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Quake Upstart Mapping Project Released
After our Beta phase and some tinkering, we are ready to release!

QUMP is a project aimed at getting new people to map for quake. Many of the mappers in this project had never made a quake map before, or had only made a couple. There are also some very early/old maps by more established mappers.

Get QUMP Here:
http://www.mediafire.com/file/p8r3d4k38fmkmrd/qump.zip

Screenshots

10 New Maps included:
Beginning - Pritchard
Bloody Sun - Danzadan / NewHouse
Citadel of Suffering - Topher
Manchester's Leftovers - Daya
Shadows of Our Forgotten Ancestors - Naitelveni
Stygian Waterways - Vingal
Sunken Cathedral - HexenMapper
The Dog Prison - Kres
The Three Towers of Tremendous Terror and Turmoil - Brassbite
The Real /vr/ Experience - Spud

Start Map - Newhouse

Special thanks to NewHouse for all his help with this project.
Thanks also to everyone who helped with playtesting, support and feedback.

Hope you Enjoy!
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#26 
quakespasm on the left with mid brightness

I've experimented with Quakespasm's settings, and found out that what you call "mid brightness" is actually 50% brighter than the default. Your Quakespasm screenshot actually matches gamma 0.75, with the Quakespasm's maximum brightness in the options menu being 0.5.

But Quake's default "gamma" cvar value is 1, which matches the brightness curve in my video. 
Editors Used 
My map was made in Trenchbroom. As made evident by the __TB_empty I left all over the release. Oops. 
Comments And Crits 
In the interest of not stretching out the page and thread needlessly with 11,000 characters over three posts, here's <a href="https://mega.nz/#!lEwDEbqB!nGgu79_w5ODrh8CbvxXyanNxcyJ5KoPUQfDgHnfKdhY
">a zip with my demos and a moderate review of each individual map</a>. Overall lots of good ideas, designs and scenarios and hats off to everyone involved- it was worth the wait. 
For Real This Time 
Ahh fuck, I deleted a couple letters and screwed up the proper link. Let's try that again and pretend the previous post didn't happen. 
Cheers Spud! 
Some awesome feedback, thanks for the demos too :) 
I Used TrenchBroom 
Also there was supposed to be a teleporter at each voids, but somehow they never triggered once I reworked the map before the deadline. I'll look into it. 
Finished. 
I think:

http://www.quaketastic.com/files/demos/shump_qump.zip

Extra brief comments:

Hexenmapper: good layout and use of underwater areas, fun gameplay. Some bad textures and wasted spaces.

Daya: Good layout, transition in sub-level1 was very cool, interesting and effective blend of ideas. Bad lighting / textures in first part and void was a bit annoying with the ground details.

Naitelveni: Great stuff, loved the style and designs, kept all the areas interesting. Final bit seemed unnecessary.

There might be more but I forgot. 
 
New video. This time I've beaten this map.
Naitelveni's map: Shadows of our Forgotten Ancestors

The only other maps that my buggy engine could run properly were the start map and the "secret" map. 
So. 
Generic feedback for new / Qump mappers.

1. Design theme coherency (details, structures, angles) is at least as important as texture theme coherency.

2. Texture combinations need to be treated carefully. There are some pretty grim textures out there, you don't have to use them.

3. When applying textures, don't think in terms of texturing a surface. Think in terms of what that actual structure / material is.

4. Bigger is not necessarily better. Better is better. Don't expand the map and add extra areas until the core is awesome.

5. Straight-up arenas can be fun but they're not Quake at it's finest and shouldn't be relied on.

6. Subtle use of fog / coloured lighting is great.

7. Secrets and off-route items are great.

8. Non-linearity is great.

9. Novel designs and themes are great as long as they're in accordance with 1 & 2.

10. Most mappers, even new ones, seem to have got to grips with fun, meaty combat. This is good. 
 
enjoyed Danzadans too, thinner metal bars/details would look cooler imho tho, rest to be played 
 
Thanks for the feedback and demos Shambler.

@Mankrip Any idea what's preventing the other maps from running in retroquad? 
 
thanks for the feedback, demos and stream.

if you want a challenge, my map in nightmare is pretty hard.

in any case the map it's intended to be a bit hard
you can try the map in easy. it's easier mainly because i put extra quads 
 
oh, and i did the map with trenchbroom too 
HexenMapper 
Retroquad is just very buggy, there's lots of experimental code and unfinished stuff that will crash when used.

It also doesn't have most of the extended limits of other engines, but there's no point in extending the limits of a buggy engine. 
BTW. 
Massive congratz on firstly getting a pack this size organised and released (an epic feat in itself!), and secondly to all the mappers for making some generally good / very promising maps. You guys are showing a lot of potential and creativity and certainly good mapping for early / first maps. Keep it going, keep refining your work :) 
Cheers Shambler 
I'm sure many of the mappers will continue and hone their skills, we may also look at doing a QUMP 2 some day.

