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Posted by metlslime on 2002/12/23 18:24:21 |
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About Quake Mapping
#11893 posted by Quakecorpse on 2007/04/07 15:24:42
I've played several Quake fan maps and i've decided to write 10 suggestions for mappers. What do you think about, do you agree?
10 SUGGESTIONS FOR QUAKE MAPPERS
1) no cool, shining, high-tech maps ... Quake is ancient,dark and rusty ...
2)no realistic maps. Quake it's not realistic, its a ***TWISTED NIGHTMARE***
3)no only brown, boring, gothic map. Quake is also ***RUSTY-BLUE-METAL*** ...
4 use ***ALL*** the monsters. Grunts ruin gothic atmosphere? why not the ogres with their chainsaw and grenade launcher?
5 make ***MORE ROUTES*** on different levels ... like E2M2 ... e3m4
6 make ***SECRET*** passages, secret doors, lifts and so on ... again E2M2 ... E3M4
7 make *** CRAZY WATER*** water sections ( check "liquid despair" map ) ... and, maybe, *** WIND *** tunnels ...
8 Put monsters in the water, ***NOT JUST*** fish ... but enforcers, tarbabies, zombies and wizards ...
9 Give enough ammo, health and ***COVER*** ... and that ***GODDAM*** rocket launcher sometimes ...
10 make traps ... but NOT death mouse traps ...
Prey Icon
#11894 posted by metlslime on 2007/04/08 00:05:34
So i wanted to make a prey icon for func, but the logos i find online don't translate well to a 15x15 pixel icon. Are there any icons that come with the game (or from the in-game UI) that you guys think would be suitable?
Stalker Icon
#11895 posted by Kell on 2007/04/08 00:42:54
have you done one yet?
Linux GL Quake Engine/Client
#11896 posted by Mr. Meaner on 2007/04/08 01:10:50
Hello people, I am looking for a GL Quake Engine for Linux. Some things I would like it to have are as follows
Must Have
Model interpolation
Support/Ability to play Mods (Omicron & Reaper Bots)
Waterwarp - off by default, or ar least the ability to turn it off.
Would be nice
Limits Removed (ability to play large Modern maps which exceed original Quake limits)
Darkplaces almost suits, and I can turn all the stuff I don't want off, however it is the mod support that lets it down. I don't think you can run the Omicron and Reaper bots (as well as a lot of others)with it, at least I can't seem to get it to work, so if it is possible, please let me know. Any help would be received with much thanks.
Darkplaces
#11897 posted by Spirit on 2007/04/08 01:39:33
works fine with the reaper bots at least. Make sure to run a recent beta.
Try Joequake.
For other ports keep an eye on http://qudos.quakedev.com/linux/quake1/
Qudos had a linux port on aguirRe's nehquake somewhen too afaik.
Kell:
#11898 posted by metlslime on 2007/04/08 01:53:18
i need both, probably...
Darkplaces
#11899 posted by Mr. Meaner on 2007/04/08 02:04:01
works fine with the reaper bots at least. Make sure to run a recent beta.
Seems you may be right, just went to the Darkplaces site and read this
Mod releases need engine to play, engine can run other mods
So I don't know where I got my info from, or why I couldn't get it to work before. I'm sure I even reat that it didn't actually support many mods, oh well, I am downloading the latest version and will soon find out. I have tried joequake previously, don't remember why I didn't like/choose it, but I will also give the latest version of it a try. Thanks for the info and the links, it's much appreciated.
#11900 posted by Spirit on 2007/04/08 02:10:01
Mod releases need engine to play, engine can run other mods
That simply means the dpmod (darkplaces mod) needs the darkplaces engine. The engine itself can run other mods.
There are quite some differences to a "normal" quake engine though, so many mods might be buggy. I found darkplaces to be the most easy to use engine on linux because of the sound... I wish there was fitzquake or aguirre's engines for linux. :(
No Luck
#11901 posted by Mr. Meaner on 2007/04/08 06:01:41
Well the latest Darkplaces will not run for me, well it runs, but using glx I can't actually do anything, the game starts but I can't access the menu or console, it's as if the keys do not work.
Using sdl that all works, however when I get in game it's as if the forward key is stuck, I just keep running until I either hit a wall or press the back key. It's not the keyboard or anything, it works fine with other games and all other stuff.
If I install an older version of Darkplaces (20060606) everything is fine, but, neither the Omicron nor the Reaper bot mods will run, it's as if they just default back to Quake. If you hit the shortcut key, or enter the addbot command, it just returns unknown command. So it is obviously not running the mods, but just dropping back to Quake.
I will try a couple more versions of DP, then move on and try joequake and anything else I can find.
Progress
#11902 posted by Mr. Meaner on 2007/04/08 07:53:24
I got the DP version that was released today(20070407beta3), and everything works fine with it, both glx and sdl. No problems with keys or anything else either. I still can't get the Omicron or Reaper to work, it does appear that the modsmaybe loading, I can bind keys in game, and they will be saved in the config.cfg file of the mod in my home directory, so it seems to be using the mods directory, but still just seems to be plain old Quake, and the addbot command is still not recognised.
Success
#11903 posted by Mr. Meaner on 2007/04/08 10:32:56
I managed to get the Omicron and Reaper bot mods working fine, just had to make all the folders/files lower case.
