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Another Bloody Base Map: "Ruined Nation"
This one is a small D3 textured SF level, requiring Quoth and the Quoth2 upgrade. It started as a testbed for lighting and ended up being a place to experiment with Quoth(2) functionality.

Screens:
http://img263.imageshack.us/my.php?image=dissp08zl1.jpg
http://img46.imageshack.us/my.php?image=dissp66tc6.jpg

Thanks to Kell, necros and Preach.
Also to my my long suffering testers scragbait, JPL, negke and sielwolf. All had strong opinions about the level, a couple of which matched ;P

Download:
http://shub-hub.com/files/maps_singleplayer/dis_sp6.zip

Even if there are no secrets, exploration is always rewarded.

Be warned - 'HARD' is a thoroughly Quoth2 experience.
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This Is Similar 
Do you want all videos that use copyrighted music removed from youtube? 
Omg 
because of this map no one will buy doom3 anymore!

looks awesome btw, haven't had a chance to play yet. 
Round 2 ... 
You dont want your maps (or any of your own creations)to be used without your permission (or even despite the lack of permission), ie converted to some other game withought even mentioning author`s name and realeased under some moniker, like 'JPL'. Then why do you think its cool to use the assets from copyright protected commercial games without even asking?
Maybe if you use 2-3 sounds or textures its ok (fair use or whatever) But converting the entire set of textures and releasing freely on your own - you better ask first.
Im not going to mail ID anytning. I know what they say on such issues from q3 times.

This been explained to you by no less than 3 people. If you dot care still doesnt make it right.

and you trying to hush me threataning my 'popularity' lol 
I Bothered To Dig Up Something 
==================================================================
SOLDIER OF FORTUNE TEXTURES CONVERTED TO QUAKE 1 .WAD FORMAT
==================================================================

Textures and materials from Raven Software games can be used to
make mods for our games or any other non-Raven game as long as
the following conditions apply:

1. Full credit must be given to Raven Software for any and all
materials used to make the mod. We don't want anyone taking
credit for our work. A complete list of what Raven material
was used should be clearly visible along with a link to
www.ravensoft.com.
2. The final product must be a free download or freely available
to the public for no charge. The materials cannot be used for
a commercial product and they can't be sold or used in any
other way to make money. That is a gross violation of our
licensing agreement.
3. Use of our materials in other games can't conflict with other
companies' End User License Agreements. If Epic's Unreal
Tournament EULA says that using our materials to mod their
game is prohibited or if they frown on it, for example, then
we don't want our materials used for this purpose. In short,
don't use our materials for a non-Raven game if the company
that made the game you're working with is going to frown on
it. That's about it...

Kenn Hoekstra
Project Administrator
Raven Software Corporation 
^^ 
just as an example of company not minding the use of old games` textures in other games

Same thing ID doesnt mind the use of q2 tex (and prolly q3 too now) Not the same with their latest games.

If we - as content creators - want to get respect and retain rights over our creations we should treat other's copyright equaly. Thats my main pont, not how much money someone
gains or loses.

call me copyright nazzi or whatever, still doesnt make ripping right 
Would Somebody Like To Help Me 
progress in the map :)

what do I do after the bob/lift bit with the vent that leads to the start area? 
Nitin 
If you are where I think you are then move up with the lift and (carefully) look behind the crates at the end of the room. 
No... 
Nitin, I got stuck at the same place, you need to look for something to shoot to progress, all that vent stuff was a secret area, not the way past the lasers. 
Re: Speeds' Post On Ravensoft 
that is awesome that they did that.

I think the comparison with what we are doing (making Q1SP maps/mods) with modern game production on copyright, while it works technically, doesn't really work in practice: whereas when Q1SP started, everyone had to include disclaimers (don't sell this, don't pass it off as your own, etc), now the community is more tightly knit, no one's trying to make money/steal anything, it's all for fun, mappers often release sources and sometimes permission to release something new based on it even.

Anyway, Doom3 is already pretty old, it has already come and gone. I don't think we'd be interfering with them really, if it was their new game (even Q4) that they are currently still selling that would be different. 
 
I guess I am too much of a free free give give open Linux lunatic. And of course I am no artist myself in this matter. 
 
"Anyway, Doom3 is already pretty old, it has already come and gone. I don't think we'd be interfering with them really, if it was their new game (even Q4) that they are currently still selling that would be different."

Old or new, they still own the copyright and it's only proper to ask them for permission. 
 
Technical question: after installing the new graphical Catalyst driver, fog in this map (using fitzquake) seems too thick and yellow, cant see anything. Any way to fix it/disable the fog? Thanks 
Type "fog 0" 
on the console 
 
no way to fix it? the level loses a lot of atmosphere without fog. 
Try 
fog 0.05 1 1 1
and if that still is not enough increase the first number (0.05). 
Nitin: 
You need to find the silver key door which is around the corner from the start area. The texture isn't very obvious that its even a door but look carefully and you will find it.

Jaromir83 - check out JPL's Slime Refinery Complex, Invein for Nehahra (not D3, but similar theme). 
 
I guess I am too much of a free free give give open Linux lunatic. And of course I am no artist myself in this matter.

one more reason to be anal about licenses (as long as we have this shitty copyright thing in use) 
Oh 
that was directed at spirit, and of course i only wanted to quote the first part of it :( 
So Where's Th Fog In Here 
anywhere near the start or it comes later? because I cant see it. 
Hmmm. 
No fog nor coloured lighting in AGLQuake... 
Fitzquake 
here, well fitzhack. I see coloured lighting. 
Shambler, 
the fog is there in aglquake, just really really thin. i had to go back & check it was there based on people's comments & the only place i could notice it was in the main shaft with the spaceship-on-a-lift thing; the rest of the level is too confined for it to have much of an effect unless you change the values (like spirit mentioned above) 
I See Dead People... 
...well, dead Enforcers anyway. 
Ah Yes 
So... 
... it would be cool to "harmonize" fog rendering :P 
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