not sure if it's the map we deserve or the one we need right now, but looks awesome! looks like it combines some great elements from the ever-classic e1m8, as well as runic maps by kell and necros! can't wait!
I just spent several hours building some evil bloody flesh thing today but don't have anything worth giving images of yet.
 Skacky
#12306 posted by JPL [46.218.101.20] on 2015/05/07 08:38:24
Looks awesome: release it now !!
 I've Never Been Discouraged From Mapping By A Screenshot
#12307 posted by onetruepurple [93.105.176.188] on 2015/05/07 08:52:18
Until now.
 Awesome
#12308 posted by nitin [220.244.163.153] on 2015/05/07 12:25:29
 Dat Skybox!
#12309 posted by Shambler [92.22.1.27] on 2015/05/07 13:13:40
BRB, changing pants.
 Nice!
#12310 posted by mfx [92.229.163.28] on 2015/05/07 14:02:23
 Retrojam3_negke Scrapped
#12311 posted by negke [31.17.253.2] on 2015/05/07 19:50:33
The Cthulhu eye texture fits very well.
 In The Great Democratic Tradition Of Func_msgboard
#12312 posted by DaZ [92.11.224.245] on 2015/05/07 20:14:17
I decide that we take a vote:
Is negke a fuck?
AYE X
NAY
#12313 posted by Spirit [92.196.34.149] on 2015/05/07 21:04:10
I checked out MyHomeAlpha.zip and found it exceptionally well made for a "my home" map. Very creative, surprising and fun. Got stuck in the zombie cavern, is there a way out?
 Negke
#12314 posted by Drew [68.148.86.57] on 2015/05/08 02:30:46
is a huge cock.
 Meant In The Same Vein As #12307
#12315 posted by negke [31.17.253.2] on 2015/05/08 07:36:30
Of course I'm going to finish it - can't wait to see Daz get lost in search of the key doors!
 Yay!
#12316 posted by Shambler [92.22.1.27] on 2015/05/08 10:44:22
Mmmm veiny.
 .lit2
#12317 posted by ericw [199.126.128.107] on 2015/05/11 20:10:58
http://i.imgur.com/zwuQv4j.jpg
Spike and I (mostly Spike) have been working on a .lit2 format that can do custom lightmap scales per-face.
It's looking promising: it'll be backwards compatible (light will generate regular lightmaps, .lit, and .lit2), and I have some tool support already (you can set "_lightmapscale" on a func_group/etc. to modify those faces, same as q3 I think).
 Wonderful
#12318 posted by DaZ [92.11.224.245] on 2015/05/11 20:16:39
I am imagining all the amazing lighting effects I can do with more detailed shadows. Been after something like this for years :D
 Ericw
#12319 posted by FifthElephant [82.24.73.240] on 2015/05/11 20:18:58
That's awesome! Can't wait to see sexy new maps sporting this extra quality!
#12320 posted by Scampie [72.12.65.92] on 2015/05/11 20:59:10
Nice!...misaligned texture...
#12321 posted by FifthElephant [82.24.73.240] on 2015/05/11 21:01:16
it's classic id style...
 Haha
#12322 posted by ericw [199.126.128.107] on 2015/05/11 21:18:11
I have a folder full of crappy box maps like that for testing compiler features.
#12323 posted by necros [99.242.92.201] on 2015/05/12 01:12:07
so that's pretty damn amazing??! so you basically end up with a .bsp, .lit and .lit2 and your engine will just ignore the .lit2 if it doesn't support it? that's awesome!
 Necros
#12324 posted by ericw [199.126.128.107] on 2015/05/12 01:48:04
#12325 posted by necros [99.242.92.201] on 2015/05/12 04:49:46
i see you mentioned there will be a _lightmapscale setting for func_groups?
so you will be setting lightmap scale based on faces, however, would it not make more sense to set lightmap scale per light instead?
i think 90% of lights would be fine with their old resolution, but for key lights (eg: those shining through cool transparent textures) a higher resolution would be desired.
so could you not just output low res shadow onto a high res lightmap by default and then when a light specifies it, do the extra traces for the high res shadow?
#12326 posted by THERAILMCCOY [91.125.222.240] on 2015/05/12 05:37:33
If you do it per light, what about cases where you want the sunlight casting strong shadows in just one particular area? You set your sun as a high res light and you end up having an enormously inflated lightmap size just for that one transparent chainlink fence texture casting shadows into the courtyard, whereas with per face you can just set the courtyard faces to be high res. As ericw said, the method he's proposing is basically the same as the Source engine, and per face works very well there in my experience.
 @necros
#12327 posted by ericw [199.126.128.107] on 2015/05/12 06:27:13
The way it's currently set up in the light tool, that'd be a bit awkward because the tool needs to know each face's lightmap resolution before starting the light tracing. I think you would need whole lighting pass just to figure out what faces a "high res" light is hitting.
 Global Setting
#12328 posted by DaZ [92.11.224.245] on 2015/05/12 10:16:24
A global lightmap scale setting would be very nice also.
 Lol Daz@
#12329 posted by FifthElephant [82.24.73.240] on 2015/05/12 11:28:30
"i basically want the global lightmap to be the highest"
#12330 posted by JneeraZ [174.109.106.46] on 2015/05/12 11:35:40
I have to ask ... why ever opt for standard lightmaps? It isn't like machines today can't handle it or that memory is scarce. Jack that bastard up and let's roll! :)
 What Warren Said
#12331 posted by DaZ [92.11.224.245] on 2015/05/12 11:44:29
 I Guess
#12332 posted by FifthElephant [82.24.73.240] on 2015/05/12 11:45:49
ericw is doing .lit2 as an external file to allow other engines that don't support it to play the map, albeit at lower res. I think this is a good thing
 Also,
#12333 posted by FifthElephant [82.24.73.240] on 2015/05/12 11:46:55
I find it amusing that you can have real-time lighting and shadows etc in dark places (and I guess you could make some really nice maps using this) and yet it seems the community is still in love with baked lighting :P
#12334 posted by JneeraZ [174.109.106.46] on 2015/05/12 12:51:13
Real time lighting without bounce isn't all that useful. Stencil shadows only go so far...
#12335 posted by Lunaran [67.161.125.230] on 2015/05/12 18:14:27
would it not make more sense to set lightmap scale per light instead?
you're right, this would, in fact, not make more sense. you're picturing only the use case where you put a torch in a little lantern cage thing to throw those neat lines, and you'd rather just tag the light to upres every surface it touches. this sounds like a recipe for winding up with tons of faces with far higher resolution than they need.
I'd be just as excited about selectively turning lightmap resolution DOWN, in areas where high ceilings are shrouded in darkness or on the backs of pillars or what have you where there isn't a lot of variation or contrast in the lighting that actually hits that face. I'm a pretty obsessive optimizer though.
Having control only per brush and not per face is a bit of a shame, but I understand it's a .map format limitation. Maybe we need a new, extensible .map format first :)
#12336 posted by JneeraZ [199.255.40.36] on 2015/05/12 18:29:12
"this sounds like a recipe for winding up with tons of faces with far higher resolution than they need. "
But again, who does this affect? What machine is having a problem loading Quake levels because of texture/lightmap memory?
Turn that dial to 11, let's go! :)
#12337 posted by onetruepurple [93.105.177.69] on 2015/05/12 18:49:53
What machine is having a problem loading Quake levels because of texture/lightmap memory?
Lots of them were until the recent version of QS.
There's a fallacy here that a 1996 engine can have no bottlenecks in the year 2015 - it absolutely can.
#12338 posted by JneeraZ [199.255.40.36] on 2015/05/12 19:00:47
Because of texture memory? Not other limitations?
#12339 posted by FifthElephant [213.205.234.12] on 2015/05/12 19:07:45
Some maps slow my surface down
#12340 posted by JneeraZ [199.255.40.36] on 2015/05/12 19:10:09
:-|
 To Be Honest
#12341 posted by Kinn [81.129.184.169] on 2015/05/12 19:16:55
I'm kinda with WarrenM here.
If the whole map runs fine with increased lightmap resolution, I think I'd just go with that, rather than spending a ton of time setting up funcs all over the place where detailed shadows appear.
 Hmmmm
#12342 posted by Kinn [81.129.184.169] on 2015/05/12 19:23:03
Brainfart really
let's say the compiler does a hi-res lighting pass. After this pass, could you then do something a bit clever like automatically detect surfaces that have uniform or near uniform lighting and automatically downscale the lightmap resolution there as appropriate?
#12343 posted by Spike [31.53.247.127] on 2015/05/12 19:31:23
@WarrenM, if you compile a box room and whack the lightmap scaling to 0.0625 (1:1), then fire a rocket, your framerate WILL plummet (you can use rtlight-style lighting to avoid any slowdown, or just use gl-style flashblends instead, in any current engine including vanilla... assuming you were getting those slowdowns from crazy lightmap resolutions in vanilla anyway).
throw in a load of flickering lightstyles and your framerate will stutter 10 times a second (this can be worked around like rmqe already does, although this is not without its own cost).
high lightmap resolutions are NOT without their cost, and using a scale lower than 0.25 (4 texels to each luxel) is probably going to be abusive unless constrained to specific surfaces. 0.25 should generally be okay though.
For reference, 0.0625 gives 176mb for just vanilla start.bsp. There is no way around the load times, if nothing else. Using that resolution on every single surface a light might hit is just impractical, but you can get away with it if its just one or two surfaces.
@necros, typically you want the lightmap resolution concentrated behind the fence texture (typically ground). spreading it around the entire light is going to be wasteful. see my remark about <0.25 being abusive.
it would be nice to auto-detect the surfaces that got light applied to them through a fence texture, or areas with hash shadows, possibly by just calculating it at a high res and then reducing the resolution if it doesn't have many harsh boundaries on it, but this is likely to result in either every surface being high-res or significant glitches between highres and lowres surfaces.
@ericw, presumably the "black" texture should have its lightmap scale set to a low resolution by default, as it shouldn't normally be significant anyway (really this should be surfaces that have all texels set to 0).
#12344 posted by JneeraZ [199.255.40.36] on 2015/05/12 19:36:09
Maybe it could use the standard res lightmaps for dynamic lighting effects ... like, overlay them on the high res lightmaps. Odds are you wouldn't even notice.
#12345 posted by ericw [199.126.128.107] on 2015/05/12 21:30:23
Kinn, I was thinking the same thing, automatically lowering the resolution when it won't be visible would be cool. Just need to try coding it.
 Yeah
#12346 posted by Kinn [81.129.184.169] on 2015/05/12 21:47:08
there's gotta be a pretty standard image processing algorithm that finds the minimum resolution for an image that still preserves its significant details.
#12347 posted by necros [99.242.92.201] on 2015/05/13 02:27:36
my original suggestion was with the implication that all lightmaps would be high res, and only indicated lights would cast high res traces (because it is the traces that will take the most time). For other lights, they would put their low res maps (upscaled to match) on the high res lightmap. (like simply increasing a bitmap's size by 2x, maybe use some filtering to smooth out the results)
I have had light take several hours when doing final passes with -extra4 and all that other stuff.
increasing the number of traces to get high res light maps would increase that by order of magnitude, I would imagine...
unfortunately I hadn't considered how dynamic lights would work what with having to update all those lightmaps.
could there be 2 full lightmaps, one low res for dynamic and one completely static high res one and then just do some additive blending at run time?
also, for setting lightmap res on faces, would that just be a huge pain? If i set 1 light to be high res vs setting all the walls, doors, plats, whatever else in the room to high res?
#12348 posted by Spike [31.53.247.127] on 2015/05/13 03:18:46
the problem with per-surface lightmap res is how you get it from the editor to the qbsp. it would require a new .map format instead of just new entity fields. and that would require editing all the map editors etc too, which becomes a significant undertaking.
I doubt that it would be that hard for the qbsp though.
#12349 posted by Scampie [72.12.65.92] on 2015/05/13 03:33:44
You could do it with the standard .map format by using texture names as flags... so a surface with the texture "*texturename*$lm256" or something like that would be flagged in the light compiler as using a 256x256 lightmap res.
Might be a slight pain to work with, but if you're only going to utilize the highres lightmaps in key areas, it shouldn't be too bad to set up
 Pixel Journeys
#12350 posted by sock [186.124.41.6] on 2015/05/16 23:19:46
#12351 posted by JneeraZ [174.109.106.46] on 2015/05/17 00:08:03
Nice, I really like the lava river ... the organic shoreline with the structure of the pillars works really well.
 Very Nice.
#12352 posted by Shambler [92.22.27.20] on 2015/05/17 11:01:07
Also what Warren said, lava river is the one.
 Spoogetastic Sock
#12353 posted by nitin [220.244.163.153] on 2015/05/17 14:09:12
how big is this and when is it coming?
 Duke Screenie
#12354 posted by quakis [86.4.149.240] on 2015/05/18 01:44:52
Near completion with a few tidbits left to do.
http://i.imgur.com/EpzDPbq.png
#12355 posted by FifthElephant [82.24.73.240] on 2015/05/18 01:50:15
Neat!
What editor are you using?
#12356 posted by skacky [90.0.198.208] on 2015/05/18 07:59:34
Nice, I never say no to new Dook maps.
#12357 posted by FifthElephant [213.205.232.105] on 2015/05/18 10:19:04
Yeah I wanna play it :)
 Searching For Link
#12358 posted by dogman [74.213.234.186] on 2015/05/18 20:33:21
Hi, I was browsing this thread and came across a screenshot on some blog, I'm trying to find it again. It was of a fairly basic scene, with two views. One with void or dark area, the other with lava. I'm pretty sure it was from this thread, a few pages back. Anyone recall?
 Arcane Dimensions?
#12359 posted by ericw [199.126.128.107] on 2015/05/18 20:39:25
 Not AD
#12360 posted by dogman [74.213.234.186] on 2015/05/18 20:56:45
The scene is of a corridor with a gap in the floor, which has lava in the second view. I think it's a single image of composed of two shots.
 Hypnos2 (or 1)
#12361 posted by dogman [74.213.234.186] on 2015/05/18 21:20:32
In post #12241 there's a link to a map from jam5. It crashes my ezquake as it loads, did I install it wrong or is it for another client?
#12362 posted by Spirit [92.196.102.208] on 2015/05/18 21:39:17
ezquake is a quakeworld client, it is not meant for singleplayer, it will make you play a different singleplayer, it will not support mods, you should use quakespasm, fitzquake or directq.
 @dogman
#12363 posted by AAS [5.141.219.231] on 2015/05/19 05:11:15
Use sv_progtype and sv_forcenqprogs
#12364 posted by dogman [74.213.234.186] on 2015/05/19 09:19:51
AAS, I can load the map with both of those set to 1 but crash on spawn. With ezquake.
But jam5_hypnos2 doesn't look like the early shots from posts 12087 and 12106 :)
#12365 posted by Spirit [92.196.36.142] on 2015/05/19 09:46:54
ezquake is a quakeworld client, it is not meant for singleplayer, it will make you play a different singleplayer, it will not support mods, you should use quakespasm, fitzquake or directq.
 #12362 & #12365
#12366 posted by JPL [46.218.101.23] on 2015/05/19 14:17:01
slowest double post ever :P
 Found That Screenshot I Was Looking For In Another Thread
#12367 posted by [74.213.234.186] on 2015/05/20 00:43:42
 Cave Of Pixels
#12368 posted by sock [186.124.41.6] on 2015/05/20 13:46:56
@WarrenM, @Shambler, thanks :)
@Nitin, 2-3 maps from me, no release date yet, still building stuff.
The AD MOD project is also designed to be a resource kit for mappers to play with and luckily MFX is busy creating a new map for AD.
 MFX Is A Great Addition!
#12369 posted by generic [172.56.26.255] on 2015/05/20 13:52:44
Looking forward to this MOD, more and more...
 Sock
#12370 posted by nitin [220.244.163.153] on 2015/05/20 16:05:40
sweet. you + mfx = me very happy.
 Room Of The Moment
#12371 posted by dogman [74.213.234.25] on 2015/05/23 07:54:41
http://i.imgur.com/UPkmIqc.jpg?1
From my first map. Sorry about the hud. Dig it and get out.
 Room Of The Moment
#12372 posted by starbuck [146.199.147.3] on 2015/05/23 12:39:37
Well, it looks better than my first map, which was a box covered in textures that came with the qED map editor, that said "qED" on them in big letters.
Pretty hard to see much in that screenshot, but the lighting from the sky looks good, could do with being lighter on the left side of the screen as I can't see anything. I think the engine/texture replacements are getting in the way of seeing whats going on. Looks like you're adding some nice detail to the computer section.
Would recommend downloading an engine such as Fitzquake if you haven't already.
http://www.celephais.net/board/view_thread.php?id=60831&start=871
happy mapping!
 First Room
#12373 posted by DaZ [92.11.224.245] on 2015/05/23 12:50:50
is the hardest :) Keep going!
 Misty Moon
#12374 posted by sock [186.124.41.6] on 2015/05/23 15:38:40
Rises over Foggy Bogbottom (more MFX goodness)
 More Like
#12375 posted by starbuck [146.199.147.3] on 2015/05/23 15:51:02
boner rises over foggy bogbottom
 Looks Fantastic As Usual
#12376 posted by nitin [220.244.163.153] on 2015/05/23 15:58:49
#12377 posted by JneeraZ [174.109.106.46] on 2015/05/23 17:11:22
Sick.
 Looks Okay I Guess
#12378 posted by Drew [68.148.86.57] on 2015/05/24 04:36:59
slightly better than dogman's shot.
 I Cleaned Up The Room A Bit
#12379 posted by [74.213.234.25] on 2015/05/27 19:59:13
Still simple. Didn't want to leave that first one without an update :D
http://i.imgur.com/0tW0Dhm.jpg?1
Do people screenshot qw maps here?
 The Usual Genius...
#12380 posted by Shambler [92.22.27.149] on 2015/05/31 22:52:07
https://www.youtube.com/watch?v=entq9ZReftE&feature=youtu.be
Some really cool stuff especially later on, I do think some breakables need a higher HP though.
#12381 posted by JneeraZ [174.109.106.46] on 2015/06/01 00:54:23
Marvelous! :)
Also, not gonna lie, those candles on the floor as light sources made me tingly.
So, so good. All of it. Great stuff...
 Perfect!
#12382 posted by generic [67.235.200.116] on 2015/06/01 02:58:19
I loved the atmosphere in that clip :D
#12383 posted by necros [99.242.92.201] on 2015/06/01 03:58:25
oh cool, i love that monsters can brake brushes on their own, especially that melee attacks can do it. awesome.
 Uh
#12384 posted by necros [99.242.92.201] on 2015/06/01 05:25:44
also 'break'.
#12385 posted by qwater [78.138.152.238] on 2015/06/01 12:37:53
@shambler what is so genious about it? I mean, breakables already been made in hexen.
yeah, it looks cool and, as it was noted by necros, I like that monsters can destroy those specific brushes on their own.
But I wouldn't call it genious anyhow.
#12386 posted by Scampie [72.12.65.92] on 2015/06/01 14:07:10
But I wouldn't call it genious anyhow.
Don't worry, you won't ever have to worry about anyone mistaking you for a genius.
 It's Not So Much Breakables
#12387 posted by nitin [220.244.163.153] on 2015/06/01 14:25:51
but how the video shows that feature has been implemented, both from an AI sense and a mapping sense!
#12388 posted by JneeraZ [199.255.40.36] on 2015/06/01 15:43:42
My one complaint is that it sometimes lack a little clarity in the visual language -- i.e. these brown bricks are breakable, those ones aren't -- but I'm sure sock will sort that out before release.
#12389 posted by JneeraZ [199.255.40.36] on 2015/06/01 15:44:35
Yeah, and the way the AI interacts with it is cool. Makes it feel like a native feature rather than an add-on. Them pathing to a boarded over window and busting through looks great!
 Agreed!
#12390 posted by DaZ [92.11.224.245] on 2015/06/01 15:52:59
Needs some slightly different shade of brown for the breakable rocks perhaps. Or make the cracks more evident.
I know I'll miss it otherwise :D
 50 Shades Of Brown To Make The Crack More Evident
#12391 posted by Spirit [92.196.34.251] on 2015/06/01 16:30:05
so Daz won't miss it.
 Its
#12392 posted by FifthElephant [213.205.227.170] on 2015/06/01 16:33:41
All design language that needs to be done by the mapper. Honestly its well done ingame :)
#12393 posted by Shamblernaut [121.45.247.202] on 2015/06/01 17:22:35
can the breakables be made weapon specific... axe for wood, grenades and rockets for bricks, everything for glass?
#12394 posted by [Kona] [121.73.104.148] on 2015/06/02 14:08:36
if we're talking a modern game, it would have a giant arrow pointing at the breakable, then perhaps a qte such as spamming the space bar to break said breakable.
 Well
#12395 posted by onetruepurple [93.105.177.120] on 2015/06/02 14:20:00
That wouldn't be far removed from spamming LMB.
#12396 posted by JneeraZ [199.255.40.36] on 2015/06/02 15:32:29
I'm just talking about clarity of design. If some brown bricks break and others don't, that's going to turn a cool feature into something annoying.
And I don't pretend that sock doesn't know this ... I'm sure he does. :)
 Escape From Your Cell
#12397 posted by Daya [86.192.16.42] on 2015/06/18 14:33:27
 Escape
#12398 posted by adib [177.159.45.237] on 2015/07/01 08:02:30
I enjoyed your map. I think it has a strong Doom feel, so you can say it's blocky by design. You're right, it's short, but it's consistent and looks good. I couldn't find any of the two secrets, but maybe it's just me.
I played it with the MarkV engine, without the Quoth mod.
But don't realease it yet. It probably has leaks, because all exterior surfaces are visible. You didn't just put the whole level inside a box, did you?
 @Daya
#12399 posted by adib [200.217.4.26] on 2015/07/01 18:48:06
Two things about this room in escape8.png you posted:
1- The open corridor above this room leading to the end is a nice touch. This corridor should have rails instead of solid walls, so the player can see the room below. It shows off your design and add to the "accomplishment" sense: reminds you of a fight you already had. Wich leads me to...
2- The room seems too big for too few/weak enemies. You feel like "what was supposed to happen here?". This is a big room with a valuable item, the YA. The battle here should be memorable. Maybe a Fiend room, not Enforcers'. Or maybe the enforcers would be in a level above, surrounding the room, giving them advantage.
P.S.: yes, I didn't play it with the Quoth mod, but hope these comments worth something.
#12400 posted by dwere [213.87.129.115] on 2015/07/03 12:48:42
It's kinda strange to complain about the lack of opposition while playing without the mod the map was intended for.
 It's Not A Complain,
#12401 posted by adib [186.228.0.26] on 2015/07/03 18:14:33
I made the disclaimer. Didn't wan to play Quoth, but wanted to help anyway. The author can decide if it makes sense or not.
About (1): maybe it should be a corridor made of glass panels. It would show off the room below.
 Update On Escape From Your Cell
#12402 posted by Daya [90.1.214.154] on 2015/07/04 01:09:17
https://www.mediafire.com/?449awkn0ijiw8kx
*Made some changes on the enemy placement
*Secrets are a little bit more noticeable
*Modified the bridge so you can look down on the computer area, even jump down here
Issues I can't seem to fix is destroying the first computer brush, light and ambient sound at the start of the map when the player shoots the computer
And yeah, it is a Quoth map so you kinda need it to get the full experience ;)
 Nice One Day
#12403 posted by FifthElephant [82.24.73.240] on 2015/07/04 11:00:47
it's a fun little map.
I'd make the nail gun a little more noticeable or prominent as I somehow managed to miss it.
I still managed to complete 90% of the map with just the shotgun and SSG so maybe tone down the ammo a little?
Also the room full of ogres, plasma dudes, flame guys etc is the best battle (although a bit hairy when you only have the ssg) I think this fight should be the last fight in the map?
Anyway, nice little saturday morning distraction!
 S'more Small Tweaks, Like Make The Nailgun More Noticeable
#12404 posted by Daya [90.1.214.154] on 2015/07/04 14:38:57
 :D
#12405 posted by adib [177.40.162.9] on 2015/07/07 07:34:42
Played with Quoth now. It makes it harder, indeed. I like the new nailgun position. Like that you made the secret door slide in, not out. I wouldn't change anything now, but that big room...
In nightmare mode, I just stayed at the top of the stairs, behind the glass, killing everything that tried to climb with the shotgun. Maybe some enemies would activate when you get in, other wave when you get the YA, and finally the worst wave when you get the silver key. Maybe that stair would be broken, so it's a one way only into the room and you have to cover beneath the computers, and not just climbing the stupid stairs again.
I was actually waiting for it, but it didn't happen. I took a breath before getting the YA and another before getting the key, waiting for the worse... but nothing happened.
Just my 2 hundred cents, though. The level is already a lot of fun the way it is! Nice work.
 Today Is A Sad Day
#12406 posted by onetruepurple [93.105.176.110] on 2015/07/09 21:21:42
 Well That Sucks
#12407 posted by starbuck [80.189.72.65] on 2015/07/09 23:27:50
#12408 posted by [Kona] [121.73.104.148] on 2015/07/10 00:22:26
Well it's up on moddb, 99% of what goes up on moddb is bound to be cancelled eventually. At least it didn't drag on for years like most of them.
Maybe he'll come back to it one day.
 Don't Panic
#12409 posted by DaZ [92.19.150.160] on 2015/07/10 00:42:25
just be patient :)
 It Aint Over Til Its Over
#12410 posted by mfx [78.55.21.167] on 2015/07/10 01:31:11
 ^
#12411 posted by Scampie [72.12.65.92] on 2015/07/10 01:31:20
Listen to Daz and be calm, all is fine.
 ALSO LISTEN TO MFX THE SNIPER
#12412 posted by Scampie [72.12.65.92] on 2015/07/10 01:31:51
 Mfx Is Over
#12413 posted by czg [212.16.188.76] on 2015/07/10 10:21:21
 Chill Winston
#12414 posted by FifthElephant [31.105.153.156] on 2015/07/10 14:12:24
 Looks Lovely!
#12415 posted by Breezeep_ [108.53.84.156] on 2015/07/10 22:35:44
 Another Update On Escape From Your Cell
#12416 posted by Daya [90.58.150.150] on 2015/07/11 01:26:11
*Fixed the readme file
*Fixed some geometry errors like clipping brushes
*Added a new spice to the final fight
*Fixed ogres appearing at the wrong skill
https://www.mediafire.com/?449awkn0ijiw8kx
 @Daya
#12417 posted by adib [177.206.90.92] on 2015/07/12 20:44:01
Nice! And talk about EXTRA spice.
 It's Out
#12418 posted by adib [177.206.90.92] on 2015/07/12 20:55:44
I'd like to hear your thoughts about this 1v1 deathmatch level:
https://drive.google.com/open?id=0B3Ww0W8WFfq7ejJqTFRONUNUUEE
The textures are mine, except for the stock Quake teleport. The skybox is derived from a Q3A skybox I took from .:lvl:. The sky texture (for those who don't like skyboxes) is derived from a picture I found at http://thefulldomeblog.com/ All credits will be in the final version.
To make things easier, the zip contains the level, the Reaperbot and MarkV executable. Just run markv.bat on Windows and you're set. To add a bot and start the deathmatch, just press B. I recommend to add just one, it's a tiny level.
I wasn't cheap on geometry. Think I pushed the limits a little.
To do: music (it's being made by a friend).
Just let me know your impressions.
 Also...
#12419 posted by adib [177.206.90.92] on 2015/07/12 20:56:16
... it doesn't have a name yet, and I'm open to suggestions.
#12420 posted by Spirit [92.196.14.203] on 2015/07/12 22:46:44
Super pretty! Reminds me of counterstrike
No idea about DM.
Never ever put a id1/config.cfg in a download. >:D
 Oops!
#12421 posted by adib [177.206.90.92] on 2015/07/12 23:27:53
*facepalm*
Here is a better zip. Deleted the other one, so no one curses me.
https://drive.google.com/open?id=0B3Ww0W8WFfq7Tk5KUVpIU0FnMDA
 Escape By Daya
#12422 posted by FifthElephant [82.24.73.240] on 2015/07/13 01:07:38
Not bad. Seems to be improved a bit. When you said you added extra spice I'm not sure that's what I had in mind ;)
 Adib
#12423 posted by FifthElephant [82.24.73.240] on 2015/07/13 01:23:45
that is a very nice and striking visual you have in that map. Reminds me of some of the later UT99 community maps with the texture set.
In terms of gameplay I think you really need several ways up the tower. Someone with the RL could easily dominate the whole map at the top since it has just one entrance and you can pretty much rain down rockets at people below.
 @Fifth
#12424 posted by adib [177.206.90.92] on 2015/07/13 02:40:30
Wee, thanks!
Yes, more than one way up (to every floor, by the way) is always a good thing.
But the upper two floors only have the bigger weapons, 1 health and some ammo. Health and armor is at the lower two floors. Doesn't it give balance?
I was thinking about a secret with a Quad at the first floor (or maybe underground), so you can get to the top with: yellow armor, mega health, super shotgun, super nailgun and quad, giving you leverage.
What do you think?
 Damn, These Are Some Sexy As Hell Textures
#12425 posted by skacky [90.0.65.5] on 2015/07/13 02:58:53
 @skacky
#12426 posted by adib [177.206.90.92] on 2015/07/13 03:52:02
:D
Couldn't use all of them yet. There is a sidewalk, a brick road, grates and fences, arches, iron gates, plants, parquet...
 Adib
#12427 posted by mfx [92.229.165.179] on 2015/07/13 05:58:01
Level looks great, played a few rounds with bots.
Fifth already said it: a second choice of route up is needed.
After that, make a singleplayer map.
..and show us the other textures!
 Sure Thing
#12428 posted by adib [177.206.90.92] on 2015/07/13 07:57:39
Yes, a single player would be nice. Gotta organize prefabs and wads out of this stuff.
What about these map jams? Is it a thing closed to friends, or anyone can join?
#12429 posted by mfx [92.229.165.179] on 2015/07/13 08:28:40
Anyone interrested and able to map can join.
 Adib.
#12430 posted by Shambler [92.22.39.46] on 2015/07/13 10:15:46
Satan's scrotum those textures are NICE - best new ones I've seen in Quake for a while. Great use of fog and lighting too.
I'm not really sure about DM but it seemed like the map wouldn't be free-flowing enough, needed a bit more openness and route choices.
 Adib
#12431 posted by dwere [213.87.141.195] on 2015/07/13 12:07:55
I've used the provided executable and batch file, but I can't see anything because of the fog.
 @dwere
#12432 posted by adib [191.203.127.99] on 2015/07/13 13:24:49
Really? That's odd. You're the first to give this feedback. Maybe it's an engine issue and some cvar tweaking at the console would help.
 @Shambler
#12433 posted by adib [191.203.127.99] on 2015/07/13 13:28:22
That's exactly where the textures came from, how did you know?
And yes, I'm thinking about a second route now.
Thanks!
 @dwere
#12434 posted by adib [200.217.4.26] on 2015/07/13 15:34:35
Set fog 0 and r_skyfog 0 in the console to get rid of the fog.
 Adib...
#12435 posted by FifthElephant [82.24.73.240] on 2015/07/14 02:04:29
I think the map is a bit like Aerowalk, but it does need a couple of routes to the top, probably a 2 way teleporter also. Having the powerful weapons at the top needs to also come with some big risk or way of countering a height advantage.
I would have given more feedback earlier but I had a short break. I would add a second lift and maybe a couple of ramped or stair-way paths up. Looks good though, can't wait to see the rest of the texture set.
 @FifthElephant
#12436 posted by adib [177.206.90.92] on 2015/07/14 04:15:37
Yes. But there should also be a Quad far away from the upper levels, so one could storm upon the rocket launcher with leverage.
 Those Who Mentioned Gameplay,
#12437 posted by adib [177.206.90.92] on 2015/07/14 08:03:43
please, try out this new version:
https://drive.google.com/open?id=0B3Ww0W8WFfq7QmxENE1FYXBVY3M
It's still WIP, just to test the gameplay.
There are 2 elevators, one for each room in the 2nd floor;
The nailgun room now takes you to the terrace;
There is a quad damage still poorly placed. The goal here is to see how it breaks RL dominance.
 Pictures !
#12438 posted by Barnak [184.145.247.161] on 2015/07/14 14:29:42
This thread is supposed to be about pictures. Please post pictures !
 Betas !
#12439 posted by Shambler [92.22.39.46] on 2015/07/14 14:38:43
This thread is supposed to be about betas. Please post betas !
 Boobs!
#12440 posted by mfx [92.230.140.21] on 2015/07/14 16:35:53
ahemm, forget it..
 CZG's Moobs?
#12441 posted by Shambler [92.22.39.46] on 2015/07/14 19:00:21
Pwhoar! I'd beta-test those.
 Picture
#12442 posted by Orl [73.10.210.162] on 2015/07/14 22:35:57
I shall try and satisfy your demands with a picture.
http://www.stjohninthewilderness.org/wp-content/uploads/2015/07/oms3_2_overhead.png
It shows the majority, but not all of, the second part of my map oms3_2 in a birds eye view from the editor. The first part lasts about 20 minutes, and I anticipate the second part presented here lasting anywhere from 20-30 minutes. The construction is nearly complete, with only one big area left to create and apply details to.
It will absolutely require Quakespasm and or RMQ since it not only breaks every standard Quake limit known to man, and probably some not even known, but it slightly extends beyond the +-4096 boundary. In other words, its huge.
 Yeahhhhh ORL
#12443 posted by Shambler [92.22.39.46] on 2015/07/14 23:06:27
 Pron
#12444 posted by RickyT33 [90.214.7.186] on 2015/07/14 23:10:14
 Totally
#12445 posted by mfx [92.230.140.21] on 2015/07/14 23:14:58
 Lets Bang.
#12446 posted by mfx [92.230.140.21] on 2015/07/15 00:10:03
#12447 posted by JneeraZ [174.109.106.46] on 2015/07/15 00:54:56
O_o
 You Post That Screenshot Of Mouth Salivating Goodness MFX,
#12448 posted by Orl [73.10.210.162] on 2015/07/15 00:59:38
And you have the nerve to call my map pron? :)
 Orl & Mfx
#12449 posted by ericw [199.126.128.107] on 2015/07/15 01:10:20
fantastic!
 Quality Screenshots Abound!
#12450 posted by ionous [76.173.83.147] on 2015/07/15 02:53:36
 Heh...
#12451 posted by distrans [149.144.162.33] on 2015/07/15 08:47:34
...that looks as far from Periwinkle Paranoia as anyone could get. Looking forward to it Ionous.
 Boobs (oYo)
#12452 posted by adib [177.19.35.250] on 2015/07/15 09:06:46
#12453 posted by JneeraZ [174.109.106.46] on 2015/07/15 11:01:29
ionous - It looks like stars in the night sky.
 You Guys.
#12454 posted by Shambler [92.22.39.46] on 2015/07/15 11:40:05
Rock. End of story. I can see fuck all from those shots, but I just know they will be good :)
 @Daya
#12455 posted by adib [177.19.35.250] on 2015/07/16 03:26:50
Awnnn I got a thank you in the credits! :D You're welcome! Glad to help. I'm stealing your readme template, though.
 New Version
#12456 posted by adib [177.19.35.250] on 2015/07/16 07:18:51
Your comments about gameplay were absolutely right. DM-Cepheus plays much more better now. Check it out:
https://drive.google.com/open?id=0B3Ww0W8WFfq7eTdqM0hhOG1DSnM
As far as I can tell, it's finished. What do you guys think?
P.S.: Promise to build some single player next.
 "much More Better"
#12457 posted by adib [177.19.35.250] on 2015/07/16 07:57:28
geez... "much better"
#12458 posted by mfx [78.52.106.62] on 2015/07/17 00:54:34
 Holy Shit
#12459 posted by nitin [220.244.163.153] on 2015/07/17 02:10:15
incredible.
#12460 posted by [Kona] [121.73.104.148] on 2015/07/17 03:51:38
gorg mfx
#12461 posted by metlslime [159.153.4.50] on 2015/07/17 03:59:17
awesome, i'd love to see a map that is composed of a dozen of those floating chunks, different sizes, where you have to travel from chunk to chunk. Mmaybe using wind-tunnel type launchers, or maybe by riding various moving platforms/ferries, or maybe the chunks move closer and farther based on the wind, like in bioshock infinite.
 Metlslime
#12462 posted by mfx [78.51.210.223] on 2015/07/17 08:00:10
That is exactly the plan, some hanging wooden bridges, some stone arches, floaters in between, ladders, chains, and a new gadget to explore it all...
 No
#12463 posted by mfx [78.51.210.223] on 2015/07/17 08:11:25
no grappling hook. I promise.
 On A Similar Vein
#12464 posted by Shamblernaut [121.45.224.205] on 2015/07/17 09:07:33
I always liked the concept of a treetop city, like what the ewoks had on endor, or "tree top town" stage of donkey kong country.
Having said that I don't think it would easily lend itself to a quake map, maybe deathmatch, but it's probably a bit tight for monster combat.
 FUCKING HELL.
#12465 posted by Shambler [92.22.39.46] on 2015/07/17 11:06:32
Each year I think that people have done the cool stuff and explored all the cool styles in Quake and anything further will just be a improvements and rehashes (no bad thing).
And then MFX does something like that....okay so maybe it is the same old textures, maybe people have done enough floaters before (I did a massive one after wednesday's stir fry), but fuck me that just looks so good.
 @mfx
#12466 posted by amurad [177.117.232.33] on 2015/07/17 15:31:16
What a beauty. Awesome job, man.
 Yup
#12467 posted by onetruepurple [93.105.176.58] on 2015/07/17 15:45:46
We need coag4.
 Mfx:
#12468 posted by metlslime [67.169.151.72] on 2015/07/17 18:01:09
in between the floating architecture, you should have a piece of a large tanker ship, and it should be connected to the other islands with big drooping chains that you run across.
 Final Version
#12469 posted by adib [177.98.104.20] on 2015/07/19 07:48:54
 As Long As I Posted This On Daz's Stream, I'll Post It Here Too
#12470 posted by PuLSaR [46.164.253.163] on 2015/07/27 23:58:38
https://dl.dropboxusercontent.com/u/32711504/pulsar_runic1.jpg
Almost no lighting so far. I wanted to make a small map, but it turned out to be pretty large
 Wow
#12471 posted by onetruepurple [88.156.138.4] on 2015/07/28 00:05:47
Just wow.
 Thats So Cool!
#12472 posted by mfx [92.229.132.111] on 2015/07/28 00:05:57
#12473 posted by JneeraZ [174.109.106.46] on 2015/07/28 00:16:52
Lovely. Love all the layered geo, that's going to look amazing...
 Awwww YEAH
#12474 posted by necros [108.61.101.146] on 2015/07/28 01:05:16
i love that metal texture used as trim in circular designs. wonderful!
 Woah.
#12475 posted by Shambler [92.22.28.131] on 2015/07/28 10:31:20
Trimgasm!
#12476 posted by [Kona] [121.73.104.148] on 2015/07/29 00:04:14
that looks awesome. I much prefer small maps with detail like that than huge maps with plainess everywhere.
 Really Liking That Shot Pulsar
#12477 posted by Drew [68.148.86.57] on 2015/07/29 17:00:48
Good luck! Hope this marks your triumphant return to quake mapping!
 Looks Excellent Pulsar
#12478 posted by nitin [220.244.163.153] on 2015/07/29 17:11:18
 Brush Abuse
#12479 posted by adib [200.217.4.25] on 2015/07/29 20:21:47
Gotta love it. Beautiful.
 Not Working On The Map Jam -
#12480 posted by FifthElephant [82.24.73.240] on 2015/08/02 13:56:37
 I Am Cumming
#12481 posted by czg [213.113.210.124] on 2015/08/02 14:21:50
You better have rolling boulders around the corner from there.
 Mmmmm Hmmmm.
#12482 posted by Shambler [90.222.142.83] on 2015/08/03 10:56:06
Interesting, good stuff.
 TDM Map To Test
#12483 posted by oGkspAz [196.210.157.251] on 2015/08/03 22:03:19
Note: Textures and lightning not yet done. Only checking basic layout / item placement for now.
After wanting to jump into level editing for years a friend recently asked me to make a 3v3 -> 5v5 TDM map for an event and this is roughly what I came up with.
I just want to check feedback on anything that needs changing badly.
Linky: http://www.mediafire.com/download/uvxnf915bd4svg7/spz1dm2ftk_test.zip
 Re TDM Map
#12484 posted by oGkspAz [196.210.157.251] on 2015/08/03 22:05:58
Whoops, should have mentioned it's for Quake / QW
 I Found A Screenshot
#12485 posted by mfx [78.55.74.216] on 2015/08/11 23:13:30
i think its worth posting despite the gun.
http://i.imgur.com/re4mmwk.jpg
 Yes The Pipes Are Hollow
#12486 posted by mfx [78.55.74.216] on 2015/08/11 23:14:56
 NICE
#12487 posted by PyroGXPilot [71.89.205.32] on 2015/08/11 23:24:23
Strogg invaded netherworld
#12488 posted by Scampie [72.12.65.92] on 2015/08/11 23:47:06
I was excited, but your forgot r_drawviewmodel 0
-1/10
 I Will Be
#12489 posted by FifthElephant [82.24.73.240] on 2015/08/12 00:07:46
harvesting your brushwork
 Just A Little Texture Experiment.
#12490 posted by ptoing [93.216.235.34] on 2015/08/13 04:30:55
Works pretty well for like 15 minutes of work. Leaves could be added with fences maybe. And different coloured version (more brown) would be very feasable for barrier structures.
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/bambootest.png
 Just Spooged A Little
#12491 posted by Tron [59.167.64.221] on 2015/08/18 02:34:48
Fucking hell mfx that's some fine brushwork in this shot: http://i.imgur.com/fQ3VK3f.jpg
Looks like if Studio Ghibli did Quake
 Heya
#12492 posted by mfx [77.179.48.123] on 2015/08/18 03:00:06
thx. Go map!
 Cradle To The Grave Map
#12493 posted by Ruin [166.137.246.30] on 2015/08/25 06:18:55
Hi. First time user. I'd like some feedback on a level I'm currently working on. It's a remake of the first level of Monolith's original game, Blood. I've added a few if my own touches to the concept to make it look more like a modern work.
Please watch this YouTube video to see a complete run through of the map.
http://youtu.be/wqaZqz-MM6g
I'd love to hear any criticism and suggestions.
Thanks!
Ruin
 Interesting!
#12494 posted by Shambler [92.22.15.147] on 2015/08/25 11:44:48
Very promising.
Outside bits look good. Rocks could do with some more rounding off.
Inside bits boxy and a bit cramped.
Textures are consistent but look a bit like arse.
I'd say, keep the design and layout, upscale the inside rooms a bit, add some more interesting quake-like designs and details to them, and go for a more subtle texture set.
 Small Progress On Textures
#12495 posted by ptoing [79.248.180.85] on 2015/08/25 15:18:09
This is just a quick test I made, which I think works pretty well.
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/brickstile_test.png
Basically it still is only 8 different blocks from the source 128x128, but they are distributed around the 512x512 so there is a less obvious tiling grid.
Older for comparison:
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/brickstile.png
Also this version is already somewhat dirtied up with tints and the like, so ideally I would do the tiling pass on the cleaner version, and then dirty up from there, so the dirt is actually unique. I reckon for stuff like bricks and the like, things that tile across bigger areas, this is worth it, no? Do we even need small 128x128 versions?
 Ruin
#12496 posted by FifthElephant [82.24.73.240] on 2015/08/25 16:12:23
as a fan of blood I really like the look of your version of the map. :)
 Ptoing
#12497 posted by FifthElephant [82.24.73.240] on 2015/08/25 16:14:21
texture is very well done... though I think if you want the texture to be used alongside or fit in with the current set of textures then it needs colours from different parts of the palette. When you look at even some of the most simple textures in quake it's very rare they stick to the same colour row.
#12498 posted by ptoing [79.248.180.85] on 2015/08/25 16:27:50
Atm this one uses colours from 4 rows I think, but they are all brownish, apart from the little grey bits I got in there. That kinda stuff will be what I will do later on when I got a really good base to work from and sorted out some other colour variants first. Little bits of green, blue, whatever works nicely.
Though I am not necessarily thinking about how these will work with the original textures, since I want to make a full set, trims, buttons and all of that. So mappers can just use my set if they want, but it should work OK with the original Quake stuff nonetheless.
Also when it comes to all the wads that are floating around out there, from the Dooms, Heretics, Hexens, stuff like Kingpin and what have you. All of those are kinda different styles and people still mix them together (more or less successfully)
So with that in mind I will just mainly focus on making a selfsustained set where people will not generally think "Oh, I need this one texture from the original Quake here."
 Ruin
#12499 posted by Mike Woodham [86.167.222.117] on 2015/08/25 18:12:16
Everything on the right track, but get rid of that 'kin' horse that's following you!
#12500 posted by ptoing [79.248.180.85] on 2015/08/25 18:36:23
Just the Quake marine wearing his step dancing shoes.
 Looks Good Ptoing
#12501 posted by killpixel [98.211.184.167] on 2015/08/25 19:22:19
Though I am not necessarily thinking about how these will work with the original textures, since I want to make a full set, trims, buttons and all of that.
If that's the case just keep doing what you're doing. In comparison to Quakes textures though, Quakes are considerably more noisy and generally don't have as many colors per texture as yours do.
Maybe play around with adding a bit of noise for some texture that will register close up in game (try 1% uniform monochromatic before indexing). If you do that, you many not want to dither at all during indexing, or at least very little, depends on the look you're going for. Are you using Photoshop?
...and then dirty up from there, so the dirt is actually unique. I reckon for stuff like bricks and the like, things that tile across bigger areas, this is worth it, no? Do we even need small 128x128 versions?
Good. I opted to go for larger textures for textures that will often occupy large spaces. Go for unique as possible as much as you can in this case. Typically, I'll make the entire thing unique or make half the grid seams then copy-paste, flip and rotate bits and pieces till I fill up the whole texture. after that its just a mater of drawing in the bricks and tweaking.
I cheat a lot, however, on basic pattern based textures. For instance, I made a brick seam template, which I can manipulate with masking layers and layer styles. This lays over the base 'brick' image. Then of course, detail passes, which take the most amount of time.
Anyway, your texture looks very good. I posted my first textures here a little over a year ago and they looked like ass. Nice work!
 Thanks KillPixel :)
#12502 posted by ptoing [79.248.180.85] on 2015/08/25 20:18:12
Some Quake textures are more noisy, some less. In general there will be a bit more colour variation in tiny amounts. As far as colours goes, this has 27. There are plenty in Quake which have way more.
I use Cosmigo Promotion, which is for indexed work. Like a more powerful version of DeluxePaint and the like. I do have Photoshop as well, but I probably wont be using it that much for these textures, apart from maybe some groundwork. I like to have 100% control as to which colours become which when I repalettise and I wanted to practise indexed texture work a bit more anyway, so this is a good excuse.
Also I have been doing pixelart for over 10 years professionally now. So that helps with this kinda work as well :)
#12503 posted by killpixel [98.211.184.167] on 2015/08/25 20:26:58
Also I have been doing pixelart for over 10 years professionally now. So that helps with this kinda work as well :)
I bet, no wonder your textures look good. I look forward to seeing more!
 Thanks
#12504 posted by ptoing [79.248.180.85] on 2015/08/25 20:30:39
It will probably be a while until I have some more time for this stuff. Pretty busy with working on a game we just released a while ago on Steam early access, as well as a freelance gig I need to finish. If I had the time and money to just do this right now I would, but alas.
 What Game?
#12505 posted by killpixel [98.211.184.167] on 2015/08/25 20:33:42
I saw one that looks similar to SLAIN that just hit early access.
 Bombernauts
#12506 posted by ptoing [79.248.180.85] on 2015/08/25 20:36:14
http://store.steampowered.com/app/246920/
If you like really chaotic multiplayer fun that is more aimed towards party than competition you will probably enjoy it. We also seriously need more players. Going a bit slow right now, though I am confident it will pick up over time and when it gets more exposure.
 Awesome
#12507 posted by killpixel [98.211.184.167] on 2015/08/25 20:39:51
Makes me want to plug in a N64 controller. Looks cool, I hope it goes well for you guys.
 Thanks
#12508 posted by ptoing [79.248.180.85] on 2015/08/25 20:44:05
 Ruin
#12509 posted by ijed [200.73.66.2] on 2015/08/27 20:35:59
Quake is a fast game, as Shambler says, what you've got there is a bit crampt for how quickly the player can get about, meaning that they're going to trip over the geometry quite a lot as it is now.
For the aesthetics, try and make the textures match the geometry they're placed on a bit more, that can help a lot to lead you to new ideas for the layout and deco itself.
Also (and take this as you will) don't use Darkplaces. It might sound purist, but if you can't make it look good in Quakespasm no amount of real time shadows, bump maps or particle fx will save it.
But yeah, it looks good - keep going and good luck!
#12510 posted by Amran [96.53.223.63] on 2015/08/28 03:02:23
Not as much Quake related, but more something that bears similarity to Quake. The level is mostly done in Ogier, but TrenchBroom also came in handy for speeding up the process of creating cliffs and rock formations. For anyone curious, the game is Enclave.
http://www.ogier-editor.com/files_ogier/Forum_Northern_01full.jpg
http://www.ogier-editor.com/files_ogier/Forum_Northern_02full.jpg
http://www.ogier-editor.com/files_ogier/Forum_Northern_03full.jpg
http://www.ogier-editor.com/files_ogier/Forum_Northern_04full.jpg
 Fucking Shit!
#12511 posted by Drew [68.148.86.57] on 2015/08/28 05:16:44
Quake conversion please!!'
 Nice!
#12512 posted by mfx [77.180.186.231] on 2015/08/28 05:57:31
 Wow
#12513 posted by Tronyn [24.79.108.14] on 2015/08/28 08:22:08
looks very pretty/atmospheric, makes me want to get enclave, makes me fondly recall when I had time to play games, and also makes me want to play lots of coop rpg/action games / quake maps at christmas. win.
 Enclave Is Fun!
#12514 posted by generic [172.56.26.233] on 2015/08/28 14:03:29
And perfectly consumable in bite-size chunks :)
 Enclave Rocks
#12515 posted by nitin [220.244.163.153] on 2015/08/28 14:20:15
also that level looks very nice.
#12516 posted by quakis [86.4.149.240] on 2015/08/28 15:29:55
Great to see Enclave finally getting some mapping love. Looking great so far; rich design and tons of architecture! I've still got the editor all setup here, but nothing has come to mind yet. :(
 Enclave.
#12517 posted by Shambler [90.206.40.38] on 2015/08/28 23:45:55
Was good. CyBear of this very forum worked on it. Never worked out how to get combo moves working properly, but it hit the medieval 3PS melee vibe just right.
#12518 posted by necros [172.98.67.14] on 2015/08/29 01:05:57
yeah i remember how varied and interesting the maps were too. all very different with a good solid theme in each.
ranged attacks were hard for me though... really difficult to aim the bows and xbows...
#12519 posted by Amran [96.53.223.63] on 2015/08/29 04:02:44
Thank you for the kind words! I've always found that Enclave has some great level design, and it's made all the more interesting that it's a brush based engine similar to Quake. (The editor can even save levels in .map format.) I still need to get back to finishing some of my Quake levels, but this was definitely a good diversion.
If anyone's interested in Enclave (and with any luck editing for it as well), just shoot me an email as I have a few spare Steam copies.
 Couple Of Previews
#12520 posted by FifthElephant [82.24.73.240] on 2015/09/02 21:08:21
 Sweet!
#12521 posted by adib [186.228.0.26] on 2015/09/02 21:30:17
Gotta respect cool stuff made with Quake textures.
What about this orange container? Is it just a brush with a very good and hi-res texture scaled down?
 Previews.
#12522 posted by Shambler [90.206.40.38] on 2015/09/02 23:33:39
Both cool, well apart from the castle which is cool / fucking great ;)
 Adib
#12523 posted by FifthElephant [213.205.251.186] on 2015/09/04 00:54:14
The orange containers are from jf_obtex .wad which is used in rubicon I believe.
#12524 posted by metlslime [159.153.4.50] on 2015/09/04 01:03:26
jf_obtex.wad is actually a palette conversion of the quake 2 textures I made for the "oblivion" mission pack
#12525 posted by FifthElephant [213.205.251.186] on 2015/09/04 07:43:21
Well I never knew that :)
 Blood Bathroom
#12526 posted by Ruin [166.170.14.95] on 2015/09/06 09:58:33
Here's a wip of the blood bathroom I'm redesigning. I'm creating my own .wad (which is the most fun I've had in a while), and I'm making custom textures for my Blood levels, instead of using the textures ripped from the original game.
My goal is to make prefab's of all props. This is a demonstration of that.
https://db.tt/CkP02bou
 Ruin
#12527 posted by FifthElephant [82.24.73.240] on 2015/09/06 13:25:50
this is really neat, you know there was a Blood TC project for Quake a while ago? They probably could have used your talent very much :)
Also for something like your maps I feel that Quake doesn't quite offer the right variety of enemies, if I was you I would check out either Drake or Quoth or perhaps even wait for Socks Arcane Dimensions mod as they will probably have the right kind of variety of enemies.
 Ruin
#12528 posted by FifthElephant [82.24.73.240] on 2015/09/06 13:25:54
this is really neat, you know there was a Blood TC project for Quake a while ago? They probably could have used your talent very much :)
Also for something like your maps I feel that Quake doesn't quite offer the right variety of enemies, if I was you I would check out either Drake or Quoth or perhaps even wait for Socks Arcane Dimensions mod as they will probably have the right kind of variety of enemies.
 Ruin
#12529 posted by FifthElephant [82.24.73.240] on 2015/09/06 13:25:54
this is really neat, you know there was a Blood TC project for Quake a while ago? They probably could have used your talent very much :)
Also for something like your maps I feel that Quake doesn't quite offer the right variety of enemies, if I was you I would check out either Drake or Quoth or perhaps even wait for Socks Arcane Dimensions mod as they will probably have the right kind of variety of enemies.
#12530 posted by FifthElephant [82.24.73.240] on 2015/09/06 13:26:26
T-T-T-T-TRIPLE POST!
Sorry guys, my browser has been a little weird lately.
 FifthElephant
#12531 posted by Ruin [166.170.14.118] on 2015/09/06 22:35:43
Thanks for the constructive criticism, Fifth. I agree that Blood and Quake are a funky mesh. I decided I'm going to attempt to use Quoth , since they do have a lot more features and rotating brushes, which would be great for the doors in Blood.
Yes, I am aware of Transfusion/QBlood total conversions. I feel that what I'm going for at this time is more of a blood-inspired complete episode with subtle changes to the original Quake gameplay. I'd like to keep this mod simple and focus on level design above all else.
If this project picks up momentum, I'd like yo get into my own custom enemies and weapons. For right now, as you've said, I feel Quoth offers a lot of elements that will fit in this project nicely.
#12532 posted by [166.137.8.58] on 2015/09/07 12:37:55
Here's a level designated to prefabs for upcoming levels I'll be working on. All textures were made by me, with resources pulled from cg textures, and the Getty's public domain website.
These are all map objects, created with Trenchbroom. Also used Wally and Gimp for the textures.
https://db.tt/WzLz1Bw3
https://db.tt/As5oHXBU
https://db.tt/qX9kCHUA
 Video
#12533 posted by Ruin [166.137.8.58] on 2015/09/07 12:48:24
 #12533
#12534 posted by total_newbie [188.103.163.209] on 2015/09/07 13:04:43
That looks great!
#12535 posted by JneeraZ [174.109.106.46] on 2015/09/07 13:35:15
Neat! Those look cool.
I'd love to see more Quake-y type prefabs like that. Medieval dungeon stuff ...
 Very Cool, Ruin
#12536 posted by killpixel [98.211.184.167] on 2015/09/07 20:38:32
I'm playing through Blood for the first time atm and I'm thoroughly enjoying it. Can't wait to play this project, so far everything is impressive.
 Ruin
#12537 posted by adib [177.133.251.40] on 2015/09/08 05:08:41
Really nice scene, I love this kind of setting. You mastered those curtains, the look so very real.
What are these textures' size?
So, this is something I'm calling "Concreto":
http://www.mediafire.com/view/rq6382z4ibfgc43/cct01.jpg
Textures are derived from stores' catalogs and free stuff. I'm giving proper credit when I release.
Along with cement and iron, I intend to make it fire and brimstone as well...
 Dinner
#12538 posted by Ruin [166.137.246.118] on 2015/09/08 06:02:08
Thanks, adib.
I'm keeping all the textures the standard quake resolution. I believe the curtains texture is 128x128.
There's a lot of stuff I wanted done for my maps, but since I couldn't find proper textures to truly fit my theme, I started making my own with a lot of help from cg textures and other online resources.
Here's a pic of what I was able to finish tonight. https://db.tt/tq71feoO
 :D
#12539 posted by adib [177.133.251.40] on 2015/09/08 06:33:11
Lovely!
I think you should risk more with texture size, make them at least 256x256 and scale them down on the surfaces, in Trenchbroom. That would give them a sharper look. The floor, for example, looks washed.
Also, it looks like you're facing something Warren was talking about few weeks ago: Quake player is a speedy dwarf and it's very hard to make realistic sized stuff for him. To me, it looks like you're getting close, but this is something you can only tell while you play.
 Concreto
#12540 posted by adib [177.98.5.178] on 2015/09/14 09:29:54
#12541 posted by Spirit [92.196.43.230] on 2015/09/14 09:58:03
You guys are using the worst image hosts imaginable (Photobucket, Tinypic, Mediafire, etc). Why not direct links to Quaketastic or Imgur?
 Yeah
#12542 posted by Kinn [31.54.196.96] on 2015/09/14 10:18:41
was about to say the same. If you can't post a direct link to a jpg file, learn 2 internet plz.
 Adib
#12543 posted by DaZ [92.19.148.67] on 2015/09/14 11:45:59
Coo. I think the light coming from the white lights on the pillar falls off too fast, it looks very artificial. Maybe the skylight is a little too blue as well, but hard to say without seeing more of the level.
#12544 posted by JneeraZ [174.109.106.46] on 2015/09/14 12:21:50
DropBox gives you 2GB for free if you sign up. Direct image links. Get some.
#12545 posted by JneeraZ [174.109.106.46] on 2015/09/14 12:23:16
As for the shot, the white lights are a little weird as well in that they wouldn't be splashing up on the bottoms of the pillars like that. Your light entities are too far away from the light source...
 Cant View The File Here
#12546 posted by mfx [77.179.60.132] on 2015/09/14 15:35:38
Stupid Host, use quaketastic or imgur.
 Imgur
#12547 posted by Kinn [31.54.196.96] on 2015/09/14 15:54:24
No sign up required, no buggering about, just upload and go.
http://imgur.com/
 Dropbox
#12548 posted by Cocerello [213.60.80.32] on 2015/09/14 17:17:09
Doesn't go directly to the image, so for many places is more than a nuisance than a help, for many reasons.
For other things, like for big files is good.
#12549 posted by JneeraZ [174.109.106.46] on 2015/09/14 17:18:26
It certainly does.
https://dl.dropboxusercontent.com/u/161473/Misc/RobotDesigner.jpg
Does clicking that not just load a JPG for you?
 First Time ...
#12550 posted by Cocerello [213.60.80.32] on 2015/09/14 17:29:23
I see it like that.
All i have seen till now where like the one from Mediafire Adib linked to, and in worst cases, the page wouldn't even load, depending of the system the page used and hard/soft used to load it.
#12551 posted by Spirit [92.196.43.230] on 2015/09/14 17:35:31
Yeah, Dropbox usually puts a WOULD YOU LIKE TO SIGNUP popup above files hosted there. Super annoying.
imgur has the drawback that big files get re-encoded and dropped after a while. Just use Quaketastic!
#12552 posted by JneeraZ [174.109.106.46] on 2015/09/14 18:16:50
It might be because people don't know how to use DropBox ... If you right click the image in file explorer and use the "Get public link" option or whatever it's called, you get a clean link. I imagine there are ways of sharing via DropBox that do annoying things like what you guys are saying.
The way I do it, it's transparent.
 Dropbox Has The Disadvantage
#12553 posted by SleepwalkR [93.209.84.138] on 2015/09/14 19:53:04
That the files are likely to disappear when people clean up their Dropbox though.
#12554 posted by JneeraZ [12.252.11.134] on 2015/09/14 21:14:54
Sure, there's that. I treat my public folder as frozen but I know not everyone will do that.
 Grrr....
#12555 posted by adib [177.98.5.178] on 2015/09/14 22:12:15
There you are:
http://quaketastic.com/files/screen_shots/cct02.jpg
Someone please delete cct02.jpg from "files" directory? Don't know how to do it. I saw the "screen_shots" dir too late.
DaZ and Warren
Thanks for the comments. Warren is right about the splash. DaZ, I can try either a longer falloff or a weaker bright. That amount of brightness is falling too fast, indeed. But the blue comes from a night sky (yes, another nightie level). Makes more sense now?
 Adib
#12556 posted by ericw [108.173.17.134] on 2015/09/14 22:28:11
really neat, the concrete + metal + flesh theme is unique.
One idea, try making it so the lights below the concrete pillars don't light up the lower part of the pillars, since it looks like that should be in the light's shadow (or at least, receiving less light than the floor does).
Also think the blue might still be a tad too saturated, I get a bit of a theatre/movie lighting feeling from it.
#12557 posted by Rick [75.65.153.192] on 2015/09/15 00:45:36
There would be some light reflected off the floor that would illuminate sides of the columns. I would probably stack 2 lights per side, one near the floor and the other slightly higher and dimmer.
#12558 posted by adib [177.98.5.178] on 2015/09/15 03:23:43
Thanks everyone.
About the pillars, I think Warren and Eric are saying the same thing. So I turned the big lamps func_wall and placed a point light entity inside each one, instead of using surface light. Lamp + pillar look better and the metal parts trace a soft shadow on the floor.
So far, this room is all I got. I'll get back to your comments when it's time to tweak.
I'm inspired by The Devil's Advocate and a 2009 movie called Walled In.
 Feedback Needed
#12559 posted by mfx [78.48.219.28] on 2015/09/16 20:53:47
 More Stuff That I Am Working On -
#12560 posted by FifthElephant [82.24.73.240] on 2015/09/16 21:05:40
 MFX / Sock
#12561 posted by ijed [200.73.66.2] on 2015/09/16 21:14:13
Flames will look bad as mesh IMO...
Why not a particle effect instead?
Otherwise, it's cool - I like flying melee enemies a lot :)
 Mfx
#12562 posted by adib [177.206.57.53] on 2015/09/16 21:31:12
Loved the Lost Soul. I think it's finished the way it is plus flame particles (agree with ijed).
 Fifth
#12563 posted by adib [177.206.57.53] on 2015/09/16 21:48:07
Looks like a metal map using some base textures. Metal is my favorite Q1 theme. The level looks all atmospheric already, and it's looking great. Wanna play it.
I know that while you're posting you should be mapping, but I'd love to hear more about people's creation process.
 Fifth
#12564 posted by ericw [108.173.17.134] on 2015/09/16 22:01:24
Looking awesome.
I made a crappy speedbase version of muh_bad a while ago, uploading in case it's useful: http://quaketastic.com/files/texture_wads/speedbzmuhbad.wad
 Rad As Fuck Fifth
#12565 posted by skacky [90.0.56.129] on 2015/09/16 22:25:36
 Adib
#12566 posted by FifthElephant [82.24.73.240] on 2015/09/17 01:15:37
my creation process usually involves a huge amount of procrastination. The problem is that my PC is my primary form of entertainment so it's easy to get distracted away to youtube or steam.
One of the biggest things I find about mapping is that you need to actually lay brushes down in order for something to get made. Mapping in front of an audience, like on twitch, kind of forces you into a frame of mind of "well I need to be doing *something*" so you just throw brushes down in the hope that something decent will come of it.
First thing I do is pick a theme and make some prefab areas, usually a test map, play with lighting a little bit and some specific shapes (long curved rooms, stair way ideas, door-ways and windows etc), think of it like creating a kind of "palette" in which you're going to paint your map. It also helps to keep the theme consistent.
For the main map I usually start out by making some shapes on a 64x64 grid just to get the ball rolling. Even if it's just the main atrium or a couple of rooms. I then see about how traversing the environment might be fun, so I make some raised platforms and stuff and think about how the encounters might play out. When it comes to detailing I have made my test map with prefabs already, so I see how they fit into the gameplay area I have made, sometimes it involves shuffling things about and making areas bigger or smaller.
The last part, but the most important, is to ensure you put at least 1 spawn in the map. Preferably in a small room that is hard to escape from if you find yourself in there.
 Spawn
#12567 posted by adib [177.206.57.53] on 2015/09/17 04:13:57
You mean a tarbaby? I thought you all hated this monster.
Anyway, I used to blockout the level completely and then start to make prefabs. For jam 6 that cost me about the time I took polishing the map after deadline.
So, now I'm starting with an overall concept and making prefabs. I got stuck because I don't know where to go after that room I showed above. I decided to just think and prefab other spots to connect them later.
But you're right: maybe I should prefab and map separately. Let's see how it goes.
 Fifth
#12568 posted by nitin [220.244.163.153] on 2015/09/17 12:44:20
that looks spectacular. The first shot reminds me of UnrealED type architecture.
 Nitin
#12569 posted by FifthElephant [213.205.251.32] on 2015/09/17 13:21:57
One of my earliest forays into level design was for unreal...
 Lost Soul
#12570 posted by madfox [84.84.178.104] on 2015/09/19 04:16:16
@mfx- model looks great, I like the way it has it roundings and carves it mouth. Maybe make it more vampire with hooked teeth.
I made one for the quake/doom mod Hangar, but mine is more smaller and I used a torch for flames.
 Question Re: Modelling
#12571 posted by Tronyn [24.79.108.14] on 2015/09/19 04:24:40
All kinds of new methods have been invented since I last played with qme (and did so amateurishly even then) but I'm wondering how easy it would be to convert models from other Quake-engine games (q2 engine, or even q3 engine), PURELY models for decorative items - no animations.
I find lack of decorative objects in Quake, very limiting. In Drake there's trees at least and the hexen 2 statue, so that helps.
 Well
#12572 posted by madfox [84.84.178.104] on 2015/09/19 04:46:06
if you have a model that fits in qmle it is easy to export one frame out of it to a 3DS or DXF file.
Opening a new model from scratch and import the same frame back in Qmle you can save it as a mdl.
From there it can be used as a static entity that can be used in game as eyecandy.
As long the model excist on the extention 3ds or dxf and is under the 1000 verts / 2000 triangles it will do.
Just give it a qc code like:
$frame 0
void() squad_stand1 =[ 0, squad_stand2 ] {};
void() squad_stand2 =[ 1, squad_stand1 ] {};
void() model_squad =
{
precache_model ("progs/squad.mdl");
self.solid = SOLID_BBOX;
self.movetype = MOVETYPE_NONE;
setmodel (self, "progs/squad.mdl");
setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.think = squad_stand1;
self.nextthink = time + 0.1;
};
Of course you need to compile it in a new progs. dat.
 Tronyn
#12573 posted by necros [173.199.65.20] on 2015/09/19 04:57:02
preach has a md3 to mdl converter so depending on what you need, it could be trivial to convert them!
 Thanks For Feedback All Ya!
#12574 posted by mfx [78.50.146.206] on 2015/09/19 06:02:47
The model is done by Sock in the end. We just collect thoughts together...
 Thank You Madfox And Necros
#12575 posted by Tronyn [24.79.108.14] on 2015/09/20 02:10:21
(it is awesome to hear from Madfox and Necros! If I won the lottery I would pay you guys to make a giant rotating mechanical quake episode).
I will write you guys later this month. I will see if I can rouse PM from his slumber.
 Egypt
#12576 posted by FifthElephant [82.24.73.240] on 2015/09/20 12:27:56
 Great Stuff Fifth.
#12577 posted by Shambler [92.6.186.191] on 2015/09/20 18:54:19
Liking the stuff ur posting, hope it comes to fruition.
 ^Iron Maiden!
#12578 posted by adib [177.98.76.179] on 2015/09/21 06:18:04
#12579 posted by mfx [85.181.115.110] on 2015/09/22 08:37:09
 Wow
#12580 posted by onetruepurple [93.105.177.190] on 2015/09/22 09:43:12
Fuck that, and fuck anyone who targets 8chan in particular.
#12581 posted by [85.181.115.110] on 2015/09/22 10:44:04
 I Don't Care :-)
#12582 posted by czg [212.16.188.76] on 2015/09/22 11:31:28
 This Post's Body Contains A List Of Things Dumber Than Chan Users
#12583 posted by Spirit [194.95.79.3] on 2015/09/22 12:02:13
#12584 posted by [85.181.115.110] on 2015/09/22 12:25:15
sure
#12585 posted by JneeraZ [174.109.106.46] on 2015/09/22 13:51:48
I'm really with czg on this. Meh.
#12586 posted by Kinn [31.54.196.82] on 2015/09/22 15:48:24
Aren't 8chan users mostly pedos?
I'm just going from things I've read, I've never visited that place.
#12587 posted by mfx [85.181.115.110] on 2015/09/22 16:05:18
yep, and antisemitic.
#12588 posted by Scampie [72.12.65.92] on 2015/09/22 16:12:10
It's just shitheads fighting with other shitheads, who cares.
#12589 posted by metlslime [67.169.151.72] on 2015/09/23 02:19:46
the part about imgur being used in an XSS attack doesn't bother you? Don't you guys ever go to imgur?
#12590 posted by Scampie [72.12.65.92] on 2015/09/23 03:03:25
This post has some details on what happened and some updates:
https://www.reddit.com/r/technology/comments/3lw2g6/imgur_is_being_used_to_create_a_botnet_and_ddos/cv9tzzm
It was concerning that it was able happen of course... but Imgur has removed the images with the attack and fixed the exploit of how it got there in the first place.
Still, it was shitheads targeting shitheads. You were only affected if you went to specific images that were uploaded with the exploit, and they were all posted to /r/4chan/ and /r/8chan of Reddit. Hard to muster any concern for them.
 There Is A Lot Of Trash On Those Boards
#12591 posted by Shamblernaut [121.45.234.43] on 2015/09/23 08:02:48
but there is also a lot of interesting content too. Just stay away from the *troublesome* areas.
 The Areas With Pictures Of Willies
#12592 posted by Lunaran [24.180.199.42] on 2015/09/23 17:40:18
 You Mean The Secret In The Q2 Final Map?
#12593 posted by onetruepurple [88.156.138.225] on 2015/09/23 18:35:16
 +1
#12594 posted by Lunaran [24.180.199.42] on 2015/09/23 21:24:41
 Redo
#12595 posted by Ruin [166.137.246.81] on 2015/09/24 07:19:17
Ok, after obtaining a little more knowledge about Quake mapping (stackenblocken actually did help!) and using tronyn's lighting tools, I was able to come up with this so far:
http://www.quaketastic.com/files/screen_shots/dp20150923220544-00.jpg
Thanks,
Ruin
 Ruin..
#12596 posted by JPL [46.218.101.22] on 2015/09/24 09:25:57
Looks interesting !
 Yup.
#12597 posted by Shambler [92.6.186.191] on 2015/09/24 10:54:43
Cool overall design, will be interesting to see it fit into the Quake vibe and scale. Keep it going!
 Nice!
#12598 posted by ijed [190.22.2.57] on 2015/09/24 11:59:13
 Ruin,
#12599 posted by FifthElephant [82.24.73.240] on 2015/09/24 12:14:56
that looks super nice. It looks like you're spending a lot of your "budget" on those railings. If I was you I would try to use alpha or masked textures instead.
https://www.quaddicted.com/files/wads/blood_transparent.zip
you will have to put a { as the first character in the texture name in order for the pink bit to be transparent. And transparency isn't supported in some engines like Dark Places, I hear you can write a shader but I have no clue how that works. You could also make things like cobwebs to get a creepy mansion vibe going on.
 Ruin
#12600 posted by mfx [85.181.114.20] on 2015/09/24 12:39:27
Cool!
#12601 posted by Lunaran [24.180.199.42] on 2015/09/24 15:57:11
That looks cool, but those railings are exactly what brushes are not for.
#12602 posted by czg [212.16.188.76] on 2015/09/24 17:28:06
It's fine to build small details like that in brushes in my opinion, but it would be better to use them for detailing in areas where you actually would like to have the player looking.
Along the edges like that it will just be a part of the backdrop and "disappear" even though it's right there.
 FifthElephant
#12603 posted by Ruin [206.169.45.183] on 2015/09/24 17:47:17
I wasn't even aware that there was a way to do transparent textures in the Quake engine without an external file with an alpha channel.
I wanted to avoid transparencies because of this weird bug I've been having in Darkplaces, where any object behind a transparent brush becomes invisible, showing the void behind it (refer to my first map for an example of this).
I know a lot of people have been telling me not to use DP, but I love the features and overall feel of that engine.
Perhaps I can create both a shader file, and use the pink transparent color for support on other engines.
Also, meant to say "Tyrann" not "Tronyn"...sorry Tyrann :(
The _dirt feature is amazing. I hope I don't get carried away with it...
 Ruin
#12604 posted by adib [200.217.4.25] on 2015/09/24 19:30:13
Yes, I'm pretty sure you need a TGA file with alpha channel, but it works.
About this "bug" you're reporting: BSP compilation deletes faces covered by brushes. Compiler is not aware that you're using a transparent texture on that brush, so if you see through it and there's nothing else behind, you'll see HOM. Make the transparent brush a func_wall and test it again.
Quakespasm and Fitz Mark V have this "{" transparent feature.
 Re: Ruin - About DP
#12605 posted by adib [186.228.0.25] on 2015/09/24 19:38:03
In your Cradle level, darkplaces shows the same shadow artifacts on the ground that made me give up on this engine. QS, MarkV, EzQuake, none of them show these dark spots. You can see them around the graves in the beginning of your level, for example.
 OGkspAz TDM Map
#12606 posted by dogman [144.37.181.91] on 2015/09/24 20:53:05
oGkspAz, I've bumped around in your map briefly online, and I think you could add some geometry to block up some of your atriums slightly. I know you had 5v5 in mind, but my impression was that the rooms are too open, and the connecting corridors are really claustrophobic. Sorry if this comes too late :p
To everyone else, does anyone discuss or play quakeworld here? :)
#12607 posted by adib [200.217.4.25] on 2015/09/24 21:34:38
Take a look at the General Discussion thread, the last 25 posts.
 Things
#12608 posted by Scampie [72.12.65.92] on 2015/09/27 04:39:05
 Babel Tower
#12609 posted by adib [177.133.250.179] on 2015/09/27 05:12:10
I love this kind of design, you can't go wrong with it. Looking forward to play.
On a side note, I'm still amazed by how people here love texture mode GL_NEAREST_??, the "pixelized crap", like someone named it. You are conservative folks.
 Pixelized Goodness
#12610 posted by erc [78.172.190.96] on 2015/09/27 05:27:10
Won't play any Q1/Q2-engined game in any other mode. Hell no.
#12611 posted by Rick [75.65.153.192] on 2015/09/27 05:42:51
I think I was the one that said "pixelized crap".
The way I see it, Quake was a pioneering game in the world of hardware accelerated 3D graphics with texture filtering. Why use that capability to emulate the appearance of archaic software rendering?
I know a lot of people disagree, and that's fine. It's a personal choice, kind of like whether you want to run Windows 10 and be spied on by Microsoft or not.
 Erm
#12612 posted by Kinn [31.54.196.82] on 2015/09/27 10:08:31
pixelized crap
they are pixel art textures. They are designed to look like that and they look like runny poo when you use blurry filtering.
#12613 posted by JneeraZ [174.109.106.46] on 2015/09/27 11:03:30
"The way I see it, Quake was a pioneering game in the world of hardware accelerated 3D graphics with texture filtering. Why use that capability to emulate the appearance of archaic software rendering? "
Because that's what the art was authored for. Blurring it removes the charm and character from the textures.
 Rick
#12614 posted by FifthElephant [82.24.73.240] on 2015/09/27 11:25:35
When I played Quake I played it software mode. I played the game with a 3dfx card but even when I had one I still preferred the blocky textures. Also GL mode had rubbish lighting because it lacked overbright.
#12615 posted by Kinn [31.54.196.82] on 2015/09/27 11:28:26
"The way I see it, Quake was a pioneering game in the world of hardware accelerated 3D graphics
Actually, GLQuake was rife with all sorts of graphical glitches and compromises that made the game look a bit rubbish compared to the original software version. Please don't point to GLQuake when making an example of what Quake was designed to look like :)
 #12613
#12616 posted by onetruepurple [213.227.95.2] on 2015/09/27 19:30:51
You are a wise man.
 #12613
#12617 posted by onetruepurple [213.227.95.2] on 2015/09/27 19:30:52
You are a wise man.
#12618 posted by adib [66.249.88.174] on 2015/09/27 21:34:24
Why use that capability to emulate the appearance of archaic software rendering?
People is answering: "because it's archaic art". What surprises me is that more people would be largely using Q3 textures to map for QS or MarkV, but most of you rather stick to traditionals.
#12619 posted by Kinn [31.54.196.82] on 2015/09/27 22:13:05
People is answering: "because it's archaic art". What surprises me is that more people would be largely using Q3 textures to map for QS or MarkV, but most of you rather stick to traditionals.
This is not really any different to the "more polys = betterer" "argument".
Open up any Sock map. Note how awesome the texturing is, and how the low-fi textures compliment the low-fi architecture and the low-fi monsters. Once you start randomly adding hi-res to certain aspects of the game and not others, the cohesion just breaks down.
#12620 posted by Johnny Law [67.188.146.229] on 2015/09/27 22:28:49
Yeah, I mean obviously you can set up Quake to look however you want, but just in service of explaining why I myself like to disable texture filtering I'd say the same things as Warren/Kinn. The game's visuals were designed a certain way, and while that doesn't mean it's immune to improvement, it does mean that changing certain things may "break" its look by making it less harmonious.
On a similar note that's why some things about the look of Unreal/UT rubbed me the wrong way. I like those games _a lot_ and am only teasing if/when I get involved in the "Quake vs. Unreal" wars, but I always thought they tried to do too much with texture detail for the level of geometry detail that they had available. It's probably at least partially just because I imprinted on Quake first, but I always thought it had a very nice match between its chunky geometry and pixelly/impressionistic textures.
Unrelated P.S.: negke is playing some cool Than maps right now on twitch.tv/negke
 More Resolution = More Freedom
#12621 posted by adib [66.249.88.179] on 2015/09/28 01:42:10
Just for the record, I've seen amazing things people here do using 1996 textures. Scampie just posted some.
#12622 posted by Lunaran [24.180.199.42] on 2015/09/28 02:22:41
more resolution is not more freedom.
I have fun making content for this game rather than doom3 or unreal4 because I can spend as long on an entire quake level as one model in those engines.
#12623 posted by Scampie [72.12.65.92] on 2015/09/28 03:08:33
Sock's mod has a nice alias prebinded: 'pixels'. It lets you switch between crisp textures or blurred textures simply without having to remember the obscure GL_WHATEVER_MODE_SETTING command, so you can all set it to whichever you prefer.
#12624 posted by necros [209.222.5.232] on 2015/09/28 13:31:06
More resolution is more work, nothing more.
