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Fresh New Quake Textures Discussion
Alright, so I re-installed Worldcraft and loaded it up for the first time in 6-7 years. Looks pretty basic, I'll get the hang of it pretty quick again.

Problem is I have no textures. And if I remember correctly, i've never made a single map using ID textures. So, are there any awesome new textures out there for Quake that people want to see used in a Q1 map? I'm thinking anything that isn't base. I want to do something metal or gothic like Autumn Haunting, only bigger and more epic. Oh and what compile tools do we use these days? I installed Worldcraft 3.3 with the Q1 adapter. Is that hip now?

Oh ps. I redesigned my website, now hosted at http://www.electricescape.com/etherealhell

Telefragged/Atomic Gamer are cocksucking sons of bastards that deleted my site long ago because 'apparently' I had porn on there. They won't reinstate it.
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Madfox 
I love it!
A bit more detail wouldn't kill, but it looks very authentic. the "quake large shells" look out-of-p-lace there though. Gimme good old doom-looking shells please! ;P 
Uhm 
I must apoligize to trinca, i will never do Quake any harm again with my truncinized maps.
it took more place in converting doom models and all in a Quake map, so why not the health bowl and skull.

As I mapped the skull.bsp again, I forgot it rests on another hull.
Now it looks sunk.
Can't find the map again though, aargh.

http://members.home.nl/gimli/skull.jpg 
Eh? 
Dude - dont kill the skull!!!
In Quoth there is a worldspawn spawnflag to use models of the items - health, ammo etc - then they take shadows!!!

So:

Make a model of the skull.
Or else you can have it fullbright! 
I wondered how to get a bsp model in it.
I didn't shoot the sherrif!

http://members.home.nl/gimli/doom3.jpg 
[Kona] 
By base are we talking about just the texture set which I agree is the least interesting of the Quake sets or do you mean game style? If the later, Gun Cotton rates as one of the best, and I can't see any reason to hate it. 
Base 
Depends if you mean idbase or not. Base theme tends to get dismissed because everyone thinks - 'ah flat old level design clothed in idbase'.

Even idbase can be used in new ways still - there's been a few idbase maps over the past year that have really shone and done something new.

Weather base or medievel, metal or elder is best is entirely subjective.

Monsters are a problem, but name me a good unmodified progs base map that uses only grunts and enforcers. Could be I'm forgetting something obvious there.

Madfox, I think they need to be rounder - a few extra verts or maybe even convert the original sprites, though I guess you've tried that.

Ricky, the black goat wants YOU!

http://upload.wikimedia.org/wikipedia/commons/8/8f/Shub-Niggurath.jpg 
Ijed 
I love your maps. No bones about it. You and me both will stick up for IdBase for reasons you and I know. You dont spend months working on something just for it to be dismissed because of the texture set.

Now I am - say 80% through with my current MAP, but that means 16% through a POTENTIAL EPISODE.

I really dont know what to do, because I have recieved an email from the project-website-thingy for every thing that you and Gb have suggested, and frankly it sounds really cool. Awesome infact (although I do think that painskins would work if done properly)(although I would have blood-splat zombie gibs sliding down walls if it was left up to me too, so... ).

What I mean is "do I release my map when finished or do I take it to a small episode level of say - 3 levels - a base, a midevil and then a metal? (I wouldnt try an Elder map because I am so unfamiliar with the format....)"?

I mean do you want another project on the go, seperate from Remake Quake, or do you want all guns aimed at Remake Quake?

:P 
 
idbase is hella fun. I love the clean lines and the consistent look to it. I'll always be a fan. I'm going to make my next map medieval just so I can force myself into a different style. 
Well 
It's up to you what you make. All the code we're working on means the maps are getting neglected so it'd be good to have some help on that side.

I've got complete playthrough alphas for six maps of epsiode 3, but I need to overhaul alot of it. And e3m7 is pretty fun to work on, experimenting with the new enemies.

Most boring secret level? Trying to change that.

Blood splats - we could well be doing that engine-side.

I'm thinking of attacking the Elder maps next . . . mixing dungeon otherworldness and organic elements.

Making an episode on your own is fun, even if it has a bad affect on your social life, but to be honest making an episode in a team has a similar effect. 
 
HeadThump: thanks mate. I totally forgot I actually made a base q1sp, haha.
Anyways I guess I mean both the style and the texture set - but idbase in particular has been done to death. Certainly there are some awesome q1sp base maps, even in idbase. I just prefer all the other Quake styles, because I feel Q1 is more suited for horror than a high-tech base. Ricky... make an episode :D 
Hmm 
High tech base? Sure, better in Q1. But what about grimy, industrial/rusted base styles? Given the Q1 base monster set they seem to fit equally well within the scope of Quake as any other world castle... 
Hmm 
Better in Q2 even. But y'all could infer that I'm sure 
Brown 
brown is good, you can't go wrong with brown :) 
Making Life Richer 
superrrrrrrrr 
Kuppa Kutty 
super figureee 
Kona 
A bit off topic, but we've recently added another of your old maps to the Speed Demos Archive. The map in question is alk08, the other being alk07 which we added to the archives some time back in 2000.

http://speeddemosarchive.com/quake
(there's some demos on alk08 in the newest update)

http://speeddemosarchive.com/quake/mkt.pl?level:alk07
http://speeddemosarchive.com/quake/mkt.pl?level:alk08

Other than that I just want to welcome you back, you've made some really great looking maps over the years. Sadly most of them I haven't been added to SDA because of "new textures/monsters/etc." issues. 
Stubgaard 
Thanks dude I'll check them out :D 
Kuppa 
watlah u talking kona so stupid! 
Kut 
hey everybody shut up n stop 2 commend,no job isnthttp://www.celephais.net/board/icons/icon7.gif 
I Swear 
I did NOT create a func comment generator 
... 
i don't get it 
Blooper 
I was trying to make a new water texture. Something that could look like a waterfall. There is a +fall animation that works like 8 bmp-files. They are attached like +0_name.

Having the new Quake Retextured set I was wondering how a 512x512 tga of 16M colours can be used with only the name #water.tga?

I can split up the file in other bmp or tga's, so I'm not getting the idea behind it.

Sure the retextured files look good, and I'm not sur a good animating texture can be made for it. But I would like to give it a try. 
So 
Did any map ever come out of this thread? 
 
Not from I. Damn this threads 6 yrs old already. I downloaded lots of textures but decided mapping takes too long and fucked some hookers instead. 
Bah! 
At least that means I've mapped more in the past 6 years than Kona. 
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