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Remix Quake Mapping Challenge
New Quake mapping challenge in the tradition of good ol' 100brush and Coagula contests. Only this time the theme is "remix".

Game: Quake, sp

Theme: remix/remake of an original Quake sp map.

You cant take first episode E1M*maps though (because Kell is doing them).

get original map sources here: http://rome.ro/2006/10/quake-map-sources-released.html
or http://www.speeds.quaddicted.com/quake_map_source.zip

Mod: no mod

Engine : Fitz ( so go ahead use a skybox if you want)

Submission deadline is 1st June so you have more than 2 months.
(I think its more than enough time, considering you have small maps and the source files to build on. But if you dont think so - let me know )

Judges: yes there will be few, to review and rate the maps (metlslime is one of them)
Im not judging, I will be making a map myself.

people interested so far: Zwiffle, Trinca, Zombie, GomJabbar, Spirit

maybe Voodoochopstiks, Gibbie, Neg|ke�

Post comments if you want to take part.
Please state what map you are going to make. No more than two people on the same map please

(or catch me on IRC quakenet #terrafusion)
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Half And Half Here 
I spend a long time working on the first area of the map to define look and style, and get get decent lighting, so I spend a lot of time going back and forth then compiling. Once I'm reasonably happy with the look and lighting, I'll just use those light ents and the defined style throughout the rest of the map so I don't have to constantly recompile and take a look. 
'Nother Shot... 
Fuck Sake! 
Well i've accidentall uploaded both shots as e1m4, but they should be e4m1 (obviously)

http:/shub-hub.com/files/images/e1m4rmx.jpg

Wallop! (sigh) 
 
 
Heh Heh 
Ricky, neither one of those links work :) 
Spoke To Soon. 
Anyway, that looks really nice. I may use an engine with colored lighting for once on this map. :)

But.... another base!? Whats with all the base maps! 
The Last One Does 
and i meant to save the file as e4m2rmx2, but saved it as e1m4rmx2, then uploaded it, then posted loads of incorrect links. but the last one does work on my comp...

(embarrassed) 
E4m1 
that looks really good! Very clean architecture and texturing, just really pleasing to look at, very nice. 
E4m1 
Nice architecture but it's dark. And remember that thing about too many/much colored lights. 
Ricky 
looks great! 
Icky... 
Ricky, correct me if I'm wrong here, but it seems you've got 4 different light styles and colours mixed together there in one (very small) area.

I reckon that that would look a bit dodgy even without coloured lighting.

My opinion: use less different light textures within the same area to give it a more unified look (especially if you're going to use coloured lighting).

Other than that, it looks great! :) 
Thanks For The Pointers Guys! 
I must admit I've been very busy of late and have been piecing this one together quite gradually. Tips about lighting/aesthetics are good, if anything just because they'll make me tweak tweak tweak and try different combos, so great! :-) 
 
Im with frib, try 2 types - one coloreless/slight for overall and another for small colored areal lights 
I Think The Blue White Light With Two Vertical Stripes 
doesn't fit while the other three work pretty well together. Apart from that it's looking good! 
 
RickyT23 if i will have a level design company i will get you to my team for sure... fast with lots of imaginacion!!! looks real cool 
Thanks Man 
I must mention once again though that the texture set I am using is fucking brilliant! It's really easy to work with and looks great. And I think it fits a sewer system theme very well. 
I Have Prepared A Little Something, Too 
 
sweet i wanted to make one to but my fucking time is to short :\ 
That Looks Interesting 
perhaps make the runic symbols on that teleporter symetrical, i.e remove one half of the frame, copy the other half and then paste it, and spin it 180. Just a dumb suggestion....

:P 
Or, You Know... 
he could just cut the top brush in half and scale the textures on one side by -1 horizontally. 
Yay... 
...I'm getting quite excited about some of these remixes.

RickyT23 - a superb vision for e4m1, clean - solid - detailed - can't wait! I agree regarding the light fixtures, and have never been able to understand why mappers insist on rotating floor tiles. Tile cutters (or in this instance the hot-axe) exist for a purpose. Unless the rotated section is such that it looks like a piece fabricated to fit round a bend - and I'm not suggesting realism here, rather consistency - then it just looks arse.

megaman - interesting, but isn't e1 off limits? 
Thanks Distrans 
I gotta tell you though, the floor tiles were inspired by APSP1.

(hehe - tile cutters) 
Pfft Tile Cutters 
Don't listen to them. (Properly) rotated tiles are the way to go. Cut tiles are ok on 45 degree angles and the like, but look totally bad on round floors. 
Cut Floor Tiles 
almost always look bad. They're one of the first things you notice in a level (I do) even before misaligned textures. In the original e1m2 most of the big metal tiles were cut away somehow, which looks horrifying. For example.

The QW guys' craving for high quality textures, but at the same time ignoring crappy texture alignment, which looks much worse than the original texes themselves, amazes me to no end.

The base floor tiles (sfloorblah_blah) can be made to look good when cut, for example Gibbie pretty much has it down, look at his map Alcyone.

so, neg!ke++

megaman: Nice! Try using even less red? Perhaps red "runes" only in the corners? Looks good, proper metal. Niceness. 
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