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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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Sorry For Dbl Post My Pc Malfuctioned 
 
Katy Perry Is Motivational, Now?! 
So you triple post just to say sorry for double posting? Yeah, makes sense... xD 
Join To QUMP 
Earlier I made a few maps for vanilla Quake in the different speedmappings and jams. Now I started new vanilla e1m2-like map. Can I join to this project? 
 
of course 
@DOOMer 
OF course man, just add yourself to the google document and get mapping! 
Joined 
Ok, I'm added myself to the google doc. 
 
welcome DOOMer! 
 
One of big "rooms" in my map - http://i.imgur.com/ZQcomM4.png 
Doomer 
gl_texture_anisotropy 16 
Looks Coo DOOMer 
Very retro hellish :) 
Red Sky Looks Always Good~ 
 
 
@onetruepurple
Ok, i change this cvar for future shots.

@Bloughsburgh
Yes :) I would like to make it more modern, but don't know how.

@Newhouse
Oh yeah, I love that red sky, vanilla sky from Quake I like less 
 
Looks great DOOMer! 
 
So topher where's the assets?

Anyways
I recommend downloading the jam666.zip file for two texwads. 
 
ah, i made some
but i want to check typical widths and lengths. numbers that pop up: 128 units (a lot), 96, 192, 160.

also, TB was crashing, so i waited for new releases. with 2.0 RC2 it doesn't crash anymore.

also, now i know how to make torus, pipes, staircases in a fast way. at least with regular forms, then it can be customized with a little vertex editing, or adding detail brushes on the surfaces of the regular form.

btw, there is a program that can record the screen of the computer AND print the keys and clicks that you are using in the video? so i can make a video 
Topher 
It sounds like great work you're doing. Thank you.

Just wondering whether it's a good idea to make brush prefabs available to other newbie mappers in a project like this. Personally I think tutorials are great, but that new mappers should be creating their own assets, rather than copy+paste-ing someone else's work. I mean, QUMP is mainly about giving people an opportunity to learn and practice everything that goes into making a playable map, including creating their *own* brushwork. 
 
yeah, that was the other thing that i was thinking
i learn a lot trying to make things.

but also there is a optimum way to make certain things

specially more complex things like pipes or staircases, for example

i'm trying to see if there is a way to make spheres (and aproximation, that is) of arbitrary sizes 
 
If mappers want to use someone's else prefabs or samples, in sake of learning it might not be that bad in fact. Only the extreme case might be that there is two totally identical maps, and clear cases of directly using someone's else prefabs, but if you can avoid those kind of side effects, then it should be fine I think. 
For The Sake Of Learning* 
 
 
little sphere
https://drive.google.com/open?id=0B72Jjyg-RfNFU05ibm1LRll6N2M

i don't like it very much 
Arcane Dimensions 
I have uploaded another screenshot to http://imgur.com/a/rpWeb . You may notice that I'm using the Arcane Dimensions devkit.

So far I have used: rotating brushes for the traps in the hall, the entity state system in order to properly link two trigger_multiples, and the a custom particle emitter for the smoke in the middle of the hall. I have a few more ideas but at the very least I need to add breakables (remember the stained glass that leads to the staircase?).

The use of AD has been discussed before, but I now realize that a faithful remake/remix of Winnowing Hall cannot be created without it. I'm really enjoying mapping, but it has proven to be very time consuming. There's a good chance that this will be both my first and my last map.

I don't want to cause any fuss here. If you all agree that AD doesn't belong in QUMP then I will respect that and I will leave the project without any hard feelings. In any case, I want to thank HexenMapper for creating QUMP because it finally made me mapping. And I have every intention of finishing this map!

- Jheronimus 
 
Winnowing Hall is a great map, AD would be able to do it justice in a lot of ways. 
 
i'm open to use AD

technical aspects are no issue for me, and i can make it as complicated as i want to, like sock said in twitter 
Jheronimus 
If you have to use AD, thats fine, we'll make it work (I hope ?). You're right that the breakables are a must for that map if you want to do it faithfully.

Is it possible to have one map in AD in and the rest vanilla? will we still be able to put them in the same .pk3 file or will it cause trouble and will we have to do all maps as AD? I understand it changes weapon physics and a few other things? 
 
It would be far, far easier to have any maps using AD/other mods be their own separate thing. As far as I know, AD can load/play vanilla maps, but it does change aspects of the gameplay in them. And there's no feasible way to have both AD and id1 (vanilla) in the same gamedir/pk3. 
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