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Original Quake Map Sources Released
John Romero finally released the original map sources. Hooray!
http://www.rome.ro

Just thought this deserves a news & discussion thread.
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Well 
as long as there is a way to have whatever stuff they use default to off until it's needed, that's fine.

we like quoth to feel like stock quake, just with new stuff, not a whole new mod. i don't really know what the speedrunning progs is... i imagine it's probably some kind of timer that outputs elasped time when you hit the changelevel trigger... if it's just that, it wouldn't really be a big deal to incorporate it into the progs. 
Qdqstats Is 
...the timer, yes, but there's also a lot of bugfixes on maps and miscallaneous stuff (like the fish counting double). Also it has a few little things to help catch cheaters. That's why we don't like giving out source. :) 
Sajt 
looks to be the one putting it together right now actually... LordHavoc is on one of his random sabbaticals it seems.

Sajt is in his first stage right now, which involves going through and fixing all the little errors like z-fighting and texture naming stuff. If you know of spots in the id maps that are errors you could drop him a line in the mapping section of inside3d forums about it. 
Yeyah! 
someome please finish dm8 for me ;) 
Map Sources Are Fun :D 
E1m1 Upside Down 
e1m1 upside down is done once before :) With the addition of a rocket launcher and some other goodies, SDA threw a contest on an upside down e1m1 in 1999! If you check it out, don't miss the recam on rutger's demo, which turns the world back to normal again.

http://speeddemosarchive.com/quake/contests/htr.html 
Spirit 
what the hell is a seven z file? 
Lunaran 
http://en.wikipedia.org/wiki/7z

/me puts on some googles 
Maybe... 
People will properly texture most of the id levels now 
most (all?) id bugs were fixed in the quoth progs (ie: fish counting for 2 kills).

obviously though, if you guys don't want anyone to see these cheat catching code fixes, then you won't want them in quoth, as we usually release the source code later on. 
E2M6 + E2M10 = E2M6FULL 
 
hehehe u forget to add amo... :\ map is almost impossible if u dont find secret Quad :)

mas esta porreiro bom trabalho :) 
Nice 
One problem: I was getting an SV_PushMove error when I hit the first bridge switch. Entity #115 has an invalid modelindex 0 
Hmmm 
Lardarse: I'll check it later. TBH I just made a quick sp & dm test to see if something was terribly wrong, and also I didn't tested it with regular GLQuake. Thanks for the feedback.

Trinca: I didn't forget to add ammo, I just didn't dare to touch the map balance :D . I may try do it, but since I released the source with the binaries anyone can give it a try. 
 
I tried it following on from the rest of episode 2, the way it was meant to be played. There's more than enough stuff that way. Esopecially if you find all the secrets, like I do... 
QuArK Users Listen Up 
I had much trouble compiling any of the maps. Somewhen I remembered that I had ticked a box for "Don't write floating point coords to the map" in the options. Well, unchecked that (default is unchecked) and compiling works fine. Duh! 
I Recommend 
checking the "Use integral vertices" option as well (map options), it reduces floats in the map file and helps stabilizing builds. 
So What's Gonna Happen? 
Is somebody going to release a full package of GPL Quake (maybe darkplaces?), The GPL maps, and hires GPL textures?

It'd be awesome if we had a fully GPL quake to put in distros....

It'd be even MORE awesome to have a fully GPL FPS based on all of that but the q2e engine instead....

Where do I follow a project like this, or does it exist already?

Thanks!
rhY 
OpenArena Is Partially Doing It 
OpenArena is a 100% GPL clone of quake 3 and it is starting to port some of the quake 1 maps to the quake 3 engine.. although of course they are only playable in multiplayer. 
 
Carefully (and as sparse as possible) reworking the maps so you play end -> start and map 8 -> 1. Who else thinks this would be a fun idea and join the club? I am currently doing e2m3 backwards. 
That's A Pretty Cool Idea 
So the intent is to do the minimum changes necessary to make the reverse progression fun and functional? 
Awesome Idea. 
I'm playing with E2M7. It's interesting because the beginning and start are so close together, so I've had to make some fun changes to force the player to go the other way. I just have to realign some textures and replace the monsters and it'll be close to ready.

What's your thinking with regards to weapon/difficulty progression? Should the early maps be the hardest, with the most powerful weapons? 
 
I have heard that NahkahiiR is working on such conversions also. 
Sweet! 
I haven't thought too much about it. Most fun might be if the weapon "pickups" were in the original order. It would make the first maps (8, 7, 6, 5) bloody hard with the weapons of the 1,2,3,... maps.

But easier would be to backpackhack strip the player and provide "the weapons you would normally have here" at the spawnpoint.

So far I am playing with the route, changed some targets, trying to re-use the existing things as much as possible. I have to think of something smart to disallow the player to just drop from the top floors into the lower areas (at least a bit). Here is a very early "conceptual" build, maybe it shows a bit of my vision about the backwards map: http://www.quaddicted.com/temp/e2m3_spirit_20090921.bsp

Stupid fucking QuArK does not let me edit textures when I use it with Wine. Bah. 
In Fact... 
..as it is, it's sorta like playing the same level in a 'scrambled' fashion... Something I used to love doing. I.e. running around the level to awake as much monsters as possible and then fight all the way back to the exit. I dunno if the backwards discovery of weapons can work well, though... 
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