 Go Bind
#12625 posted by erc [78.172.186.103] on 2015/09/28 16:08:08
alias filter1 "echo Point Sampling -OFF-; bf; gl_texturemode 6; r_particles 1; bind F1 filter2"
alias filter2 "echo Point Sampling -ON-; bf; gl_texturemode 3; r_particles 2; bind F1 filter1"
bind "F1" "filter1"
 Lol
#12626 posted by Lunaran [24.180.199.42] on 2015/09/28 16:18:49
the 'bf' is a nice touch
"shazam! pixels!"
#12627 posted by Lunaran [24.180.199.42] on 2015/09/28 16:21:24
let's make it a powerup you pick up in game. 30 seconds of pixel-vision, and you can jump twice as high.
#12628 posted by adib [186.228.0.25] on 2015/09/28 16:52:06
Hi-res Minecraft powerup!
 My New Dm Map Im Working On
#12629 posted by foogs [174.45.227.142] on 2015/09/29 03:28:39
http://imgur.com/a/qoq41
not a whole lot to look at without textures / detailing. just working on the layout. might inspire someone with the basic architecture though
 Inspiring
#12630 posted by adib [200.217.4.25] on 2015/09/29 21:03:48
Looks like it will be a really nice DM map. Love arenas.
What QuakeWorld client is this?
 Preview
#12631 posted by FifthElephant [82.24.73.240] on 2015/09/29 21:50:10
 Fifth
#12632 posted by adib [186.228.0.25] on 2015/09/29 22:00:01
This and #12560 are the same? It's evolving really nice. These screenshots are beautiful. Again, you guys squeeze sweet juice from these textures. Kudos.
 Fifth
#12633 posted by PuLSaR [94.141.38.208] on 2015/09/29 22:27:13
looks nice
 Adib
#12634 posted by FifthElephant [82.24.73.240] on 2015/09/29 23:09:42
Yes, it's from the same map. The second shot isn't really lit. But I enjoyed the silhouette so much that I thought I would share. In-game it's a bit too dark.
#12635 posted by adib [186.228.0.25] on 2015/09/29 23:13:51
I enjoyed it too :)
 Playing With Texture Lights, Only Source Of Light Is Lava.
#12636 posted by Zwiffle [24.241.228.118] on 2015/09/30 01:13:05
 Zwiffle
#12637 posted by FifthElephant [82.24.73.240] on 2015/09/30 01:17:24
Very nice! Looks like it could have been a good map for the last jam!
 Zwiffle Has A Timemachine
#12638 posted by mfx [85.181.117.76] on 2015/09/30 01:24:42
Looking brilliant, the rockwork especially!
Go map!
#12639 posted by foogs [174.45.227.142] on 2015/09/30 01:59:41
adib: thanks, ezquake.
 Streaming Tonight
#12640 posted by foogs [174.45.227.142] on 2015/09/30 02:01:59
forgot to add im doing some level design streaming tonight. just working on that dm map cleaning up the brushwork and changing a few things before texturing / lighting / detailing.
http://twitch.tv/foogs_
 Not Much Progress Was Made Tonight
#12641 posted by foogs [174.45.227.142] on 2015/09/30 05:15:13
im awful at the art part :(
http://imgur.com/a/YJnut
 Foogs
#12642 posted by adib [177.133.134.252] on 2015/09/30 05:17:21
Sweet broken floor. I could see the layout when you noclipped. It will be a fast 1v1 arena, right? Those are my favorite.
 Jam 6 DLC Feat. Zwiffle
#12643 posted by adib [177.133.134.252] on 2015/09/30 05:18:05
hype.
 Cradle To Grave - Redo
#12644 posted by Ruin [166.170.14.63] on 2015/09/30 07:03:27
After considering a lot of the constructive criticism and suggestions from Quaddicted and here, I've made some changes to the original idea for my map. This is a complete overhaul. Please let me know your thoughts.
Thanks!
P.S. for some reason the video is super bright, but I recorded it without it looking like this, so I don't know wtf. I have bad luck with technology, I guess...
https://youtu.be/x3G7NDBwQpE
 Enclave On Sale @Steam
#12645 posted by primal [81.175.152.198] on 2015/09/30 10:21:06
 Foogs
#12646 posted by FifthElephant [82.24.73.240] on 2015/09/30 12:24:27
Watching you run through the map last night makes me think this will be an excellent map to play on. I'm not sure about your texture choice, also it looks like your texture res is lower than it should be? Even quakes textures aren't normally that low resolution, you should always take your preview screenshots at the best quality you can.
I'm not 100% sure on the theme, I dunno if the texture you have on the walls is doing it justice since it's more of a floor or ceiling texture. I kind of expected something like the DaPak or ZTN style aesthetic.
 Ruin,
#12647 posted by FifthElephant [82.24.73.240] on 2015/09/30 12:27:51
The scale looks really great now! I'm glad you took on-board the advice given.
The outdoor area feels really huge. I would get some people to playtest the map a few times and get them to record some demos for you with annotations to help you fine-tune the level. But it looks great. I still think the monster variety in standard quake isn't doing the level justice and I would recommend using Quoth, Drake or waiting on Sock's mod to gain access to a larger bestiary.
 Fifth
#12648 posted by nitin [220.244.163.153] on 2015/09/30 15:29:28
that looks really nice and moody.
 5th
#12649 posted by Drew [68.148.86.57] on 2015/10/01 02:48:23
2nd shot needs some pipes!
1st shot looks super fucking sweet. I'd personally add some trim or something along the window there though.
Really digging the slime.
 Zwiffle
#12650 posted by Drew [68.148.86.57] on 2015/10/01 02:48:50
continue please
 It's My Birthday! \o/
#12651 posted by Zwiffle [24.241.228.118] on 2015/10/02 05:13:08
 Happpy Birthday Darryll! :-)
#12652 posted by czg [212.16.188.76] on 2015/10/02 12:22:25
#12653 posted by adib [200.217.4.26] on 2015/10/02 17:04:08
Happy birthday!
And we get the gift? I want to play it!
 Happy Birthday!
#12654 posted by DaZ [92.19.148.67] on 2015/10/02 19:50:34
 Happy Birthday!
#12655 posted by mfx [78.55.174.120] on 2015/10/02 19:52:19
Go map!
 RIP Zwiffle
#12656 posted by Scampie [72.12.65.92] on 2015/10/02 21:06:30
 Looks Cool.
#12657 posted by Drew [68.148.86.57] on 2015/10/03 00:41:59
happy birthday.
please continue.
 Some More Progress Shots. This Time With Textures
#12658 posted by foogs [174.45.227.142] on 2015/10/03 23:17:01
 Foogs
#12659 posted by FifthElephant [82.24.73.240] on 2015/10/04 00:51:05
looking good man!!
Interesting texture set, I haven't seen that one before. I'd probably have the floor texture as something that is a different colour to the walls for contrast. Also if you're using coloured lighting then I find picking 2 colours works well... Make them quite subtle so it adds tone but doesn't make the map look like crayola.
https://www.dropbox.com/s/0tb6qoepfyno6e6/lightingexample.jpg
https://www.dropbox.com/s/qy4rektk41ddgma/qon1.jpg
Having 2 tones adds a lot to a scene
 Agree 100%
#12660 posted by Drew [68.148.86.57] on 2015/10/04 04:01:33
Maybe integrate some Rubicon textures in? They'd fit pretty well...
 Smore Screens From Tonight
#12661 posted by foogs [174.45.227.142] on 2015/10/04 05:05:14
#12662 posted by necros [173.199.65.4] on 2015/10/04 06:17:16
what's up with the water? Looks like the faces got split somehow; check that the textures have the same alignment and offset as that will prevent the faces looking like one smooth bit of water.
 Foogs
#12663 posted by FifthElephant [82.24.73.240] on 2015/10/04 10:24:21
Yeah looking a lot better with the contrast... dunno if I would have chosen magnolia for the floor but it's your map!
Necros is correct on the water, make sure the water texture is aligned otherwise the faces will split and it will look weird in the engine. (I usually select all water brushes and reset their alignment and it will fix this for you)
#12664 posted by Rick [75.65.153.192] on 2015/10/04 22:49:36
Yeah, I call that a "GL seam". Any time there is the slightest difference between the textures, you get one. Rotation, pixel color, offset, etc., any difference at all. In this case, I'd guess the scaling is different.
 Shots.
#12665 posted by Shambler [92.17.171.146] on 2015/10/05 10:46:39
Scampie map - awesome, keep it going.
Fifth map - awesome, keep it going.
Zwiffle map - awesome, keep it going.
Pixels - pure shite but who gives a fuck at least we can easily make the game look good and proper with the usual GL renderers.
#12666 posted by Kinn [109.147.139.107] on 2015/10/05 11:15:39
Pixels - pure shite but who gives a fuck at least we can easily make the game look good and proper with the usual GL renderers.
nice opinion u got there m8
 Welcome To Func
#12667 posted by Orl [73.10.210.162] on 2015/10/05 15:24:28
Where everyone plays favorites and everyone is in bed with everyone else whilst comparing who has the biggest and thickest map to use to violate everyone else.
 Mine
#12668 posted by madfox [84.84.178.104] on 2015/10/05 21:27:56
bigger is larger than your worst!
 Enclave
#12669 posted by Amran [96.53.223.63] on 2015/10/09 05:47:02
Mentioned in #12510 and some following messages, Enclave is on Steam sale until the 5th. Amran posted some screens of his custom map for it, if you don't remember.
The game is also being given away for free (in the form of a Steam key) with every new account on DLH.net!
I released a version of the map a while ago, and also the source for it if anyone is interested in a closer look. I'd be excited to work on more content for the game, and a collaboration with others would be interesting to do as well. The link to the map is below (and the source files can be found under the 'downloads' section).
Northern Watch (on ModDB)
More information on the map and a progression video are included under this topic (Ogier-Editor).
 Help
#12670 posted by foogs [174.45.227.142] on 2015/10/10 04:43:39
http://imgur.com/Nl2ZTCk ive looked at all sky textures and changing them to moving every brush to a different location to moving lights. Why is this little bug happening? Bengt Jardrup light tools. Thanks for the help. Sorry Shambler for something k?
 Help
#12671 posted by foogs [174.45.227.142] on 2015/10/10 04:43:39
http://imgur.com/Nl2ZTCk ive looked at all sky textures and changing them to moving every brush to a different location to moving lights. Why is this little bug happening? Bengt Jardrup light tools. Thanks for the help. Sorry Shambler for something k?
 Foogs
#12672 posted by ericw [108.173.17.134] on 2015/10/10 04:58:33
not sure.. I would see if my light tool makes any difference: http://ericwa.github.io/tyrutils-ericw/
Also, what engine is that? There is a bug that 64-bit engine builds can have that looks like that. Check in quakespasm?
 Spz1dm1 - Simple Duel Map
#12673 posted by oGkspAz [196.210.82.33] on 2015/10/10 08:46:32
Right - technically my first almost finished map (started on spz1dm2ftk after this)
Somewhat inspired by cpm3 and Aerowalk-ish.
Feedback welcome.
Screenies:
http://quaketastic.com/files/spz1dm1_1.jpg
http://quaketastic.com/files/spz1dm1_2.jpg
http://quaketastic.com/files/spz1dm1_3.jpg
http://quaketastic.com/files/spz1dm1_4.jpg
Known issue: Textures on 2 spots not lining up after compiling yet it's correct in TB.
http://www.mediafire.com/download/0aczfxuv8cnfcvl/spz1dm1.rar
 More Stuff..
#12674 posted by FifthElephant [82.24.73.240] on 2015/10/11 01:02:05
http://www.quaketastic.com/files/screen_shots/5thdm1a.jpg
Basically an expanded DM1 style map, heavy influences in places and straight up rip off in others.
 SPZ
#12675 posted by FifthElephant [82.24.73.240] on 2015/10/11 01:36:41
Looking good so far.
I think on the walkway on screen 2 you should stick some trims on there.
Screen 3 there should be a little extra detail, lots of flat space that could do with filling.
All in all though this is a really lovely looking effort for a first map, you should be proud. Looks very classic id.
 Fifth
#12676 posted by Tronyn [24.79.108.14] on 2015/10/11 01:49:24
nice
one day I wanted to combine all e2 maps (except the base, though even that could be used as a "gateway point" across a bridge or something) into one giant megamap. Riffing on the original content is always interesting. Your shot looks suitably eldritch!
 SPZ
#12677 posted by FifthElephant [82.24.73.240] on 2015/10/11 02:07:11
I made you a demo with all my thoughts on your map... I'm hoping it's constructive. I think your map has loads of potential.
http://www.quaketastic.com/files/demos/5thspzdm1.zip
 Tronyn
#12678 posted by FifthElephant [82.24.73.240] on 2015/10/11 02:12:48
Thanks dude. I like the idea of the having a mega-map made from an episode. Though I would probably choose E4 because I'm a sadist.
Actually there's quite a few places in my map where I took inspiration from Episode 4. For example I didn't use the 64x64 sized buttons, I made Sandy style thin buttons (the tall brick style with the sword?). I also threw a bunch of spawns in there too, very under-used enemy that doesn't feel unfair if you stick em in the right place.
 @fifth
#12679 posted by oGkspAz [66.249.93.211] on 2015/10/11 08:12:09
Thanks for the feedback. I'm visiting family but will check out the demo when I get home this evening. I've been trying to think of ways to fill out the SNG / RL room and even the platform it's on now was only added before upload.
 @fifth V2.0 - Thanks
#12680 posted by oGkspAz [196.210.70.46] on 2015/10/11 20:32:35
Fixed the stairs near GL, wasn't really very fond of that setup myself. Trimmed the lava walkway. I was only aware of the grenades that get stuck on down angles and not the look down thing so will see what I can do there, Contemplating a room through that wall and maybe shifting SSG + GA there. The 1 unit lip on the trims came from q3dm6 but I was very much in two minds about it, flattened it again.
The weird angle near the bottom RL is also intentional as the stairs are clipped off to allow for angle jumps. You can jump from the bottom stairs onto the platform with the TB (and if timed correctly up to the YA from the pillars angle too).
I figured lighting is going to be an issue for me. Still looking for decent lighting guides. Things that say "If you're having this issue try this" etc instead of the current "this command does this" versions out there. Having big problems lighting spz1dm2 due to this.
Might have to move some weapons around and maybe even drop TB entirely. I stayed away from powerups due to wanting more of a 1v1 map but have contemplated a TDM version featuring an extra room or so with at least a Quad.
Thanks for the lots of z-axis comment. Was definitely a theme I was trying to go for.
 Spz
#12681 posted by FifthElephant [82.24.73.240] on 2015/10/11 21:04:50
For lighting it might be worth checking out this guide, it's a little out-dated -
https://shoresofnis.wordpress.com/guides/lighting-basics/
This has some stuff you might be interested in -
http://ericwa.github.io/tyrutils-ericw/
and this isn't for quake but you may find the general advice to be sound -
http://www.worldofleveldesign.com/categories/wold-members-tutorials/magnar_jenssen/functional-lighting-magnar-jenssen.php
My own advice when lighting is concerned -
If you have a light (like a spotlight) then put a bright light near the source, like something that is light 300-400, but make the "wait" key 3 or 4. Then use a fill light. That is a light that is lower brightness, like 100-200, then use "wait" of a sub-decimal. Maybe 0.7 perhaps.
Doing the above gives you a nice bright light source but fills the room with a nice level of ambient light. You could even double up on the spotlight effect by having a bright light near the ground where it would hit.
You could try messing with the "delay" key, mappers like Sock tend to create fill lighting with a delay of 5, a wait of 2 and a light of 1000. This will ensure the light will fill an area nicely but wont look super bright due to the way delay works.
Another thing with lighting is shadows. Having the interplay of light and shadow is always good. Think about how you can obstruct a light in interesting ways to cast shadows with interesting shapes. It's not practical in a realism sense but Quake is a very abstract world.
Lighting takes practice, and I would say copying is the best way to achieve your goals. Try and emulate nice lighting scenes, look at other maps that have good lighting and emulate it. The key to making maps and getting good at it is making test maps. I guarantee that every mapper here has 5 times as many test maps than the amount they release.
That's lighting.
When balancing weapons and powerups I find you need to ensure that a player has to work hard to dominate. So make weapons spread out as much as possible. Some weapons you will need multiples of, like the super shotty and nail gun. This enables new spawn players to be able to arm up against players with the rocket launcher or lightning gun. Put powerful items in more dangerous places, this gives you a risk/reward scenario where taking risks net you a reward. Like putting a Quad in a tricky jump over lava, or a rocket launcher at the bottom of a central atrium (moving into an open area makes you a sitting duck but if you get the gun then you'll be powerful).
Put powerups in secret out-of-the-way areas.
I used to love making DM maps, getting the gameplay balance right takes a lot of thought.
 Also For Lighting
#12682 posted by FifthElephant [82.24.73.240] on 2015/10/11 21:11:54
A nice little way of adding extra depth to your lighting is by adding -dirt to your light.exe command. It will add fake ambient occlusion and make corner areas darker. You may want to bump up the brightness a little to accommodate for this but you will find that scenes "pop out" a bit more and add extra depth.
 Re: Fifth
#12683 posted by Tronyn [24.79.108.14] on 2015/10/12 04:09:36
oh man I would love to see someone try to fit E4 into a mega-map, but I have no idea how anyone could go about it. My plan was to just stack the e2 maps and/or use them as different sides of the same giant structure in a swamp, calling it "The Tower of Black Magic." I'd love to win the lottery and dedicate 6 months or a year to that. But if you were picking E4, it's hard to say what the meta-environment would be; certainly not a swamp. Much of E4 is indoor without even a sense of any outdoors existing, which is part of why it's so strange. Maybe the meta-environment could be piles of dark stones, ancient ruins, or just void? What's "outside" The Tower of Despair?
 Ericw Light Tools
#12684 posted by foogs [174.45.227.142] on 2015/10/12 05:22:21
your tools are fucking amazing. texture alignment actually matches what is in radiant. surface lighting is going to make lighting maps so easy. thanks man.
 Beta
#12685 posted by Ruin [166.137.246.60] on 2015/10/12 05:23:56
Where can I upload a beta of my map for some of you to test?
 Re: Beta
#12686 posted by Tronyn [24.79.108.14] on 2015/10/12 05:30:38
I would suggest Quaketastic:
http://www.quaketastic.com/
 Tronyn
#12687 posted by necros [173.199.65.47] on 2015/10/12 06:24:57
i had started on something like that but at the time bsp2 wasn't common and it was well over standard extended limits... now though....
my plan had been to use the nameless city map as a hub and then glue the major parts of each map around it.
the nameless city would become a more outdoor area and you'd eventually be able to explore hills and such around between all the other maps. i never really got far with e4 (little more than taking the sky brushes off of it) but i do have an e2 which has a decent start but I got sidetracked with trying to do some weird base monster vs demons war thing which ended up being dumb :P
 Cool Idea
#12688 posted by ijed [190.22.95.22] on 2015/10/12 19:45:31
Make a 6 megamap remake of id1. One of the levels becoming the hub / filler for all the others is cool as well. I wonder if it could be done removing all the end/start level teleports and using some sort of extended key system.
The RMQ map scraps have could be useful... just sayin.
#12689 posted by necros [173.199.65.9] on 2015/10/12 21:16:00
the big problem which made me stop completely on the e2 remix was there's not enough room in +/- 4096.
the way I wanted the e2 one was to have all the maps connected by terrain as if they were on giant world. you could explore each map separately in whatever order, but there were not gates that would stop you from finishing any one map without visiting at least another.
but yeah, you'd need at least +/- 8192 to really get it done nicely.
 Hm.
#12690 posted by ijed [190.22.95.22] on 2015/10/12 21:35:55
 Also
#12691 posted by ijed [190.22.95.22] on 2015/10/12 21:37:02
The RMQ scraps wouldn't be much use considering the size restriction. Each individual map used most of the 4096 footprint.
#12692 posted by necros [173.199.65.9] on 2015/10/12 22:40:22
no, that was unrelated :)
i had planned to continue working on that goofy rpg mod i started, so i needed a huge map where you could spend time leveling up and such, have more difficult areas you might go back and visit later, that sort of thing.
now i hadn't considered converting some maps into dungeons... that's an interesting idea, but i still prefer the idea of a big sprawling map with canyons and rivers connecting everything together.
 Would Be Hilarious
#12693 posted by onetruepurple [93.105.177.65] on 2015/10/12 23:10:05
If you could fit in all of E2M2-7 in with some trickery like ijed said, but there was no room left for the lost E2M6 entrance.
 Shifterb8 Screens With New Light
#12694 posted by foogs [174.45.227.142] on 2015/10/14 03:18:37
http://imgur.com/a/nEUE4 <-- 4 shots
got to play with ericw's tools. only have 1 light entity now. pretty awesome makes changes so much faster. feels a little overbright but pretty happy with how it turned out.
 Foogs
#12695 posted by Kinn [109.147.139.107] on 2015/10/14 11:58:07
Noice. Make sure you slap a bit of AO on that gentleman too.
#12696 posted by FifthElephant [82.24.73.240] on 2015/10/14 12:12:20
foogs, kinn is right. If you're using ericw's fork of the compiling tools you can add -dirt to the command line. Or add it to the worldspawn. Either way it will add some extra depth to your scene by faking ambient occlusion.
#12697 posted by Kinn [109.147.139.107] on 2015/10/14 13:10:33
Yeah and you'll want to goon around with the various dirt settings. Here's a handy visual guide!
http://ericwa.github.io/tyrutils-ericw/
 Spz1dm1 - Some Updates After Fifth's Suggestions
#12698 posted by oGkspAz [196.210.70.46] on 2015/10/14 21:52:35
Moved a few items around and added an extra room after getting rid of the big ramp.
http://www.mediafire.com/download/94w8mbq7alssjy6/spz1dm1_14Oct15.rar
After this I vote I'll need some help lighting spz1dm2
 Spz
#12699 posted by FifthElephant [82.24.73.240] on 2015/10/15 01:22:44
I like the addition of coloured lighting, looks nice. Map looks a lot better now. Still a few things I would clean up, some of the trims near the lava need to go all the way to the end of the platform edge for example.
But my quibbles would be minor at this point.
 Just Realized
#12700 posted by foogs [174.45.227.142] on 2015/10/15 01:28:13
i just realized i was doing lighting with gamma 0.5. no wonder why everything is so bright :(, But it's what I play with though :( So I guess I should do lighting with default gamma in quake?
#12701 posted by FifthElephant [82.24.73.240] on 2015/10/15 02:08:45
gamma should be 1 when mapping because that's the default.
#12702 posted by metlslime [67.169.151.72] on 2015/10/15 02:11:33
disagree, gamma should be used to make the stock ID levels look correct on your monitor, then you should make your levels similar to the brightness of the stock ID levels.
 ^ What He Said
#12703 posted by Scampie [72.12.65.92] on 2015/10/15 02:50:17
 Trimz!
#12704 posted by oGkspAz [196.210.70.46] on 2015/10/15 05:57:07
Just had a look at the map and no idea how I missed that. Thanks for the heads up.
 Compiler Problems
#12705 posted by oGkspAz [196.210.82.59] on 2015/10/16 10:56:47
The last time I asked for help with Screenies I was told to put it in the screenshot thread instead of Mapping Problems so here goes:
I have two different compilers on the PC: Txqbsp and Tyr_qbsp(renamed so that I could differentiate).
Both of them are giving me texture alignment issues (IE they don't match what I see in TB)
With Txqbsp this happens:
http://www.quaketastic.com/files/screen_shots/spz1dm1_txqbsp.jpg
and with Tyr_qbsp this happens:
http://www.quaketastic.com/files/screen_shots/spz1dm1_tyr_qbsp1.jpg
and generates 5 warnings:
"*** WARNING 12: New portal was clipped away in CutNodePortals_r
*** WARNING 12: New portal was clipped away in CutNodePortals_r
*** WARNING 10: Reached occupant at (-720 -688 294), no filling performed.
Leak file written to spz1dm1.pts
*** WARNING 22: Healing degenerate edge (0.000000) at (208.000 -1264.000 512.000
*** WARNING 22: Healing degenerate edge (0.000000) at (224.000 -1248.000 480.000"
leak being here (my teleport entity might be extending outside map, I'll check)
http://www.quaketastic.com/files/screen_shots/spz1dm1_tyr_qbsp2.jpg
1) Why? and...
2) What do?
 Addendum
#12706 posted by oGkspAz [196.210.82.59] on 2015/10/16 11:05:42
#12707 posted by JneeraZ [174.109.106.46] on 2015/10/16 11:34:48
You can likely fix the second one by passing in "-oldaxis" or whatever the flag for that compiler is. It flips the 45 degree determination logic...
 The 3rd Warning Is Crucial
#12708 posted by mfx [77.180.49.51] on 2015/10/16 12:59:16
check the coords given, there is a hole in your map.
You can put the .pts file into your /maps folder, load the map in engine and via "pointfile" command check where the leak is located.
 Lol
#12709 posted by mfx [77.180.49.51] on 2015/10/16 13:01:00
i read only the half of it.
Note that liquid brushes (*prefix) dont seal your map, so it looks like that teleporting brush could be the cause of the leak.
#12710 posted by oGkspAz [196.210.82.59] on 2015/10/16 13:10:07
The strange thing is with txqbsp the leak doesn't happen. There's a solid wall behind that teleporter brush. I just checked the entity after my post earlier and that's also not outside the map. Possibly due to the supposed leak it does not vis with tyr_qbsp either.
-oldaxis worked by the way thanks.
 Pointfile
#12711 posted by SleepwalkR [130.149.243.224] on 2015/10/16 14:06:12
You can also load the pointfile in TrenchBroom if it's in the same directory as your map file.
 Addendum
#12712 posted by SleepwalkR [130.149.243.224] on 2015/10/16 14:06:53
It's under the File menu. After that, you can ride on the point file trace, look in the View > Camera menu to find the shortcut keys to advance / retreat the camera.
 Pts
#12713 posted by oGkspAz [196.210.82.59] on 2015/10/16 15:50:37
 No It Wont
#12714 posted by mfx [77.180.49.51] on 2015/10/16 16:13:38
first try to delete and remake that brush, if you haven't already.
#12715 posted by oGkspAz [196.210.82.59] on 2015/10/16 17:08:36
After various cases of "Is it this one? Delete, recompile, No!" etc I just deleted the whole lot and started again.
Good news: No leaks
Bad news: wtf...
http://www.quaketastic.com/files/spz1dm1_wtf.jpg
(could have sworn i was in the screenshots directory, oops...)
#12716 posted by mfx [77.180.49.51] on 2015/10/16 18:08:40
Yep, thats a missing face, check for floating point inaccuracies.
Or even duplicate brushes at that spot. Or or or.
Try to keep the brushes on grid and their texture alignments too.
 If You're In Trenchbroom
#12717 posted by ijed [200.73.66.2] on 2015/10/16 19:58:04
Snap the verticies of all nearby brushes. I think it's under edit? Or Tools maybe.
#12718 posted by oGkspAz [196.210.82.59] on 2015/10/16 20:21:24
Okay, figured something out. No matter what the brush looks like, as soon as I add it inside this area, that wall to the in the WTF screenshot gets the missing face. Even these 2 pillars I have in now cause the same issue.
http://www.quaketastic.com/files/screen_shots/spz1dm1_TB.jpg
 Interesting...
#12719 posted by oGkspAz [196.210.82.59] on 2015/10/16 20:34:00
Just ran a test. Compiling the exact same .map with txqbsp instead of tyr's and that brush works fine.
#12720 posted by ericw [108.173.17.134] on 2015/10/16 20:50:23
In my experience those sort of differences between tyrutils and txqbsp are usually due to the different default epsilon values the compilers have.
For research purposes: try passing the flag "-epsilon 0.0001" to txqbsp, it should bring back the flickering face. The next version of my tyrutils-ericw will support that "-epsilon" flag so you can tweak it.
However, as ijed says there are probably some off-grid brushes / small misalignments that are the root cause.
 Epsilon
#12721 posted by oGkspAz [196.210.82.59] on 2015/10/16 21:35:05
Just gave it a go but no flickering faces that I can find anywhere. Tried snapping vertices too (Ctrl+A and the ctrl removing all the entities. Ouch)
Thanks all though. Giving up for today. I'll make do with the misaligned trim for now.
 Screens Before I Call It Final
#12722 posted by foogs [174.45.227.142] on 2015/10/17 02:44:38
I don't really wanna do any wall detailing. but here's some screenshots before the final release:
http://imgur.com/a/GNRJv
-extra4 -dirt -dirtgain 0.5 -dirtmode 1 -light 50
http://www.mediafire.com/download/5qio1p35pvaqe90/shifter_b10.bsp
thanks for the advice on the lighting tools and everyone elses input.
 Nice !
#12723 posted by JPL [82.234.167.238] on 2015/10/17 14:39:46
 It Really Looks Nice!
#12724 posted by mfx [78.48.251.180] on 2015/10/18 01:42:42
 Curves And Yellow Light
#12725 posted by PuLSaR [217.150.42.141] on 2015/10/18 19:00:03
 Pulsar
#12726 posted by FifthElephant [82.24.73.240] on 2015/10/18 19:02:03
looks good. I can see some vertex snapping issues in that screenshot on the right hand side. This type of architecture can be difficult to get on grid for sure.
 Fifth
#12727 posted by PuLSaR [217.150.42.141] on 2015/10/18 19:05:08
It's actually on grid in editor but it turns out that way after qbsp. Don't know how to deal with it.
#12728 posted by necros [173.199.65.12] on 2015/10/18 19:20:13
pulsar: which editor and compiler are you using? make sure you turn off integer planes in TB, this has always been the source of problems for me.
 ^^^
#12729 posted by necros [173.199.65.12] on 2015/10/18 19:20:39
and same goes for radiant, there is a integer option there as well.
 Hm
#12730 posted by PuLSaR [217.150.42.141] on 2015/10/18 19:26:40
tho I've got an idea of how to fix this. Though every vertex of these brushes is on grid I have a problem with the shape due to the difference between rear face that can't be seen and face that is actually visible. If I cut of the rear part of each brush , I may solve this problem.
http://clip.corp.mail.ru/clip/m0/1445188735-clip-112kb-b5AsCfnN6ugp.jpg
#12731 posted by FifthElephant [82.24.73.240] on 2015/10/18 19:27:09
I used to get issues like that when I used Worldcraft.
 Pro-tip
#12732 posted by FifthElephant [82.24.73.240] on 2015/10/18 19:29:24
for something like this it may be better to use pyramid/wedge shaped brushes instead of cuboids.
#12733 posted by necros [173.199.65.12] on 2015/10/18 19:34:05
vertex being on grid has nothing to do with it.
the plane described by those vertices cannot be represented by an integer, this is the source of the problem.
try using other shapes like fifth is suggesting, also try splitting that square shape into 2 tri faces. (eg: turn 1 brush into 2 brushes each representing half the face).
#12734 posted by PuLSaR [217.150.42.141] on 2015/10/18 19:35:38
necros: I use jackhammer and updated version of aguire's txqbsp.
fifth: Yep, that was the idea I got. I'll try it when I get home.
It's funny that such ideas come not when you're making the actual part, but when you share it.
#12735 posted by Lunaran [24.56.201.253] on 2015/10/18 19:36:23
paper dog programming!
 Impressive
#12736 posted by JPL [82.234.167.238] on 2015/10/18 19:45:56
Making curvy corridors are always difficult. I tried once but gave up after some time, so well: you made it right, keep it up !
#12737 posted by Kinn [86.190.22.173] on 2015/10/18 19:59:22
Worldcraft/Hammer for some reason lets you use vertex editing to create bullshit impossible brushes that you only notice when your bsp is full of cracks. Primary reason I stopped using Hammer tbh.
#12738 posted by Rick [75.65.153.192] on 2015/10/18 21:18:32
To make curvy things in Quake, it's best to stick with triangles (triangular pyramids in this case).
http://quaketastic.com/files/screen_shots/jam66601.jpg
 N00bs
#12739 posted by mfx [85.181.44.91] on 2015/10/18 21:33:08
 Tris Suck Big Time.
#12740 posted by mfx [85.181.44.91] on 2015/10/18 21:34:06
Also this.
 Pwnt
#12741 posted by necros [173.199.65.12] on 2015/10/18 21:41:28
 Sorry If I Sounded Assholish.
#12742 posted by mfx [85.181.44.91] on 2015/10/18 21:55:24
I would just expand the brushes, Pulsar, to close that gap. I wouldnt care too much about intersecting stuff, the compiler works it out in the end.
Unless, of course you want a dibblydeedobbledoo super clean map file, but basically you search for integer solutions for diophantic equations with those curves being snapped to grid.
Ermm yeah, this wont work(as far as my tiny knowledge of this topic is correct..)
 Oh And Of Course That Shot Looks Ace As Hell, Even With Those Gaps!
#12743 posted by mfx [85.181.44.91] on 2015/10/18 21:57:23
Thats what i wanted to say in the first place!
Quad Post!
#12744 posted by Rick [75.65.153.192] on 2015/10/18 22:10:30
My steps actually curve, the tops are not flat (the corners are not co-planar). Every face on the steps is a separate brush face, not created by BSP chopping up rectangles.
It compiles error and warning free. Also, it was a real pain in the ass to construct.
I left it in my Jam 6 map if anybody wants to look, but I didn't use it because it has serious clipping issues.
 I Would Ignore Mfx
#12745 posted by FifthElephant [82.24.73.240] on 2015/10/18 22:27:13
cause he's one of those fel-wizard mappers who uses unholy incantations to appease the BSP eldritch-gods.
You have no idea how many babies he's consumed just to get his foul maps to compile.
 I Would Ignore 5th
#12746 posted by mfx [85.181.44.91] on 2015/10/18 22:39:31
 Pulsar
#12747 posted by madfox [84.84.178.104] on 2015/10/19 01:02:55
I think it is a great map piece!
After all the wrenchtalk I even haven't the nerve to enter it.
Heep! There's a geek on my wall cheek,
I wish I didn't seek the freak when I was the innocent mapper
on cripple creek!.
 O_O
#12748 posted by Kinn [86.190.22.173] on 2015/10/19 01:04:16
 Ignore Me
#12749 posted by madfox [84.84.178.104] on 2015/10/19 01:05:00
^v^
 Pulsar
#12750 posted by nitin [220.244.163.153] on 2015/10/19 07:49:56
looks sexy.
 Ignore Madfox At Your Peril
#12751 posted by ijed [186.9.133.95] on 2015/10/19 11:57:21
 Anybody Said "curves"?
#12752 posted by mankrip [66.249.88.199] on 2015/10/19 15:34:38
 Oh Fuck What
#12753 posted by onetruepurple [93.105.177.254] on 2015/10/19 15:58:09
 That's Cool
#12754 posted by ijed [200.73.66.2] on 2015/10/19 16:32:54
 How Does One Take Those Grey Textureless Screenshots
#12755 posted by total_newbie [178.12.35.38] on 2015/10/19 19:14:02
like in #12738 and #12739 and on ericw's light tools page?
Also gaaah, need to get back to mapping. Stupid life, always getting in the way.
#12756 posted by Scampie [72.12.65.92] on 2015/10/19 19:18:26
r_lightmap 1 in quakespasm/fitzquake
 Cool, Thanks, Scampie!
#12757 posted by total_newbie [178.12.35.38] on 2015/10/19 19:20:22
Also, PuLSaR, I think that looks great, vertex issues or not.
 Mankrip
#12758 posted by mfx [77.180.10.140] on 2015/10/19 19:31:10
That is cool, i love the transparent transition to lava somehow.
 Kinda Made It Better
#12759 posted by PuLSaR [46.164.245.219] on 2015/10/19 20:12:02
splited those brushes in 2 triagle shaped.
how it looks from previous screenshot spot:
https://dl.dropboxusercontent.com/u/32711504/mark_v_0016.png
it seems like those gaps are gone.
what it actually looks like:
https://dl.dropboxusercontent.com/u/32711504/mark_v_0017.png
https://dl.dropboxusercontent.com/u/32711504/mark_v_0018.png
also it produces tons of spam in compile log :/
 Just Listen To What Necros Said
#12760 posted by SleepwalkR [87.146.41.84] on 2015/10/19 23:07:38
Snapping vertices to integers will not fix it. You need to ensure that the planes line up. The vertices depend on the planes and not vice versa.
 PuLSaR
#12761 posted by mankrip [66.249.88.159] on 2015/10/19 23:10:04
That's great! Gapless surfaces are one of my recent topics of interest, due to their influence on features like Phong shading.
 Pulsar
#12762 posted by adib [200.217.4.26] on 2015/10/19 23:20:56
As I said before, you guys do magic with these textures. =~)
 Okay I've Had Enough.
#12763 posted by onetruepurple [93.105.177.254] on 2015/10/19 23:30:20
This whole recent "I love Quake even though it's shit ugly and unplayable, thank god you guys can polish this old turd!" meme has gone past getting on my nerves and now it's just plain fucking annoying.
 Enough Already?
#12764 posted by mfx [77.180.10.140] on 2015/10/20 00:04:35
http://i.imgur.com/ZS8lJ47.png
You should see how funny not rotating bboxes from monsters react to round brushwork.
 That's A Valid Opinion
#12765 posted by mankrip [66.249.88.159] on 2015/10/20 00:30:04
And this is why improvements should be optional. It's good to keep a foot on the ground and not forget what the game's design is really like. Otherwise, it may lose its personality.
 Pulsar
#12766 posted by necros [173.199.65.40] on 2015/10/20 01:52:08
one last thing you can try is to stretch the brush out so that the faces overlap. this will let qbsp knit things together without gaps. it won't be pretty in the editor, but it should be fine in game.
#12767 posted by [174.45.227.142] on 2015/10/21 02:07:58
Released final version of that map I was working on. Thanks again for the help. I'm always lurking here if I have anything helpful to add to anyone I'll try to post more often.
http://www.mediafire.com/download/bdoqbovbl28849i/shifter.zip
http://www.quakeworld.nu/forum/topic/6700
 Foogs
#12768 posted by adib [177.133.250.210] on 2015/10/21 03:03:43
Had fun playing against a Reaperbot in Fitzquake Mark V and Quakespasm.
In Fitzquake Mark V I get stuck at that upper ledge when teleported from LG + YA + RL site. That doesn't happen in Quakespasm. Probably not in EzQuake, or it would be fixed already.
It's a beautiful level. Really good textures, nice lighting, good navigation. The old Reaperbot mastered the level, easily going everywhere.
Great job, man.
 Lava Exhaust?
#12769 posted by mfx [77.180.168.150] on 2015/10/23 21:54:18
#12770 posted by metlslime [159.153.4.50] on 2015/10/23 22:09:41
that's awesome.
 Mmm Lovely
#12771 posted by PuLSaR [83.139.191.82] on 2015/10/23 22:10:58
lava ice cream
#12772 posted by [Kona] [121.73.104.148] on 2015/10/23 22:15:10
i want eat
 Would Like Some Minor Trim Along Those Rubicon Walkways
#12773 posted by Drew [68.148.86.57] on 2015/10/24 03:31:41
but that's just nitpicking I guess?
looks cool, particularly since it looks like there is a dense knot of hyperdetailed corridors within that structure.
#12774 posted by negke [31.18.227.54] on 2015/10/24 10:56:32
lol. Level name found: Lava ice cream maker.
 Doom 4 The Way 1996's ID Would Have Done It
#12775 posted by onetruepurple [93.105.176.30] on 2015/10/24 12:46:04
#12776 posted by JneeraZ [174.109.106.46] on 2015/10/25 00:02:13
Not Quake but what-ev ... Kind of has a similar vibe. :P These are progress shots of a set of meshes I'm working on for the Unreal Marketplace ... and Unity ...
It's almost done. Just gotta grind through a bunch of tech details and such ...
This is standard game dev stuff. Lots of little pieces bashed together to create an environment.
https://dl.dropboxusercontent.com/u/161473/WarrenMarshallBiz/CrumblingRuins/WIP/CR_K.png
https://dl.dropboxusercontent.com/u/161473/WarrenMarshallBiz/CrumblingRuins/WIP/CR_L.png
https://dl.dropboxusercontent.com/u/161473/WarrenMarshallBiz/CrumblingRuins/WIP/CR_M.png
#12777 posted by JneeraZ [174.109.106.46] on 2015/10/25 00:04:17
 Looks Pretty Sweet
#12778 posted by onetruepurple [93.105.176.77] on 2015/10/25 00:08:55
I think I'm right in believing that this kind of soft-edged, "cartoony" design has been closer to your forte than the usual realistic gloom? :)
#12779 posted by JneeraZ [174.109.106.46] on 2015/10/25 00:11:06
It does seem to be what comes out when I start making stuff.
 Pretty
#12780 posted by killpixel [98.211.184.167] on 2015/10/25 00:16:25
is this for a particular project or just for fun?
#12781 posted by JneeraZ [174.109.106.46] on 2015/10/25 00:24:43
Marketplace and Asset Store stuff ... I want to sell it as a mesh set.
 Selling Meshes
#12782 posted by FifthElephant [82.24.73.240] on 2015/10/25 01:14:16
has that been a success for you so far? I could imagine buying assets for an indie project could run expensive unless you have some self control...
#12783 posted by JneeraZ [174.109.106.46] on 2015/10/25 01:23:06
I've only been doing it a few months ... it's not a living yet but I hope to get it up that high eventually.
#12784 posted by mfx [78.55.77.153] on 2015/10/25 02:06:04
Lovely, Warren!
 Nice
#12785 posted by killpixel [98.211.184.167] on 2015/10/25 02:14:41
I hope that works out, quality seems to be there.
 Yeah Nice Vibe Warren
#12786 posted by Shambler [92.22.12.171] on 2015/10/25 10:17:29
 Those Looks Pretty Cool
#12787 posted by mankrip [66.249.88.154] on 2015/10/25 21:23:48
#12788 posted by JneeraZ [174.109.106.46] on 2015/10/25 21:25:34
 Warren
#12789 posted by FifthElephant [82.24.73.240] on 2015/10/25 21:35:36
it looks great man!
 Looks Boring
#12790 posted by mfx [78.55.74.130] on 2015/10/25 21:45:02
just kidding, looking great really!!
 Cool
#12791 posted by DaZ [89.168.60.163] on 2015/10/25 21:45:23
Reminds me of Vermintide after playing it a whole bunch today
 Yeah I Was Thinking Gardens Of Morr
#12792 posted by Zwiffle [24.241.228.118] on 2015/10/25 21:46:10
Very similar thematically
 NICE
#12793 posted by PyroGXPilot [71.89.205.34] on 2015/10/25 21:59:04
Looks like Tiny Keep art but higher def.
 Awesome!
#12794 posted by adib [177.17.45.18] on 2015/10/26 03:34:56
What 3D software is this?
 IPACKTHAT For Lightmaps!
#12795 posted by Skiffy [203.115.201.11] on 2015/10/26 08:42:06
As for collision generation... yea pain.
#12796 posted by JneeraZ [174.109.106.46] on 2015/10/26 10:53:24
adib
Those shots are in UE4
Skiffy
Oh yes .. iPackThat fo' lyfe.
 Warren
#12797 posted by starbuck [92.0.162.52] on 2015/10/26 10:58:46
brilliant, I love the style! Fantastic execution as always.
 Love It
#12798 posted by nitin [220.244.163.153] on 2015/10/26 12:50:24
 For What Its Worth
#12799 posted by Drew [68.148.86.57] on 2015/10/30 02:37:10
I have a handful of scrap maps sitting around on my hard drive - a couple of which are almost id1 quality/length, hovering at 50-70% done.
I will probably post here in the next little while, since real life doesn't seem like it will be mapping friendly for the next decade or so.
yup.
 My RJ4 Map -
#12800 posted by FifthElephant [82.24.73.240] on 2015/10/31 13:47:00
 Apparently
#12801 posted by onetruepurple [93.105.176.99] on 2015/11/01 15:52:18
Sock has been feeling the E4 spirit too:
1 2 3
 I Saw Those
#12802 posted by Zwiffle [24.241.228.118] on 2015/11/01 16:06:29
If he did that in his spare time for retrojam I will be so envious.
#12803 posted by onetruepurple [93.105.176.99] on 2015/11/01 16:09:53
That would own but those screens are distinctly from his mod (note the particle effects).
 Recharche
#12804 posted by madfox [84.84.178.104] on 2015/11/07 07:13:14
 Oh Man!
#12805 posted by Tronyn [24.79.108.14] on 2015/11/07 17:22:43
Madfox, you are awesome.
 You Know
#12806 posted by Zwiffle [24.241.228.118] on 2015/11/07 18:45:42
I was thinking just the other day of how to fake a working conveyor belt in Quake, and other than a convoluted func_trains system I'm not sure if it can be done. Looks good madfox :)
#12807 posted by mettfuchs [84.132.58.153] on 2015/11/07 18:54:49
yeah, thats neat!
#12808 posted by FifthElephant [82.24.73.240] on 2015/11/07 19:06:59
I wonder if it works properly...
 My Five Pence
#12809 posted by madfox [84.84.178.104] on 2015/11/08 06:14:33
@-Tronyn: You haven't seen the dopefish yet.
@-Zwiffle: I think it is as hard as the escalator in Quake.
@-mettfuchs: gut zu wissen, dass ich ein Begleiter zusammen habe.
@-5thphant: this fucking demo took as much time as the construkting of it. What I learned is that all engines have another way of exposing.
I am still missing some frames though.
 So I Decided To Try GTKRadiant...
#12810 posted by Breezeep_ [108.53.84.156] on 2015/11/09 03:34:27
Result of Boredom
I still would prefer Jackhammer, since Radiant seems to be more complex and challenging to master.
 Hehe
#12811 posted by necros [109.201.154.204] on 2015/11/09 05:30:03
it's funny you say that as, coming from a radiant background, i find hammer editors very difficult.
 Start Map Theme Of Sock
#12812 posted by onetruepurple [93.105.177.174] on 2015/11/09 23:18:34
 #12812
#12813 posted by Kinn [86.139.243.200] on 2015/11/09 23:28:51
My body is ready.
#12814 posted by Zwiffle [71.13.169.66] on 2015/11/09 23:34:00
Are those custom textures in shot #3 of red brick alpha blending into green brick?
 That Looks Fantastic!
#12815 posted by Breezeep_ [108.53.84.156] on 2015/11/09 23:54:57
It's a shame he isn't around here on func_ anymore.
#12816 posted by skacky [90.0.189.225] on 2015/11/10 00:36:30
The bone recess in pic 1 is awesome. I'm ashamed I didn't think of that earlier.
 That Sauce
#12817 posted by necros [46.166.186.247] on 2015/11/10 01:59:11
is awesome indeed
 Conveyor Belt?
#12818 posted by mankrip [66.249.88.154] on 2015/11/10 03:32:40
It reminded me of this infinite scroller experiment I've made over two years ago:
https://youtu.be/-qvli2BFIGk
 Mankrip
#12819 posted by Shamblernaut [121.45.237.138] on 2015/11/10 06:37:41
dat potato resolution. Do you have a higher res video?
#12820 posted by mankrip [66.249.88.164] on 2015/11/10 10:26:55
I don't remember. That thing is really old.
 Looking Amazing
#12821 posted by nitin [220.244.163.153] on 2015/11/10 12:40:13
 Like Over Two Years Old
#12822 posted by Kinn [86.139.243.200] on 2015/11/10 12:53:37
I think computers were made out of vacuum tubes back then, so give him some slack.
 ROFL
#12823 posted by mankrip [66.249.88.159] on 2015/11/10 14:47:04
:D I love this place.
Anyway, the variable framerate of the Quake engine (in that case, FTEQW) made the loop get out of sync, so the floor repositioning is noticeably abrupt, and the mountains behind the trees aren't spaced correctly.
This is why one of my goals is to implement scrolling textures. It will be a much better, cleaner, easier, more flexible and more accurate approach.
#12824 posted by necros [46.166.188.221] on 2015/11/11 00:31:28
wouldn't mind scrolling textures for waterfalls, actually.
but then no one will use it until other engines have it too. :(
#12825 posted by metlslime [159.153.4.50] on 2015/11/11 00:35:56
as long as the texture name prefix for it isn't '(' or something dumb, you might have a chance...
#12826 posted by necros [46.166.188.221] on 2015/11/11 01:49:08
well we already have {, so using } would be a nice bookend to that atrocity!
 Where Is Sock Posting This Stuff
#12827 posted by Drew [68.148.86.57] on 2015/11/11 02:47:33
?
 TWITTER
#12828 posted by PyroGXPilot [71.89.205.34] on 2015/11/11 03:06:13
 Elder
#12829 posted by madfox [84.84.178.104] on 2015/11/11 07:02:32
 Make Sure
#12830 posted by SleepwalkR [80.187.102.169] on 2015/11/11 13:14:41
To use something that turns your grammar from context free to context sensitive. That would give me another chance to get told to fix my parser when I complain about it.
 My Turn
#12831 posted by madfox [84.84.178.104] on 2015/11/11 20:44:29
?
 @necros
#12832 posted by Spike [86.169.39.250] on 2015/11/12 08:17:38
I *REALLY* hope editors have started properly using quotes when saving .map files by now...
it'd be really nice to NOT use yet more name prefixes as they tend to fight each other. Maybe we should start hiding our extra surface attributes inside // comments for backwards compatibility! :P
#12833 posted by metlslime [50.150.122.79] on 2015/11/12 08:43:40
if we rely on comments then we have to add support to all the map editors, and the map compilers also need to add support and it won't be in comments since there aren't any in a bsp file. If we use prefixes then the only the engines need to add support for the feature.
 Spike
#12834 posted by SleepwalkR [80.187.102.169] on 2015/11/12 10:17:57
What so you mean by using quotes properly? Texture names are not enclosed in quotes, at least according to the unofficial map specs:
http://www.gamers.org/dEngine/quake/spec/quake-spec34/qkspec_2.htm#CMFMF
 For Scrolling Textures
#12835 posted by mankrip [66.249.88.159] on 2015/11/12 12:02:46
I'm certainly going to use surface flags. Q1BSP doesn't support these, but scrolling textures would appear broken in vanilla engines anyway.
Surface flags will also allow for physics scrolling (so conveyor belts will really work), and for entity interaction (bind it to an entity field, so the entity can toggle the scrolling on/off and change direction and speed at will).
And the "{" for alphamasked textures is dumb.
I already have plans for a new map format. Things will eventually happen, and I'm going to do it carefully.
Editor support will also be considered.
 SleepwalkR
#12836 posted by Spike [31.54.143.2] on 2015/11/12 12:54:35
the unofficial map specs are just that - unofficial.
I'm far too lazy to actually test it, but as far as I'm aware the following is a valid-but-sadistic .map file as supported by QBSP (apart from the bit in angle-brackets that denotes the other planes, because I'm too lazy to come up with witty wtfs for those too):
"{" // }
classname worldspawn
sounds 2 "{""(""what" the hell ")"( 1 shoddy parser ) ( hello "2, or 'to' if you'd prefer" you ")" "tex with space"naught//(shift_s) slash(shift_t) there(rotate) 1t(scale_s) 2oo(scale_t) //and a real comment.
<OTHER PLANES>
"}" "wad" "c:\this\is\borked\"
"message" "and somehow\nthat was a newline, at least for the engine" "}""{" classname info_player_start }
thank god nothing actually uses all those quirks... at least not all at the same time...
the various bits of punctuation (especially noteworthy with the ( and ) brackets) MUST be their own token, which is why they normally have extra spaces.
the format is simple and stupid. a token is just a token, once parsed it is irrelevant whether it originally had quotes.
A token is either quoted, or its all chars until the next whitespace where 'whitespace' is any char above 32. Because this check is agained signed chars, any utf-8 chars or non-ascii ansi chars will be considered whitespace but can be quoted to pass them through unmodified.
If a token did have quotes, then whitespace is not needed after the token to determine the end, as this is inferred from the fact that the quotation ended. Additionally, there is no special handling for punctuation (like any kind of brackets).
New lines are disallowed in certain places, but entirely optional otherwise (with the obvious exception at the end of a // comment).
Double-slash/single-line/c++ comments are only recognised as comments when they are at the start of a token. If they directly follow an unquoted token without whitespace beforehand then the token will contain the slashes rather than the parser seeing the comment. Because they are terminated by a newline, they cannot be used anywhere that a newline cannot appear.
*SOME* editors write quotes around texture names (I'm fairly sure I've seen this happen). These editors do not have problems with spaces in texture names, and also avoid the {foo issue when importing in certain other editors (although nothing can be done about those other editors saving and then failing to re-load the file they just wrote themselves, other than fixing the editor).
QuakeEd uses the exact same helper functions as QBSP. It doesn't write quotes itself (and thus will bug out if the file is re-saved thanks to the spaces in the texture name), but it should parse it all just fine (I don't have a machine with actual NEXTSTEP on it).
If you're worried about compatibility with other unofficial tools then just write the quotes only when it has chars that are not azAZ09_*+
If an editor sees "{foo" as literally containing the quotes then at least it'll save it out correctly too, even if it cannot display the texture properly in the editor.
But whatever you do, don't write out a file that the same bit of software cannot then re-load!
So yeah, that's what I mean by 'using quotes properly' - using them in order to stop your importer+qbsp from reading the file wrongly.
#12837 posted by JneeraZ [76.182.53.183] on 2015/11/12 13:01:38
"*SOME* editors write quotes around texture names (I'm fairly sure I've seen this happen)."
I'd like to see an example of that. I've never come across that in all my years of Quake tinkering.
 Mankrip, Serious Question
#12838 posted by Shamblernaut [121.45.251.80] on 2015/11/12 17:39:51
how does one make a new map format, with everything that modern mappers want without losing the q1 feel?
If we're going to lose the feel of the q1 experience, then why not just use an engine that supports and migrate our mapping HL(2) / D3 / Q4 formats?
#12839 posted by Spirit [92.196.66.44] on 2015/11/12 19:03:17
Depends what you mean by "q1 feel". BSP2 already lead to many not very Q1-ish maps.
#12840 posted by FifthElephant [213.205.253.228] on 2015/11/12 19:20:15
Bsp 2 with quake 2 style surface properties would be a dream. Phone shading!!!!!
#12841 posted by mankrip [66.102.8.204] on 2015/11/12 19:36:44
 Nice Response.
#12842 posted by Shamblernaut [121.45.231.146] on 2015/11/12 20:04:50
It is clear that you've put a lot of thought into this. I hope you can get it through to completion.
On a side note, why re-write an engine rather than contributing to an existing engine? Your comment seems like you'll be doing it for philosophical rather than practical reasons. It sort of seems like you'll be re-inventing the wheel if that is the case.
Unless you want a bare-bones engine. In which case, yeah, go nuts.
#12843 posted by PuLSaR [46.164.232.170] on 2015/11/12 21:28:18
And faithfulness to the Q1 feel will depend entirely on the mapper.
These are wise words.
 I'm Reluctant To Have Quoted Texture Names
#12844 posted by SleepwalkR [87.146.63.54] on 2015/11/12 23:29:32
Because I'm really not sure whether other editors can read them back in properly. One option would be to have TB write with quotes if the input map file had them in the first place, and have some option to turn this behavior on and off.
Demonstrating how bad the QBSP parser is doesn't really prove anything other than "QBSP doesn't conform to the agreed upon standard". And from what I have seen so far, the unofficial Quake specs appear to describe the least common denominator that all tools that I have seen so far understand.
I do agree though that having texture names in quotes would be the best option. I just fear for compatibility, and it's quite important as a lot of people seem to use more than one level editing tool.
 SleepwalkR
#12845 posted by Spike [31.54.143.2] on 2015/11/13 01:46:59
The 'agreed upon standard' also doesn't include floating point coords, nor Hammer's texture planes stuff.
Writing out .map files that the same editor cannot later read in is always going to be broken however you look at it.
By all means only use quotes when they're actually needed (yay for smaller file sizes), but do make sure they're used when they ARE needed, because writing out a file that can only be read by your own program is muuuuch better than writing out a file that can be read by nothing.
The times when you NEED quotes are:
empty texture string.
texture name contains spaces / other whitespace.
texture name contains chars that an unofficial parser may consider to be punctuation.
texture name contains non-ascii chars
Also, I wouldn't call QBSP's parser bad, I'd much rather call it simple. And by simple, I mean that its tokenizer is consistent and predictable.
That said, showing exactly what weirdness you can throw at it is fun, as well as a possible way to hide other optional extensions (without needing the qbsp to write out multiple copies of the same texture).
 Shamblernaut
#12846 posted by mankrip [66.102.8.204] on 2015/11/13 20:51:14
 Fuck Yeah
#12847 posted by ijed [186.9.129.52] on 2015/11/13 21:49:58
#12848 posted by JneeraZ [12.252.11.134] on 2015/11/13 21:51:15
Carmack is kind of an exceptional individual, but more power to you. Doing it yourself is very rewarding.
#12849 posted by onetruepurple [93.105.177.53] on 2015/11/13 23:31:44
If Carmack created it all almost alone, then it's humanly possible.
Way to go assuming Carmack is human.
 That's A Great Attitude
#12850 posted by SleepwalkR [79.195.11.159] on 2015/11/14 00:33:23
For a hobby project. Doesn't mean you can't get a job that pays the bills though.
 Does It Have To Be Hobby?
#12851 posted by ijed [190.22.67.36] on 2015/11/14 01:08:55
Writing a game engine from scratch - nothing stops you from trying to get it greenlit.
 Mankrip
#12852 posted by Shamblernaut [121.45.231.146] on 2015/11/14 02:59:24
that's awesome.
Do us a favor, if you make a new map format, document and comment the hell out of your code so that others can implement it in their own engine too :)
#12853 posted by Lunaran [24.56.201.253] on 2015/11/14 08:00:56
Carmack also wasn't nearly alone - Michael Abrash was instrumental.
#12854 posted by mankrip [66.249.88.164] on 2015/11/14 18:24:04
SleepwalkR: I do have a full time job. The payment is low, but it's almost stress-free and gives me free time to study.
ijed: There are some plans for a commercial release using it.
Shamblernaut: Sure!
Lunaran: Yes, and I've already beaten some of his contributions. My particle drawing code is faster than his x86 ASM code, and my Z-buffer drawing code in C is as fast as his x86 ASM code. I like the challenge of optimizing the software renderer.
#12855 posted by JneeraZ [76.182.53.183] on 2015/11/14 19:20:40
There's a lot more to a game engine than the renderer. Don't pat yourself on the back too hard JUST yet. :)
 =P I Know
#12856 posted by mankrip [66.249.88.164] on 2015/11/14 19:51:33
#12857 posted by Spirit [80.187.100.211] on 2015/11/14 19:54:57
Great stuff! I'd recommend posting over at the vogons, there are some super smart and retro affine people there.
 Monsters
#12858 posted by madfox [84.84.178.104] on 2015/11/15 00:03:17
 Where's That Mini Shib Niggurath From?
#12859 posted by mankrip [66.249.88.164] on 2015/11/15 00:14:40
That thing looks great.
Also, somebody should tell the second Orbb that his RL is backwards.
 Bender And The Dopefish
#12860 posted by adib [177.158.57.229] on 2015/11/15 00:44:31
 Dude... Sweet
#12861 posted by Tronyn [24.79.108.14] on 2015/11/15 00:44:52
A true medieval Ogre!
And Bender, the robot from Futurama, armed with the Perforator!
 Yes
#12862 posted by madfox [84.84.178.104] on 2015/11/15 00:45:36
I know, have another look, I changed the pic.
It was quiet a lot of work to get the both parts together,
when I saw too late how the launcher is placed.
Open for command, please hit me, before these beastards do!
#12863 posted by Scampie [72.12.65.92] on 2015/11/15 00:52:06
why is there bender lol i'm dying
#12864 posted by necros [172.98.67.46] on 2015/11/15 01:15:25
rocket launcher is on backwards :|
 In D&D
#12865 posted by onetruepurple [93.105.177.215] on 2015/11/15 01:17:17
Madfox is Chaotic Chaotic.
 In D&D
#12866 posted by onetruepurple [93.105.177.215] on 2015/11/15 01:17:17
Madfox is Chaotic Chaotic.
#12867 posted by necros [172.98.67.46] on 2015/11/15 01:43:55
i can turn my head 90 degrees to the left and cross my eyes. it's in 3d!
 It Always Irked Me
#12868 posted by Shamblernaut [121.45.231.146] on 2015/11/15 07:36:40
how the ogre holds a nail gun, yet shoots grenades.
I once modded them to shoot nails. Ruined the ogre experience. Always felt like he should have had a sack of grenades that he reached into to throw.
 Ambient_fox
#12869 posted by madfox [84.84.178.104] on 2015/11/15 08:54:23
Mini shub was born while I played OneDarkNight and the Old One wouldn't let me win that tiny orbit.
So I painted my eyes and received a blind spot from the
rocket of this creep.
Bender is there to steal fried schrimps of Scampy and he sure jumps the gun with his shiny ass!
Much fun to meet a monster that doesn't do what you expect.
I'll never cured from chaotic after QuakeTest'96.
 That's
#12870 posted by madfox [84.84.178.104] on 2015/11/15 08:58:41
what I ment with a blind spot.
 Omg
#12871 posted by PuLSaR [46.164.254.130] on 2015/11/15 10:15:22
that's so cute
#12872 posted by Scampie [72.12.65.92] on 2015/11/15 12:11:10
oh no my fried schrimps :(
 #12869
#12873 posted by starbuck [92.0.162.52] on 2015/11/15 13:04:15
I love mini shub!
#12874 posted by [Kona] [121.73.104.148] on 2015/11/16 10:56:47
awesome. baby shub and eyeball look great in their solo photoshoots.
 Thanx
#12875 posted by madfox [84.84.178.104] on 2015/11/16 22:00:23
We did it for you!
 Madfox
#12876 posted by oldone [85.17.24.66] on 2015/11/16 22:02:59
your are a gem of its own kind!
#12877 posted by mankrip [187.14.129.52] on 2015/11/18 19:04:21
#12878 posted by metlslime [159.153.4.50] on 2015/11/18 19:50:10
i like the ceiling.
 Skybox Generator
#12879 posted by FifthElephant [82.24.73.240] on 2015/11/28 16:35:06
Recently a really cool skybox generator was released... but it took me fucking forever to figure out the right orientation. So here's a cheatsheet and a link to the tool to help you get started -
https://twitter.com/GavinEdgington/status/670624431459442688
It should be easy to figure out, make sure you save as a .tga file and the asterisk is what you name the skybox.
#12880 posted by onetruepurple [93.105.176.10] on 2015/11/28 17:13:43
That's very cool!
What do rt, bk, ft etc. even mean, though? I've never seen an explanation anywhere.
 Right, Back, Front Maybe?
#12881 posted by DeeDoubleU [37.229.215.88] on 2015/11/28 17:15:27
#12882 posted by FifthElephant [82.24.73.240] on 2015/11/28 17:18:24
Basically you need to name the file ending with those things. DW is right, it stands for right back front etc.
 Pretty Awesome.
#12883 posted by xaGe [104.129.194.124] on 2015/11/28 19:49:21
Nice, quick skybox generator.
#12884 posted by Lunaran [66.235.55.196] on 2015/11/28 20:00:59
fifth, the _ isn't necessary, or you're going to have to specify your 'skybox' in worldspawn with an underscore at the end of the name.
also, front/back means x+/x-, left/right means y+/y-, and up/down is z+/z-. (or more likely some daft never-tested rearrangement of same.)
 #12880
#12885 posted by skacky [90.0.188.180] on 2015/11/28 20:37:58
dn=down
up=up
ft=front
bk=back
lf=left
rt=right
 Lun
#12886 posted by FifthElephant [82.24.73.240] on 2015/11/29 01:41:36
yeah I was so excited that I had figured it out that I insta-posted my findings... There are definitely problems. However, it's probably the most helpful thing I've done in a while :P
#12887 posted by Lunaran [66.235.55.196] on 2015/11/29 22:15:38
 To Be Fair..
#12888 posted by Preach [77.99.55.146] on 2015/11/30 00:52:22
Even Valve struggles to get their own skyboxes correct. If you turn the graphics down to minimum in L4D2 then the skyboxes disappear because of missing texture errors...
 'Even Valve'
#12889 posted by ijed [200.73.66.2] on 2015/11/30 13:23:33
Hm... I saw how they did their path finding solution. They're incredibly good at some things and have massive knowledge gaps in others.
I think I own most of their games though, so just ignore me.
#12890 posted by JneeraZ [76.182.53.183] on 2015/11/30 13:59:30
Right. Valve make great games but have god awful tools. It's always been that way...
 Molten Texture Mapping
#12891 posted by mankrip [66.249.88.154] on 2015/12/04 01:40:44
#12892 posted by JneeraZ [12.252.11.134] on 2015/12/04 01:58:38
Oh my ...
#12893 posted by killpixel [174.48.226.30] on 2015/12/04 03:24:31
that's awesome
#12894 posted by necros [172.98.67.86] on 2015/12/04 03:38:06
...what is it?
#12895 posted by NarNar [208.118.203.104] on 2015/12/04 04:25:45
is that playing at full speed? it's so wonderfully hypnotic.
..
sensual, even.
 ?
#12896 posted by PyroGXPilot [71.89.205.34] on 2015/12/04 06:17:31
HOW
 :D
#12897 posted by adib [66.249.88.169] on 2015/12/04 11:06:18
Awesome!!
 This Owns
#12898 posted by skacky [90.0.59.209] on 2015/12/04 12:26:51
 Charming
#12899 posted by PuLSaR [217.150.42.141] on 2015/12/04 15:23:31
that _should_ be on your patreon page
 PuLSaR
#12900 posted by mankrip [66.249.88.159] on 2015/12/04 16:35:55
My Patreon page is gone for good, I won't reactivate it. But I'll keep coding.
 Xmas Presents
#12901 posted by sock [186.125.132.39] on 2015/12/06 13:44:35
The code is written, the art is drawn and the mod is under the tree!
Are youReady?
 Looks Fantastic
#12902 posted by SleepwalkR [87.146.55.194] on 2015/12/06 13:47:31
I am excited, not sure if I'm ready though!
 Pretty Sure I Am Ready...
#12903 posted by Shambler [92.22.39.64] on 2015/12/06 14:14:05
...to die horribly. Ace looking map there.
#12904 posted by JneeraZ [12.252.11.134] on 2015/12/06 14:29:36
That church/abbey looking structure in the back is sort of what I see in my head when I think about what I want a Quake level to look like so ... excited!
 I'm Ready!
#12905 posted by NarNar [208.118.203.104] on 2015/12/06 15:32:51
...terrified, but ready.
 My Body Is Ready
#12906 posted by Kinn [86.155.172.32] on 2015/12/06 15:34:13
#12907 posted by Spirit [92.196.0.26] on 2015/12/06 15:34:17
Circle of destruction, hammer comes crushing, powerhouse of energy!
#12908 posted by JneeraZ [12.252.11.134] on 2015/12/06 16:28:43
+like
 FUCK YES
#12909 posted by Breezeep_ [108.53.84.156] on 2015/12/06 16:53:35
 .soc
#12910 posted by onetruepurple [93.105.177.253] on 2015/12/06 19:14:04
It's not complete without a boss monster.
 I Agree
#12911 posted by negke [31.18.227.54] on 2015/12/06 20:01:29
It's indeed an awesome monster. The .mdl is in the main folder and there's a corresponding .qc file, too.
#12912 posted by necros [172.98.67.14] on 2015/12/06 21:08:49
yo; badass :o
except some tris are inverted in the .mdo?
anyway, yeah, someone do something with that. it's awesome!
 Is That The Q3 Custom Made Violator Model Reskinned?
#12913 posted by nitin [220.244.163.153] on 2015/12/07 11:17:39
or your own creation sock?
Either way, I am ready yes :)
 The Gun?
#12914 posted by onetruepurple [88.156.138.229] on 2015/12/07 14:06:57
 No
#12915 posted by nitin [220.244.163.153] on 2015/12/07 14:15:46
the big white looking things.
 They're From Bastion & Marcher
#12916 posted by onetruepurple [88.156.138.229] on 2015/12/07 16:26:49
And knowing how much Q2 and Q3 content those used, I'm gonna say... probably yes?
 Awesome
#12917 posted by adib [177.98.12.52] on 2015/12/07 16:35:51
Recoil, noise, that's how a weapon should be!
 +1
#12918 posted by dumptruck_ds [66.214.184.70] on 2015/12/07 19:52:42
As I've said before: "Cannot wait!"
 Arcane Addendum
#12919 posted by sock [186.125.132.39] on 2015/12/08 14:38:45
@OTP, @negke, the source for the mod will be released, you are welcome to add any extra monsters yourself. I have already added 23 new monsters, I think that is plenty enough from me.
@nitin, The white skinned monster is called a Minotaur in the mod, Here is a video showing in action. The monster is from the Marcher mod, similar code but it has some new tricks. The model is originally from Hexen2, like most of the new monsters I have put into the mod.
The plasma gun model is from slapmap/speedy, very cool model, it is my own QC setup. I do have extra documentation on all the new weapons and how they work, it will be part of the release.
 The Wizard Boss
#12920 posted by ijed [200.73.66.2] on 2015/12/09 18:38:36
the tri's are flipped, yes, but for some weird thing that happened during my export process - when animating it's fine... apart from the wrists breaking a bit :L
It was supposed to be the boss of episode 2.
 Xmas Tales
#12921 posted by sock [181.1.28.236] on 2015/12/11 16:23:31
On the fifth day of Christmas,
A Skull Wizard gave to me,
Five Lo-st Souls
#12922 posted by JneeraZ [76.182.53.183] on 2015/12/11 16:37:14
Yay, more flying creatures! It always bugged me that Quake had, like ... one.
 Yessssss
#12923 posted by Kinn [109.147.141.18] on 2015/12/11 16:39:23
>:}
Do you plan to be giving the skull wizard a more quakey skin...?
 Yeah.
#12924 posted by Shambler [92.6.43.48] on 2015/12/11 16:54:26
Skin is kinda meh for Quake. Skulls look very high quality tho!
 Wardrobe Dilemma
#12925 posted by sock [181.1.28.236] on 2015/12/11 17:50:47
@Kinn/Shambler, What is "A more quakey skin"?
 "A More Quakey Skin"
#12926 posted by Text_Fish [78.145.243.235] on 2015/12/11 17:58:59
I have to agree. This one's a bit more "high-fantasy" than "eldritch terror", in my books. Probably because of the bright red cloak. Maybe a swampy green one would like better. And a big toothy grin.
#12927 posted by adib [177.19.61.9] on 2015/12/11 18:28:31
I loved it.
 Hmmm
#12928 posted by Kinn [109.147.141.18] on 2015/12/11 18:41:16
I think the worst bit is the high contrast black and yellow trim all over the cloak. The red would probably work, but maybe the red needs to go a little darker and the yellow/black trim replaced with a different trim design that's a bit murkier, and less contrastey?
Maybe the cloak also needs to look a bit ripped and dirty.
#12929 posted by JneeraZ [12.252.11.134] on 2015/12/11 19:42:04
Read : More brown
 Brown Could Help
#12930 posted by NarNar [208.118.203.104] on 2015/12/11 19:52:41
but really it just looks a lil too clean, both in terms of the primary color contrast and like it's physically not grimy enough.
 Fits A Knave Setting Very Well Imo
#12931 posted by Spirit [92.196.106.210] on 2015/12/11 20:03:29
 The Skin Looks Great
#12932 posted by dumptruck_ds [66.214.184.70] on 2015/12/12 07:08:11
As do the Lost Souls and the candle models in the back. Nice.
 I Like The Skin
#12933 posted by negke [31.18.227.54] on 2015/12/12 22:02:47
Makes the guy stand out as someone special.
 Heh
#12934 posted by Tronyn [24.79.108.14] on 2015/12/14 01:24:34
I obviously think the Skull Wizard is epic and am really looking forward to that map/mod.
Most Hexen II monsters have been ported to Quake somewhere by now; are there any yet remaining that haven't?
Ps post screenshots people!
I will when I get enough time to make something worth taking a screenshot of lol.
 Screens Post Shots
#12935 posted by madfox [84.84.178.104] on 2015/12/14 03:05:06
made a new skin for the fish.
almost there.
the screenshots for lol gorge ofSin.
 Xmas Tales
#12936 posted by sock [181.1.28.236] on 2015/12/14 03:19:24
On the Twelfth day of Christmas,
Cthulhu sent to me,
A Wraith who loves to burn down trees!
 Nice!
#12937 posted by generic [67.235.219.241] on 2015/12/14 04:31:42
Great Egyptian-themed setup. Where are the statues from?
 Hexen II
#12938 posted by Tronyn [24.79.108.14] on 2015/12/14 04:49:27
Please port any and all remaining Hexen II content!
(no Raven/Heretic logo on func_ unfortunately)
 Someone Has To Say It
#12939 posted by Spike [86.135.244.26] on 2015/12/14 06:02:52
yeah, keep ripping stuff from other games and mission packs. if you're gonna get a C&D then you might as well do it in style.
that was meant to be sarcasm, just in case people didn't realise.
mods get much harder to endorse when the user has to buy and manually merge content from 20 different games just to avoid copyright minefields.
#12940 posted by Lunaran [66.235.55.196] on 2015/12/14 07:12:48
can someone plz port all the monsters from shogo
#12941 posted by Kinn [109.147.141.18] on 2015/12/14 09:51:34
Someone Has To Say It
But why on earth say it now? Sock's about to give us all the best Christmas present ever and you think it's time to drag this old thing up?
Take all the big quake releases from the last fifteen years - it's probably hard to find one that doesn't in some way use assets from other idTech games of the 90s - be they textures, sounds, or in some cases models.
I'm not saying it's all perfectly above board and legit, but if anyone gave a shit, surely they would have given a shit.
 On The Fifth Day Of Christmas, Activision Gave To Me
#12942 posted by Lunaran [66.235.55.196] on 2015/12/14 10:49:11
a shit
#12943 posted by FifthElephant [178.99.14.242] on 2015/12/14 11:34:05
What are they gonna do? Undelete it from my drive? I have backups!
 Kinn Is Right
#12944 posted by onetruepurple [5.172.252.77] on 2015/12/14 11:35:57
And considering the amount of repurposed content in both Bastion and Marcher he's kind of a celebrity authority on January he matter.
inb4 the "stealing is creative bankruptcy" argument.
 What
#12945 posted by onetruepurple [5.172.252.77] on 2015/12/14 11:36:42
on that matter.
 In January I Do Matter
#12946 posted by Kinn [109.147.141.18] on 2015/12/14 11:58:39
because that's when my birthday is, yo.
repurposed content in both Bastion and Marcher
To be fair, back when I released that pair of otters into the river - just over a decade ago - I was young, dumb and full of "don't tell me what to do, mum", HOWEVER...
I think the horse has bolted, the ship has sailed, etc. etc., let's just shut the hell up and enjoy the tasty Christmas pie sock is cooking up for us.
 And Yet
#12947 posted by onetruepurple [5.172.252.4] on 2015/12/14 12:24:22
You chose not to include the q2 weapons out of legal reasons.
#12948 posted by Kinn [109.147.141.18] on 2015/12/14 12:30:45
You chose not to include the q2 weapons out of legal reasons.
Actually the q2 weapon support in my mod back then was something I did for my own personal gits and shiggles - I never had any real intention of supporting them in the publicly released map(s).
#12949 posted by JneeraZ [76.182.53.183] on 2015/12/14 12:36:30
You know, it's weird ... and I admit it ... but the thing that excites me most about socks upcoming mod are the candles, torches, breakable stuff and AI improvements (I thought I read there are some, right?).
Those are things I've long missed in Quake.
Those little candle piles and such on staircases really turn my crank.
 There's A Lot
#12950 posted by FifthElephant [178.99.14.242] on 2015/12/14 14:21:44
Of exciting stuff to play with and I'm sure we'll see some great new maps for this mod in the coming years
#12951 posted by Spirit [194.95.79.3] on 2015/12/14 16:08:00
January will bring us kinn_plantagenet.zip?
 Not This January
#12952 posted by Kinn [109.147.141.18] on 2015/12/14 16:18:41
maybe next january, depending if I can score a few months of unemployment between now and then. All these bastards keep giving me work though...
 #12949
#12953 posted by skacky [90.0.62.44] on 2015/12/14 16:32:53
Seconded.
 Lots
#12954 posted by madfox [84.84.178.104] on 2015/12/14 20:50:21
of screenwriths, afterall.
#12955 posted by Kinn [109.147.141.18] on 2015/12/14 20:52:31
Damn those screenwriths >:{
 MADFOX
#12956 posted by Drew [68.148.86.57] on 2015/12/14 21:20:23
love the fish, love the castle, love the balloon tree next to the castle, love the lolshots of the weird remake of that one part of ETC for HL
 Hmmm
#12957 posted by Drew [68.148.86.57] on 2015/12/14 21:20:37
 Hmmm
#12958 posted by Drew [68.148.86.57] on 2015/12/14 21:20:37
 Ok Full Disclosure
#12959 posted by Drew [68.148.86.57] on 2015/12/14 21:21:15
I'm drunk
#12960 posted by Lunaran [66.235.55.196] on 2015/12/14 21:22:35
we figured that out at 'love the fish'
 The Fish
#12961 posted by madfox [84.84.178.104] on 2015/12/14 22:50:56
loves half a horse in ten minutes.
#12962 posted by necros [64.233.172.233] on 2015/12/15 00:17:18
So he can finish in 20? Not bad.
#12963 posted by [Kona] [121.73.104.148] on 2015/12/15 02:45:56
#12949
i'm looking forward to admiring sockarchitecture!
#12952
yes, I'm sick of bastards wanting me to do work. leave me alone I just want to video game.
 The Necromancer's Keep
#12964 posted by Scampie [72.12.65.92] on 2015/12/19 16:43:05
#12965 posted by JneeraZ [76.182.53.183] on 2015/12/19 16:47:11
Yeah, yeah ... SHIP IT. :)
#12966 posted by Johnny Law [67.188.146.229] on 2015/12/19 16:59:48
 Necro.
#12967 posted by Shambler [92.6.43.48] on 2015/12/19 17:37:57
<Shambler> <onetruepurple> http://scampie.net/etc/wip/necrokeep_tease.png damn
<Shambler> dat vibe
<Shambler> sick
<czg> looks like a scampie map AKA shit
<Shambler> love the little details
<Shambler> hush zweiburp
 More Arcane Dimensions Stuff
#12968 posted by Ionous @ work [70.212.129.210] on 2015/12/19 18:32:23
 That Looks Fantastic
#12969 posted by PuLSaR [46.164.231.205] on 2015/12/19 19:38:18
tell me the AD release date to make me finish my extended retrojam4 map faster, cuz nobody will notice my release if it takes place shorty after AD =)
 When It's Done
#12970 posted by Scampie [72.12.65.92] on 2015/12/19 19:40:27
#12971 posted by JneeraZ [76.182.53.183] on 2015/12/19 20:08:21
Lame.
 Ok Fine
#12972 posted by Scampie [72.12.65.92] on 2015/12/19 20:32:04
Soon TM
 Alright
#12973 posted by mfx [77.180.45.46] on 2015/12/19 20:40:16
let this be my last screenshot then.
https://twitter.com/MaikFranzXaver/status/678277515916496898
Check your tree this year, there may be some Arcane Dimensions lurking under it,
lit by glowing candles...
#12974 posted by onetruepurple [93.105.176.254] on 2015/12/19 21:04:27
<czg> nice viewpoint you're probably never going to actually be able to see!
 Noob Czg
#12975 posted by [77.180.45.46] on 2015/12/19 21:44:28
never must've heard of info_intermissions. lols.