I certainly learned a lot about how not to run a project with this one. 
 
looking at a few screenshots the maps could benefit from a touch of fog to saturate the color over distance similar to real life, its really good effect atmospherically even if it used only subtle enough to not really notice when its on but you notice when its off. 
#44 
This made me realize that one of the reasons why people love fog so much may be because many people increase the "gamma" brightness in the options menu, which results in washed colors with less saturation.

The Quake palette is actually very saturated. 
Going To Be Playing Through This In About 3.5 Hours 
Live Now. 
With all the lolz. 
 
thanks for the streat ionous, very enjoyable! 
My Demos... 
Part 1 On The Quake Grave 
Hey guys, just letting you know that Part 1 of the project is up on The Quake Grave here:

https://www.youtube.com/watch?v=Ozh-0rBIK6k

I unfortunately don't have a lot of time at the moment to type out notes for everyone but I do have some things to chat about during each maps playthrough. In the end, I think everyone so far has made a really fun map!

I talk a lot about what makes a map look dated versus contemporary in 2017, but who knows, I could be full of it. I'm not much of a quake mapper at all, so keep that in mind as well, I just know what I like and what i think looks dated versus contemporary. =)

Part 2 out next week! 
Good Stuff 
Great to see this finally released.
Some nice beginners' maps in here, cheers to everyone involved. The maps show potential to varying degrees and I hope to see more from each one of you in the future!

brassbite: Three distinctly themed (colored) towers is a neat idea. There's nothing to really set them apart, though, either visually or in terms of gameplay. They all look very plain; long staircases with repetitive, predictable monster placement and weak weapons for most of the map which gets boring quickly. Try to spice things up with variation to encounters and side areas.

Danzadan: Somewhat unique theme. I kind of felt like the red star-shaped things should have had seams or some sort of trim around them for a more distinct look. The end fight is a nice touch. I like how the player has a choice of how much action at once he's willing to take by pressing either one button at a time, or multiple ones in succession (or by accident). The final phase of the fight is cool, but also tricky. Only works in combination with the fog. I survived by luck. Seems like it's just a bit too hard with darkness + all tough enemies + supplies only at the (clippy) center.

Daya: Good layout, cool "twist" and broken city parts, but excessive monster density in every area, though maybe that's also because I played on hard skill. The end fight is absolute crap- small area, no cover, wtf? I managed to not find a single secret, heh. The glass texture looks out of place.

Hexenmapper: The map's setting is clearly visible. Visually a proper 1997 vibe. Some strange texture combinations, but not an issue. Construction is boxy for obvious reasons, so for next time you can try some vertical shifts/angled parts and a tighter grip on scale. GJ on organizing this pack!

Kres: Good theme, nice details. Didn't like the colored lighting which looks off in many areas. I managed to miss the grenade launcher for the longest time, it's almsot hidden away from sight around the corner. Went to look for it when I couldn't proceed further and eventually found it. Again arenas with little to no cover and clippy bits...

Naitelveni: Nice one, combining classic'ish style with a touch of modern'ish details (e.g. broken bits). Combat feels a bit chokepointish and I would have wished for a better weapon earler- feels like I did half of the map with the shotgun. The small outside area left of the start room looks like it would have been a good place for the DBS. I thought the final area would have worked well connected to the rest of the map in a natural way somehow...ish.

Pritchard: A little bit like a speedmap. Not much to say... The first of many!

Spud: negke badge of approval.

Topher: Feels like a sort of experiment with setpieces rather than a consistent map. Not complaining, of course. I got a bit of an arena fatigue (also thanks to the other maps before). I think it would have felt better if it was an enclosed valley or canyon-type of setting instead of a space map-like one; and in my view it looks better without the fog.

Vingal: Good honest classic-style level. Very enjoyable. Shame about the misplaced flame fixtures, though. Wonder how something like this got past testing? Nice closets and areas opening up, and an intriguing secrets theme.

Start map: It looks cool, and I like how it picks up elements from each map for their respective exits. However, I found the layout to be overly complicated for my taste so I loaded the maps from the console. The first room in the map selection hub gave me a distinct Madfox vibe. :D


By and large, a good effort; and great idea to do a community project like this for people who would possibly otherwise be put off by the jams or their deadlines. Vingal's and Naitelveni's maps were my favorites, I think - not least because they don't (mis)use colored lighting.


Demos (protocol 666)

At the risk of sounding like a broken record: most of the maps have items falling out and monsters partially stuck in walls. These issues can easily be indentified by using the developer 1 command before loading the map so that game will print warning messages in the console. 
 
Thanks for playing ArrCee, some great feedback. Glad you had fun! Look forward to the second installment. I definitely agreed with a lot of what you said.

Cheers for the feedback too negke, very helpful. 
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