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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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Well 
Ill only be here for one of those two weeks, but an extra week will = one extra weeks worth of work for me.

Map would be better!

(also Quoth/hipnotic rotating doors would be cool for floodgates :-( 
Ugh 
my brain is very tired. Must...keep...mapping... 
Better Rename This To "The Other Speedmapping Thread" 
Ha! Ha! Ha! 
Didn't You Mean "The Other Base Pack"? 
 
 
Hey, I'm working on mine! I swear. 
See Everyone In 2 Weeks 
 
Will The "Remix Mapping Challeng" 
have a booth on the Quake Expo? 
Sux 
no news on main page = I didn't know about that contest...

:(:( 
No More Sleep!!!! 
Bah! - Who needs sleep anyway!!! I can map 'till 4AM it seems, and still feel fine in the morning!

I wish....

(curls up in a ball on the floor in office at work, slips off whilst clutching the phone) 
Yeah.... 
I'm boned on this. Work is too heavy. Whenever the deadline is, I'll turn in what I have at that point. Don't wait for me. :) I'll do what I can until the buzzer sounds. 
So... 
...any free maps to do? 
Files 
How shall the files be named? I'd suggest e*m*rmx_nickname.

Will there be a start map? Then we would have to set the changelevel right. Would be nice so people don't have to use the console. The drawback would be that the pack would need its own directory as the weapon removal is fixed for start.bsp in the qc, isn't it? All the 100brush packs did this too and I think it's nice.


MaTi: A lot of maps. One and a half week is quite short for it though I guess. Maybe you could contribute a start map (see above)? :) 
Start Map 
You could make a simple start map called rmxstart which player could load manually after finishing a map. The remixed maps could still point to their regular follow-up levels. Probably better than a QC solution. 
Uh 
That would completely screw up any balance. Or did you guys all keep the map "enclosed" in terms of weapons and balance for follow-up levels? 
 
I asked that earlier and was told that the remix map should be playable from a cold start - so include pickups for any weapons that the player will need for your map at the start. 
Trigger_changelevel 
should point to "e4m2" or whatever.

This way, all new maps could be placed in an "rmx" dir in the Quake dir, and renamed to "e4m1, e3m2, whatever", and players could play through Quake as normal, with the new maps replacing the id maps where possible...

Weapons: in my maps there is an SSG, a Nailgun and a secret LG. Except for the secret LG, I think this is all of the weaponry that there is in the ID version... 
 
"and players could play through Quake as normal, with the new maps replacing the id maps where possible... "

Some maps are being duplicated aren't they? I think we have some overlap. 
Do We? - Not So Sure... 
Spirit e2m1
rj e2m5
headthump e2m7

Vigil e3m1
Scampie e3m3
Willem e3m4
Speeds e3m5

RickyT23 e4m1
Zwiffle e4m7


I just think that if you target the next level as the original map did, then the "RMX" collection could be played through as if it were a mod, it could be added to in the future without re-packaging...

Although Im not the person to decide how to do it! :P 
 
Oh, my mistake then. I thought some people had doubled up on maps. 
 
Hence my suggestion of the independent start map. 
A Start Map Would Be Nice I Guess... 
...an excellent addition to the pack! Who's gonna make one in 10 days?

The beauty of naming the maps "e2m1, e2m1" etc is that and additional maps would be compatible! Just whack them in "quake\rmx\maps", then all maps could be accessed from the Quake menu! Also any future maps could be added/replaced as and when the end user feels like it. If there are duplicate maps at some point then the player can choose which ones they want in their experience...

Still I maintain that this is just what seems logical to ME, others may differ....? 
Bah 
release them individually, they would be too hard to match up for balance otherwise. 
Bah² 
Naming the maps e*m* is a terrible idea. They are not meant as replacement for Quake's maps, are they. e1m1rmx is available as id1 and quoth, e1m2rmx is quoth, ours are all id1. Also maps should always have unique names.

The Quake menu (I guess you mean the multiplayer menu) has the map names hardcoded, so the names would not be the new ones ("my rmx map by me" or whatever). So that would be completely useless.

If they were meant for continous play then we have a problem as either people would have to make sure the player has no ammo left when getting to the next map (right...) or the follow-up mapper would need to know how much ammo and what weapons are taken over. And then we could aim for release in December...

Having to use the console after each map is a bad idea, especially for normal people. It's bad enough for many that they have to specify some commandline.

negke: "take away all stuff on starting new episode" is determined by if (world.model == "maps/start.bsp") in the qc. Thus my suggesting of a folder (rmxcomp or what) and a simple start.bsp (like the ones in the 100 brush packs) pointing to the maps. 
#178? 
So should we make "trigger_changelevel" "target" "start" ?

And name the maps "e4m1rmx" ?

I'm down with that! ;-P

(by "down with that" I mean "sounds fair enough to me..." 
Doubling 
As I've mentioned before I'm working on a remake of episode 3 - but with its own progs. It will be playable under id1, but some stuff will be missing.

I'm using the name format e#m#rmx - maybe a bumper rmx pack later on would be good.

I'll be doing a remake of the original startmap once I finish 1-7 that will call the basic starts for each episode and shub's pit with rmx appended.

I have betas of m1-m2, alphas of m3-m6 and a very early version of the haunted halls. There's months of work left, so this is a heads up more than anything. 
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