 #screenshotsaturday
#12976 posted by FifthElephant [82.24.73.240] on 2015/12/19 22:28:02
#12977 posted by [77.180.45.46] on 2015/12/19 23:00:26
 MFX
#12978 posted by Tronyn [24.79.108.14] on 2015/12/19 23:17:18
That looks great
I've long wanted to make that type of map. "Intermission / Kleins Bottle" was great too.
 Ace Looking Stuff Guys.
#12979 posted by Shambler [92.6.43.48] on 2015/12/19 23:58:38
xxx
#12980 posted by ericw [108.173.17.134] on 2015/12/20 00:10:00
 .
#12981 posted by Scampie [72.12.65.92] on 2015/12/20 00:17:47
 Hot Damn
#12982 posted by Breezeep_ [108.53.84.156] on 2015/12/20 00:20:28
 Mapping Machines
#12983 posted by skacky [90.0.193.64] on 2015/12/20 02:25:48
 How Many Maps
#12984 posted by nitin [220.244.163.153] on 2015/12/20 06:47:48
in this mod?
 The Final Countdown
#12985 posted by sock [200.82.43.134] on 2015/12/20 14:12:48
@PuLSaR, the mod is under the Xmas tree, you better hurry! We are planning a release some time before Xmas Day!
@nitin, 10 proper maps and 14 secondary test/start/end maps
My trip down memory lane ... Firetop Mountain
 Sweet
#12986 posted by nitin [220.244.163.153] on 2015/12/20 14:28:20
look forward to it.
 All Those Shots Are...
#12987 posted by JPL [82.234.167.238] on 2015/12/20 19:22:34
... awesome !!!
 Yule Gift
#12992 posted by distrans [149.144.162.38] on 2015/12/23 04:15:27
 Dawwwww!
#12993 posted by Shambler [92.6.43.48] on 2015/12/23 11:03:09
 E1M3 Inspired - WIP
#12994 posted by dumptruck_ds [66.214.184.70] on 2015/12/24 10:44:39
 Woah
#12995 posted by DaZ [89.168.60.163] on 2015/12/24 13:08:40
Love the style. The blood water works really well with the green bricks and lighting.
2nd shot looks very cramped in the vertical space. Suggest lifting the ceiling somewhat and raising all the structures up to support it.
Getting a very "classic id" feel from it, nice!
 Blood!!
#12996 posted by NarNar [208.118.203.104] on 2015/12/24 16:31:53
Those freestanding gateways with the hanging sconces are rad.
Can't wait to play it!
#12997 posted by dumptruck_ds [66.214.184.70] on 2015/12/24 23:45:31
Thanks for the comments.
@Daz the cramped vertical height in this area is actually inspired by a real life location in Florence (the museum at the Medici Chapel see link.) We just took an awesome family vacation to Rome, Florence and Venice. Not sure if I'll change in this little area it but def understand it's limited for combat.
@NarNar. That was one of those "I'm out of ideas for the night, let me try this." Glad you like it. :)
Less than 50% completed on the overall design. But lots of vacation time to keep at it!!
 Oops
#12998 posted by dumptruck_ds [66.214.184.70] on 2015/12/24 23:48:28
#12999 posted by NarNar [208.118.203.104] on 2015/12/25 00:27:40
I actually like the idea of having low arches to duck under during a firefight in a more open area, the way mice have the safety of their lil hole in the wall.
#13000 posted by mankrip [66.249.88.159] on 2015/12/25 00:46:15
Hi-res kernel-dithered texture filtering, with 3-step hi-res kernel-dithered lightmap filtering.
[url]https://pbs.twimg.com/media/CXByDhLWwAE9MK2.png:orig[/url]
[url]https://pbs.twimg.com/media/CXByEVaWMAAwpQc.png:orig[/url]
[url]https://pbs.twimg.com/media/CXByEgmWAAAqNwe.png:orig[/url]
 Clicky
#13001 posted by adib [66.249.88.179] on 2015/12/25 00:57:19
 Mankrip
#13002 posted by adib [66.249.88.169] on 2015/12/25 01:01:17
The pixelized version is the original and the smooth is yours?
 Yes
#13003 posted by mankrip [66.249.88.159] on 2015/12/25 01:20:43
 Beautiful!
#13004 posted by adib [66.249.88.169] on 2015/12/25 01:29:05
#13005 posted by necros [66.249.83.77] on 2015/12/25 05:36:52
Looks blurry. What's the difference with normal filtering?
 Necros
#13006 posted by mankrip [66.249.88.154] on 2015/12/25 08:49:32
#13007 posted by Spirit [92.196.23.130] on 2015/12/25 11:13:43
That looks awesome.
#13008 posted by JneeraZ [76.182.53.183] on 2015/12/25 11:55:53
I just don't understand why people want to mess up all that gorgeous pixel art. :-/
But it looks like a good algorithm, yeah ...
#13009 posted by Kinn [86.174.52.213] on 2015/12/25 13:15:26
I just don't understand why people want to mess up all that gorgeous pixel art. :-/
This.
It's like taking Quake's monster models and running a meshsmooth on them.
I can see it being interesting from a coding point of view. But...the art, man :/
 Because It Sells
#13010 posted by mankrip [66.249.88.164] on 2015/12/25 15:40:58
The general public doesn't care about pixel art, and I need not to take pride on such technical limitations. Such advancements are optional, of course.
Also, I'm aiming for specific technical challenges, and for a specific visual style to use in games made with Retroquad.
#13011 posted by Lunaran [24.180.199.42] on 2015/12/25 16:53:49
what message board does the general public post on?
#13012 posted by JneeraZ [76.182.53.183] on 2015/12/25 16:57:00
"The general public doesn't care about pixel art, and I need not to take pride on such technical limitations."
I guess that explains the complete lack of interest in retro gaming.
 Oic
#13013 posted by necros [66.249.83.80] on 2015/12/25 17:05:34
Didn't realise it was software rendering there. Very cool you got modern he filtering look with software, although as others have said, I prefer the pixel look because it's clean and sharp.
#13014 posted by Rick [75.65.153.192] on 2015/12/25 17:10:16
Lol, here we go again with the pixelated crap vs. realistic graphics thing.
#13015 posted by JneeraZ [76.182.53.183] on 2015/12/25 18:06:17
Vasoline smear isn't realistic.
 WarrenM
#13016 posted by mankrip [66.249.88.164] on 2015/12/25 18:10:11
It's not a lack of interest, it's about giving people options.
And retro doesn't mean pixelated. By your standards the SNES isn't a retro console, because it uses true translucency instead of a pixel grid like Genesis games does.
Also, the Nintendo 64 is a retro console, and Quake 64 is a retro game. But whatever, have your opinion.
#13017 posted by JneeraZ [76.182.53.183] on 2015/12/25 18:19:40
It's just a personal preference thing. I prefer the pixel graphics in Quake and I generally dislike anything that messes with it. Smearing, blurring, high-res texture packs, fancy shader effects, etc.
 On Retro Artistic Style
#13018 posted by mankrip [66.249.88.154] on 2015/12/25 18:25:13
One thing I agree is that the filtered look isn't perfect for Quake, because Quake's assets were not created with filtering in mind.
However, Mario 64 would look like ass without filtering, because its assets were created with filtering in mind.
Both are different retro artistic styles, made for different retro technologies. My style will mix some different retro approaches into its own thing, with new assets made specifically for it, offering a different vision about retro gaming.
And, well, if this is giving people some food for thought, that means I'm in the right way. Some disagreement is normal.
 This Old Argument...
#13019 posted by FifthElephant [82.24.73.240] on 2015/12/25 18:26:12
As long as the option to switch blurring off is present then who cares?
 Lunaran
#13020 posted by mankrip [66.249.88.164] on 2015/12/25 18:37:25
Retroquad will remain compatible with Quake, although my main focus now is on developing this engine towards creating a commercial indie game.
Quake-specific improvements aren't a priority now, but I'll also work on them from time to time.
#13021 posted by JneeraZ [76.182.53.183] on 2015/12/25 18:37:31
People are expressing opinions. It's OK. You don't have to try and shut it down.
#13022 posted by JneeraZ [76.182.53.183] on 2015/12/25 18:37:43
That was for Fifth.
 I Prefer The Pixelated Look For Quake
#13023 posted by SleepwalkR [80.187.96.58] on 2015/12/25 20:28:40
But that filter sure is impressive in its own right.
 Warren
#13024 posted by adib [179.176.133.173] on 2015/12/25 20:40:37
I generally dislike (...) high-res texture packs
I'm surprised, because you seemed to like those I made for Cepheus.
#13025 posted by FifthElephant [82.24.73.240] on 2015/12/25 20:46:16
I like that the filter is skewed like N64 mipmapping
#13026 posted by JneeraZ [76.182.53.183] on 2015/12/25 20:48:16
adib
Hence the word "generally".
 Funnily Enough.
#13027 posted by Shambler [92.17.172.153] on 2015/12/26 13:58:50
The world being made up of lots of little visible squares isn't fucking realistic either you shitcunts.
As long as the option to switch pixellation off is there, who cares tho??
#13028 posted by JneeraZ [76.182.53.183] on 2015/12/26 14:01:07
It's existence is an abomination unto the Lord. THAT'S the problem.
 LOL
#13029 posted by mankrip [66.249.88.159] on 2015/12/26 14:54:22
#13030 posted by babgo [189.62.72.238] on 2015/12/29 02:38:43
I don't understand the fascination with writing software renderers with "modern" features. I mean, this has been done in the Unreal 1 and Unreal 2 engine, and also done in that old Pixomatic thing from RAD Game Tools:
http://www.radgametools.com/pixo/PixoWithUnreal2004.txt
Unless, of course, you like heroic coding:
http://blog.codinghorror.com/i-happen-to-like-heroic-coding/
But it's not innovation in any way.
#13031 posted by JneeraZ [76.182.53.183] on 2015/12/29 12:13:31
Not everything is done to innovate or profit. Sometimes it's just for pure enjoyment. Folks 'round here call it a 'hobby'.
 Testing Stuff
#13032 posted by FifthElephant [82.24.73.240] on 2015/12/29 14:19:55
Now I'm doing some detailing here and there with my map on the more finished areas I decided to experiment with phong shading again -
http://www.quaketastic.com/files/screen_shots/5thphongrocks.png
 Fifth
#13033 posted by onetruepurple [93.105.177.58] on 2015/12/29 14:30:20
That makes my phong erect but FFS enable anti aliasing already.
 Fantastic Looks Awesome
#13034 posted by Kinn [86.174.52.213] on 2015/12/29 14:31:03
can't wait to mess around with the phong shizzle
 Well Phong Innit.
#13035 posted by Shambler [92.17.172.153] on 2015/12/29 14:49:16
No point moaning about anti-aliasing with non-GL Quake surely??
 Looks Lovely
#13036 posted by nitin [220.244.163.153] on 2015/12/29 15:43:34
 #13030
#13037 posted by mankrip [66.249.88.164] on 2015/12/29 19:58:39
I don't understand the fascination with writing hardware renderers with "oldschool" features. I mean, this has been done in other engines.
Unless, of course, you like lazy coding.
But it's not innovation in any way.
#13038 posted by mankrip [66.249.88.159] on 2015/12/29 20:04:52
Sorry for the trolling, but it's impossible to demotivate me. I just don't care about such arguments. I'm used to them.
 Ah Mankrip
#13039 posted by FifthElephant [82.24.73.240] on 2015/12/29 21:19:14
I see what you did there. I used to use anti-aliasing in my quake all the time but it does tend to look smudged when I posed a JPEG online so I decided against it to get a little sharpness in my images.
#13040 posted by necros [66.249.83.80] on 2015/12/30 00:26:23
I just phonged.
#13041 posted by necros [66.249.83.77] on 2015/12/30 00:26:26
I just phonged.
 Twice In A Row Apparently.
#13042 posted by necros [66.249.83.80] on 2015/12/30 00:27:06
Phones need spinny things to let you know you hit submit already.
 Phongs Need Spinny Things.
#13043 posted by onetruepurple [93.105.177.58] on 2015/12/30 00:35:01
 How Far Along
#13044 posted by Drew [68.148.86.57] on 2015/12/30 06:47:43
Is that Map fifth ?
 What Compiler ?
#13045 posted by Skiffy [81.71.202.144] on 2016/01/04 16:37:56
Hey Fifth what compilers are you using for this stuff? Am I also seeing see through glass with shadows being cast on them for the building on the left or am I crazy?
 Skiffy
#13046 posted by FifthElephant [82.24.73.240] on 2016/01/04 22:49:25
you are indeed seeing glass with shadows cast on them. My method is using a texture with lots of gradient detail but only in one direction (to simulate those "lines" you see on glass), but setting a very low alpha amount. I believe the texture is a metallic one.
As for the compiler I'm using the test build that Ericw posted in the tyrutils thread. It has smooth lighting support.
 Finally Starting Mapping For My Mod
#13047 posted by Daya [83.198.182.130] on 2016/01/07 22:21:40
 <--- Jealous
#13048 posted by adib [66.249.88.169] on 2016/01/07 22:56:21
 Of What?
#13049 posted by SleepwalkR [79.195.31.114] on 2016/01/07 23:31:22
 Good Installation
#13050 posted by madfox [84.84.178.104] on 2016/01/07 23:50:14
of Trenchboom.
 Those Viewport Has Its Charme, Right.
#13051 posted by [77.180.177.133] on 2016/01/08 00:10:07
Love me some editor shots from time to time.
 Living The Dreaaaam
#13052 posted by Daya [83.198.182.130] on 2016/01/08 01:46:03
 Sleep
#13053 posted by adib [66.249.88.169] on 2016/01/08 03:40:37
Of finishing a mod, giving life to a vision, winning a learning curve...
 But....
#13054 posted by SleepwalkR [79.195.30.15] on 2016/01/08 06:22:11
Well ok then.
 Daya - Your Mod?
#13055 posted by dumptruck_ds [24.205.142.5] on 2016/01/08 18:57:33
Do you have any details on what you are up to? Curious.
 Dumptruck_ds
#13056 posted by Daya [83.198.182.130] on 2016/01/08 19:13:54
Technically a simple 8-maps long singleplayer campaign. It adds 3 weapons (Infantry Gun, a basic machinegun ; Gatling Gun ; BFG) and some more monsters, both custom and some added from Scourge of Armagon. I'm also planning on adding a Berserk Powerup where the general rate of fire is increased by 3.
The basic premise is that some strange ruins have been discovered on a northern island, so a colony is made there. 3 years later all hell breaks loose and you're sent to "investigate".
While I'm at it, here's more screenshots:
http://image.noelshack.com/fichiers/2016/01/1452276770-screen3.png
http://image.noelshack.com/fichiers/2016/01/1452276781-screen4.png
http://image.noelshack.com/fichiers/2016/01/1452276772-screen5.png
http://image.noelshack.com/fichiers/2016/01/1452276777-screen6.png
http://image.noelshack.com/fichiers/2016/01/1452276775-screen7.png
 Daya - Your Mod Pt 2
#13057 posted by dumptruck_ds [24.205.142.5] on 2016/01/08 20:06:07
Looking good and sounds pretty fun.
 Stairs
#13058 posted by DaZ [89.168.60.163] on 2016/01/08 21:27:06
please don't leave the stairs floating like that, put some supports under them thx!!!! <3
 That's Good Timing Because I Just Thought Of An Alternative
#13059 posted by Daya [83.198.182.130] on 2016/01/08 22:46:10
 I Put A Support Under My Stairs For You Daz
#13060 posted by Scampie [72.12.65.92] on 2016/01/08 23:40:26
 Which Map Is That, Scampie?
#13061 posted by mfx [77.180.79.189] on 2016/01/08 23:48:33
Looks cool.
 Daya
#13062 posted by mfx [77.180.79.189] on 2016/01/08 23:49:44
Your shots look neat too! Go map!
#13063 posted by Breezeep_ [108.53.84.156] on 2016/01/09 04:12:19
An Arcane Dimensions Jam needs to happen.
 It Does
#13064 posted by onetruepurple [5.172.252.87] on 2016/01/09 08:00:33
But please, no sooner than early-to-mid February. Right now I am completely and utterly swamped (like treading in waist high shit) with volunteer work and I only fet enough spare time to annoy skacky on Steam.
Currently the ratio of jams to finished otp maps is 10:0 and I am quite eager to fix that, especially with AD. But I would very much like a breather from everything else first :(
 Hey Sexy, Nice Gams
#13065 posted by dumptruck_ds [66.214.184.70] on 2016/01/09 09:03:38
#13066 posted by Scampie [72.12.65.92] on 2016/01/10 02:11:16
mfx, it's e1m1, obviously.
 How's It?
#13067 posted by Daya [90.1.46.242] on 2016/01/12 00:01:57
#13068 posted by FifthElephant [82.24.73.240] on 2016/01/12 00:03:24
Looks interesting man... can't wait to see more. :)
 Wanna Chaingun And BFG That
#13069 posted by adib [66.249.88.169] on 2016/01/12 00:07:37
 Pew Pew
#13070 posted by DaZ [89.168.60.163] on 2016/01/12 00:11:09
red lighting is a bit over the top, I would dial it back a bit!
Glad you worked out the fence texture stuff!
Also not too keen on the rock texture used but that is personal preference I suppose. I think something with less green in it might work better? Hard to say.
Add a white light to the front of the teleporters so the skill text is more readable.
 Changed Rock Texture For Something More Fitting
#13071 posted by Daya [90.1.46.242] on 2016/01/12 00:51:57
 Oooh Yeah
#13072 posted by DaZ [89.168.60.163] on 2016/01/12 00:59:46
New rock texture rocks!
 Yeah
#13073 posted by mfx [77.180.183.230] on 2016/01/12 01:19:55
that looks good. Be careful with saturating lights like this, especially when those lights share the same room.
I know we all have different taste in what it "should" look like, but on the other hand most here would agree on "what it shouldn't look like".
Right?
 You're Totally Right
#13074 posted by Daya [90.1.46.242] on 2016/01/12 01:29:41
Objectivity fuck yeah
#13075 posted by Scampie [72.12.65.92] on 2016/01/12 03:29:17
#13076 posted by Scampie [72.12.65.92] on 2016/01/12 03:33:14
...and from the archives....
https://www.youtube.com/watch?v=8KK7qwyi9mY
that was my testmap for the stupid coffins no one saw in necrokeep... originally the monsters spawned below the ground and rode them up, but they broke in the real map so they just spawn above ground but since no one even sees the coffins explode out of the ground it doesn't matter!
#13077 posted by Scampie [72.12.65.92] on 2016/01/12 03:43:02
...more from the archives...
https://www.youtube.com/watch?v=QmsfYn1jF_I
when the nailgun used to be in the center of necrokeep, and did the e3m2 thing... couldn't ever get it looking right and I ended up moving the NG anyway so it wasn't easily missed.
 Almost Done Here, The Nightmare Secret Still Needs To Be Done
#13078 posted by Daya [90.1.46.242] on 2016/01/12 10:47:39
http://image.noelshack.com/fichiers/2016/02/1452591659-razenkrauft20160112103624-00.jpg
http://image.noelshack.com/fichiers/2016/02/1452591659-razenkrauft20160112103630-00.jpg
Though I gotta ask, what's the ambient entity for that "bzzzz" sound effect used for emulating electric lamps? ambient_light_buzz doesn't produce a single sound. Also, I looked at the original start sourcemap to see how to go to the next line for a message, I tried /n as shown but this doesn't work. What gives?
#13079 posted by adib [66.249.88.169] on 2016/01/12 10:51:32
Isnt it \n instead?
 Oh, That Was It, I'm Always Confused Between / And \
#13080 posted by Daya [90.1.46.242] on 2016/01/12 11:04:36
Still, what about the ambient sound?
#13081 posted by Scampie [72.12.65.92] on 2016/01/12 13:01:52
...there's ambient_flouro_buzz and ambient_light_buzz as the total entirety of ambient sounds with the word 'buzz' in them... I let you go ahead and experiment and discover which one is the buzz you want.
(also, ambient_light_buzz DOES work, it's just a low constant hummmm of a light, hard to notice if you have music on)
#13082 posted by Zwiffle [24.241.228.118] on 2016/01/12 13:30:49
That coffin thing was cool.
 W00t
#13083 posted by DaZ [89.168.60.163] on 2016/01/12 14:03:04
letting mappers build their own rubble props for breakables is such a great feature. You could go really nuts with it and unique breakable rubble for everything :o
 #13083
#13084 posted by Kinn [86.151.102.31] on 2016/01/12 14:13:31
Lol read my mind was about to post much the same thing. external bsp model breakage is one of those "holy shit that's awesome how did no-one think of that before" things :)
#13085 posted by onetruepurple [93.105.177.58] on 2016/01/12 14:45:04
Quoth 2 had this feature in 2008.
 Remember
#13086 posted by ijed [200.73.66.2] on 2016/01/12 18:27:11
Anything that references a progs and also ref a bsp - we had this back in the day as well. Only real problem is setting the size of the pieces. You can either leave them as points or try and guess.
#13087 posted by Lunaran [66.235.55.196] on 2016/01/12 18:32:49
You could go really nuts with it and unique breakable rubble for everything
The end result would certainly be cool but I'd rather take a nap in the garage with the car running
#13088 posted by JneeraZ [76.182.53.183] on 2016/01/12 19:00:45
LOL, exactly ...
#13089 posted by Lunaran [66.235.55.196] on 2016/01/12 22:14:10
Even if you automated it by writing the generation of breakable bsp models right into the compiler, so that each piece can take roughly the average lighting of the area where it will be used, it would simply make the way they spin in that wacky not-quite-physics way all the more glaring instead.
I'm very okay with tossing a big handful of small, generic .mdl material 'gibs' and calling it a day.
#13090 posted by Kinn [86.151.102.31] on 2016/01/12 22:31:31
I kind of assumed the furthest anyone would want to go with it would be reusable gibs that match the texture of the object (which is what AD did anyway) not unique gibs for every single object.
 Daya
#13091 posted by kditd [46.142.82.216] on 2016/01/15 22:18:51
#13078
that centerprint in your last screenshot seems redundant since from the screenie it appears obvious that you're supposed to use the door with the massive red lights on top.
 I Meant It More As A Way To Tell The Player There's Something Else
#13092 posted by Daya [90.58.245.222] on 2016/01/15 22:36:18
As there's a teleporter just behind that brings him back to the skill room
#13093 posted by Lunaran [66.235.55.196] on 2016/01/21 03:44:29
#13094 posted by Scampie [72.12.65.92] on 2016/01/21 03:56:07
I'm not sure if that's an failed attempt at making an opengl sierpinski triangle, or sadism.bsp with a corrupt graphics card
#13095 posted by Lunaran [66.235.55.196] on 2016/01/21 06:03:09
it's lunsp2 :(
#13096 posted by FifthElephant [86.4.213.148] on 2016/01/21 11:08:57
I cant wait to play this modern art masterpiece.
#13097 posted by FifthElephant [86.4.213.148] on 2016/01/21 11:09:24
Quake surely needs more maps devoted to abstract expressionism.
 Sick Fire And Brimstone Theme There Dude.
#13098 posted by Shambler [92.26.119.137] on 2016/01/21 11:13:18
 That's A Lot Of Lava
#13099 posted by Tronyn [24.79.108.14] on 2016/01/22 01:32:26
Are you going to print that and sell it for a million dollars?
 Update For The Shambler
#13100 posted by Skiffy [175.142.199.36] on 2016/01/23 20:15:55
Here is a little video showing the Shambler with all new mesh and animations! Still working on the texture so not done yet but sooooonnn....
https://www.youtube.com/watch?v=OemMkCeTB6Y
 That's Awesome
#13101 posted by ijed [186.9.133.188] on 2016/01/23 23:35:25
 Kudos!
#13102 posted by adib [177.98.5.63] on 2016/01/24 05:30:45
Great job. Can't wait for the new anims.
 Skiffy
#13103 posted by Shamblernaut [121.45.236.153] on 2016/01/25 15:01:06
when it throws its head forward, can it open its jaw at the same time?
 E1m1
#13104 posted by Scampie [72.12.69.27] on 2016/01/25 16:38:27
 Holy Shit
#13105 posted by Kinn [86.151.102.31] on 2016/01/25 16:49:18
Doom hype really is in overdrive
 Nice
#13106 posted by Drew [68.148.86.57] on 2016/01/25 17:20:13
 Ultra-Violence
#13107 posted by Bloughsburgh [75.151.243.225] on 2016/01/25 17:40:53
Wow that is really impressive!
Can't wait to play!
 So Awesome
#13108 posted by Skiffy [60.53.17.26] on 2016/01/25 18:02:59
Quake stile doom intro map with such wicked style!
 Shambler Jaw..
#13109 posted by Skiffy [60.53.17.26] on 2016/01/25 18:05:57
I actually did not make it so the jaw can open. Did not feel right for the remake for some reason.
 Looks Great!
#13110 posted by SleepwalkR [80.187.103.177] on 2016/01/25 18:37:14
 Base Hype!
#13111 posted by Shambler [92.26.119.137] on 2016/01/25 19:08:37
 @Scampie
#13112 posted by parubaru [78.92.3.222] on 2016/01/25 19:19:33
Looks great,
are there more areas yet to cr(e)ate?
#13113 posted by Kinn [86.151.102.31] on 2016/01/25 20:10:23
are there more areas yet to cr(e)ate?
Yeah he still has e1m2 through to e4m9 to do.
 Would Be Nice.
#13114 posted by parubaru [78.92.3.222] on 2016/01/25 20:16:24
I've never played Doom anyway.
But, does that mean no crates?
 Use Rmq
#13115 posted by onetruepurple [93.105.177.58] on 2016/01/25 20:24:54
#13116 posted by Scampie [72.12.69.27] on 2016/01/25 20:26:04
It's just e1m1... I had considered putting some other stuff in there, but I decided against it, felt it wouldn't be right. It's ultimately a pretty short and sweet map, 5 mins if you spent time finding the secrets. Which you might want to do if you want to survive hard...
And yes, I managed to make a base map without any crates... unless you count the explosive boxes.
 Looks Great, Scampie!
#13117 posted by Breezeep_ [108.53.84.156] on 2016/01/25 20:32:16
#13118 posted by JneeraZ [76.182.53.183] on 2016/01/25 21:26:12
Wait, wait, everyone, hang on ...
"I've never played Doom anyway."
We're just going to let that go?
#13119 posted by adib [66.102.8.204] on 2016/01/25 21:40:31
My brain blocked it. As much as it blocks your new nick. :)
 I've Not Played Doom Either
#13120 posted by onetruepurple [93.105.177.58] on 2016/01/25 21:40:38
Unless those 20 minutes me of me waffling around in MAP30 with cheats counts.
 Scampie
#13121 posted by adib [66.102.8.214] on 2016/01/25 21:43:41
the baseman. Looks great, and with AD it will play great.
#13122 posted by FifthElephant [86.4.213.148] on 2016/01/25 21:44:27
I know people who haven't played doom... haven't watched star wars or indiana jones...
It's a dangerous world out there full of scary people.
 Well
#13123 posted by onetruepurple [93.105.177.58] on 2016/01/25 21:45:21
I did watch Indiana Jones. Public opinion dictates that I should have hated 4, though, which I didn't.
 For Me, Quake Is The Video Game.
#13124 posted by parubaru [78.92.3.222] on 2016/01/25 21:51:30
I have played Dyna Blaster a lot. I could play Wolf 3d at school but it was not approved at home. There was no chance for Doom either, so I continued with DB.
Then, on a summer holiday I got introduced to Quake.
It was the full step from full 2d to full 3d.
More than a decade later I said 'let's shoot some'.
I remembered Quake however I never got past e1m4 before: the drop down to the gold key in e1m3 with the zombies and the ogre guarding the silver key in e1m4 were enough to make me start playing Quake in 2010.
 No Doom Here Either.
#13125 posted by Shambler [92.26.119.137] on 2016/01/25 22:17:33
Watched a mate play it but Quake was my first gaming experience.
 <3
#13126 posted by adib [66.102.8.204] on 2016/01/25 22:18:39
You're all so young.
#13127 posted by Rick [75.65.153.192] on 2016/01/25 22:26:25
I started with Doom 2. I had played the shareware Doom, but you couldn't buy the full game in stores, only mail order. Doom 2 had just come out, so that's where I started mapping. I remember clearly my first one room map, four walls, a double barrel shotgun and an imp. The ceiling was apparently the same height as the floor, so I could'nt move to pick up the gun and the imp killed me. I was hooked.
#13128 posted by Kinn [86.151.102.31] on 2016/01/25 22:28:43
Was shown Doom and Quake at the exact same time. '96 or '97 (just before Quake 2)
Saw Doom, thought "cool". Saw Quake, thought "HOLY FUCKING SHIT BALLS".
Immediately forgot about Doom and never played it myself until about 2000 or so.
#13129 posted by FifthElephant [86.4.213.148] on 2016/01/25 22:40:37
I often feel slightly alien in my exposure to games, especially on pc... I actually don't remember a time were videogames weren't part of my existence. I've played everything that id software made as it came out and each successive id game blew me out of the water.
#13130 posted by necros [173.199.65.21] on 2016/01/25 23:23:39
doom was my favourite over quake until like 98 or early 99... quake was awesome, but it felt slower than doom. plus hordes.
 Re: 13118, I Too Assumed Having Played Doom Was The Default Here
#13131 posted by Tronyn [24.79.108.14] on 2016/01/26 03:05:07
I played Ultimate Doom a ton and Heretic as well, even started crappily mapping for Doom, then Quake came out. The open levels that Doom and Heretic had were something that I missed in Quake and Hexen II.
#13132 posted by necros [173.199.65.21] on 2016/01/26 03:29:55
The open levels that Doom and Heretic had were something that I missed in Quake and Hexen II.
Yes! This is why I didn't really switch over right away!
#13133 posted by adib [177.205.235.123] on 2016/01/26 04:48:00
The first videogame I ever played wasn't even electronic. It was an arcade machine in 1975, a periscope where you try to torpedo the passing boats. The periscope had lens, but the boats were little cardboard shapes, the sea was a series of parallel lanes, the torpedo was a red led crossing the lanes, the sinking effect was a red lightning on the horizon.
I loved that machine. I was too little, my father had to lift me to play.
 My Goodness
#13134 posted by adib [177.205.235.123] on 2016/01/26 05:00:37
 Good God
#13135 posted by nitin [220.244.163.153] on 2016/01/26 07:11:38
that is some classy lighting scampie.
 Texture Update For Shambler!
#13136 posted by Skiffy [210.195.229.242] on 2016/01/27 16:23:50
Here you go! Still need to fix the hands but he can open and close his mouth now. It was requested and I got it working after the fact. Worth the effort I think.
https://dl.dropboxusercontent.com/u/1849053/Shambler_Mouth_Texture_Update.jpg
 Thank You
#13137 posted by Kinn [86.136.122.222] on 2016/01/27 16:25:44
For making an updated shambler that actually looks like a shambler.
#13138 posted by FifthElephant [86.4.213.148] on 2016/01/27 16:30:55
God damn!
Skiffy that is freaking incredible! I really can't wait to see this in-game!
 Shambler!
#13139 posted by Icaro [145.64.254.240] on 2016/01/27 17:10:39
we want the Shambler in AD!!!
 Unit Offsets For Shambler?
#13140 posted by Skiffy [210.195.229.242] on 2016/01/27 17:20:39
Anyone know all the movement speeds to the shambler? I know he moves 8 units per frame in his walk.. but not sure for the others. Is there a snippit of code where I can see all the info? :)
 Shambler In AD
#13141 posted by Skiffy [210.195.229.242] on 2016/01/27 17:22:22
Working as fast as time allows me. I do hope I can get it done before the patch. But we'll see. I am polishing walks and runs still for foot sliding and there is some seams left to fix... plus his forarms and hands need some love still.
Sooooon.....
#13142 posted by FifthElephant [86.4.213.148] on 2016/01/27 17:22:55
Skiff, Sock is a good person to ask about all that... And also a good person to ask about including the shambler in AD with some extra goodies ;)
 Skiffy
#13143 posted by necros [173.199.65.35] on 2016/01/27 18:48:17
that is some badass shit! i love it!
here's the amount of movement per frame:
http://pastebin.com/xFm144ig
 That
#13144 posted by Shamblernaut [121.45.236.153] on 2016/01/27 18:56:54
is so sexy
 I'll Admit
#13145 posted by onetruepurple [93.105.177.58] on 2016/01/27 19:09:27
I was quite apprehensive about a new Shambler model when you first started talking about it but this stuff is beyond brilliant.
#13146 posted by metlslime [159.153.4.50] on 2016/01/27 19:10:34
where are we at with authentic monster replacements now?
grunt
dog
shambler
?
#13147 posted by JneeraZ [76.182.53.183] on 2016/01/27 19:29:34
Seriously, nice job on this! Someone else said the same above but I LOVE that you updated it and still kept everything about it that makes it what it is. Beautiful work.
#13148 posted by JneeraZ [76.182.53.183] on 2016/01/27 19:29:57
I would accept a new Quake if all the graphics were updated in this fashion. :)
 Skiffy.
#13149 posted by Shambler [92.26.119.137] on 2016/01/27 20:15:53
Congrats for revamping an iconic monster that makes it still look like an iconic monster. You can be trusted with Quake :D
#13150 posted by Spirit [92.196.24.111] on 2016/01/27 20:53:16
AD is full of detailererered id monsters isn't it?
#13151 posted by metlslime [159.153.4.50] on 2016/01/27 21:10:52
AD might be ... i thought it was mainly new variants rather than straight replacements though.
#13152 posted by JneeraZ [76.182.53.183] on 2016/01/27 21:12:06
Well, if they're all redone in AD and nobody noticed... that's kind of the same as them not being there. :P
#13153 posted by metlslime [159.153.4.50] on 2016/01/27 21:20:46
well i haven't played it yet, so that's no criticism
#13154 posted by necros [173.199.65.35] on 2016/01/27 21:28:23
There's a new Hell Knight and Ogre model, but they are not straight replacements, they have different animation lengths.
You can't drop them in like Lunaran's Knight.
 Nice Work
#13155 posted by killpixel [174.48.226.83] on 2016/01/27 21:59:14
the shambler looks great
 AD
#13156 posted by FifthElephant [86.4.213.148] on 2016/01/27 22:06:19
has improvements, like extra details for death knights and ogres (extra spikes and armour details). Some extra varients like the zombie knight. If you didn't notice the upgrades you must have your eyes closed ;)
The enemies that have seen visual upgrades are the grunt, dog, knight, player model. Now we have an improved shambler.
 AD
#13157 posted by Qmaster [70.195.73.153] on 2016/01/27 22:23:12
And don't forget the monster footsteps in AD. The shambler stomping around...hoo! Who knew you could make a shambler even scarier!
 Skiffy
#13158 posted by PuLSaR [185.3.33.79] on 2016/01/27 23:00:54
We need moar polished monsters!
 Suggestion For AD - Shambler
#13159 posted by Icaro [92.75.37.17] on 2016/01/27 23:05:57
In SMC (by Seven - QuakeOne), the Shambler seems really heavy. This feeling is the result of the shaking earth when he walks runs and falls dead. I personally love this effect. Would it be possible to implement it in AD??
 Terrific
#13160 posted by nitin [220.244.163.153] on 2016/01/28 00:11:08
#13161 posted by [Kona] [121.73.104.148] on 2016/01/28 00:56:35
yeah looks awesome. Can you give him real teeth, rather than painted on teeth? That's the only bit that I reckon looks like it should be 3d.
 Noooooo
#13162 posted by Kinn [86.136.122.222] on 2016/01/28 01:01:40
don't add more polys for the sake of polys
#13163 posted by FifthElephant [86.4.213.148] on 2016/01/28 01:19:53
Things like spikes, and I suspect teeth, are susceptible to vertex wandering with animation. It would probably be fine if it wasn't for quakes 8 bit models.
 Agree With Kinn
#13164 posted by Drew [68.148.86.57] on 2016/01/28 01:21:16
re: not agreeing with kona
#13165 posted by metlslime [159.153.4.50] on 2016/01/28 01:27:41
i would agree with kona except for fifthElement's reminder that it will turn into trash with the low-precision coordinates.
#13166 posted by metlslime [159.153.4.50] on 2016/01/28 01:28:10
FifthElephant, I meant
 Lol
#13167 posted by Drew [68.148.86.57] on 2016/01/28 01:38:18
Chris Tucker.
 MDL Sucks For Tiny Details.
#13168 posted by Skiffy [203.115.201.11] on 2016/01/28 02:09:39
Teeth maybe if I get MD3 support... otherwise the dang things jitter and wobble like crazy. The default MDL format just cant handle tiny details. That is why I stuck to using a texture instead.
 This Feels Way Better
#13169 posted by Shamblernaut [121.45.236.153] on 2016/01/28 09:21:44
than the quake remodelling project
and for that matter the retexturing project
they both felt really plastic with the implementations at the time... too much bump mapping, overkill on coloured lights.
see:
http://qrp.quakeone.com/screenshots/
 See.
#13170 posted by Shambler [92.26.119.137] on 2016/01/28 11:13:54
That looks like ass.
Skwiffy's shambler does NOT look like ass.
People need to learn from this shit.
#13171 posted by adib [200.217.4.26] on 2016/01/28 13:10:24
Beautiful, amazing job.
Does the skin have to be 256x256 pixels? This one looks bigger.
 Skin Is 256x256 :)
#13172 posted by Skiffy [203.115.201.11] on 2016/01/29 02:16:09
The arm and leg is mirrored but I hide it with a unique middle torso. It could be 512 x 512 too I believe but right now the shambler has a 1 to 1 pixel ratio with the level geometry. Kinda nice ha.
 Remodeling Project
#13173 posted by Skiffy [203.115.201.11] on 2016/01/29 02:21:26
I am sure the tech on Darkplaces can make some sweet visuals but you need artists that have an eye for proper color and details. Those screenshots are very primary in their understanding of design aesthetics.
I personally prefer all hand painted textures plus default Quake1 geo is just not detailed enough to hold up with super high resolution textures. The stuff being done in AD on a BSP level could work with double rez textures I think.
One of the few things I would love to add in all the quake engines is better water. Water with shadows and reflection and proper murky depths.
I'll be sticking around for the foreseeable future so expect a few more remakes of classic monsters. PLUS colabs with other members to expand on the remade monsters abilities and behaviors.
 Nice?
#13174 posted by adib [177.19.39.234] on 2016/01/29 03:28:03
Extraordinary, I would say. It's amazing that you painted so much detail into 256x256.
About water, I would love to see UT-like water surface.
#13175 posted by Scampie [72.12.69.27] on 2016/01/30 20:01:31
 Neat!
#13176 posted by adib [201.22.117.126] on 2016/01/30 23:19:18
But that slime is bigger than 64x64, isn't it? That causes some distortion.
#13177 posted by Scampie [72.12.69.27] on 2016/01/30 23:57:47
it's a 64x64, but the texture is scaled up on the liquid brush, there's a func_illusionary below it as well with the same slime texture rotated and at normal scale. It looks pretty goopy and thick that way I think... Looks better in normal MarkV than in WinQuake MarkV though.
 Shambler Head Gib Progress!
#13178 posted by Skiffy [175.139.57.211] on 2016/02/01 15:08:45
#13179 posted by FifthElephant [86.4.213.148] on 2016/02/01 15:22:33
I'm not 100% sure on the missing tooth... maybe it's because I'm used to the texture having such lovely teeth?
#13180 posted by JneeraZ [76.182.53.183] on 2016/02/01 16:56:34
That's pretty nasty ... :P
 That Good Or Bad? :)
#13181 posted by Skiffy [175.139.57.211] on 2016/02/01 17:13:45
#13182 posted by JneeraZ [76.182.53.183] on 2016/02/01 17:21:38
Nasty is usually good when it comes to forcefully disconnected monster body parts...
 Color-corrected Alpha Blending
#13183 posted by mankrip [66.249.88.199] on 2016/02/01 20:23:41
#13184 posted by FifthElephant [86.4.213.148] on 2016/02/01 21:11:07
Looks great mankrip :)
 Damn
#13185 posted by Spirit [92.196.61.21] on 2016/02/01 21:37:41
 Mac Version Plz
#13186 posted by SleepwalkR [79.195.30.194] on 2016/02/02 00:13:43
 NICE Water.
#13187 posted by Skiffy [203.115.201.11] on 2016/02/02 01:12:23
I like that a lot. Now we just need some reflection and make it standard for all engines going forward? :)
#13188 posted by mankrip [66.249.88.159] on 2016/02/02 01:20:30
Skiffy: Water reflection isn't in my plans, I don't see any gameplay reason for it and it's not needed for artistic consistency.
SleepwalkR: I don't have a Mac. =P
 Razenkrauft Is Now Schlossherr
#13189 posted by Daya [109.31.36.149] on 2016/02/02 23:39:08
Beginnings of the first map, a Port Town:
http://image.noelshack.com/fichiers/2016/05/1454452471-shlsr1screen1.png
http://image.noelshack.com/fichiers/2016/05/1454452490-shlsr1screen2.png
http://image.noelshack.com/fichiers/2016/05/1454452480-shlsr1screen3.png
http://image.noelshack.com/fichiers/2016/05/1454452486-shlsr1screen4.png
And seeing how much trouble I'm getting with coding properly the BFG, I'm thinking more of doing something similar to the Shotcycler. It would be easier to code (though I won't add in shotcycler jump for obvious reasons) and its design would be on the same tier as my Gatling Gun: great damage output, but eats lots of ammo and has a wind down time coupled with an arbitrary fire.
 ?
#13190 posted by PyroGXPilot [71.89.205.34] on 2016/02/03 01:09:37
What WAD?
 Taken Directly From Deathmatch Classic
#13191 posted by Daya [109.31.36.149] on 2016/02/03 01:26:29
I saved it as a quake wad, I was surprized quakespasm and so forth got no texture errors, but there's still bullbright pixels there and there.
 Looking Good
#13192 posted by Bloughsburgh [24.3.218.186] on 2016/02/03 02:17:53
Very nice start of the port town Daya!
 Cheers
#13193 posted by [77.180.72.115] on 2016/02/03 03:35:51
 Azymuth
#13194 posted by madfox [84.84.178.104] on 2016/02/03 18:48:44
Using a rotating static entity as a skybox.
#13195 posted by Zwiffle [71.13.169.66] on 2016/02/03 18:59:54
Rotating skybox + VR = vomit!
Otherwise it could be cool if it rotated much more slowly
 It's Pretty Good For Cosmic Horror I Think
#13196 posted by czg [212.16.188.76] on 2016/02/03 19:03:25
#13197 posted by metlslime [159.153.4.50] on 2016/02/03 19:12:50
cool, needs to have a radius of like 4000 though.
And try rotating it in quakec instead of animating it, to eliminate swimming vertexes.
Or, try making it rotate with the model flags, like weapons do.
And needs a higher-res skin :)
 Madfox
#13198 posted by FifthElephant [86.4.213.148] on 2016/02/03 19:51:16
I would love this functionality with the skyboxes we have now since there's a nice range of cosmos skies available.
It would also be neat if we could control the speed and other settings too. :)
 Speaking Of Skyboxes
#13199 posted by Daya [109.31.36.149] on 2016/02/03 22:03:32
Wasn't there a quake client that has Unreal-style skyboxes (the one that could have multiple layers of textures)?
 Turning Skybox.
#13200 posted by madfox [84.84.178.104] on 2016/02/04 17:51:52
I used a resolution of 320 x 1324.
The bad ods are the texture skin takes boths sides for resolution. It is layout as a flat layer but comes up in qmle as two sides.
So only the half is used.
A static entity can only use 256 frames so I'm bound to the fast turning, or change it into a player, who has more frame content to include.
My qc know-how is too poor to change it into a qc file. I thought the weapon turn flag goes rather fast and is there a way to change it?
For now it is 1404 units and that is more than qmle can catch, as it appears as a white dot.
If there was no skin correktion in fitzquake to 320 height it wouldn't come on screen.
@-fifth: well, I would like some support on this subject. I'll send you the file, see your email.
#13201 posted by necros [173.199.65.18] on 2016/02/04 23:19:27
try using the rotate flag AND animating the rotation in the opposite direction. the combination of rotations might give you a slower cumulative rotation...
maybe.
or.
.
#13202 posted by madfox [84.84.178.104] on 2016/02/05 01:11:21
I was thinking of animating it only for a half cycle and use the skinfile doubled in length. In this way the speed slows down.
Necros, how do I add a rotation flag?
I made a static entity before, used the texture name to upgrade it to 512 and placed it in the high resolution teture file.
In game it came up right, so now I wonder how I can place this sky skinfile upgraded in this texture file.
I did but for some reason the texture won't come up in game, maybe because it isn't square.
Fifth.., you're email adress is lame!
#13203 posted by FifthElephant [86.4.213.148] on 2016/02/05 01:24:03
whats up with my email?? :P
#13204 posted by Shamblernaut [121.45.236.153] on 2016/02/05 06:23:57
why not have a false skybox using the rotate stuff in the "teaching old progs.dat new tricks" thread?
 Server Blooper
#13205 posted by madfox [84.84.178.104] on 2016/02/05 06:49:11
@-fifth: it may not be your email, but I tried to send an email and keep
"Can not send the message because one of the recipients was etc."
A turning skybox would leak the file?
#13206 posted by Shamblernaut [121.45.236.153] on 2016/02/05 09:19:34
no, like a faux skybox.
have it properly sealed outside the skybox.
 So
#13207 posted by madfox [84.84.178.104] on 2016/02/05 20:04:11
I just did, downloaded the rothack_example and changed the fans into a skybox.
I made it turn slow '0-3-0' and as long there's no sky gfx/env set the box turns, although not smooth, more like a clock abcis.
When I use the gfx/env option of a skybox the box keeps turning, but the front side left right stay frozen.
 Does Anyone
#13208 posted by Tronyn [24.79.108.14] on 2016/02/07 00:14:40
Does anyone have a good looping ambient sound of wind, particularly as in winter wind in the mountains?
http://www.quaketastic.com/files/screen_shots/frost.png
 I Would Whistle For That!
#13209 posted by generic [67.235.205.240] on 2016/02/07 00:40:01
 Tronyn
#13210 posted by necros [172.98.67.70] on 2016/02/07 01:03:46
check ne_ruins' pak0.pak...
sound/ambience/region_windmnt.wav might be good?
#13211 posted by Spike [165.120.199.187] on 2016/02/07 01:10:51
that looks disturbingly like hexen2's mission pack... you might want to make sure the textures are legally usable.
also it definitely needs some sort of trim, the boundaries between snow and sudden cliff face has a very low poly budget to it (both next to walls and drops).
 What Spike Said
#13212 posted by onetruepurple [93.105.177.18] on 2016/02/07 01:25:55
The edges desperately need blending. I suggest the jam2_mfx rock textures.
 Tronyn
#13213 posted by FifthElephant [86.4.213.148] on 2016/02/07 01:44:59
AD has some excellent wind sounds and ambience noises.
 Very Helpful
#13214 posted by Tronyn [24.79.108.14] on 2016/02/07 02:26:20
thanks guys!
textures are from Daikatana E3, a mainstay of Q1SP.
 Sry For Double Post
#13215 posted by Tronyn [24.79.108.14] on 2016/02/07 02:27:44
maybe I should ask Romero if he wants to make a guest map for this episode - lol maybe I even will too...
 First Part Of The Port Town Almost Done
#13216 posted by Daya [109.31.36.149] on 2016/02/07 02:30:24
#13217 posted by [Kona] [121.73.104.148] on 2016/02/07 03:42:23
I really don't think anyone will spend big bucks to take you to court for using the textures from a 20 year old game in a free non-commercial map for Quake that. Nobody cared when we used to do it with latest releases in the late 90's, early 2000s.
alice, quake 2 and it's various mission packs, quake 3, dkt, heretic 2, hexen2, kingpin, rune, fakk2, undying, wolf, sof, doom 3. None of them cared then did they? So they're even less likely to care now.
Hell, if I was mapping I'd be ripping the Doom 4 textures and other modern games :D
 @Tronyn #13208
#13218 posted by Qmaster [50.44.230.26] on 2016/02/07 06:50:53
If you hit SHIFT+Z you can make the active view fill the editor window. You hit SHIFT+Z again to unfill it. Great for taking pictures in the Worldcraft/Hammer/Jackhammer editor.
#13219 posted by mfx [77.179.197.40] on 2016/02/07 10:30:38
Are editor screenshots the new thing?
Sucks to see no lights. And clip brushes?!? Come on.
 Tronyn
#13220 posted by Shambler [2.99.180.113] on 2016/02/07 10:45:08
You can have some of my wind if you want?? Might not fit the map though, maybe better with fire and brimstone theme??
BTW, the top of that rock texture could do with some editing so it's not as an abrupt transition to the snow above, otherwise, cool stuff.
 Daya.
#13221 posted by Shambler [2.99.180.113] on 2016/02/07 10:46:19
Go map for HL2. Seriously. You've obviously got good ideas and passion for it, but I think you're going to struggle to fit those into the Quake engine / style...
 No Way
#13222 posted by Daya [109.31.36.149] on 2016/02/07 11:04:16
I prefer Quake's gameplay a lot more than HL2 (or any other FPSes I've played, even Doom. The only one that comes close is Unreal but it's stiffer). And the only struggle I have right now is for natural brushes like cliffes and mountains, but I can learn.
It all comes down to using the grid system properly anyway.
 For One Of My Map In My Mod I'll Take Inspiration From This One
#13223 posted by Daya [109.31.36.149] on 2016/02/07 11:07:01
https://www.youtube.com/watch?v=9buU-_Vbqeo
Sure it's Daikatana but considering it's the only game that comes close to replicating Q1's movement I think it's worth mentionning.
 Woops, Wrong Thread
#13224 posted by Daya [109.31.36.149] on 2016/02/07 11:07:41
someone delete the post above
 Well
#13225 posted by Tronyn [24.79.108.14] on 2016/02/07 11:29:15
it's a very early shot, I just wanted to post something to show that I'm not dead and along with the question re: the wind sound. This is the first chance I've had to map in months.
haha Shambler.
 Test Screenshot Link
#13226 posted by Skiffy [60.53.17.212] on 2016/02/07 12:01:14
#13227 posted by JneeraZ [76.182.53.183] on 2016/02/07 13:22:10
"Are editor screenshots the new thing?
Sucks to see no lights. And clip brushes?!? Come on. "
Yeah, I agree. That shit's fugly. :)
 Map's Playable As For Now But
#13228 posted by Daya [109.31.36.149] on 2016/02/07 13:34:02
dmc.wad still has some fullbright pixels, making stuff ugly, so I have to rework them. It's tedious but doable.
#13229 posted by skacky [90.0.196.79] on 2016/02/07 13:43:32
ericw has a small tool that removes brites.
 Neat, What Is It?
#13230 posted by Daya [109.31.36.149] on 2016/02/07 13:44:35
Or can TexMex do that? Since there's some fullbrights I want to keep
 Yes
#13231 posted by Tronyn [24.79.108.14] on 2016/02/07 19:42:16
Editor shots are the new things. From now on editor shots only. Bwhahaha.
 Yep
#13232 posted by PuLSaR [37.144.41.9] on 2016/02/07 19:51:27
 I Jizzed A Little
#13233 posted by skacky [90.0.196.219] on 2016/02/07 20:27:46
 Oh Yes
#13234 posted by [77.179.197.40] on 2016/02/07 22:13:54
 Fullbright Pixels, Begone!
#13235 posted by Daya [109.31.36.149] on 2016/02/08 10:59:48
 OMG !!
#13236 posted by JPL [82.234.167.238] on 2016/02/09 16:30:29
Really impressive set of well done shots !
#13237 posted by FifthElephant [86.4.213.148] on 2016/02/09 16:35:11
It has a certain Kinn flavour with the greens and copper colours.
 Actually
#13238 posted by FifthElephant [86.4.213.148] on 2016/02/09 16:36:09
I meant to say Kona not Kinn...
 Color & Brightness Correction + Light Dithering
#13239 posted by mankrip [66.249.88.164] on 2016/02/09 16:51:27
 Vore... HD... Remake WIP!
#13240 posted by Skiffy [210.195.225.218] on 2016/02/09 16:52:21
So yea... I could not resist starting on this one just as I finished up the Shambler. Might as well keep the momentum going right?
Vore Wip Screenshot!
This is the final mesh and unwrap with a temp rebake of the old texture with some quick cleanups that included fragments of the face from the GIB head texture. Same workflow that I employed on the Shambler. So get the shape done first and then work ontop of original texture as a starting point though ultimately that gets replaced almost entirely.
So like before I will most likely setup my animation rig with proper animations before working on the final texture.
I'll keep you all posted!
#13241 posted by Kinn [86.154.183.77] on 2016/02/09 17:02:36
It looks like a great model but (I probably won't be the first to say this) - the addition of ladybumps and a slim waist may not be to everyone's taste :}
 Was A Lumpy Thing :P
#13242 posted by Skiffy [210.195.225.218] on 2016/02/09 17:14:55
In the case of the vore... It really was so badly constructed with zero lack of any sort of anatomy. We'll see how it looks like with a more final texture. For the torso I will be going for a more gaunt emaciated ribcage / waist.
Ha it wont be sexy when done I hope. That or folks are in to some freaky stuff on this forum....
#13243 posted by FifthElephant [86.4.213.148] on 2016/02/09 17:32:17
Interesting stuff there Mankrip... is there a major performance hit with this?
 Voorrre!
#13244 posted by Bloughsburgh [75.151.243.225] on 2016/02/09 17:39:12
Whew, the vore getting a Skiffy job? Fantastic.
I remember first hearing the idle sounds of the vore and it chilled me to the bone.
#13245 posted by FifthElephant [86.4.213.148] on 2016/02/09 17:41:46
That's great Skiffy!
I always thought the Vore was female anyway. Looks great so far, can't wait to see how this progresses!!
 Fifth
#13246 posted by mankrip [66.249.88.154] on 2016/02/09 17:44:40
The only significant performance hit comes from the dithering, mostly because the lightmap uses a separated surface cache now, which is combined with the texture in realtime.
The color & brightness correction has near zero impact on performance.
#13247 posted by metlslime [50.150.122.79] on 2016/02/09 17:49:29
Resist the urge to add human tits to a weird interdimensional monster just because it's female. The lovecraftian horror that comes from unknown things from beyond our world is reduced when they have relatable human features.
#13248 posted by metlslime [50.150.122.79] on 2016/02/09 17:50:21
(other than that, looks good :)
 Relatable Human Features
#13249 posted by onetruepurple [93.105.177.18] on 2016/02/09 17:53:51
Like breathing.
#13250 posted by FifthElephant [86.4.213.148] on 2016/02/09 17:54:16
CZG told me that you need to add a vagina... which, I assume, is where vorelings come from?
Also make a birthing animation.
Screw all these guys not wanting a female vore ;)
 Skiffy
#13251 posted by Shamblernaut [121.45.236.153] on 2016/02/09 17:57:46
can you make the vore really twitchy? like really fast acceleration of movements.
might make her seem more arachnid-like
 Vore
#13252 posted by adib [177.17.15.98] on 2016/02/09 18:37:48
I think it could make a subtle suggestion of female anatomy, yes. If people notice, it adds an even more twisted look. So far is looking great.
I saw Fifth's shambler video. Its movements are so well done, so smooth, it's impossible not to wait for all other monsters' revamp.
 Mankrip
#13253 posted by adib [177.17.15.98] on 2016/02/09 18:39:53
Man, this is some wicked render! Retroquad (I still love "Retrowheel", but anyway) is gonna be outstanding.
 P.S.:
#13254 posted by adib [177.17.15.98] on 2016/02/09 19:24:18
it's very clear now that you're not reinventing the wheel: this and other screenshots show what you're trying to achieve and it looks very unique.
 Agreed With Metlslime And Adib
#13255 posted by Bloughsburgh [75.151.243.225] on 2016/02/09 19:25:09
I always got a feminine vibe from the vore monster.
I think subtle suggestions would enhance the model but nothing further than that in my opinion.
#13256 posted by Kinn [86.154.183.77] on 2016/02/09 19:31:13
You guys hang out with the wrong women. I never got the "vore is a girl" thing :/
#13257 posted by FifthElephant [86.4.213.148] on 2016/02/09 19:32:49
you haven't met my ex.
#13258 posted by negke [31.16.58.85] on 2016/02/09 19:35:52
According to the Quake manual, the vore is male!
I concur with metl's statement.
#13259 posted by Kinn [86.154.183.77] on 2016/02/09 19:38:05
Oh god this is the new "Fiends have eyes" / "Shamblers have fur", isn't it? :(
 Vores Have Penises!
#13260 posted by mankrip [66.249.88.164] on 2016/02/09 19:53:08
 Vormits Have Balls!
#13261 posted by madfox [84.84.178.104] on 2016/02/09 20:03:43
#13262 posted by Kinn [86.154.183.77] on 2016/02/09 20:08:30
Vore idle confirmed
 Nice Vormit Jugs.
#13263 posted by onetruepurple [93.105.177.18] on 2016/02/09 20:11:04
Both of you, unbridled geniuses.
 Fiend Has Eyes
#13264 posted by PuLSaR [66.249.81.228] on 2016/02/09 20:34:21
Awesome vore! Tho I'm also not a big fan of humanisation of creatures from another realm. It should be more unhuman that human.
Madfox: this is so great! You made my day!
#13265 posted by FifthElephant [86.4.213.148] on 2016/02/09 20:39:01
The fiend has boobs too... boobs on everything! hooray!
Seriously though, the fiend has eyes, the shambler has fur and the vore is a girl... just the facts people.
#13266 posted by Spirit [92.196.9.69] on 2016/02/09 20:39:19
mankrip: whoa awesome
"with zero lack of any sort of anatomy" <- i like that!
 Elder Boobed Creatures
#13267 posted by PuLSaR [66.249.81.228] on 2016/02/09 20:42:42
If vore has 3 legs it may have 3 boobs. Fiends may have boobs on the back (with eyes).
#13268 posted by FifthElephant [86.4.213.148] on 2016/02/09 20:44:42
I hope Skiffy takes the negativity with a pinch of salt. Because this forum has some of the worst trolls, even worse than youtube.
#13269 posted by Johnny Law [4.16.194.34] on 2016/02/09 20:54:43
uh no what?
#13270 posted by Kinn [86.154.183.77] on 2016/02/09 20:59:16
To be honest I kinda want Skiffy to give it a couple of big pendulous dairy cannons now just to mess with us.
 Plug
#13271 posted by madfox [84.84.178.104] on 2016/02/09 23:10:39
 I Am Thick Skinned :P
#13272 posted by Skiffy [203.115.201.11] on 2016/02/10 03:05:43
I'm just going to finish the skin and animations and then see if you guys are still on the fence hehe.
 Color & Brightness Correction + Light Dithering
#13273 posted by mankrip [66.249.88.159] on 2016/02/10 03:26:04
Here's a more complete set of comparisons.
All these images are 8-bit color data rendered via software in a 8-bit color mode using the vanilla Quake palette. Without colored lighting, and without texture filtering.
Lightmaps are rendered using a separate surface cache, which is combined with the texture in realtime.
The lighting has four steps of dithering applied to it now. Each dithering step is done on a different step of the rendering, so they're actually multiple different approaches to fix different aspects of the vanilla software renderer's limitations.
These comparisons are extreme cases, which are quite common for completely custom textures in maps designed without the original software renderer in mind. The better the texture & palette combination is, the smoother the resulting image will be, with the color differences being more subtle. I already have a method for generating an optimal palette from 24-bit images, so a game made from the ground up for this engine should look significantly smoother than this.
I've still got to propagate these color corrected lighting modifications to the rest of the renderer (water, skies, and sprites first; MDL model rendering needs a complete update). Afterwards, I'll start preparing some completely custom content for a demo.
No correction, no dithering. Exactly the same as vanilla Quake:
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s0_correctionOff_ditheredlightOff.png
No correction, but with 3-step lighting dithering:
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s0_correctionOff_ditheredlightOn.png
Color & brightness correction enabled, but dithering disabled:
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s0_correctionOn_ditheredlightOff.png
Both correction & dithering enabled:
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s0_correctionOn_ditheredlightOn.png
Other comparisons:
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s1_correctionOff_ditheredlightOff.png
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s1_correctionOn_ditheredlightOff.png
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s1_correctionOn_ditheredlightOn.png
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s2_correctionOff_ditheredlightOff.png
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s2_correctionOff_ditheredlightOn.png
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s2_correctionOn_ditheredlightOff.png
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s2_correctionOn_ditheredlightOn.png
#13274 posted by Skiffy [203.115.201.11] on 2016/02/10 03:58:15
#13275 posted by Skiffy [203.115.201.11] on 2016/02/10 03:59:30
The other shots look much nicer though :)
#13276 posted by adib [177.17.15.98] on 2016/02/10 04:36:27
The bathroom floor render is killer.
#13277 posted by adib [177.17.15.98] on 2016/02/10 04:44:16
This dithering gives a sexy retro feel. It's kinda scary retro, actually. You can render unsettling horror scenes this way.
 Skiffy
#13278 posted by mankrip [66.249.88.154] on 2016/02/10 12:21:57
The corrected version looks less vibrant because that's how that texture is. See the hardware-accelerated screenshot from Quaddicted:
https://www.quaddicted.com/reviews/screenshots/dwmtf.jpg
But I agree that there are cases in which color correction isn't desirable. retrojam4dlc_dw.bsp comes to mind, it looks better without it. And vanilla Quake in general feels a bit different to me with color-corrected lighting, so I'll make it optional.
#13277: That's a good description.
 Mankrip
#13279 posted by Kinn [86.154.183.77] on 2016/02/10 12:37:03
I'm definitely a colour correction OFF fella - with it on, it sort of has that sterile GL washed-out look.
Dithered light is kinda nice
#13280 posted by JneeraZ [76.182.53.183] on 2016/02/10 12:43:54
If you swapped the dithering algorithm slightly every frame, you'd like get a film grain effect for almost nothing. :P
#13281 posted by mankrip [66.249.88.164] on 2016/02/10 13:09:03
Kinn: I've also noticed that.
JneeraZ: :P It's already very grainy when in movement. Not so much in maps with textures that matches the colormap better, of course.
Fun fact: The more fidelity the drawing algorithm gets, the harder it is for the PNG compression to save space. The screenshot filesizes got progressively bigger.
 Mankrip
#13282 posted by nitin [220.244.163.153] on 2016/02/10 13:25:33
I'm no coder but that is very impressive stuff.
 @Skiffy
#13283 posted by dumptruck_ds [68.190.245.173] on 2016/02/11 09:23:25
Just don't rush it. make it perfect like your Shambler.
 Yes Good Things Take Time.
#13284 posted by Skiffy [1.32.21.125] on 2016/02/11 15:03:16
Yea I plan to do just that. And then it might be a while before I do another one. Because I have some serious anatomy course studies coming up in April which will consume my soul for a few months. So this and maybe another critter if I can then it will be quiet for a long time at least with new model updates.
 Skiffy
#13285 posted by mankrip [66.249.88.159] on 2016/02/11 16:45:24
Well, it happens. But let me thank you for having done a fantastic job on the shambler, which was sorely needed. Quake as a whole looks a lot better thanks to that.
I suppose your pending anatomy studies are the reason why you're focusing on non-humanoid characters at the moment. In that case, the fiend would be the logical next step, I guess.
:) But anyway, thanks for what you have already done.
#13286 posted by Skiffy [1.32.21.125] on 2016/02/11 16:53:51
http://www.scott-eaton.com/anatomy-for-artists-online-course
this one for anyone interesting in upping their game as an artist. :)
Oh and here is my thread on polycount... I randomly post stuff there now and then.
http://polycount.com/discussion/119346/skiffys-wip-thread-old-and-new-projects
 Wow
#13287 posted by madfox [84.84.178.104] on 2016/02/11 21:57:29
Surely you got some fine art in there, skiffy!
Some of the monsters do me think of characters from drwho,
or that fish like archville dolphin.
That anatomy site even spontaneous set me on drawing again.
 Did You Ever Release That Level Skiffy?
#13288 posted by nitin [220.244.163.153] on 2016/02/12 12:43:45
 Still Mapping Now And Then.
#13289 posted by Skiffy [60.53.18.190] on 2016/02/12 14:27:58
Nope I did not... its still being worked on though as I learn from you guys and the level work from Arcane Dimension. It will be a level for that mod now for sure.
 Haha No One Here Learns Anything From Me
#13290 posted by nitin [220.244.163.153] on 2016/02/12 15:18:17
 Sigh
#13291 posted by spy [37.150.62.119] on 2016/02/12 17:34:23
#13292 posted by Kinn [86.154.183.77] on 2016/02/12 18:03:50
which is exactly why I don't post screenshots anymore lol
#13293 posted by FifthElephant [213.205.253.82] on 2016/02/12 19:19:44
Do q swap with someone, get that badboy finished
 Don't Worry
#13294 posted by Kinn [86.154.183.77] on 2016/02/12 19:58:02
it is being rather actively worked on.
it'll come with an all-new hand-painted texture set and hopefully some interesting foliage models and maybe a new monster or two.
 Sigh
#13295 posted by sock [186.124.231.105] on 2016/02/12 20:54:09
which is exactly why I don't post screenshots anymore
I have that screenshot in my Quake inspiration folder, looks so good, the height variety, the architectural shapes, the church in the background and the zombie crucified at the top!?!
I don't suppose I can help test this map? I promise to find bugs!?! :)
#13296 posted by Kinn [86.154.183.77] on 2016/02/12 21:07:02
looks so good
Thanks :) The map has since turned into a ridiculous vis-mulching monstrosity, and sometimes I do worry that I've lost the simple elegance of that initial area I screenshotted years ago :/
I don't suppose I can help test this map?
You'll be the first I contact once I have something playable :}
#13297 posted by mfx [92.228.155.167] on 2016/02/12 22:10:23
 Kinn
#13298 posted by adib [66.249.88.174] on 2016/02/12 23:18:12
all-new hand-painted texture set
Insightful. Maybe it's the right approach for Q1.
#13299 posted by necros [172.98.67.31] on 2016/02/12 23:46:01
 Necros
#13300 posted by mfx [92.228.155.167] on 2016/02/13 00:40:32
love the colors
 When I Played Quake As A Kid
#13301 posted by Qmaster [70.195.68.37] on 2016/02/13 04:33:28
My uncle always said the vores were his sister, that's why the shriek so loud.
 Made A Pre-fab For My Map
#13302 posted by FifthElephant [86.4.213.148] on 2016/02/15 00:29:41
 Some Badass Tank
#13303 posted by negke [31.16.58.85] on 2016/02/15 00:42:15
Now, about the elder world variety...
 Nice!
#13304 posted by killpixel [174.48.226.83] on 2016/02/15 00:44:27
#13305 posted by mankrip [177.162.27.144] on 2016/02/15 01:21:52
Badass style. It gives a lot of atmosphere to Quake's military bases.
 Brush Porn!
#13306 posted by adib [177.133.133.132] on 2016/02/15 02:09:56
Really nice. This level is gonna kick ass.
#13307 posted by Skiffy [203.115.201.11] on 2016/02/15 02:29:19
sweet tank. I also like those red crates on the top right.
 Vista Munching
#13308 posted by ijed [190.22.90.202] on 2016/02/15 03:28:22
Kinn, use detail brushes!
The longest compile phase should now always be light.
Yes there are complaints that my maps don't run on everyone's computer. But mine cost 200 quid and runs them all at 30+
 Autocorrect :(
#13309 posted by ijed [190.22.90.202] on 2016/02/15 03:40:29
#13310 posted by Kinn [86.190.22.230] on 2016/02/15 14:49:50
Kinn, use detail brushes!
Word up, yeah I use detail. It'll be fine, I just called it a vis-mulcher to imply that its layout is somewhat...not very retro.
 Will TB2 Be Able To Import/export Prefabs?
#13311 posted by Daya [109.31.36.149] on 2016/02/15 21:15:33
 Tank.
#13312 posted by Shambler [2.99.180.113] on 2016/02/16 16:32:35
Really cool, very appropriate for the future Quake world, got a burly and gritty look.
#13313 posted by FifthElephant [86.4.213.148] on 2016/02/19 00:03:28
Got my inspiration from looking at references from command and conquer. I intend on a couple more prefab vehicles to round out the base... The level is fairly complete in terms of geometry tbh.
 KF2 Map KF-SweetDreams
#13314 posted by Zwiffle [24.241.228.118] on 2016/02/19 02:30:43
http://imgur.com/a/ijNgv
http://www.moddb.com/games/killing-floor-2/addons/kf-sweetdreams#downloadsform
Not really a 'beta' I guess since I'm done with it barring game-breaking bugs that need fixing, but otherwise yeah I'm pooped on it. :(
 Another Vehicle...
#13315 posted by FifthElephant [86.4.213.148] on 2016/02/21 18:42:43
I found a texture flat of a vehicle from C&C, basically put it into Quake... Will probably need to modify the texture if I am to use it.
http://www.quaketastic.com/files/screen_shots/5thvehicle1.jpg
#13316 posted by JneeraZ [76.182.53.183] on 2016/02/21 18:50:12
Ha! Brilliant 5th ...
 Awww
#13317 posted by DaZ [89.168.60.163] on 2016/02/21 20:41:07
is Quaketastic down? The image doesn't load ;(
#13318 posted by FifthElephant [86.4.213.148] on 2016/02/21 21:08:03
Should work now? I dunno, I wrote over the original file.
#13319 posted by FifthElephant [86.4.213.148] on 2016/02/21 21:08:03
Should work now? I dunno, I wrote over the original file.
 Haha Nice
#13320 posted by DaZ [89.168.60.163] on 2016/02/21 21:14:22
actually works surprisingly well
#13321 posted by FifthElephant [86.4.213.148] on 2016/02/21 21:27:10
I just need to remove the GDI markings and put my own stamp on it. Probably will use the quake skull markings or whatever is normally used in the base maps. I have Speedy's signature all over my map. I know it's his texture set but it's kind of immersion breaking... obviously he'll get readme credits and stuff.
#13322 posted by FifthElephant [86.4.213.148] on 2016/02/21 21:28:40
It's a shame I'm not a better texture artist, I would love a range of vehicle prefabs that can be added to base maps.
 Yes
#13323 posted by madfox [84.84.178.104] on 2016/02/21 23:02:49
texturing can be a hard job.
 Looks Neat Fifth
#13324 posted by nitin [180.149.192.133] on 2016/02/22 03:59:40
 Nice Vehicle!
#13325 posted by mankrip [66.249.88.154] on 2016/02/22 12:14:19
#13326 posted by mankrip [66.249.88.164] on 2016/02/22 12:34:33
Texture definition test. 512*512 @ 0.25 scale:
http://www.quaketastic.com/files/screen_shots/scr_0728.png
Still using the Quake palette.
 FifhElephant
#13327 posted by starbuck [92.0.170.127] on 2016/02/23 15:10:33
absolutely love that, great job! What C&C game is that? So you took the texture and made the model yourself?
#13328 posted by FifthElephant [86.4.213.148] on 2016/02/23 15:15:09
starbuck... I just googled "c&c vehicles" and someone had the flat texture map, so I converted it to the quake palette (actually zero hassle, most of the colour was retained), and built the thing with brushes.
I haven't made anything proper in a model program since I was in college, I need to learn how to do that stuff at some point.
#13329 posted by starbuck [92.0.170.127] on 2016/02/23 15:17:50
ah cool, not a stressful process then! Definitely enjoy the result though. Wonder if there's more stuff from that universe that'd fit in quake, quite a nice look that I we don't normally see :)
#13330 posted by FifthElephant [86.4.213.148] on 2016/02/23 15:26:30
C&C has the right amount of gritty chunky design that can be converted to quake. The tank I made was based on the GDI Predator tank from Generals, although I didn't have any textures to work with on that. It's all brushwork and whatever stock textures that fit.
There's some definite vehicles I want to see. I would love a big blimp, a submarine and some kind of futuristic chinook or jet.
I have some ideas in my head for those. I think it would be nice to utilise AD's extra functions, like a futuristic plane could hover like a harrier jet (this could be done with func_bob quite nice I think). And it would be cool to use them in some kind of set piece, maybe have the tank be used as an objective where you blow a hole in a wall to progress?
 Mankrip
#13331 posted by adib [200.217.4.26] on 2016/02/23 16:48:20
When can I get my filthy hands on Retroquad (alpha, beta...)?
#13332 posted by mankrip [66.249.88.154] on 2016/02/23 18:11:05
There's still a lot of work to do, so I can't predict it yet.
I want it to be actually usable, not just a gimmicky engine. And I'm also simultaneously developing a whole game on top of it.
#13333 posted by FifthElephant [178.97.200.7] on 2016/02/23 20:05:35
Cool, you have a solid plan there mankrip?
#13334 posted by mankrip [66.249.88.164] on 2016/02/23 23:47:42
There is a solid goal, but the path to it will be a mess.
I have zero experience with developing a whole game (Fightoon doesn't count, it's unfinished) plus zero experience with the commercial side of things, so there will surely be a lot of unpredictable mistakes on the way.
Anyway, at least I won't make the same mistakes as before. It's time for new mistakes. Life is fun!
#13335 posted by mankrip [66.249.88.164] on 2016/02/28 13:14:09
No news here, but these CleanCut comparison shots are a good example of an extreme case for color correction on translucency.
First, a 24-bit color mockup. I've done this by getting a screenshot taken with r_wateralpha 1, and applying it with 60% opacity over another screenshot taken with r_wateralpha 0.
http://www.quaketastic.com/files/screen_shots/correction_2_mockup.png
Now, an actual ingame color-corrected screenshot taken with r_wateralpha 0.6. It's not as smooth as Floyd-Steinberg dithering, but it's very close to ordered dithering, surpassing it in some other cases.
http://www.quaketastic.com/files/screen_shots/correction_3_translucent_on.png
And this is how the translucency was without color correction:
http://www.quaketastic.com/files/screen_shots/correction_4_translucent_off.png
The Quake palette is quite poor for translucency, because the game wasn't designed for it. But an interesting side effect of using such a limited palette is that it makes easier to measure the effectiveness of such graphical improvements. With a palette developed with alpha blending in mind, the results will be significantly better.
#13336 posted by Skiffy [219.92.196.117] on 2016/02/28 15:10:12
Danget gives engine already! This supports colored lights? Be curious to see some shots from the E1M1 Doom remake with this engine.
 Window1_2
#13337 posted by madfox [84.84.178.104] on 2016/02/29 09:11:08
Static entity as frame for the alpha glass.
#13338 posted by metlslime [50.150.122.79] on 2016/02/29 09:32:08
nice work
#13339 posted by FifthElephant [86.4.213.148] on 2016/02/29 09:34:07
Is that a model or bsp?
 Lol
#13340 posted by madfox [84.84.178.104] on 2016/02/29 10:59:50
model
It reminds me of the examples of the coloured tifany shadows from darkpaces. I guess it's not possible to simulate coloured glass.
 Get It
#13341 posted by madfox [84.84.178.104] on 2016/02/29 11:12:37
here and explain me how to obtain coloured glass!
 Mankrip
#13342 posted by adib [200.217.4.26] on 2016/02/29 17:19:41
a palette developed with alpha blending in mind
Do you plan to develop a palette? This is something I'd like to see.
#13343 posted by mankrip [66.249.88.164] on 2016/02/29 19:10:35
Skiffy: No colored lights yet. I've got a plan for that but the engine needs some structural changes.
And the engine isn't robust enough, there's a lot of cleanup and bugfixes to do.
Adib: I already have the method to generate an optimal palette, but it needs all textures to be created first.
 MadFox
#13344 posted by mankrip [66.249.88.159] on 2016/02/29 19:12:16
Damn, that's cool!
 MadFox
#13345 posted by Qmaster [70.195.5.143] on 2016/02/29 20:06:54
Are the window bars double sided? Or do you need two models, one for each side?
Colored glass = solid color testure named with * at the beginning. Its water.
*waterglass1
*waterglassred
*waterglassgreen etc etc
 Tiffany
#13346 posted by madfox [84.84.178.104] on 2016/02/29 23:36:11
The model has a broader width so it will fit in a glass brush of 4 units.
example
I wonder if I can break the alpha 1 to obtain more colours.
#13347 posted by necros [172.98.67.74] on 2016/02/29 23:36:52
404?
 Argh
#13348 posted by madfox [84.84.178.104] on 2016/02/29 23:40:10
I have used the simple glass.bmp with alpha 1.
right link
 Scampie
#13349 posted by Hipshot [94.137.102.38] on 2016/03/02 07:50:14
I just noted your doom-e1m1 level there, it's funny, cause I saw someone remake e1m1 in UE4 a couple days ago, and it looks so so bad:
http://www.pcgamer.com/the-first-doom-level-has-been-recreated-in-unreal-engine-4/
I told my friend that I can make that shit in Q1 and have it look 10 times better and now I see you did just that =)
The only reason why I shun that remake so much is because it has gotten so much attention around the net and it just strengthens my belief that gen-pop don't understand quality, especially in older games, using old tech.
These Unreal-remakes get's way to much attention, it's not like that Kakariko village level looked any good either, but this guys seems to think so:
https://i.ytimg.com/vi/SOsQ3288SzI/maxresdefault.jpg
Sorry, 0750-hours, before heading to work in a cold Stockholm, rant =D
 Hipshot.
#13350 posted by Shambler [80.44.157.24] on 2016/03/02 11:36:55
100% Correct. That UE4 level looks utterly fucking awful in the shots and would still look utterly fucking awful if it had been done in UE1 18 years ago.
And yeah Scampie's pisses all over that not least because Scampie understands high map quality.
FFS.
 Signed Up And Commented Too.
#13351 posted by Shambler [80.44.157.24] on 2016/03/02 11:39:00
 Bloom...Bloom Everywhere
#13352 posted by Bloughsburgh [75.151.243.225] on 2016/03/02 12:15:44
Are people really that struck over bloom lightning and cheesy shaders? There is a time and place for UE4 but not for something like this. I am fortunate that a community exists that has similar views! :)
 Lmao
#13353 posted by onetruepurple [213.227.95.2] on 2016/03/02 13:14:25
Signed Up And Commented Too.
Never disappoint.
 Also From The Op
#13354 posted by onetruepurple [213.227.95.2] on 2016/03/02 13:27:38
[[[CAN WE PLEASE HAVE A NEW PASSWORD FOR THIS AS THIS ONE IS UTTERLY FUCKING ANNOYING]]]
WHO DID THIS 😂😂
 OTP.
#13355 posted by Shambler [80.44.157.24] on 2016/03/02 20:56:23
Someone with moderator privileges who is a bit of a knob and abuses them, obviously.
#13356 posted by onetruepurple [88.156.140.200] on 2016/03/02 21:06:47
My favorite kind of person.
 Per-pixel Skybox Dithering
#13357 posted by mankrip [66.249.88.154] on 2016/03/02 23:38:36
I wasn't satisfied with the Floyd-Steinberg dithering that I had implemented in the TGA loader ages ago. Floyd-Steinberg dithering only works per-texel, which means that its color correction doesn't interpolate at the subtexel level used by the 3D rasterizer and the level of detail gets quite poor when the image is projected in 3D space:
http://www.quaketastic.com/files/screen_shots/scr_0735_fs.png
So, I've ditched it and came up with a 2-step per-texel & per-pixel approach. There's a huge amount of preprocessing involved in this method, so I'm gonna have to make the engine store the compiled data in the disk to make loading times tolerable:
http://www.quaketastic.com/files/screen_shots/scr_0735_mankrip.png
And here's how it looks with a high-res skybox from Arcane Dimensions:
http://www.quaketastic.com/files/screen_shots/scr_0755.png
 Mankrip
#13358 posted by Hipshot [94.137.102.38] on 2016/03/03 07:56:07
Some way of making textures look more highres, more like "detail textures"?