Just out of curiosity I tried that with the older (20060606) version of DP, but no go, it still wouldn't run, come up with some error which ended with something like 'fix your code'
Ah Yes
#11904 posted by Spirit on 2007/04/08 10:53:00
In Linux you will into lots of trouble with modders and mappers not naming their files accordingly. Often they use lowercase in their code but have upper-/ or mixedcase filenames. Very annoying. :\
Old Map Review Site
#11905 posted by Spirit on 2007/04/08 21:14:19
I just found this
http://www.geocities.com/TimesSquare/8666/quake.html
No idea if it is known, I did not have it in my bookmarks.
@Quakecorpse
#11906 posted by Sielwolf on 2007/04/08 21:21:44
1) no cool, shining, high-tech maps ... Quake is ancient,dark and rusty ...
2)no realistic maps. Quake it's not realistic, its a ***TWISTED NIGHTMARE***
3)no only brown, boring, gothic map. Quake is also ***RUSTY-BLUE-METAL*** ...
I�d say Quake�s bestiary (similar to Doom�s) can be used in any setting, as long as it�s done in a believable style. (texturing, architecture and so on)
Grunts ruin gothic atmosphere?
Who said that ? :P
Again, if it�s done in a believable fashion, I have personnaly nothing against different monster combos, though id themselves made a clear distinction between the base/ medieval bestiary.
5 make ***MORE ROUTES*** on different levels ... like E2M2 ... e3m4
6 make ***SECRET*** passages, secret doors, lifts and so on ... again E2M2 ... E3M4
Agreed, though you have to realise it�s a lot of work to make complete sections which like 50% of players won�t even see at all( because they can�t find/ don�t care about secrets)
7 make *** CRAZY WATER*** water sections ( check "liquid despair" map ) ... and, maybe, *** WIND *** tunnels ...
Yes, agreed, Quake needs more of that stuff (have you played metlslime�s Antediluvian map?/ ant.zip)
8 Put monsters in the water, ***NOT JUST*** fish ... but enforcers, tarbabies, zombies and wizards ...
Even monsters need to breathe sometimes you know ;)
9 Give enough ammo, health and ***COVER*** ... and that ***GODDAM*** rocket launcher sometimes ...
Being teleported to another dimension, I don�t think you�ll always find enough resources, escaping alive might be the only option in some cases... as for the RL, well in these times where nearly everyone has played online (=higher skill level in general), including the RL is often regarded as some kind of overkill( poor ogres, dontcha think? :)
10 make traps ... but NOT death mouse traps ...
Yup, instant death traps lick the rust off Barney�s chainsaw....
1 SUGGESTION FOR Quakecorpse
#11907 posted by gone on 2007/04/09 11:19:23
1. GO map yourself, instead of telling others how to map.
#11907
#11908 posted by HeadThump on 2007/04/09 15:52:35
Amen to that.
Pjw
#11909 posted by Lunaran on 2007/04/09 16:58:47
Because their overall lack of grammar, spelling and general thinking skills doesn't stand out as much within a communicative dialect where the signal to noise ratio is so very, very skewed.
I do now believe this is the correct answer.
Speeds
#11910 posted by JPL on 2007/04/09 19:12:27
This time I fully agree with you !! :P
Speedy:
#11911 posted by metlslime on 2007/04/09 21:47:05
Since you don't map for quake, why are you so offended?
Because Someone In His Vicinity Has An Opinion
#11912 posted by Lunaran on 2007/04/09 21:56:35
He can't let that kind of thing continue unchecked.
Also
#11913 posted by Lunaran on 2007/04/09 22:49:30
I looked at that geocities thing Spirit linked and checked out the 'top ten quake maps.' I downloaded five I hadn't played - Discordia, Bridges and Towers, Shadow over Innsmouth, Critters, and Temple del Sol.
Haven't tried innsmouth or temple yet, but re: the other three, Discordia and Critters were woefully short (like 40 monsters), and Critters had some sub-id level brushwork going on. Bridges and Towers, though, was pretty nifty. I was always hovering on the redline for ammo (especially when the whole map goes shambler-town) and you have to play way too much of the beginning with just the shotty, and too long after that with just the shotty/NG, but the architecture is really nice and consistent and the design is very cool.
http://www.gamers.org/pub/idgames2/levels/a-c/bnt.zip
Unless I'm the only one on earth who missed this map, in which case, bleh.
There Is A
#11914 posted by aguirRe on 2007/04/09 23:02:15
bnt2 as well at the same place. You can find this and many other older maps here http://hosted.planetquake.gamespy.com/teamshambler/list.html with short descriptions.
Quakecorpse
#11915 posted by Kinn on 2007/04/09 23:06:55
well that post was really in the spirit of a friendly, open-minded mapping community.
***NOT!!!***
people don't make good maps because someone's breathing down their neck barking arbitrary rules and orders at them. They're made because a good mapper has an intuitive understanding of what makes a game fun.
Lunaran:
#11916 posted by metlslime on 2007/04/09 23:41:57
Shadow Over Innsmouth is one of the all-time classics, sort of a 1996-era equivalent to Marcher Fortress in that it really pushed the quality standard.
It's been a long time since i played BNT, but i remember liking the structures but being dissapointed by the visuals -- I think it was too fully-lit and needed to be more shadowy like the E3MX levels.
Critters is a great example of the state of the art in 96 -- weird structures, lack of details, and not much texture alignment. Made with Thred of course. Jim's other map "House of Desolution" is also indicative of how things were back then. Worth playing for historical reasons, but not up to today's standards.
Also:
#11917 posted by metlslime on 2007/04/09 23:49:52
Am I the only one who reads Quakecorpse's feedback as just friendly feedback from a quake enthusiast? He's basically saying "X is cool but underused, I wish more maps had X." Is there anything wrong with that? Becuase he doesn't map he doesn't get to have an opinion?
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