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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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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!
#184 posted by muk on 2017/02/09 17:47:47
+1 to using TB2. Youll have less crashes than with TB1, guaranteed. Especially during vertex manipulation.
Theres lots of little changes that you didnt know you needed either, you can see the changes here:
https://github.com/kduske/TrenchBroom/milestone/13?closed=1
(first post in this thread just for that)
Need For Playtest
#185 posted by Kres on 2017/02/10 17:03:04
The map is in fact ready (some bugs left in the main arena but they are reachable only when you use noclip). I made Hard difficulty, but after hundreds of tests it's difficult for me to understand is the Hard difficulty really hard. So I need someone to test the map.
Link: https://drive.google.com/open?id=0B2HURO4syOiAME1mUkw2X2V6SUU
Krez
Cool map krez, I liked the flow and look of the areas.
I feel like some of the monsters could be more aware, like the ones in the first room, maybe uncheck them from ambush, or have them facing the place the player will enter? seems odd picking them off one by one while the other monsters dont notice.
I thought the difficulty was ok, I played on hard and got killed in the dog / fiend ambush, although I was doing fine before then. Perhaps that area is a bit too hard, while the rest up to that point was a little easy (except perhaps the sewer section with the shambler and fiends which was good)
The health kits in the pool in the first room have pretty bad z fighting with the surface of the water (I run on -fitz so no transparent water, not sure if that's what's causing it), and the pedestal that the silver key sits on felt a bit awkward when I tried to walk over it and couldn't.
Other than that, great stuff! Its coming along nicely :)
#185
#187 posted by topher on 2017/02/11 17:05:18
i will play this today or tomorrow and upload a demo and feedback, kres
#188 posted by Kres on 2017/02/11 19:26:39
@HexenMapper, thank you for feedback. I added a bit more difficulty and rotated monsters in the first room. Also I lowered the pedestal of the silver key and added the pedestals for each item in the prison cells in the sewer.
@topher, thank you, I will wait.
Known bug: some parts of lava in the main arena don't work as lava (idk how to fix it)
I reuploaded the map, so if you have already downloaded it, please, redownload.
Kres
#189 posted by topher on 2017/02/12 00:19:47
https://drive.google.com/open?id=0B72Jjyg-RfNFWjdEcE5sQ3VvaFE
demo
commentary un the demo
the gameplay in general is good. you should add an armor in the arenas. some monster are facing away when you first aproch them
also some polishing is needed, but nothing too bad
i can help you with the brushes
if some parts don't work as lava it may be because they have weird shapes or mixed face contents (like lava in some faces and water or solid in other faces)
#190 posted by lpowell on 2017/02/24 22:26:12
Thought I'd check in since I haven't posted anything in this thread since signing on. I started something when QUMP was announced but it ended up going in a different direction, and I want it to ultimately be for AD. So I picked up an unfinished layout I made in an evening last year that I originally intended to be a Qonquer arena, to turn it into a coagula-style map for this project. I'm mostly concentrating on finishing the layout and gameplay at the moment; haven't done any lighting or any detailing aside from what I needed to get a feel for the aesthetic, which is a hybrid metal/tech theme. I might dip into some other texture packs like Rubicon to get a variety of computer screens or whatever, to flesh out the theme a bit.
No title yet.
Lousy in-editor screenshot: https://drive.google.com/open?id=0B5ubevjSCiEYbC15RHdKRTZTMzQ
Looks Interesting!
#191 posted by mjb on 2017/02/24 23:55:03
Nice going, keep going!
Looking good lpowell, vertical is best -cal!
My map is mostly done, I'm just plugging like 100 leaks and then a few detail and balance edits
Monthly Check In
#193 posted by Newhouse on 2017/03/01 11:51:41
Hey!
How's everyone going?
Any problems or need for play testing?
Basic Layout Is Now Done!
#194 posted by aDaya on 2017/03/02 00:41:04
http://image.noelshack.com/fichiers/2017/09/1488411655-layout.png
Still want to add some secrets and small details there and there, but that will be done by polishing this guy up and making it pretty!
Yes... How Is Everyone Going?
Sound off those of you who are still keen. I hope everyone hasn't forgotten about this!
My map is in dire trouble... degenerate edge got me and I might need to do some serious fault finding, or start from scratch... At least I learned a lot so far :)
Need Playtesting!
#196 posted by Zetta on 2017/03/02 07:38:43
Hi, playtest my maps please! xD
They're called "shq1m1" and "shq1m3", they're likely very terrible and unfinished, but that's why I need feedback :P
Download them here: http://www.moddb.com/mods/superhot-quake
They were made specifically for this mod in a rush so they likely won't work in vanilla quake.
Is it possible to make a bridge collapse? I tried using func_plats, func_trains with path_corners but it always ended up with the player stuck in them. (i.e., in "shq1m3", I want the bridge to collapse behind and/or below the player's feet and force the player to sprint and jump at the end)
Oh
#197 posted by Zetta on 2017/03/02 07:42:49
And I post this here because I want to recreate SHQ1M3 from scratch for vanilla quake (for QUMP)
#198 posted by ijazz2 on 2017/03/03 14:13:50
Guys,my entry might not make it in time.My exams are coming up soon and my parents will kill me if I get low grades.
If I get time I will finish it,but it will be like a testmap.
Ijazz
no problem man, I'm having to start from scratch as of yesterday so... dont worry too much. real life is more important!
#200 posted by topher on 2017/03/04 04:46:32
real life
real life is shitting me these last weeks
i have the idea, theme, layout and expected encounters for my map. i have a few areas mostly done. i learnt a lot. the rest is finishing the map
i'll be posting a beta around 19-MARCH
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