#13359 posted by mankrip [66.249.88.209] on 2016/03/03 11:14:26
No. It's about improving color definition, not texture resolution.
Detail textures adds more detail than originally existed, while per-pixel dithering prevents average color loss.
Sometimes I may get a little odd with nomenclature because I'm inventing these features from scratch and I'm not a native English speaker.
 Mankrip
#13360 posted by Qmaster [70.195.70.202] on 2016/03/03 18:41:58
What you are doing looks great! What engine is it that you are working on?
 Lights
#13361 posted by Rick [75.65.153.192] on 2016/03/05 03:31:29
 Poison
#13362 posted by madfox [84.84.178.104] on 2016/03/05 12:53:49
Texuring is hard, even if I scramble my skybox.
 Rick
#13363 posted by total_newbie [178.5.229.118] on 2016/03/05 13:37:11
#13361: I'm guessing that was meant for Specialbomb, but as someone who's still trying to learn the finer nuances of Quake lighting I find that really helpful.
By the way, what (in relatively lay terms) is the difference between wait and delay? I'm sure they're completely different and this is probably a silly question, but I've read necros's guide (before and again now), but I still don't quite grasp the difference between the two.
 Oops, Probably The Wrong Thread For That Question
#13364 posted by total_newbie [178.5.229.118] on 2016/03/05 13:37:58
#13365 posted by Kinn [86.143.78.151] on 2016/03/05 14:36:23
what (in relatively lay terms) is the difference between wait and delay?
delay is just an integer id to denote what attenuation formula the light uses - read the light tool readme to see which number means what.
wait is a float scale factor that stretches or shrinks the attenuation. wait < 1 stretches it (light goes further), wait > 1 shrinks it.
If you use ericw's version of the light tool, the readme will tell you everything you need to know about using lights.
 Thanks, Kinn
#13366 posted by total_newbie [178.5.229.118] on 2016/03/05 15:40:47
That sort of makes sense now (I mean it's well explained on your part; it just needs to sink in on my end). It'll hopefully become clearer with time and experience, but now I don't feel quite so lost.
And thanks for the tip about ericw's readme. It really is very extensive, but your explanation helps me understand the readme a bit better too.
Sorry for the thread-inappropriate discussion.
#13367 posted by necros [172.98.67.122] on 2016/03/05 15:55:56
madfox, that looks wild!
#13368 posted by Rick [75.65.153.192] on 2016/03/05 15:57:29
Yeah, I somehow managed to post the link to that screenshot in the wrong thread.
 Total_newbie
#13369 posted by Kinn [86.143.78.151] on 2016/03/05 15:57:56
with light, the fastest way to become completely 100% clear on everything is simply to make a test map, and just tinker with each light setting one by one, referring to ericw's readme, until everything makes sense.
 Madfox
#13370 posted by Kinn [86.143.78.151] on 2016/03/05 16:08:52
Channelling Beksinski's digital phase perhaps?
 Kinn
#13371 posted by total_newbie [178.5.229.118] on 2016/03/05 17:02:04
Thanks, will do.
#13372 posted by mankrip [66.249.88.154] on 2016/03/05 23:35:32
Qmaster: The working name is Retroquad, but it should be changed upon release.
Rick: Cool guide, we need more stuff like this.
 Phongtastic!
#13373 posted by generic [67.235.202.128] on 2016/03/08 14:30:51
 Yay!
#13374 posted by mankrip [66.249.88.154] on 2016/03/09 00:50:58
 Need Testers
#13375 posted by digs [46.191.210.204] on 2016/03/15 10:56:56
 Test Map
#13376 posted by digs [46.191.210.204] on 2016/03/15 10:58:44
please, send your comments to digs[at]mail.ru
 Digs
#13377 posted by Barnak [69.157.190.193] on 2016/03/15 15:48:26
I love this map., Great geometry. I like this style in Quake.
I didn't had time to make it all, but here are my crittics on a few things (so you could make it better) :
1. Not enough monsters (I tried it in nightmare mode). I felt lonely in most places.
2. Not enough atmospheric sounds (winds, water, etc). The map is too silent.
3. The trees are as ugly as my butt (too crude, the trees, not my butt !). Make them without leafs, or replace them by strange rocks formations, or some kind of out-of-this-world sculptures. Trees in quake really suck.
4. Some corridors are a bit old-school (very square), and could have more "out-of-this-world" details.
 Barnak
#13378 posted by digs [46.191.210.204] on 2016/03/15 16:45:52
Thank you!
1. I may increase the number of monsters.
2. No sound, because they do not complete the assembly map. When the full - they appear
3. Trees ... I think you're right. I think that can be done
4. I tried to make more parts, but probably will not change my architecture.
 Digs
#13379 posted by Bloughsburgh [75.151.243.225] on 2016/03/16 11:11:13
I'll be glad to test if you still need people this weekend!
 Bloughsburgh
#13380 posted by digs [46.191.210.204] on 2016/03/16 11:23:53
Thank you! I've got a lot of feedback. By the weekend I will try to resolve any issues and make another version for testing
 Quake Map Episode Preview: QusPack I
#13381 posted by Gustavo6046 [186.215.54.36] on 2016/03/16 21:28:59
Map Screenshot Album: http://imgur.com/a/NIFEx
Downloads!
First two maps beta here: https://www.dropbox.com/s/1f2cv6odho8i58b/QusPack1.zip?raw=1
Installation instructions:
-Extract to your Quake folder :)
Running Instructions>
-Run "Start QusPack 1.cmd", input your Quake executable name and voila! Started QusPack with majesty!
Please note it's not the preferred way if you want to change difficulty. You should instead start Quake, start the console, type the difficulty level you want (0 for Easy, up to 3 for Nightmare!) and then do "map guse1m1". Enjoy!
I'll later add a difficulty level selector for a future GUSINTRO map.
Open for criticism! Thanks :)
 Gustavo
#13382 posted by FifthElephant [86.4.213.148] on 2016/03/16 21:53:54
your texture quality is lower than it needs to be, have you set picmip to a different amount?
 QusPack
#13383 posted by Bloughsburgh [73.214.214.192] on 2016/03/16 22:07:47
Map 1:
-Item fell out of world, check bounding boxes.
-ambient_thunder does not work in vanilla quake, just remove it from the map.
-Quite a small map with only 4 monsters and 3 rooms. It is more of a test map and that's fine but there is really no "level" here.
Map 2:
-Turn around from the start and you'll see a visual error referred to as the Hall of Mirrors (HoM). Check that location in the editor and see if there is even a brush blocking this wall.
-Two monsters stuck in wall
-Nice use of the monster jump! I told you that was a fun way to go about things. It worked perfectly for your trap.
- The lighting was a bit dark, consider adding more especially at the underwater section.
Summary:
It is clear that these are test maps and it is great to get feedback on them...the only issue is that there is so little here to give feedback. I would expand the first map by at least 4 more rooms and add some more gameplay in general.
The second map holds its own but it's still very tiny with just 8 monsters on skill 2.
Keep mapping! :)
 Thx Again :P
#13384 posted by Gustavo6046 [186.215.54.36] on 2016/03/16 22:31:06
FifthElephant,
wtf is that? I just used the textures that I had to use in TrenchBroom: loaded QUAKE101.WAD and MEDIEVAL.WAD from Mike's website.
Blougsprug,
I can't see any HoM from Darkplaces, I guess I'll have to use Fitzquake for this one.
And I can't see stuck monsters in Map 2.
I will also increase both maps :) They are small because they were done for people learning to play (in special MAP01, and MAP02's first Shambler fight has that penta so nobody cares with the shambler in special. :P )
In overall thanks for feedback! :)
 DP
#13385 posted by Bloughsburgh [73.214.214.192] on 2016/03/16 22:55:17
Darkplaces is typically not the best to test maps on that you plan on releasing. I would use Fitzquake, MarkV, or Quakespasm instead.
I started testing my very first maps with Epsilon...good lord was that a terrible idea.
 A Horse Named Quake Beta
#13386 posted by Bloughsburgh [73.214.214.192] on 2016/03/16 23:38:29
Hello,
I figured if I don't upload a map now I may never. There will always be something to improve but I'd like to have at least one release under my belt.
I started mapping for Quake starting in December and learned a lot through this board.
I would appreciate if I could have some testers play through my map. Look for texture problems, broken entities, and gameplay balancing. All difficulties accounted.
**Requires Arcane Dimensions**
A Horse Named Quake:
Screenshots:
http://imgur.com/1I66T0H
http://imgur.com/2gOVeJP
http://imgur.com/ate92Mb
Map:
https://copy.com/v4rqzblLUyi6YwtU
Please do not download the map if you do not intend on providing in-depth feedback. Wait for the official release!
Thank you!
#13387 posted by FifthElephant [86.4.213.148] on 2016/03/16 23:54:41
Blough,
Map looks nice, even more impressive if this is your first?
Gustavo,
Try entering "gl_picmip 0" and then restarting the map and see if the textures look clearer.
 Bloughsburgh
#13388 posted by total_newbie [94.222.25.122] on 2016/03/16 23:57:32
Screenies look great! You started mapping in December and have already managed to produce something like this? I'm deeply jealous!
(Haven't played the beta as I don't have a working Quake setup at the moment; just going by the screenshots.)
 GUSE1M2 Revision
#13389 posted by Gustavo6046 [186.213.135.230] on 2016/03/17 00:17:30
Well total_newbie, I started mapping a week ago.
Revision 1 of GUSE1M2 is avaiable here: https://www.dropbox.com/s/wfj440tkrnq2bn4/guse1m2.zip?raw=1 Won't release the source .map file right now :P
Now with more rooms, more monsters, and a deadly final trap! Play at your own discretion! ;)
 Thanks
#13390 posted by Bloughsburgh [73.214.214.192] on 2016/03/17 01:22:32
Well that's a good sign about the screenshots.
I would like to say the map is very small, I decided to focus on fine-tuning versus size to get something out with some form of ...quality I guess.
 Bridge, My New WIP
#13391 posted by SpecialBomb [24.145.128.172] on 2016/03/17 08:46:30
Description:
A 1v1 deathmatch map.
Problems with it:
Needs to be bigger.
Some items don't spawn.
I'm tired. Sorry if I'm not being to informative.
The map:
http://www.mediafire.com/download/cx9oz664ly42j6i/bridgetst.bsp
 Wtf
#13392 posted by Gustavo6046 [186.213.135.230] on 2016/03/17 18:13:09
Bloughsborough, nice map!
Btw, I still didn't find a reason for that HOM. I tried shrinking the brush a bit, but it's visible face has about 3 tris! (tested in Darkplaces with r_showtris 1) Still didn't test if the HOM still shows in Fitzquake after shrinking the brush.
I ask this here because this is where I was warned about the HON.
 HOLY SHIT BLOUGHSBURGH
#13393 posted by SpecialBomb [24.145.128.172] on 2016/03/17 18:17:18
That map looks sweet! The lighting looks amazing! I'm going to download it and try it out!
 Map Limits
#13394 posted by Bloughsburgh [75.151.243.225] on 2016/03/17 18:17:18
Another thing to check is if that wall is close to the standard map boundary limits (4096 each way)
In your are in TrenchBroom, just click on that wall and look to see if any of the coordinates are over or very close to -4096/4096.
And thanks! :)
 Well, I Don't Have Arcane Dimensions...
#13395 posted by SpecialBomb [24.145.128.172] on 2016/03/17 18:22:30
I can't really play the map. Anybody have a link to the mod?
#13396 posted by Bloughsburgh [75.151.243.225] on 2016/03/17 18:23:42
 SpecialBomb...
#13397 posted by Barnak [69.157.190.239] on 2016/03/17 18:30:28
Anyone who does have Quake1, and doesn't have Arcane Dimensions, should be impaled and crucified, pure and simple. Texan style !
 Barnak
#13398 posted by SpecialBomb [24.145.128.172] on 2016/03/17 18:35:41
Keep in mind that I'm new to the scene, and I have no idea what's required and what's not. Someone should make a Quake essentials guide if it's that serious.
 Bridge Screenshots
#13399 posted by SpecialBomb [24.145.128.172] on 2016/03/17 19:05:30
 SpecialBomb
#13400 posted by Shamblernaut [121.45.232.68] on 2016/03/17 19:29:25
AD is quite new. It's not required for mapping so much as required for playing.
The levels are monstrously long and challenging, it is really the antithesis of what some of the guys here have been working on the last few years.
For your own mapping, they have HEAPS of good ideas to *cough* borrow and set a pretty good example of map design. Recently a map called Zendar was modified for AD as well, while I haven't played the AD version, I can certainly recommend the original.
 Shamblernaut
#13401 posted by SpecialBomb [24.145.128.172] on 2016/03/17 19:51:37
Sounds hard. I personally have never beat Quake, because for me, it's really damn hard.
Also, I don't really want to focus on singleplayer mapping, so if I do make a SP map, it probably won't use any mods.
#13402 posted by necros [172.98.67.94] on 2016/03/17 20:24:31
specialbomb, needs more texture variety and lighting.
 Necros
#13403 posted by Shamblernaut [121.45.232.68] on 2016/03/17 20:50:43
teach me how to shitpost like you.
#13404 posted by [92.229.134.156] on 2016/03/17 22:26:53
Please please use imgur.com guys.
I'm not going to whitelist all that crappy other stuff no more, just to look at screenshots i don't like:)
+1 for necros doing it for me..
+2 for texan style!
 Necros
#13405 posted by SpecialBomb [24.145.128.172] on 2016/03/17 23:25:57
Very funny...
#13406 posted by ericw [108.173.17.134] on 2016/03/17 23:49:31
Those screenshots are unlit/basically untextured, it's hard to even make out the map shape enough to give feedback.
The scale looks off/cramped to me. e.g. stairsteps should be wider than they are tall.
Avoid having the ceiling all the the same height.
I suggest using a strong texture set, this will help get the scale/shapes right.
 Dude, Its A Beta
#13407 posted by SpecialBomb [24.145.128.172] on 2016/03/17 23:55:42
I'll work on it, jeeze. I made it last night. I'm not publishing it yet, which is why I posted it in betas.
 Specialbomb
#13408 posted by FifthElephant [86.4.213.148] on 2016/03/18 00:24:09
screenshots and beta's is certainly for unfinished work... usually we're used to seeing something that's a little more finished than your screenshots though ;)
 Again, Last Night I Did This.
#13409 posted by SpecialBomb [24.145.128.172] on 2016/03/18 00:28:56
I'll add textures to it later, I got school stuff to do. I would have given it a bit more detail if I had time.
 It's Cool Man
#13410 posted by FifthElephant [86.4.213.148] on 2016/03/18 00:31:39
do you school-work first, it's more important anyway! :P
If you want to show off work as early as this it might be an idea to do a stream, people love seeing this stuff made from scratch.
#13411 posted by necros [172.98.67.94] on 2016/03/18 00:38:58
'shitpost'? if you don't want feedback, don't post screenshots in the thread.
 Indeed
#13412 posted by Kinn [109.147.49.6] on 2016/03/18 00:46:01
SpecialBomb - I don't know what feedback you are expecting from those images, and getting all defensive when someone gives you valid feedback is not going to end well here.
 Kinn
#13413 posted by SpecialBomb [24.145.128.172] on 2016/03/18 01:16:20
I dunno why I even put the screenshots there in the first place. I just thought it would be a good idea, but I obviously didn't base it off of anything. I won't put any more screenshots until it looks acceptable.
(Note to self: Don't piss off kinn, he is made of pure salt)
 SpecialBomb
#13414 posted by Bloughsburgh [75.151.243.225] on 2016/03/18 15:11:46
Fullbright screenshots (or anywhere really) are always a bit of a ghastly sight because everything is 255 in brightness. Even with the very similar brown textures you used, having lighting would have increased the visual flair of the screens by a considerable margin.
As far as texturing goes, don't worry right now about getting things perfectly aligned or what goes best with what. Instead, search in the texture browser for "floor" and apply that to your floor faces. Do the same with "wall" for wall spaces. You can just slap the floor texture onto the ceiling for now.
For lighting, if you really don't want to mess with specifics just do this:
Add a light into the map and add a key called "delay" with a value of 5. Give the "light" key a value of 450 (or higher...play around with it!) and then just copy+paste them around the map. You'll notice a large increase of visual fidelity doing this.
Then, as a test post another screenshot of your level with texturing and lighting and see the difference!
Good luck
 A Horse Named Quake
#13415 posted by Bloughsburgh [73.214.214.192] on 2016/03/20 00:02:26
So, link to map is broken...here is the updated file. Would like some testers!
https://copy.com/7uLLFsTBpsB0K8RS
 "If You Don't Want Feedback..."
#13416 posted by Tronyn [24.76.42.156] on 2016/03/20 02:12:31
Lol, I couldn't agree more.
I sometimes get annoyed by the fact that some people on here champ at me even though I'm putting in a lot of work for free because I love mapping, as if they think I'm a robot and they're the user, and they should just be able to control my creativity - and force me to hold back releases until those releases live up to the particular standards of how they voluntarily decide to spend their free time. Still, I recognize that with a very tiny amount of exceptions, this is mostly meant as constructive criticism, and that's how it is best viewed.
Kinn, by the way, is "made of" pure win.
 Tronyn...
#13417 posted by generic [172.58.169.77] on 2016/03/20 03:07:09
Go map!
 Tronyn
#13418 posted by negke [31.16.58.85] on 2016/03/20 09:52:10
You ARE a robot.
Now do the funky dance moves!
 Bloughsburgh
#13419 posted by DeeDoubleU [37.229.216.173] on 2016/03/20 11:01:13
Is it supposed to be played with AD?
 E1M3 - Remix
#13420 posted by Giftmacher [213.67.146.87] on 2016/03/20 13:35:04
Making a remix of my favorite Q1 map E1M3 - The Necropolis, I'm a few days in at this point. It is not a brick by brick copy but instead a re-imagining. Keeping some key components like the "ring of shadows" secret, traps and overall layout of the original. Going for a "medium-sized" map, not much bigger than the original, and certainly not legendary scale like the amazing AD maps :)
Some things I'm not sure about, like shifting from the brown/white castle theme into the swampy/brick theme as you move down/away from the start area. Maybe stick with with the broken/swampy theme, feels more like the original?
Also, another consideration is to either stick with classic Quake or incorporate AD entities, there are especially some useful ranged monsters like crossbow men etc.
Some screens for reference:
Start Area
[img]http://i.imgur.com/wkq8dZS.jpg[/img]
[img]http://i.imgur.com/RWAVC5o.jpg[/img]
[img]http://i.imgur.com/ql7FJBP.jpg[/img]
Gold Key Area
[img]http://i.imgur.com/diwP3op.jpg[/img]
[img]http://i.imgur.com/1jwxN5M.jpg[/img]
It is early but if you have considerations and feedback I would appreciate it.
 Looks Nice.
#13421 posted by Barnak [69.157.191.32] on 2016/03/20 13:38:20
Giftthing, can't wait to play it.
 Yes AD Is Required
#13422 posted by Bloughsburgh [73.214.214.192] on 2016/03/20 14:11:28
That was stated on the original post but I guess I should entered that information again!
 Giftwhatever.
#13423 posted by Shambler [92.22.47.86] on 2016/03/20 14:27:55
Great idea, E1M3 is a classy and iconic map (maybe due to it being an early aspiration of Quake speedrunning, as well as the great variety), and has a lot of potential for enhancement whilst retaining the classic layout and atmosphere.
It looks good so far BUT needs some more texture variety, especially in the 1st start shot and 2nd GK area shot. Feel free to go heavy on the detailing too as long as it's consistent :)
P.S. I kinda like the shifting thing at the start, adds a bit of flavour.
 Bloughsburgh
#13424 posted by DeeDoubleU [37.229.216.173] on 2016/03/20 14:51:32
Yeah, you can't expect people not to be lazy.
Here is a demo
https://dl.dropboxusercontent.com/u/58150516/q1/mjb.7z
there is a few notes in it.
Thought I was stuck at the top level but noticed the key right after saying that.
Ran out of ammo couple of times.
Forcefield ambushes trap you in an area that feels a bit small, not much space to maneuver.
Overall, plays well imho.
 Thank You
#13425 posted by Bloughsburgh [73.214.214.192] on 2016/03/20 15:48:33
DeeDoubleU,
First of all, thank you for testing the level. I really appreciate it!
I'll just list things in bullet form:
-I wanted the NM skill search to be assigned to the player so they start looking around the skill selection room. It is atypical to be sure.
- The Mega Health clip through the crate thing in the stable is a glitch I was made aware of yesterday when friends tested the level. I tested the level +500 times and that one eluded me haha.
-You say: "Oh come on" during a yellow window shot...is that because of the lack of direction they give? The yellow windows are tied to a super secret but maybe providing the *"More to go"* message is the better way to go.
-The bobbing crate is not a favorite among testers haha...I will have to rework that section a bit.
-Stable key sort of blends in but I am not sure how to draw attention there.
-Force field fight is not implemented the best but I didn't want the player to be able to freely leave at the same time. I might add an extra respawn of items in there.
-As for ammo, a lot of items were sitting atop breakable planks throughout the level. I think I need to add a visual connection to show the player that you can do this.
-You and the rest of the testers only found the one secret (armor in the window) so I wonder if I should make them a bit more obvious hmm.
-I may add the entrance to the stable to break open so the "Horse" can chase the player further and not get stuck in the stable.
-You escaped so fast at the end that you left the "surprise" encounter in the dust!
Very interesting (and nerve-wracking!) to watch someone that isn't me play through wow...so much insight about how players interact with the world you designed. This will be of tremendous help and again thank you!
 Double Post For DeeDoubleU!
#13426 posted by Bloughsburgh [73.214.214.192] on 2016/03/20 15:51:17
Couple of the questions on the technical side:
Lighting okay? Overall presentation not from a gameplay perspective...atmosphere...stuff like that?
#13427 posted by Giftmacher [213.67.146.87] on 2016/03/20 16:04:26
Thank you for the feedback shambler, regarding detailing, I'm new to Quake 1 mapping and the extended engines (I use quakespasm) but just how nuts can you go with details in one area without causing problems? :P
PS: Sorry for broken links, wasn't sure how to put them here.
 Giftmacher
#13428 posted by Bloughsburgh [73.214.214.192] on 2016/03/20 16:50:51
Looking good! I like the additional vertical layer at the start section and that things are a bit more open in general. I would say go all out re-imagining with AD!
Looking forward to more :)
#13429 posted by Rick [75.65.153.192] on 2016/03/20 16:54:30
I played Horse Named Quake last night. Not a bad level at all, with quite a lot packed in to what is basically one big room. Played on normal.
Found 6 of 9 secrets but I only completed the yellow windows because of no clipping. Discovered a window that wanted a "widowmaker" and had no idea what that meant. Saw the red armor, couldn't get to it.
The little ramps to get up to the higher area (after climbing the ladder) are too awkward. I could climb the rope but couldn't figure out how to get off.
Doors in the start area just sink through the ground in a way which which looks weird. Wood textures everywhere need to be aligned better. The grain should appear to run in the same direction on all sides.
I saw what looked like a red key in the start area but couldn't get to it. I also saw what looked like a shoot button, but wasn't shootable and didn't see any obvious way to get up there to push it.
Didn't have any problems with the amount of ammo or health. Monster placement was okay, but it seemed like one of the little spider things was stuck under a ramp.
Lighting was a little bland and maybe a bit bright, but way better than none at all, and really good lighting can be very time consuming get right.
Overall a pretty good map. Even though I'd never played an AD map before, it wasn't hard to figure things out, so you did well in that respect also.
 Bloughsburgh
#13430 posted by DeeDoubleU [37.229.216.173] on 2016/03/20 17:33:38
- I meant "oh, c'mon, how is this not a secret/button?"
Disregard that. I guess I was too far away for me to see that particles were "bloody".
I don't think you need "More to go" message, would make it too obvious.
Have no idea how to activate top-most trigger, tried to shoot while jumping but always hit the wall.
- I don't think it is the crate itself, but the context - most of the time when I tried to climb it, there was few enemies around. That made me panic and miss those jumps more than I should.
- stable key
some particles maybe? Torch above entrance to courtyard drew my attention immediately.
- Ah, breakables. I'm not used to AD and keep forgetting about it.
Noclipped to check other stuff and I think secrets are fair. It's up to you of course.
- "surprise" encounter
Whoops. I honestly thought that is all there is.
I think it is cool that different people will have different experience.
- lighting is just fine.
Only weak point I see on the visual part is view from ground looking up. Ceiling areas(there spider is hanging from for example) looks empty.
Imho few supports, wooden beams that kind of stuff is needed there.
As for the atmosphere... stables without a single manure pile?! I don't buy it. =P
To be honest, I was too overwhelmed with action most of the time and could only enjoy the aesthetics while flying around.
 Feedback
#13431 posted by Bloughsburgh [73.214.214.192] on 2016/03/20 19:00:01
Rick, thanks for testing the map!
Refreshing to see you found more secrets...it would appear that Hard skill makes players focus more on surviving rather than taking time to explore the site.
-I guess if you haven't played the AD mod, that some terms are confusing. In any case, if the secret is solved you are rewarded with the Widowmaker which would hopefully make the player go "Ooh!". That was the plan anyway ;)
-Now that is interesting! You found 6 secrets but couldn't get to the one that everyone else could only find. Just really curious stuff!
-Always felt off about the small wooden ramps upwards. Going to implement stairs so ramp running is not required.
-I added some lip to the start stable doors so they don't just vanish...good eye.
-Yep, red key is the puzzle to reach nightmare. I tried to keep the convention of red = shoot and anything else means to push. A well timed slope jump may be able to reach that button. ;)
-I know what spider you are referring to and I pushed him out a little more.
-Any pointers on the lighting? I did focus a good amount of time on lights. Tune down the sunlight/2 perhaps? Should I remove some ambient delay 5 lights I placed around...?
- Whoa, wood grain alignment...not something I was thinking about! That is a nice bit of feedback. You say everywhere but I look at major wood textures (Like ceilings of the vertical sections) and it looks like they are all going the same direction. Any specific glaringly obvious examples?
-Cool to know I conveyed AD even with the absence of AD knowledge! Excellent feedback and this helps a ton...thank you again!
DeeDoubleU:
Ah, great to hear about your noclipping analysis! Adding wood beams or detail to the ceiling sections is a great idea...going to definitely do that.
Ah, now I need to create a poop model to really enGROSS the player...haah! Thanks for the follow up!
 Wood Grain
#13432 posted by Rick [75.65.153.192] on 2016/03/20 19:53:39
Try to imagine how the grain would be oriented if you actually built in real life using something like 2x4 or 4x4 planks.
http://quaketastic.com/files/GoodandBadGrain.jpg
 Okay
#13433 posted by Bloughsburgh [73.214.214.192] on 2016/03/20 20:37:41
I think I understand now, it is more so the planks of wood and places where you can see all sides of a wood brush, thank you.
Any advice for the lighting aspect...to make it less bland? I tried having intense light at the windows and source of flames. :)
#13434 posted by Rick [75.65.153.192] on 2016/03/21 01:56:15
It's possible my TV is just set too bright, but everything looks fine to me. I switched to Nvidia controls instead of Windows and turned the gamma down a bit. Seems better. Maybe it's that moon up in the sky that makes me think it should be darker. I also noticed the gamma in Quakespasm was set one notch higher than in Fitzquake and I've been testing my map in Fitzquake only for the last few weeks.
And yeah, about the wood. When wood is turned into lumber and used to build stuff the grain will almost always follow the longest dimension. That's the way it has the most strength.
 Outta The Weeds!
#13435 posted by SpecialBomb [128.146.17.130] on 2016/03/21 16:31:33
Finally have time to do stuff!
 Thanks Rick
#13436 posted by Bloughsburgh [75.151.243.225] on 2016/03/22 12:00:19
Okay well if you are saying it looks fine then I am pretty satisfied with that. I have seen your WIP shots of your wish level and that lighting is gorgeous so I feel safe haha.
Looks like that damn bobbing crate is the source of many tester's woes. It appears that sometimes it will bob lower than it should and prevent the player from reaching the higher ledge! Going to need to implement an alternative route up, can't risk that happening on official release!
#13437 posted by Rick [75.65.153.192] on 2016/03/22 15:31:32
The TV computer's Windows install has some issue with adjusting display settings. They will adjust but then it complains about "path not found" when it tries to save them, and resets them back to default (which is actually way too bright).
The thing is, Fitzquake's brightness (gamma) setting seems unaffected by the Windows desktop gamma, but in Quakespasm it is.
In Quakespasm, the Windows desktop gamma being too high also causes the in game brightness to be too high. I think that's what was making your map look too bright.
I wouldn't worry about it too much, though I think the sky light could be lowered a bit without hurting anything.
I wonder where other people set the gamma in Quake? I play in Fitzquake with brightness at two notches from the minimum.
Judging by looking at the status bar in youtube videos, I think a lot of people play with it set too bright.
 Beta2
#13438 posted by digs [46.191.210.204] on 2016/03/22 19:00:45
Beta2:
http://digspt.ru/quake/digs08_beta2.zip
1. Fixed an issue with the two hell knight
2. Increase the number of monsters.
3. Added a few secrets. A few old secrets are made more notable
4. The three buttons in the blue region. I made them more notable and increased security. Now the fun
5. Some weapons moved. Now it is easier to see
6. Added a few pointers that reduce the probability of getting lost.
7. Added ammo, medicine chests, armors
8. portal that opens golden key now double (not one with double side)
9. The trees were old. I do not know how to make good trees
10. Fixed a lot of small problems
Map named "The Isolation". Barriers that appear not to provide an opportunity to get out. They are needed to tease freedom.
And yes, I'm not going to reduce the number of teleports, as planned from the outset that there will be many. Especially since the branch on the map is not so much, in fact.
 Digs
#13439 posted by Barnak [69.157.191.10] on 2016/03/22 22:32:52
Already much better.
Please, don't forget to change the sucking trees !
Use some weird out-of-this-world alien-like Giger-erotic sculptures.
Is it possible to add "infinite" number of monsters in nightmare mode ?
Kill'em-all-more-are-spwaning-on-their-way-back-to-kick-your-chick-butt ! Texan-style !
 Horse Named Quake Beta 1.1
#13440 posted by Bloughsburgh [73.214.214.192] on 2016/03/23 01:54:40
Hello again, thanks to DeeDoubleU and Rick and a few friends for testing my potential first release. I fixed some things, upped the visuals a tad and (hopefully) aligned wood grain ;).
I still would like some testers to make sure nothing is outstanding but if I receive no hits for about...oh a week I will release the map!
Screenshots:
http://imgur.com/a/XkmbF
***Arcane Dimensions with Patch 2 Required!***
http://www.celephais.net/board/view_thread.php?id=61270&start=662
A Horse Named Quake Beta 1.1:
https://copy.com/Ddsy3FydWR9J7VFI
Thank you and looking forward to joining the long list of map creators!
 Looks Cool
#13441 posted by Drew [209.52.88.214] on 2016/03/23 03:02:36
Good luck with the final steps!
 Barnak
#13442 posted by digs [46.191.210.204] on 2016/03/23 04:33:40
In original Quake is not possible to make an infinite number of monsters.
 Bloughsburgh
#13443 posted by DeeDoubleU [178.137.182.55] on 2016/03/23 11:51:31
and (hopefully) aligned wood grain ;).
I'm sure I have updated version since there is particles around stable key. Maybe not the latest one though?
Parts with wood grain still misaligned is shot in the demo.
https://dl.dropboxusercontent.com/u/58150516/q1/wood.7z
Unrelated question - why I can't pickup items while notarget is on?
 Mind Grain
#13444 posted by Bloughsburgh [75.151.243.225] on 2016/03/23 12:05:49
Drew,
Thank you!
DeeDoubleU,
Well bleh, at least some of it must be fixed. I admit it is a bit challenging for me since I made many things wood. Great that you found them though so I can see for myself! I do understand what the alignment requires...just probably missed some. You have the latest version if there is a lift by the bobbing crate and a shortcut to the 3rd level.
Any other outstanding issues? Are improvements apparent? I made some large and some small ones.
I will check the demo when I get home...thanks for taking some time to look for me! :)
#13445 posted by onetruepurple [213.227.95.2] on 2016/03/23 12:48:22
why I can't pickup items while notarget is on?
It's an AD "feature".
#13446 posted by DeeDoubleU [178.137.182.55] on 2016/03/23 14:13:35
I already thought it was good last time. Only pointing out those wood textures because I got an impression you are on a hunt to cath'em all 8)
Lift next to crate helps with jumps. On the other hand its area is even smaller, felt even more like sitting duck while riding it.
 Redid The First Map Of My Mod
#13447 posted by Daya [109.31.36.149] on 2016/03/23 18:01:37
Did so because I wasn't satisfied with the first one.
Just wanted a quick test to see if the overall geometry was good enough, and see if _sunlight2 is what I am looking for for overall outdoor lighting. I'm glad it is.
Some areas need to have their lights reworked, and some textures still have fullbright pixels left(wierdly enough, the big rock texture from the first ep of Daikatana have fullbright pixels leftovers). Still, I have hope.
http://image.noelshack.com/fichiers/2016/12/1458752404-schlossherr20160323172542-00.jpg
http://image.noelshack.com/fichiers/2016/12/1458752406-schlossherr20160323172742-00.jpg
http://image.noelshack.com/fichiers/2016/12/1458752406-schlossherr20160323173018-00.jpg
http://image.noelshack.com/fichiers/2016/12/1458752407-schlossherr20160323173042-00.jpg
 Looking Good
#13448 posted by Bloughsburgh [75.151.243.225] on 2016/03/23 18:03:34
Gives me a bleak port/town vibe. I like the moody darkness in each shot.
 DeeDoubleU
#13449 posted by Bloughsburgh [73.214.214.192] on 2016/03/23 20:20:56
That has to be the greatest demo I have ever seen. You were like a wood god seeking out his disloyal subjects. I am glad I did understand the alignment and most of the offense is in the stable.
Thanks for presenting it in such a way that both made me help optimize the map and also chuckle.
And, none of the random planks are meant to shape any form of lettering but I like that it looks like NiN!
 Some More Tests, With Lighting
#13450 posted by Daya [109.31.36.149] on 2016/03/24 19:15:50
 Warm
#13451 posted by Bloughsburgh [73.214.214.192] on 2016/03/24 20:06:30
Nice and warm glow to the brooding dark skies...I like it!
 E1m3 Remix
#13452 posted by PuLSaR [37.144.41.184] on 2016/03/25 18:53:30
looks sweet, can't wait to play it. I wanted to make e1m3 remix by myseft for a long time (since mid 00s), but never made it.
Though some more texture variety and trims would be nice.
 Retrojam 5: E1M3 Remix
#13453 posted by onetruepurple [95.160.159.161] on 2016/03/25 19:00:31
 Hey Guys.
#13454 posted by Shamblernaut [121.45.232.68] on 2016/03/25 21:36:43
I've dusted off the deathmatch map I was working on and need some advice.
The map is pretty functional as is in terms of gameplay, I am just prettying it up, placing some visual cues so that it's easier to learn teleporter locations.
I have some platforms that hang over a pit of spikes that players need to jump over in order to traverse the level. The platforms look silly sans support, so I fabricated up some chains to hold them in place. Visually it looks excellent.
As a player would you rather these chains:
a) slightly obstruct player jumping, increasing the risk of death?
or b) be func_illusionary removing some "reality" but less chance of death?
#13455 posted by Johnny Law [4.16.194.34] on 2016/03/25 22:31:03
Maybe they can be supported from below or from the sides, with thin brushes?
I'm a little dubious about the idea of falling-into-certain-death in a multiplayer map though.
If the platforms are quite big, so that essentially you're making a "space map" (hipdm1, q3dm17), then that's fine... but since you're worried about players blundering into edge supports then I'm guessing the platforms are small.
There are maps like q3dm6 and Furious Heights that do have spots where players need to bounce across some player-scale platforms, but the penalty for falling is just tactical (and maybe a small bit of falling damage). If those maps had death-pits underneath then I don't think people would enjoy them as much.
 @jlaw
#13456 posted by Shamblernaut [121.45.232.68] on 2016/03/26 03:41:10
They reside in the middle of an open area that is meant to have risks to traverse. Both in dangers from other players and the "oops I fucked up this simple jump" factor. The platforms are quite large.
http://www.quaketastic.com/files/screen_shots/hellvertica.tga
 Fuck
#13457 posted by Shamblernaut [121.45.232.68] on 2016/03/26 03:42:09
That was a 6.2 mb tga, uhm... sorry.
#13458 posted by Rick [75.65.153.192] on 2016/03/26 04:13:52
The chains don't look right to me just disappearing into the floor like that.
They could use some kind of fixture to represent an attachment point, and probably would look better attached to the side of the platform.
Personally, I'd just add supports or something underneath.
 Yup
#13459 posted by Shamblernaut [121.45.232.68] on 2016/03/26 07:54:20
I was going to add a fixture to the top, but now that you mention it, the side will probably work just as well if not better.
#13460 posted by Hipshot [94.137.102.38] on 2016/03/28 11:45:11
Very few of the screenshot links works on the first pages?
 Hardware Versus Software
#13461 posted by mankrip [187.126.177.230] on 2016/03/29 03:16:48
I was testing some stuff out, when I loaded E1M1 in both QuakeSpasm and Retroquad and got shocked. For a moment I almost thought I hadn't alt-tabbed properly.
See the comparison: QuakeSpasm & Retroquad
This also shows how faithful to the software renderer QuakeSpasm is. Good work.
#13462 posted by necros [172.98.67.52] on 2016/03/29 03:28:52
i've been meaning to ask... what is with that weird fuzzy look in your engine? reminds me of software unreal.
 Necros
#13463 posted by mankrip [187.126.177.230] on 2016/03/29 03:41:19
It's the series of dithering filters I'm developing. It's actually superior to the filter in UT99 (though not to the filter in UT2K4, which uses a 16-bit bilinear algorithm instead of dithering).
#13464 posted by mankrip [187.126.107.65] on 2016/03/30 02:49:34
Here's a view of a single pattern generated by Retroquad's 3-step dithered lighting: screenshot.
Rendering in Retroquad generates multiple patterns like this, non-overlapped.
And as can be seen, the resulting pixel patterns in Retroquad are more dynamic and complex than the ones in Unreal.
 Wow
#13465 posted by [78.55.110.2] on 2016/03/30 03:03:02
thats art!
 Looks Like A...
#13466 posted by Hipshot [94.137.102.38] on 2016/03/30 09:37:03
nice carpet =D
 Return To Mapping
#13467 posted by DOOMer [95.73.116.169] on 2016/03/31 00:19:32
I decided to go back active in mapping for Quake. Yesterday started a new small
map, which probably will be a bit nonlinear on the walkthrough.
Th map will be for AD mod.
http://i.imgur.com/7hoFPqW.jpg
http://i.imgur.com/oTxNk1z.jpg
 Great Start
#13468 posted by Bloughsburgh [73.214.214.192] on 2016/03/31 00:21:25
Awesome to see new AD mappers!
#13469 posted by mankrip [66.249.88.154] on 2016/03/31 01:42:08
The Windows behind the archways are a nice touch.
#13470 posted by DeeDoubleU [178.137.180.182] on 2016/03/31 11:33:57
If he is the DOOMer I think he is, then a phrase "everything new is well forgotten old" couldn't be truer.
 If You Mean
#13471 posted by SleepwalkR [87.146.37.126] on 2016/03/31 16:01:09
absolutely annoying asshole, then yeah, he is.
 I Love The Smell Of Arrogant Hypocrisy In The Morning
#13472 posted by [171.25.193.131] on 2016/03/31 18:28:55
#13473 posted by DOOMer [89.109.203.19] on 2016/03/31 23:38:44
@Bloughsburgh
Thank you :) And your map too inspired me to make something not under vanilla
Quake or Quoth2, but under AD.mod.
@mankrip
Yes :) But the arches in my opinion look quite just, perhaps they lack the
borders of another material.
@DeeDoubleU
I don't know about what you think DOOMer, in the Q-community were many. I have
no big releases for the first Quake. I have previously participated in several
speedmapping events and made a map for the Jam 1.
 Doomer
#13474 posted by Breezeep_ [100.1.249.19] on 2016/04/01 00:49:38
Looks pretty oldschool.
 DOOMer
#13475 posted by DeeDoubleU [178.137.180.182] on 2016/04/01 11:22:34
Yeah, that's why I recognized your nickname. Saw it while going through top rated maps at quaddicted and at quakegate.
 Upcoming Project X
#13476 posted by Orl [73.10.210.162] on 2016/04/01 19:00:20
You're not ready for what's in store for you. Many months and money have been poured into this project, codenamed X-tra HOT that will leave even the most skilled of Quakers on their knees pleading for mercy. What is it you ask? Take a look.
Right off the bat, we're talking next generation level design here.
qrf.servequake.com/~orl/misc/af1.jpg
Each map a true work of art, designed by only the most professional of crafters.
qrf.servequake.com/~orl/misc/af2.jpg
Hundreds of traps and dangers just waiting for you to be victim to.
qrf.servequake.com/~orl/misc/af3.jpg
Bizarre worlds and enemies with state of the art gameplay that will leave you on the edge of your seat!
qrf.servequake.com/~orl/misc/af4.jpg
Mini-games like golf to take the pressure off from getting whooped by your adversaries, because everyone needs a little relaxation.
qrf.servequake.com/~orl/misc/af5.jpg
This is no doubt the ultimate in Quake experience, re-defined for next level gaming! Coming soon to ColecoVision, Emerson Arcadia, and the Casio PV-1000!
#13477 posted by mankrip [66.102.8.199] on 2016/04/01 19:01:37
I used to use the nickname "Fragger" before realizing how common it was.
 Project X Looks Great
#13478 posted by mankrip [66.102.8.199] on 2016/04/01 19:05:37
How many weapons will it have?
 Looking Forward To It!
#13479 posted by Bloughsburgh [75.151.243.225] on 2016/04/01 19:06:37
Make sure you get some red armor if you sink hole 18!
 Steve Urkel
#13480 posted by JPL [82.234.167.238] on 2016/04/02 15:12:30
Go Map !
 Orl = Madfox??
#13481 posted by onetruepurple [95.160.159.161] on 2016/04/02 15:46:35
#13482 posted by mankrip [187.126.96.61] on 2016/04/03 01:43:31
 >10 Fps
#13483 posted by Orl [73.10.210.162] on 2016/04/03 01:52:12
#13484 posted by mankrip [187.126.96.61] on 2016/04/03 02:13:48
The 10 fps screenshot was taken in my Celeron laptop with Windows Vista, which is the one I use for coding. And there's been some optimizations since then.
But yeah, I'm aiming this renderer at high-end CPUs (for full HD, a Core i5 should be the minimum recommended).
 Per-pixel Quantization
#13485 posted by mankrip [187.126.96.61] on 2016/04/04 18:01:26
Here's the skybox l_swampn from Arcane Dimensions: before and now. These shots are from one of the lower corners of the skybox, and skyboxes in Retroquad are (still) rendered without any lighting of fog, just the raw preprocessed textures.
Now all six sides of the skybox are preprocessed as a single image, to smooth out the edges, and I've noticed that this helped to improve the image quality as a whole, getting rid of image artifacts like the pattern on the lower side of this skybox, therefore improving the overall color fidelity.
Right now, skyboxes are the only thing using this image format, but I'm going to port this image preprocessing algorithm into a texture compiler tool, to allow the engine to use 24-bit textures everywhere with fast load times. I'm really curious to see how the combination of this texture color quality with the 4-step dithered lighting will look.
All this has near zero impact on performance, by the way. I'm getting around 60 fps when rendering nothing but the skybox at full HD in my Core i5 laptop. Regular BSP geometry is slower to render due to lighting and their 3D mesh complexity.
 Makin' Sprites
#13486 posted by killpixel [174.48.226.83] on 2016/04/04 21:08:15
I was going to post this in the LowRez Jam thread since someone had brought up making pre-rendered sprites and I thought my tests could be helpful. But, it looks like the project may have found a pixel artist, which is awesome. For those of you who also like pixel art, this thread over at polycount has some awesome stuff.
Since I don't have the time, money or talent to create an entire bestiary of beautiful pixel art monsters I opted to do pre-rendered sprites instead, here are some shots from the first test I did some time ago:
pre-model doodles
initial sculpt
pre-retopo rig test
rendering setup
eight angle render
in-game test
This was made in blender. This is my first model and, of course, pre-rendered sprite. Making the actual model took a couple days, but most of that time was spent going through tuts from CG Cookie. I was pretty burned out after making the model and just did a rushed paint job because I really wanted to figure out the rendering bit and see how it would look in game. Needless to say, a better paint job would have gone a long way, but this is sufficient for this test. Also, I intend to use GLSL shaders to emulate software rendering of the game, so that will further alter the look of the sprites (and world).
I prefer the look of hand-drawn sprites over pre-rendered sprites, but the flexibility of going pre-rendered just can't be beat. Also, this project has a lot of characters and lots-o-frames for each one. So really, pre-rendered is the only feasible way to go about it, I think.
One thing I *hate* about some pre-rendered sprites is hard lighting and shadows, which give it a plastic, fake look and totally gives away the fact that they are pre-renderd. I did a series of tests and it turns out that flat, uniform lighting looks best (IMO). Maybe incorporate something like SpriteLamp could yield some badass results.
Here are some picture dumps of the sprite making process from Blood, Duke Nukem 3D and Doom that I found helpful and interesting.
I've also done some viewmodel tests with physical models made from toy gun parts, duct tape and paint. It was a fun experiment but I have since moved to 3D models for that too. Maybe I'll post some pics from that test sometime as well.
I know this is kind of a niche thing but I hope someone may have found it useful or interesting, I did!
 O_O
#13487 posted by Kinn [5.79.74.90] on 2016/04/04 21:38:53
O_O
 Killpixel
#13488 posted by Hipshot [94.137.102.38] on 2016/04/04 21:52:08
I find this very interesting, I've also seen the graphics for the level before, at least the bricks and the ivy hanging down from the arch, cause you have posted this at Q3W before right?
I love these old low polygon games, I have such an itch creating a game like this haha.
 Hipshot
#13489 posted by killpixel [174.48.226.83] on 2016/04/04 22:16:14
Yeah, this is some of the earliest test art, so you may have seen it before. I go to q3w when I'm having difficulty wrapping my head around shaders. The arch is a decal with which I was having issues, that's probably what you saw.
I'm trying not have so much of a death grip on what I reveal or not, plus this is only old, pre-alpha test art, so not that big of a deal.
There certainly is something charming about low tech games...
#13490 posted by Hipshot [94.137.102.38] on 2016/04/04 22:24:16
Do you use the Q3 engine for this, or what do you mean? Just the bsp with it's shaders?
I think you can get a long way with pre-rendered frames, like you do. We talked about this at the office today, if you do ONLY that and not mix it in with regular pixel art, then you will have a consistent and clean overall art style.
 Just The Bsp/shaders
#13491 posted by killpixel [174.48.226.83] on 2016/04/04 22:30:16
Yes, consistency is definitely best. I use hand drawn sprites for pre-model visualization just so I can get things looking right before committing to a model.
#13492 posted by Hipshot [94.137.102.38] on 2016/04/04 22:41:36
What engine? Darkplaces perhaps?
#13493 posted by killpixel [174.48.226.83] on 2016/04/04 22:47:32
Yes, dp, which I would like to eventually fork. Also using quakec/csqc.
#13494 posted by Hipshot [94.137.102.38] on 2016/04/04 22:52:38
This is also made in darkplaces
http://www.retroblazer.com/
And also uses sprites as enemies.
#13495 posted by killpixel [174.48.226.83] on 2016/04/04 22:59:44
Yeah, I'm familiar. I was rooting for them when they launched their kickstarter. Sadly they did't get very far. IMO, it's sorely lacking in the gameplay department, which the primary focus of my current project.
AFAIK, steelstorm is the only commercial game using darkplaces.
 On Mobile
#13496 posted by killpixel [174.48.226.83] on 2016/04/04 23:00:53
Words not good
 Killpixel
#13497 posted by mankrip [66.249.88.154] on 2016/04/05 02:13:03
This art of yours is freaking great.
I don't think you need to mimic software rendering. At 64*64, you're going to need all the detail you can get, specially on distant objects, so I'd recommend regular 32-bit rendering with anisotropic filtering and trilinear mipmap filtering.
Since the resolution is so small, you can also use 8-bit alpha channels on the sprites and enable FSAA to smooth out all edges.
And for sharp pixelated texturing on close-ups, you can use this large texture magnification for pixelated games without aliasing between texels shader.
By combining all these approaches you should get a visual style with sharp texturing and smooth geometry.
Also, pre-render a shadow directly from above the models, to give a better sense of them touching the ground. You can even use an 8-bit alpha channel to make them really smooth.
The fact that the prerendered models aren't lit directly from above isn't a problem. Artistic freedom can be more charming than realism in such cases.
#13498 posted by necros [172.98.67.112] on 2016/04/05 04:17:58
no chance of making that a 3d model then? you could make a low poly mesh and render the high poly texture onto a low poly UV...
either way, that thing looks awesome. really well done. :)
#13499 posted by mankrip [66.249.88.154] on 2016/04/06 03:37:24
 Doot Doot
#13500 posted by killpixel [174.48.226.83] on 2016/04/06 04:14:54
Oh crap, I thought Killpixel was Khreathor. My reply was for the low res jam game.
Nope, not Khreathor. Glad you liked the art though! Interesting write-up you linked as well.
@necros - Thanks :) But no, game-ready models are not on the agenda. The irony of creating high poly models just to turn them into low res sprites has not escaped me, however.
#13501 posted by necros [172.98.67.76] on 2016/04/06 05:54:02
well, most of the hard work is done already, if you ever decide to do it...
#13502 posted by Joshua [73.157.42.109] on 2016/04/07 02:57:11
Beautiful work, hell of a first model! With Blender you can render out a world space or tangent space normal map. SpriteLamp tends to have a pillow shaded look it to.
 Quaketastic
#13503 posted by Ruin [97.78.239.154] on 2016/04/07 03:47:52
Did the password change? I tried the ZigguratVertigoBlewTronynsSocksOff and it doesn't seem to be working
#13504 posted by killpixel [174.48.226.83] on 2016/04/07 04:37:04
@joshua - thanks! I'll look into normal maps, still feeling my way through blender (and 3d modeling, for that matter).
Delver was one of the games I used as reference when exploring the pixel art style. I still pop in once in a while just to so soak in the art, go figure!
 Quaketastic
#13505 posted by Rick [75.65.153.192] on 2016/04/07 12:35:31
The password still works for me.
One problem I've had before is when using copy & paste to enter the password. Sometimes I would get an extra space at the end.
 Notastic For Me
#13506 posted by madfox [84.84.178.104] on 2016/04/07 20:18:32
I can vieuw quaktastic, but every link further bounces back to the waybackmachine.
I tied all, delete cookies, cleaned up webbrowser. There's just some kind of hacker in between.
 I Ment
#13507 posted by madfox [84.84.178.104] on 2016/04/07 20:20:11
Quaddicted.
 Ad_e1m3 Beta
#13508 posted by Giftmacher [213.67.146.87] on 2016/04/09 00:17:28
Here is a beta of my AD remix of e1m3, it got a little messy but I did learn a lot about Quake 1 SP gameplay and mapping. I would love some feedback on this, I have put monster setups for all 3 difficulties.
Feedback on just about everything is appreciated -> layout problems, lighting, technical aspects with triggers/entities, gameplay aspects like balance of monsters/items. And of course bugs.
Thanks!
Link here -> https://drive.google.com/open?id=0B4sO-9thmVw8bzVLTzFWZlBTNVk
 Gift
#13509 posted by FifthElephant [86.4.213.148] on 2016/04/09 02:07:08
I have had a very quick bash and so far it looks decent enough. I died a couple of times and I will give some proper impressions when I can properly play it...
Is this your first map?
 Will Check
#13510 posted by Bloughsburgh [73.214.214.192] on 2016/04/09 04:55:18
I will try your map out when I get the tomorrow! :)
 Ad_e1m3 Beta
#13511 posted by DOOMer [95.72.65.155] on 2016/04/09 08:11:21
Looks nice :-) More boxes of ammunition, please. For players like me who save bad ammo.
#13512 posted by Giftmacher [213.67.146.87] on 2016/04/09 12:30:05
Yea first q1 map, I've done small maps for Q2 before 1500-2000 brush limit (quark + q2 does not mix well). So the extended limits/engine is a little bit overwhelming at this point :)
More ammo yes, demos would be very helpful
 Outstanding!
#13513 posted by Bloughsburgh [73.214.214.192] on 2016/04/09 17:13:57
First demo: First run...dying at SNG trap
Second demo: Completed on Skill 1 with 3/5 secrets.
https://www.dropbox.com/s/bxhkboqxtzsam1y/mjb_gift.7z?dl=0
First off let me say this is beyond impressive. This is how a remix map should be. It felt like an entirely new swampy dungeon map but sometimes I would say to myself: "Hey, this reminds me of the necropolis!"
Visuals are fantastic, sound, atmosphere...just all great. I personally did not see glaring visual or sound issues...top notch!
-Got stuck on a slope near the start where some shells are located...you will see in the demo. There is a sound load error (wood13?) in the demo as well.
- SNG trap is FAR too quick to punish, that needs to be twice as slow in my opinion...even when I knew where the button was I almost died!
-Ammo is a bit scarce at the start and I though I was being pretty gracious with the use of the ax. I found the overall difficulty on skill 1 to be quite challenging...could have passed for a skill 2 in my opinion. honestly, that's all of the issues I could see...although I am not sure what the ring key did...wonder if I missed a super secret!
-Make the exit teleport a func_illusionary so Ranger doesn't start swimming before he exits. ;)
-Be sure to add some neat info_intermission spots...AD can have more than one and can be cycled through!
+ That dark choir sound...is that from Duke Nukem? It sounds so familiar.
+ Lovely lighting, use of breakables are well implemented and inter-connectivity is full-fledged. I got a bit lost but I always ended up where I needed to be.
+Like the secrets, missed two and I wonder how to reach that circular pool behind the bars!
This makes me motivated that I have a LOT to learn when it comes to making maps. The amount of polish of this beta is outstanding in my opinion. Good job and looking forward to the release!
 Forgot To Mention
#13514 posted by Bloughsburgh [73.214.214.192] on 2016/04/09 17:22:51
Sorry, forgot to mention one more thing:
Developer 1 on console will show any little errors that may be present.
windgust5.wav is not a looping sound.
Sometimes got a message that the particle limit of 1024 was too low...could be because I was noclipping.
That circular pool is where I was before...so scratch that. ;)
 Giftmacher
#13515 posted by mfx [77.179.188.3] on 2016/04/09 18:36:05
Impressive map, check your mail!
 Giftmacher
#13516 posted by Barnak [69.157.188.218] on 2016/04/09 19:51:46
This map is *A*W*E*S*O*M*E* !
My only complain, is the darkchoir.wav sound which I didn't even noticed in the game. Maybe it should be louder ?
 Glorious Necropolis
#13517 posted by sock [190.231.253.199] on 2016/04/09 19:55:24
Here is a beta of my AD remix of e1m3
Wow! that is an amazing looking map, such crazy cool details everywhere. My feedback is part of the MFX mail, I think! :D
BTW, please remix E1M4 as well!?! :D
#13518 posted by DeeDoubleU [134.249.211.37] on 2016/04/09 20:56:47
5 tries and still didn't finish it.
Ammo is scarce as already mentioned. I think you shouldn't rely on people finding everything hidden behind breakables.
Half of the times I couldn't see what I'm shooting at. Dark corners was shooting me, so I shot back.
There was some clip brush (I guess) between some platform and a wall, that made it look like I'm walking on air. Can't describe the place, but it is in the demo.
Difficulty felt quite hard.
Don't have anything else atm. Going to wait for the next version, so I could still have a first run of the rest of the map.
Here is my demos. Hope it helps.
https://drive.google.com/open?id=0B3li06myS1r1ZDYtWnhKR3pwbTA
 Love This Community
#13519 posted by Giftmacher [213.67.146.87] on 2016/04/09 22:32:46
Thank you so much for all the feedback, I have a pile of demos to review now. Although just by reading the comments I can tell the map is way too hard.
That is the problem of playtesting solo since you know everything, "oh this isn't so bad you just pick up these 2 secrets, avoid that shambler and go here!"
Bloughsburgh I don't know where the darkchoir.wav is originally from, I picked it up from a Q2 map. It says volume is capped at "1", can I make it go louder somehow?
I think, as you mention, a clear path is needed with the required weaponry and items to complete the map on skill 1. Then skill 2 can be the extra challenge.
sock, yes the feedback is in the mail, and man e1m4 is such a great map.. don't get me started, my wife will divorce me :)
Will start going through demos now, thanks to all of you, I'm looking carefully at your feedback.
 Oh Oh Oh
#13520 posted by JPL [82.234.167.238] on 2016/04/09 22:53:01
Got an error message while loading the map: Mod_LoadBrushModel maps/ad_e1m3.bsp has wrong version number (844124994 should be 29)
I am sad.... :(
 Haha JPL
#13521 posted by mfx [77.179.188.3] on 2016/04/09 22:56:34
get the latest Quakespasm or fitzmark5, this is a bsp2 map.
 Suggestion To Giftmacher
#13522 posted by Barnak [69.157.188.218] on 2016/04/09 23:10:54
The final boss room don't allow exploration of the rest of the map. I suggest a simple hole bellow the final elevator to return back.
#13523 posted by Giftmacher [213.67.146.87] on 2016/04/10 11:08:08
Barnak good idea, there should be a portal back like in the original e1m3, or something similar.
#13524 posted by negke [31.16.58.85] on 2016/04/10 11:37:51
Don't use BSP2 unless you absolutely need it!
 Mfx...
#13525 posted by JPL [82.234.167.238] on 2016/04/10 13:34:54
Ah, ok... will give it a try later... Thanks for the help ;)
And to concur with negke, would be better to make it a bsp map as far as possible :)
#13526 posted by Giftmacher [213.67.146.87] on 2016/04/10 16:10:52
Got it, switched back to normal bsp. On another note, a weird problem with colored lighting have occurred. I used this light setup in worldspawn:
Light Setup
_sunlight 200
_sunlight_color 180 255 190
_sunlight_mangle 250 -28 0
_sunlight_penumbra 8
_sunlight_dirt 1
_sunlight2 50
_sunlight2_color 180 255 190
_sunlight2_dirt 1
_dirt 1
_dirtscale 1.5
_dirtgain 1.3
_dirtdepth 192
_minlight_dirt 1
Then to add some color to windows for a "glowing" effect I added yellow colored light, like _color 0.9 0.9 0.2 on a light entity
But then the light entity emits darkness instead (no negative light value). It works fine with default color though?
 Wild Guess
#13527 posted by czg [85.227.145.43] on 2016/04/10 16:25:28
You should be consistent in using color values either between 0.0 to 1.0 or 0 to 255.
Try _color 230 230 51 instead.
Not sure what is standard, but I think the compiler tries to auto detect what you intend, and probably got it wrong here.
In a fgd file this is the difference between using (color) or (color255) on the key def.
 Excellent
#13528 posted by Giftmacher [213.67.146.87] on 2016/04/10 16:36:25
You are correct, thanks! :)
 Crossbow Knight Variant
#13529 posted by FifthElephant [86.4.213.148] on 2016/04/10 21:39:15
So it's still compatible we should change the default skin to a more "armoured" look so people can tell they take more damage than the dguard. But you can have a "dguard" variant that is weaker? Maybe just have a spawnflag setting?
 That Sounds Good Too
#13530 posted by onetruepurple [95.160.159.80] on 2016/04/11 12:49:05
 Dark Choir
#13531 posted by Bloughsburgh [75.151.243.225] on 2016/04/11 12:51:04
Ah, that's from Severance: Blade of Darkness!
I knew it sounded familiar haha. Works well with the skull wizards and wraiths.
 Blade Of Souls
#13532 posted by sock [190.231.253.199] on 2016/04/11 14:25:31
Ah, that's from Severance: Blade of Darkness!
I played that game to death! loved it! pre-darksouls mechanics, crazy hard in places. I even made levels for it as the editing tools were released and easy to use.
Checkout the lead artist website if you want some BoD style textures!
 Oh Nice!
#13533 posted by Bloughsburgh [75.151.243.225] on 2016/04/11 14:31:06
Wow, that is pretty awesome. I could see The Island of Karum fitting the Quake universe quite well with its dismal fog and dark tones.
 Severance: Blade Of Darkness!
#13534 posted by Shambler [92.22.8.11] on 2016/04/11 14:46:09
Took me two goes to get "into" the game, the first go ended up with the game CD in several pieces. Once I got into it it was great - the combat was very satisfying once you pulled it off, and guess what it was controllable with any config you wanted, obvi-fucking-ously. Also had great lighting for the time.
 Heck Yes
#13535 posted by Bloughsburgh [75.151.243.225] on 2016/04/11 15:03:17
Also took a few attempts to get into the game as Sargon: the Knight. First run through was pretty bad and never took advantage of the combos (Lovely red swirls of death!). Second play was with the Tukrum:(sp) The Barbarian and fully utilized his ridiculously sized weapon's combos.
I even did a Let's Play of it because I wanted to share the passion that I found from the game's design. I recalled using that Dark Choir sound for an intro of one of the levels and sure enough I found it!
 Swampy - Phong Shaded
#13536 posted by mfx [92.229.102.29] on 2016/04/15 00:31:09
 Swampy - Phong Shaded 2
#13537 posted by mfx [92.229.102.29] on 2016/04/15 00:31:52
 Swampy - Phong Shaded 3
#13538 posted by mfx [92.229.102.29] on 2016/04/15 00:32:35
 Hey, Cool
#13539 posted by mfx [92.229.102.29] on 2016/04/15 00:33:29
bot works.
 Swampy - Phong Shaded 4
#13540 posted by mfx [92.229.102.29] on 2016/04/15 00:39:07
 Ad_test3 - Phong Shaded 1
#13541 posted by mfx [92.229.102.29] on 2016/04/15 00:59:56
 Ad_test3 - Phong Shaded 2
#13542 posted by mfx [92.229.102.29] on 2016/04/15 01:00:43
 Ad_test3 - Phong Shaded 3
#13543 posted by mfx [92.229.102.29] on 2016/04/15 01:01:23
 Ad_crucial - Phong Shaded 1
#13544 posted by mfx [92.229.102.29] on 2016/04/15 01:02:37
 Ad_crucial - Phong Shaded 2
#13545 posted by mfx [92.229.102.29] on 2016/04/15 01:05:35
 Ad_crucial - Phong Shaded 3
#13546 posted by mfx [92.229.102.29] on 2016/04/15 01:12:53
 Ad_crucial - Phong Shaded 4
#13547 posted by mfx [92.229.102.29] on 2016/04/15 01:13:20
 Ad_crucial - Phong Shaded 5
#13548 posted by mfx [92.229.102.29] on 2016/04/15 01:13:54
 Amazing
#13549 posted by mankrip [66.249.88.164] on 2016/04/15 01:20:35
When's the release? Next AD patch?
 Yeah
#13550 posted by killpixel [174.48.226.83] on 2016/04/15 01:28:22
these are nice.
#13551 posted by FifthElephant [86.4.213.148] on 2016/04/15 01:36:51
Looking good dude :)
 Soon.
#13552 posted by mfx [92.229.102.29] on 2016/04/15 01:37:47
I fixed test3 already, feedback was devestating.
 Ad_test3 - Phong Shaded 4
#13553 posted by mfx [92.229.102.29] on 2016/04/15 01:38:27
 Ad_test3 - Phong Shaded 5
#13554 posted by mfx [92.229.102.29] on 2016/04/15 01:38:47
 Ad_test3 - Phong Shaded 6
#13555 posted by mfx [92.229.102.29] on 2016/04/15 01:39:06
 Ad_test3 - Phong Shaded 7
#13556 posted by mfx [92.229.102.29] on 2016/04/15 01:39:26
 Ad_test3 - Phong Shaded 8
#13557 posted by mfx [92.229.102.29] on 2016/04/15 01:39:47
 Thx Ericw
#13558 posted by mfx [92.229.102.29] on 2016/04/15 01:41:31
and rebb.
#13559 posted by Kinn [217.35.212.81] on 2016/04/15 01:44:13
that totally tickles my ptarmigan
 Lol Kinn
#13560 posted by mfx [92.229.102.29] on 2016/04/15 01:56:15
whats a ptarmigan?
Do i want to know..?
 Mfx
#13561 posted by Kinn [217.35.212.81] on 2016/04/15 02:00:53
it's a medium-sized gamebird in the grouse family located between the scrotum and the anus.
 I Knew It
#13562 posted by mfx [92.229.102.29] on 2016/04/15 02:05:26
you sick fuck
 Sorry Kinn For My Harsh Words
#13563 posted by mfx [92.229.102.29] on 2016/04/15 02:47:58
i adore you still, you sick dude you.
 AD_knave - Phong Whatever
#13564 posted by mfx [92.229.102.29] on 2016/04/15 03:12:39
 AD_knave - Phong 1
#13565 posted by mfx [92.229.102.29] on 2016/04/15 03:32:46
 MFX
#13566 posted by Bloughsburgh [75.151.243.225] on 2016/04/15 12:28:18
Looks really great man! Thanks for sharing the screens!
 Harsh?
#13567 posted by Kinn [217.35.212.81] on 2016/04/15 12:52:50
No worries mfx, there's plenty more where that came from.
 Hey.
#13568 posted by Shambler [92.22.8.11] on 2016/04/15 13:57:34
Anyone got any screenshots of AD maps with phong shading added?? I reckon it would go real nice with all the other modern Quake effects....
 Sniff My Phong
#13569 posted by Kinn [217.35.212.81] on 2016/04/15 15:08:54
I take it phong is a global switch? Can you override phong settings on a per func_ basis?
 Kinn
#13570 posted by mfx [85.181.115.215] on 2016/04/15 15:42:16
I did the shading on a func_group basis, idk yet if it works from worldspawn.
Gonna try this now.
#13571 posted by FifthElephant [213.205.253.243] on 2016/04/15 16:23:17
Per surface is the most ideal but requires a new map format
 Chutlhu Fhtagn
#13572 posted by spy [92.46.178.80] on 2016/04/15 18:31:25
mutha effers
 Chutlhu
#13573 posted by spy [92.46.178.80] on 2016/04/15 18:33:01
oh well, ok then
 Mfx
#13574 posted by metlslime [159.153.4.50] on 2016/04/15 18:52:35
your bot should try making hyperlinks with <a> tags! And bundle multiple links in a single post :)
 Metlslime
#13575 posted by mfx [85.181.115.215] on 2016/04/15 19:05:34
done already, sorry for spamming like this.
Next wave will look better.
 Mfx
#13576 posted by Tom [188.166.6.40] on 2016/04/16 03:27:21
those pants in crucial shot 5 are hotty.
Nice screenshot!
 I Know Right
#13577 posted by mfx [85.181.115.215] on 2016/04/16 03:34:46
 Metal Monstrosity (AD Version)
#13578 posted by sock [190.231.253.199] on 2016/04/16 14:40:43
 Looks Great Sock
#13579 posted by Bloughsburgh [73.214.214.192] on 2016/04/16 16:51:17
Love the func_bobs on the outskirts...really nice subtle details like that are the ones I appreciate the most!
 Trigger_once Sluggish Firing
#13580 posted by Giftmacher [213.67.146.87] on 2016/04/18 17:18:34
My trigger_once brushes are sometimes slow/sluggish/not firing when walking through them. If they don't fire, I walk back and through them again and then they go. Sometimes! What could this be?
I use QuArk map editor, if that's of any relevance :)
 QuArk
#13581 posted by Bloughsburgh [75.151.243.225] on 2016/04/18 17:39:23
That's an odd one.
Is it any trigger_once brushes or a certain few. If it is all of the once brushes behaving this way, I'd look towards QuArk having some strange nuance.
If it is just a few brushes, then try deleting and recreating...or moving the pesky brushes to a new room and test there.
 Giftmacher
#13582 posted by mfx [77.180.8.53] on 2016/04/18 18:07:37
Remove the "angle" key from your trigger_once and _multiples, or set it to 0.
Bug in quarks conversion tools adds "angle" 360 as default.
 Yepp, The Angle Key Did It
#13583 posted by Giftmacher [213.67.146.87] on 2016/04/18 18:50:16
Thanks! QuArk certainly has some strange nuances Bloughsburgh :D
 MORE!!!
#13584 posted by PyroGXPilot [71.89.205.34] on 2016/04/22 06:58:23
 Curvy!
#13585 posted by mankrip [187.126.84.14] on 2016/04/22 07:59:11
 Those Curves...
#13586 posted by JPL [46.218.101.22] on 2016/04/22 11:48:30
.. are... wow...
 Bend-o-rific
#13587 posted by Bloughsburgh [75.151.243.225] on 2016/04/22 12:04:32
 Pilot
#13588 posted by mfx [77.180.22.157] on 2016/04/23 22:45:23
This looks really really awesome.
 Schlossherr - Start Map + 1st Map(PortTown)
#13589 posted by Daya [92.142.135.81] on 2016/04/24 02:05:40
Needs a sourceport which supports colored lightings and skyboxes (not implemented yet but there will be) + darkplaces files included.
Since this is a mod, extract the .zip file in your Quake/client directory.
What needs to be done: fix fullbright pixels on some textures + skybox.
http://www.mediafire.com/download/kxhaw2l9nn9ft6t/schlossherr.zip
 Forgot To Say, Demos Would Be Much Appreciated
#13590 posted by Daya [92.142.135.81] on 2016/04/24 16:28:35
 Daya
#13591 posted by Barnak [70.26.250.80] on 2016/04/24 17:22:21
why can't I use my config file with my settings ?
 Port
#13592 posted by Bloughsburgh [24.131.201.197] on 2016/04/24 17:40:59
A different feeling Quake map with some fun new weapons and monsters.
Skill 2, 3/4 secrets:
https://www.dropbox.com/s/ly2yx4u24614xnz/mjb_port2.zip?dl=0
Very enjoyable map with good flow and a nice nighttime atmosphere. Secrets were well placed and some lead to new areas as opposed to just a quick item cache. Liked all of the glass window views and little mechanical touches like trains and rotating doors.
If escape from your cell was your last map, then this sets the bar high for you! :)
Couple of water brush clipping out of where it should be contained...I point it out in the demo. Square lighting has dark rigid square shadows. Perhaps moving the light a bit away from the source would help. Keep a high wait value close as a source of brightness but then make the actual fill light lower. I point it out numerous times in the map ;)
Played on hard, difficulty was rather easy but very enjoyable none the less. Certainly wouldn't be a breeze for beginners!
Start map was nice, NM difficulty was nicely tucked away and I liked the level transition.
Looking forward to where this "train" takes us!
 Barnak, Bloughsburgh
#13593 posted by Daya [92.142.135.81] on 2016/04/24 18:34:52
Barnak, maybe this is because I accidentally added a config file inside the .pak file. Use pakexplorer to get rid of it.
Bloughsburgh, I'm happy with your input. That BFG bug is intriguing. I think it's because both the MegaHealth and the BFG use the same item slot. I have to look into that.
 Yaya, I Don't Have And Can't Use Pakexplorer On A Mac
#13594 posted by Barnak [70.26.250.80] on 2016/04/24 19:22:52
Doh !
 Barnak, Updated The Download Link
#13595 posted by Daya [92.142.135.81] on 2016/04/24 23:43:02
config file no more + added a proper skybox as well as fixing the odd waterbrushes
#13596 posted by DeeDoubleU [178.137.183.70] on 2016/04/25 01:13:05
skill 2, 2 secrets
I didn't like sound design that much, but gameplay is quite nice. Map left me wanting more.
Imho rooftops are just asking to have some action there.
Oh and atm it is possible to get stuck in quad exit door. Demo included.
I think you can prevent this by adding clips to the sides of quad shaft.
https://drive.google.com/open?id=0B3li06myS1r1NmJIc3JCVTVhczA
 Update On Schlossherr
#13597 posted by Daya [92.142.135.81] on 2016/04/25 22:27:00
*Fullbright pixels begone for dmc.wad
*Did clip brushes for windtunnels to better orient the player
*Pushed maximum nail ammo to 250
*Added scrags on the bridge parts, keep the dogs for easy mode
*Getting the BFG while picking up MegaHealth has been fixed
http://www.mediafire.com/download/kxhaw2l9nn9ft6t/schlossherr.zip
#13598 posted by DeeDoubleU [178.137.183.70] on 2016/04/25 23:18:29
I'm not sure if fullbrights fixed in dmc.wad supposed to mean that there should be none of those anymore or one wad is fixed and few more to go.
I can still get stuck in quad door. Was a bit tricky to find it since my previous method doesn't work in this version.
https://drive.google.com/open?id=0B3li06myS1r1ZFJ2Rko1NC01d0U
Pushing player farther or closing door earlier might solve it I guess.
Found gate#8 this time.
 File's Been Updated
#13599 posted by Daya [92.142.135.81] on 2016/04/26 00:28:24
*This time, no more fullbright pixels (I admit I got lazy here, only got dmc.wad but that's because TexMex's remove fullbright feature is wonky so I had to edit textures myself)
*Didn't notice this, but going to the belltower secret before going through the rotating doors make going back to the lighthouse a chore, so I added a trigger up there to open the gates if they aren't.
 Also Modified Some Clip And Trigger Brushes Regarding Windtunnels
#13600 posted by Daya [92.142.135.81] on 2016/04/26 00:28:49
#13601 posted by DeeDoubleU [178.137.183.70] on 2016/04/26 11:47:40
Door seems to be dw-proof now.
Found few fullbrights and one z-fight.
https://drive.google.com/open?id=0B3li06myS1r1Y0pxRC1KamZ2bUk
 Hopefully Last Update On That Map.
#13602 posted by Daya [92.142.135.81] on 2016/04/26 21:06:56
What you reported + realigned some crates in the Gate#8 deposit
#13603 posted by DeeDoubleU [178.137.183.70] on 2016/04/26 22:14:22
Sorry, last time I started my search after finishing the map, while all doors were open and missed these
https://drive.google.com/open?id=0B3li06myS1r1ZWU4bzJfME5tWmM
Aside from that I think you are good to go.
 Now I Hope This Was The Last Fix To Be Done
#13604 posted by Daya [92.142.135.81] on 2016/04/27 00:21:00
 (Made Another Update To Bring Max Ammo Nail Count Back To 200)
#13605 posted by Daya [92.142.135.81] on 2016/04/27 01:27:17
 Daya
#13606 posted by FifthElephant [86.4.213.148] on 2016/04/27 01:43:39
Keep it up, also good work on the new guns. Especially the BFG, it's probably the best version of the gun I have seen in Quake.
 Wait, Did You Get The BFG, Or Did You Watched Bloughsburgh 's Demo?
#13607 posted by Daya [92.142.135.81] on 2016/04/27 09:51:24
But thanks!
 Test.bsp
#13608 posted by FifthElephant [149.254.248.97] on 2016/04/27 11:02:52
;)
 Ah, Right
#13609 posted by Daya [92.142.135.81] on 2016/04/27 11:56:50
The BFG's unfinished though. Not only did I not put in ammo consumption (I plan for 30 cells per shot), I need to make the initial impact sprite appear (which doesn't even though I literally took the original explosion code alongside doom's sprites, I can't find a solution to this, same goes to the Rocketman's rocket explosion sprites which doesn't appear even though it's the same explosion code as vanilla) and as for the sphere going through gibbing enemies, I have to find a way to destroy the initial projectile and make a new one while still using the first projectile's speed and angle (I have no idea how to do this).
I plan on adding a weapon similar to Daikatana's Shotcycler (but with more power to it, think actual 6 consecutive SSG shots) as well as adding a Berserk powerup (that will add a lot of IF in the code...)
But since I'm using hipnotic's source code tacked on, nicely placed weapon HUD won't be a thing, since Preach told me I can't add nor change HUD elements, only modify the icons. A shame. I could've at least make an Infantry Gun, Gatling Gun and BFG9500 weapon icons if I used rogue's sourcecode, but I guess that's too late now.
#13610 posted by FifthElephant [86.4.213.148] on 2016/04/27 12:01:18
I didn't know you couldn't change the hud... is it hard-coded?
 As Preach Put It:
#13611 posted by Daya [92.142.135.81] on 2016/04/27 12:11:29
"You only have three options as to how the HUD works. You can have the HUD like it is in vanilla, or the HUD from mission pack one, or the HUD from mission pack two. You can customise the icons themselves, but there is no way of rearranging them or adding more than what the mission packs have. The mission packs got special customisations to the engine code before the source was released, it's not something the QC gives you any ability to change. "
#13612 posted by FifthElephant [86.4.213.148] on 2016/04/27 12:24:44
So it would require an engine change?
 Seems So.
#13613 posted by Daya [92.142.135.81] on 2016/04/27 14:56:01
Something like Darkplaces would overcome it I think, or hell, a port to a new engine to really break engine limits (which would mean no more bit slots and modifiable HUD).
But I want Schlossherr to be compatible with the most clients possible (yeah there's colored lighting and skyboxes but whatevs), so rendering it DP-only is a no-no to me.
 Fourth Method
#13614 posted by Spike [31.51.131.158] on 2016/04/27 14:56:02
fourth method:
csqc can change huds however it wants. obviously this requires people to use an engine that isn't basically crippleware.
fifth method:
either svc_showlmp or tei_showlmp extensions. while limited and a real pain to use (on account of not knowing the user's screen size, these can provide simple additions that are usable from ssqc. oh noes! an extension! I shall surely burn in hell for suggesting that!
sixth method:
make a guess at the user's video resolution and spam centerprints at them, with enough new line chars that the visible text appears just above their hud.
this one truely is evil. and hacky on account of not knowing their resolution, and can't do images. But hey, if your user doesn't want to give you any possibilities of using extensions, they'll be the ones to suffer by having to explicitly tell the ssqc what resolution they're using so that the mod can waste enough of their bandwidth with new lines to put the text in the right place.
seventh method:
directly hack an engine so that your mod stops working correctly as soon as the user tries to use an engine version which doesn't crash on the next limit-breaking map or whatever.
yay hacks.
 Showlmp Sounds Good
#13615 posted by Daya [92.142.135.81] on 2016/04/27 15:29:35
I could try csqc but that thing's barely documented and is DP exclusive. Where can I get that/those extensions?
 What I Did During My Holiday, And Other Horrors.
#13616 posted by Spike [31.51.131.158] on 2016/04/27 16:38:44
DP exclusive
no offsense, but that's bullshit.
FTE's implementation is much more versatile.
And if you want something more like quakespasm (and by that, I mean crippleware) then RMQe's implementation is sufficient for most huds.
which part of http://triptohell.info/moodles/fteqcc/csqcsysdefs.qc do you believe to be poorly documented? Imho its better documented than vanilla ssqc was (but then I'm biased as I wrote that stuff and thus understand it perfectly). Yes it is also more versatile/complex than vanilla ssqc and thus does kinda need more docs, you can't win them all. That said, if 'use the source' worked for carmack, then I'm going to be lazy too... :P
I'd be nice to add better/more complete descriptions to it, but I'm a) lazy. b) terrible at explaining things without getting annoyed at how verbose you need to be to fully explain things, and how fully explaining things does NOT aid with idiot-proofing at all and it being those people who actually need it to be fully explained. What can I say? Mutual exclusions annoy me.
