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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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Right. 
I went and tested this bunch. As I understand it you're planning to release tomorrow but maybe these demos* can be useful at the last minute.

* - Daya, Nait, sorry haven't played yours yet, simply wasn't in the mood for more than one big map tonight, from what I've seen they work pretty fine so I'll give them a go at a later time.

I liked the start map but it needs some polish the most out of all the entries:

- the skybox (sky5) is missing
- that trim from nait's map looks really ugly here, remove the fullbrights and recompile
- the colored lighting is good but the reds at the slipgates and the purple (??) at the main skill hall are too saturated
- not obligatory, but perhaps give an angle to each trigger_multiple, like in the original start map

Almost every map (all of them except for Kres' and Nait's) bring up a # textures missing from BSP file, sometimes up to 39 missing textures! I understand TB doesn't make replacing missing textures easy right now but this is still sloppy. Simply open the .map file in your text editor of choice, do a search & replace for __TB_empty, then save and compile again.

I'll do longer/proper comments on each map once the final release is out, but for now I'd rank them like:

6. Pritchard - simply because it's the shortest and smallest
5. Brassbite - nice looks, gameplay-wise not much to write home about
4. topher - felt almost like a dream, would have been 3) but that super dark button annoyed me a LOT
3. Kres - very interesting, if a little unpolished, HARD - will finish later
2. Hexenmapper - cool & ambitious design, some weird brushwork
1. Vingal - best gameplay and layout, could use a second pass at visuals as some places were a bit barren but otherwise nice looking
0. Spud - really makes you think (with slipgates)

Well done. How long until a Tomb Raider Upstart Mapping Project? 
Really Trigger_onces Your Temporal Lobe? 
I thought I'd gotten rid of all the blank faces in my map, damn. Not sure how a last-minute joke map you can leap across in three jumps even wound up with that, better luck next time I guess.

It's surprising Trenchbroom doesn't show missing textures when replacing- wonder if that could be a feature in the future, just include it in the left side of the Replace Texture window with a red X for its icon or something.

not obligatory, but perhaps give an angle to each trigger_multiple, like in the original start map
Whoa, that's a thing you can do? I'd never actually noticed the id1 start map has angular triggers, probably because I never thought to walk into them backwards- can't even find any documentation online that mentions triggers having an angle field other than the actual triggers.qc QuakeC source at QuakeWiki, that seems like something that should be more widespread knowledge. 
@otp 
Will see how those works out "angle in trigger_multiple"

I will cover everything else except red lights, they indicate difficulty level (more red -> harder), even if it is not the best execution of that concept, it is still an idea. 
 
Thanks for the feedback otp, very helpful!

I've added in the edits to brassbite / daya /topher and the start map and updated the files (link is the same)

@Shambler thanks for editing our OP for us - perhaps some day we'll be able to do this ourselves and not waste an admins time :) 
 
Demos, recorded in Quakespasm 0.92.2-admod (if information regarding port used to record them actually matters).
My impressions were pretty positive. I didn't find a lot of glaring and silly mistakes besides few misaligned textures here and there. Though I wonder if this small box in qump_vingal should be visible or not.
Also Bloody Sun by Danzadan and NewHouse is missing in readme file.
I also missed the entrance to qump_spud so it's not in the demos, sorry. 
Cheers Luna 
Good spotting on that dark trigger brush and thanks for the demos!

We've included the text file for qump_danzadan and the latest updates to a few of the maps, will probably be releasing in the next few days 
We Are Now Released! 
We've gone through the maps and fixed what we can, all the entrances and exits work fine.
10 maps in total to release with which is very nice!

Download Link:
http://www.mediafire.com/file/p8r3d4k38fmkmrd/qump.zip

Screenshots


Cheers to everyone involved, all those who helped with playtesting and bug reports.
I think the mappers should be incredibly proud - you've all done a great job :)

Stay tuned for QUMP 2 some day... 
 
Major props to all you guys! "Shipping" is the best feature.

I'm looking forward to seeing the interesting quirks from mappers who haven't had their rough edges filed off yet. ;-) 
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