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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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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 
All This Talk About Frantic Speed 
yet remember, maps like "Hell In A Can" are utterly fantastic, and they deviate so much from the traditional q1sp fare! 
 
Haven't finished this yet, because of frustration. Almost every encounter is a forewarned situation - if you're not, then you die. If you don't die then you die on the next encounter.

Think you've moved out of the 'reasonable expectation' parameters a bit, but I'll come back to the map and finish it before complaining any more. 
Back Into The Fray 
On skill 1.

Found the first half pretty easy, because I knew where the monsters were.

3 eliminators = 2 enforcers, 2 defenders, 2 rocketeers?

Shambler ambush and bridge ambush were ok, but why throw in two Vorelings after the Shambler?

Theres stuff here that by convention would be secret - trinity, 1st nailgun.

Was it a late decision not to give the SSG from the start? I ask because the enemy mix is the same (at the start) skills 1-3 and the player has nothing to fight back the overpowered Quoth enemies with apart from the SG. If they get the not a secret NG then its more survivable, but only if they get the GA as well.

There was alot of stuff that just didn't work, IMHO, although the geometry and lighting were ok. Still can't say I like the texture set much either. 
#116 / #117 
As long as the texture has been converted "down to" Quake, they are not the same anymore, so the copyright does not apply IMHO.
Also, as long as the texture set origin (i.e Doom3, etc..) is mentionned, then the mapper gave credit by default to the company who created the game... so need for a long copyright "story" to give credits :P
And the last, as long as we are not making money with our map, as long as we are just mapping for fun, where is the problem ? Are we stoling money ?

The only thing I could understand to be blamed for, is that I distored the original Doom3 texture set, and that's it... The only thing distrans could be blamed for is trying to innovate, and show something else than "standard" gameplay and ID textures...

Anyway, at least distrans seemed to be happy with his map, and regarding the map quality (I'm talking about architecture, etc.... but it is my own taste....) I cannot say much more than bravo ! I want to see more Doom3 textured map ;) 
 
As long as the texture has been converted "down to" Quake, they are not the same anymore, so the copyright does not apply IMHO.

That's so untrue I'm not even going to bother counter-arguing.

Meh, I'm a hypocrite of sorts - I ripped assets from quake 3, hexen 2 etc. in my maps - at that point, tons of people had. Doom 3 though? I dunno, I think it's certainly dodgier ripping from Doom 3 than ripping from, say, an id or raven game from the '90s. 
 
"As long as the texture has been converted "down to" Quake, they are not the same anymore, so the copyright does not apply IMHO. "

So you're saying as long as I change the palette on artwork, it's free to use? 
Well I Feel No Remorse From Using Ported Tex 
in my maps. I'm no texture artist, and also I create my maps entirely for my own personal enjoyment. All us Quake mappers are enthusiasts, and therefore it is a pure and worthy love of these textures which compels us to use them. Surely the original artists and creators of the textures would be honoured to have us use their work for our sculptures!

I think what JPL is trying to express is that the textures arent even used in their original 24 bit states, and that the modern standard of quality isn't even met by the resulting textures, so there is no threat of the textures causing any competition to the products of their original uses. 
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