Anyway, once you know the name of something, you can generally search insideqc.com's forums and get further info that way, and I'd like to think that most of it is fairly self explanitory once you know that the builtin exists. If you still have any problems, post about them (ideally on insideqc) and in that way the available 'documentation' will hopefully improve enough to help someone else, even if you yourself are defeated by it.
here's my old poopy hud code: https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/quakec/csqctest/src/cs/hud.qc?format=raw
you need some CSQC_RenderView function that called clearscene();setviewprop(VF_ENGINESBAR, FALSE);addentities(3); renderscene();Hud_Draw(...); and you should have something that looks somewhat like vanilla but is fully defined by qc.
I'm sure you can find nicer examples out there if you look.
basically, use getstatf to read the various STAT_* values (clientstat in ssqc to define custom ones starting at 32+), then call drawpic, drawfill, drawstring accordingly to throw it all at the screen.
DP requires some other functions, which you can provide stubs for easily enough. RMQe is a bit more basic in that its qcvm requires a very specific defs layout, and has multiple omissions.
Additionally, here's my attempt to repeatedly insult anyone who complains that csqc is poorly documented: https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/specs/csqc_for_idiots.txt?format=raw - once you have a basic understanding of the various concepts, the entire thing becomes much more aproachable.
if you want nehahra's svc_showlmp, then:
WriteByte(MSG_ONE, 35);
WriteString(MSG_ONE, "slotidentifier"); //just a name/id, not visible to the user in any way.
WriteString(MSG_ONE, "gfx/foo.lmp"); //the image to display
WriteByte(MSG_ONE, xcoord); //might be a short in one of dp's other protocols, good luck guessing what it'll expect. nehahra used bytes.
WriteByte(MSG_ONE, ycoord); //yes, this means that the image is probably limited to the top left of the screen. you have no idea how big the screen is either, so that's probably for the best.
you can then move/replace it by using the same series of writes.
To remove it completely:
WriteByte(MSG_ONE, 36);
WriteString(MSG_ONE, "slotidentifier");
note that while the extension is called 'showlmp', engines will probably also support tgas too, but they *might* still depend on the lmp to determine the proper image size (hurrah for the lack of width+height args). Or they might just display your high-res image at a really really high resolution... yay engine-specific behaviour.
this particular extension should exist in nehahra (of course), dp, markv, and fte.
you can find documentation for tei_showlmp2 in http://triptohell.info/moodles/fteqcc/fteextensions.qc but there's no real descriptions. this extension came from telejano, hence the prefix.
there's a bit more functionality to it, in that it has a 'zone' argument, so you're no longer limited to only the top left of the screen, and you no longer have to guess the screen size. the coords can be a bit weird though, as tei opted to require 8000 to be added or something like that rather than use signed offsets. its also utilised via builtins rather than having to guess whether the current network protocol is using shorts or bytes. however, it only exists in fte+telejano, and its been years since I heard anyone else even mention telejano. shame really, but oh well. as the original showlmp works in fte anyway, you're probably best focusing on that prior extension and only using this extended extension if there's a compelling need for something that'll only work in only one current engine.
looks like I wrote another essay... meh, screw proof reading.
 On CSQC
#13617 posted by Daya [92.142.135.81] on 2016/04/27 22:15:08
My mistake on believing it was DP only.
Though while it looks interesting, I don't really understand how it works, nor its functions. I guess I should've said instead of lacking documentations, more like it lacks tutorials, since I don't see many people use it that much, so I don't really get what does what.
Still, I'd like to know more about CSQC. Maybe after working on that HUD stuff I could see if I can move the weapon viewmodel around the screen, like nQuake did (though purely for cosmetic reasons, sometimes I like me some side weaponmodel, better if I can switch that on while looking at demos).
#13618 posted by Spike [31.51.131.158] on 2016/04/29 03:04:44
when you start using extensions - any extension - you can find yourself tempted to use just one more... CSQC's versatility makes this so very tempting.
There really is no harm with just making a hud and stopping there.
I keep thinking that I ought to write a patch for quakespasm or markv to provide hud-only csqc support, except that I'd probably end up overcomplicating it or something, plus I've got enough other stuff demanding my attention.
#13619 posted by [188.166.6.40] on 2016/04/30 00:53:26
 I Really Did
#13620 posted by mfx [77.180.54.175] on 2016/04/30 00:59:08
 Another One
#13621 posted by [188.166.6.40] on 2016/04/30 01:06:54
 @mfx
#13622 posted by Icaro [188.110.169.174] on 2016/04/30 10:55:07
 Nee, Alter!
#13623 posted by SleepwalkR [87.146.53.97] on 2016/04/30 11:10:12
 Sie Meinen?
#13624 posted by mfx [78.52.118.195] on 2016/05/01 00:16:17
 Quake's Start Map Replacement
#13625 posted by mankrip [152.238.96.93] on 2016/05/01 06:04:22
Here's a fixed start.bsp derived from the vanilla GPL release:
Download
I've fixed all the texture misalignments that annoyed me, plus some brushwork. Also added _dirt -1 to some light entities and compiled it with -dirtscale 1.25 and lit liquids.
 Start.bsp Fixed
#13626 posted by jakub [89.102.20.99] on 2016/05/01 21:20:10
fixed textures can make all the difference in the world. thank you mankrip. misaligned textures in original q1 are terrible with hd textures.
-
jakub
 Gameplay Video
#13627 posted by mankrip [152.238.96.93] on 2016/05/02 18:00:44
I've modified some things in the chiaroscuro lighting, because the models were getting too bloody dark when they shouldn't: Explore or Die - map gameplay.
I've died in a humiliating way in that video, but the video as a whole was nice to watch so I've not re-recorded it.
 Mankrip
#13628 posted by Hipshot [94.137.102.38] on 2016/05/03 07:55:22
What's that music?
I love that name, explore or die....
 Hipshot
#13629 posted by mankrip [152.238.96.93] on 2016/05/03 08:29:46
 Mankrip
#13630 posted by sock [190.224.108.251] on 2016/05/03 15:03:27
A really cool map, one of my favourites. The video looks really dark on my screen, maybe try a YT filter or brighten it up with Video Editing Software like Windows Movie Maker.
 Sock
#13631 posted by mankrip [66.249.88.154] on 2016/05/03 17:40:33
I'll re-record it with a higher gamma setting in the game. It looks really good when playing, but YouTube compression is really bad on dark areas.
I'll try to find out a good balance between dark areas and YouTube compression; one of my goals with these videos is to learn how to make the game look better on YouTube videos. Video compression is really bad for a visual style built around per-pixel grainyness.
On a side note, it's curious how this video didn't suffer from the same hiccups of the previous ones.
 Mankrip
#13632 posted by onetruepurple [95.160.159.80] on 2016/05/03 17:50:37
I don't know if playing a heavily colored-lit map in an engine that doesn't yet support them was the best idea.
 Onetruepurple
#13633 posted by mankrip [66.102.8.204] on 2016/05/03 21:26:40
For the purpose of testing the image fidelity between the engine and YouTube, that's enough.
Right now I'm focusing on gamecode, there's a lot to do.
 So Very Yes
#13634 posted by onetruepurple [213.227.95.2] on 2016/05/16 09:41:33
#13635 posted by [Kona] [121.73.104.148] on 2016/05/17 22:53:07
work of art
 Buddy 5ths Does Good
#13636 posted by mfx [77.179.7.136] on 2016/05/20 03:51:57
 Nice
#13637 posted by PyroGXPilot [71.89.205.34] on 2016/05/20 06:03:42
 Very Cool, And Green.
#13638 posted by Shambler [92.22.32.135] on 2016/05/20 12:27:04
 Was Bored
#13639 posted by Breezeep_ [100.1.249.19] on 2016/05/23 02:41:21
Decided to screw around with Arcane Dimensions stuff in my Jam6 map.
1
2
#13640 posted by skacky [90.0.65.92] on 2016/05/23 05:06:42
Looking good, but I think you should stick to the skybox you used in your original map, it suits the textureset better than moorise.
 BloodQuake Alpha
#13642 posted by Ruin [166.137.8.120] on 2016/05/26 21:59:13
Hi guys,
Just thought I'd announce that I uploaded a small project I'm dubbing BloodQuake to the quaketastic ftp upload site.
You can download it here.
http://www.quaketastic.com/files/bloodquake/bqalpha.zip
It's playable, but buggy as hell. I'm mostly uploading it here for safe keeping, but I'm open to any feedback you'd like to give.
It comes with one custom level I made (not the same version which was reviewed on quaddicted.com) and comes with a bunch of new monster models, weapons and items.
I'm including the source code for anyone who wants to tamper with it. I'm terrible at coding, and so I credited a lot of the code I'm using from other sources (like the X-Men ROA code, which has been drastically modified)
There's still plenty of junk to clean up in the code and gameplay, but I thought I'd upload it to make sure I wouldn't lose it.
Thanks.
 You Should Show Screenshots
#13643 posted by DaZ [89.168.60.163] on 2016/05/27 11:03:26
The first bite is always with the eye
-- Some bloke
#13644 posted by Breezeep_ [100.1.249.19] on 2016/05/29 18:03:58
 Nice
#13645 posted by PuLSaR [128.72.3.25] on 2016/05/29 18:50:42
I always appreciate a new runic map
#13646 posted by [Kona] [121.73.104.148] on 2016/05/31 04:29:32
Could do with some texture variation, but structure is nice
 Runic Is Nice
#13647 posted by mfx [78.55.81.227] on 2016/05/31 04:45:13
try more variety in those m4_4 trims.
 Screenshots
#13648 posted by Ruin [166.170.15.33] on 2016/06/01 05:23:06
 Very Dark
#13649 posted by PuLSaR [80.68.0.106] on 2016/06/01 11:31:28
I an barely see anything on first two screenshots
 Looks Pretty Sweet!
#13650 posted by Bloughsburgh [75.151.243.225] on 2016/06/01 13:30:55
Definitely getting the blood vibe there, love the grittiness of it all. :)
 Ruin
#13651 posted by FifthElephant [82.21.157.236] on 2016/06/01 14:16:10
I'm glad to see you still working on stuff! I really love Blood, favourite build engine game!
 Ruin
#13652 posted by FifthElephant [82.21.157.236] on 2016/06/01 14:20:01
I just tried to load the mod in Mark_V and I got a crash to desktop error. "Bad FOV 180"
I tried in Quakespasm and I got a crash to desktop error saying that "progs/cyborg.mdl is missing".
 FifthElephant
#13653 posted by Ruin [166.137.246.59] on 2016/06/01 18:43:34
I'll go back and debug it as much as I can in order to have it run on other engines.
Thank you all for the feedback!
 Ruin
#13654 posted by killpixel [174.48.226.83] on 2016/06/01 19:09:05
I tried this out last week in darkplaces and encountered several visual bugs and a ton of console spam. I've been meaning to tinker with it and try it in other engines.
I dig the project and am looking forward to the debug!
#13655 posted by lpowell [64.85.227.55] on 2016/06/01 22:17:03
#13656 posted by onetruepurple [95.160.159.80] on 2016/06/01 22:32:55
You use the floor textures as walls and ceilings rather freely, nothing particularly wrong with that, but it did make me think that this is another map like "the fly" from 1997 by Markus Klar.
For now, I'd say you should focus on texture alignment rather than choice, quite a few of little pesky errors in the metalwork from the last shot.
Looks like a vertical and multi-level map so far, keep the Z-axis going!
 Looks Good!
#13657 posted by Bloughsburgh [24.131.201.197] on 2016/06/01 23:02:45
First map process, that is some pretty decent lighting and the textures are not too shabby either. It is a bit mish mashy with the textures so I would work on making things a bit more consistence. Looks like a pretty foreboding map!
Keep it going!
 Lane
#13658 posted by mfx [77.179.164.102] on 2016/06/01 23:42:38
What otp said, dont mix wall/floor textures too much. Else it looks good, go map!
#13659 posted by SirNukeSturm [216.98.56.20] on 2016/06/01 23:58:56
Damn, it's been a while I passed through here, and I never posted before, but these screenshots are looking mighty fine. Makes me want to make a Quake map soon :P
#13660 posted by lpowell [64.85.227.55] on 2016/06/02 22:00:44
Thanks for the tips y'all. I can see the misalignments otp was talking about it, and I've found more elsewhere in the map. As for the wall/ceiling textures, I kind of just stuck those on there based on the color palette I was going for without much regard to what they're normally used for in Quake. I had initially used a different wall texture (from ogro.wad) but decided it didn't look good in-game, plus some of those textures have nasty fullbrights. I'll have to experiment a bit with different wall textures.
 Walls On The Floor
#13661 posted by Qmaster [50.40.196.51] on 2016/06/04 01:56:33
My all time favorite Quake theme takes the floor and uses it as the wall and the ceiling as the floor, it's great. Limbo map from the first mispack, h2m5 or 6 I think.
So don't worry about it. Your skeleton textures seem out of place though.
#13662 posted by lpowell [64.85.227.55] on 2016/06/06 01:40:16
I'll think about it... honestly the textures just look like brick to me, I don't really register them as floors even after it's been pointed out.
#13663 posted by onetruepurple [95.160.159.80] on 2016/06/06 10:30:09
Brick is only used in this pattern when it's a floor.
#13664 posted by lpowell [64.85.227.55] on 2016/06/06 19:05:56
Oh yeah, 'nested' like that. Yeah I will change it.
 Looked Fine As Is.
#13665 posted by Drew [96.52.66.66] on 2016/06/07 06:49:30
#13666 posted by mfx [77.179.84.70] on 2016/06/08 05:59:33
#13667 posted by lpowell [64.85.227.55] on 2016/06/08 06:47:58
Remake of your mapjam 2 map? Awesome!
 It's Priscilla's Arena In The Painted World
#13668 posted by czg [212.16.188.76] on 2016/06/08 10:25:06
 Yes Please
#13669 posted by Breezeep_ [100.1.249.19] on 2016/06/09 00:17:36
 Yes Please
#13670 posted by Breezeep_ [100.1.249.19] on 2016/06/09 00:17:36
#13671 posted by negke [31.16.58.85] on 2016/06/09 18:01:16
I don't like dark roots. Should be more of the snowy rocks instead.
 Like So?
#13672 posted by mfx [77.179.41.175] on 2016/06/09 19:50:46
 Nice...
#13673 posted by JPL [82.234.167.238] on 2016/06/09 20:33:49
... flying arches ;)
#13674 posted by skacky [90.0.192.205] on 2016/06/09 20:38:14
much better than the roots
 Yes
#13675 posted by onetruepurple [95.160.159.80] on 2016/06/09 21:28:43
Better than kebab tentacles.
 Not Sure
#13676 posted by Cocerello [213.60.80.32] on 2016/06/10 09:52:33
while the roots had their issues they looked evil which went well with Quake. This ones need more work on it to look like rocks (too geometrical i guess), right now they look like leaf barnacles https://en.wikipedia.org/wiki/Pollicipes_pollicipes or like quartz crystals.
#13677 posted by Kinn [86.163.98.192] on 2016/06/10 11:37:09
The original dark meat tendrils looked interesting and unique.
All this design-by-committee stuff is just watering it down to something bland.
#13678 posted by FifthElephant [82.21.157.236] on 2016/06/10 12:07:58
I prefer the rocks to the tentacles.
 Come On
#13679 posted by onetruepurple [95.160.159.80] on 2016/06/10 12:52:39
There's doing something new to break a pattern, and there's a detail sticking out like a sore thumb, which the meaty parts did.
 #Bringbacktheroots
#13680 posted by Orl [73.10.210.162] on 2016/06/10 14:11:06
 Compromise
#13681 posted by [174.48.226.83] on 2016/06/10 18:38:31
rock tendrils
 Uhuh.
#13682 posted by Shambler [92.22.1.135] on 2016/06/10 21:49:03
Obz Kinn likes a bit of dark meat tendril action....
 /me Wants Some New Screenshots From Kinn
#13683 posted by PuLSaR [128.72.3.25] on 2016/06/11 00:17:50
#13684 posted by Drew [96.52.66.66] on 2016/06/11 02:50:43
I prefer the rocks much more than roots. partially though because the white bricks just ended instead of kind of crumbling into the roots.. regardless I think I prefer rocks.
I also want new screenshots from Kinn.
And from Than.
 Rocks Rock
#13685 posted by JPL [82.234.167.238] on 2016/06/11 10:03:59
... or rock rocks...
.. so please no tentacle, it is not Hentai mapping :P
 Rocks?
#13686 posted by Shamblernaut [121.45.230.253] on 2016/06/11 11:48:13
they look like teeth.
 No Email Mfx
#13687 posted by madfox [84.84.178.104] on 2016/06/11 14:54:21
Maybe an entangled oldone root would like good.
I made a static of three oldones to obtain a pool of slime.
And also I want more selfies from the Oldone.
And from Pulsar. And from Drew. And from Than.
 Shub Niggurath Ballet?!
#13688 posted by negke [31.16.58.85] on 2016/06/11 15:03:39
Are you ever not weird?
 Schlossherr's Second Level Preview
#13689 posted by Daya [86.192.38.41] on 2016/06/11 15:24:15
 Yeah!
#13690 posted by madfox [84.84.178.104] on 2016/06/11 23:04:16
Great shots Daya, they make me feel souls of evil! A bit weird by the fluorblue, but I guess that is mapper's own right.
Sure pronounce the dark atmospheric effeckt.
Sixth shot is really good.
 Collaboration With Pulsar
#13691 posted by ionous [76.173.83.147] on 2016/06/12 08:32:20
 Nice One.
#13692 posted by Shambler [92.22.1.135] on 2016/06/12 20:01:39
Also MFX is looking great too.
 All Screenies Looking Good
#13693 posted by nitin [220.244.163.153] on 2016/06/13 07:08:34
 Nice Shots Guys
#13695 posted by xaGe [107.77.161.4] on 2016/06/16 15:38:54
Like the looks of that stone bridge and blue strog wall lights Daya.
 Daya
#13696 posted by Bloughsburgh [75.151.243.225] on 2016/06/16 16:51:06
Looking good, nice and moody!
 Ionous And Pulsar Collab
#13697 posted by Bloughsburgh [75.151.243.225] on 2016/06/16 17:05:00
That looks spiffy as well! Definitely fitting of the AD tool set!
 #13672
#13698 posted by distrans [149.144.169.159] on 2016/06/17 02:48:43
Rockwork is better...makes me think some enormous arcane force has levitated the structure, foundations and all.
 A Couple Animation Tests
#13699 posted by killpixel [174.48.226.83] on 2016/06/17 06:02:30
also trying to figure out how to make a proper gif. these are ~2.3mb, so that kinda sucks... need to work on that.
water & caustics energy
#13700 posted by Zwiffle [24.241.228.118] on 2016/06/17 07:04:04
Ooh prettay!
 Whoa - What Engine?
#13701 posted by Kinn [81.131.159.129] on 2016/06/17 12:45:39
 Darkplaces
#13702 posted by killpixel [174.48.226.83] on 2016/06/17 13:48:59
 How
#13703 posted by onetruepurple [95.160.159.80] on 2016/06/17 14:16:03
Did you get Darkplaces to look:
1) remotely normal, and then basing on that
2) that good?
 Unfair Hate
#13704 posted by total_newbie [91.64.85.121] on 2016/06/17 15:26:45
(Disclaimer: I am a Quakespasm user, with gl_nearest and square particles. My only real sin is that I don't turn model interpolation off).
It's not that hard to make DarkPlaces look fairly vanilla. Even the default settings in a fresh installation aren't that bad; once you've changed filtering to gl_nearest (which one would have to do in most engines anyway, I guess?) and turned off the blood stain effect, you're not that far from a vanilla aesthetic. Most of the garish bells and whistles aren't enabled by default. This is what a default DP installation looks like where I've only changed gl_texturemode to gl_nearest_mipmap_linear" and adjusted the resolution to my monitor's; nothing else.
And using DP doesn't mean you're automatically using "high res" replacement content. Every instance where I've seen DP look "bad" (from an old-school purist point of view), it's been where the user has enabled all the optional extras and used replacement content.
 Yeah
#13705 posted by Kinn [81.131.159.129] on 2016/06/17 16:00:40
I know it's possible to make Darkplaces not look completely offensive, but I've never actually seen anyone go ahead and do it...until now I guess.
#13706 posted by killpixel [174.48.226.83] on 2016/06/17 16:36:39
DP supports basic (single stage) q3 shaders, that's what you're seeing.
The engine isn't perfect, I have my own short list of bug fixes and feature additions, but I never quite understood the hate it receives. Given that it's free and fairly easy to use I'm inclined to appreciate its existence :P Same goes for FTE. Cool/pretty shit has been made DP (xonotic, steelstorm, etc.)
However, DP is more of a developers/hobbyists engine than a quake players engine IMO.
 Gorgeous
#13707 posted by Bloughsburgh [75.151.243.225] on 2016/06/17 16:51:30
Good stuff killpixel, love the water effects!
 Thank You, Sir
#13708 posted by killpixel [174.48.226.83] on 2016/06/17 16:56:07
 Yes.
#13709 posted by mfx [92.230.143.150] on 2016/06/17 18:28:38
Very nice!
 Per-pixel Dithered Quantization
#13710 posted by mankrip [177.179.240.221] on 2016/06/19 00:44:37
An update on my 8-bit color software renderer:
This is what 8-bit textures made with Floyd-Steinberg dithering look like.
And this is my approach, using the same texture resolution as the above picture.
Usual dithering algorithms for creating 8-bit images works per-texel, which is bad for scaling the texels afterwards; the intended color definition gets lost.
My algorithm compiles the textures in a format that allows for per-pixel color definition at any texel scale.
And this is an example of the texture quality I'm going to use in my game. The palette isn't final, that skybox wasn't made by me, and I'm still going to implement better support for TGAs with 8-bit alpha channels, so some things should improve.
 Cool Stuff Mankrip
#13711 posted by FifthElephant [82.21.157.236] on 2016/06/19 01:13:17
 Very Impressive
#13712 posted by nitin [220.244.163.153] on 2016/06/19 15:56:18
 Errrr.
#13713 posted by Shambler [92.22.57.138] on 2016/06/19 20:00:01
I don't get it. I presume the grainy effect is deliberate?
#13714 posted by ayy lmao [158.130.0.242] on 2016/06/19 21:34:37
Shambler - shhhh. It's a journey of discovery to learn, pixel-by-pixel, why graphics cards were invented.
 Something Like That
#13715 posted by mankrip [177.179.240.221] on 2016/06/19 22:09:12
The grainyness is inevitable, and I like it.
 No Srsly.
#13716 posted by Shambler [92.22.57.138] on 2016/06/19 22:49:52
I don't even understand what you're doing....but I want to.
Oh okay comparing the two same images side by side, yours looks a lot better. Why do they both show a fine grainyiness that one presumably doesn't see in game?
#13717 posted by mankrip [177.179.240.221] on 2016/06/19 23:55:21
Why do they both show a fine grainyiness that one presumably doesn't see in game?
It is seen in the game.
The first one has 8-bit textures quantized with Floyd-Steinberg dithering, plus 4-step lighting dithering (including color correction and brightness correction), which is combined in real time with the texture. The texture in it is mapped using a hi-res kernel with 16 levels of dithering, like the one in PrBoom (but smoother). The combined T&L kernels can smooth texture detail up to 32 levels, which is higher than any software renderer I know of.
Some people like to compare my dithering to the dithering in the software renderer of Unreal and UT99, but those games uses a 4-level kernel, which is much less smooth.
The second screenshot was rendered using the same techniques, but instead of using 8-bit textures quantized with Floyd-Steinberg dithering, it's using 32-bit TGAs compiled into the 8-bit data format I've created.
It's all rendered in real time, in 256 colors. Take a look at the palette of those screenshots.
Of course, the engine has cvars for disabling most of those effects. Color & brightness correction can't be disabled yet, because it requires significant changes in the code, and to disable it I'll have to implement a secondary codepath that works in the old way.
 Very Old Q3A Map
#13718 posted by sock [186.124.169.253] on 2016/06/20 01:23:13
Concept Map - The Bridge Crane
Music by Devastus and cool cameras by QMM 1.7!
 Really Nice
#13719 posted by mankrip [177.179.240.221] on 2016/06/20 02:03:49
And the music has a UT vibe to it.
 I Remember That On Q3w
#13720 posted by nitin [220.244.163.153] on 2016/06/20 04:52:35
that was some sort of demo map only no?
 Makrip
#13721 posted by Shamblernaut [121.45.230.253] on 2016/06/20 16:19:31
Ever since 8 bit graphics became obsolete graphics manipulation programs have lost their dithering options. I remember having numerous different colour reduction options available to me. I remember being able to mark a certain region(s) and prioritising the colours in that region over the others.
Your work reminds me of those days.
 Mankrips Work
#13722 posted by mfx [78.49.250.237] on 2016/06/20 20:50:54
reminds of nothing i've ever seen before.
So, that's that.
#13723 posted by mankrip [177.179.240.221] on 2016/06/21 02:15:55
Thanks. The main purpose of this is to make texture creation easier, because I'm not a very good artist.
 Beta Tester Wanted
#13724 posted by lth [86.137.253.119] on 2016/06/21 10:49:18
http://stainless-software.com/quake/horror-nailgun.jpg
Beta tester wanted - mostly to make sure I've packaged this right, it's been ages. Apply within. Or below. Or something.
 MovieTime
#13725 posted by sock [186.108.76.141] on 2016/06/21 11:41:14
I Remember That On Q3w, that was some sort of demo map only no?
Yes, it was just a concept map I made years ago which I recently installed again. I thought it would be cool to create a video of it and learn some new camera stuff at the same time!
 Screenshot
#13726 posted by PuLSaR [128.72.3.25] on 2016/06/26 01:58:01
 Nice
#13727 posted by negke [31.16.58.85] on 2016/06/26 06:58:05
Though much like all of your recent maps/shots the fog looks too dense.
#13728 posted by metlslime [50.150.122.79] on 2016/06/26 08:35:26
fog might be fine for actual player POV though -- aerial shots will have longer sight lines.
 Yeah,
#13729 posted by Shambler [77.96.60.67] on 2016/06/26 21:18:45
Looks great TBH. Love the spectacular architecture shizzle.
 Latest Version Of My QS-IRC Mod
#13730 posted by Shamblernaut [121.45.230.253] on 2016/06/29 18:18:21
This is the version I hope to release for QExpo, should everything turn out to be bugfree.
Dropbox link:
https://db.tt/vvXGPDnv
Yes, I finally worked out how to compile the thing for windows too.
#13731 posted by madfox [84.84.178.104] on 2016/07/03 11:43:01
 Quake Sin
#13732 posted by madfox [84.84.178.104] on 2016/07/03 12:23:35
Trying to convert the gorge from sin to quake.
Mapscale is too big for it but anyway.
Let's say it's my guilty pleasure.
elxu4 elxu4 elxu4 elxu4
 Good Stuff!
#13733 posted by mankrip [189.48.193.36] on 2016/07/03 12:50:32
 Great!
#13734 posted by [92.228.157.249] on 2016/07/04 14:03:57
go mapfox!
 Like It MUCH!
#13735 posted by xaGe [104.228.17.55] on 2016/07/05 00:35:58
 Odd Shapes
#13736 posted by madfox [84.84.178.104] on 2016/07/11 22:57:05
 Looking Good.
#13737 posted by [78.55.147.243] on 2016/07/12 00:26:00
Your Mother has an odd shape.
 Ha!
#13738 posted by madfox [84.84.178.104] on 2016/07/12 02:35:35
That's the reason she created me.
...more in the way of a double animated static.
 Ha Yeah, That Was My Comment..
#13739 posted by mfx [78.55.147.243] on 2016/07/12 02:54:59
Don't take it home.
#13737 is really cool!
 Dammit
#13740 posted by mfx [78.55.147.243] on 2016/07/12 02:55:51
i meant #13738.
 Looks Great!
#13741 posted by Bloughsburgh [75.151.243.225] on 2016/07/12 13:24:41
Wonder what the enforcers are using those objects for? :O
#13742 posted by madfox [84.84.178.104] on 2016/07/12 22:24:43
source for teleporters?
 Coming Real Soon...
#13743 posted by FifthElephant [82.21.157.236] on 2016/07/14 23:38:44
 Love The GREEN!
#13744 posted by xaGe [104.228.17.55] on 2016/07/15 01:08:03
Looks good. Nice industrial look to it.
 Love The Green
#13745 posted by Bloughsburgh [24.131.201.197] on 2016/07/15 02:31:10
Moody green ambiance is one of my favorites!
 Looks Sick.
#13746 posted by Shambler [77.96.60.67] on 2016/07/19 11:53:48
In both ways ;)
#13747 posted by Rick [75.65.153.192] on 2016/07/31 14:26:57
Here are two wood textures I made. I think I probably wasted a Saturday morning because I don't like them much. Better than wizwood1_8 maybe but they don't look enough like wood to me. The closer you are, the worse they look.
http://quaketastic.com/files/screen_shots/wish_rk_wood1.jpg
(gamma corrected but forgot to rescale before uploading, sorry)
#13748 posted by FifthElephant [82.21.157.236] on 2016/07/31 14:49:02
Looks ok Rick. I think it may be a good idea to work at a higher res than 64x64. Try 128x128 and add some more variance here and there.
#13749 posted by Rick [75.65.153.192] on 2016/07/31 16:00:02
Well, those are 128x256 actually. I may go ahead and use them. For some reason though, they really look bad on steps. Maybe a separate version with narrower planks would look better, 8 pixels instead of 16 pixels.
After looking through a lot of texture wads I've decided that most wood textures depend heavily on context (how they are used). If not for the seams that divide them into planks and a bit of curviness to the pixels, most could pass for metal.
There are many variations of wood in the RTCW and Kingpin wads.
 Some Ideas For Rick
#13750 posted by killpixel [174.48.226.83] on 2016/07/31 18:28:54
nice texture, maybe adding more variance as fifth said might make it nicer.
Maybe try making each board a different length so it's no perfectly symmetrical. Perhaps add more woodgrain to reinforce the idea that it's wood and not metal or stone.
I did a texture test similar to this a few weeks ago, this is my result. Not great, but a step in the right direction. Maybe it will give you some ideas.
#13751 posted by mankrip [189.48.56.248] on 2016/08/08 21:54:57
 So. . .
#13752 posted by Qmaster [70.195.73.202] on 2016/08/08 22:30:49
When can we download this awesome kripquake or mankuake build of yours mankrip, whatever it is you call it? ;)
#13753 posted by mankrip [189.48.56.248] on 2016/08/09 20:08:46
I've modified the stippling patterns for 8-bit alpha, so they combine better with dithered filtering: screenshot.
The previous screenshots of this scene were taken with r_fullbright 1, by the way.
Qmaster: I have no idea, there's a lot to do. Also, right now I'm only doing some work in this engine because I'm recovering from some injuries, but my current priority is to solve some real life problems.
 Wow To That Shot...
#13754 posted by distrans [149.144.169.159] on 2016/08/10 05:37:12
...and good luck with the RL stuff.
 Map Jam 7 Is Done
#13755 posted by ionous [76.173.83.147] on 2016/08/21 09:20:37
 Yummy!
#13756 posted by Mugwump [80.215.247.51] on 2016/08/21 14:47:19
Loving those dark blue atmospheric lights. What's the theme of MJ7?
 BACK2BASE, BITCH
#13757 posted by Shambler [77.96.60.67] on 2016/08/21 14:54:47
#13758 posted by Mugwump [83.202.85.62] on 2016/08/22 03:32:52
Yeah, I noticed the post about the release right after asking that question... Thanks anyway, Shambler. Not too fond of base theme but that doesn't mean the maps can't be great: Crucial Error is the perfect example, and the pictures look very nice indeed.
 Newhouse Release Ready For Testing*
#13760 posted by NewHouse [109.240.168.154] on 2016/08/23 12:52:30
Hi.
Here is direct link to current test version:
https://drive.google.com/open?id=0BwxYkKdSD855TUFHRTVTRHZRd3c
Requires quoth mod, yet better to replace the ones that are in, if that is possible (I'm not familiar with this stuff yet).
Jam7:
http://www.celephais.net/board/view_thread.php?id=61347&start=44
or Quoth:
https://www.quaddicted.com/reviews/quoth.html
I tweaked balancing, ammunition (feeding player more), and fixing trigger_counter mistake I made - now easy mode works, but it would be great to hear from others too. You can record or just tell how does it feels now. I have to say, because there is only 3 main skill levels I want to satisfy even skillful players. So I'm not quite sure am I giving too much ammunition or not, so let me know and I will try my best.
Also if the map is still too dark, just let me know. As long as the darkness doesn't make the map unplayable - I intended my map to be dark that player can't see everything and enemies can hide in darkness (sometimes).
 Another Links Comings
#13761 posted by NewHouse [109.240.168.154] on 2016/08/23 13:06:09
Fixed one flickering light I placed in place, doors don't block lights, and light comes through on ground level if you know what I mean. So it that bothers here is same test version without that flickering light thing:
https://drive.google.com/file/d/0BwxYkKdSD855TWJ2cV9nYUdiRDA/view?usp=sharing
 NewHouse
#13762 posted by princentvice [71.185.234.83] on 2016/08/24 21:50:14
Just played your new version. Lighting looks great! I'm seeing so more much detail in your brush work that I missed before. There are a lot of Mega Healths out in the open on Normal difficulty I'd replace those with just regular health. Loved the new ambushes.
 Semitransparent Shorelines
#13763 posted by mankrip [186.243.100.31] on 2016/08/25 05:55:51
Screenshot - This method has near zero impact on the framerate. Still needs some tweaking.
And I've been really missing out on the newest releases. The Back To Base jam looks sweet.
 Awesome
#13764 posted by Bloughsburgh [75.151.243.225] on 2016/08/25 11:25:15
That is really cool man! Nice job!
 Seriously Good
#13765 posted by Qmaster [70.195.74.227] on 2016/08/25 18:51:27
Mankrip's engine looks better and better every month. He teases us to no end.
 Makrip
#13766 posted by Shamblernaut [121.45.254.23] on 2016/08/25 22:00:43
how different is this going to be from super8? and linux binaries / source? (I may have asked the latter question before)
#13767 posted by mankrip [186.243.100.31] on 2016/08/26 01:59:30
 Cool
#13768 posted by Shamblernaut [121.45.254.23] on 2016/08/26 09:14:24
are you going to support limit breaking maps?
#13769 posted by mankrip [191.202.38.108] on 2016/08/26 14:15:20
Some, yes. But I can't promise anything specific.
 Gamma-correct Color Blending
#13770 posted by mankrip [189.24.37.7] on 2016/09/02 01:53:32
This is what 8-bit color translucency usually looks like. As explained in some previous posts, the scene in this screenshot is a worst case scenario.
Now, the same scene with brightness-correct & color-correct lighting, color-correct & gamma-correct translucency, gamma-correct per-pixel dithered quantization on mipmaps, and soft-depth transparency on blended liquids (the "glass" in this map actually uses a flat-colored liquid texture, which is why it's also rendered with soft-depth transparency).
Gamma correction on color blending makes the resulting image more smooth and colorful, avoiding saturation losses across different hues. This is actual gamma correction, based on the gamma scaling techniques implemented on computer monitor hardware. Here's a practical explanation.
This was how it looked without gamma correction. The colors were more dull (as in the example from the link above), and less smooth (as can be seen in the wall at the right side of the image).
 Soft-depth Sprites
#13771 posted by mankrip [189.24.37.7] on 2016/09/05 14:02:28
 Translucent_gamma?
#13772 posted by Newhouse [109.240.149.11] on 2016/09/06 03:06:42
Does Quakespasm support translucent_gamma? Those windows looks much better with that on.
#13773 posted by Newhouse [109.240.149.11] on 2016/09/06 03:11:37
Though I'm a bit confused because:
correction_5_translucent_gamma.png has much cleaner window frame look kind of, but in
correction_3_translucent_on.png
you can see color of water better.. is it even bit higher.
Does that map has blue fog or something, because window clearly wants to color everything blue that is behind it?
 NewHouse
#13774 posted by mankrip [189.24.37.7] on 2016/09/06 06:17:51
Thanks for the heads up. I've investigated this, and found out that the pre-gamma screenshots were taken with the slime alpha set to a different value.
This screenshot was taken back then with the glass fully transparent. Now I've used it to adjust the alpha value for the slime, and found out that the value was 0.6. The slime alone is a little less greener now due to gamma correction preserving more of the background hue, which is mostly brown.
With a slime alpha of 0.6 and soft depth disabled, this is a more accurate screenshot for comparison. By the way, this made me notice that the shape of the slime texture is also preserved a lot better now.
And Retroquad doesn't support fog. I've thought a lot about fog rendering, and still can't confirm if I'll try to implement it.
 Retroquad Is Looking Great!
#13775 posted by Qmaster [70.208.9.217] on 2016/09/06 18:58:43
 Lava Bloom
#13776 posted by Pritchard [121.219.4.122] on 2016/09/12 11:22:46
My second map for Quake (first was a quick, minute long map I have no intention of releasing...), thinking of uploading a beta version in the future to see if the gameplay is okay.
imgur album
I can't believe I've been working on this since ~July...
 Grittiness
#13777 posted by dwere [213.87.145.207] on 2016/09/12 11:31:31
I like it.
 Holy Crap, That Looks Great!
#13778 posted by mankrip [179.198.151.113] on 2016/09/12 12:41:17
Excellent texture choices.
#13779 posted by Pritchard [121.219.4.122] on 2016/09/12 13:12:34
Thanks, glad to have such a positive response already. The texture work is a huge time sink, finding the right look and breaking up brushes to make them fit properly is a large part of why it's taken me so long to get this far. But the more I do it, the better I get at it, with better results and efficiency.
A lot of these screenshots are from more recent parts of the map, in part because I feel that the earlier sections aren't quite up to snuff. I'll probably take the time to touch them up a little after everything else is done, but they're passable, at least.
#13780 posted by Mugwump [80.215.46.49] on 2016/09/12 13:17:43
Looks good. I love the soft blue/greenish color of that light. I can see a pyro, are you making this for AD 1.5? If you need beta testers, I'd be happy to oblige.
 HOT
#13781 posted by Bloughsburgh [75.151.243.225] on 2016/09/12 13:22:14
These look great Pritchard! I especially enjoy the base architecture molded with the rocky walls.
#13782 posted by Pritchard [121.219.4.122] on 2016/09/12 13:27:55
It's a Quoth map, actually. Mostly because that's what someone suggested to me first when I wondered how to expand the base-themed enemy selection a month or so ago. Now i'm married to it for this map, since I can't give up my beloved Edie! ;P
I'm not sure when i'm going to do a beta, but it probably won't be a private one; I'll most likely end up whacking a changelevel in the map somewhere that isn't really the "end" and posting that version of the map here. I'm mostly interested in player experience, as well as how long it takes people to beat what's there. I tend to blitz through the level, so I find it difficult to judge how long it actually is for regular players...
#13783 posted by Mugwump [80.215.163.134] on 2016/09/12 13:48:20
Ugh, I hate Edie! I mean he's a challenging enemy and that's a good thing for base maps, but I think he belongs more in Q2 and doesn't quite fit in Q1. Still, I'm looking forward to playing this.
My playing style is more slow-paced and methodical. I often take 2 to 3x longer than the average YT playthrough to complete a level.
 That Is Great Texturing And Lighting
#13784 posted by nitin [220.244.163.153] on 2016/09/12 14:36:04
very nice mood.
 The Best Rock Texture Ever Created
#13785 posted by DaZ [79.66.129.119] on 2016/09/12 15:03:33
The map looks great, very moody!
#13786 posted by adib [192.228.171.156] on 2016/09/12 15:40:54
Pritchard, it's looking great indeed. Lots of variation, curious to see how environments blend together.
As of me, this thing is developing:
http://www.quaketastic.com/files/Jam7/jam7_wannabe_02.jpg
#13787 posted by Newhouse [188.238.79.239] on 2016/09/12 16:27:42
Those looks great, eager to play them when they're finished! I must be the lowest person compared to you guys*
If someone is interested I have been extending "IceCore" a little bit (mostly just thinking). Here is work in progress images (pretty hard to take pics because I haven't finished ceilings and so on):
https://drive.google.com/file/d/0BwxYkKdSD855TVJDMWlSSGo4VlE/view
The actual 'IceCore' I haven't started yet.. but it should be near the tower (bottom left). It is going to be basically much bigger cylinder shaped room.. etc.
 Looking Good
#13788 posted by Bloughsburgh [75.151.243.225] on 2016/09/12 16:43:40
Adib, love all of the detail work in that hallway section.
NewHouse, you are bringing that cold vibe very well!
#13789 posted by Newhouse [188.238.79.239] on 2016/09/13 02:39:55
I was testing something.. it is a bit dark but that is part of atmosphere also in the end:
https://drive.google.com/file/d/0BwxYkKdSD855aWRBa1piYTdWS2M/view?usp=sharing
#13790 posted by Newhouse [188.238.79.239] on 2016/09/13 02:44:29
Just wondering.. is there yellow liquid texture already in some wad?
 NewHouse
#13791 posted by Bloughsburgh [24.131.201.197] on 2016/09/13 03:01:03
Cool looking hellish screenshot there!
I can't think of a yellow liquid but you can make one yourself. Use TexMex, export a liquid you want to be yellow. Then open in a Photoshop program and change the color level or what have you.
#13792 posted by Mugwump [80.215.15.1] on 2016/09/13 03:13:36
You wanna build a river of piss? xD No idea if such a texture exists but you can always take a previous texture and recolor it to your needs. The standard id tex for water should do fine.
#13793 posted by Newhouse [188.238.79.239] on 2016/09/13 03:19:07
Okay.. now it is turning into bee queen's palace or something..
Mugwump : not piss -> liquid honey (it is golden/yellow like a lava or something)
https://drive.google.com/file/d/0BwxYkKdSD855b3BUdEhWNDdKRjg/view?usp=sharing
#13794 posted by Mugwump [80.215.32.46] on 2016/09/13 03:20:22
Damn you Bloughsburgh, you beat me to it! ;)
NewHouse, I saw your new pics. Did you desaturate your blue lights? They seem to have lost much of their hue.
 Mugwump
#13795 posted by Newhouse [188.238.79.239] on 2016/09/13 03:22:27
Part of yes.. and no, since I'm still working on lights. I kind of came back to original ones, because blue wasn't that much as present. Too much white and it kind of lost the whole mood totally.
#13796 posted by Mugwump [80.215.45.95] on 2016/09/13 03:34:00
Yeah, I loved the intense dark blue of your MJ7 version.
Yellow Death: Hey, if it isn't good ol' hskl07_1! I've just used the exact same texture for some stairs I made. Is that a new map? There is a very yellow lava texture in AD_lavatomb, maybe it will do?
#13797 posted by Mugwump [80.215.6.163] on 2016/09/13 03:51:12
Also, when you're in need of textures, make sure you visit this page: https://www.quaddicted.com/files/wads/
It has a whole bunch of .wad files used by mappers available for download.
#13798 posted by Newhouse [188.238.79.239] on 2016/09/13 04:37:26
Thanks buddy, this is just the concept. I really have to finish up first my IceCore map.
It feels so great to know.. actually when it is finished - I don't want to sound rude or anything, but it is sure couple people will start posting comments like "buhuu it is so dark, I can't handle this darkness" yet "it is so hard, I can't handle this madness".. it really makes me wonder why brightness settings aren't implemented yet for quake (modern standards). It is impossible to make everything work for every person screen settings, when dealing with colors a lot, and that is fact.
About difficulty.. if you remember playing doom maps, difficulty was often just pure evil (almost even impossible), and my map wasn't even in those levels. Just couple projectiles to be able to dodge, shoot precisely not wasting cells etc. basic stuff. And some people starts almost demanding/expecting that hard difficulty it shouldn't be that hard.. what do you expect sincerely? Next difficulty after hard is nightmare already yet we don't live anymore in 1996 when even couple shamblers was too much to handle. I personally appreciate hardcore players, which love even unfair situations and ammo limitations. Normal mode will always be just enough, it will be a bit harder than normal mode in original episodes.
But even though if I appreciate many opinions, and try my best to make it appeal as many people as possible, it is unavoidable that surely some people will dislike it no matter what you do. That's why I want to do what just feels right to me in the end.
 "That's Why I Want To Do What Just Feels Right To Me In The End."
#13799 posted by Mugwump [80.215.5.26] on 2016/09/13 05:05:40
Amen to that. You first get into mapping because you want it, not because the others want you to. It's good to take advice from the community but when you aim to please everyone, you expose yourself to losing your identity. I love it when mappers have their own style and personality. A Sock map doesn't look and feel like a Necros map and that's how it should be. Hell, even the original id mappers had their own styles! If your style is intense colors, so be it! We don't see this kind of stuff much since Unreal and I enjoy it. People say it's not realistic but since when Quake is supposed to be realistic? It's one of the most surreal FPS I've ever played.
And if people really find your map too dark, they can easily adjust it with QuakeSpasm's new contrast setting. I've used these settings:
contrast "1.5"
gamma "0.85"
and it was perfectly fine. I still need to play it in Darkplaces though.
#13800 posted by NewHouse (on phone) [188.238.79.239] on 2016/09/13 05:13:56
I haven't tried it on darkplaces either, even though I had downloaded it long time ago.. it has that a bit shiny-look, if you know what I mean. Also I need to consider writing down on readme something about those console commands.
#13801 posted by Rick [75.65.153.192] on 2016/09/13 14:41:07
I think Quake's light map is gray scale 0-255 if no lit file is used, and I don't think screen shots are affected by the gamma setting. If so, you can probably tell how well a map is lit by looking at the RGB values in a photo editor for screen shots taken with r_lightmap 1
#13802 posted by onetruepurple [95.160.159.80] on 2016/09/13 15:21:48
And if people really find your map too dark, they can easily adjust it with QuakeSpasm's new contrast setting.
Literally the opposite of "good advice for lighting".
#13803 posted by ayy lmao [94.245.57.237] on 2016/09/13 15:37:15
Literally the opposite of "good advice for lighting".
"Nothing wrong with my map, must be the player's fault" seems to be a running theme in the Cumdump and PooHouse show lmao :D
 LMAO.
#13804 posted by Shambler [77.96.60.67] on 2016/09/13 15:48:12
 Rick
#13805 posted by Newhouse [188.238.86.183] on 2016/09/13 16:10:58
Rick: I have been doing that, but it is not that easy in practice.
onetrupurple: Not the best advice & I highly try to avoid it, but in the end "some" people might need to use them.
ayy lmao: you aren't spammed already?
 Wot Like "some People" Radically Change The Gamma Of Quake Itself??
#13806 posted by Shambler [77.96.60.67] on 2016/09/13 16:31:04
Srsly tho. Look at Quake. Make your maps a comparable overall brightness to that. Then it will work for almost everyone. It's not complicated.
 Shambler
#13807 posted by Newhouse [188.238.86.183] on 2016/09/13 16:35:31
Okay? Then what do you think about these pics I sent earlier (I haven't received much feedback about new lighting attempts):
https://drive.google.com/file/d/0BwxYkKdSD855V0RmZHBFNENRRms/view?usp=sharing
#13808 posted by Mugwump [80.215.37.128] on 2016/09/13 16:37:26
Instead of acting like complete jerks, why don't you guys be constructive for once and share your own brightness settings?
 NewHouse
#13809 posted by Bloughsburgh [75.151.243.225] on 2016/09/13 16:45:58
That's a lot of effort to work on light levels so kudos to you on that.
I would say something in between the two examples you are showing in that grid picture. I definitely think some of the images on the right are much too bright and detracts from the atmosphere you are so purposefully trying to achieve. On the other hand, some of the darker images on the left do not display any detail at all and I find that to be simply too dark.
I know that cold is a theme so if some dark areas are absolutely vital to your design then keep them, but the fact you are taking these steps to fine tune light is a good sign!
#13810 posted by Kinn [86.174.52.197] on 2016/09/13 16:48:32
Picking a suitable lighting level for a quake map is not some incredibly obscure alchemy, comprehensible to only the most wizened mappers - it is literally - like Shambler says - a case of comparing your maps with other known good maps like the original id maps and just making sure you're not far off that.
You won't get any useful information from knowing what gamma settings people play on - you may as well be asking them how their monitor is set up, and what the brightness of the room they are playing in is.
 Bloughsburgh
#13811 posted by Newhouse [188.238.86.183] on 2016/09/13 16:57:51
This might be too much to ask.. but could you or some people actually mark pics which are too dark by "x" and some what are too bright by "y". And in the end I could actually analyze results. I could use this for my future maps too, to check good brightness for every color. After all, I can't adjust my screen's brightness level any lower, and it is still bright and colors are showing well, I should do something else to my screen to make it work like every cheap acer laptop screen.
This is maybe too much to ask, but I have been playing with values you guys (Rick/ericw) has sent to me. And also listening you Bloughsburgh how to use wait etc. Maybe I haven't found the right combination yet.
#13812 posted by czg [213.113.209.223] on 2016/09/13 16:58:47
Don't use my maps as reference though. I'm bad at light.
 NewHouse
#13813 posted by onetruepurple [95.160.159.80] on 2016/09/13 17:12:39
The new lighting looks fine. I don't think there are any pics that look too dark. Some of them may actually have a bit too much light (mostly the L shaped corridors) - maybe use a different delay setting.
MugWump, if a map is too dark with gamma 1, then it's not lit properly.
 Onetruepurple
#13814 posted by Newhouse [188.238.86.183] on 2016/09/13 17:15:41
Should I use gamme 0.9 or gamma 1.0 while compiling? Or should I rise up it even, when using colors as main light source?
#13815 posted by Shamblernaut [121.45.239.52] on 2016/09/13 17:15:53
they look good newhouse, you've put a tonne of extra work in since the jam, that is pretty obvious. the results look like they're paying off.
 I Don't Know About -gamma In Compiling.
#13816 posted by onetruepurple [95.160.159.80] on 2016/09/13 17:16:29
Use "gamma 1" in game.
 Lit
#13817 posted by Bloughsburgh [75.151.243.225] on 2016/09/13 17:16:55
Honestly, looking back at the grid I think the very bottom dark pictures are perhaps a tad too dark. Those are probably the only ones.
As OTP said, I think a lot of the pictures are a bit too bright (Especially the far right examples)
Admittedly I only ever played your very first offering of the map so I don't have much reference to go on. I'll have to try your newer version at some point! ;)
 Sorry Being Stupid Person.
#13818 posted by Newhouse [188.238.86.183] on 2016/09/13 17:31:01
You know I'm a bit slow when it comes to learning basics.. I'm more visual person, I almost need people to go hand in hand showing me how things should be done.
L shaped lambs on top indeed are so bright that even my eyes are now burning. I have to decrease intensity a bit* I was only thing on make focus much more clear - but then there is also part "not too clear". It should be a bit more tender touch there.
Inside joke "I have a headache".
#13819 posted by Mugwump [80.215.167.213] on 2016/09/13 18:58:43
Kinn "You won't get any useful information from knowing what gamma settings people play on" At least knowing which settings people generally use can give some kind of reference.
OTP "MugWump, if a map is too dark with gamma 1, then it's not lit properly." As I said, my gamma is set @ 0.85 with contrast @ 1.5. Not just for this map, but as a general setting. I may need to pump gamma up 1 or 2 notches on certain maps, like Khreathor's Sewage Farm, but NewHouse's Ice Core looked fine to me like that. Sure it's darker than the usual base map, but not to the point of not being able to see shit, and also that's what gives it its distinctive atmosphere.
So, what are you people's gamma/contrast values?
#13820 posted by Rick [75.65.153.192] on 2016/09/13 18:59:50
When running light, is there an actual difference between -range and -gamma?
 I Would Assume Gamma 1
#13821 posted by killpixel [201.202.198.162] on 2016/09/13 19:01:08
#13822 posted by onetruepurple [95.160.159.80] on 2016/09/13 19:10:23
As I said, my gamma is set @ 0.85 with contrast @ 1.5. Not just for this map, but as a general setting.
http://www.monitorsetup.com/
http://www.displaycalibration.com/brightness_contrast.html
 I Play On Gamma 1
#13823 posted by Kinn [86.174.52.197] on 2016/09/13 19:13:10
It's very bright and vibrant. It looks great. Mostly because my laptop LCD screen is very bright and looks completely different to my other LCD screen, and also I don't Quake play in a bright room.
Really, just knowing what gamma people play on tells you like maybe 25% of the story.
 #13822
#13824 posted by killpixel [201.202.198.162] on 2016/09/13 19:20:05
+1, your settings sound wonky, probably trying to compensate for a not so good display.
Mugwump, having a properly calibrated display really is crucial in general. Calibrate it and use it for a while so your frame of reference can readjust.
Then, light your maps using gamma 1. You'll get the desired look in the ballpark for most users this way.
#13825 posted by Mugwump [80.215.170.216] on 2016/09/13 19:27:28
OTP I'm not talking about the monitor's calibration, but the in-game settings.
Kinn And do you use the default contrast with that or do you tweak it? On my rig, Quakespasm's default settings make a slightly too dark image and I've found that playing with the new contrast setting gave much better results than gamma.
 Killpixel
#13826 posted by Mugwump [80.215.46.139] on 2016/09/13 19:30:19
I did calibrate my monitor the best I could but it's an old and quite crappy LG CRT.
 If You Need Gamma 0.85 In Quake Then Your Monitor Is Badly Calibrated.
#13827 posted by onetruepurple [95.160.159.80] on 2016/09/13 19:32:27
#13828 posted by ericw [108.173.17.134] on 2016/09/13 19:37:30
For me, Gamma 1 looks perfect on 99℅ of quake content, IF all the following are true:
- on a calibrated LCD
- in a pitch dark room
- in full screen.
If I am not in those ideal conditions, I need to raise gamma/contrast to compensate.
Btw just switching from windowed to Fullscreen makes a difference, because typically stuff on your desktop is a lot brighter than quake. This is why screenshots look so dark even when the pixel values are the same.
 Otp Is Right
#13829 posted by killpixel [201.202.198.162] on 2016/09/13 19:39:58
reset to 0's and try again. black will probably appear washed out, which sucks, but that seems to be the nature of your display. boosting the contrast and dropping the gamma or brightness seems like a fix, but it really isn't (I used to do this too).
#13830 posted by Kinn [86.174.52.197] on 2016/09/13 19:44:30
And do you use the default contrast with that or do you tweak it?
Default I guess. I didn't even know QS had a contrast setting.
 Then Again
#13831 posted by onetruepurple [95.160.159.80] on 2016/09/13 19:44:44
I remember using high gamma on an old CRT also...
#13832 posted by Newhouse [188.238.86.183] on 2016/09/13 19:45:24
So, I can see all color changes all the way through that top 5 (pure black) on my screen+settings, can I use this as a tool somehow? http://www.monitorsetup.com/
 Then Again.
#13833 posted by onetruepurple [95.160.159.80] on 2016/09/13 19:47:10
Quake was developed on CRTs...
 Rick
#13834 posted by ericw [108.173.17.134] on 2016/09/13 19:48:05
Yes the -gamma option for light.exe is a real gamma, applied on the floating point light map before converting to 8bit and saving. I just added it because it was easy and could be used as a bandaid fix to tune lighting globally.
I forget how -range works but it's not the same as gamma. This is something I should do a series of screenshots of on my site for light.
#13835 posted by Kinn [86.174.52.197] on 2016/09/13 19:56:46
Since 1996 I've played quake on all manner of different monitors under all manner of different conditions and used all manner of different gamma values. There isn't really a "correct" gamma value. On old CRTs like in the late 90s, my gamma has been set a lot lighter than I tend to set it today on LCDs.
#13836 posted by Shamblernaut [121.45.239.52] on 2016/09/13 19:57:55
I've been using -gamma in light because after I added bounce everything became too bright. Worked pretty well, far easier than changing the values of every light.
 Im An Idiot
#13837 posted by killpixel [201.202.198.162] on 2016/09/13 19:58:57
black will probably appear washed out, which sucks, but that seems to be the nature of your display.
I'm an idiot, ignore this. I assume your display seems too dark. CRTs generally have deep blacks and rich color, so boosting contrast seems strange, I would boost brightness first then mess with gamma if you want to brighten up the low end. Of course I'm not there and able to look at it...
Why the fuck am I attempting to deduce what someones monitor looks like from across the world based on contrast and gamma settings in quake? I'm a fool on an errand.
Anyway, I still think it would be worth your while to re-calibrate, reset quake to gamma 1 and go from there.
 Range
#13838 posted by Bloughsburgh [75.151.243.225] on 2016/09/13 20:10:01
I forget how -range works but it's not the same as gamma. This is something I should do a series of screenshots of on my site for light.
This would be great to see!
#13839 posted by Rick [75.65.153.192] on 2016/09/13 20:13:43
Yes the -gamma option for light.exe is a real gamma, applied on the floating point light map before converting to 8bit and saving.
Okay, good to know.
I always assumed -range was just some kind percentage increase. I somehow got started mapping with low light values years ago. Instead of fixing them, I would just bump up the -range setting.
 Bit O' Rocket Science For Y'all.
#13840 posted by Shambler [77.96.60.67] on 2016/09/13 20:13:47
 BTW.
#13841 posted by Shambler [77.96.60.67] on 2016/09/13 20:16:24
That is on Quake gamma settings that look perfect on 90% of maps, and on screen settings that look perfect on 99% of other content.
 OK, Thank You All For Your Input
#13842 posted by Mugwump [80.215.3.113] on 2016/09/13 20:17:28
Killpixel Well it is a bit dark, but instead of having gamma wash everything out, I found it better to tone it down a bit and ramp up the contrast. Also, I don't see a brightness setting in the QS menu.
Kinn Yes, since 0.92 QS has a contrast setting.
OTP & Kinn It's nice to have constructive and non-aggressive replies from you guys. I hope things can stay this way. Bury the hatchet?
 Bury The Hatchet.
#13843 posted by Shambler [77.96.60.67] on 2016/09/13 20:22:47
IN THE GREASY FLATULENT ASSHOLE THAT YOU SPRAY OUT ALL THE SHIT YOU TALK INSTEAD OF USING YOUR MOUTH LIKE A NORMAL HUMAN BEING??
(i.e. yes good idea)
 Shambler
#13844 posted by Mugwump [80.215.38.131] on 2016/09/13 20:32:16
Judging by your oh so "normal human being" intrusive response to something that wasn't even addressed to you, you must be talking - I mean shitting - out of personal experience...
 Aww Yisssss
#13845 posted by ayy lmao [5.196.66.162] on 2016/09/13 20:37:19
 Chill Out, Please
#13846 posted by Newhouse [188.238.86.183] on 2016/09/13 20:39:54
I have learned now many good things about mapping "gamma", "contrast", "range". So thanks for your patience and honest in the end.
But still, try to chill out a little bit? I might sounds childish time to time (bad grammar maybe), but I never try to make people get triggered over 'these things'.
 Yeah...
#13847 posted by Mugwump [80.215.163.18] on 2016/09/13 20:49:00
...but apparently for some people, conflict is more interesting than cooperation. And to think that they're the ones trying to lecture you on being normal... Fail.
 .
#13848 posted by Orl [73.10.210.162] on 2016/09/13 20:54:04
 Gamma
#13849 posted by FifthElephant [82.21.157.236] on 2016/09/13 22:18:10
I use gamma 1, I also configure my monitor using this site - http://www.lagom.nl/lcd-test/
A good litmus test is to just compare your lighting with vanilla Quake.
 #13840
#13850 posted by Cocerello [213.60.80.32] on 2016/09/13 23:03:00
In the monitor i am using right now (switched to TFT from CRT recently), i am seeing Quake practically like your second screenshot (QS with gamma 1). From what you wrote, does that mean i have something badly configured? Even though, personally i think the first one is too bright and bland.
TFT monitors are something arcane for me and i resigned myself on making them look well, but i even considering that I don't get what you say.
Aside form that, about brightness configurations, it does matter a lot when there is several ways to change it and the range oof the available changes is wide, like in Quake 2 where it can be a pain to map, as some maps can look cool in some settings and lame in others.
In this game it doesn't matter, its just a matter of comparing it with other maps like said posts above, and it is a big relief when mapping.
 Pritchard...
#13851 posted by distrans [122.150.28.219] on 2016/09/14 11:50:03
...I'm digging that vibe. Yes, it drips atmos. I think you are pretty close...now to concentrate on gameplay ;)
#13852 posted by mankrip [179.198.151.113] on 2016/09/15 00:09:14
Adib: Great looking corridor, can't wait to see the rest of the map.
NewHouse: Egyptian themes are always cool, though egyptian-themed textures are hard to work with because they usually looks too flat. Using non-square angles as much as possible on the geometry can help a lot (multiple ramps instead of steps, reclined walls instead of straight walls, etc).
 Mankrip
#13853 posted by Newhouse [109.240.178.30] on 2016/09/15 03:55:20
Hmm.. color world might make it look like part of "Egyptian", even though those tiles are from hipnotic wad, large white marble tiles/bricks. To be honest it reminds more of "White Greek Marble Temple/Bathhouse", I got couple small souvenirs from my family and all these Greek soldier figures had this white/yellowish theme going on.
#13854 posted by Pritchard [121.219.4.122] on 2016/09/15 11:24:43
A new screen.
My mouse has become very flaky over the past week or so, i'm going to be returning it under warranty soon but for now i'm using a crappy wireless one I found. Progress was slow until I switched mice, as by the end of my last one's life it became impossible to click/drag anything, including in TrenchBroom.
Anyway, that (half, behind the camera is a mess of untextured brushes) room is all i've really done since I last took a screen, but it was a fair bit of work cutting it all up for the texture details and so on... Which, again, is quite hard with a bad mouse :(
 Sweet
#13855 posted by Bloughsburgh [75.151.243.225] on 2016/09/15 11:47:16
Looks great man, excellent atmosphere.
#13856 posted by Newhouse [109.240.122.82] on 2016/09/15 14:41:39
Image is not shown for me, but just known it is you, I already know it is near perfection.
#13857 posted by adib [192.228.171.156] on 2016/09/16 14:21:30
Thanks guys :) still working on it.
Pritchard
Wow, loving it. Rock and base, nice mood.
NewHouse
Try a texture called *firecoal It's in "lavacity" wad.
 Adib
#13858 posted by Newhouse [109.240.153.177] on 2016/09/16 23:59:22
I will check it out, after this noir jam is over~
 Pritchard
#13859 posted by Drew [96.52.66.66] on 2016/09/17 06:08:46
agree looks nice. Nice distransian style texture medley
 ...
#13860 posted by Drew [96.52.66.66] on 2016/09/17 07:04:42
only thing missing in that last shot is some light sources, perhaps?
 Almost Done
#13861 posted by lpowell [64.85.227.55] on 2016/09/17 08:36:13
Should be finished within a week or so, provided my high-functioning ADD doesn't screw me again.
https://drive.google.com/open?id=0B5ubevjSCiEYQ1RDOS1jaVN3LVk
 Drew
#13862 posted by Pritchard [121.219.4.122] on 2016/09/17 10:45:51
The sky is a big light source in that area, although you can't see it in that screenshot. I'm not decided on any other sources yet.
 New Map: Infernal Ascent
#13863 posted by Ubiquitous [94.9.119.201] on 2016/09/18 13:29:38
I just released a new Q1 map titled "Infernal Ascent". It's nothing special, but screenshots and a download link can be found on my blog:
https://ubiquitousgame.wordpress.com/2016/09/18/quake-map-infernal-ascent/
 That Looks Good
#13864 posted by onetruepurple [95.160.159.80] on 2016/09/18 13:40:53
#13865 posted by negke [31.18.51.150] on 2016/09/18 13:58:22
Did you not run light -extra4? The spotlight cones look somewhat jagged.
 Odd
#13866 posted by FifthElephant [82.21.157.236] on 2016/09/18 14:08:08
that you chose to use textures from different themes.
#13867 posted by Ubiquitous [94.9.119.201] on 2016/09/18 14:19:05
Yes, I did run -extra4, though I agree the lightmaps look a bit aliased in places.
The different themes started as an experiment. The map has 3 main areas (plus a central hub) and the idea was that the hub is a military base on which is built three macabre tests/gauntlets, each constructed around a different theme. But the thematic differences in the original version were far too stark so I toned them down by at least using broadly similar colour palettes in each area.
 Lovely Map
#13868 posted by total_newbie [91.64.58.113] on 2016/09/18 14:43:17
Very strong 90s vibe, but in a good way. The mixture of themes is executed really well; gameplay was well designed.
If you want some critical (nitpicky?) feedback:
There's a clipping error here -- you can pass through the wall at the top of the ramp (you don't have to try hard; I did it by accident) and skip a large section of the map.
The twisted and broken bars near the start of the map feature some dodgy brushwork and would look a lot better if aligned correctly.
The last section of the map (after you jump into the floor teleporter) is way too dark, imho.
#13869 posted by Ubiquitous [94.9.119.201] on 2016/09/18 16:24:30
Thanks total_newbie, this feedback is very helpful. The clipping error and misaligned brushwork were bugs that crept in during construction. I have uploaded a new version where those errors are fixed. I also added a couple of additional light sources in the last rooms of the level (though not too many, so as to maintain the intended atmosphere).
As before, the file is at
https://ubiquitousgame.wordpress.com/2016/09/18/quake-map-infernal-ascent/
Thanks again!
 I Had Fun
#13870 posted by adib [192.228.171.156] on 2016/09/18 17:01:30
It's not in the news, so here goes.
Yes, strong retro vibe. Combinations of enemies worked well for me. Best part of the map was the button sequence puzzle room. That shambler + ogre room could be improved, I easily worked it around. Dogs gave me a nice scare.
My criticisms are about lighting and signaling. Lighting felt kinda caotic to me. Spotlights not highlighting anything special; pitch black darkness at some points, worse being that section after you fall thru the funnel, where you navigate completely blind.
After beating the map I noclipped and "r_fullbright 1". That's when I could appreciate your brushwork. I had no idea that I fell thru a funnel, for example. Shadows are supposed to enhance the environment as much as light, right?
One last bitching: you hint attention points with textures as well, but without anything special around. If you choose a white light fixture set, a yellow fixture draws player attention, for example.
I think you managed to create that classic unsettling feeling of danger that iD maps used to give. Also, passing thru the same room from different levels/sights is something I love and value, you're putting the environment to use.
Hope I could help someway. Thanks for this release, it was good fun :)
 Infernal
#13871 posted by Bloughsburgh [24.131.201.197] on 2016/09/18 19:32:12
Skill 2, 2/5 secrets 64/65 kills (Glitched zombie!)
https://www.dropbox.com/s/1ggljkzaht0wh1t/mjb_infernals.zip?dl=0
Nice map to play on a Sunday afternoon! I like the theme of rising into different realms of Quake. The transition is done nicely through the use of broken bricks and the base textures. Game play was fun with lots of knights to ambush you in the shadows.
I would say a large thing I noticed is the lack of source lights being illuminated properly. So when I saw a light source, the actual lamp texture would blend into the background. Placing a light with a high wait value (7-8) can really bring that nice touch home! Also I agree with adib about lighting in general...bit all over the place.
This is a unique map and I am looking forward to seeing more!
#13872 posted by Ubiquitous [94.9.119.201] on 2016/09/18 21:46:16
Thanks guys. The light surface textures not being properly illuminated has been bugging me too. I don't understand why id made light textures that don't use fullbright colours. Rather than do as you suggest, Bloughsburgh, and use a high wait value, I implemented the simpler (for me) solution of making custom versions of id's light textures that are fullbright and therefore appear to illuminate properly regardless of how much light falls on them. This fix is in a new version that i have just uploaded on the same page as before:
https://ubiquitousgame.wordpress.com/2016/09/18/quake-map-infernal-ascent/
Sorry to hear that you found the lighting to be chaotic. I'll be the first to admit that I am still learning the fine art of lighting, but there were, at least, a few elements of the lighting in this level I was happy with. Hopefully, what I learned through this experience will inform a more nuanced approach for my next creation.
Thanks a lot for the demo, it's valuable to watch how others get along with and interpret the level.
#13873 posted by Ubiquitous [94.9.119.201] on 2016/09/18 21:48:42
I saw the map showed up on the front page news (http://celephais.net/board/view_thread.php?id=61352), so it might make sense for further discussion to be consolidated in that thread.
 News
#13874 posted by adib [192.228.171.156] on 2016/09/19 16:16:58
 Color Correction Evolution
#13877 posted by mankrip [179.198.151.113] on 2016/09/20 17:02:12
At first, 8-bit color translucency was like this. Due to the limits of Quake's 8-bit color palette, straightforward blending of color values was very lossy.
Then I've figured out a way to apply color correction on both translucency and lighting. The colors improved a lot, although the results were very grainy (see how the shape of the slime texture became completely unrecognizable after being blended twice).
After that, I've decided to try implementing gamma-correct translucency. The blending became smoother, color hues became more faithful and the shape of the slime texture could be recognized again, but a few details were lost in the darker areas of the image.
Now, I've also implemented gamma correction on the lighting. This helped to recover those lost details back, and then some. Now the slime texture is fully recognizable, even through two passes of alpha blending, and details such as the pipe texture on the bottom left of the image are more faithful than ever.
For a final comparison, see this 24-bit truecolor mockup I've made in GIMP (which doesn't use gamma correction). If you convert this 24-bit mockup back to Quake's 8-bit color palette using popular error diffusion algorithms such as Floyd-Steinberg, my results are still smoother.
I have one more thing to change in Retroquad's color management, but I'm skeptical about further quality improvements. This "one more thing" will be just to simplify some calculations.
#13878 posted by Mugwump [80.215.159.117] on 2016/09/20 17:28:12
Why does the glass look like a sieve in all your color/gamma corrected pictures?
#13879 posted by mankrip [179.198.151.113] on 2016/09/20 19:36:54
#13880 posted by Mugwump [80.215.159.117] on 2016/09/20 20:10:12
OK. And I suppose there's no workaround unless you revert back to the uncorrected look?
#13881 posted by Shamblernaut [121.45.237.124] on 2016/09/20 20:47:19
I'm so excited for this mankrip
quake in its intended 256 colour brilliance.
 Mankrip
#13882 posted by killpixel [174.48.226.83] on 2016/09/20 21:01:01
this is pretty darn sweet.
 #13880
#13883 posted by mankrip [179.198.151.113] on 2016/09/20 21:30:54
Exactly. The only workaround would be to convert the whole renderer to 24-bit color, which is what the Pixomatic software renderer in Unreal Tournament 2004 did.
 ...but That Is Not Your Purpose.
#13884 posted by Mugwump [80.214.118.142] on 2016/09/20 21:44:20
Which map are these pics taken from, BTW? I don't recognize it.
 Mankrip
#13885 posted by Newhouse [109.240.254.69] on 2016/09/20 22:02:43
Can't wait to start experiencing that by myself too* so this is your own engine project?
#13886 posted by mankrip [186.227.14.198] on 2016/09/21 00:54:13
Mugwump: It's Clean Cut, by MFX.
NewHouse: Yes.
 Thanks
#13887 posted by Mugwump [80.214.118.142] on 2016/09/21 01:27:59
Haven't played that one yet.
 @mankrip: What Is It You Are Calling Your Engine?
#13888 posted by Qmaster [70.195.65.85] on 2016/09/21 02:44:16
#13889 posted by mankrip [186.227.14.198] on 2016/09/21 03:22:38
Qmaster: The name is Retroquad, but it may change before release.
 Mankrip
#13890 posted by khreathor [194.181.150.108] on 2016/09/22 13:29:20
 P.S.
#13891 posted by khreathor [194.181.150.108] on 2016/09/22 13:35:07
Take a look at the whole article. I pasted a link with redirection to "Gamma correction" by mistake, which is least interesting part of this page.
 Khreathor
#13892 posted by mankrip [177.79.17.248] on 2016/09/23 00:48:30
Thanks, I've read all of it (minus the code, because I'm on a smartphone atm).
So far I've not used any iterative color search methods, only straightforward calculations. But that article may give me some ideas on how to improve TGA skyboxes and external textures. Skyboxes such as "Interstellar" and "Violent Days" still looks pretty bad in Retroquad.
Another idea on how to improve external textures is to perform topological analysis to scale the error diffusion in a non-linear way. This is in my mental list of things to try sometime.
 That's Very Nice
#13893 posted by nitin [220.244.163.153] on 2016/09/23 15:18:01
 Me And My Mouth...
#13894 posted by mankrip [179.198.151.113] on 2016/09/23 15:28:58
As mentioned before, this is the best result I had achieved.
But after testing the translucency on several maps, I've had one more idea.
Now I've modified the gamma correction algorithm on the blending, turning it into adaptative gamma-correct blending. This helped to give the resulting image an even more natural look, with even more details being recognizable now. Both this screenshot and the previous one were taken with exactly the same settings (r_slime_blend_alpha 0.6; r_wateralpha 0.5).
 Mooning
#13895 posted by Pritchard [121.219.4.122] on 2016/09/23 16:11:48
Thoughts?
I want to use a skybox in my map (before now it was regular boring old blue sky) but i'm struggling to find the right one that matches with the lighting. I think this one kind of works. Any ideas for other good ones?
Also, it's alright for me to use it, right? It's taken from AD, but it's uncredited in the readme so yeah. I'm sure no one would really care if I did or not, but I still feel like I should be a responsible citizen and check first.
 Mankrip
#13896 posted by Mugwump [80.215.100.68] on 2016/09/23 17:02:55
Nice! I can't see any sieve effect on the glass anymore.
 Pritchard
#13897 posted by Mugwump [80.215.196.186] on 2016/09/23 17:13:28
Not bad. You should ask Sock if you wanna do this by the book. Check this page http://quakeone.com/forums/quake-help/general-help/10727-definitive-hd-replacement-content-list.html for links to a bunch of skyboxes.
 Pritchard
#13898 posted by adib [192.228.158.35] on 2016/09/23 19:33:36
In Photoshop, I would pick the color in these rocks, invert it (Ctrl+I) and start from there.
 Mankrip
#13899 posted by Shamblernaut [121.45.237.124] on 2016/09/23 20:09:57
Interesting changes.
I notice a bit of graininess has crept in in the shadows. You're able to recover quite a bit of detail on the crates, where prior they were almost flat.
Is there a method you could apply to selectively remove dithering where it is going to appear grainy?
The areas in particular I'm thinking are where the biggest shadows are, or will that ruin the glass transparency effect?
#13900 posted by mankrip [179.198.151.113] on 2016/09/23 21:28:46
Is there a method you could apply to selectively remove dithering where it is going to appear grainy?
No. But while playing the game, the grainyness isn't as noticeable. The area in those screenshots is a worst case scenario, translucency effects usually looks better than that already.
#13901 posted by lpowell [64.85.227.55] on 2016/09/23 21:46:23
So I pasted the id metal skull texture over some fucked up overlapping brushes and it resulted in this weird conjoined twins effect where the overlap occurs. I think I'm going to keep it.
http://www.quaketastic.com/files/conjoinedskulltex.PNG
#13902 posted by Mugwump [80.215.46.240] on 2016/09/23 22:05:15
It looks cool but the effect is only in this particular place. All other skulls look normal. Now you need to fuck up the rest of your wall! xD
#13903 posted by Rick [75.65.153.192] on 2016/09/23 22:19:00
That's Quake's normal "natural" texture alignment. You'll have to scale/shift the texture on the angled wall if you want to fix it. Even if the alignment looks okay, I sometimes still scale so that the pixels aren't stretched. Depends on how noticeable it is.
#13904 posted by lpowell [64.85.227.55] on 2016/09/24 03:53:08
I think I'll keep it, it's only in one other place but it's amusing to me. Who knows if it'll be noticeable once the map is lit.
Anyway, here's a speedmapped layout I think I'll make into Qonquer map (originally supposed to be a coagula level). Might make a whole pack of these for kicks. Dunno how the rest of the community feels but imo there aren't enough good Qonquer layouts.
http://www.quaketastic.com/files/qonquermet.PNG
 D3 Textured Map By Mfx
#13905 posted by [92.228.159.142] on 2016/09/27 23:06:36
 That's Some AAA Vibes Right There
#13906 posted by mankrip [179.236.233.183] on 2016/09/28 03:04:19
It reminds me a bit of War for Cybertron.
 Those Curved Pipes
#13907 posted by Breezeep_ [100.1.249.19] on 2016/09/28 03:08:38
Fucking how
#13908 posted by Pritchard [131.170.5.1] on 2016/09/28 03:43:51
Patience, so much patience if the tools we use these days are anything to go by.
#13909 posted by NewHouse [109.240.147.171] on 2016/09/28 06:02:05
If those all are in grid (no half pixels and so on), there has to be some extreme math going on behind all this madness.
#13910 posted by mankrip [179.236.233.183] on 2016/09/28 06:21:15
I've added a last step to improve the color blending.
In the previous screenshot, there was still some weirdness in darker areas.
Now, in this new screenshot the contrast is more faithful.
Now I don't see anything else to improve in this specific test case, and in all my tests through several other maps this algorithm also seems optimal... except for one thing: I've found out that it's only optimal at 50% translucency. I'll have to do some tests to figure out exactly what needs to be compensated from one blending level to another, but I'll leave that for later.
Also, I want to thank MFX for his Clean Cut map, which was really helpful to test and improve the color blending. Those flat-colored gray color windows served as a good neutral ground for figuring out which properties of the colors were being distorted, and how.
 Mfx
#13911 posted by lpowell [64.85.227.55] on 2016/09/28 07:13:53
insane
 Mfx
#13912 posted by Cocerello [213.60.80.32] on 2016/09/28 10:29:21
How in the hell you did that? I expect you ported it from another program to the editor, if not, i can't see how.
 The Posts Below The Pic
#13913 posted by nitin [220.244.163.153] on 2016/09/28 13:03:57
would seem to indicate all done in TB2.
 Yes, True
#13914 posted by Cocerello [213.60.80.32] on 2016/09/28 15:51:59
It can be done in an editor, and quite fast. Took me just 2 minutes after realizing how.
It reminds me of something that happened in 1997: my oldest brother did a 16 steps per round spiral staircase on the grid with just the carving tool that looked awesome and left me wondering for months. And in the end the trick was easy and fast to achieve.
What's impressive on Mfx's screenshot in the end is the results, and the goal this achieves: something impressive with fast done brushwork and good ambience, completely the opposite of what i did in the starting areas here. Well, thanks to it i toned down a lot on difficult brushwork, and Mfx's screenshot reaffirm my conviction.
 Cocerello
#13915 posted by Newhouse [109.240.147.171] on 2016/09/29 04:59:48
I tried using rotation tool to make same kind of result, but only problem was that face's texture alignment started acting weird flipping directions and so on. Did Mfx actually calculated all those broken face's texture rotations manually after rotating brushes or am I just too inexperienced when it comes to using TB? I used 22.5 degree steps because 22.5 x 4 = 90 degrees..
What is carving tool? I think TB2 doesn't have anything like that. Or do you mean clipping tool, where you cut slices by choosing 3 vertex points?
#13916 posted by lpowell [64.85.227.55] on 2016/09/29 07:04:00
I've seen people talk about different types of texture alignment, such as world vs. arbitrary--to pull off the effect mfx has one would need to use arbitrary alignment, by my understanding (not 100% sure). Also I don't know how to actually implement that sort of alignment but it would be good to know. Calculating texture rotations manually? Doable, but have fun with that lol.
