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Posted by HexenMapper on 2016/12/20 08:41:04 |
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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#151 posted by Newhouse on 2017/01/31 03:38:14
@HexenMapper
If one map is in AD, soon everyone will be in AD. Even Pritchard can make his map work in vanilla style, even though it had a lot of breakable objects.
@Jheronimus
This is just the suggestion, but could you make it work without breakables or rotating brushes? You can always submit your standalone version of your map separately? (extra promo to be honest, if it is in qump too).
Unfortunately that specific map really relies on breakables - notably all the breakable glass windows, one being "structural" to the flow of the map.
It could be done in vanilla, but you'd end up with glass that opens like a door and doesn't have a smashing sound - not the same... but technically do-able.
Problem is everyone else is mapping in vanilla (and I'd like to keep it that way), and if there's no way to combine them into the same file, it would mean Jheronimus' map is left out in a separate file, and wont be able to be part of the hub that joins everything together.
I guess its up to you Jheronimus, if you can make your map work in vanilla, it would be great, otherwise I'm happy to include it, but it will be a separate file and not part of the connecting hub.
It Is Doable
#153 posted by Cocerello on 2017/01/31 10:55:42
to do everything in that map without mods (no need to use doors to simulate breakables, there is several way better methods), but it won't be completely the same. And it will need to rely heavily into hacking.
On the other way, you really should do keep your hands from any mod for your first maps, or it will happen the same as to Jheronimus: you will end up overworked, overwhelmed and overfocused on the features of the mod and won't have the energy to work on the maps themselves. The result, you'll be tired of mapping long before getting to half the map. The best is to keep things simple to avoid that.
That's why the ideal for first maps are speedmaps: as they can be done fast and won't tire neither the body or mind. Play any besides sm175 and sm177 for reference. When you get the speedmap done, like how it ended, and you still have the energies to continue, is when you can get to think about bigger things, like to continue it or to connect several of them to make a bigger one.
An yes, there is no way to connect maps from different mods. That happened before and ended in the maps that weren't geared towards the mod being broken and lots of problems.
#154 posted by topher on 2017/01/31 14:05:26
i like that speed map idea
i will see what i c4n m4k3 1n f0ur h0ur5.
if i have the time, i will map 2 hours today, 2 hours tomorrow, and shove the result unto you here
Join To QUMP And Some Screenshots Of The Map
#155 posted by Kres on 2017/01/31 14:16:51
Hello, everyone. I want to join the project. I'm newbie at mapmaking, so it will be my first experience.
Here are few screenshots of my map:
Main arena: http://i.imgur.com/NSZRdUN.png,
http://i.imgur.com/6YfQZ0T.png
Prison room(1 of 4): http://i.imgur.com/mt1uMFK.png
Nice Start Kres
#156 posted by mjb on 2017/01/31 14:30:51
That's some radical looking stuff right there. I like the mix of liquids in the main room. The prison hallway is elongated creepiness!
Kres
#158 posted by topher on 2017/01/31 16:01:09
Welcome, Kres
#159 posted by DOOMer on 2017/01/31 19:36:08
Nice screens for start.
Interesting Work, Kres
#160 posted by Cocerello on 2017/01/31 23:05:24
That first one doesn't look like the work of a newbie.
#161 posted by topher on 2017/02/01 01:27:48
ok, i played the maps in SM177 and SM178
i will try and see what i can do in 4 or 6 hours. probably a 4h/6h turd.
ofc it will be a experiment, i'm kinda stuck in my qump map.
Looks great Kres, welcome to the project :)
Speedmap Experiment Part 1
#163 posted by topher on 2017/02/01 03:09:32
this is what i made in 1h30m
it's not textured, it's not playable, it's not sealed. but at least it compiles and can be launched.
i tried to record the session, but i didn't select well the option in the program (i'm using OBS, downloaded yesterday) and recorded a black screen the whole time. damn.
https://drive.google.com/open?id=0B72Jjyg-RfNFbEJ0OUttcng4OGc
#164 posted by muk on 2017/02/01 05:44:41
in reference to SM178, my map was made literally over the span of 24 hours. that is, i stayed up for 24+ hours working on it.
Topher
#165 posted by Cocerello on 2017/02/01 10:43:05
It's OK, and it is also OK for that time given, but you can give yourself 7 or 8 hours and they will still be speedmaps: The point of me recommending speedmaps is about keeping things simple and focus on whats important and not on the fancy and eyecandy. In how much time exactly, that isn't much important.
About the map itself: you can go even forward in reusing setpieces like those windows, it will speed up mapping and will give coherence to the map. And, that fight looks like its gonna need to tone down a lot or give an armour and SNG to get past comfortably. Seeing the bars i suppose you plan to trap the player and then teleport the enemies. That's probably for the best given the room's layout,if not the player will sit comfortably on the ramp shooting while the daemons are trying to get to him.
If you want more inspiration, the ones i can recommend are sm170 and sm171: they are very good while being speedy.
So Tiny Change, So Huge Difference
#166 posted by Kres on 2017/02/01 14:55:14
Now I understand what made the main arena look better in quality.
I made an experiment and added to the prison 1 small detail: pillars with a different texture.
New look of the prison room: http://i.imgur.com/RfG8hYn.png
#167 posted by Newhouse on 2017/02/01 15:13:27
@Kres
#168 posted by DOOMer on 2017/02/01 15:17:09
This looks better than previous version.
Kres
#169 posted by mjb on 2017/02/01 15:24:21
Looks more detailed now, I like the blue highlights.
Cocerello
#170 posted by topher on 2017/02/01 16:00:00
yeah
i was "in the zone" during the 90 minutes.
this speedmap thing will help me, you were right
the fight that i plan is first the demons + dogs when first entering the room, then the knights and vore when picking the silver key, and then putting the bars. but i didn't thing about the ramp, so i have to rework that fight. perhaps some teleportation.. or setups like the vore in other parts.
Monthly Check In
So how's everyone going?
Make sure you compile your maps as you go, don't want to "finish" your map only to find it wont compile! also helps to playtest a lot as you go :)
#172 posted by DOOMer on 2017/02/06 19:32:15
Now I have a "turtle mapping" phase (up to 10 brushes per day) for building a basic layout of the map. New screenshots aren't available.
#173 posted by Kres on 2017/02/07 07:04:53
#174 posted by Party Boy on 2017/02/07 21:23:38
Hi, I'm absolutely new to quake mapping, I know nothing, I actually do maps for UT2004:
https://www.epicgames.com/unrealtournament/forums/showthread.php?25934-Things-I-ve-done-for-UT2004
Anyway, I started this Monday, this is what I have so far, it's only the starting point, I'm going to model the base entrance next:
http://i.4cdn.org/vr/1486458922091.webm
Also, I have a ton of leaks (this doesn't happen in Unreal), is because the sky is open?
Wow
#175 posted by ericw on 2017/02/07 21:40:33
crazy rockwork :)
Yeah, the open sky is causing it to leak - in Quake, the brushes need to form a tight seal between the playable area and the void. Once it's sealed, qbsp will be able to automatically delete the back sides of all of those rock walls.
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