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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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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.
If someone who has never touched a mapper before wanted to learn how to make Quake maps, what mapper should they use and how should they get started?
Enderandrew
#177 posted by mjb on 2017/02/08 20:28:32
I would recommend TrenchBroom for the map editor.
Check here and see if this helps you get started...it is what I used when I first began to map.
https://quakewiki.org/wiki/Getting_Started_Mapping
#178 posted by topher on 2017/02/08 21:59:41
i also recommend trenchbroom
i never touched and map editor before.
i tried a little bit j.a.c.k. ; netradiant and trenchbroom, and i liked trenchbroom the most.
also, be sure to read carefully the manual of trenchbroom, it's packed with information
Don't Touch The Mappers. They're Prone To Biting.
#179 posted by PRITCHARD on 2017/02/09 00:35:31
Not All Mappers Are Prone To Biting. =)
#180 posted by DOOMer on 2017/02/09 01:09:32
J.A.C.K. is not less comfortable than in the trenches. On just a bit different in UI.
Finally Started To Properly Sketch Down My Map
#181 posted by aDaya on 2017/02/09 11:12:39
Well, only 2/3rd of it but the main gist has been thought out, so now things are going faster. Hopefully the map is done before the end of the month.
The map's style is inspired by UT2004's TensileSteel map.
http://image.noelshack.com/fichiers/2017/06/1486635014-qumppreview1.png
Of course it's lacking details, but that's because I want to focus on constructing the layout first.
Also Forgot To Say
#182 posted by aDaya on 2017/02/09 11:13:35
I'm still using TB1 because TB2's still in beta and I thus suspect it to be less stable.
Daya
#183 posted by mjb on 2017/02/09 13:10:31
Looks cool, hope to see it soon!
Also TB2 is now in the RC phase, it's actually very stable now!
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