#13917 posted by Newhouse [109.240.147.171] on 2016/09/29 07:08:29
To be honest it is not fun at all calculate manually something like that* but because I haven't figured out other ways to correct these when things doesn't went as planned. Maybe J.A.C.K handles these better atm.. maybe.. but I'm not that used to J.A.C.K's interface yet.
 Strange
#13918 posted by Cocerello [213.60.80.32] on 2016/09/29 16:56:38
 Oh Shit!
#13919 posted by Cocerello [213.60.80.32] on 2016/09/29 17:01:56
read that you had problems with brushwork instead of problems with texture alignment and realized just now.
For texture alignment in those circumstances, align them bit by bit when you have the first cylinder brush done and use texture lock for the rest. I use the map format 220 from HL which has enhancements to texture alignment, but i i am not sure if Trenchbroom supports that or just can open those files.
#13920 posted by Pritchard [121.219.4.122] on 2016/09/29 17:07:19
I've not really touched it, but TB2 seems to support the 220 format, at least for creating and loading. Not sure how stable the support is though.
Speaking of which, is there any tool that can convert between standard quake and 220? I'm interested in seeing what difference it makes (if any) for my work.
#13921 posted by Rick [75.65.153.192] on 2016/09/29 17:15:21
You would have to use the Valve 220 format for that kind of texture alignment. The basic orthogonal (align to world) projection would never look right.
https://developer.valvesoftware.com/wiki/Texture_alignment
#13922 posted by Newhouse [109.240.53.70] on 2016/09/29 20:43:04
So basically I should use J.A.C.K for those kind of brushwork/rotation practices. So I highly doubt mfx was able to pull this off 100% in TB itself. Unless he took like 3 months manually calculating messed up faces or just using Valve 220 format. Not sure how does it work in TB, what are differences.. have to check it out after this noir jam.
#13923 posted by lpowell [64.85.227.55] on 2016/09/29 21:21:23
I've had issues with texture lock in the past when rotating brushes. One thing I've tried doing in the past was making a cube and then rotating it with texture lock on so that one of the diagonals was parallel to the z axis, but after I did this the textures were completely warped.
 Depressing/Weird/Alien-like Future
#13924 posted by Newhouse [109.240.243.174] on 2016/10/02 21:33:56
I'm a bit of confused about what I have done.. what does this remind? (possible gameplay section in my noir jam map) : https://drive.google.com/file/d/0BwxYkKdSD855LTE2dS1wSXJHUDg/view?usp=sharing
#13925 posted by mankrip [179.236.233.183] on 2016/10/02 22:54:44
It reminds me of HL2.
 Standard Axial Texture Projection 4 Life
#13926 posted by [72.12.69.27] on 2016/10/02 23:34:35
 #13926
#13927 posted by killpixel [174.48.226.83] on 2016/10/02 23:55:12
math or patience?
#13928 posted by [72.12.69.27] on 2016/10/03 00:05:24
guess with a rotation, press 'fit' tool, repeat until it's pretty close
 Mankrip
#13929 posted by Newhouse [109.240.243.174] on 2016/10/03 00:44:24
HL2, not episode 1 or 2.. that tech tower section? Also I think it reminds a bit of Duke Nukem 3D's episode 2, latest maps.
 #13927
#13930 posted by [167.114.102.230] on 2016/10/03 16:26:01
This was fun
standard format & patience
 That Looks Good
#13931 posted by killpixel [174.48.226.83] on 2016/10/03 17:35:56
a bit of phong and it'll be smoother than baby poop.
 Baby Poop
#13932 posted by Mugwump [80.215.192.193] on 2016/10/03 19:00:36
Interesting... We say baby skin in France.
 Really Cool
#13933 posted by mankrip [179.236.233.183] on 2016/10/03 19:15:29
#13934 posted by Pritchard [49.199.8.75] on 2016/10/04 00:31:59
I think in Australia we say "Baby's bottom" which is like half way between the two on the creepy/gross scale.
 New Brightness Controls
#13935 posted by mankrip [179.236.233.183] on 2016/10/04 00:50:21
I really dislike how vanilla WinQuake's "gamma" cvar makes the colors washed out, so I'm working on a new system using two cvars: pal_darkness to define the minimum brightness, and pal_brightness to define the maximum brightness; the resulting value is normalized between them.
Default settings (same as gamma 1).
Maximum brightness scaled up.
Minimum brightness also scaled up.
Now, a question: Does the resulting image looks fine for everyone here in this personal settings test? Afterwards I've reduced pal_brightness a bit, to 2.5, but I don't know if this is still too dark for most people.
Anyway, one of my goals with this is to improve the image quality for YouTube videos, since YouTube compression is bad for dark colors, and WinQuake's brightness control makes the colors too washed out.
 Mankrip
#13936 posted by sevin [75.183.33.118] on 2016/10/04 01:21:08
I think 5 might look good. Doesn't QuakeSpasm allow you to set brightness and contrast in the options menu? I have my contrast turned up a bit, it seems to boost brightness a little as well.
Also, how'd you move your HUD to the corners like that?
#13937 posted by Mugwump [80.214.26.26] on 2016/10/04 02:25:29
Looking at your personal settings test on my phone in a dark room, it looks good. Dunno if it's enough for YT vids though. And yeah, the new contrast feature in QS is very useful to have a brighter and more vivid image without washing it out.
#13938 posted by mankrip [179.236.233.183] on 2016/10/04 04:04:27
Hmm. I've tried increasing the brightness, but this time in another map:
E1M1, default brightness
E1M1, pal_brightness 3.5
E1M1, pal_brightness 5
5 seems to distort some colors too much. 3.5 seems to be the maximum that doesn't distort the colors too much, at least for me.
The below shots were also taken with 3.5:
E1M1, well lit area.
E1M4, dark area.
sevin: This HUD is custom coded.
#13939 posted by Mugwump [80.214.22.110] on 2016/10/04 04:27:41
Still on my phone, but this time with the lights on, I agree that 5 might be too much. E1M4 dark area looks nice but the brightest parts of E1M1 well lit area seem a bit overbright. Maybe you should try 3 again but it's hard to judge how it would look on video, though.
#13940 posted by mankrip [179.236.233.183] on 2016/10/04 04:46:29
On video it always looks a lot worse, which is why I've lost the motivation to record gameplay videos.
 @mankrip
#13941 posted by sevin [75.183.33.118] on 2016/10/04 04:50:40
Can you share the code for the HUD? I'd love to use that.
#13942 posted by Mugwump [80.215.204.202] on 2016/10/04 04:53:01
Worse as in darker, I assume... Well maybe 3.5 would do, then, I don't know. There's really only one way to find out: make a video.
#13943 posted by mankrip [179.236.233.183] on 2016/10/04 05:01:18
sevin: This HUD is still the same as in the Makaqu engine. Qbism's Super8 also uses a slightly modified version of it.
#13944 posted by Pritchard [49.183.166.65] on 2016/10/04 05:11:31
If you want video to look good, don't let it within 10 feet of any web-friendly encode or YouTube. Maybe just upload files to a host somewhere for people to download. Not sure what kind of encode is good for HQ gameplay though...
 Mankrip
#13945 posted by Shamblernaut [121.45.237.124] on 2016/10/04 07:45:43
Most of what you want to recover in these situations is details in the shadows, instead of stretching the entire palette, you probably want to shift the shadows slightly higher. Of course whilst keeping the blacks black.
I do a bit of photography and when I edit the exposure of my photos I often use the tone curve tool that adobe lightroom has. Opening an image and playing with that will give you an idea of how much you can separate tones whilst retaining a good "realistic" looking image.
 The Initial Shot With 3
#13946 posted by nitin [220.244.163.153] on 2016/10/04 12:04:35
looks good to me.
 Nehara HD
#13947 posted by [176.126.252.12] on 2016/10/06 11:29:44
 Nehrahehrhahe Movie
#13948 posted by ayy lmao [79.124.59.194] on 2016/10/06 17:22:31
wow it's like watching an autistic child play with action figures for 4 hours.
#13949 posted by Shamblernaut [121.45.237.124] on 2016/10/06 17:46:28
lol I picked a random spot and got 42:45, watched until 44:00 laughing my ass off.
 Shamblernaut
#13950 posted by dwere [213.87.147.250] on 2016/10/06 17:49:47
Thanks for this.
 And The Oscar Goes To....
#13951 posted by Kinn [86.149.69.132] on 2016/10/06 18:07:14
The HD really lets you savour the artfully-crafted nuances of the vertex swimming, whilst the mushy blur of the texture filtering adds an evocative, dreamlike quality to this visual feast.
 WTF Did I Just Watched ?
#13952 posted by Barnak [70.26.251.62] on 2016/10/06 18:20:15
O M G ! The parallel world of YouTube !
 I Still Can't Take It...yech
#13953 posted by Qmaster [70.195.71.100] on 2016/10/06 23:50:24
#13954 posted by Newhouse [188.238.51.177] on 2016/10/07 02:37:36
So I'm not only one who thinks this is nowadays a bit of.. outdated when it comes to cutscenes artistic look.
#13955 posted by Mugwump [80.215.241.138] on 2016/10/07 03:45:00
Unfortunately, even DarkPlaces and all its shiny-pretty can't do anything about it... Was good for its time, though - except the vocal "work", that's awful no matter the period.
 A Plant!
#13956 posted by Pritchard [121.219.4.122] on 2016/10/07 12:23:46
http://i.imgur.com/elqml3q.jpg
This thing took me far longer than it had any right to. First I had to recolour the texture for the plant itself, since the background wasn't index 255, then I had to figure out which format TexMex felt like importing today (please tell me there's something better than TexMex), then I had to edit the texture again because it was really tall and dumb, followed by reimporting it again.
Then I set it up in the map so that it looked like a decent plant in-game. Then the real fun started!
To build a decent shaped potplant pot in TB I first had to find a crash bug in the CSG tools, followed by trying to figure out how to work around it. Then I had to copy it back into my actual map, try and select all the tiny brush fragments I ended up with, group them, align them with the base of the pot, texture them and then spend another few minutes getting the plant itself to line up in the center...
Finally, I have a really ugly potplant pot and a decent-ish plant! This is really how I wanted to spend my evening mapping.
 Dat Pot
#13957 posted by Bloughsburgh [75.151.243.225] on 2016/10/07 13:09:05
Better be critical to every aspect of your map. I'm talking linked to 4 secrets, key to open 6 doors, and spawns massive hordes.
It is a nice potted plant.
#13958 posted by mankrip [179.197.182.165] on 2016/10/07 13:40:58
Everything in that screenshot looks nice. I liked the potplant.
 Double The Pot
#13959 posted by Pritchard [121.219.4.122] on 2016/10/07 14:07:28
Double the Fun!
And here's a small album of general shots from my Jam map. Not too many enemies featuring here! I don't want to spoil the surprise of playing it.
One of my favourite things about the map is the boxes. They're all breakable, except for the really big ones, and some of them have stuff inside. Getting really half-life right now, I guess.
The shots are taken with the jam palette loaded, by the way. It's pretty effective!
 Looks Neat!
#13960 posted by generic [66.87.123.160] on 2016/10/07 14:20:16
 @Pritchard
#13961 posted by khreathor [194.181.150.108] on 2016/10/07 15:19:46
Nice mood!
 Heya
#13962 posted by mfx [85.181.44.242] on 2016/10/08 04:46:50
 Jesus
#13963 posted by nitin [220.244.163.153] on 2016/10/08 04:50:35
 Holy Fuck
#13964 posted by mankrip [179.197.182.165] on 2016/10/08 04:51:44
Only the filename gives any indication that that screenshot is from a Quake engine.
 D3 Techbase In Quake
#13965 posted by killpixel [174.48.226.83] on 2016/10/08 08:30:27
Yes plz
#13966 posted by Pritchard [121.219.4.122] on 2016/10/08 08:40:17
I've never used those textures, but in my general experience, it's crazy that you managed to get any textures to curve so well. Wow!
 Someone Ban That Guy Already!
#13967 posted by negke [31.18.51.150] on 2016/10/08 09:05:19
 Mfx...
#13968 posted by distrans [122.150.29.29] on 2016/10/08 09:17:00
...w00t!
 Blam!
#13969 posted by Mugwump [80.215.42.176] on 2016/10/08 09:21:48
was the sound of my jaw dropping on the floor.
Stellar work!
 Lol
#13970 posted by Tronyn [128.177.162.2] on 2016/10/08 10:04:42
you bastard, you killed quake mapping!
#13971 posted by mukor [66.87.76.67] on 2016/10/08 10:09:43
Stunning work, MFX
 What The Fucking What?!
#13972 posted by Shambler [88.111.205.36] on 2016/10/08 10:21:36
Doom4 called, they want their map back!!
#13973 posted by negke [31.18.51.150] on 2016/10/08 10:33:07
Kids love the Teletarbbies
 MFX
#13974 posted by FifthElephant [82.21.157.236] on 2016/10/08 11:31:17
never ceases to amaze
 First Quake World War Begins
#13975 posted by Newhouse [109.240.71.34] on 2016/10/08 11:41:11
Looks nice! Hopefully gameplay is also stunning and not just the brushwork* Would you make the whole spaceship explode at the end.. cinematic ending. Killtarget everything.. then turn on copy of everything and kaboom. Epic ending for Arcane Dimensions. Then people keep writing 10/10 reviews "the best Quake map ever made". Sock gets mad and punches you in the face, and every other top mapper joins to the battle.
https://www.youtube.com/watch?v=PFkAAvDkj9k
But no seriously, looking very nice mfx!
#13976 posted by Kinn [86.149.69.132] on 2016/10/08 15:08:03
<KinnyCrumbles> squelching around bouyantly in my jizz-soaked office chair, kept afloat by aching, swollen testicles, bobbing on the surface like space hoppers bouncing in a vat of molasses.
<otpffs> KinnyCrumbles
<otpffs> http://www.quaketastic.com/files/screen_shots/spasm0003.png
<Shambler> u just seen mfx's screenshot too then
<KinnyCrumbles> yes
#13977 posted by Pritchard [121.219.4.122] on 2016/10/08 15:31:41
Someday I'll release a screenshot that gets this kind of feverish response. Someday...
 ...
#13978 posted by Bloughsburgh [71.61.61.77] on 2016/10/08 16:30:05
I'll just join in with the crowd and say: holy fuck.
 #13976
#13979 posted by onetruepurple [95.160.159.80] on 2016/10/08 16:46:08
Earlier still:
<onetruepurple> jesus fucking christ on a vintage yamaha
 Wow
#13980 posted by PuLSaR [128.69.235.178] on 2016/10/08 17:50:41
hust wow
 Errr
#13981 posted by SleepwalkR [87.146.53.153] on 2016/10/09 00:38:42
1. mfx what are you doing
2. when are we having beers again (stopped smoking though)
3. he never said he used TB for this
 #13973
#13982 posted by mukor [66.87.76.67] on 2016/10/09 05:46:06
I need a purple one and itll get thrown into every map i map in response to the "does everyone hate tarbabies?" Thread on quakeone.
Maybe i can take a poke at it myself to throw in my first offering...
 Pixelarting
#13983 posted by [37.187.147.158] on 2016/10/10 14:29:14
finally found a way of hand painting textures that works for me.
http://i.imgur.com/j8Q35FN.png
 First Look At External HD Textures In Software
#13984 posted by mankrip [186.244.191.246] on 2016/10/10 19:15:37
Screenshot.
I've found that compatibility with standard _luma textures will be a pain. It seems that standard _luma textures have lower dimensions, plus no alpha channel, and are rendered by overdrawing the opaque textures with additive blending in realtime.
This makes sense for hardware rendering, but it's a bad, bad approach for software rendering. It's much slower than the standard "color shading map with fullbright colors" (aka colormap) approach of the software renderer.
In the scene shown in this screenshot, I've manually adjusted (upscaled and alphamapped) the _luma textures of the top side of the boxes with GIMP to see how they would look using the colormap approach.
I'm not happy with the idea of having to implement an algorithm to convert the _luma textures like that, so manually editing the _luma textures may be required. Also, I'm not sure if support for non-power-of-two HD textures will be implemented, as that would require huge surface caches.
#13985 posted by mankrip [186.244.191.246] on 2016/10/10 19:29:57
Also, I've gotta make the engine save the compiled textures to disk, as compiling HD textures takes a bloody long time.
 Mankrip
#13986 posted by Shamblernaut [121.45.237.124] on 2016/10/10 19:46:24
Are you writing your own conversion code? What part of the process it time consuming (at runtime)? is the code just unoptimised?
 Shamblernaut
#13987 posted by mankrip [186.244.191.246] on 2016/10/10 20:12:14
All of the improvements I'm implementing are custom coded by me. External textures are pre-compiled into a special 8-bit data format I've created for per-pixel dithered quantization.
The texture compiling routines are very optimized already, but due to the very complex nature of the process it takes a long time.
#13988 posted by Shamblernaut [121.45.237.124] on 2016/10/10 20:38:45
So you'll just convert the textures on the first load of the map then? Seems like a fair approach.
Out of interest does the conversion prefer a single thread or parallel processing?
#13989 posted by mankrip [186.244.191.246] on 2016/10/10 20:55:47
I haven't implemented any kind of parallel processing yet; will do after the core architecture of the engine is complete.
In fact, this engine is still compiled for first-generation Pentium CPUs. It could probably run (unbearably slow) on a 486 too, except for the memory requirements.
I'm following Michael Abrash's philosophy of "the best optimizer is between your ears". Compiler optimizations, CPU-specific compiler flags, multi-core processing and so on will only be implemented after all the possible manual optimizations are implemented. There's tons of code refactoring going on, I'm trying to rethink every single routine of the engine.
 Sounds Exciting
#13990 posted by Qmaster [70.195.69.199] on 2016/10/11 00:28:00
#13991 posted by mankrip [186.244.191.246] on 2016/10/11 18:17:05
Even when properly formatted, some _luma textures still looks bad. Oh well.
Personal tastes aside, it's nice to see Retroquad being able to support such high-res textures.
#13992 posted by mankrip [186.244.191.246] on 2016/10/11 18:20:35
(Waiting for someone to say "Now you just need overly saturated colored lighting, N64-thick fog, obnoxious specular lighting, myopic bloom and abyssal normalmaps to make everything caked in vaseline and raise hell.")
 Nah, We Have Doom 4 For That
#13993 posted by Qmaster [70.195.69.199] on 2016/10/11 18:25:37
 Here You Go...
#13994 posted by Mugwump [80.215.93.66] on 2016/10/11 18:31:06
Now you just need overly saturated colored lighting, N64-thick fog, obnoxious specular lighting, myopic bloom and abyssal normalmaps to make everything caked in vaseline and raise hell.
Happy?
#13995 posted by mankrip [186.244.191.246] on 2016/10/11 20:53:38
I chuckled.
#13996 posted by mankrip [186.243.81.42] on 2016/10/17 01:43:24
A bunch of new screenshots at QuakeOne ( and Twitter).
HD textures does have some significant impact on the framerate. d_mipscale 2 helps to recover the framerate, but anyway, those textures are huge. More mipmap levels are needed.
#13997 posted by Spike [81.141.229.167] on 2016/10/17 18:18:12
it really needs high-res hud+font images now...
#13998 posted by mankrip [179.236.234.60] on 2016/10/18 00:16:46
Yes, but that's not a priority.
 Hexagons Of Death - Testing Lighting
#13999 posted by Newhouse [109.240.46.36] on 2016/10/18 19:42:58
 Looking Good
#14000 posted by Bloughsburgh [75.151.243.225] on 2016/10/18 19:49:15
Beehive theme? Either way, looks interesting.
#14001 posted by Newhouse [109.240.46.36] on 2016/10/18 20:08:20
Only thing I need is an actual bee enemies* but I assume vores will work too~
 Needs More Zingers
#14002 posted by dwere [213.87.146.241] on 2016/10/18 21:42:05
 Aaaarrrgghhh
#14003 posted by Shambler [88.111.197.111] on 2016/10/18 21:57:20
<Shambler> finished solus project
<Shambler> made no sense to me at all
<Shambler> nice to see ur name in the credits
<Shambler> it was okay overall
<Shambler> some interesting vibes, some good mysterious / creepy bits
<Shambler> but far too long and far too many hexagonal rocks
<Shambler> i'm going to see a neurosurgeon to see if there is someway they can burn all visual acknowledgment of hexagons out of my mind
#14004 posted by Newhouse [109.240.46.36] on 2016/10/19 05:49:49
Bad Memories about that Donkey Kong level?
 Columnar Basalt. It's A Thing.
#14005 posted by Shamblernaut [121.45.233.149] on 2016/10/19 07:15:14
#14006 posted by Mugwump [80.214.22.16] on 2016/10/19 08:03:42
I knew the famous Giants Causeway in Northern Ireland (pictured on Led Zeppelin's Houses of the Holy cover art) but I thought it was a unique formation and I wasn't aware of similar sceneries existing in Iceland as well.
 More!
#14007 posted by PyroGXPilot [71.89.205.34] on 2016/10/19 08:52:52
 Heh
#14008 posted by DaZ [79.66.129.68] on 2016/10/19 12:14:38
Columnar Basalt really does look like a map generation bug ;)
It's fucking awesome though
 Q2 MOD - Strogg Empire, Fresh 2016/10/11 Pre-Alpha Build Released
#14009 posted by Void-995 [188.190.46.101] on 2016/10/21 15:48:05
Link: http://www.moddb.com/mods/strogg-empire
Version 2016/10/11:
* Added support Variable FPS on clients/servers based on Q2Pro (crussial for Plasma Beam and Chaingun)
* Plasma Beam ported from Ground Zero (Rogue) with the following characteristics (to see the weapon model itself, please, copy pak0.pak from "rogue" folder into the "empire" folder with name pak8.pak):
- Rate Of Fire: 2400 (per minute)
- Damage: 4 per shot
- Ammo Consumption: 0.5 cell per shot
- Range: 768 units
- Behavior at Q2 10FPS ordinary server/client: 16 damage per shot, 2 cells per shot consumed
* Health behavior:
- Initial HP is 125
- Health reduced by 1 every 1.0s, provided that current HP value is greater then 100
- Reduction rate is delayed by 1.5s after Stimpack (item_health_small) was picked up
- Reduction rate is delayed by 5.0s after Mega Health (item_health_mega) was picked up
- Absolute HP maximum is 200, none of health items can be picked up at this value
* Armor behavior:
- Armor reduced by 1 every 1.5s, provided that armor value is greater then maximum value of current armor type (situation with Armor Shard)
- Reduction rate is delayed by 1.5s after Armor Shard (item_armor_shard) was picked up
- Absolute armor maximum is 150% of maximum value of current armor type, Armor Shard can not be picked up after this value
* CG (Chaingun) changes:
- Damage value per bullet is 7 now (was 6)
- Spread is reduced by 10%
* MG (Machinegun) changes:
- Damage value per bullet is 6 now (was 7)
- Spread is reduced by 60%
* Added auto-jump ability
* For testing purpose (like DM in Warsow, FFA is totally another thing there), all players are spawned with all weapons (except BFG10K) and ammo
Current build is coming with Q2Pro built with Variable FPS and Anti Cheat (Server-Side) support. Both, x86 and x86_64, builds for Windows are provided. To launch game, please, use ".CMD" launchers instead of ".EXE" directly. To install this version, please, delete your previous "empire" folder.
Version 2016/10/11:
* New hit sounds based on damage amount or kill
* Announcer messages
Version 2016/10/07:
* 125 points of initial health
* Lowering the level of health points to 100 if the current level is greater than the maximum, not only when a player has a Mega Health
* Quick weapon switching
* Hit sounds for better feedback to an attacker
 Courtesy Of Urthar
#14010 posted by negke [31.18.51.150] on 2016/10/21 20:42:56
 Does This Look Too Bad?
#14011 posted by mankrip [189.24.43.99] on 2016/10/23 20:48:01
 Looks Good.
#14012 posted by mfx [77.180.230.240] on 2016/10/23 21:11:01
Pretty sure.
#14013 posted by Mugwump [80.215.201.36] on 2016/10/23 21:42:14
Are the graininess and sieve effect caused by your 8-bit conversion? The grain could be cool, like a filter of sorts, but the sieve looks weird IMHO.
#14014 posted by [167.114.118.4] on 2016/10/23 22:56:54
@mankrip: Does the dithering animate, like film grain? I imagine that would look nice.
 Pipe Up! Beta [qw] Multiplayer Map
#14015 posted by foogs [72.174.81.198] on 2016/10/24 00:42:51
#14016 posted by mankrip [189.24.43.99] on 2016/10/24 00:49:58
mfx: Thanks, I feel a bit unsure about the quality of the alphamasking.
Mugwump: The graininess is caused by multiple stages of dithering from several different parts of the renderer.
The sieve effect is due to the palette. The closer to the palette a 32-bit image is, the more balanced the colors gets ( example).
#14014: I've tried this once, and it didn't look good. At first it worked well, when I was using only one 2x2 kernel for the texture and another 2x2 kernel for the lighting, but once things got more complex it got too distracting.
#14017 posted by [37.187.147.158] on 2016/10/25 19:07:42
@mankrip: I might be wrong, but that sounds like it might be due to the noise distribution. You perhaps could try "blue noise" as described in the two articles below. Though I have no idea how well that would map to software Quake's case, looks great either way :)
http://gpuopen.com/vdr-follow-up-fine-art-of-film-grain/
http://gpuopen.com/vdr-follow-up-grain-and-fine-details/
 #14017
#14018 posted by mankrip [201.29.55.89] on 2016/10/25 23:43:10
The noise in those articles is for modifying channel intensity; this requires a RGB framebuffer, but Retroquad's renderer operates in 8-bit indexed color all the way (all RGB color operations are precomputed upon loading).
Even if I were to try implementing that as a brightness modifier only, all the different dithering kernels in Retroquad must stay aligned in a very specific way for all the different blending and smoothing operations to work properly; some of the kernels took me weeks to figure out their best layout. And shifting the layouts of all kernels together gives abrupt results, which doesn't look good when animated.
 Addendum
#14019 posted by mankrip [201.29.55.89] on 2016/10/25 23:55:20
The most effective way to achieve an animated grain look would be to blend an animated texture over the framebuffer; this way, the kernels would still be static, and kennel alignment would be preserved.
But of course, this would slow down the rendering some more.
 Autocorrect Fail
#14020 posted by mankrip [201.29.55.89] on 2016/10/25 23:56:16
#14021 posted by mukor [73.94.119.153] on 2016/10/26 03:55:33
"i should post a screenshot. first im gonna do some touch ups"
repeat ad infinitum
ill try and break the cycle in the next few hours...
 Mukor
#14022 posted by mankrip [201.29.55.89] on 2016/10/27 05:19:20
Don't be shy.
This screenshots thread is for unfinished stuff. To get feedback about unfinished stuff, there's no need to finish it.
#14023 posted by mukor [66.87.77.158] on 2016/10/27 08:04:47
I conquered a massive design block the other day so my confidence has gone up quite a bit.
I think i bit off more than i can chew in regards to scale. Ive only two out of five areas done and im already 5k units in size...i thought my whole map was gonna be this big..
#14024 posted by mukor [73.94.118.115] on 2016/10/27 14:07:01
http://imgur.com/IlLznKN
http://imgur.com/WWkCW9S
itll be a bit before i get some compiled shots.
AD mod, of course. Necrokeep inspired, if ya couldnt tell...:P
 Sweet!
#14025 posted by Mugwump [80.215.32.249] on 2016/10/27 14:14:55
 Mukor
#14026 posted by Bloughsburgh [75.151.243.225] on 2016/10/27 15:00:23
That looks fantastic man, nothing to be self-conscious about!
The front facade looks great, if you are looking for criticism perhaps add some background brushes past the rock wall so it doesn't just cut to skybox.
Look forward to more of your progress!
 Mukor
#14027 posted by Newhouse [109.240.86.38] on 2016/10/27 16:32:17
Really good looking, interested to see how you're going to use those wide-open areas, a lots of flying monsters I assume* (If I can see correctly, there is one soulless placed already).
 Mukor
#14028 posted by FifthElephant [82.21.157.236] on 2016/10/27 19:34:41
Looks awesome pal, keep it going! :)
#14029 posted by mukor [73.94.118.109] on 2016/10/27 22:57:45
Thanks everyone!
@bloughsburgh exactly whats in store once the main bits are nailed down. the rockwall will get some hefty vertex manipulation as well. trenchbroom has given me a lot more confidence in my brushwork with the clipping tool and vertex manipulation. all my prior experience was in hammer, and as great as it is, I always felts weighed down in some ways. I imagine it was that I was trying to map for Counter Strike and it requires too much "realism". Every room had to have a purpose and a rhyme and reason. Quake has been a breath of fresh air to map for.
A big thanks to the Sock and the AD development team for all the fun stuff to play with! Also, sleepwalkr for Trenchbroom!
 Mukor
#14030 posted by Shambler [77.96.60.67] on 2016/10/28 20:28:24
Looks well nice, apart from that rock texture. Good stuff.
 New QSS FX
#14031 posted by mfx [78.51.219.201] on 2016/10/28 22:09:20
 Mukor
#14032 posted by mfx [78.51.219.201] on 2016/10/28 22:21:58
Looking great btw, try changing the rock texture as shambler already said.
Go map!
 That Looks Amazing MFX
#14033 posted by skacky [90.0.67.108] on 2016/10/28 23:10:38
Also really digging your screenshots, mukor!
 God Damnmit MFX
#14034 posted by Breezeep_ [98.109.24.153] on 2016/10/28 23:11:06
Stop being so good at quake mapping
 How To Stop
#14035 posted by mfx [78.51.219.201] on 2016/10/28 23:22:36
a derailed train?
 Another One
#14036 posted by mfx [78.51.219.201] on 2016/10/29 01:22:18
 Just Nuts
#14037 posted by Bloughsburgh [71.61.61.77] on 2016/10/29 01:32:09
You really are hyping up something incredible here man!
 You're A Wizard, MFX.
#14038 posted by Breezeep_ [98.109.24.153] on 2016/10/29 03:58:26
#14039 posted by mukor [66.87.77.37] on 2016/10/29 05:47:10
Thanks everyone. Im looking to get this finished up by new years so i can utilize some free time next year for my next offering.
The rockwall was a placeholder so i didnt pay it much attention. Now that its been pointed out, that texture is horrible as it tiles way too much.
MFX: cant wait for the release...is it for AD 1.5?
 Not Dead Yet (insert Zombie Noises Here...)
#14040 posted by Tronyn [130.179.244.30] on 2016/10/29 05:49:01
Are editor shots the new normal? Should Tronyn release further maps or just fuck off? Will Trump or Hillary win the election?
http://www.quaketastic.com/files/screen_shots/River_of_Fire.png
I'm mainly just trying to demonstrate that I'm not dead yet. The "final Drake" may resurface yet, with the help of God (or Satan, if you're one of those who hates my maps).
 Damn Tronyn!
#14041 posted by FifthElephant [82.21.157.236] on 2016/10/29 13:41:21
Looks gothic AF, love it!
 That Looks Very Nice!
#14042 posted by PuLSaR [128.69.206.102] on 2016/10/29 15:02:45
I hope to see more new maps from you soon
 Looks Cool!
#14043 posted by Bloughsburgh [75.151.243.225] on 2016/10/29 15:18:31
Excited to see another map from you Tronyn!
 *
#14044 posted by Newhouse [109.240.116.167] on 2016/10/29 20:17:46
 Shots.
#14045 posted by Shambler [77.96.60.67] on 2016/10/29 22:08:41
Nice one guys. MFX looks ace. Tronyn looks very cool, hardcore textures going on there. Love your maps, hate the drake mod tho (well, tolerate it I guess).
 Whats Up With Drake
#14046 posted by FifthElephant [82.21.157.236] on 2016/10/29 23:27:53
I know the maps tend to be more like the doom slaughter map style but it's at least different from most stuff you get in quake.
I did have a drake map in development ages ago...
 Re: Drake
#14047 posted by Tronyn [130.179.244.30] on 2016/10/29 23:32:16
assuming I finally do get around to "finishing" it (my projects are like the freaking Tower of Babel), I'd be interested to know what features should be changed. I know lots of players find the bosses too hard and the monster AI annoying (at least they don't dodge like in Nehahra, lol). I do want to preserve dragons though, as they are a pretty key enemy in wide open maps. I'm hoping to finish it next summer, if no sooner, so at that point I'll probably make a thread for feedback/issues/suggestions.
Glad you guys liked the shot. Other shots posted here look awesome too. MFX you are insane in the best possible way!
 Looks Good NewHouse
#14048 posted by Bloughsburgh [70.199.7.210] on 2016/10/30 00:24:17
Like the lighting.
 Thanks Bloughsburgh*
#14049 posted by NewHouse [109.240.107.22] on 2016/10/30 06:49:41
I'm trying out a bit of aqua/neon style when I get further with this map. Also want to see how does the lighting works under water.
 I Like Those Shots Newhouse
#14050 posted by nitin [220.244.163.153] on 2016/10/30 09:54:11
 Thank You*
#14051 posted by NewHouse [109.240.91.208] on 2016/10/30 11:33:47
When this neon jam is going to be btw, during the December or January?
 Errrr
#14052 posted by negke [31.18.51.150] on 2016/10/30 11:37:23
It was a joke, in the sense that Orl pointed out in the other thread. There is no jam.
 Blood And Gore Jam !
#14053 posted by Barnak [70.26.250.177] on 2016/10/30 14:30:43
 Texan Style Jam!
#14054 posted by Bloughsburgh [71.61.61.77] on 2016/10/30 14:39:28
#14055 posted by Rick [75.65.153.192] on 2016/10/30 14:54:41
Any theme is fine as long as it can be interpreted in a very loose and generic way.
 Any Theme
#14056 posted by onetruepurple [95.160.159.222] on 2016/10/30 15:04:24
That doesn't require fucking with the default palette, 5 different versions of texture packs, or whatever else.
Jams should be very inclusive and have no barrier of entry.
#14057 posted by NewHouse [109.240.107.22] on 2016/10/30 15:31:29
Oh, it is hard to tell when it is joke or not. At least this film noir jam came out of nowhere for people that aren't hanging out that much in terrafusion or other quake chats*
 Generic Jam!
#14058 posted by generic [66.87.122.133] on 2016/10/30 15:46:29
Sounds good to me! ;)
#14059 posted by Rick [75.65.153.192] on 2016/10/30 15:55:31
Pick any two words that sound good to you:
Arch/Arched/Arches
Ascent/Ascending
Attic
Bent/Bend
Box/Boxy/Boxes
Bridge/Bridges
Cantilever
Cavern/Caverns/Cavernous
Cellar/Cellars
Chasm/Chasms
Derelict
Dock/Docks/Docking
Enormous
Fort/Fortress
Ledge/Ledges
Rooftop/Rooftops
Ruined/Ruins
Tall
Tower/Towers/Towering
Truss/Trusswork
Tunnel/Tunnels
Underground
Water/Wet
#14060 posted by NewHouse [83.145.195.16] on 2016/10/30 17:00:03
Void jam
 Enormous Wet Boxes
#14061 posted by Orl [73.10.210.162] on 2016/10/30 17:24:23
 Rick You Reminded Me
#14062 posted by Shamblernaut [121.45.233.149] on 2016/10/30 18:02:41
#14063 posted by Rick [75.65.153.192] on 2016/10/30 18:26:04
Yeah, that was something like I was thinking. I didn't really spend that much time coming up with the words, I'm sure there's plenty more possibilities.
I tried to avoid words that were too style-restricting such as Gothic/Medieval/Egyptian and those that might require new, or a specific type of, textures such as Fire/Gold/Frozen. No reason they couldn't be used though.
 #14061
#14064 posted by Shambler [77.96.60.67] on 2016/10/30 19:46:25
i.e. czg's pants.
 Oddly Inspirational?
#14065 posted by negke [31.18.51.150] on 2016/10/30 20:24:09
At least judging by the number of speedmaps "czg's anus" produced...
#14066 posted by Rick [75.65.153.192] on 2016/10/30 21:32:15
Void maps. Isn't that what "Coagula" maps are? I've always liked those for some weird reason.
I made a ctf space map for Q3 once. Never got around to putting the final polish on it though.
 Egyptian Jam In AD
#14067 posted by Qmaster [70.195.83.88] on 2016/10/30 21:53:22
 Egyptian/Temple/Desert.
#14068 posted by Shambler [77.96.60.67] on 2016/10/30 23:46:18
Verrrrrrrrrrrry long overdue.
 Not Quite Unique Enough
#14069 posted by FifthElephant [82.21.157.236] on 2016/10/30 23:53:47
How about Techno Egyptian?
 No No No
#14070 posted by Qmaster [70.195.83.88] on 2016/10/31 00:00:03
Just Egyptian/Temple themed.
 Jam
#14071 posted by Bloughsburgh [71.61.61.77] on 2016/10/31 00:31:44
Egyptian/temple could be fun. But hopefully there is a little more downtime between the last jam.
 Egyptian Theme Is For Sissies...
#14072 posted by Barnak [69.157.188.54] on 2016/10/31 00:53:29
... unless there is a total Blood, Gore and Gibbs, Texan Style Fest !
 #14069
#14073 posted by khreathor [78.88.31.113] on 2016/10/31 02:07:41
Techno Viking theme
ps
Egyptian/temple => steal textures from Hexen 2 and Serious Sam
 Texture Jam?
#14074 posted by killpixel [174.48.226.83] on 2016/10/31 02:24:49
I've been bangin' my head against the wall for months trying to think of a unique(ish) theme.
I feel like every theme and its permutations have been done to death. What was the last really strong, original theme you've seen? IMO, BioShock was the last one, nothing else since then has stood out to me (aside from that niche beksinski themed game).
It seems one of the major challenges of visual design is simply finding a concept to move on. I struggle to think of anything that isn't derivative of tech panels or bricks.
 Techno Viking Theme
#14075 posted by skacky [90.0.197.49] on 2016/10/31 03:14:55
Hah, this could even work with Hexen/Daikatana textures.
#14076 posted by Rick [75.65.153.192] on 2016/10/31 03:35:16
"Temple", maybe. "Egyptian Temple"? No way.
Too restrictive of style.
Of course, one could simply place a single obelisk shaped pillar or ankh texture somewhere and say, "There you go. Got that Egyptian part covered."
 Maybe...
#14077 posted by Qmaster [104.235.155.72] on 2016/10/31 03:50:20
Purple Theme. Or Green. Or Green and Purple.
You know, not just the done to death colors like brown, blue, basetan, terracotta, metlbluegray, etc.
|| (this means OR)
Perhaps maybe a Liquids Jam. At least 50% of the map must be underwater (either 50% of gameplay time or 50% by volume).
||
Topsy-Turvy Jam. Whatever theme/location you want but it must have some or all of it upside-down, sideways, or otherwise topsy-turvy curvy angled twisted.
#14078 posted by metlslime [67.161.57.57] on 2016/10/31 05:55:52
brush theme. Maps must be build out of brushes to qualify.
 Spike Theme
#14079 posted by Qmaster [70.195.83.88] on 2016/10/31 06:01:24
Must include spikes. Use nailguns. Can use Spiked Quakespasm features. Evil mood recommended.
 Unique Schmunique.
#14080 posted by Shambler [77.96.60.67] on 2016/10/31 09:38:58
Don't be too restrictive.
Temple etc etc hasn't been done much and it's a real strong style - or genre of styles.
 Techno Gothic Please
#14081 posted by Kinn [86.164.160.122] on 2016/10/31 13:29:41
Like Warhammer 40K
Spires and gothic arches in a dark future techy setting
#14082 posted by Rick [75.65.153.192] on 2016/10/31 14:20:39
Well, that's a good reason for being non-specific. If you want to make your temple jam map in a techno Gothic style, then cool.
However, somebody that doesn't like that style could make their map in an Egyptian style. Or as sunken, medieval ruins, or whatever.
The more words it takes to define the theme, the fewer maps there will be. That's what I think anyway.
 Jam Jam
#14083 posted by Pritchard [121.214.144.108] on 2016/10/31 15:42:40
A Jam with an actual deadline that mappers have to stick to. You can create anything you want, but you MUST do it in the allotted time. No ifs, no buts. Definitely no extensions.
The best part is that if no one gets anything done we can call it cancelled and move on with our lives! :D
 Pritchard
#14084 posted by Newhouse [188.238.18.42] on 2016/10/31 16:41:40
You're asking too much*
 Double Post
#14085 posted by Newhouse [188.238.18.42] on 2016/10/31 16:42:46
We need 2 weeks for designing/planning, and 1 week to finish it.
#14086 posted by Shamblernaut [121.45.233.149] on 2016/10/31 17:01:56
I thought that people wanted to wait for a while before having another jam.
I would sit on it for a bit guys and work on your own stuff.
 +1 Naut
#14087 posted by mukor [73.94.119.166] on 2016/10/31 17:03:58
 +2 Naut
#14088 posted by Bloughsburgh [75.151.243.225] on 2016/10/31 17:13:16
 +3 Naut
#14089 posted by Newhouse [188.238.18.42] on 2016/10/31 17:28:23
 +4 Naut And +1 Rick
#14090 posted by Qmaster [70.195.84.192] on 2016/10/31 17:43:50
 CSG In R/l
#14091 posted by PyroGXPilot [71.89.205.34] on 2016/10/31 18:41:04
 Egyptian Temple Is A Cool Theme
#14092 posted by PuLSaR [128.69.206.102] on 2016/10/31 20:12:48
There's a great Sock's egyptian textureset btw
 Temple Temple Temple!
#14093 posted by Qmaster [70.195.84.192] on 2016/10/31 21:11:22
 Shut The Fuck Up About Jams In The Screenshot Thread
#14094 posted by onetruepurple [95.160.159.222] on 2016/10/31 21:34:44
#14095 posted by [72.12.69.27] on 2016/11/01 10:31:42
 Blue
#14096 posted by Bloughsburgh [71.61.61.77] on 2016/11/01 11:08:31
Ooh, more quakes! Looks moody and lovely. :)
#14097 posted by Pritchard [121.214.144.108] on 2016/11/01 14:33:22
I can always respect a map that can make textures that are themed one way look like they're themed in another. Not sure if it's intentional, but great use of the egyptian set to build something medieval-feeling.
#14098 posted by Newhouse [109.240.119.200] on 2016/11/01 17:06:36
Is that really using eqyptian set? Looking very nice in medieval theme.
 Nice Scampie!
#14099 posted by mfx [77.179.45.236] on 2016/11/01 19:09:19
 How Do You Know Its Scampie?
#14100 posted by FifthElephant [82.21.157.236] on 2016/11/01 20:14:18
Also looks awesome!
#14101 posted by mfx [77.179.45.236] on 2016/11/01 20:31:27
i dreamt of it
#14102 posted by mfx [77.179.45.236] on 2016/11/01 20:31:45
lol
#14103 posted by [72.12.69.27] on 2016/11/02 00:38:25
Simon's Egyptian set yeah, but I'm just using them for the grey stone and blue highlights, and less of the symbols... just like I did with my Jam5 Qonquer map that no one played.
#14104 posted by mankrip [179.197.183.151] on 2016/11/04 03:27:04
#14105 posted by Mugwump [80.215.130.218] on 2016/11/04 08:16:26
It seems like a vore and umm... red shadows? :) What's that LG model you're using?
 Dwere's G.O.O. Pack
#14106 posted by Qmaster [70.195.87.83] on 2016/11/04 12:23:33
The guns of okayishness (g.o.o.).
#14107 posted by dwere [213.87.130.246] on 2016/11/04 13:21:14
Mine is much less curvy.
This seems to be one of the models included with Makaqu, also by mankrip.
 Maka-whatnow?
#14108 posted by Qmaster [70.195.87.83] on 2016/11/04 15:12:28
#14109 posted by mukor [73.94.117.180] on 2016/11/04 15:20:52
http://imgur.com/UorFgo8
http://imgur.com/eWL9NWa
Im all about editor shots. Leaves more to the imagination...or something.
Wanted to play around with knave.wad, maybe make a couple rooms.
2k brushes later and I think I might actually have my first map on my hands. All rooms are complete just need to commit to my weaker area of expertise and set up all the entities/triggers.
 Looks Great
#14110 posted by Bloughsburgh [75.151.243.225] on 2016/11/04 16:11:54
Awesome man, congrats on nearing the homestretch! It is more of an achievement than you may realize.
I am also working with the knave texture set for my personal map and find that triggers/entities are my strengths where as making things look pretty is my "needs improvement" area.
 Mukor
#14111 posted by Shamblernaut [121.45.233.149] on 2016/11/04 16:21:35
#14112 posted by mankrip [189.49.240.242] on 2016/11/04 16:24:10
Mugwump: "Red shadows" is a good description. I've just used the color shading map from the emitter shading instead of the one from the lighting.
Dwere: Yes.
mukor: The layout seems blocky, but fun to navigate, and the rooms looks well detailed.
#14113 posted by Mugwump [80.215.79.151] on 2016/11/04 19:48:02
@mukor Yeah, what Romero said. Details on your walls seem good but that ceiling needs some too.
This seems to be one of the models included with Makaqu, also by mankrip.
Thanks dwere, I'm gonna have to check it out. Always found the blockiness of the original too... umm... blocky. Oh, and nice job with it, mankrip.
 Mukor
#14114 posted by skacky [90.0.69.217] on 2016/11/04 23:03:03
Looking great! Always love the knave set.
Like the others said, the ceiling in that room looks very flat. Either decorate it more or add another vertical layer (this is good for connectivity) because it's rather jarring with the rest.
My days of Natural Selection mapping have spoiled me greatly because I often put more effort in detailing ceilings than floors (since an alien class could walk on all surfaces).
#14115 posted by mukor [73.94.119.115] on 2016/11/04 23:06:25
http://imgur.com/6RhvxDa
Heres the spawn.
For what little experience I have with lighting, this looks really good to me.
The bland ceiling in the previous screen shot will get a similar treatment as seen here. I always make my best attempt at adding depth to all my surfaces.
Ive got most of the entities chained, should be able to wrap this up within the next week.
#14116 posted by mukor [73.94.119.115] on 2016/11/04 23:23:08
actually wait, my lights are using the colors i set?
any clue why?
#14117 posted by mukor [73.94.119.115] on 2016/11/04 23:23:32
arent using the colors i set.*
 Lights
#14118 posted by Bloughsburgh [70.199.7.121] on 2016/11/04 23:30:36
Seems a bit flat to me, the lighting that is. Are you using fill lights? Try toning down the light value for those. Otherwise, looks like a spiffy map and I am looking forward to playing it!
 Lit
#14119 posted by Bloughsburgh [70.199.7.121] on 2016/11/04 23:31:46
Verify that the .lit file is where your bsp is located for some initial troubleshooting.
 Mukor
#14120 posted by Breezeep_ [98.109.24.153] on 2016/11/04 23:40:54
I'm liking the looks of your map so far, Kinda reminds me of that one map I made for Map Jam 666 :P
Looking forward to seeing it released!
 Map Jam Theme:
#14121 posted by Tronyn [130.179.244.30] on 2016/11/05 02:16:17
"What Romero Said"
That would be too conservative for most mappers I'm sure. I really liked that quote though, because it explained something that I'm sure I wasn't alone in noticing in the original Quake levels (after all, Ziggurat Vertigo...).
 Tronyn
#14122 posted by Mugwump [83.202.135.124] on 2016/11/05 03:42:38
That may be too vague a theme for a jam. It could be a required rule of the jam, but I feel like a theme needs to be tighter. But shhh! We've already been told to stop cluttering the screenshots thread with jam talk, so if you wanna discuss it further we should do it in General Abuse.
@mukor Did you delete your previous screenies? I wanted to look at them again but I can't access them. The first ones are still there.
#14123 posted by mukor [66.87.76.197] on 2016/11/05 04:44:42
@mankrip
Blocky yes. It was an effort to remain simple as one of the biggest things that prevents me from ever releasing anything is that I try to do too much at once.
@bloughsburgh
Ive got a light with dynamic 2 32 units under the texture and another with dynamic 5 about 64 to 96 units under it.
It might be a directory issue. I havent been keeping it too clean. Ill have to look after work tho.
@breezeep
Ill be honest, i havent played near as many custom maps as I would like. At the moment, work and dad life eats a lot of my time but as of the New Year Ill have lots of freetime. I hope to get around to playing more custom maps by then. Most of my exposure is thanks to Dazs playthroughs/commentaries. An invaluable tool in helping me catch up to modern Quake aesthetic and gameplay.
@mugwump
Im not sure what the deal is. All the links are working for me.
Thanks for the kind words everyone! Ill get another screenshot in once i get my lights working properly.
#14124 posted by Mugwump [83.202.135.124] on 2016/11/05 04:58:50
NVM, they're working again. Weird.
 Bloughsburgh
#14125 posted by mukor [66.87.76.197] on 2016/11/05 09:57:09
You were correct. My .lit was in another directory. Thabk you.
#14126 posted by mukor [73.94.116.51] on 2016/11/05 10:51:45
https://twitter.com/muk0r/status/794837715275620352
sorry for filling this thread up so much lately, im just really excited!
#14127 posted by Mugwump [80.215.131.6] on 2016/11/05 13:46:08
Don't apologize for using this thread for what it's made for! Plus, I think everyone here likes getting their appetite whetted...
 No Screenshot But...
#14128 posted by damage_inc [172.56.26.253] on 2016/11/05 14:32:50
... been hanging with Gotshun while he finishes up his next level. I'm kind of the alpha tester, woohoo! AND, going over tonight to snag his old levels off his ancient PC, haha. If anyone here remembers the days when you HADDD to have both a 2D and 3D video card yup... this is what we are talking about. Good ole 3DFX Voodoo baby.
I'd say he'll be finished... soon(TM) :-P
 Looks Goodmukor
#14129 posted by Qmaster [70.195.87.83] on 2016/11/05 14:43:40
The fog adds a nice ambience. I wouldn't pay too much attention to those who say ita too bright. You are going for a certain theme and mood, don't let them force you into a corner of darkness only.
 Lights!
#14130 posted by Bloughsburgh [71.61.61.77] on 2016/11/05 15:02:02
Nice pic Mukor and please fill this thread with as much shots as you want, it is one of the more exciting threads to have new posts in!
I think the second shot after Daz's reply looks the better of the two. The fog does add a nice touch!
 Fog Looks Good.
#14131 posted by Shambler [86.6.83.113] on 2016/11/05 21:22:00
Keep it going mukusor!
 Next Jam Theme Should Be
#14132 posted by Drew [207.228.78.75] on 2016/11/05 23:04:16
"Tronyn map"
#14133 posted by Mugwump [80.215.80.213] on 2016/11/06 01:19:27
been hanging with Gotshun while he finishes up his next level.
Cool, I'll be curious to see what he comes up with next.
don't let them force you into a corner of darkness only.
I don't think that was their point. As I understood it, it was more about being mindful of not having a too flat lighting. Bright areas are just as fine as dark areas, providing that you keep your lighting interesting. Colored lights help with that too, which is what was missing from mukor's previous screenshots.
#14134 posted by mukor [66.87.76.197] on 2016/11/06 03:03:54
https://twitter.com/muk0r/status/795028502722605058?s=09
Ligting is mostly figured out. Ive got all the entites chained together and the map is playable up to the gold door.
Im still working on ideas for puzzle for the final sequence. Sorry Daz but youre gonna have to jump. :)
This map uses AD. So far its just custom keys really. Id like to use breakables but to match the knave brick, Id need to retexture the existing brick breakables included with AD. I believe i could learn this in a weekend. Id be using QME and Wally to do it...correct?
#14135 posted by Mugwump [80.215.159.199] on 2016/11/06 07:00:39
Nice new pic. Though if I may voice a little nitpick, the small archways on the sides of the large one look a bit weird without pillars or portions of wall to support them. I think adding pillars would make them at the same time more architecturally correct and nicer to look at.
 Mugwump
#14136 posted by adib [192.228.172.36] on 2016/11/06 18:57:28
Agreed. They are just flying. Maybe high corbels instead of pillars, so you don't steal space from player, on the ground.
#14137 posted by mukor [73.94.118.202] on 2016/11/06 23:13:40
Them floating is kind of why I liked them. Makes em feel "otherworldly".
Ill take it into consideration and Ill design something to swap and see how it looks/feels. Ive a couple ideas in mind.
I figured out breakables. A lot easier than i thought. really happy to offer "custom" content in my first map.
http://imgur.com/zHU1laz
for the curious/uninformed, heres the excerpt from the AD readme:
"To create your own custom rubble the new bmodels should be setup in sets of 4
(roughly 8/16/24/32 units in size) and specified with the brkobj1-4 keys.
There are plenty of example map files under the 'maps/brk' directory which
can be re-painted to suit your needs. Always create any custom bmodels in
the map directory so that they can be grouped together with the map files.
It is recommended that all new bmodels be compiled with minimum lighting
using the following command line (tycompiler\light -light 150) The light
value (150) should be changed to suit the location of the breakable."
#14138 posted by Mugwump [80.215.43.202] on 2016/11/07 10:32:08
Them floating is kind of why I liked them. Makes em feel "otherworldly".
Alright then, it's your map after all, we wouldn't want to dictate your style. Still looking forward to it any way!
 Custom Breakables
#14139 posted by Bloughsburgh [75.151.243.225] on 2016/11/08 12:33:10
Looks sweet, I'll have to remember how it easy it is when I am ready to include those in my map.
#14140 posted by mukor [73.94.118.246] on 2016/11/09 00:18:59
Is there any interest in book textures made from the books on the shelves in the Knave textures?
http://imgur.com/q3tW7dJ
I think a better question is...should I ask Kell before doing so? is he still active in the community? I checked the other day and his last login here was in 2009? :\ perhaps he uses a different moniker?
My reasoning for making it is to make it easier to make books protrude from shelves, without having to stretch the shelf texture, which can prove a little awkward at times. I also wanted to add a "paper" texture to the side of the books.
http://imgur.com/M4c0LXc
 Jail
#14141 posted by Bloughsburgh [71.61.61.77] on 2016/11/09 00:51:20
Want to actually share something to help with the motivation factors/just to showcase.
http://www.quaketastic.com/files/screen_shots/mjb_jail.jpg
First pass on lighting, only really detailed room I currently have haha.
 @mukor
#14142 posted by Qmaster [70.195.92.73] on 2016/11/09 02:28:35
I already made paper texture that's tan. Book textures wouls be cool. Would make interesting rubble for a custom bookshelf breakable too.
#14143 posted by mukor [73.94.118.246] on 2016/11/09 02:54:37
+1 for tan paper. i think imma switch mine. is yours a piece of paper or the edge of a book? link to your textures perhaps? id like to check em out. ive seen you reference them a couple times now.
 Blourughguuhugfhhh.
#14144 posted by Shambler [88.111.214.246] on 2016/11/09 10:48:16
Lighting looks great in that. Good scene overall. Really elegant effects.
 Cheers
#14145 posted by Bloughsburgh [75.151.243.225] on 2016/11/09 14:40:15
Thanks Shambler,
I am hesitant of releasing WIP shots due to my own unfairly strict standards I set for myself but I personally really enjoy what I have here.
The good thing is even though I spent a fair amount of time working on this single room, I now have a template for lighting that I can easily reproduce in future areas!
#14146 posted by mukor [73.94.118.93] on 2016/11/09 21:13:17
Looks great Bloughsburgh. Lighting and fog looks good. i dig the ceiling and the walls. Maybe try and spruce the floor up a little. Add a border...or maybe a "path" down the middle.
I finished the books last night. Well, mostly. i might rework the "paper" part.
https://twitter.com/muk0r/status/796301088924303360
Theres 29 total. I did them all in one 128x128 but im thinking it might be better to go with 4 32x32s. Its a bit hard to work with at 128 units. The paper would be best scaled at .5 but you can get away with just 1.
I believe these are easy enough to make sense of? Can you guys easily tell which part is the spine and which is the cover of the book?
Ill likely include a sample .map with these just for the sake of clarity.
 Bookies
#14147 posted by Bloughsburgh [71.61.61.77] on 2016/11/09 21:58:15
First of all mukor, the amount of effort you are exerting towards the small details makes me look forward to your release more and more.
They look great, I'll be sure to inspect that book texture goodness.
Great idea about adding detail to my floor, I seem to always forget about that aspect of a room. I believe I know what you mean, like create a center aisle with a partnering texture.
#14148 posted by mukor [73.94.118.93] on 2016/11/09 22:20:04
Ive probably been mapping way longer than I care to think about so its about time I give back to a community that has given me so much.
Im one of those guys with a Quake tattoo, if that explains anything.
#14149 posted by dwere [213.87.146.43] on 2016/11/09 22:35:11
I think the paper part would look better if it contained a part of the book spine.
#14150 posted by mukor [73.94.118.93] on 2016/11/09 23:03:32
I wasnt sure how to acheive that while keeping the total number of textures low. My thought process was to do it like that, id need individual textures for every book and I feel like thats just too many textures for some books.
The way I was using em was to use 4 brushes to make a book. One for each cover, the paper and spine.
http://imgur.com/LlfOVHv
First texture, btw, so Im definitely open to all kinds of input. At some point after I finish this map, I plan on using these textures to build a breakable bookshelf or two. an explosion of paper, wood, and bits of books. Too much workload for right now, though.
 Bloughsburgh
#14151 posted by Mugwump [83.202.79.151] on 2016/11/10 05:21:52
Looks good. So these are jail cells? They remind me of some famous parisian former wine cellars: https://c1.staticflickr.com/3/2826/13223588323_d68cc899a6_b.jpg
 Fermented Imprisonment
#14152 posted by Bloughsburgh [75.151.243.225] on 2016/11/10 14:45:45
I wish I could say that is where I got the reference from but actually I just diddled with brushes to make things look purty.
Being an otherworld jail place, I give myself creative liberties to do whatever haha. Trying to steer away from standard cell block expectations.
#14153 posted by Mugwump [80.215.225.187] on 2016/11/10 15:23:03
After your MJ7 map, I have no doubt that you'll steer away from expectations... which reminds me that I need to play your first map sometime.
 New Quake Map In Development
#14154 posted by SJ85 [141.135.184.205] on 2016/11/11 14:04:58
 New Quake Map In Development
#14155 posted by SJ85 [141.135.184.205] on 2016/11/11 14:14:19
 Elder
#14156 posted by Bloughsburgh [75.151.243.225] on 2016/11/11 14:15:46
Awesome, super cool to see new maps being made!
I like the water on the ceiling, giving me some E4 vibes.
#14157 posted by SJ85 [141.135.184.205] on 2016/11/11 14:22:41
Thanks, glad you like it. I'm planning to use water as an alternate means of transport, replacing lifts etc.
 Yep
#14158 posted by DaZ [79.66.129.68] on 2016/11/11 17:01:19
Whole map feels like it's upside down (in a good way). Looking forward to seeing what you do with the theme :)
 Re: Gotshun's Old School Never Released Levels...
#14159 posted by damage_inc [172.56.26.208] on 2016/11/11 21:09:40
There are 15 levels(plus a skill/episode select) and everyone was designed with hipnotic entities.
Does pretty much everyone have "hipnotic"?
#14160 posted by Mugwump [80.214.18.239] on 2016/11/12 02:14:40
I'm planning to use water as an alternate means of transport
Cool! It's one of the things I loved in Liquid Despair and I wish this kind of stuff was made more often. Looking forward to playing this.
 Leptis Magna
#14161 posted by ionous [76.173.65.110] on 2016/11/12 10:15:21
Pulsar and I are almost done with our collaborative effort, Leptis Magna, and hope to have it released in about a week.
http://imgur.com/a/C5Dvv
 Nice
#14162 posted by nitin [220.244.163.153] on 2016/11/12 10:21:09
 Quick Question
#14163 posted by Pritchard [218.214.64.187] on 2016/11/12 12:15:25
I know this isn't really the right thread to ask in (but when has that ever stopped anyone here?), but what do people do when they're collaborating on Quake maps? Just take turns working on it? That's all I can think of.
 He Hee...
#14164 posted by distrans [122.150.22.197] on 2016/11/12 12:20:15
Ionous always did like it big. Can't wait to get lost in that "edgey" world.
 Woah.
#14165 posted by Shambler [88.111.211.224] on 2016/11/12 12:27:04
Looks cool man, hyped! Gonna put some black metal on in the background when I play it.
 Wow
#14166 posted by Bloughsburgh [71.61.61.77] on 2016/11/12 14:31:59
So tall, I can't wait to get lost in there!
 Ionous
#14167 posted by Kinn [86.164.160.122] on 2016/11/12 14:46:13
Looks awesome. Love the textures - are they new or sourced from something else?
 *Speechless*
#14168 posted by Mugwump [80.215.153.99] on 2016/11/12 16:28:52
(but thinking "damn! That's gonna be a very long week...")
 Leptis Magna
#14169 posted by spy [5.251.205.85] on 2016/11/12 19:50:08
waht does it mean, anyway, i like the skybox tho
#14170 posted by Mugwump [80.214.26.121] on 2016/11/12 20:51:42
It's the name of a carthaginian city.
 For Starters
#14171 posted by mfx [92.228.155.153] on 2016/11/12 22:23:11
 Kinn
#14172 posted by spy [5.251.205.85] on 2016/11/12 22:29:07
[b]are they new or sourced from something else? [/b] i believe it's a heretic2 texture set
 Dammit
#14173 posted by spy [5.251.205.85] on 2016/11/12 22:30:39
are they new or sourced from something else? i believe it's a hexen2 texture set
 Rough Translation To 'stone City' In Latin I Believe
#14174 posted by ionous [76.173.65.110] on 2016/11/12 22:49:58
Pulsar and I worked on this map 'chainmap' style, handing it off after working on it, sometimes multiple times in the same day. We each had our 'main' areas, and occasionally pushed forward into each others area when inspiration struck.
Ha, BIG indeed.
A fine way to enjoy this map. You'll probably need more than one album.
Our vertical building styles are on full display here.
The textures are mostly from Hexen2, with a lot of augmentation from custom textures from Sock and Pulsar.
Ha, MFX.
 Ha Ionous
#14175 posted by mfx [92.228.155.153] on 2016/11/12 23:09:09
go map
#14176 posted by Mugwump [83.202.198.163] on 2016/11/13 02:05:32
For those interested:
https://en.wikipedia.org/wiki/Leptis_Magna
@Ionous Did you guys take some architectural inspiration from the actual ruins of the city?
 Leptis Magna
#14177 posted by PuLSaR [128.72.10.1] on 2016/11/13 18:37:48
That title was actualy selected at the stage when the map was almost built. I googled 'stone city' searching for a good title. And I think it's really a good title for such map.
Another screenshot for those who haven't seen it on twitter: https://pbs.twimg.com/media/CxEq22CXEAAbraC.jpg:large
 Hnnnngghh
#14178 posted by Kinn [86.131.182.224] on 2016/11/13 18:57:47
*spunks*
#14179 posted by Mugwump [80.215.67.235] on 2016/11/14 01:04:56
Is it normal that I want to lick my screen?
 AD
#14180 posted by Qmaster [50.109.141.225] on 2016/11/14 01:15:50
discouraging new mappers everywhere and disheartening the veterans.
That or its inspiring, not sure which.
 Its Just....
#14181 posted by Shamblernaut [121.45.238.98] on 2016/11/14 05:07:51
so... sexy...
the level of detail in just that one section is amazing.
 Ravage
#14182 posted by foogs [72.174.81.198] on 2016/11/14 07:51:20
http://i.imgur.com/oY0lzmh.jpg
been working on a quake4 remake for qw. it plays really nicely. check out this thread for details. http://www.quakeworld.nu/forum/topic/7063/105681/ravage-2v21on1-map#105681
let me know if anyone finds shit wrong with the texturing.
 Nice Atmosphere Pulsar
#14183 posted by nitin [220.244.163.153] on 2016/11/14 11:42:51
although if I had to nitpick, lighting looks a bit bland.
 Ravaging
#14184 posted by Bloughsburgh [75.151.243.225] on 2016/11/14 12:36:30
Looks pretty awesome foogs, nice work!
 @mukor
#14185 posted by NewHouse [109.240.45.186] on 2016/11/16 17:11:35
Can we use your book textures? I personally would like to use them.
#14186 posted by mukor [73.94.116.221] on 2016/11/16 23:27:37
http://www.quaketastic.com/files/texture_wads/knavebooks.zip
As a reminder, these are based on Kells knave.wad so a big thanks to him for those!
http://imgur.com/UOB54UY
Ive been making my books out of 4 brushes. Texture the sides of the book before you cut or clip it so you dont have to line up the insides of the book as well, if that makes sense. Scale the paper at .5 for the best effect.
once you have a book built, you can just move the texture up and down to go through different books. Sometimes youll need to make the book wider for different spines but it works pretty well.
I suppose i couldve included a small .map.
Im interested in seeing someone use these for breakables. A bookshelf exploding into books, paper and bits of wood.
Currently, I have them set up so you shoot or hit them and they disappear. Find all the books and get a reward for the final room!
#14187 posted by [91.153.6.110] on 2016/11/17 11:41:07
Pulsar, that looks amazing! Cant wait to play it!
 @mukor
#14188 posted by mfx [78.52.105.240] on 2016/11/18 23:29:03
 @MFX
#14189 posted by mukor [73.94.117.220] on 2016/11/18 23:36:22
Thank you! those look amazing!
These are my first ever textures. :)
They wouldnt exist without Kells inspiring spines he created for the knave.wad shelves.
#14190 posted by mfx [78.52.105.240] on 2016/11/19 00:20:54
#14191 posted by Mugwump [80.215.171.8] on 2016/11/19 00:41:19
I like that you made different-sized books. Awesome attention to detail as usual.
Libraries using these book textures will look much more realistic than a simple flat texture, however good it is. I wasn't sure at first but it turns out that it's a great idea you had there, Mukor!
 Now Someone Do A Remake Of Subterranean Library!
#14192 posted by Mugwump [80.215.171.8] on 2016/11/19 00:43:08
 I Only Remake My Own Maps
#14193 posted by mfx [78.52.105.240] on 2016/11/19 00:46:32
#14194 posted by Mugwump [80.215.171.8] on 2016/11/19 01:47:33
 Yes
#14195 posted by mfx [78.52.105.240] on 2016/11/19 02:08:46
#14196 posted by Breezeep_ [98.109.24.153] on 2016/11/19 02:11:30
Is that motion blur I see?
 Cool!
#14197 posted by Mugwump [80.215.171.8] on 2016/11/19 02:21:26
Can't wait to try it...
#14199 posted by mukor [73.94.117.78] on 2016/11/21 10:33:00
Heres my progress on breakable books with Arcane Dimensions. Download this and put it in your ad/maps.
http://www.quaketastic.com/files/breakablebooks.zip
http://imgur.com/a/wukRA
So far its just three books(red, orange, green). They "break" into one of two "types". One being three seperate pieces; orange-1.bsp, orange-2.bsp, orange-3.bsp. The other being the whole book; orange-whole.bsp.
The pos1 property controls the particles. Each books emits particles to match its color!
Let me know what you guys think!
 Why Is It Like This
#14200 posted by czg [212.16.188.76] on 2016/11/21 10:38:20
#14201 posted by Kinn [81.131.206.126] on 2016/11/21 13:08:14
"every book is (several) brushes" is the new "every brick is a brush"
 DOSQuake Didn't Have That
#14202 posted by Pritchard [121.214.144.108] on 2016/11/21 13:36:06
Removing engine limits was a mistake.
/s
 I'm Currently
#14203 posted by FifthElephant [31.109.213.245] on 2016/11/21 13:44:10
Making a library map and every page of every book has its own brush
 I Meant Mfx
#14204 posted by czg [212.16.188.76] on 2016/11/21 14:43:15
#14205 posted by Mugwump [80.214.21.206] on 2016/11/21 14:51:29
every page of every book has its own brush
Make them breakables as well, so that pieces of shredded paper can fly all over the place! Next 1,000 brush jam, the whole map consists of ONE book.
#14206 posted by 4LT [129.21.143.194] on 2016/11/21 15:16:36
As someone who has yet to finish a map, god I shouldn't have looked at this thread
 Another WIP
#14207 posted by Bloughsburgh [71.61.61.77] on 2016/11/23 01:29:44
http://www.quaketastic.com/files/screen_shots/mjb_cloudy.jpg
Another random WIP of my personal AD map.
I might look into the QS Spiked rain effects even if it is only for those who use the engine...it sure looks like it is about to pour!
I would appreciate any comments or criticisms even though this is entirely up to change and nothing is final.
*Oh, and ignore the random floating square >_>
#14208 posted by Mugwump [90.24.130.90] on 2016/11/23 02:23:07
Looks great, as moody as they come. If you implement rain for QSS, you should also do it for DP.
random floating square Make that a giant meatball for a cool pop culture reference... ;)
 Cloudy With A Chance Of DarkPlaces
#14209 posted by Bloughsburgh [75.151.243.225] on 2016/11/23 12:35:32
Thanks man,
If I do go with rain official I will certainly attempt to enable it for DP as well.
#14210 posted by Mugwump [80.215.230.141] on 2016/11/23 16:26:47
Cool! What's that awesome skybox you're using?
 Space Gen
#14211 posted by Bloughsburgh [75.151.243.225] on 2016/11/23 16:46:44
http://wwwtyro.github.io/space-3d
It is a free Space Box generator that uses random seeds to generate a sky/spacebox. I think I found it from FifthElephant's twitter a long while back. Seeing his groovy green spacebox made me save the page...glad I did!
 Tyros
#14212 posted by FifthElephant [178.102.177.163] on 2016/11/23 16:53:01
Skybox generator is what I used for my next map
 Thanks!
#14213 posted by Mugwump [80.215.230.141] on 2016/11/23 17:32:30
 Has An Undying Vibe
#14214 posted by nitin [220.244.163.153] on 2016/11/24 02:23:02
nice work
 Bloughsie
#14215 posted by Mugwump [80.215.230.141] on 2016/11/24 02:42:33
 Clive Barking
#14216 posted by Bloughsburgh [71.61.61.77] on 2016/11/24 03:37:10
Thanks Nitin, I am definitely okay with this vibe.
Thanks Mug, I will take a look...if I do it would be at the very end of the map's life cycle.
#14217 posted by Mugwump [80.215.230.141] on 2016/11/24 03:44:17
Of course it would, since it depends on your map's geometry. You're welcome.
#14218 posted by Pritchard [121.214.144.108] on 2016/11/24 09:59:38
this is something I whipped up in the past day and a half. I'm moderately happy with it, I guess. Same texture set as another map I've posted about before, but no other relation here.
Question: How far along have you gotten before giving up on a map before? My previous map in a similar style was/is quite long at this point, with a lot of effort put into it (months). But i've lost my motivation to work on it recently, so I did my noirjam map and then started working on this one instead.
Not sure if I'll ever go back to my older map, but it's the first time I've ever "abandoned" something that was so far along.
#14219 posted by Mugwump [80.215.165.53] on 2016/11/24 10:18:01
You're talking about the map with the lava pit? I was looking forward to this one. Have you considered a collab with another mapper? Some of the greatest maps around were made from scraps.
 Community Collaboration
#14220 posted by Pritchard [121.214.144.108] on 2016/11/24 10:28:32
It might still happen some day. If this map ends up getting finished though I'll probably release the source map file + wads publicly. I wouldn't mind someone else finishing it, but taking the effort to specifically collaborate isn't really my style of doing things. I'd be more interested in seeing what someone with free license to mess with things hacks out of what I've made.
 Layout Before Art
#14221 posted by Giftmacher [90.228.242.14] on 2016/11/24 11:42:06
This is crucial to finishing a map. I thought this video was pretty good for layout creation ->
https://www.youtube.com/watch?v=vUwcX5Hbdng&list=FLdR9SxCXvkZjZfBdpQEUkyA&index=1
Granted it's CS:GO but as a general principle it works for level design, You can skip to 08:00. The hurdle, I feel, is fleshing out a full layout in the editor and refining it. This is time consuming and at least for me it's not a lot of fun. Your map also looks like crap and it's hard to imagine how this blocky layout is going to look good eventually :P
Here is a video on this process, the making of the CS:GO map de_piranesi. As you can see the designer spends a significant amount of time refining his blocks and playable spaces before adding art!
https://www.youtube.com/watch?v=--FxLX1RhuE
It's not easy but if you can persevere through the layout stages without getting caught up in too much detailing, you stand a good chance of completing a map.
#14222 posted by Mugwump [80.215.165.53] on 2016/11/24 13:22:10
Interesting, but this would have been more suited to the Mapping Help thread.
 My Bad
#14223 posted by Giftmacher [90.228.242.14] on 2016/11/24 13:56:30
I got caught up in the discussion :)
#14224 posted by Pritchard [121.214.144.108] on 2016/11/24 15:13:41
Greyboxing is good, but it's a lot easier with small maps for multiplayer than it is for larger singleplayer maps. Maybe if/when I find myself with a better eye for scale it will get easier, but throwing away large parts of a level because while it might have worked "on paper" but didn't in practice is exactly the sort of thing that killed my motivation on that last map.
Also, the "missing texture" texture is ugly as heck. Does anyone know if it's possible to replace it?
 Pritchard
#14225 posted by Bloughsburgh [71.61.61.77] on 2016/11/24 16:21:02
The screenshot looks nice. Dark and dank is how I like my Quake and I can appreciate the shoreline blend you did at the edge of the water. I also think you do well with infusing rock into your brushwork.
 I Like My Quake Maps Like I Like My Women
#14226 posted by starbuck [86.146.195.57] on 2016/11/24 22:08:42
dark and dank
 @Greyboxing
#14227 posted by quakis [82.20.14.52] on 2016/11/24 23:30:45
I made my first serious attempt at the greyboxing method for my Blood level. Started off as an experiment to get a solid layout down and its design stage didn't happen until a start, middle and end had formed.
Several areas changed over time for the better; the library section was originally three separate rooms (bedroom/bathroom/library) before merging the space together and moving some places around.
Working in this way really helped me out and wish I had tried it way sooner. Was easier visualising level flow and could change anything on the fly if it wasn't working out. No time wasted adjusting visuals. Definitely sticking with method this going forward.
 Re: Pritchard
#14228 posted by Tronyn [130.179.244.30] on 2016/11/25 00:12:23
I never give up on maps. A Roman Wilderness of Pain came out ten years after it was started. Lol.
But I know what you mean about layouts, my problem is the opposite though: I sketch out a gigantic layout, and then it takes forever just to finish the architecture, and even then plenty of other mappers have maps at a way higher level of detail than me.
+1 for the collaboration suggestion, that's always a good idea.
 I Like Rocks
#14229 posted by foogs [72.174.81.198] on 2016/11/25 06:25:00
specifically pritchard's screenshot's rocks
#14230 posted by Pritchard [49.183.194.64] on 2016/11/25 08:16:20
Pritchard: builder of rocks in maps since 2013
http://quadropolis.us/node/3967
 It Is Dark~
#14231 posted by Newhouse [109.240.35.191] on 2016/12/03 00:43:09
 Dark C
#14232 posted by Bloughsburgh [71.61.61.77] on 2016/12/03 00:52:49
The first screen is very dark yes, but the 2nd looks nice with the floor!
 Thank You~
#14233 posted by Newhouse [109.240.35.191] on 2016/12/03 00:56:10
Playing on Darkplaces it is much more darker idk why. On Quakespasm it is much brighter for some reasons.
 The Notarius Ray
#14234 posted by madfox [84.84.178.104] on 2016/12/03 01:04:17
why do my dark places look so grey?
 Hard To Say, Old Version?
#14235 posted by Newhouse [109.240.35.191] on 2016/12/03 01:07:26
 I Haha
#14236 posted by madfox [84.84.178.104] on 2016/12/03 08:17:10
was just relativating.
:P
There are many mods on what Quake can handle.
They all have their own atraction.
Telejanos - great metal light shine.
QbizQuake - original dos quake on new engines.
DarkPlaces is developped by LordHavoc I thought and one of the populairest stars for modding.
The name relates to the dark and desolated places quake can be.
By means of what you cannot see won't say it doesn't supposed to be there.
There are a lot of ways to clear your view with the manual of the options.
So your first dark insight might be, that you had the wrong view options.
 Quick Test
#14237 posted by Pritchard [121.214.6.61] on 2016/12/03 09:31:49
https://dl.dropboxusercontent.com/s/npdmdv3hlkbdyd7/pritchard1-alpha-1.zip
Built for AD 1.42 or whatever. Just throwing out the first 2 minutes of the map to see if i'm heading in a good direction or not.
Some screenies:
http://i.imgur.com/ax4hVg0.png
Don't expect to reach that gun without cheating.
http://i.imgur.com/ZZ2ppnl.png
http://i.imgur.com/LbuW9I3.png
Take the elevator into the dark texture to end the level.
 Pritchard
#14238 posted by Shamblernaut [121.45.229.244] on 2016/12/03 09:59:00
Small feedback from screenshot (I've not downloaded or played yet). It is a fair bit of work too, so take suggestion with a grain of salt.
Make 3 borders around the edges of the dirt on the tiles, make the outermost one 80% opaque, the innermost 20% and the middle one 50%. That way you'll have a nice gradient of dirt over the tiles that looks more "realistic".
OR
around the edges of the tiles use textures generated by: https://www.quaddicted.com/files/tools/quake_texture_tool_v0_1_0.zip
Otherwise looks awesome!
#14239 posted by Pritchard [121.214.6.61] on 2016/12/03 11:30:13
A noble idea, I suppose. Unfortunately I'm not sure how to get QTT to behave with my source textures :( one's 128x128 and the other's 64x64, and the result = total mush. Here's what I got out of it, scaled down to 50% size in-editor: http://i.imgur.com/fFU3WtE.png
Never mind that the dirt is facing the wrong way right now; there's so much lost detail in the floor tile texture it's just not possible to use.
I hearby leave the task of figuring it out to whoever wants to make it into the credits for the map.
Here's the source textures.
 @Shamblernaut
#14240 posted by Newhouse [188.238.47.111] on 2016/12/03 13:43:53
That area is so small, why not just playing around with vertices? It must be the artistic choice to create opaque textures, slowly changing to an another texture.
#14241 posted by negke [31.18.51.150] on 2016/12/03 15:01:37
Or sculpt the individual floor tiles and have them lie on top of the ground in the center (maybe 4 units high), and then some dirt heaps on the sides, slanted faces towards the outer walls.
 Pritchard
#14242 posted by Shamblernaut [121.45.229.244] on 2016/12/03 16:11:05
give these a whirl, I made them in gimp
You might need to remove the fullbrights if the gimp derped and decided to use them when reducing the colours.
https://dl.dropboxusercontent.com/u/108695968/pritchard.zip
 Alpha
#14243 posted by Bloughsburgh [71.61.61.77] on 2016/12/03 16:20:51
Pritchard I get an error of unable to load field.mdl.
:O
 Alpha Feedback
#14244 posted by Bloughsburgh [71.61.61.77] on 2016/12/03 16:45:42
Meh, I just replaced the mdl with another one.
-Cool brushwork and rock/base infusion...you do very well with that.
-Gameplay is fine, base enemies are fun to pulverize but a very linear trip...being that it is alpha I am sure that's intended.
-Some rooms had too much fill lighting in my opinion. I want some more contrasting shadows...the first room being the largest offender. The last room however is the most impressive room I think.
-I didn't care for the fiend trap, I rather be able to backpedal out the door since that is my first reaction...I almost am guaranteed to get leaped upon. Again, just my personal thoughts.
