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Quake Upstart Mapping Project - In Beta Release, Link Included!
Update: Current release here:

http://www.mediafire.com/file/p8r3d4k38fmkmrd/qump.zip

Playtest and give feedback!


Idea is to encourage newbies to build a quake map, and stick them all together. Anyone is welcome to join, just add yourself in here:

https://docs.google.com/document/d/1Zlfb2U2VCeS70uS6Klc2ZEOC9KtnYyCyBXEmeetjh0c/edit

The recent DUMP projects for doom have been good motivation to get people into mapping, or for old hands to do something casual. I started building a quake map and decided someone should start a QUMP project, although I'm a total noob to quake mapping, hopefully I can learn what I need to put this project together over the next few months. If a more experienced mapper wants to take over as organizer, I would be grateful, but I'll do what I can in the interim.
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My First Room 
http://imgur.com/a/KjrgN

after one week of mapping for the first time i'm beginning to actually map.
i'm keeping two "maps". one with the general outline, and the actual map in wich i will put monsters, details, funcs and see how it evolves.

some guidelines that i have found useful:
* try to work most of the time with a grid of 16 for brushwork.
* see the sizes of most textures (64x64 , 48x48) and the size of brushes when you get misaligned textures.
* be wary of non-integer vertices on important brushes
* don't think in spectacular ideas and maps. at least not for the first map.
* try ideas in the editor and see how they look ingame
* practice with all the shortcut keys to work faster
* rotate textures when it's necesary. and inspect them when you rotate or flip brushes.
* learn about clip textures and how help gameplay by "smoothing" floors and walls

skacky streamed this:
https://www.twitch.tv/skacky/v/109342973

i can't make rooms like that and make them look good in two hours

but i find useful seeing the "workflow" of making a map by a seasoned mapper 
 
Looks great topher! 
Topher 
I'm getting a very id1 vibe from these pics. 
 
After solving an issue with my map not compiling, I managed to track the problem down to a few brushes. So I can continue work!

A screenshot:
http://imgur.com/sdnnzHg

Its a very messy map with a lot of overlapping brushes and errors, but eh it will be a map. I'm sure this messy mapping will come back to bite me at some stage, and I will definitely map a lot cleaner in future projects! 
Screens 
Looks like a great first room topher!

I like the details in the ceiling Hexen, don't sweat it if things are a little rough the first time around! 
@hexen 
i like the ceiling
play with the lights later, to make it look more awesome

one thing that i loved from the first level of hexen and that i'm missing here is atmospheric effects. we have sounds, and with custom sounds we can do nice things.
but those leaves floating in the air were sublime. i know that the leaves are sprites.

when i played quake for the first time i imagined strong winds, rains, thunders. acid rain, how cool would be that?

oh well. i'm diggresing. i like the broken ceiling, good work.

and overlaping brushes are not that much of a issue if there isn't z-fighting with overlapping faces that are visible to the player 
 
Yeah I used to use those leaf spawners a lot when I was mapping for hexen, they're great! Being able to make custom sounds and place them in the map was a big plus (As I'm a composer/sound designer), really adds to the ambiance. I'm placing a few of the quake ambient sounds around, and they will suffice for the first map. I can learn how to add custom sounds later on.

I did notice there are little grey dots the player can see along some of the seams of overlapped brushes. I'll go through and try to troubleshoot these later on in the process, but for now I've worked out ways to overlap less and map cleaner 
Custom Sounds 
Quoth and AD allow those easily! I recommend mapping for Quoth, it actually makes certain aspects of mapping more intuitive (like monster spawning/ambushes, which otherwise requires a more complicated setup) and has some other cool added features without being overwhelming. 
Isn't This An Id1 Project? 
 
 
It is, but I thought I'd mention AD and Quoth on the topic of custom sounds... for future projects, of course. 
Brown 
i have teleporting monsters now, func_doors and two secrets. i have yet to try patrols.

my first rooms look too brown..
maybe i will break the brown in the upper levels of the map

altough several id1 maps are very brown...
i'll see. maybe some e1m5 style? terracota? or maybe those city textures, make it look a bit like retrojam1. i will definitily use mosaic windows.

tomorrow and the day after i will have most of the day to slack off, rest, play some ad, and to map several hours. 
 
Mosaic windows (I guess you mean stained glass) aren't very egyptian... That said, the beauty of themed jams resides partly in how the mappers tweak the theme, as shown by the recent retro jam 5. NewHouse's planned mix of ancient and tech sounds cool. All of you guys have gotten me pumped for this jam and I can't wait to dive in it. 
Oops! 
Sorry, I thought I was in the MJ6 thread, nevermind... 
 
yeah, i was refering to stained glass, now i know the name
in the few hours after i commented i burned my middle finger. second-degree burn, fuck, i'll get blisters, i can't press the fuckin 'W' key while playing

damn... 
Ouch, That Sucks! 
 
Hmm 
I always assumed that the fiend jump height multiplier was intentional. 
@Mugwump 
You meant retrojam 6? There has been so many jams last year (2016) that it might be a bit confusing to remember numbers*

Anyway, now that jam is over I can start working on start map's basic layout. 
 
Great! I've been looking at a few iD levels and their layout seems to be almost doom-like. many rooms all spread out, not often vertical or stacked. The Outdoors area of E1M1 with the bridge is positively doom - the way the mountains are perfectly vertical... 
 
Well after all these guys created Doom, so there is a lot of similarities. ;) 
 
I thought that one of their design principles when making Quake levels was "If it can be made in Doom, then you're doing it wrong". 
You Must Have Been Watching Devs Play? 
I think Romero didn't mean it literally* 
 
Quake feels like they started in the doom style, then learned how to map 3D as they went, becoming more vertical and with more intricate detail in outdoor areas. Their editors may have been a limitation too, complex geometry in outdoor areas may not have been as simple as it is in trenchbroom 
@NewHouse No, I Meant 5. 
The wind tunnel jam. But my post was globally about retro jam 6, so I guess it can be confusing... ;)

The Outdoors area of E1M1 with the bridge is positively doom
Most definitely. The demon faces and impaled corpses are straight from Doom. I remember being actually surprised that the game itself didn't feel more like Doom. Pleasantly surprised, because as much as I love Doom, it's... well, it's Quake! :D

may not have been as simple as it is in trenchbroom
Which is precisely why I haven't been mapping until just a few months ago. The tools were simply not intuitive enough for me. Trenchbroom is a gift. 
Testing Nightmare Entrance 
 
wow looks AWESOME

very nightmarish 
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