Keep it going, a really unique style being created here and I would say you have brushwork down quite well!
#14245 posted by Pritchard [121.214.6.61] on 2016/12/04 00:26:13
I knew I was going to forget something. The field.MDL is from a post on Preach's blog iirc. It's not a big deal but I'll have to remember to include it in the future...
Thanks for the feedback on brushwork, I'm glad you think I'm heading in the right direction. I do need to work on the lighting in some areas like you said, I struggled at the start with deciding how I wanted to have the map look. I'm conscious of having the level be too dark to play properly in, especially. That was my biggest concern for the final room, actually.
The level is quite linear, I'd like to open it up a bit and I have some ideas for how that could work on the future. I'm intending on using a bit of backtracking, I think it'd work well to have the player use some of those areas in reverse. But aside from that I want to have some more blocked off doors like the one at the start, and have the player work their way through segments of the level again rather than just having them turn around and head back or anything like that.
The fiend trap is a tough one. Second try it's very easy, first try i can see it being a really painful experience. I suppose leaving the back door open could work to help that, but that undermines the experience of having a fight with a fiend in such an enclosed space...
Maybe I'll just replace it with a dog on easy and normal :P
#14246 posted by Pritchard [121.214.6.61] on 2016/12/04 04:41:32
http://i.imgur.com/ZnRqTQ7.png Thanks Shamblernaut, they were a bit of a pain to put down since I had to cut up the floor quite a bit but the end result is quite nice.
 Looks Good!
#14247 posted by killpixel [174.48.226.83] on 2016/12/04 05:02:43
#14248 posted by Shamblernaut [121.45.229.244] on 2016/12/04 05:25:42
cool, I'm glad you could make use of them.
#14249 posted by metlslime [67.161.57.57] on 2016/12/04 08:33:13
also great moody use of oblivion textures, i'm always happy to see them used well.
#14250 posted by Pritchard [121.214.6.61] on 2016/12/04 08:50:04
They're definitely my favourite textures to use for this sort of theme. They're pretty versatile, and they're a lot better for building darker, grimier areas than normal base textures are.
 Obtex2.zip
#14251 posted by adib [192.228.144.250] on 2016/12/04 10:16:42
is a finding, no doubt.
 Pritchard...
#14252 posted by FifthElephant [82.21.157.236] on 2016/12/04 12:38:18
I love that set. There's a really nice set just released that could be adapted into the set with a bit of tweaking -
http://forum.zdoom.org/viewtopic.php?f=37&t=54248
 Hah
#14253 posted by dwere [213.87.159.206] on 2016/12/04 17:27:32
I've been working on a very similar set for Doom 64, but, sadly, I've abandoned it.
That tekwall is pretty sick, but I wish it would tile.
 Need More Techwall Textures*
#14254 posted by Newhouse [109.240.126.85] on 2016/12/04 18:42:08
I have been over-using one from the jf2.wad
 More WIP
#14255 posted by Bloughsburgh [71.61.61.77] on 2016/12/04 23:14:34
In honor of AD 1.5, here is another progress shot from my upcoming map. I am going to incorporate some of the new toys from the patch so that will be fun.
http://www.quaketastic.com/files/screen_shots/mjb_cages.jpg
#14256 posted by mukor [73.94.117.219] on 2016/12/05 01:04:39
Looking good Bloughs. Looking like a sizeable map you got going on there. Dig the caged lighting. You gonna add some broken ones on the ground? i see some ropes with no cages/lights at the end?
I still need to finish the books for my map. bleh.
Gonna focus on getting the gameplay done first so i can get a beta out to you guys. Itll be ~15 minutes of playtime.
 @Bloughsburgh
#14257 posted by NewHouse [109.240.126.85] on 2016/12/05 05:28:38
Eager to see the final release~
 Very Cool.
#14258 posted by Shambler [88.111.193.83] on 2016/12/05 09:58:52
 Cages
#14259 posted by Bloughsburgh [75.151.243.225] on 2016/12/05 13:07:16
I didn't think about adding broken cages on the ground...that's a good idea! Yep some cages do not have flames or have other forms of lighting instead to produce some sort of asymmetry. The map is sizeable but it isn't of gargantuan size...today I hope to start adding game play to see just how long it takes to beat so far.
Looking forward to your beta Muk!
Thanks NewHouse and Shambler!
#14260 posted by mukor [66.87.76.243] on 2016/12/10 03:18:46
http://i.imgur.com/zhOxLhn.png
Increasing the size of some rooms and repositioned the gold key after some feedback from skacky.
Ill make some more changes and get a beta in here in the next day or two.
 Lookg Good
#14261 posted by Bloughsburgh [71.61.61.77] on 2016/12/10 03:21:12
Feeling some warmth from that lighting...mmm.
Looking forward to the release!
#14262 posted by FifthElephant [82.21.157.236] on 2016/12/10 03:29:08
Looks good man, looking forward to playing :)
#14263 posted by Mugwump [80.214.25.240] on 2016/12/10 05:06:39
I can see some particles in there. You're making this map for AD?
#14264 posted by mukor [66.87.76.243] on 2016/12/10 05:47:57
Yeah its for AD. Some custom breakables in there too. Ill likely use a custom key for a secret as well. Not too many AD monsters aside from crossbow and hogres.
 Yay, Breakables!
#14265 posted by Mugwump [80.214.31.246] on 2016/12/10 06:08:26
Looking forward to the beta.
 Nice Lighting.
#14266 posted by Shambler [88.111.193.83] on 2016/12/10 11:18:41
But would like rooms to be more complex designs.
#14267 posted by mukor [73.94.118.128] on 2016/12/12 03:23:06
https://twitter.com/muk0r/status/807963099974238208?lang=en
Update to Gold Key Room...
I was told I needed "more verticality"...
 Verticality
#14268 posted by killpixel [174.48.226.83] on 2016/12/12 04:19:10
has almost become a trite buzzword. I'm not saying the suggestion is invalid, it just seems to be the go-to critique in any given level design forum.
cool looking map, btw.
#14269 posted by metlslime [207.34.108.101] on 2016/12/12 09:35:46
Needs more horizontality.
#14270 posted by Pritchard [121.214.6.61] on 2016/12/12 14:39:43
The trick is to pitch the level 45 degrees so that you cover the most of each axis. That way you have plenty of verticality and horizontality.
 Diagonality!
#14271 posted by dwere [188.255.82.204] on 2016/12/12 14:43:05
The way of the future.
#14272 posted by FifthElephant [178.96.231.53] on 2016/12/12 14:44:03
45 degree jam!
 What Is Truly Needed Is
#14273 posted by Shamblernaut [121.45.229.244] on 2016/12/12 15:42:43
 Reminds Me Of An Idea I Once Had
#14274 posted by killpixel [174.48.226.83] on 2016/12/12 19:04:33
which is 1) probably terrible and 2) probably already been implemented at some point and proven to be terrible.
the idea: an fps with normal player movement with the addition of being able to rotate the entire level. can't get to a switch beyond your reach? rotate! trying to get to a hole in the ceiling? rotate! is that wall just a skoshe too high? rotate!
Sounds like a migraine inducing pukefest. I hate myself for even thinking of this.
 That's Actually A Superb Idea
#14275 posted by Kinn [86.149.69.247] on 2016/12/12 19:08:30
and you should get to making it before some numbnuts steals the idea and turns it into the next Portal and makes a ton of money.
 Well, Shit.
#14276 posted by killpixel [174.48.226.83] on 2016/12/12 19:11:11
 Fez 2: Canadian Bloobloobloo
#14277 posted by onetruepurple [95.160.159.177] on 2016/12/12 19:15:20
#14278 posted by Mugwump [80.215.98.39] on 2016/12/12 19:19:15
I imagined the same thing for a game based on Escher's drawings. Hipnotic and AD do rotations. Would it be possible to rotate an entire map? That would probably be a mapping nightmare.
While not being rotation per se, Cube had the possibility of shifting gravitational direction so you could walk on walls and ceilings to a similar effect.
 #14275
#14279 posted by Mugwump [80.214.17.75] on 2016/12/12 19:23:13
Funny that you mentioned Portal because I remember playing a puzzle game (not first person, though) on the PS1, I think, where you had to escape a series of cubic rooms which you needed to rotate to reach the exit. The name eludes me.
 #14278
#14280 posted by Kinn [86.149.69.247] on 2016/12/12 19:49:25
Of course the best implementation would be to "fake" it by simply rotating gravity and camera orientation - the level would actually be (mostly) static - no need to make it literally rotate.
Dynamic entities in the level would need to react to the shifting gravity though - that's where all the work would go.
#14281 posted by negke [31.18.51.150] on 2016/12/12 20:02:28
1. Just replay Prey.
2. Not only vertical; it needs to rotate freely around all axes.
#14282 posted by Kinn [86.149.69.247] on 2016/12/12 20:04:42
Not sure if you're implying I was only talking about vertical because I wasn't - the gravity vector can be any orientation.
 Escher
#14283 posted by killpixel [107.72.162.132] on 2016/12/12 20:17:02
I can see this being an aesthetic but not a functioning mechanic. His art works because it's a fixed perspective in which he manipulates the perception of depth. In a 3d game you have a variable perspective and actual depth. I remember seeing a 2d escher game on steam that looked pretty nifty.
#14284 posted by Bloughsburgh [75.151.243.225] on 2016/12/12 20:38:34
Just replay Prey.
Best use of "topsy-turvy" for a fps in my opinion.
 #14283
#14285 posted by starbuck [86.146.194.111] on 2016/12/12 21:32:49
Monument Valley
#14286 posted by Mugwump [80.214.126.95] on 2016/12/12 22:20:24
simply rotating gravity
Quake supports this?
I can see this being an aesthetic but not a functioning mechanic. His art works because it's a fixed perspective in which he manipulates the perception of depth.
Yeah, I should have mentioned this idea was mostly inspired by his maze-of-staircases stuff. I realize that his optical illusions would be harder if not impossible to pull off.
 #14286
#14287 posted by Kinn [86.149.69.247] on 2016/12/12 22:22:48
We're not talking about a Quake mod.
 I Was.
#14288 posted by Mugwump [80.214.75.106] on 2016/12/12 22:37:32
 Jedi Knight
#14289 posted by madfox [84.84.178.104] on 2016/12/12 23:31:38
Makes me think of an old map from "the jedi returns". There was this spacecrft that hung diagonally, where the player hangs downunder.
A strange experience, for all elevators work arcangle.
#14290 posted by dwere [5.228.160.17] on 2016/12/12 23:36:19
Serious Sam supports it.
But not the HD remake, AFAIK.
 Seriously
#14291 posted by Bloughsburgh [71.61.61.77] on 2016/12/13 03:09:26
Nope, HD takes away the awesome gravity stuff...was a large disappoint for me.
 I Vote.
#14292 posted by Shambler [88.111.193.83] on 2016/12/13 13:48:39
Rotating Kinn and changing his gravity.
 Kinnurat Vertigo!
#14293 posted by Mugwump [80.214.78.130] on 2016/12/13 14:35:24
#14294 posted by Mugwump [90.24.197.166] on 2016/12/16 02:13:50
Just replay Prey.
I've installed it for the very first time today. Looks cool but... you can't run?
#14295 posted by dwere [5.228.160.17] on 2016/12/16 05:03:58
Just wait till you get to the immortality part - you can't lose either.
 Hc2 Development: Ceiling
#14296 posted by hexcalk [24.23.19.48] on 2016/12/16 06:24:14
I created hc2 a couple days ago and this is the beginning part of it with some ceiling detail. Map still in development.
Screenshot download: http://www.quaketastic.com/files/hc2withceiling.jpg
 Hc2
#14297 posted by Bloughsburgh [75.151.243.225] on 2016/12/16 11:59:38
Cool man hexcalk, this is how you do it! Displaying WIPs and collecting feedback.
Looks like some spiky ceilings, a medieval map in the works? Keep it up!
 Hc2
#14298 posted by NewHouse [188.238.96.136] on 2016/12/16 14:40:52
Well, I definately don't remember seeing that kind of ceiling before, eager to see more of it*
 What Happened To HC1?
#14299 posted by Mugwump [80.215.204.135] on 2016/12/16 15:14:14
Peripheral was HC0.
 Hc1 In Development
#14300 posted by hexcalk [24.23.19.48] on 2016/12/16 17:54:01
This level that I recently took a screenshot of was named "hc2" because a map titled "hc1" was created prior to the release of Peripheral. Both are still in development. hc2 is generally E1M2 influenced, while hc1 will have Japanese themes and textures from Daikatana.
 Hc2
#14301 posted by Naitelveni [91.153.6.110] on 2016/12/16 20:22:40
Good idea to add detail to celings. try to make thea areas less boxy than the previoius map.
 To Naitelveni:
#14302 posted by hexcalk [24.23.19.48] on 2016/12/16 20:35:58
Indeed, less boxy areas. :)
 Nice Ceiling Thingies.
#14303 posted by Shambler [88.111.193.83] on 2016/12/16 23:01:35
Better lighting too although needs sources ofc.
 Matter Of Taste / Modern Standard?
#14304 posted by NewHouse [109.240.2.229] on 2016/12/17 20:42:13
Then again there is nothing wrong with boxy rooms or areas if those are intented to be that way. With extra details boxy-like areas, can look like they're not, even though they are. Maybe in details there is something they care so much that they doesn't care about the actual shape of area and are more focused on purpose than anything else. Hopefully this makes sense, when making more areas in the future.
 Agree.
#14305 posted by hexcalk [24.23.19.48] on 2016/12/17 21:08:33
I completely agree with NewHouse's post, which is interesting.
 Shadows Of Our Forgotten Ancestors
#14306 posted by Naitelveni [91.153.6.110] on 2016/12/18 01:40:23
 Cool Stuff Naitelveni
#14307 posted by Bloughsburgh [71.61.61.77] on 2016/12/18 02:22:56
 GOLD Is GOOD
#14308 posted by dumptruck_ds [138.229.243.25] on 2016/12/18 06:29:26
Nice trim Naitelveni. Looks great.
 Looks Good
#14309 posted by killpixel [174.48.226.83] on 2016/12/18 06:38:49
after texture alignment it will look even better
 Quake Upstart Mapping Project (QUMP)
#14310 posted by HexenMapper [101.98.112.147] on 2016/12/18 07:00:05
Hi there, total newbie quake mapper here. we're putting together a mapping project for newbies, hoping to get together 5 or 6 maps. If anyone is interested, we have a google doc here, just add yourself in:
https://docs.google.com/document/d/1Zlfb2U2VCeS70uS6Klc2ZEOC9KtnYyCyBXEmeetjh0c/edit?usp=sharing
We're kind of running this through /vr/ s doom/retro FPS threads so you can head there, or questions in the google doc.
A screenshot of my first quake map ever:
http://imgur.com/ln2wqrI
 Killpixel
#14311 posted by Naitelveni [91.153.6.110] on 2016/12/18 12:38:12
I noteiced that mistake as I was posting, i had texturelock on.
 Quake Upstart Mapping Project (QUMP)
#14312 posted by Naitelveni [91.153.6.110] on 2016/12/18 12:41:19
HexenMapper, you can add my map to the collection once its complete! I'm also a newbie mapper and im building my first map!
 Quake Upstart Mapping Project (QUMP)
#14313 posted by Naitelveni [91.153.6.110] on 2016/12/18 12:47:41
Map Name
Shadows of our forgotten ancestors
Builder
Naitelveni
Description?
Castle cortyard in they skies
difficulty: medium/hard
Lenght/size: 5-15 minute (small)
Status
Almost finished my first build, and after that I will make an check up for fixes and bugs and fix those and then I'll be ready.
Link
-
#14314 posted by HexenMapper [101.98.112.147] on 2016/12/18 13:05:36
Cool, I added you in Naitelveni. The deadline will probably be April 1 so plenty of time. I have a lot to learn and my map is only just started.
 @HexenMapper
#14315 posted by Newhouse [109.240.47.129] on 2016/12/18 14:10:46
So non-beginners aren't welcome? I would like to do some more old-school like maps.
 Naitelveni, HexenMapper
#14316 posted by total_newbie [87.159.242.22] on 2016/12/18 14:12:21
It's good to see a project that aims to get complete beginners to release a first map. I completely understand that even though this is partly what map jams are also for (the requirements of a map jam are basically just an info_player_start and an exit trigger), newcomers can find the quality of most jam maps intimidating. Likewise, I understand the lax deadline: a couple of weeks may be plenty of time for a seasoned mapper, but when you still need to learn the basics, that's a very tight deadline. So basically what I'm trying to say is: sounds like a great idea, HexenMapper, and I fully support it...
... but having said all that: Naitelveni, please don't tie your map to a project like this. Your mapping skills are already at a much higher level, and your map will probably be ready for release a lot sooner than the rest of the project.
No offense intended to HexenMapper!
 @Newhouse
#14317 posted by HexenMapper [101.98.112.147] on 2016/12/18 14:29:33
Anyone is welcome, the aim to give noobs an excuse to try to build something, but if you want to build a map and include it you're more than welcome!
@Total_newbie All good man, cheers for the support. No one is tied to this thing, its just for fun, not going to be released anywhere important, probably post a link on the /vr/ retro FPS thread and thats about it :)
 Naitelveni
#14318 posted by FifthElephant [82.21.157.236] on 2016/12/18 15:36:03
map looks good, very unique use of textures :)
 Love The Idea HexenMapper!
#14319 posted by Bloughsburgh [71.61.61.77] on 2016/12/18 17:45:20
 FifthElephant
#14320 posted by Naitelveni [91.153.6.110] on 2016/12/18 18:32:09
Thanks alot! I'll be giving you guys another version of my map within 10 minutes. um going to post it in the mapping help topic.
 @Hexenmapper
#14321 posted by NewHouse [188.238.158.248] on 2016/12/18 20:35:09
I want do something very simple for this, since I am kind of working "too seriously" one bigger fantasy map, this could be a good opportunity for me to relax and be noob myself. Bloughburgh you're gonna Join too? ;)
 New Bloods
#14322 posted by Bloughsburgh [71.61.61.77] on 2016/12/19 01:25:10
Nope,
I agree that although there is no barrier to entry, the jam entries usually would intimidate me if I was a brand new mapper.
Having the project be exclusive to completely fresh mappers seems to be the best direction.
#14323 posted by Newhouse [188.238.42.189] on 2016/12/19 09:32:50
Yeah, maybe it is better leave space for the actual new-comers, I was just wondering how many would be interested. Also in jams, even in retro jams there seems to be quite high expectations about the entries, I was just wondering whether or not this might be good opportunity to try out something without those expectations.
 QUMP
#14324 posted by HexenMapper [101.98.112.147] on 2016/12/19 16:02:19
Well its all pretty casual at this stage, I dont know what kind of quality us newbies will be able to produce, we'll try our best and we have a bunch of time so hopefully something alright.
You're all more than welcome to put something together, I dont mind. Some casual maps by seasoned mappers will help keep the quality up.
What we need mostly is help with things like linking maps together and answering questions about how things work. I have a grasp on basic triggers, and was able to set the music for my map, but I've yet to attempt to make a working door... Thats about my level of knowledge. I've done a bunch of mapping for doom engine games, and made a 15 map wad for Hexen at the start of this year.
I'll need help organizing the maps into a file that people can run, I dont really know how to do that - how to combine a bunch of maps into an episode and link them together, and what format to save them in so people can run them with quakespasm or their chosen port
#14325 posted by Mugwump [80.215.109.53] on 2016/12/19 16:38:04
linking maps together
You mean like an episode? Or more like AD with a central hub?
#14326 posted by Mugwump [80.215.109.53] on 2016/12/19 16:41:33
Oops, didn't read the last paragraph. Making an episode out of maps by various authors would require a fair amount of coordination between mappers. Maybe it would be best to keep it AD style and make an episode when entrants are more seasoned?
 Sorry For Triple Posting...
#14327 posted by Mugwump [80.215.109.53] on 2016/12/19 16:47:03
...but just to clarify, an episode requires to decide the map order and when to give a new weapon. This implies balancing combat in each map according to which weapons are available.
 Hexenmapper - QUMP
#14328 posted by topher [200.117.51.47] on 2016/12/19 19:12:41
count me in
i will release at minimum a bad but playable map with no leaks and vised.
Map Name
Don't know yet. Maybe Wizard Tower. Or Scrag Tower. How all of you call that monster? scrag or wizard? i don't like wizard, i think hexen wizards, robes, etc.
Builder
Topher
Description
Medieval tower, partially submerged.
Inspired in E1M4.
Old-School. Smallish. Around 50 monsters in hard.
Maybe some AD monsters and breakables, if it's ok for a newbie map pack. I think 1-APR is enough time to put some breakables, even if they not affect the gameplay. i want to use those crossbow knights
Status
Nothing yet... total newbie.
#14329 posted by Shamblernaut [121.45.229.244] on 2016/12/19 19:32:15
regarding names topher
there is ambiguity between the death messages in quake and the entity names
scrag - wizard
vore - shalrath
demon - fiend
tarbaby - spawn
if you want to dig into the code and have a look for yourself, the death messages are in client.qc
 Topher
#14330 posted by Mugwump [80.215.109.53] on 2016/12/19 20:42:37
Maybe some AD monsters and breakables
AD content requires to use the AD .fgd or .def file in your map editor. If you have built your map with the vanilla quake.fgd, I don't know if it's possible to switch afterwards without breaking your map. Also, all maps should use the same definition file, whether it be vanilla, AD or other. It's strongly recommended for just a simple map pack and probably mandatory if the project lead is adamant about making this into an episode. HexenMapper needs to speak up about this before too many people have started working on their entries.
 Scraggy
#14331 posted by Bloughsburgh [75.151.243.225] on 2016/12/19 21:01:52
I call them:
scrag
vore
fiend
spawn
death knight
I think those are the coolest names and that's my reasoning. Your map overview sounds promising!
#14332 posted by Pritchard [121.214.6.61] on 2016/12/20 01:34:09
I wonder if it would be play if I threw in my first map? It's very short (2ish minutes) but it's also by a person who was a noob at the time :)
#14333 posted by HexenMapper [101.98.112.147] on 2016/12/20 03:29:22
Good point about the balance, a hub might be the best way to go, is it possible to have each map as pistol-start when entering from a hub? that way everyone can balance from scratch.
As for Breakables, I'd probably try to avoid them, keep it vanilla.
Perhaps a more experienced mapper could do the hub map, or someone can claim it.
Topher I added you in, Pritchard your early map is welcome too!
 HexenMapper
#14334 posted by Mugwump [80.214.29.232] on 2016/12/20 08:09:45
You should create your own thread for this project, in order to avoid cluttering this thread with off-topic.
BTW, you can count me in too. I think 3 months are enough for me to make something. Most probably a runic/metal map.
is it possible to have each map as pistol-start when entering from a hub?
Yes. I don't remember how exactly but it has been discussed recently, most probably in the Mapping Help thread. Go there and do a search for "shotgun start" or "strip weapons".
#14335 posted by HexenMapper [101.98.112.147] on 2016/12/20 09:02:56
Thanks mugwump, I made a new thread, and I'll look into those shotgun start posts. Also added you in :)
#14336 posted by Kres [147.30.23.173] on 2016/12/20 16:03:10
Hello everyone. I make my first map for Quake and I am looking for critism.
Screenshots: http://imgur.com/gallery/55Fyq
 Kres
#14337 posted by Mugwump [80.214.29.232] on 2016/12/20 16:20:21
You might wanna join the QUMP project here: http://www.celephais.net/board/view_thread.php?id=61385
Judging by your screenshots, your map looks very 1997: blocky and undetailed. You might want to refrain from using riveted metal textures on large surfaces, it doesn't look very good.
 Kres
#14338 posted by Bloughsburgh [75.151.243.225] on 2016/12/20 16:22:33
Welcome to Quake mapping! It appears you know your way around the editor. I enjoy the sewer screenshots the most.
From glancing at the screenshots I find the lighting to be overly too bright and flat. Try adjusting light values to create a bit of darkness in the rooms.
#14339 posted by Mugwump [80.214.29.232] on 2016/12/20 16:46:40
When I said riveted metal textures don't look good on large surfaces, I was talking especially about this one (metal2_6, I think) and met5_1. They're more suited to small details. A texture like wizmet1_2 looks much better, as evidenced by id's start map.
And yeah, forgot to mention the lighting.
 Kres
#14340 posted by total_newbie [87.159.231.181] on 2016/12/20 17:33:13
Good to see a new mapper! Thanks for posting screenshots.
I agree with everything Bloughsburgh said.
It looks like a project with potential, but a couple more suggestions:
The proportions of the map seem a bit too large in a few places. Examples include the raised Quake sign on the floor in the third picture, the wall-mounted lights in the first, fifth and last picture, and the stained-glass windows in the first and fourth picture.
The raised Quake sign will probably make movement around that room a bit more annoying than it needs to be. It's not high enough to block line of sight, so it's bound to just impede player movement. If you lower it so it's just a couple of units high (and maybe turn it into a func_illusionary), it will probably look and play better. This goes for intricate floor details in general.
As for the stained glass windows in pictures 1 and 4: I would suggest letting the textures lead your brushwork a bit more. It looks like you've scaled up and stretched that texture to match your brushwork. Instead, maybe try creating brushes that match the scale of the textures. That way you'll end up with slightly better visual proportions.
Also think about what the textures represent. A raised stained-glass window that casts a shadow (picture 4) doesn't really make sense -- so either use a different texture for that kind of object, or make the stained-glass window flush with the wall, or recessed (sunk into the wall).
A related point: in pictures 2, 3 and 5, you've used a door texture that is rounded on top, yet you've placed the door brushes inside a rectangular opening. Here, again: let the textures lead your brushwork: if your door texture is rounded, turn the doorway into a corresponding arch. Or else, use a different texture for the door.
Also related to texturing: pay attention to all sides of brushes. The ceiling lights in pictures 3 and 5 have the same texture (the light texture) on all sides. That texture should only be on the bottom face of the brush; the sides should have a different metal texture.
The rooms themselves seem a little too large for the sparse detail they have: the ceilings are high, and the walls are pretty uniform from floor to ceiling. This tutorial might be helpful in learning to avoid that sort of thing:
http://isoterra.co.uk/quake/tut1/
I look forward to seeing the map develop further. :)
 PS
#14341 posted by total_newbie [87.159.231.181] on 2016/12/20 17:43:50
There are two things I don't agree with in that tutorial, namely the recommendation not to use stock textures, and the suggestion towards the end of using minlight: stock textures are fine, especially the runic/wizard textures you're using; it's how you use them that counts. And DON'T use minlight.
But the basic ideas about using non-rectangular shapes, height variation and texture variation to give more character to a room are all sound, I think.
 Kres
#14342 posted by madfox [84.84.178.104] on 2016/12/20 20:26:14
I don't have critism,
I only see "for the joy of the game"!
Go on!
And let the good advice help you.
 Http://isoterra.co.uk/quake/tut1/
#14343 posted by Naitelveni [91.153.6.110] on 2016/12/20 21:30:12
Dude this is dope as fuck! every new mapper should read this!
this will instantly remove all these awkward flat ceilings, floors anw walls.
#14344 posted by Shamblernaut [121.45.229.244] on 2016/12/20 22:19:54
It's a fucking sexy tutorial and I love it.
I'd lost it, thanks for finding the link for me again ^_^
 You're Welcome
#14345 posted by total_newbie [87.159.231.181] on 2016/12/20 22:32:51
 Great Tutorial
#14346 posted by FifthElephant [82.21.157.236] on 2016/12/21 00:30:54
layering detail until it looks super-polished and refined is exactly how I do it :)
 Starting Area Of My QUMP Entry
#14347 posted by Mugwump [90.24.197.208] on 2016/12/21 06:28:45
I made this in a couple hours today:
http://imgur.com/a/IBKNq
The map is tentatively titled Aaa, which is the hawaiian word for "lava tube" (seemed appropriate).
 Aaa
#14348 posted by Bloughsburgh [75.151.243.225] on 2016/12/21 11:46:19
Cool screenshot, I like the creativity already present in the first room!
 Thanks Bloughsburgh
#14349 posted by Mugwump [80.214.65.35] on 2016/12/21 14:07:54
I shall strive to keep the same creativity standards for the rest of the map. I hope I won't disappoint. I wanted something reminiscent of E1M6 and the start map's entrance to episode 3, but different. I think I succeeded. What do you (and the others) think of the title?
 Looks... Hot
#14350 posted by Pritchard [121.214.6.61] on 2016/12/21 14:16:34
I would advise against keeping an "intricate" look like that for too long. Certainly use it in sections, as it is quite nice and it has its effect, but it's quite "dense" and aside from probably not playing well with monster movement, I think it's too visually distracting. I would personally tend towards a solid face for the endcap to the "tunnel" shown here, but in general I would reserve it for interconnecting segments and keep it away from combat areas.
Perhaps it could work as an upper-wall/ceiling detail as well, I don't know. You'll have to see what works, but be wary of creating anything too visually dense.
 Aaaaaaa
#14351 posted by Bloughsburgh [75.151.243.225] on 2016/12/21 14:19:52
Maybe the tubes could be used as hallways or transitions to rooms...still way too early to make any assumptions but I like the initial idea of it.
The name is cool and pretty original...I can always appreciate it when a map title has relation to the map's theme.
 Mugwump Is Number One But It's Quake Maps
#14352 posted by Pritchard [121.214.6.61] on 2016/12/21 14:26:23
It also has the benefit of being almost at the top of a lot of lists, if it were to ever be released seperately.
Although, has anyone tried releasing something that starts with 0? Releases that start with 1 currently sit at the top of Quaddicted by default.
#14353 posted by Mugwump [80.214.65.35] on 2016/12/21 14:36:23
Don't worry, I won't keep this level of intricacy for the whole map. In fact, I was already planning on making this starting tunnel lead into a more solid room. I just wanted an opener with a bit of a wow factor.
Glad you like the name. So it's settled, then. I initially found it funny but it's growing on me beyond that. It can be viewed as a cry of panic or pain, plus the original meaning is aptly fitting to the architecture I want to build. Funny thing is, I stumbled upon it completely by accident.
 Prison K1 Main Room
#14354 posted by Kres [147.30.23.173] on 2016/12/21 16:01:45
I've just remade the main arena. Hope it looks better.
Screenshots: http://imgur.com/6Fqxmao
http://imgur.com/v50gh5n
 Kres
#14355 posted by Bloughsburgh [75.151.243.225] on 2016/12/21 16:06:29
Nice screen, lots of detail going on in there.
2 things:
The rivets texture looks a bit skewed maybe due to texture scale increase? This looks worse on the slopes sections up above.
If that center blue section is meant to be a pool of water, then consider lowering it by 8 units to give it a bit of a lip. This make it appear more realistic rather than directly aligned with the floor.
Keep going!
 K1 - Nice Old School Vibe!
#14356 posted by Qmaster [70.195.86.43] on 2016/12/21 16:08:52
#14357 posted by Mugwump [80.214.65.35] on 2016/12/21 16:16:40
Yeah, what Bloughsburgh said. And maybe add a border to the pool. Also, you could try to make the vertical girders protrude more from the wall with the Christ, like they do from the other walls.
 Kres
#14358 posted by Breezeep_ [108.53.84.156] on 2016/12/21 23:15:41
That looks pretty decent, but my only complaint so far is that the room looks a bit too bright. I'd suggest toning down the brightness and it will look much better.
 @Kres Re: Screenshots 14354
#14359 posted by dumptruck_ds [168.161.192.15] on 2016/12/22 00:09:25
The water texture just sitting on the floor looks a bit strange to me. You may want to make it more of a fountain with a perimeter.
http://parentseyes.arizona.edu/placesinthesun/photos/today/places_fountain.jpg
Your lighting is pretty bright and flat as others have said.
Windows in Quake are usually set into the walls like this: http://pirat.snotboble.net/quake/pics/hip2m65.jpg
There are a lot of great touches too - keep going - you are well on your way to a good looking map.
 What If There Was A Mod With Everything
#14360 posted by Qmaster [50.45.40.172] on 2016/12/23 06:27:28
Hail hail the gang's all here!
What if you could pick any enemy from Quake ever for your map?
What if there was a mod that provided every feature under the sun?
What if there was a mod that said the mapper is always right?
Many have created awesome content in numerous mods. AD is the closest to combining the most goodness in one package...and still...sometimes you just want a gug to beat up some poor crossbow knights. Sometimes you want a scragmother alongside mummies. Sometimes you want a vermis with lost souls.
What if...?
Now, if only I can get permission from all the mod authors to upload this someday. (Please note that content shown in picture above is actually coded and fully functional except where certain bosses are only visible when angered in which place I have used a misc_model to show them as non-angered.)
 Heres To Hoping!
#14361 posted by mukor [73.94.118.134] on 2016/12/23 06:35:47
Sounds....fun.
 Everything? Qmaster!
#14362 posted by dumptruck_ds [138.229.243.25] on 2016/12/23 06:44:24
Whoa - this would be fantastic. Fingers crossed.
#14363 posted by Pritchard [121.214.6.61] on 2016/12/23 06:49:51
I don't know about everything... Where's my X-Men total conversion monsters??????? or weird 1997 porn mod reskins?
/s
#14364 posted by metlslime [67.161.57.57] on 2016/12/23 07:35:18
missing Floyd
#14365 posted by Mugwump [80.214.26.250] on 2016/12/23 11:16:04
What if you could pick any enemy from Quake ever for your map?
What if there was a mod that provided every feature under the sun?
I've been wishing for something like that. I don't think you need permission for AD content but good luck for Quoth content. Sock had to basically harass the Quoth team for months and was only able to get permission granted for some monster models, for which he had to rebuild the code from scratch.
 I'd Get Rid Of All The Shit Ones For A Start.
#14366 posted by Shambler [88.111.193.83] on 2016/12/23 12:17:11
#14367 posted by Mugwump [80.214.26.250] on 2016/12/23 13:21:35
The beauty of including everyone and their mother is that the mapper gets to decide which are "the shit ones", since this is highly subjective.
 #14366
#14368 posted by Kinn [86.131.182.165] on 2016/12/23 13:34:13
Just what I was thinking. If only there was a recent, highly polished mod which also did this but included just the good ones. Hmmmm.....
 What If....
#14369 posted by Qmaster [50.45.40.172] on 2016/12/23 13:39:49
Said recent highly polished mod was used as the basis for including new content and the older enemies now had AD features?
#14370 posted by Pritchard [121.214.6.61] on 2016/12/23 14:05:52
Perhaps it would have been better to go rogue with this one and anonymously release without permission. Chances are that's the only way it'd see the light of day. Which is a shame, since doing that would probably piss a lot of people off at the same time you made quite a few happy.
Oh well, too late now!
 #14367
#14371 posted by Shambler [88.111.193.83] on 2016/12/23 14:10:14
If only that were actually true.
 What If Both Mission Packs Were Merged Together?
#14372 posted by Qmaster [50.45.40.172] on 2016/12/23 14:22:13
With all of the cool powerups from Quoth and AD?
Locked and Loaded!
 Something Completely New And Different
#14373 posted by FifthElephant [178.101.82.140] on 2016/12/23 14:34:03
Would be my preference!
 Video Previews
#14374 posted by KenChennar [170.184.45.70] on 2016/12/23 15:45:30
 @Fifth
#14375 posted by Qmaster [50.45.40.172] on 2016/12/23 15:59:19
You mean like Ken's map there.
You see, Quake is so versatile that anything can be made in it. I'm of the opinion that the mapper is responsible for the new and different. The mod is there so that the mapper's vision isn't hindered. AD did this the best, I only want to continue to improve and build on what has gone before, to continue what has been started.
 #14360
#14376 posted by topher [190.210.159.117] on 2016/12/23 17:58:42
everything... mmm... i don't know about that...
part of the appeal of AD is high quality. not quantity.
but... there are some things that i like, in any case:
a) seven SMC and improved quake 1.5 style of monster AI only in nightmare skill. a real nightmare to win. i check those two mods a few weeks before the release of ad1.5 and i like most of the AI features in the old monster. and nails that bounce! awesome. the only bad things is that it can break the gampeplay in some maps, and make others very very hard.
b) extend the particle system. optionally, it may involve too much heavy processing. examples: blood, when you hit a wall with a shotgun, lava, slime, explosions. the idea is: dots with different sizes and colors, instead of dots with same size and color.
there are other things. but they're very hard to implement. moving liquids. changing gravity (prey 2006).
 KenChennar
#14377 posted by negke [31.18.51.150] on 2016/12/23 18:50:51
Very unique themes, nice. Vids would've been better off youtubed, though.
 I Though That...
#14378 posted by distrans [122.150.19.218] on 2016/12/24 03:46:46
...at least the Uber-scrag from Travail would've made it into that group shot. Lun's enforcers are pretty cool too IMHO. Mind you, if I ever fire up an editor again, I'll be using AD for sure.
 Sock Has Spoken
#14379 posted by Qmaster [50.45.40.172] on 2016/12/25 05:14:10
No uber mod for you. Oh well. GO MAP WITH AD! Merry Christmas!
#14380 posted by Yhe1 [47.144.77.12] on 2016/12/25 08:25:22
No nehahra in that group shot?
#14381 posted by Mugwump [80.215.95.214] on 2016/12/25 19:49:55
No uber mod for you.
Damn. I was really looking forward to it.
 No
#14382 posted by madfox [84.84.178.104] on 2016/12/26 02:06:54
fishing ogre.., but I could offer a dozen more.
 I Offer 2 Douzens
#14383 posted by mfx [85.181.44.186] on 2016/12/26 02:11:56
 Mfx Get Off That Tower!
#14384 posted by madfox [84.84.178.104] on 2016/12/26 02:17:44
right,I cheque my spelling.
 Mfx
#14385 posted by Kinn [86.149.69.247] on 2016/12/26 04:03:54
Looks ace biscuits but I think the phong shading is making the lighting look too flat where the columnar uprights meet the flat parts of the wall above the arches.
 Dat Wow
#14386 posted by Shambler [81.151.133.185] on 2016/12/26 11:18:28
#14387 posted by dwere [158.255.177.159] on 2016/12/26 12:44:18
It's a shame that there's no way to specify which edges must remain sharp.
#14388 posted by negke [31.18.51.150] on 2016/12/26 12:52:45
Yeah, it's nice and possibly a slight Sen's Fortress vibe. But I must admit I got a bit of a Honey/Sockstyle fatigue over the last couple of months.
#14389 posted by Pritchard [101.180.189.85] on 2016/12/26 13:00:55
Looking good, not sure I agree with Kinn though - assuming I'm talking about the same place, I don't think phong is really making a difference. I think it looks fine, but if the goal was to spruce it up I'd go for a bit more brush detail (perhaps an insert or something sticking out slightly. Just to break up the texture a bit.
But personally I don't think it's necessary to do anything like that,
#14390 posted by Kinn [86.130.5.96] on 2016/12/26 13:45:03
I think it looks fine
Yes it's a minor quibble at best - a quiblet, if you will. To put it in perspective, a quiblet (in Standard Pedantry Units) is roughly equivalent to about two-thirds of a nitpick.
 Mega Monster Overload
#14391 posted by sock [181.1.30.171] on 2016/12/26 20:26:50
Sock Has Spoken, No uber mod for you. Oh well. GO MAP WITH AD!
I did not say no to your uber mod!?! I said - Please stop patching AD, create your own mod and use the devkit! This means creating your own uber mod in your own "uber" directory!
I did clearly stated this fact in the readme file
Line 34 - Do not use the AD (Arcane Dimension) name for your own mod
Are you sure you got the Drake monsters in that screenshot? :P
 Oh...
#14392 posted by Qmaster [70.198.33.122] on 2016/12/27 19:39:51
I'm planning on calling it the Keep mod anyway. Because you keep what you kill (and kill with).
In that case sure. And yes it is only a start. I haven't got quite everything just yet. All must be subsumed into the continuum. The collector's Keep must be filled. Any mod differences must be accounted for and easily accessible by the mapper. For instance, the zombie has umpteen different abilities that have to be included such as crucifix dismounting, laying, necrosprinting, etc.
 Is That Really A Good Idea?
#14393 posted by negke [31.18.51.150] on 2016/12/28 00:16:47
Better to do something like an easily accessible (and compilable) bestiary like Realm667 has for Doom like suggested some time (years?) ago - where people can create their own collection of enemies from a database to include with their map.
 Minimal Map Extras
#14394 posted by Qmaster [184.20.211.214] on 2016/12/28 06:36:38
I can see how someone who only wants to add a few new enemies would want to be able to add just those new features to minimize map download size.
However, devkits aim to provide one dowlnoad for the kit. Then maps don't need to include their own mod in the downliad at all. People download the kit/mod. Then download maps for it. I may do Preach's idea of making the Keep mod inside the base ID1 directory where the only requirement is for people to add pak0 and pak1. This way any maps that want to add something not included in the base devkit can have an extended mod with their features.
 Now
#14395 posted by Qmaster [184.20.211.214] on 2016/12/28 06:38:18
If only there was an engine that had support for multiple progs.dat where any added progs were simply to include extra functions.
 @Qmaster
#14396 posted by Spike [86.139.74.70] on 2016/12/28 14:12:27
FTE_MULTIPROGS... Its basically FTE's oldest extension :)
that said, you generally have to tread very carefully around the base progs because very few mods are clean enough/designed for it, which makes simple things like eg changing the obituary (when some new monster kills you) really painful.
Its also kinda too much of a pain to set up on a per-map basis, but meh...
And yeah, its still fte only, and not enough people around here are hip enough to use it.
 Hmm
#14397 posted by Qmaster [70.198.40.142] on 2016/12/28 15:22:37
Reading thru recent discusion in the AD thread has me thinking I should just stick to the tried and true method of putting it all together in one package as a standard mod. Full multiengine support (though QSS is recommended), no muss, no fuss, best support for the mapper.
Obituary should rely on a specific .string deathmessage1, deathmessage2,... deathmessagen for each enemy such that obit only has to randomly pick one of the deathmessages so long as it is not "".
Systems. Better systems allow for flexibility and the best power for the mapper. That is why I use AD as a base for any added content. All the enemies you see above use AD code structure.
I really should create my own dev thread rather than clutter up the screenshots thread. :)
 Normal Maps Are Cool
#14398 posted by killpixel [174.48.226.83] on 2016/12/29 02:05:26
I had some free time the afternoon and, once again, found myself admiring Doom3's art. I loaded up some assets in darkplaces as I've never experimented with anything other than diffuse layers.
I also generated some normal maps for my 2D pixel art using nvidia's texture tools for photoshop. The results were pretty bad, though I didn't have high expectations. Using higher rez assets yielded some pretty good results but the art was of organic stuff (stone, wood, etc) and the plasticy look of the normal maps is pretty lame. It really takes a bit of fiddling to get it to look good.
On that note, it occurs to me that the design of Doom3 is perfect for showing off the tech it used. It seems all these nifty shaders and texture maps work best with hard surfaces and dramatic lighting. Doom3 texture set is really easy to map with as well. That's some good designing!
 What's With The Mini-ogre?
#14399 posted by Mugwump [80.215.156.63] on 2016/12/29 03:34:51
 Because It's Quake
#14400 posted by killpixel [174.48.226.83] on 2016/12/29 03:49:33
My player scale is different though. Mine being 128u and Quakeguy is less then half that, IIRC. Also his eyes are in his chest, making him feel even shorter.
Does anyone here know of a tool that will invert the z of existing normal maps? If you notice in the video, they're inverted (shadow where light should be and vice versa).
 Nevermind, Just Figured It Out
#14401 posted by killpixel [174.48.226.83] on 2016/12/29 04:09:58
turns out each image channel (RGB/XYZ) is actually grayscale, making it simple as pie to invert. Neat!
 Ogreling
#14402 posted by negke [31.18.51.150] on 2016/12/29 10:16:38
So cute. Needs helium-pitch sound effects. Quoth 3 confirmed.
 Ogreling Like To Chew On Toenails
#14403 posted by mfx [78.55.74.33] on 2016/12/29 23:14:34
or sth..
 More Shader Stuff
#14404 posted by killpixel [174.48.226.83] on 2017/01/03 00:20:38
trying out bump/specular maps on low res assets. i'm happy with the bioshock inspired water, looks good for a first draft. the splash/puddle are placeholders. there are specular map on the blood and both bump and spec on the metal trim of the chest.
i played with giving everything a specular map but most surfaces had to be toned down so much that they may as well not have one. i think having select glossy surfaces, namely liquids, is a nice touch though. they stand out against the otherwise matte world without having to be overdone.
 Killpixel
#14405 posted by FifthElephant [82.21.157.236] on 2017/01/03 00:26:18
thats an awesome mix of retro styling with new effects.
 Thanks Fifth
#14406 posted by killpixel [174.48.226.83] on 2017/01/03 00:30:54
i think it's pretty neat too. the hard part is figuring out an aesthetic that isn't bricks or tech panels :/ still looking for that "eureka!" moment...
 Killpixel
#14407 posted by khreathor [95.160.158.215] on 2017/01/03 00:36:33
It's Unity or Custom stuff?
 Killpixel
#14408 posted by Barnak [70.26.249.55] on 2017/01/03 00:38:46
Is this FX intended to be included in Quakespasm, eventually ?
#14409 posted by killpixel [174.48.226.83] on 2017/01/03 00:41:46
@khreathor - custom stuff currently running in quake/darkplaces.
@Barnak - Not that I know of. I'm not associated with the QS team, I don't even program :P
#14410 posted by Mugwump [80.215.164.230] on 2017/01/03 13:19:11
Water sheet looks awesome, I wish we had something that good looking for waterfalls in Quake, to complement DP Pretty Water.
 Looks Really Sweet Killpixel!
#14411 posted by Bloughsburgh [75.151.243.225] on 2017/01/03 13:25:49
 Ruiner
#14412 posted by Bloughsburgh [75.151.243.225] on 2017/01/03 16:39:47
I have been working on and off on a map for AD since the middle of October. I originally planned to release it by the end of the year but RetroJam 6 got in the way (and totally fine with that!)
In order to keep the mojo going, here is a random WIP shot from the map. It is entitled Ruiner (ad_ruiner)
I really have no idea on the release date, but I hope to get beta testing going soonish!
http://www.quaketastic.com/files/screen_shots/ruiner.jpg
*Taken from not my desktop at home so the resolution is lower but meh!*
 Bloouugughhhh.
#14413 posted by Shambler [79.154.138.169] on 2017/01/03 18:24:24
That looks cool.
Killpixel, that works surprisingly well with low-rez assets!
#14414 posted by PuLSaR [37.147.244.207] on 2017/01/03 18:31:02
Killpixel that looks awesome
Bloughsburgh can't wait to play it. I love knave maps.
 Bloughsburgh
#14415 posted by DOOMer [95.73.244.95] on 2017/01/03 19:18:09
Locks is great :)
 Hype Is Great.
#14416 posted by Newhouse [188.238.56.194] on 2017/01/03 19:21:58
2017 will be the best year~
 Even More Shader Stuff + A Technical Question
#14417 posted by killpixel [174.48.226.83] on 2017/01/04 05:54:58
this is the last one for a while, i promise. waterfall, now with refraction. and something that's been on my to-do list for a long time, dp_water. i prefer this over my previous water test.
I wish we had something that good looking for waterfalls in Quake, to complement DP Pretty Water.
well, you can. this is basically quake in darkplaces. if you or someone else wants to use it for quake i'll upload the source files for the tests i've shown. i recommend making your own, though, as you'll probably get better results. these assets were made hastily for the sole purpose of getting it working. the waterfall is just noise with a directional blur and some squiggly lines to break up the uniformity. the normal map used for the dp_water was generated from an image created with the "render clouds" filter in photoshop.
technical question, probably for the engine folks
you may have noticed the bright seam along the edges of the dp_water caused by the reflection distortion revealing reflections that should be obscured by geometry. this is just plain awful with fog and/or skyboxes. can anyone point me in the direction of a reasonable "fix"? I have some pretty hacky ideas map-side, but they're just a band-aid.
another strange thing, that's not something that needs "fixed", but worth noting. when reducing r_water_resolutionmultiplier value, you have to increase the offset of decals else their reflection will z-fight.
 Killpixel
#14418 posted by DaZ [80.42.79.117] on 2017/01/04 14:10:16
you could try stretching the water texture a few units out on each side. I've used this cheap method to hide texture seams in other engines. Unsure if it will work here as shaders are involved but worth a thought?
#14419 posted by killpixel [174.48.226.83] on 2017/01/04 19:01:32
Yeah, I'm afraid that doesn't work :/ thanks, though.
 Killpixel:
#14420 posted by metlslime [159.153.4.50] on 2017/01/04 19:46:43
are you talking about the weird artifacts seen in this screenshot?
http://quakeone.com/~files/water_dm3_9NC.jpg
The reflected image has weird cracks along the waterline?
 Yessir
#14421 posted by killpixel [174.48.226.83] on 2017/01/04 20:19:57
#14422 posted by metlslime [159.153.4.50] on 2017/01/04 20:45:49
yeah those bug me too.
 More On This
#14423 posted by killpixel [174.48.226.83] on 2017/01/04 21:00:15
setting r_water_reflectdistort to 0 will solve the problem (aside from a hairline seam, which is made more obvious by linear texture filtering and AA) but at the cost of no reflection distortion.
I thought about using cubemaps instead of realtime reflections but AFAIK you can only have one cumbemap per level and you can't link specific cubemaps to specific water brushes. You would still need realtime entity reflections too... and light styles.
 Found A Solution
#14424 posted by killpixel [174.48.226.83] on 2017/01/04 23:55:19
https://www.youtube.com/watch?v=qgDPSnZPGMA
in this example, by knowing the depth of the water you can find the edges and alphablend the reflection/refraction distortion.
this is similar to my janky map-side solution which is to use water "trim", i.e. water brushes without distortion to run along the edges of geometry.
#14425 posted by Spike [217.42.69.216] on 2017/01/05 01:22:46
yeah, the only reliable solution is to compare the depth values from the refraction fbo to the water surface.
if you're trying to do nice sandy beaches, that distance in depth can also be used to determine how much surf to include (which is even better for obscuring any boundary issues).
of course, that gets a bit fancy.
the other option is to just copy the current framebuffer and use that as the refraction image, then any seams are much less obvious, but the refraction can still show parts that are not from the water areas.
#14426 posted by killpixel [174.48.226.83] on 2017/01/05 01:54:38
the only reliable solution is to compare the depth values from the refraction fbo to the water surface.
interesting. thanks for confirming that. I'll look more into this. I have a question, though:
the other option is to just copy the current framebuffer and use that as the refraction image, then any seams are much less obvious, but the refraction can still show parts that are not from the water areas.
could that be enlarged slightly so as not to reveal any unwanted areas? that might look pretty bad though. Maybe a parallel frame rendered at a slightly higher rez/aspect ratio so the scale and pixel density is the same but you have "extra" image on all sides preventing unwanted reflections. this is probably pretty resource heavy :/
#14427 posted by Spike [217.42.69.216] on 2017/01/05 17:04:21
using the current backbuffer as the refraction image is generally sufficient to hide the glitches that you're referring to thanks to them normally only being a few pixels anyway. the 'new' glitches appear from the viewmodel etc overlapping water, giving a sort of halo. Copying the backbuffer like that is actually more efficient than re-rendering half the scene, so if it wasn't for the viewmodel and opaque water vising this would probably be the preferred option.
another possibility is to try nudging the refraction image up by a few pixels, you might get some boundary clamping at the bottom of the screen (or you could extend the size of the refraction texture offscreen, assuming you're in to engine modifications), but it should help hide the cracks a little better.
#14428 posted by Mugwump [80.215.4.224] on 2017/01/05 17:56:38
if you or someone else wants to use it for quake i'll upload the source files for the tests i've shown. i recommend making your own, though, as you'll probably get better results.
I wouldn't know what to do! If no-one else is up to the task, having the source files would be a first step towards learning the know-how.
setting r_water_reflectdistort to 0 will solve the problem but at the cost of no reflection distortion.
I talked about that with Seven once, his answer was not to set this cvar to 0 but instead to lower both this one and r_water_refractdistort. But...
Found A Solution
If you've really found a way to fix it without modifying the cvars, once you implement it in your game it would be super mega awesome if you'd be so kind as to update DP-water with your fix for all us quakers to enjoy.
#14429 posted by killpixel [174.48.226.83] on 2017/01/05 20:45:52
@spike - hrm, interesting ideas. it seems using depth values is the most correct way to do it.
@mugwump - here's the source. You'll probably have to tweak the shader for q1, or at least the texture paths. Looks at existing shaders created for q1, like pretty water, to get an idea. Here's the q3 shader manual for reference if you get stuck on something.
update DP-water with your fix for all us quakers to enjoy.
This is on the to-do list, but not the top, so it's a ways out. But, when it's done the source will be publicly available.
Ok, I'm done spamming the fuck outta this thread for a while :P
 Thanks Killpixel
#14430 posted by Mugwump [90.24.195.84] on 2017/01/06 04:12:31
I'll look into it.
#14431 posted by mukor [73.94.118.197] on 2017/01/08 20:36:31
 My Egypt Map In A Nutshell
#14432 posted by negke [31.18.51.150] on 2017/01/10 15:21:58
 Lol
#14433 posted by FifthElephant [178.109.73.83] on 2017/01/10 16:05:24
Nice
 Update On My Quake Map (WIP)
#14434 posted by SJ85 [141.135.184.205] on 2017/01/10 16:23:38
 Trippy
#14435 posted by Bloughsburgh [75.151.243.225] on 2017/01/10 17:14:09
Some crazy stuff going on...like the inverted grave stones!
 Surrealism Always Suits Quake Well
#14436 posted by Mugwump [80.214.124.255] on 2017/01/10 22:20:05
Can't wait to get my hands on your map, Serge. Any ETA?
 Kinda E4-ish
#14437 posted by Shambler [88.111.214.216] on 2017/01/10 22:44:31
And some of the background designs look a bit bland in that E4 corridor sort of way. But it still looks well built and some of the ideas look very cool and promising - the floating rune things especially. Keep it going dude.
 Nice To Both Negke And SJ
#14438 posted by Qmaster [50.40.198.71] on 2017/01/12 04:45:08
 @mugwump
#14439 posted by SJ85 [141.135.184.205] on 2017/01/12 18:06:14
It's too early to give you an estimation since because it really depends on how much free time I have and right now it's not all that much :)
I'd say the map is about 30% completed.
#14440 posted by mukor [73.94.117.130] on 2017/01/12 22:59:02
#14441 posted by Mugwump [80.215.194.50] on 2017/01/12 23:08:23
Two info_player_starts?
BTW, you know you can make albums in imgur, right? You don't have to post one link per screenshot.
 #14440
#14442 posted by khreathor [188.146.155.127] on 2017/01/12 23:36:28
If you're using tyrutils-ericw compilers, you should check Surface lights. Might be useful in this case.
 Mukor
#14443 posted by Naitelveni [91.153.6.110] on 2017/01/13 01:12:19
lookin good!
#14444 posted by Mugwump [80.214.120.168] on 2017/01/13 02:00:26
Surface lights.
Does this mean what I think it means? What I think is: compiler deciding light value (and color) automatically from the light textures without the need to add light entities.
 Yes You Mugwump
#14445 posted by [77.180.238.28] on 2017/01/13 03:49:13
 Scratching The Surface
#14446 posted by Pritchard [110.148.118.214] on 2017/01/13 03:50:02
Surface lights are just a "Hack" (not to put a dampner on the awesome stuff ericw achieves) as far as I understand it. What happens is that you set up a light entity with a key that has the name of a texture in it, and at compile time that entity is duplicated repeatedly over all surfaces with that texture. It's the sort of thing you could do yourself, if you had the patience of a robot. It's pretty effective though with the caveat that if you wanted some of those textures to be lit and others not to be you'd have to have two of the same texture with different names in your map.
Feel free to correct me if I'm wrong about how it works, it's been a while.
#14447 posted by Pritchard [110.148.118.214] on 2017/01/13 03:51:41
In case I didn't make it clear, the light that's emitted depends on the values given to that original entity, so there's nothing picked out from a texture or anything like that. (For picking colours from a texture, I like to use shareX's screen colour picker, it can give you the numbers in a format that you can just paste into an entity.)
 MFX
#14448 posted by onetruepurple [37.8.230.53] on 2017/01/13 09:42:15
Why are you posting without a name?
 Pritchard
#14449 posted by khreathor [91.217.18.31] on 2017/01/13 10:25:42
Yes, it just duplicates one light entity over faces with specified texture name. Saves time when you have to edit lots of duplicated lights.
 Mukor.
#14450 posted by Shambler [88.111.214.216] on 2017/01/13 10:35:50
I thoroughly approve of this situation.
 I Used Surface Lighting
#14451 posted by PuLSaR [92.241.15.106] on 2017/01/13 10:53:41
for light from lava in explorejam 2 map
#14452 posted by Mugwump [80.214.70.12] on 2017/01/13 16:04:35
you set up a light entity with a key that has the name of a texture in it, and at compile time that entity is duplicated repeatedly over all surfaces with that texture.
Wow, good to know, this is gonna save me heaps of time! One thing though: would it still allow lightstyles on specific lights, like a neon blinking while others don't?
#14453 posted by Rick [75.65.153.192] on 2017/01/13 21:59:30
I tried surface lighting on lava but found it to be very erratic, I think because of how the surfaces are chopped up. Some lava looked fine, while in other places didn't seem to emit any light at all.
What it's really best at is light emitting textures that have an obvious source in the center. You save having to place many lights, and they are all consistent throughout the map for color, brightness, etc.
#14454 posted by Pritchard [110.148.118.214] on 2017/01/14 00:02:38
I'm pretty sure light styles work, switching the light on and off definitely does. Targetnames are retained by every duplicated light.
If you want some of them to do one thing and others to do another, then you'll either have to do ugly things with your brushes/textures or handle the lights manually. As far as I know there's no way to edit the individual lights that get created, they're only added when you compile.
(Maybe if you decompile your own map... but seriously?)
 There's A Trick For That
#14455 posted by ericw [108.173.17.134] on 2017/01/14 00:10:29
"−surflight_dump" command line option for light.exe saves all of the generated lights to a file "mapname-surflights.map", so you can then paste the copies into your map and edit them individually.
 How To Light A Map Properly?
#14456 posted by Naitelveni [91.153.6.110] on 2017/01/14 00:23:46
http://imgur.com/a/p6jZt
From this screenshot you can see how i light my maps, hundreds or thousands of low emission lights that i tweek after i have vised my map, i move them change the values, and its difficult. How do the Pro's create lighting in maps?
 #14456 While Building It
#14457 posted by mfx [78.55.120.192] on 2017/01/14 00:32:05
compile often. take your time and compare diff setups.
in the end you will get a feel for it.
 Lights
#14458 posted by Bloughsburgh [71.61.61.77] on 2017/01/14 00:43:04
I am not a pro but try this out:
Place a point light near a light source texture with:
light: 400
wait: 3
After that, test your map and you should notice that the light sources appear to be the source of light.
Now add some fill lighting around dark sections of your map (Darkness and shadows are important so don't go crazy!)
Light: 100 - 200
Delay: 5
*Keep in mind these are just numbers, you'd have to adjust and play around to get to where you want to be*
That should give you a good start. There are many different advanced techniques and better ways to do things depending on the situation but try that out! Like MFX said, you'll just get a feel for it after testing things.
#14459 posted by Naitelveni [91.153.6.110] on 2017/01/14 02:23:35
ok! :)
 Light Me Up
#14460 posted by [78.55.120.192] on 2017/01/14 03:54:59
Enlightning Techniques for the masses.
I found this Sock mail i think it is helpful for you:
* Never place symmetrical light sources in a room
* Never use global ambient light, learn to light maps properly
* Place strong light source first before placing additive fill lights
* If a room lacks strong shadows, tone down fill lights
* Consider shadow area contrast when placing source lights
* Understand the advanced features of wait/delay
* Try to keep light/wait values consistent for light source types
* Always sync light entities to actual light sources
* Always Illuminate the primary path
* Light Flicker (style 1) can be useful for focus in a room
* Play with up lights for ceiling detail focus
* Lights can use mangle/angle parameters for directional spotlights
* Lights should always create interesting shadows
* Place strong lights for large shadows, fill lights to soften the edges
* Switchable lights are perfect for creating dynamic detail
* Place identical light sources at the top and bottom of platforms so that when the platform is in both positions it looks right for the light source
Got it? Good.
 Imma Need To CTRL-C/CTRL-V All That
#14461 posted by Mugwump [80.215.247.38] on 2017/01/14 07:44:38
Great tips, guys, thanks! And Eric, thanks for the workaround.
#14462 posted by Mugwump [80.215.247.38] on 2017/01/14 07:46:13
Understand the advanced features of wait/delay
These are a bit cryptic. Is there a tut somewhere?
 Cryptic How?
#14463 posted by xaGe [208.105.136.99] on 2017/01/14 07:49:54
 Those Are Good Tips
#14464 posted by xaGe [208.105.136.99] on 2017/01/14 07:54:42
For the less experienced designers.
 Not Easy To Understand
#14465 posted by Mugwump [80.214.64.194] on 2017/01/14 07:59:09
I gather they have something to do with how far the light reaches and its intensity at the source, but I need to learn how they work.
#14466 posted by skacky [90.0.64.110] on 2017/01/14 12:39:22
 <3 Necros...
#14467 posted by distrans [122.150.31.241] on 2017/01/14 12:50:38
...hehee
 Thanks Skacky!
#14468 posted by Mugwump [80.214.71.207] on 2017/01/14 12:55:41
Makes more sense now. Bookmarked.
#14469 posted by Rick [75.65.153.192] on 2017/01/14 18:48:56
#14470 posted by Mugwump [80.214.112.157] on 2017/01/14 19:59:06
Yes, I already had this pic, but it's not as clear regarding which param does what as Skacky's link. Plus, it doesn't showcase all scenarios. It's still a good immediate reference, though.
#14471 posted by Mugwump [80.214.76.196] on 2017/01/14 20:03:53
If there is a way to edit the first post in a thread, this kind of useful stuff should be "stickied" in the mapping help OP.
#14472 posted by Rick [75.65.153.192] on 2017/01/14 21:35:19
Yes, it could be better, but the top two rows were all I actually made it for.
Notice how the appearance changes with light constant and only delay changed. Then below that the delay is the same but light value is changed. It allowed me to see what those parameters did.
I would actually urge mappers to build a similar map for themselves. Some things are more easily seen if viewed in game, such as just how ridiculously far one light can extend using delay 1.
 14460
#14473 posted by Naitelveni [91.153.6.110] on 2017/01/15 14:58:27
this is good stuff, i've been playing around with the "wait" value and it makes things alot simpler, i no longer place a million lights.
#14474 posted by Newhouse [109.240.124.34] on 2017/01/15 15:30:28
That light test game screenshot, is it using white textures? I want to create own and test different sized room etc.
About this fill lighting, it is not intended to come from "real" light sources (like lamps, flares, fire etc.) But doesn't it look weird if there is bright random ball shaped lights in every corner. How do you blend fill lights professional? Don't know is it possible to give certain areas minlights (well func_wall, maybe it is possible to give the other funcs too). Then again, what is good minlight value even, 25,50,75,100?
Seems like this requires a lot or trying.
#14475 posted by onetruepurple [37.8.230.53] on 2017/01/15 15:32:18
Then again, what is good minlight value even, 25,50,75,100?
0
 Minlights
#14476 posted by madfox [84.84.178.104] on 2017/01/15 15:33:51
are very pronounced.
A -40 light can dim parts of light 300 to black.
#14477 posted by Newhouse [109.240.124.34] on 2017/01/15 15:36:44
So it seems like answer is.. never use fill lights if possible?
#14478 posted by Kinn [86.131.182.165] on 2017/01/15 15:59:18
But doesn't it look weird if there is bright random ball shaped lights in every corner.
That's not what "fill lights" are.
Fill lights are low brightness and designed to lighten shadows, simulating ambient or bounce light. Before ericw implemented procedural bounce, they were used liberally.
So it seems like answer is.. never use fill lights if possible?
Never use minlight if possible. Minlight is ugly and flat. Fill lights are good. Although now with the bounce functionality, they might not need to be used so much, I haven't really tested the new bounce stuff out though.
 Madfox
#14479 posted by Kinn [86.131.182.165] on 2017/01/15 16:02:51
You seem to be talking about "negative light" - that's not "minlight"
#14480 posted by onetruepurple [37.8.230.53] on 2017/01/15 16:09:41
Minlight = "minimum light" =/= "minus light"
#14481 posted by Rick [75.65.153.192] on 2017/01/15 18:13:44
Newhouse,
Those are not textures in the screenshot. That is the actual lightmap. You switch it on and off in game using the console command r_lightmap as seen in the picture.
You can also bind a key to toggle it on and off in your autoexec.cfg
#14482 posted by Newhouse [109.240.89.169] on 2017/01/15 18:42:31
@Kinn
Thank you, so fill lights are okay.. I assume I need to start using them in a darker areas. I know they aren't as bright as main light if set to be weaker, what I tried to ask was "how to make it blend well together with main lights / be smooth) what delay is good for fill lights?
@Rick
Thank you. Really didn't notice that it was just the lightmap (I must be blind).
#14483 posted by dwere [158.255.177.159] on 2017/01/15 18:48:23
It's not like there'd be any difference between lightmapped white textures and displaying the lightmap directly.
 Screenshots
#14484 posted by adib [192.228.144.250] on 2017/01/15 18:56:57
Maybe it's too late to complain, but where are the screenshots? This is becoming another mapping help thread.
 Boom! Screenshot From My Latest Project
#14485 posted by Naitelveni [91.153.6.110] on 2017/01/15 22:33:05
http://i.imgur.com/uSLqXZD.jpg
playing around with lights, color blends, wait values shadows and highlights...
 Nait
#14486 posted by FifthElephant [178.109.188.137] on 2017/01/16 00:12:39
That looks interesting. I'd recommend a bit more texture variation but that's about it :)
 @Naitelveni
#14487 posted by Newhouse [109.240.89.169] on 2017/01/16 02:27:11
It looks good just the way it is, just keep playing around with lights and it will turn out great*
 Neato
#14488 posted by Mugwump [90.24.132.82] on 2017/01/16 04:25:25
But yeah, I tend to agree with Fifth.
 Yuip.
#14489 posted by Shambler [88.111.214.216] on 2017/01/16 11:36:20
What Fifth said, good and bad.
 I Like That Lighting
#14490 posted by nitin [220.244.163.153] on 2017/01/17 06:02:00
 Re:Lighting Info
#14491 posted by oGkspAz [196.210.11.178] on 2017/01/17 17:55:43
(It's been a while)
Lighting has been an issue for me as I haven't really experimented at all.
Having read https://shoresofnis.wordpress.com/guides/lighting-basics/ &
https://spawnhost.wordpress.com/2012/03/14/quake-1-lighting/ I found I kinda get the basics but pages like the abovementioned http://quaketastic.com/files/LightTest.jpg
and especially the images on http://ericwa.github.io/tyrutils-ericw/ are exactly the kind of things that I've been looking for to better understand what to do where.
 Is That
#14492 posted by Qmaster [70.195.87.244] on 2017/01/17 18:24:30
A red sky in the back naitel?
#14493 posted by Naitelveni [91.153.6.110] on 2017/01/17 21:40:03
its a skybox from AD, i had a difficult time on thinking about the surroundings, its still a working progress, i was thinking about building structures in the background... we shall see...
 Perhaps A Lighting Tips Thread?
#14494 posted by dumptruck_ds [168.161.192.15] on 2017/01/18 01:44:17
Especially since this is evolving a bit as compilers add features like phong etc.
Also re: #14455 ericw that's a very cool feature. I've used surface lights a lot, being able to tweak them is going to be great moving forward.
 @Nailtelveni
#14495 posted by R00k [136.63.99.153] on 2017/01/18 04:37:26
http://imgur.com/uSLqXZD
lighting is smooth as butter!
 Just The Quick Question
#14496 posted by Newhouse [188.238.92.142] on 2017/01/19 13:07:14
How is the lighting looking? These are going to be default lights, then depending on situation there will be lights from other sources too. But making sure that if I create darker places, there is still enough light to navigate without problems.
https://drive.google.com/file/d/0BwxYkKdSD855MVpBU25EVHVvRzQ/view?usp=sharing
#14497 posted by Bloughsburgh [75.151.243.225] on 2017/01/19 13:11:38
Looks really good man, I admire the amount of pre-planning you do for your creations.
The light in the glass looks really nice. Everything else looks good too.
 Looks Good To Me.
#14498 posted by Shambler [88.111.214.216] on 2017/01/19 13:50:45
 @Bloughsburgh @dumptruck_ds
#14499 posted by Newhouse [188.238.92.142] on 2017/01/19 13:57:23
Thank you! These are elements that should have that consistency, especially moving platforms. I don't want to make peoples life harder than what it already is. My retro jam 8 map was a mistake in that sense.
Thanks to dumptruck_ds for helping me with door lights. I'm planning using them for doors that has lights attached (larger doors). I want to give different doors different purpose when to use them in a scene. Larger doors are like the biggest goal (depending on the scene), and also has this wow light effect. Giving a little reward for the player in a mental state. Then every larger door also opens slower than smaller ones, but I really need to play with timing, since players don't want to wait too long (yeah, it is a big deal, just come on open already).
Glowing window(s) is kind of.. focus point(s), where player immediately looks at, because it has the strongest contrast in brightness compared to other elements.
#14500 posted by Newhouse [188.238.92.142] on 2017/01/19 13:58:28
Correcting typos.. retrojam6*
 Naitel And Newh
#14501 posted by adib [192.228.144.250] on 2017/01/19 14:37:13
Naitelveni since you're already nailing it, I would go further and dare more contrast. Backup your work and light up this lava, make it look hotter. You could try a little stronger and darker sky light as well. And I would choose a skybox that matches the color you chose for the sky light.
Newhouse, it looks great, but don't you think the doors should have light fixtures? Maybe the doorway could have a texture like this one you used on the open door.
 @adib
#14502 posted by Newhouse [188.238.92.142] on 2017/01/19 15:13:09
Sorry I'm still noob with these lighting techniques, what is light fixture? I just placed on back and front these delay 0 lights to high-light them a bit.. also I tried that surface lighting, I put on sides of doors surface light textures and they worked tbh. If light fixtures will look better, then I gladly would like to try them out.
Also that glowing window used surface lighting.
 Newhouse
#14503 posted by adib [192.228.144.250] on 2017/01/19 15:28:03
A light fixture is a lamp, for example. What I mean is: your light is more believable if it looks like coming from a source. The surface lights you made are perfect: it's lamp textures "emitting" those lights. That metal plate full of little spots make perfect sense. But when I look at the doorways, where is this light coming from?
 #14494
#14504 posted by onetruepurple [37.8.230.53] on 2017/01/19 15:48:47
I wanted to do a lighting thread for a while now, I have an idea for it but I'll have time in a month or so.
 @adib
#14505 posted by Newhouse [188.238.92.142] on 2017/01/19 16:16:29
Yes, indeed I didn't use this door light logic yet in that scene. But basically I will turn on lights when door opens. It will not be as pretty as in modern sci-fi bases, but at least something. I have couple ideas how to make it look natural yet cool (we will see).
Also I added couple lights inside those slots where doors goes in when opened, I wanted them not to be pitch black.. maybe I just need to turn down values a bit.
Of course for some doors I will add extra lamps in front and back. But it really depends on the scene I will set up.
 Hc1beta: "implo1t Dys3ngage" Beta
#14506 posted by hexcalk [24.23.19.48] on 2017/01/21 22:49:23
So finally, I just have this map almost complete. It has Daikatana textures and is Japanese-themed.
Here is the Quaketastic download link: http://www.quaketastic.com/files/single_player/maps/hc1beta.bsp
 Remainder
#14507 posted by hexcalk [24.23.19.48] on 2017/01/21 23:07:30
The skybox in hc1beta is from ikbaseq3.
 Hc1beta Screenshot:
#14508 posted by hexcalk [24.23.19.48] on 2017/01/21 23:15:31
#14509 posted by khreathor [78.88.31.219] on 2017/01/21 23:23:00
Map is super bright and textures have fullbright pixels. You should fix this.
Map need some balancing for sure and exit portal :D
Other than this it feels like Shadow Warrior :D
I have a demo if you want.
 Yes, Demo, Yes.
#14510 posted by hexcalk [24.23.19.48] on 2017/01/21 23:31:50
Demos are accepted, khreathor. :D
#14511 posted by khreathor [78.88.31.219] on 2017/01/21 23:50:00
 @hexcalk
#14512 posted by khreathor [78.88.31.219] on 2017/01/22 00:51:56
Please redownload this demo zip. I'm an idiot and I packed bsp instead of a demo... but link is fixed now.
 @khreathor
#14513 posted by hexcalk [24.23.19.48] on 2017/01/22 00:58:27
Okay. Now I redownloaded "hc1beta.zip", and the demo file's there. Good.
 @khreathor
#14514 posted by hexcalk [24.23.19.48] on 2017/01/22 00:58:27
Okay. Now I redownloaded "hc1beta.zip", and the demo file's there. Good.
 I Almost Died An 'asian' Jam
#14515 posted by FifthElephant [82.21.157.236] on 2017/01/22 01:31:47
but I thought egypt was a bit more accessible. Nice work though.
 @hexcalk
#14516 posted by DOOMer [95.73.245.70] on 2017/01/22 10:38:00
Please relight your map. It is very bright :(
And add some ammo and item_healt in the area around the "pyramid". Please some
 @DOOMer
#14517 posted by hexcalk [24.23.19.48] on 2017/01/22 10:48:15
Now I uploaded hc1, and I will reupload it to add ammo and health to that area.
 Hc1 Reuploaded
#14518 posted by hexcalk [24.23.19.48] on 2017/01/22 12:09:46
hc1 was reuploaded one hour ago. Thanks for your patience.
 Pixely Portals Provide Passage To Peculiar Places
#14519 posted by killpixel [174.48.226.83] on 2017/01/23 01:56:15
#14520 posted by Bloughsburgh [71.61.61.77] on 2017/01/23 02:34:38
Awesome!
This is good stuff coming from you man.
 Premature Presentation Of Pixels Proves Preposterous
#14521 posted by killpixel [174.48.226.83] on 2017/01/23 04:06:19
light rays now reveal teleport destination
@Bloughsburgh - thanks! I wasn't happy with my previous portal tests and I've been meaning to tinker with some particular shader stuff, so this was a good way to kill a few birds with one stone.
#14522 posted by dwere [79.139.145.228] on 2017/01/23 04:09:50
This is some purdy stuff.
Is it going somewhere or are you just experimenting at this point?
 Thanks Dwere
#14523 posted by killpixel [174.48.226.83] on 2017/01/23 04:27:55
immediate goal, get stuff working. long-term goal, a game.
 Nice Torches
#14524 posted by khreathor [78.88.31.219] on 2017/01/23 04:43:18
 @killpixel
#14525 posted by Shamblernaut [121.45.238.31] on 2017/01/23 06:59:07
Thanks for showing us how "modern" effects can blend nicely with a "retro" feel.
what you're doing shits all over modern effects on classic maps.
see: https://icculus.org/twilight/darkplaces/screenshots.html
Thanks man, looking forward to whatever you end up releasing with this engine / mod.
 Shit's Lit, Fam
#14526 posted by Pritchard [110.148.118.214] on 2017/01/23 10:02:17
This is where I'd like to see indie games go in the next few years. The kind of tasteful fidelity that is offered by modern effects, blended with the aesthetic of "crunchy pixel art" and low polygon counts.
If I ever made a game, that's how I'd make it look.
 Cool
#14527 posted by topher [201.253.131.77] on 2017/01/23 15:52:12
also, that light inscriptions in the walls looks like the gates of moria (LOTR).
cool stuff with those light rays
i want to see something like this too. but that looks really hard to do.
http://www.psychicsuniverse.com/sites/default/files/styles/250x250/public/stained%20glass.jpg
 Re: #14526
#14528 posted by starbuck [80.169.94.194] on 2017/01/23 16:24:27
Well said! I agree completely.
This aesthetic is so appealing. The low-fidelity abstracts things to the point where your brain is forced to read between the lines a bit. When things are crystal clear, it's almost impossible to suspend disbelief... I've spent 20 or more years playing games, and like most of us, i know what particle effects and skyboxes look like, and can spot the polygons in the highest polycount models.
But reduce the resolution and render fancy effects in software, and it's so much harder to figure out how the scene is created. I can't see behind the curtain so easily with this, and that subtle haze, that slight mystery makes the world so much more engaging. So great work so far! Really excited by this project.
 Thanks For The Feedback!
#14529 posted by killpixel [174.48.226.83] on 2017/01/23 22:12:14
@khreathor - thanks!
@Shamblernaut - I appreciate that. Those shots are a good example of what I'm trying to avoid. Funny, it's the same engine, same code, same tech. It really isn't about the tools, but how you use them.
@Pritchard - I agree, I'd like to see more stuff like this.
@topher - The doors of Durin were certainly an inspiration. That and Wayne Barlowe's work is what I drew from when designing those. I was slightly annoyed when a Doom4 gameplay trailer released and revealed the keyed hell doors that look very similar. Oh, well. Regarding the light rays: it can be done. I did some stained glass tests a year or two ago and it looked pretty good. Rays are easier if they're right angles. In half-life ep.2 they did angled rays like the ones you linked and they looked pretty darn good.
@starbuck - I think you hit the nail on the head. I liken the pixelated look to reading a book: a book gives you key information and a general outline but allows your imagination to do the rest. This makes the world so much more rich and interesting and gives the reader (or player) a certain authorship of the world they're in. It seems that the closer we get to the uncanny valley the less immersive and engaging the world becomes. What you described is a core concept of this project.
 New
#14530 posted by Naitelveni [91.153.6.110] on 2017/01/24 20:22:37
 Cool Stuff
#14531 posted by Bloughsburgh [75.151.243.225] on 2017/01/24 20:46:26
That looks rather unique with the mash of textures.
 Socks Dreams
#14532 posted by my friendly xenomorph [78.55.225.97] on 2017/01/29 01:18:36
 Oh My Word
#14533 posted by starbuck [86.136.237.67] on 2017/01/29 02:23:39
that first shot is stunning!
 #14532
#14534 posted by sevin [75.183.57.98] on 2017/01/29 03:27:50
Holy shit.
 Nice Quoins
#14535 posted by killpixel [174.48.226.83] on 2017/01/29 05:15:18
looks great!
 Jesus Christ
#14536 posted by nitin [220.244.163.153] on 2017/01/29 05:33:08
mfx!
 Nitin
#14537 posted by my friendly xenomorph [85.180.170.190] on 2017/01/29 07:24:47
sock made it, i just posted them here
 Still Wow
#14538 posted by nitin [220.244.163.153] on 2017/01/29 08:54:47
#14539 posted by onetruepurple [37.8.230.53] on 2017/01/29 09:40:20
Screenshots of unplayable "maps" should go into Inspiration & Reference.
 You Should Go Too
#14540 posted by [85.180.170.190] on 2017/01/29 09:53:53
little otp
 Holky Fuck
#14541 posted by Kinn [86.131.182.165] on 2017/01/29 10:12:06
#14542 posted by Kinn [86.131.182.165] on 2017/01/29 10:13:46
It's like what Quake 3 should have looked like if Quake 3 had art direction.
 You Are A Fuckface Mfx
#14543 posted by onetruepurple [37.8.230.53] on 2017/01/29 10:34:41
#14544 posted by Kinn [86.131.182.165] on 2017/01/29 10:44:59
"every brick is at least one brush" is the new "every brick is a brush"
No but seriously otp, what makes you think it's unplayable? Looks fine to me.
#14545 posted by onetruepurple [37.8.230.53] on 2017/01/29 11:10:45
The fact that sock said "it's not a playable map" on Twitter.
 Oh Right
#14546 posted by Kinn [86.131.182.165] on 2017/01/29 11:59:16
#14547 posted by FifthElephant [213.205.253.205] on 2017/01/29 19:14:57
I suggested that he make a story driven map. AD certainly has the tools for that style of map.
 Mfx
#14548 posted by madfox [84.84.178.104] on 2017/01/29 20:36:04
with that cruel stories about metal caches and corpses that were moleshed with rasping flesh cutters and fired daggers and examples of foto's of cathedrals after making them first in quake scaring the hell out of me.
 Something Like Firetop Mountain
#14549 posted by generic [67.235.193.60] on 2017/01/29 20:44:40
Would be cool...
 OTP
#14550 posted by [77.180.218.158] on 2017/01/31 18:09:02
you are the bigger fuckface, can we agree?
Didn't want to twiddle your knobs that bad, your screenie looks rather nice. I once played around with those textures myself, maybe i send you my extended textures of stone1_7 one day ;)
No beef here dude. I love you and you know it.
#14551 posted by Naitelveni [91.153.6.110] on 2017/01/31 18:21:59
Socks map looks cool! :)
 Feedback And Advice Requested
#14552 posted by Shamblernaut [121.45.238.31] on 2017/01/31 19:53:12
Hey guys. I've been messing with my retrojam5 map lately, trying to make it into something more playable.
I still need to make the lighting better (removing leaks too) and tweak the encounters and ammunition. I also need to do some detail geometry in the "outside" area to cover the ugly rooms below.
I need some opinions of the gameplay thusfar. I also need some suggestions with what to do with the "blue room" in terms of encounters and the starting area in terms of aesthetics.
dropbox link to zip file:
https://dl.dropboxusercontent.com/u/108695968/rj5_shamblernaut.zip
Thanks in advance :)
-Snaut
 Almost Finished Map
#14553 posted by RedMisao [181.121.147.39] on 2017/02/03 15:54:32
Hello everyone, newbie here.
I've almost finished my first map (www.quaketastic.com/files/libraryA_almostcomplete.zip) and wanted to share it.
It uses knave textures and needs Quoth 2.2. It also has the custom sky (is it called like that?) from ericw "etacarinae".
It's compiled with vis fast and light extra, tested on Fitzquake 0.85 and I believe all of the bugs are fixed.
Suggestions, critics and opinions welcome.
#14554 posted by khreathor [91.217.18.31] on 2017/02/03 16:10:12
We need screenies first!
#14555 posted by RedMisao [181.121.147.39] on 2017/02/03 17:46:01
 Cool
#14556 posted by Bloughsburgh [75.151.243.225] on 2017/02/03 18:10:18
Love the outdoor space views!
 That Has A Lot Of Potential.
#14557 posted by Shambler [88.111.202.28] on 2017/02/03 18:33:51
Looking at the shots, good structures and design, perhaps an over-reliance on book textures tho. Keep it going man!
 RedMisao Feedback - Spoilers!
#14558 posted by Preach [82.46.16.57] on 2017/02/03 21:59:57
Hi Redmisao, had a playthrough, and some suggestions followed by the bits I really liked.
First, try running your map with developer 1 to get the debugging messages. There are a few items which fell out of the level. There's also a Quoth specific message "X has spawnawake flag without teleport flag" which I should explain so that you won't worry about it. When you make a teleporting monster using the spawnflags, you lose the ability to trigger it to wake it up. The spawnawake flag fixes that, it really means "wake up when you are teleported". So it does nothing if the monster isn't teleported in. Does no harm either though.
Where you have the nailgun right now, it's too easy to miss. Not having it makes the double shambler fight nasty, and eventually you run out of shells and need to find it to progress. If you can put something else down there as a reward for exploration (a bunch of early rockets?), and put the nailgun somewhere unavoidable, I think that would be best.
I found two secrets, and one was the yellow armour. My trouble with that secret was that you can't discover it until right after you just picked up a fresh green armour, so that goes to waste too easily. Perhaps the green armour could be on a different floor in the area?
In that same areas, on the ground floor where the 45 degree wall meets the floor, there's a gap between the floor tiles and the trim where you can see the skybox (If you can't find it I'll post a screenshot of where)
Did you mean to have a trigger_drolejump for the first drole? I was seriously expecting one! He just stayed up on his sniper balcony, even when he was enraged. Maybe it could be skill setting controlled?
While I didn't actually miss either of them, I worry that both the silver and gold doors are very well obscured by the rooms containing them. Is it possible to open up the obstructing geometry a bit so they are really obvious to a player exploring the map first time? They are the most important landmarks for progression so you can't afford anyone to not see them.
Around about the point I was opening the silver key door, I found myself wishing I could turn health packs into shell crates. A few more of the latter and few less of the former!
The ending was quite abrupt, I was admiring the view from your last screenshot and suddenly I was whipped away to the scoreboard.
I thought that there was a nice 45 degree angle motif going through the map, the vore-filled room being the best example of that. Any place you can add a bit more of that to would be great.
I thought this map did a good job of showing you spaces you'd like to go to before you can access them. You could see the second floor atrium of the lava-ogre-ambush room, before you could get there you saw through the grates into the vore-pillar room, then when you get to the former you unlock the latter.
My favourite combat in the map had to be the arena below the gold key door. What I thought worked really well was the way that naturally you had less and less cover to work with, and less and less armour and ammo (but never too little) - kept it ramping up nicely.
Cool stuff, look forward to the final version!
 Redmisao
#14559 posted by FifthElephant [82.21.157.236] on 2017/02/03 22:39:26
Map looks cool. Will look at playing it if I get time
#14560 posted by RedMisao [181.121.147.39] on 2017/02/04 00:52:33
 The Long Room
#14561 posted by Preach [82.46.16.57] on 2017/02/04 22:15:34
Cool, I'd only suggest adding a trigger with a message saying something along the lines of "Enter the long room to complete the level". That way, people who like to go back at the end of a map to find the secrets they missed know that now's the time.
 Hc3 In Development.:
#14562 posted by hexcalk [24.23.19.48] on 2017/02/09 09:06:36
I have (since the release of hc1extndagain) been working on a new Quake map. It is called hc3, and it will use sock's tp-industrial.wad. Guaranteed quality assurance there will be curved walls and a unique aethestic.
Screenshot (Quaketastic): http://www.quaketastic.com/files/screen_shots/hc3devlop.png
#14563 posted by negke [31.18.51.150] on 2017/02/09 17:32:44
Tony Hawk Pro Skater?
#14564 posted by Bloughsburgh [75.151.243.225] on 2017/02/09 17:38:56
Tony Hawk Pro Skater?
Holy shit.
I never saw that texture wad used before so that's something to consider. Thanks for your assurance on quality curves...we all love them curves.
 Looks Decent.
#14565 posted by Breezeep_ [108.53.84.156] on 2017/02/09 18:54:59
But lighting could use some adjustment.
 Tony Hawk's Pro Skater.
#14566 posted by hexcalk [24.23.19.48] on 2017/02/09 22:55:52
I did play the Tony Hawk's Pro Skater video games back in the 2000s, they were fun. The Warehouse level in the first 1999 installment bears similarities to this custom one for Quake (hc3). For example, the industrial light fixtures of the room shown in the hc3devlop screenshot here look close to the metal columns from the walls of Warehouse.
 Plastic Coated Keyboards
#14567 posted by sock [200.45.126.1] on 2017/02/19 18:46:55
"Unfortunately my only remaining connection to this community is reduced to 15 minutes every month or so to drool over some Sock screenshots and sigh over what once was!"
More Stuff for Tronyn!
 Less Harassing Tronyn, More Releasing That Map!
#14568 posted by Shambler [88.111.202.28] on 2017/02/19 20:03:53
 Wow (gets Plastic)
#14569 posted by Tronyn [50.71.103.250] on 2017/02/19 20:59:04
Looks great Sock! As you know I particularly love maps which feature both the inside and outside of a large medieval structure. I'm hoping in a couple of months I'll be able to sink a lot more time into Quake and catch up on all the amazing maps I've been missing out on (haven't played AD or RRP yet, and those are just the start).
 Quake Content Mountain
#14570 posted by sock [200.45.126.1] on 2017/02/19 21:48:43
haven't played AD or RRP yet, and those are just the start
Wow, that is a crazy amount of new content to play, especially if you love hunting for secrets. It should also including the countless jam events that have happened since as well, as there are plenty of new mappers and styles to check out.
@Shambler, sorry that map was rubbish so I deleted it! I've made enough Quake content, don't need to release anymore! :P
 You Fud.
#14571 posted by Shambler [88.111.202.28] on 2017/02/19 22:35:50
I can't believe a map that looks like that, from you, is anywhere near "rubbish".
 Trying To Play Around With The Dark Contrast
#14572 posted by Newhouse [109.240.65.3] on 2017/02/20 18:11:02
 Dark Is The Word.
#14573 posted by Shambler [88.111.202.28] on 2017/02/20 18:51:47
Pretty sure there's potential there tho. The red style looks cool.
#14574 posted by Newhouse [109.240.65.3] on 2017/02/20 19:04:55
I have to lit up main areas well then, the town center itself is going to be a bit stylished and dark, but then again I will set up areas where actual fights are going to be.
 All Newhouse's Maps Are Dark, Like His Soul.
#14575 posted by khreathor [91.217.18.31] on 2017/02/20 19:07:37
 The Dark One
#14576 posted by madfox [84.84.178.104] on 2017/02/21 05:37:24
I took the balrog from the Ring trilogy and converted it for quake.
I'm just such a bad skinpainter, and I thought to use the lavaball for its faceless void.
 YOOUUUUU
#14577 posted by Tronyn [50.71.103.250] on 2017/02/21 05:51:33
SHAAAAAAAAALLLLL
NOOOT
PAAAASSS!!!
You on the other hand are awesome Madfox.
 That Could Be A Cool Boss
#14578 posted by brassbite [188.98.237.86] on 2017/02/21 06:41:13
It could be used in the new jam that is being discussed in general abuse
 Animating Skin?
#14579 posted by madfox [84.84.178.104] on 2017/02/21 09:10:18
I was searching for a way to transpose it to a statue, like in the hipnotic mod.
After changing the pauze code of the hellknight and adding a grey skin, the model didn't appear
in game. It looks as if the code is only awarded to the knight and hellknight.
Now I end up with a weird model I'm not sure the animated skin was possible.
 Whoa Cool
#14580 posted by Bloughsburgh [71.61.61.77] on 2017/02/21 11:49:03
Very nice madfox!
 Anyone Interested Playtesting?
#14581 posted by Newhouse [109.240.68.210] on 2017/02/22 10:24:53
I started this as a speed map, but then thought that I should actually finish this. So far I have play tested it with my friend, but I would like to know what you guys think about it.
It is on beta state, starting path about 50% percent done.
http://www.quaketastic.com/files/single_player/newhouse_runic1_beta1.zip
#14582 posted by Newhouse [109.240.68.210] on 2017/02/22 10:49:01
I need to add music to the next beta then, what would be a good track for these runic/maya type maps?
 Screenshots
#14583 posted by Newhouse [109.240.68.210] on 2017/02/22 12:39:48
 Looks Nice
#14584 posted by Bloughsburgh [75.151.243.225] on 2017/02/22 13:02:00
Metal Retro, liking the rafters above the lava.
 Looks Good Newhouse
#14585 posted by FifthElephant [213.205.192.148] on 2017/02/22 14:24:29
Will download the beta later
 Newhouse
#14586 posted by Barnak [69.157.188.22] on 2017/02/22 15:07:05
I played your map. Everything works well. My crittics :
1. Map too small. Not long enough. Need more exploration and discoveries.
2. Not enough geometrical details and architecture. The map feels too retro old-school to my taste.
3. Ambiance/atmosphere is weak.
4. I don't like the bones piles. They look fake.
 @Barnak
#14587 posted by Newhouse [109.240.68.210] on 2017/02/22 15:55:18
Thank you for your feedback. It is indeed made to feel like old maps without too much details.
1. It is second half of the start path. It is first beta, like I mentioned. I wanted to see is the beginning working before I start extending it more.
2. I can always add there more, but it has to follow some rules how I made these areas. It has to feel retro as much as possible.
3. I need to select good ambient track, adding possible ambient sounds, maybe considering using fog. For lighting I purely used delay 0 mostly, in couple parts I added delay 5 but I tried to prefer vanilla quake lighting as much as possible. I'm not experienced with that lighting style yet.
4. Bones indeed looks a bit fake, but personally I don't think it should look too real, always I could shape it differently.
 Madfox
#14588 posted by dwere [109.252.172.59] on 2017/02/22 21:16:22
Did you accidentally make a skin group?
There's a functionality in the Quake engine to continuously animate the model texture. Much like the frame groups work, except with skins.
 #14581
#14589 posted by Newhouse [109.240.111.227] on 2017/02/23 06:02:35
I meant by beta actually short alpha. I haven't been using these terms that much. Sorry I confused them.
#14590 posted by lpowell [64.85.226.50] on 2017/02/23 07:31:33
Nice work, looks like an E3 map with some unique details. I especially like the broken walls with the bones, but I have to agree that the texture looks odd used to stop up the doorways near the beginning. I would at least put a little more work into the shape of those blocks.
Gameplay seems fine, hard to judge based on the beginning of a map though. The traps I could go either way on, though I like how you used the crumbling pathway over the lava to signal to the player what would happen when they pushed the buttons.
All I'll add is that I hope you expand the map vertically as well as horizontally! id1 may not be filled with towering monstrosities but they worked with the z-axis for sure.
Demo: http://www.quaketastic.com/files/demos/nh_runic1_beta1_lp.dem
#14591 posted by lpowell [64.85.226.50] on 2017/02/23 07:31:59
That was a response to NewHouse, of course....
 @Ipowell
#14592 posted by Newhouse [188.238.127.254] on 2017/02/23 08:01:25
Thank you*
Yeah, I just quickly sealed map for "alpha" testing, those bone walls aren't going to be there, instead there will be other passage ways (possible non-lineary) and surely more stuff in layers in z-axis too.
Thanks for the demo as well!
 Hc3test: SurveylLance ZtateMent Beta
#14593 posted by hexcalk [24.23.19.48] on 2017/02/24 15:36:37
I think this iteration of hc3 is complete now. The full version will be available soon.
Quaketastic download link: http://www.quaketastic.com/files/single_player/maps/hc3test.bsp
 There Should Be A Beta Folder For This Stuff
#14594 posted by FifthElephant [31.82.175.57] on 2017/02/24 19:07:32
 Agree.
#14595 posted by hexcalk [24.23.19.48] on 2017/02/24 19:23:17
 Couple Of Thoughts
#14596 posted by negke [31.18.51.150] on 2017/02/24 20:45:24
I didn't play the map, just noclipped around.
Pleased to see it's sealed for a change! Don't really like the textures, but nevermind that. Picking up on my earlier Tony Hawk joke: much like a skate park is a playground for skaters, this map seems like a playground where you try different styles and architecture, which is good. Some interesting bits like the curved walls and the girders. Although the latter are used somewhat excessively in certain areas, you might want to break it up with other stuff for more varied visuals.
The lava texture is broken, you can see the tiles. Just use the standard Quake one, or better yet, something more in line with the (base-ish) setting like slime or water.
I think you should primarily focus on improving two things here:
- Lighting. It's very bright/flat and makes the textures look even more washed-out than they already do after the conversion. There are many (possibly too many) light sources next to each other -> experiment with lower light values or modify their attenuation (by adding "wait" key >1, provided more recent compilers are used; e.g. "wait" "2" halfs their range). Try to create contrast.
Also, be sure to run light.exe with -extra or even -extra4, at least when doing the final compile, in order to get smoother shadows. Currently, in some areas there are shadows with ugly jagged edges.
-Random monster setups. Like in your previous levels, there are rooms where you just threw in a random bunch of monsters and items, simply to fill the space it seems. While this can work in certain circumstances, more often than not it feels weird and doesn't play into a map's atmosphere. Try to create interesting encounters. For example, don't let the monsters appear all at once (standing around next to each other waiting for the player) rather than making them appear in waves, killing the ones in the lower part of the room makes some more rise up from a pit in the upper half, and when those are dead, the vore appears. Or something along those lines -> variation.
 @negke
#14597 posted by hexcalk [24.23.19.48] on 2017/02/24 20:52:11
Thanks. I'll go to TrenchBroom for the improvements.
 Got Drunk, Here's Screenshots
#14598 posted by Pritchard [121.214.149.10] on 2017/02/25 11:13:04
http://imgur.com/a/tkRX5
I'm a total lightweight, by the way. It's easy to get me off-balance.
If the screenshots in the album look really fucking dark, click on them to make them bigger. Even after the expanded view is shrunk back down they look a lot better.
 Uhuh.
#14599 posted by Shambler [88.111.202.28] on 2017/02/25 14:34:12
If the screenshots in the album look really fucking dark, click on them to make them bigger. Even after the expanded view is shrunk back down they look a lot better.
Weird, that actually works. Looks promising, good theme and the rocks in the last shot are real nice.
 Pritchard
#14600 posted by FifthElephant [82.21.157.236] on 2017/02/25 18:15:18
Looks good but I really think you need to use some brighter lights. I'm not saying make everything brighter but use spotlights or something.
 Pritchard
#14601 posted by Bloughsburgh [71.61.61.77] on 2017/02/25 19:19:13
I see you expanded on the rock stuff since the alpha :)
I agree with Fifth and it was an issue when I ran through the prototype, the source lights need to be more obvious...not brighter but more intensity.
Otherwise this is shaping up really nicely!
 Map Release: Leviathan Underworld Labyrinth Z
#14602 posted by Naitelveni [91.153.6.110] on 2017/02/27 01:40:45
Screenshot:
http://imgur.com/a/Aao5Z
Download:
http://www.mediafire.com/file/26rl2cg4bnlr9xu/LuLz.zip
Buildtime: 1h 30min
vistime: 60 sec
monster count: about 150
Type: ID1 map
Influenced by Hexcalk
I didnt want to post this as news because this map is really stupid and ugly, but its fun.
There is a demo in the folder if you are having difficulty with the map.
 On Other Stuff..
#14603 posted by Naitelveni [91.153.6.110] on 2017/02/27 01:57:10
 Uhhh, Sexy! Looking Forward To This!
#14604 posted by brassbite [94.217.17.196] on 2017/02/27 08:49:18
 Woah.
#14605 posted by Shambler [88.111.202.28] on 2017/02/27 10:20:10
That is shaping up great. The tech-castle combo is still a bit weird but the designs look very impressive. Nice one.
 Map Release: LuLz 2: The Revenge Of Z
#14606 posted by Naitelveni [91.153.6.110] on 2017/02/27 23:05:06
Screenshot:
http://imgur.com/a/yjPPM
Download:
http://www.mediafire.com/file/u8y08daj9vudp22/LuLz2.zip
Whos got the record for map releases within 24h? Sock zero naitelveni two! ;-)
Another trollish map, with about 200 enemies. about 5 minutes worth of gameplay with filthy quad runs that will make you drown in gibs.
buildtime: about 6 hours
Type: ID1
vistime: 2 minutes
 Awesome Job
#14607 posted by lpowell [64.85.226.50] on 2017/02/28 20:25:48
First time I've played a map that crashed due to stack overflow.
 Ipowell
#14608 posted by Naitelveni [91.153.6.110] on 2017/02/28 20:27:57
i didnt get any crashes, what is stack overflow?
I'd like to see some demos people playing these crazy maps.
 Demo
#14609 posted by lpowell [64.85.226.50] on 2017/02/28 21:44:51
http://www.quaketastic.com/files/demos/lulz2_lp3.dem
Gave it a few more runs. That particular error hasn't repeated itself, but I got other bugs while playing it. Note the fiend that glitches out in the demo! I think you may be running against some engine limits or something.
Anyway, I actually unironically like this map, and mean to record a full demo (can't promise 100% kills). It reminds me of Doom II slaughtermaps in a way. Savescumming your way through it would be a grind, but to play it through without saving you have to really think about the best route to take, the most efficient use of available powerups, etc. The demo I uploaded was the best of 6 runs, and my main problem was that I was hoarding rockets and should have used the quads on the lower level shamblers.
If you make more of these you should release them as a pack.
 Full Demo
#14610 posted by lpowell [64.85.226.50] on 2017/02/28 22:04:25
No weird glitches. Missed one kill somehow. Fun stuff!
http://www.quaketastic.com/files/demos/lulz2_lp4.zip
 Lulz2
#14611 posted by Barnak [65.94.235.121] on 2017/02/28 23:37:16
NOW THAT'S A FUCKING QUAKE MAP, TEXAN STYLE !
 Thanks For Playing Ipowell
#14612 posted by Naitelveni [91.153.6.110] on 2017/03/01 00:24:17
#14613 posted by Naitelveni [91.153.6.110] on 2017/03/01 00:25:18
haha Barnak, love the comment! did you try LuLz 1? its even crazier!
 Sm73_hrim_DLC
#14614 posted by Hrimfaxi [2.110.187.17] on 2017/03/02 13:41:30
http://hrimfaxi.dk/Basepics/sm73DLC.html
It started with a speedmap in 2005 so 12 years old!
Maybe it will be done in 6 to 7 years.
Maybe!
 Maybe 6 Or 7 Days??
#14615 posted by Shambler [88.111.220.190] on 2017/03/02 14:15:22
 #14614 - Noice
#14616 posted by Kinn [81.131.206.64] on 2017/03/02 14:23:20
Noice.
 Sweet Shit
#14617 posted by Bloughsburgh [75.151.243.225] on 2017/03/02 14:26:49
 Wow
#14618 posted by PuLSaR [92.241.15.106] on 2017/03/02 14:43:19
nice
 Nice
#14619 posted by DaZ [79.66.145.243] on 2017/03/02 15:39:24
I approve of those 2017 detail levels on the crates :)
But seriously, finish it :)
 Hrimfaxi
#14620 posted by Naitelveni [91.153.6.110] on 2017/03/02 17:51:34
Very nice!
#14621 posted by topher [186.153.250.16] on 2017/03/02 17:54:44
i unironically liked lulz1, more than lulz2
a quake slaughteramp! and it's fun!
now i want to make one too
 Topher
#14622 posted by Naitelveni [91.153.6.110] on 2017/03/03 00:44:00
go for it! im making LuLz 3 this evening and releasing it tomorrow
 Hrimfaxi...
#14623 posted by distrans [149.144.168.1] on 2017/03/03 04:02:03
...you make ID base look damned good.
 @Naitelveni
#14624 posted by hexcalk [24.23.19.48] on 2017/03/03 07:37:58
It is fitting that LuLz expresses the feelings I have for Peripheral Fundament (considering it's a joke map series "influenced by Hexcalk"). When I look back into hc0, I laugh at how insane and awful it is, which is what LuLz is trying to recapture. I've moved on to distancing myself away from problems in my Quake maps.
Your maps are great, by the way.
 Hexcalk
#14625 posted by Naitelveni [91.153.6.110] on 2017/03/03 14:20:59
I like HC0 because it was fast, short and brutal.
and thats where LuLz series gets its inspiration from.
ofc HC0 was unpolished but i dont really mind it.
HC3 had a much better level of polish and consistency in style.
 @Naitelveni
#14626 posted by hexcalk [24.23.19.48] on 2017/03/04 05:35:09
Where's LuLz 3? I enjoyed your LuLz maps positively, but you said you would release LuLz 3 one day after LuLz 2. Delays?
 Hexcalk
#14627 posted by Naitelveni [91.153.6.110] on 2017/03/04 12:50:02
im vising it at the moment! just a couple of minutes more! :D
 Map Release: Leviathan Underworld Labyrinth Z 3
#14628 posted by Naitelveni [91.153.6.110] on 2017/03/04 14:09:09
Screenshot:
http://imgur.com/a/CKT8u
Download:
http://www.mediafire.com/file/cl1kda6w453d2w6/LuLz3.zip
Buildtime:
on and off 3 days maybe real work done is 7-10h
vistime:
10 minutes
monster count:
300+
Type:
ID1 map
background story:
It could be said that the subject is contextualised into a postdialectic capitalist theory that includes consciousness as a paradox. If cultural nationalism holds, we have to choose
between postdialectic rationalism and premodernist dialectic theory.
P.s. Mapping in 2k17, shoutout to baker!
 Proper Download Link ?
#14629 posted by Barnak [70.26.249.102] on 2017/03/04 15:18:44
Naitelveni, is this the proper link ? That map was already released.
 Barnak
#14630 posted by Naitelveni [91.153.6.110] on 2017/03/04 15:34:13
i just clicked on the link and it is the proper one. Click it again!
 Naitelveni
#14631 posted by Barnak [70.26.249.102] on 2017/03/04 16:27:48
LOLMAO THIS IS PURE QUAKE MADNESS, TEXAN STYLE !
What a wind of fresh air (and pure monster ass smell) !
You should also put some love on the geometry itself. Better, modern style, architecture (sock style ?). Awesome geometry with a pile of 2000 monsters could be incredible,with full quad on and ligthning gun ! (was awesome in the zombie cave!)
 Barnak <3
#14632 posted by Naitelveni [91.153.6.110] on 2017/03/04 16:55:50
thanks dude! :D
I did put alot more effort into the geometry in this map, i should do a polished map with 300 monsters because the gameplay is alot of fun.
 Block.bsp
#14633 posted by mickmaus [85.179.35.130] on 2017/03/05 18:12:34
Heya, cross-posting this here from quaddicted. This is my first "complete" map meaning some challenge and an exit portal. It's really short, just a couple of fights and three weapons.
http://i.imgur.com/TWVNbzt.png
http://i.imgur.com/OWHXa1e.png
I realize my understanding of texturing is pretty off, still learning what they all mean out of context.
Block.bsp:
https://www.dropbox.com/s/axu3dw8way541yg/block.bsp?dl=0
 Your Understanding Of Texturing Is...
#14634 posted by Shambler [88.111.220.190] on 2017/03/05 20:53:58
...better than anything hexcalk will ever achieve. So that's something. Themes and designs look promising in both shots, keep at it man!
 Texturing?
#14635 posted by hexcalk [24.23.19.48] on 2017/03/05 22:30:07
Well, I've had a mixed reception overall with my maps, but "block.bsp" looks beyond what I could achieve so far.
 Texturing And The Grid
#14636 posted by Preach [82.46.16.57] on 2017/03/05 22:57:18
I'm sure that anyone who's tried to use it before will agree that the idbase texture set is an utter pain to use accurately. id themselves didn't set a superb standard at first.
However, the two step program is
1. Admit you have a problem
2. Sort it out
And you're half way there!
The bit that sticks out to me in that second shot is the big platform in the lower right, the textures are getting completely cut off around the edge. The thing that will make your life a lot simpler is having an appropriate texture in mind before you build a brush, and set your grid to multiples of the texture size. That doesn't help sort out existing problems though...
So what you need to be prepared to do is make modifications to the geometry in order to get the textures right. Try and find a more suitable floor texture. I suspect that no single texture will perfectly fit that space, in which case you may need to carve up the brush into more pieces. If you carved the inside rectangle where the texture tiles nicely into a separate brush, you could probably texture the leftover edges with a trim texture like tech04_3.
 Bilinear Texture Scaling
#14637 posted by mankrip [189.25.255.108] on 2017/03/06 01:38:36
 New Map
#14638 posted by Naitelveni [91.153.6.110] on 2017/03/06 21:25:30
Im taking a small break from mapping my tech castle, i want to get some distance so i have fresh eyes to see it with.
Now im working on a ID1 map.
Screenshots
http://imgur.com/a/pUjhN
 Cool~
#14639 posted by Newhouse [109.240.112.167] on 2017/03/06 22:12:59
 Nait
#14640 posted by Bloughsburgh [71.61.61.77] on 2017/03/06 22:33:13
You are a mapping machine lately! This all looks really awesome man! Keep that up will ya please.
 @Nait
#14641 posted by dumptruck_ds [168.161.192.15] on 2017/03/06 23:11:20
I love those yellow light columns and the wood and iron trim you have there. Looking good. I want to jump in there now!
 Doom3 Textures Once More
#14642 posted by mfx [78.48.252.114] on 2017/03/07 00:59:31
shipshot1
shipshot2_flat
shipshot3
Quaketastic seems to to have a hickup because of some outdated certificates and shit. IDC.
 Lets Try It Again
#14643 posted by mfx [78.48.252.114] on 2017/03/07 01:04:14
 Mind You, These Are Heavy WIP Models
#14644 posted by [78.48.252.114] on 2017/03/07 01:05:58
I'm not sure how to put it in my map atm, but only as misc_model or sth. We'll see, right?
 Lookin' Good Mfx!
#14645 posted by killpixel [174.48.226.83] on 2017/03/07 01:08:19
 Insane
#14646 posted by FifthElephant [82.21.157.236] on 2017/03/07 01:09:29
And I thought my space ship model was good... :P
 Yours Was Moving Around In The Map
#14647 posted by [78.48.252.114] on 2017/03/07 01:13:45
so yeah, yours is better..
For now.
 Wouldnt Be Terribly Difficult For Him To Do The Same
#14648 posted by FifthElephant [82.21.157.236] on 2017/03/07 01:22:30
although it was Eric who did that not me.
 Hmmm.
#14649 posted by mfx [78.48.252.114] on 2017/03/07 01:28:53
i know of the waypoints (path_corners) to change direction and movement. I need to talk to eric. But my ship has interiour to move in. So...
I plan to to have the player inside of it, which restricts me to linear movemovent, as in a func_train/door.
Or i do some magic with moving skip func_walls. IDK yet.
 Awesome!
#14650 posted by ericw [108.173.17.134] on 2017/03/07 01:48:27
The animation in tfuma was pretty easy to setup, just a bit of trial and error to get the right angles on the waypoints. The two func_rotate_trains (one for the solid and one for the glass parts) can share the same set of waypoints which is nice.
If the player can be inside while it's moving, I guess you could try func_movewall's (I've never tried them, not sure if they work with func_rotate_train?), or just make it a linear func_train..
 I'll Try My Best, Check Your Mails.
#14651 posted by mfx [78.48.252.114] on 2017/03/07 01:53:22
 Woah.
#14652 posted by Shambler [88.111.219.243] on 2017/03/07 10:35:26
 Hoi
#14655 posted by onetruepurple [37.8.230.172] on 2017/03/07 21:29:38
 Hi Jorg
#14656 posted by mfx [77.180.32.219] on 2017/03/08 02:56:19
Never expected to see you here.
#14657 posted by negke [31.18.51.150] on 2017/03/08 16:58:04
I thought it just was someone calling out Shambler for being a massive jong. Rightfully so, one might add.
 NewHell Mod
#14658 posted by Ruin [174.134.209.128] on 2017/03/09 08:17:43
Thanks to Preach's help with the blood splattering code, I'm happy to announce my first mod release.
It's called NewHell, and it's a single player mod with the goal in mind to make single player vanilla Quake gameplay more interesting.
http://www.quaketastic.com/files/single_player/mods/newhell.zip
This is a small, 3mb download.
It features basically tons of blood/gore improvements, along with additional weapon/monster animations.
I hope you don't mind that I've uploaded it to Quaketastic. If this is a problem please let me know.
Thank you.
 Good Stuff
#14659 posted by Pritchard [121.214.149.10] on 2017/03/09 11:05:55
Pretty neat, I found myself getting tired of the shell sound pretty quickly though. Also noticed that I could fire the nailgun while drawing it. Certainly interesting playing through a few levels with more "doom-like" guns.
 @Ruin Results Of Test On Quakespasm
#14660 posted by Kres [178.88.86.69] on 2017/03/09 13:17:40
I had to use 999 protocol because I quickly got visedicts > 512.
While testing on my map, when I shot the dog I got error:
ADD_F 1039(?) 1027(mid_bouyancy) 1.2 1040(?)
gyro_physics.qc : Gyro_RunPhysics_Bouyancy
gyro_physics.qc : Gyro_RunPhysics
gyro_main.qc : Gyro_R
The error isn't regular: I killed about 20 dogs before get it.
Hope this will help you to find bugs and glitches.
 @Kres
#14661 posted by Ruin [209.65.3.110] on 2017/03/09 17:06:40
If you had to kill a certain amount before getting it, I wonder if it is an overflow error.
Is your map available for me to test on quakespasm?
 Interesting Stuff Ruin
#14662 posted by FifthElephant [82.21.157.236] on 2017/03/09 19:43:27
the shotgun feels really fun to use in this mod.
 Ruin, #14658
#14663 posted by total_newbie [79.197.97.127] on 2017/03/11 16:39:07
Not my cup of tea (particularly not a fan of the changes to the weapons) but I appreciate the work you put into this.
In case you're interested:
Tested it briefly on some id1 maps (using Quakespasm 0.92.0 on Linux), and encountered missing textures on the following models:
The hurt/dead Ogre
The hurt/dead Rotfish
The gibbed heads of the Enforcer, Death Knight, Rottweiler, Fiend, Vore and Shambler -- basically all monsters except Zombies and Grunts (and Rotfish and Spawns, obviously, since they have no head models).
Examples of what I mean:
Fiend and Death Knight heads
Dead Ogre
When I activate noclipping, my forward key (mapped to "w") is stuck until I press jump (spacebar); then I can move around normally. Not an issue during normal play, but odd and somewhat annoying nonetheless.
Also, any reason why you included a config.cgf in the download? It messed up my video settings. Most of my other settings were the same as in the config file anyway -- but they could have been different, which would have made it even more annoying. I mean, it's not hard for me just to delete it, but it seems like a good way to scare off potential players of your mod (e.g. people who don't know what a config file is or does, and will just see their settings changed and decide not to bother anymore with the mod).
#14664 posted by total_newbie [79.197.97.127] on 2017/03/11 16:42:55
Oops, forgot to list the gibbed Ogre and Knight heads -- their textures are also missing.
 Including A Config.cfg Is A Cardinal Error In Releases
#14665 posted by negke [31.18.51.150] on 2017/03/11 16:53:44
Several other errors:
- The weapon models don't show on Winquake. Not that it would be very playable anyway due to excessive packet overflow.
- The weapons generate "NAN velocity on edict #, muzz, progs/s_explod.spr" warnings on every shot.
- When switching weapons, there are "No such frame 13 ('shot1', 13 frames)" warnings.
- Most of the head gib models reference the wrong skin number as total_newbie says. The default skin is 0, not 1.
 @total_newbie, @negke
#14666 posted by Ruin [108.197.121.196] on 2017/03/13 02:18:42
I need to obviously do testing on more engines. Quakespasm and Fitzquake seem to be the most popular.
Right now, I'm using Darkplaces (I know I know) which seems to be a very forgiving engine as it didn't list any of the errors that are mentioned in your comments. So not ideal for bug testing.
What I've worked on since the initial release is cutting the amount of blood splats, and adding more splats to the model itself. This should help eliminate a lot of the packet overflow errors.
I was aware of the missing skins on Quakespasm, but kind of at a loss on how to fix it. I'm not a very good coder.
I've known releasing a mod with a cfg is a big no-no, I just forgot to delete the automatically generated one.
So yeah, like I said, I will definitely need to test on other engines.
 Lost Colony - Arrival Alpha
Hello all, been a while. I've been going through old files and found the bits of my Quake projects that survived my harddrive crash years ago (which stopped me mapping because I had most of an episode blocked out and playable and lost 90% of it because backups are for sensible people).
http://i.imgur.com/8BODDCt.png
http://i.imgur.com/uHYsQV3.png
http://i.imgur.com/aK9o69N.png
http://i.imgur.com/xpGuzmh.png
http://i.imgur.com/qW5cHOd.png
http://i.imgur.com/xUfzoNx.png
http://i.imgur.com/0hNvIIH.png
http://i.imgur.com/Iakz4nj.png
Gameplay is a little different from normal Quake. Bits of it are a little Half-Life inspired with scripted silliness and a linear layout, and it's got a fair number of arena fights too. It is playable from start to finish, if you want to try it:
https://www.dropbox.com/s/fdpeclsqdowij7m/ZqfLostColony.zip?dl=0
Start on zqfarrivalintro
Monsters: 247/291/490
Secrets: 11
Notes:
> Requires Quoth 2 and limit removing engine blah blah blah
> There's a bit early on where some geometry doesn't have any collision for some reason. You need to jump/noclip onto a ladder.
> Lighting is awful, sorry. Feel free to throw the lit file in a bin and set it on fire.
> Hard difficult is brutal and assumes you know Quoth monsters already. Easy/medium introduces them more slowly, and gates you less aggressively.
> Map will auto save to 'zqfcheckpoint'. Probably something to ditch.
> It's full of little filler moments where two monsters attack you when a door opens. Somehow I didn't notice just how many times it does that.
> Negke, you've played this version already so feel free to ignore it :p
Now I'm going to see if I can get Worldcraft working again.
 ZealousQuakeFan
#14668 posted by Ruin [174.134.209.128] on 2017/03/17 07:28:03
Looks awesome!
 Whoa
#14669 posted by Bloughsburgh [75.151.243.225] on 2017/03/17 10:30:26
Crazy screens you got there!
#14670 posted by Newhouse [83.145.195.16] on 2017/03/17 15:42:24
Insane looking in a good way~
#14671 posted by negke [31.18.51.150] on 2017/03/17 20:28:27
Do I remember correctly that the map source was lost? Crazy idea if it's the case: plug the missing bits and polish the barren/unfinished parts by (ab)using Quoth's external brush models feature; it works with -onlyents.
 Wait
#14672 posted by Kinn [86.154.183.10] on 2017/03/17 20:35:30
Do any map editors support the viewing of .bsp files, for the purposes of onlyents editing and/or relighting?
Thankfully I have the source for the two maps I've shared here. It's right at the vertex limit and I was having difficult with external brush models (hense the no collision bug early on) but if bsp2 is a thing now that shouldn't be a problem and gives me a lot more freedom to rebuild some dodgy parts. If anyone feels like giving me a hand with the lighting sometime that would be cool.
 Kinn
#14674 posted by mfx [78.55.218.184] on 2017/03/18 18:42:20
Quark can open BSP29 and you can copy some stuff from it into a fresh .map.
Like .ents and textures iirc.
Stupid QuArK features.. (runs for cover...)
 That Looks Mexxesque IMHO!
#14675 posted by nitin [220.244.163.153] on 2017/03/20 06:48:07
 I'll Drop This Here For Now.
#14676 posted by Shamblernaut [203.59.103.83] on 2017/03/23 12:43:41
Please keep in mind that these are WIP shots, not final product.
http://imgur.com/a/CFXe3
-Snaut.
 Yessssss!
#14677 posted by Shambler [88.111.207.178] on 2017/03/23 12:55:49
Much niceness and vibez :)
 That's Just About Porn
#14678 posted by Orl [68.84.236.179] on 2017/03/23 15:04:42
 Yummy
#14679 posted by dumptruck_ds [168.161.192.15] on 2017/03/23 19:32:10
+1 for making a gallery
Looking forward to playing the finals.
 That Shows Great Promise!
#14680 posted by nitin [220.244.163.153] on 2017/03/25 13:11:44
cheers to all involved.
 Fog Is The New Pipes
#14681 posted by negke [31.18.51.150] on 2017/03/26 09:52:56
 I Finally Got Started Mapping!
#14682 posted by brassbite [188.105.104.192] on 2017/03/28 17:58:12
https://imgur.com/gallery/AQkfi
It's obviously unlit. The greatest achievement is that I finally found some textures I feel comfortable with. And I wasted my life constructing a circular staircase. It could take months until I release it.
 #14682
#14683 posted by Bloughsburgh [75.151.243.225] on 2017/03/28 18:11:48
Looking good brassbite! Lots of fun having ogres bounce grenades down a staircase like that! ;)
#14684 posted by negke [31.18.51.150] on 2017/03/28 21:44:22
Looks like you'd constantly bump your head when running down the stairs. Be sure to leave enough vertical space for players and monsters to move.
 Apparently It's Enough Space For Anything But A Shambler
#14685 posted by brassbite [188.105.104.192] on 2017/03/28 22:20:29
#14686 posted by onetruepurple [178.235.146.65] on 2017/03/28 22:34:21
If a Shambler doesn't fit then neither will an Ogre or a Fiend, they share the same bounding box size.
 It's A Height Of 144
#14687 posted by brassbite [188.105.98.68] on 2017/03/29 06:32:56
 Think Inside The Box
#14688 posted by negke [31.18.51.150] on 2017/03/29 09:48:32
There are two bounding box sizes in Quake: 32*32*64 and 64*64*96 - there needs to be enough room for the whole box to fit plus a couple of units leeway. So in order for a monster to be able to walk the stairs, there must be enough room above and in front of it. To examplify, make a brush of the same size and try to move it down the stairs without it touching or intersecting anything.
Try r_showbboxes 1 to get an idea how it looks in game.
 Episode Jam HYPU.
#14689 posted by Shambler [88.111.198.110] on 2017/04/02 11:37:18
 Can't Wait To Play It
#14690 posted by PuLSaR [128.69.233.237] on 2017/04/02 18:09:25
 Shambler
#14691 posted by DOOMer [95.72.180.2] on 2017/04/02 21:04:28
looks awesome
 Agreed...
#14692 posted by JPL [86.205.180.187] on 2017/04/02 21:44:22
really nice !
 New Q1SP: Unknown Kadath
#14693 posted by Redfield [65.94.250.167] on 2017/04/09 22:04:56
Hi, this is my first map, looking for at least 1 person to look for bugs before an "official" release. The map is Id1 with a skybox, the readme has instructions, a story and more.
Map Beta file: http://www.quaketastic.com/files/redfield1_beta.zip
Some screenies:
http://www.quaketastic.com/files/redfieldscreen001.jpg
http://www.quaketastic.com/files/redfieldscreen002.jpg
http://www.quaketastic.com/files/redfiedlscreen003.jpg
http://www.quaketastic.com/files/redfieldscreen004.jpg
http://www.quaketastic.com/files/redfieldscreen005.jpg
Thank you everyone, I look forward to feedback anyone can give. My email is in the readme for bug reporting.
 Cool Looking Stuff
#14694 posted by Bloughsburgh [71.61.61.77] on 2017/04/09 22:06:38
Congrats on almost getting ready for a release!
Nighttime terracotta with some lava is a nice mix!
 Redfield
#14695 posted by DaZ [79.66.145.243] on 2017/04/09 22:43:46
You got mail sir
 Looks Neat Redfield
#14696 posted by FifthElephant [82.21.157.236] on 2017/04/09 22:51:28
keep it up
 Very Nice Old-school Vibe
#14697 posted by Newhouse [109.240.87.133] on 2017/04/09 22:55:42
 Thanks
#14698 posted by Redfield [65.94.250.167] on 2017/04/09 23:39:26
Thank you all for the comments and especially the demo Daz. I'll be making whatever changes I can according to feedback before I post the map up officially.
Thanks again!
 Redfield
#14699 posted by adib [211.25.237.35] on 2017/04/10 03:45:22
Before releasing, if you're using ericw's light compiler, won't you try to apply some Phong shading in these columns? Check this out: https://ericwa.github.io/tyrutils-ericw/
Anyways, I love when people dare on brushwork. Looking forward to play!
 Heads Up
#14700 posted by PyroGXPilot [71.89.205.34] on 2017/04/10 10:04:39
gl_texturemode GL_NEAREST_MIPMAP_LINEAR
 Some Hilarity
#14701 posted by negke [31.18.51.150] on 2017/04/27 13:14:23
I made some statues as details/fillers. The sphinx-like ones are cute; as for the other ones, however, they kind of look like penguins or pidgeons wearing ties?! Maybe if they carried crates on their heads....
 Penguins
#14702 posted by Kinn [31.52.9.94] on 2017/04/27 13:38:38
are officially a Lovecraft monster....
 Cute....
#14703 posted by Shambler [88.111.211.206] on 2017/04/27 13:49:13
....but not the negke map I am looking for.
 Redefining Egyptian Culture...
#14704 posted by Mike Woodham [173.170.169.243] on 2017/04/27 15:00:07
...it turns out that they worshipped penguins. Who would've thought it?
 I Thought They Were Owls
#14705 posted by FifthElephant [82.21.157.236] on 2017/04/28 02:21:55
guess I was wrong... I love bsp prefabs like that
 QWTFSS
#14706 posted by Drow [216.121.179.178] on 2017/05/01 02:44:13
I made a Quake Team Fortress map using Trenchbroom. I thought I might add a SS.
http://imgur.com/OZEspcg
It's hosted over at tastyspleen.net::MegaTF Classics (74.86.171.201:27502)
 Moat
#14707 posted by Bloughsburgh [71.209.152.30] on 2017/05/01 03:30:40
Cool stuff, I like the moat!
 Dunno What An SS Is....
#14708 posted by Shambler [109.145.28.109] on 2017/05/01 09:43:22
....but the overall style of that map looks very cool :)
 Nice Work
#14709 posted by FifthElephant [82.21.157.236] on 2017/05/01 12:20:01
I wonder, is there an active TF community?
 Looks Nice
#14710 posted by negke [31.18.51.150] on 2017/05/01 14:47:43
Tip: make the top of the mountains a large rectangle, all back edges running in a straight line, in order to have only five sky brushes with smooth surfaces. Saves some polys.
#14711 posted by drow [216.121.179.178] on 2017/05/02 03:10:35
Sorry SS = screenshot.
Your best bet on finding a TF game happens on Fridays.
I made the sky that way so to give the towers the honor of being the tallest object in the map. The mountains are shorter so the sky had to be extended to accommodate the towers. Kinda makes them look bigger or maybe helps to focus the eye on them a bit more.
 Working On A Metal/tech Coagula Map For AD
#14712 posted by lpowell [64.85.226.50] on 2017/05/07 05:05:37
 Cool Themes
#14713 posted by Bloughsburgh [71.61.61.77] on 2017/05/07 05:25:34
Awesome to see more and more maps in progress!
Cool theme going out there love Coagula
 Yes.
#14714 posted by Shambler [77.96.60.67] on 2017/05/07 23:46:21
This map is relevant to my needs.
#14715 posted by mankrip [189.25.98.162] on 2017/05/08 19:24:00
I've been practicing some mapping.
screenshot
I've noticed the seam, and the texture alignment hasn't been worked on yet.
Also, I've raised the brightness a lot for this shot; in-game it's darker, which makes the grainyness less pronounced.
 Smooth Lookin' Cave
#14716 posted by Blitz [24.16.211.162] on 2017/05/08 23:06:32
are you doing some special phong shading stuff with your lighting?
#14717 posted by mankrip [189.25.98.162] on 2017/05/09 08:27:25
Yes, but the cave's brushes aren't triangulated yet, so there's some vertex inaccuracies affecting the smoothing.
Also, so far I'm concluding that there's still a number of texture alignment tools that could be created to ease map development. Manually editing the texture coordinates for all brushes in the map takes an astronomical amount of time.
 Texture Alignment
#14718 posted by Qmaster [70.195.86.190] on 2017/05/09 16:32:33
World vs Face:
World causes stretching on angled surfaces but allows for perfect alignment of, for instance, brick grout across bevelled corners.
Face allows for perfect representation of the texture on any angle of surface but makes alignment difficult. JACK/WC allow for Alt+RightClick to carry alignment across from selected face...tedious and still affected by...
NPO2 divisible face distances cause textures to end in the middle where edges on textures fail to line up with edges of faces in many cases.
 #14718
#14719 posted by mankrip [189.25.98.162] on 2017/05/09 23:29:25
The right-click in Jack doesn't really align the textures, it just copies the projection. This helps in some cases, but it's completely useless for wrapping a texture around a cube, for instance.
There really isn't any tool that properly wraps textures around brushes. To properly wrap textures without changing their projection, the rotation, scaling and scrolling offset must all work together to make the edges of textures with different projections match around a single axis in 3D space - of course, this doesn't apply to textures whose projection has a normal that matches the aforementioned 3D space axis.
Such a tool would be a complex task to develop, but it's sorely needed. From the experience I'm having with mapping, proper texture alignment alone takes days to do manually. With a properly semi-automated tool, all textures in a whole map could be aligned in minutes.
And another tool that needs to be developed is to automatically rotate a texture to match the angle of a user-specified edge in the brush. By the way, this should be implemented in the .map format itself.
#14720 posted by ericw [108.173.17.134] on 2017/05/09 23:50:32
QuArK has a "wrap around" feature. Right-click a face, select "tag face". Then right click on an adjacent face, and choose "wrap texture around pillar" (or something similar). I think it does what you're describing.
TB has an alt+right-click shortcut which also copies the projection, but it's not wrapping around a shared edge between the selected face and target face. That could be useful.
 EricW
#14721 posted by mankrip [189.25.98.162] on 2017/05/10 01:00:26
Hmm... that looks really useful! The "Fit texture Across tagged" tool seems to work exactly as I described, I may try it later.
But this sounds bad:
Select tagged list [...]. This can be useful if you want to make a multi-selection of faces from different brushes, since [...] (if you have a face selected, to select one from another brush you have to select that brush, which looses your face selection).
So, the FTAT feature in QuArK may be not helpful enough after all.
#14722 posted by Pritchard [131.170.239.14] on 2017/05/10 01:54:21
All I want is a way to make textures smoothly wrap around cylinders in 220 format. Something that can re-align every face on a brush would be a godsend...
#14723 posted by mankrip [189.25.98.162] on 2017/05/10 01:56:54
QuArK is unbearably slow and counter-intuitive. Using it for texture alignment won't make mapping easier.
 Pritchard
#14724 posted by DaZ [79.66.145.243] on 2017/05/10 03:13:04
align a texture the way you want it to tile across the cylinder, select that face in texture application mode and then alt+right click the next face along and it will align perfectly to it. Repeat the process as many times as needed. This works in Hammer and JACK.
 Align Along Specific Edge
#14725 posted by Qmaster [67.45.40.31] on 2017/05/10 03:34:30
In JACK/Hammer, select face adjacent to the edge, use Alt+RightClick on face you need aligned.
This: http://www.interlopers.net/forum/viewtopic.php?t=20367
Trenchbroom users you are so screwed.
 And
#14726 posted by Qmaster [67.45.40.31] on 2017/05/10 03:37:08
You can follow the alt+rightclick with a leftalign, topalign etc. To get the texture positioned quickly after getting the angle right, though this isn't necessary if you already did this to the touching edge.
 #14724 & #14725
#14727 posted by mankrip [189.25.98.162] on 2017/05/10 04:46:11
Thanks, that helps a lot.
It isn't perfect, because very often a texture needs to be scaled to properly do a full wraparound, but it already helps on a number of cases.
A good implementation would be to select all faces that the texture should wrap around, and alt-right click on the selection. The tool would calculate the full distance that the texture should cover, and scale the texture to make it fit.
 I Am A Trenchbroom User...
#14728 posted by Pritchard [49.184.145.89] on 2017/05/10 07:13:22
...and I am screwed.
The texture tools in TB suck :(
#14729 posted by mukor [66.41.60.131] on 2017/05/11 03:04:13
I believe Sleep mentioned wanting to get "texture wrapping" in to TB at some point.
#14730 posted by Pritchard [131.170.239.14] on 2017/05/11 03:10:38
I think my biggest wishlist items for texture work would be:
1. Click on the texture name when a face/brush is selected to find it in the viewer
2. A better way to wrap textures around complex geometry such as cylinders
3. Being able to completely hide textures with conflicting names that have been overridden
I should probably be posting this in the TB thread...
 Untitled E1M3 Inspired WIP
#14731 posted by dumptruck_ds [68.119.139.87] on 2017/05/16 06:56:03
I posted some screenshots of this a while back. I set it aside due to work and real life. Hoping to jump back in very soon. Started in TB1 and will continue in TB2 RC4 as soon as possible. Work is slowing down for a few months - finally. Some screens.
http://imgur.com/a/YxGs8
 Looks Decent, Keep It Going.
#14732 posted by Shambler [77.96.60.67] on 2017/05/16 09:50:37
 Cool As Shit
#14733 posted by DaZ [79.66.145.243] on 2017/05/16 12:53:26
Lovely id1 vibe. Looking forward to playing :)
 Great Work
#14734 posted by Bloughsburgh [75.151.243.225] on 2017/05/16 13:58:18
Looking great! I like the use of blood as the liquid here.
I can definitely see e1m3 here!
 Legit
#14735 posted by Qmaster [70.195.86.190] on 2017/05/16 16:12:01
 CR8-Vehicle
#14736 posted by mfx [85.181.104.241] on 2017/05/16 18:51:11
 Wow
#14737 posted by killpixel [174.48.226.83] on 2017/05/16 19:07:32
that looks great!
 Crazy Detail
#14738 posted by Bloughsburgh [75.151.243.225] on 2017/05/16 19:33:51
#14739 posted by Kinn [81.131.159.223] on 2017/05/16 19:45:37
Ludicrously impressive brush-vehicles are the new crates now.
 Omfg
#14740 posted by PuLSaR [88.86.80.42] on 2017/05/16 20:26:48
 Re: CR8-Vehicle
#14741 posted by dumptruck_ds [168.161.192.15] on 2017/05/16 22:42:56
WTF? Amazing. Is that really brushwork?!?
 #14741
#14742 posted by mfx [85.181.104.241] on 2017/05/16 22:47:10
yes
 I Always Knew MFX Was A Fucking Loon.
#14743 posted by Shambler [77.96.60.67] on 2017/05/16 23:07:30
This proves it. Shockingly good.
 Mfx
#14744 posted by Barnak [70.26.250.203] on 2017/05/16 23:12:56
can we get an orgy inside that car ?
 #14736
#14745 posted by khreathor [178.235.147.3] on 2017/05/17 02:23:23
OBJ-2-MAP ? :)
 Doity
#14746 posted by Qmaster [67.45.40.52] on 2017/05/17 04:12:16
Cheatin sunnuva Shambluh-monkey.
But still awesome.
 But Can It Roll?
#14747 posted by brassbite [188.98.252.29] on 2017/05/17 07:38:34
#14748 posted by negke [31.18.51.150] on 2017/05/17 08:17:07
 Yes!
#14749 posted by starbuck [86.146.196.53] on 2017/05/17 14:52:14
thats exactly what a vehicle like that should look like in the Quake universe. Spot on, great work!
 Does It Move?
#14750 posted by PuLSaR [92.241.15.106] on 2017/05/17 14:58:41
 Lol
#14751 posted by Tronyn [50.71.112.214] on 2017/05/17 19:49:02
func_train, the wheels don't rotate and when it "turns" on its path, it doesn't rotate at all.
seriously though that's some amazing work mfx, it's epic watching you continue to push the envelope.
#14752 posted by mfx [77.180.49.156] on 2017/05/17 21:17:23
#14745 no, fully made in editor with brushes.
It doesn't move. Thx Tronyn!
 Mfx
#14753 posted by Shamblernaut [106.68.193.13] on 2017/05/17 21:47:48
y u no twitter?
 It Looks Kickass Btw
#14754 posted by PuLSaR [128.72.11.161] on 2017/05/17 22:33:34
 #14752
#14755 posted by khreathor [178.235.147.3] on 2017/05/18 01:56:08
ahh, respect man, amazing work.
 If There Was A Func_detail Competition
#14756 posted by Qmaster [67.45.40.52] on 2017/05/18 02:51:46
I think mfx just won.
 Hmm...
#14757 posted by Qmaster [67.45.40.52] on 2017/05/18 03:07:43
Is quaketastic a good place to upload an html page for a new mod or is that presumptuous?
 Where Others Have Gone Before...
#14758 posted by Pritchard [137.147.25.141] on 2017/05/18 15:40:07
...And Failed
The greater the number of assignments that are due in my course, the more progress I make on my map.
Procrastinating is easier when you can tell yourself you're working.
 Cool
#14759 posted by Bloughsburgh [75.151.243.225] on 2017/05/18 15:49:07
Telling a small story there.
Quake mapping can be finished at any time but your projects have a due date. Get em done!
 MFX's Car
#14760 posted by Barnak [70.26.249.74] on 2017/05/18 16:09:44
Can we go inside, even if it's stationary ?
Could be cool to get ammo and weapons from inside...
 Barnak
#14761 posted by mfx [77.180.41.239] on 2017/05/19 20:47:33
 Needs Deep Tire Tracks
#14762 posted by negke [31.18.51.150] on 2017/05/19 22:56:17
And a vista where the player approaches it from a slightly distant and elevated position to be able to appreciate the whole thing, because from it looks really huge in game when being close.
#14763 posted by [77.180.41.239] on 2017/05/19 23:04:45
my plan is to start from the vehicle, reaching a far out outpost which has gone silent after finding that evil stuff....
 Whoa
#14764 posted by Qmaster [70.195.90.121] on 2017/05/20 00:20:55
Notice mfx is still leaving us wondering what the inside looks like. Dirty rascal...now we must play it.
 Ooh
#14765 posted by Qmaster [70.195.90.121] on 2017/05/20 00:21:47
Those tires!
 Tires
#14766 posted by mfx [77.180.41.239] on 2017/05/20 00:39:54
 Filth
#14767 posted by onetruepurple [178.235.146.55] on 2017/05/20 11:43:17
http://i.imgur.com/fBi32YF.jpg
Coming for ID1 or maybe something else, hopefully this summer.
 Otp
#14768 posted by PuLSaR [37.147.249.208] on 2017/05/20 16:00:42
nice!
 OTP
#14769 posted by mfx [77.179.40.194] on 2017/05/20 19:11:07
Cool rockscape!
#14770 posted by negke [31.18.51.150] on 2017/05/20 20:20:28
Rool Cockscape more like...
 LOL.
#14771 posted by Shambler [77.96.60.67] on 2017/05/22 12:25:30
Nice one.
#14772 posted by Pritchard [121.219.24.161] on 2017/05/22 15:18:05
A Deadly Drainage Pit
Despite all the mapping I've been doing, I'm actually still (mostly) on top of my coursework. I think they call this a "work/work balance".
 Into The Abyss
#14773 posted by Bloughsburgh [75.151.243.225] on 2017/05/22 16:49:46
Awesome man, keep sharing the progress...love seeing these!
And extra points for staying on top of your coursework...yeah buddy.
 @pritchard
#14774 posted by dumptruck_ds [168.161.192.15] on 2017/05/22 19:23:05
Looks great - reminds me a bit or Markarth in Skyrim. Which is a good thing.
#14775 posted by mankrip [179.197.180.40] on 2017/05/23 02:19:10
Pritchard: Holy crap, that's jawdropping. Great texture choices.
At first I thought it was a corridor, though; didn't pay attention to the link name.
mfx: Amazing work, that vehicle looks like something out of the Alien movies.
 HD Texture Support On Liquids
#14776 posted by mankrip [179.197.180.40] on 2017/05/23 02:38:51
First, here's how the vanilla slime looks in Retroquad's 8-bit color software renderer, with translucency and lighting enabled:
screenshot
Now I've also implemented support for HD textures on liquids, including luma textures, mipmaps, and properly scaled turbulence:
screenshot
The slime's QRP HD texture in this screenshot was manually edited by me to make the luma texture more subtle, because by default all QRP lumas on liquids are too uniformly bright.
 @mankrip
#14777 posted by dumptruck_ds [168.161.192.15] on 2017/05/23 19:53:17
Can't wait to see this in motion. Looks amazing.
 Good Stuff Mankrip
#14778 posted by Bloughsburgh [75.151.243.225] on 2017/05/23 20:13:13
That's some lovely liquid right there.
 Mankrip
#14779 posted by mfx [92.229.65.249] on 2017/05/23 20:40:52
Awesome!
 Can't Wait
#14780 posted by Qmaster [67.45.40.50] on 2017/05/24 03:14:10
For retroquad to "come out".
 Mankrip
#14781 posted by Qmaster [67.45.40.50] on 2017/05/24 04:34:03
Will Retroquad support bsp2, protocol 999, and enhanced limits?
Or is that too "modern" for Retro?
 #14781
#14782 posted by mankrip [179.197.180.16] on 2017/05/24 07:41:20
BSP2 and enhanced limits would be nice.
Specific protocols from other engines will likely not happen, and I'll probably develop a custom protocol tailored to Retroquad's specific features. Also, hardware-accelerated engines will always be a better choice for multiplayer.
The only part of the BSP renderer still missing HD texture support is the scrolling sky renderer. There's also a bunch of usability improvements and some other stuff to do in the texture code, and the texture format still needs some changes & additions.
The palette management subsystem needs some big changes that will allow the implementation of a new color selection algorithm which should be more accurate in some cases, and also allow for colored lighting.
 Mankrip
#14783 posted by Shamblernaut [106.68.131.99] on 2017/05/24 13:10:51
Decal support?
Also I was thinking that the tech that you've got in retroquad would make for a great 8 bit paint. Not very many programs let you paint with a palette with opacity.
 Shamblernaut
#14784 posted by mankrip [179.197.180.16] on 2017/05/24 14:33:47
Proper decals would take a lot of work to implement, and would slow down the renderer even more.
A more possible alternative would be to implement stainmaps similar to the ones in Darkplaces, but it's not in my plans yet.
Hmm, I didn't think about using it for 8-bit painting before. Nice idea.
The closest I had thought about was to create a modified version of the texture compiling algorithm as an alternative dithering method for quantizating standard 2D images (converting TGAs to PCX, etc.). It would be interesting to compare against usual 2D dithering methods such as Floyd-Steinberg.
#14785 posted by Spike [86.145.140.247] on 2017/05/25 06:43:06
if you're still using a surface cache, you could try painting your decals into that. That should make them free other than for adding/removing them(or when dlights are around).
I believe this is the way halflife did them.
(stainmaps suck)
regarding 8-bit painting, increase the lightmap resolution and just megatexture the entire map!
 Spike
#14786 posted by mankrip [152.238.235.29] on 2017/05/25 08:54:48
Retroquad's surface cache only contains light levels, not texture data, and because of this there's no way to paint a decal texture into them. Lighting & textures are combined in realtime, per-pixel.
Also, decals aren't strictly necessary to achieve a cohesive visual style - they're an addition, not an improvement per se. Part of my main focus is on making the engine easier to produce content for, not on raising the amount of content to work on.
But it will always be possible to use sprite-based decals like the ones in Scourge of Armagon.
 Soft Depth On Opaque BSP Entities
#14787 posted by mankrip [187.14.53.224] on 2017/05/29 20:42:05
RetroJam 6 map: The Legacy of Giants, by khreathor. Edited version with soft-depth sand.
screenshot
 #14787
#14788 posted by dumptruck_ds [68.119.139.87] on 2017/05/29 20:57:18
Pretty nifty.
 Awesome Stuff!
#14789 posted by FifthElephant [213.205.253.184] on 2017/05/30 01:06:57
#14790 posted by metlslime [67.169.150.119] on 2017/05/30 07:32:49
that's a clever use of soft depth effect, i've usually only seen it for liquids/smoke.
question, does it look good in motion or does the parallax give it away?
 Metlslime
#14791 posted by mankrip [177.168.251.146] on 2017/05/30 12:24:28
It looks good in motion because it's dithered in screen space, using an ordered dither.
 That Looks Rad
#14792 posted by nitin [220.244.163.153] on 2017/05/30 13:27:28
 Noice
#14793 posted by Noice [86.161.249.10] on 2017/05/30 13:49:09
 Looks Amazing
#14794 posted by starbuck [80.169.94.194] on 2017/05/30 16:52:39
any chance of a video?
 TF Map Pimp.
#14795 posted by drow [216.121.179.178] on 2017/05/30 23:59:11
 Facing Worlds??
#14796 posted by FifthElephant [82.21.157.236] on 2017/05/31 00:02:26
 Pretty Much.
#14797 posted by drow [216.121.179.178] on 2017/05/31 00:04:27
#14798 posted by metlslime [67.169.150.119] on 2017/05/31 06:59:58
Mankrip I mean, will you be able to see that the sand is either floating over the floor or sunken beneath it, due to parallax?
 Another One By Urthar
#14799 posted by negke [31.18.51.150] on 2017/05/31 13:55:59
 Making My The 2nd Map Ever Made
#14800 posted by Kres [178.88.101.93] on 2017/05/31 19:27:55
 @Kres
#14801 posted by dumptruck_ds [168.161.192.15] on 2017/05/31 19:31:55
Looks very interesting. Unique geometry and feel to these. That rotunda in the first few screens reminds me of a roulette wheel.
 Cool
#14802 posted by Bloughsburgh [75.151.243.225] on 2017/05/31 19:51:42
That is some crazy central cylinder thing you got going there. I also like that sewer shot with an apparent gold key door. Nice work, keep us updated!
 #14798
#14803 posted by mankrip [189.84.178.135] on 2017/05/31 23:33:20
Yes, it looks a bit floating over. But if you look from an angle parallel to the floor, the sand will look fully opaque, because there won't be any surface near it from behind. The depth is calculated from the view plane.
I have an idea for properly multitextured surface blending, which would be way faster to render, but it's also too complicated to try at this moment.
#14804 posted by mankrip [187.14.53.224] on 2017/06/01 10:31:58
drow: It looks good, but you could use different texture themes for each side (medieval/metal/etc.), instead of changing the colors only.
Kres: Really bloody good. Water in Quake doesn't look good enough in pitch black areas, though.
 Kres
#14805 posted by Mike Woodham [86.149.164.179] on 2017/06/01 16:22:15
It may look better if you try to align your rivet textures in the floor grid in the first shot: they should follow the angle of the metal pieces that make up the shape (dodecagon?).
Other than that, it is looking good.
#14806 posted by Rick [73.203.182.173] on 2017/06/01 21:19:04
I'd be more inclined to use a more basic texture to avoid filtering seams and sliced rivets. There's a metal texture that's the same background but without rivets that might work better. Or is that one I made myself?
 Start.bsp Replacement
#14807 posted by mankrip [187.14.53.224] on 2017/06/03 01:06:55
I've got no time to finish this at the moment, but I'd really like some opinions:
download
screenshots
The floor on the exit to Shub-Niggurath's Pit is crap, I was doing an experiment that turned out bad and scrapped it. Also, the lava texture is wrong because there was a custom texture wad in the BSP compiler path.
 Mankrip
#14808 posted by MIke Woodham [86.149.164.179] on 2017/06/04 10:10:36
Two obvious things:
1. the painted-on doorway trim in shot two does not look good (and Shambler hates painted-on trim), and the trim itself doesn't fit the width of the brickwork
2. in shot four, the brickwork of the transom is wrong on the left - the last brick on the left should overlap the pier below it (as it does on the right) otherwise it has no bearing strength
 MIke Woodham
#14809 posted by mankrip [187.14.53.224] on 2017/06/05 06:42:38
2: I agree, but I didn't want to change the proportions of the geometry too much to fix that.
Those columns are connected to the iron bars of the ceiling, and the fireplaces are centered between both columns, so to fix that I'd have to move the fireplaces and change the relative proportions of the wooden areas of the ceiling. But I'll play around with the proportions to see which looks better: extending the transom, or shortening it.
1: The thing is, the design of the original doorway from the main hall to the episode 2 corridor is almost impossible to salvage: screenshot. It was likely supposed to represent a toroidal arch, but Quake's BSP format doesn't support the kind of texture projection that would be needed to perfectly align the texture on all edges of such a thing.
So, I decided to reshape it using a mix of curves and square angles, keeping the textures continuous along the curves, and changing them along the square angled edges. With that in mind, I've also shaped it in a way that allowed most of the doorway to retain the original texture.
I'm not sure what you mean by the trim not fitting the width of the brickwork, but its proportions are exactly the same of the original doorway. In the original, the tiles in the lower steps were also cut in half by the doorway. There's no way to fix that without making the tile alignment change across steps, and I don't have a better idea.
There's a great challenge in trying to figure out what exactly some of the geometry in the original maps are supposed to represent. Trying to achieve a clear representation without deviating too much from the original design is a really interesting exercise.
The area where I took the greatest liberty was the path to Shub-Niggurath's Pit. The original was just a bland underground corridor with the same texture everywhere, but I thought that turning it into a proper underground cave would be more fitting. I've added wooden beams to make the steps of the staircase more noticeable, used a darker texture in the inside of the cave to give it a heavier atmosphere, emphasizing its "hidden underground" nature, and made the shape of the cave start wide and short, and end thin and tall, to emphasize the transition from the realm of humans to the realm of an elder goddess. I've also raised the ceiling of the room with the portal to Shub-Niggurath's Pit to put it in pitch black darkness, thus matching the ceiling of Shub-Niggurath's room in the end map.
 Memories...
#14810 posted by MIke Woodham [86.149.164.179] on 2017/06/05 10:23:56
I did not remember how bad the original texture alignments were until I looked again just now. Oh, my word, they're bad.
The bit about the texture not fitting the brickwork is that the texture is based on circles and the circle is offset on the column. It just grates the eye; neither the circle, nor the enclosed diamond shape is centred on the brickwork. I guess the brushes were created without reference to the texture that would be used, and then the textures applied later at the default alignments. Also, now I look at it again, it is a totally inappropriate texture for a doorway anyway.
If I had decided to rebuild (not that I would) , then I would automatically correct those types of errors.
('error' is my choice of word as no builder worth his salt would choose to use an eighth of a brick with seven-eighths; they would use two four-eighths or one whole brick. Although Quake is a fantasy world, the architecture must still make sense.)
Nevertheless, good luck with the rebuild.
 @Mike
#14811 posted by dumptruck_ds [168.161.192.15] on 2017/06/05 20:47:47
Although Quake is a fantasy world, the architecture must still make sense
No. Maybe it's more believable to some but not necessary at all and limiting to have to create "realistic" architecture. Think about void maps like HipDM1 or the space maps of Quake 3 Arena. Those really defy all logic but they are fun.
 Dumptruck_ds
#14812 posted by Mike Woodham [86.149.164.179] on 2017/06/05 21:18:18
I only play Q1SP.
When I say it needs to make sense, I mean that an ogre who can make a chainsaw capable of slicing your head clean off your shoulders, would not be so naïve as to not lay his bricks in proper, off-set, courses to ensure good bonding and load bearing strength ;)
But I suspect that we may have to disagree on one point: I don't think that 'making sense' is necessarily the same as 'realistic'. The best maps (imo) have fantastical architecture that, nevertheless, makes sense i.e it won't all fall apart with the first grenade explosion.
 @Mike
#14813 posted by dumptruck_ds [168.161.192.15] on 2017/06/05 23:51:36
I see you've been reading "Better Caves & Crypts" magazine for those Orge bricklaying tips and tricks. Cheers!
 Heh
#14814 posted by Tronyn [50.71.112.214] on 2017/06/06 03:48:35
Because I stumbled into this awesome conversation I would like to say the following:
In one of the levels I've been working on, and maybe this is just a form of narcicissm as my theoretical builders suck at modern (Quake) design techniques, I think the builders, even if they were Ogres, did such a good job building, that it is kind of a shame to kill them. Alas, that's what the level is there for. Maybe I'll try to incorporate a merciful "no kill" alternative gameplay where a Ring of Shadows is always available within proper timing, if you can find it based on hints. But I swear at least some of those Ogres really can do infrastructure right...
 @Tronyn
#14815 posted by dumptruck_ds [68.119.139.87] on 2017/06/06 06:40:16
I just watched the Daz stream of your Zerstorer Jam entry the other day. WTF was that level?
Amazing... that's what. I digress...
I think we should refrain from culling the Ogre herd until we can be sure there will be enough for the species to survive. I've read at least one theory that those chainsaws were originally designed to cut bricks. Makes sense to me. Grenade launchers were originally "mortar" guns that spewed uh... mortar. In a bureaucratic mix up, the term mortar was confused and explosives suddenly were introduced into their construction routine, to catastrophic results.
The rest, as they say is history.
 Dumptruck_ds
#14816 posted by Mike Woodham [86.149.164.179] on 2017/06/06 11:03:48
You're right about Better Caves & Crypts, I was given a subscription as a retirement present a few years back, and it has had a bad influenced me over me ever since
And I love the ogre chainsaw theory - mortar/mortar - brilliant.
Tronyn: having used some (plenty) of your mapwork in some of my released maps - A Roaming Wildebeest in Spain comes to mind - I would describe your maps as great examples of fantastical architecture that always makes sense. Please keep mapping.
 Descent2 Lvl -> Obj Prototype
#14817 posted by megaman [92.203.2.154] on 2017/06/06 12:37:00
#14818 posted by Rick [73.203.182.173] on 2017/06/06 16:38:31
Sliced rivets always look very wrong to me. I've never seen less than a full rivet in real life.
Any time a texture with rivets spans across two surfaces and rivets fall on the seam, then it should align perfectly.
If the texture ends at a seam, it shouldn't end in the middle of a rivet.
This is not always possible to avoid, but should never be allowed in an obvious location. Hidden in darkness or where a player is not likely to see is okay.
 @rick
#14819 posted by dumptruck_ds [168.161.192.15] on 2017/06/06 18:46:38
I'm using a ton of the rivet texture in my current map. Trying to avoid "splitting rivets" is challenging. I've been tempted to fire up photoshop and make a rivet-less version of the texture to use as a clean-up for those edges. With content aware scale - this might be possible to do without too much pain.
 Splitting Rivets
#14820 posted by Qmaster [70.195.68.224] on 2017/06/06 19:04:05
Splitting hairs?
Ha, no i agree, don't split rivets.
 Untitled E1M3 Inspired WIP
#14821 posted by dumptruck_ds [168.161.192.15] on 2017/06/06 19:05:09
New Screenie.
I have a title but not 100% convinced it's right.
 Dumptruck_ds
#14822 posted by mankrip [177.79.20.233] on 2017/06/07 23:04:27
It doesn't remind me of E1M3, but that's fine.
I'd put some stone faces in the walls.
 @mankrip
#14823 posted by dumptruck_ds [168.161.192.15] on 2017/06/08 00:24:53
It doesn't remind me of E1M3, but that's fine.
I'd put some stone faces in the walls.
Well, inspired is the key word there. ;) There are tons of stone faces. One directly behind the player in this shot. I still have a few weeks to go but looking forward to wrapping this one up. Almost finished with the first pass at gameplay. This will be my second SP map for Quake - I've learned a lot.
How did you recreate your start map BTW? Did you do it by eye? If so, very nice.
#14824 posted by mankrip [186.227.14.198] on 2017/06/08 02:45:59
Well, I've just opened the GPL version released by Romero and started overlapping the original brushwork with my own to get the proportions and the positions right, deleting the original brushes afterwards. There's also a lot of brushes where all I did was adjust the position & scaling of the textures to align them. It's not a full remake.
 Mankrip
#14825 posted by sevin [71.48.13.6] on 2017/06/08 17:42:31
GPL version? What is that? Where'd you get it?
 Sevin
#14826 posted by mfx [77.179.180.137] on 2017/06/08 18:59:51
 MFX
#14827 posted by sevin [71.48.13.6] on 2017/06/08 19:40:19
Oh, I have the map sources. I thought GPL meant something special about the file he has, but I guess it's just referring to the GPL license?
 Yes
#14828 posted by mfx [77.179.180.137] on 2017/06/08 19:56:41
 AD Map Beta
#14829 posted by lpowell [64.85.226.50] on 2017/06/08 20:59:01
Alright so here's a beta of my second proper map, for Arcane Dimensions. Some info:
- Metal/tech theme with some otherworldly bits.
- Coagula style, with horde- and vertical arena combat.
- Skill 2 is meant to be pretty chaotic and hard. For warning... if I did my job right, anyway.
- Final area could probably most use some additional balance and tuning, I think.
Link:
http://www.quaketastic.com/files/single_player/lpspad-beta.zip
Couple of screenies:
http://www.quaketastic.com/files/screen_shots/lpqsp2b1.png
http://www.quaketastic.com/files/screen_shots/lpqsp2b2.png
Any comments, advice, aesthetic insights, and pointing out of dumb shit I overlooked are appreciated.
 It's Runicon 2!!
#14830 posted by onetruepurple [83.22.247.21] on 2017/06/08 21:07:50
 Looking Very Good In The Screenies :)
#14831 posted by Shambler [92.234.138.226] on 2017/06/08 22:03:22
#14832 posted by mankrip [179.103.116.190] on 2017/06/08 23:52:08
Really nice shots, specially the second. And I liked the custom textures in the first.
 Feels Like Episode 3
#14833 posted by [67.70.55.161] on 2017/06/09 00:55:02
Hi, I sent you an email with a 1st run on hard. Good looking runic oldschool feel to the map. Difficulty is very very very hard, could not complete even the first room after a dozen attempts. I suggest deleting a few monsters, or giving them a delayed, staggered spawn. Or create more line of sight blockers to hide them from all aggroing instantly.
Couldn't complete the map because I got stuck in a room after the plinth floated up when I pressed it... Looks very promising overall.
 #14833 Was From Me.
#14834 posted by Redfield [67.70.55.161] on 2017/06/09 00:56:30
Wasn't logged in apparently.
#14835 posted by lpowell [64.85.226.50] on 2017/06/09 05:30:31
Thanks for the demo!
One thing I want to make clear is that skill 2 is meant to be very hard, for people who normally find skill 2 too easy--I will make this clear in the readme. Obviously knowing the map inside and out it's hard to judge myself what's fair, so I'll keep that in mind. Ideally, if people could try skill 0 or 1, that would be great--if *those* are too hard, that's bad.
In any case, I already noticed some important mistakes--you are *not* supposed to jump straight into the gold key elevator! Also, the .lit and .bsp files do not match. I'm quite the dummy! So yeah, let me fix those and reupload before anyone else plays this, hehe.
#14836 posted by lpowell [64.85.226.50] on 2017/06/09 05:47:22
I realized part of my last comment might make me look like a dick.
To clarify, I WANT skill 2 to be harder than most maps on skill 2. But I also want it to playable. Not trying to make a map that only speedrunners and Ubermensch can play on skill 2.
#14837 posted by Redfield [67.70.55.161] on 2017/06/09 06:15:06
I get what you're saying. You can make it really hard as long as there is some way to beat it I suppose. I did find normal much more manageable. I would definitely include a warning about hard mode.
The map does look really good though, I guess I should have said "coagula" as opposed to Episode 3. I would consider making the sky pure black as in coagula because the stars warp at the horizon. Or use a skybox in space/nebula maybe, because it is Arcane Dimensions and skyboxes are the thing to do. I suggest you check out Kells Signs of Koth page for some great space skyboxes. Also check out that second teleport I mentioned, I should have recorded it because I was trapped in that area...
Nice work:)
 Fixed Beta
#14838 posted by lpowell [64.85.226.50] on 2017/06/09 11:24:11
 Lpowell's Beta
#14839 posted by Barnak [70.26.249.210] on 2017/06/09 15:57:29
Pretty cool map. We need Qoth to play this map ?
Played in nightmare with God more on.
Found a few bugs : once a button activated in that funky floating space (after a teleport), I returned there to see again and wasn't able to return back. Had to noclip.
That floating place in space is ugly. It's really weird to be able to walk on a space full of stars.
For the last button (below a crucified zombie), I got teleported back into (inside !) a zombie crucified on a wall. Was stuck there, inside that zombie, and had to noclip again.
Got several cool monsters from Qoth as a surprise. I love those weird looking tentacles monster. They're so hilarious !
 AD
#14840 posted by Bloughsburgh [75.151.243.225] on 2017/06/09 16:20:52
We need Qoth to play this map ?
Alright so here's a beta of my second proper map, for Arcane Dimensions.
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