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Posted by metlslime on 2002/12/23 18:27:46 |
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.
Need a place to host your screenshots? Upload them here:
http://www.quaketastic.com/
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff
File size limit is 128MB. |
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Metl
#3315 posted by nitin on 2006/11/08 02:26:01
yeah soldier of fortune episode two was his first q2 map, and I still like that one.
Headthump
#3316 posted by Lunaran on 2006/11/08 11:09:36
yeah, I usually don't blame them because I know I'm recieving what I give.
except inertia. screw that guy!
Oh Lunaran...
#3317 posted by tron on 2006/11/08 15:42:31
I see what you did there. :D
Zwif: looking better and better dude, looking forward to playing it when I have net access at home again.
Zwiffle
#3318 posted by R.P.G. on 2006/11/08 17:11:43
Needs more monkeywrench.
Also, worth quitting your job over.
Welcome To The Machine - BETA 1
#3319 posted by Zwiffle on 2006/11/12 13:24:19
http://faqtion.org/zwiffle/files/spacepistonbeta1.zip
Prey 1v1 DM BETA map. For those of you who have Prey, any comments would be useful. Thanks!
New Sprite
#3320 posted by madfox on 2006/11/12 23:32:06
my first attempts to make a new Quake1 sprite with Fimg...
http://members.home.nl/gimli/sprite.dz
there seem to be a frame loss, but I could not find any sprite info in the qc files.
thanx FrikaC!
New Map Soon...
#3321 posted by Hipshot on 2006/11/15 16:53:55
Hipshot
#3322 posted by . on 2006/11/15 19:00:13
I like this shot:
http://img294.imageshack.us/img294/9248/shot0616nd1.jpg
Overall reminds me bit of Aliens + HL2, heh.
Hipshot
#3323 posted by JPL on 2006/11/16 00:09:42
Oh, really nice screenshots ! Good work !
Nice, Hip
#3324 posted by Lunaran on 2006/11/16 07:35:50
When I look closely I realize those are the same old crappy Q3Base textures, but the lighting just kind of smooths all that over.
More ammo for my lighting > alles theory. :)
Some Input Plz
#3325 posted by golden_boy on 2006/11/16 12:35:32
http://img129.imageshack.us/img129/2520/quest003kj4.jpg
it looks much better in the editor, the screenies just were too dark somehow and got re-gimped. This is just to show the texturing scheme, because you all know that map. :-)
Yes, it's DM4Q2. (pun intended) I started doing it in the mine textures, but they didn't fit really. What I needed was a perfectly tiling 64x64 texture that looked a bit like wizmetal, and after some searching q2's texes I found that little rusty gem. I think I never saw it in the actual game, though, at least I don't remember.
how should I substitute the weapons? I was thinking Chaingun as a substitute for the shaft? Machinegun instead of SNG, and shotgun instead of nailgun?
rest would stay the same apart from the slipgates, Q2 teleporters look very different but work the same.
i didn't decide on a ceiling texture yet. the original is crappy too, so I'll probably just go with some brown stuff.
its amazing how crappy the original is, when you really study it.
#3326 posted by golden_boy on 2006/11/16 13:04:23
oh, any tips on what tools to use for compiling q2 maps?
Hmm...
#3327 posted by metlslime on 2006/11/16 13:13:40
nailgun -> machinegun
SNG -> chaingun
lightning -> hyperblaster
But you should probably tune it based on playtesting too... sometimes the obvious replacements are not the best, becuase games are balanced differently.
And...
#3328 posted by metlslime on 2006/11/16 13:19:19
you'll probably want to add a couple of shotguns around, since quake players start with a shotgun.
Tools: Arghrad was definitely the preferred lighting tool when I was making q2 maps. As for qbsp and vis, you could use the originals, but I seem to remember some slightly improved versions put out by somebody... can't remember the names though.
Ah...
#3329 posted by golden_boy on 2006/11/16 13:31:32
didn't think about the hyperblaster. of course.
I only thought chaingun because that's what q2 players like to use in close combat, in exactly the same place where q1 players use the shaft. i can't imagine someone preferring the hyper when they can have this.
of course the hyper has no spin-up time.
interesting idea about additional shotguns. although they're not really comparable to the q1 boomstick.
Compile Tools
#3330 posted by R.P.G. on 2006/11/16 13:32:50
Similar to what metlslime said, Arghrad was the compiler of choice when I was making Quake 2 maps. gddqbsp3 and gddqvis3 by Geoffrey Obi DeWan Kenobi were also considered the best replacements for qbsp and vis. You can get those two here: http://home.insightbb.com/~gryndehl/q2compile/quake2.html
Thank You Guys!
#3331 posted by golden_boy on 2006/11/16 13:52:14
I'll try to compile them (have no windows.) no linux makefiles though. that might become a problem.
Oh Yeah...
#3332 posted by metlslime on 2006/11/16 17:00:57
The gdd tools were the ones I was trying to think of.
Shaft For Chaingun Is A Good Call
#3333 posted by Lunaran on 2006/11/16 20:32:37
I'd go with that. Unless, of course, your copious playtesting proves this to be a bad idea, as metl said.
Roight.
#3334 posted by golden_boy on 2006/11/17 08:06:24
I'll probably make 2 beta versions and give them to people to playtest. First version will have CG, MG, SG and second version will have HB, CG, MG.
When I do DM6Q2 I'll probably shift the shaft for a hyper, because the GA room would become totally obsolete with only an MP for the SNG.
what to use instead of the ring in DM6, power shield?
#3335 posted by golden_boy on 2006/11/18 17:13:47
#3336 posted by gone on 2006/11/21 04:22:41
golden, couild u make bigger screenshots that actually show some map?
no PS, cause its rechargable it can be kept forever.
unless you have 1 pack of cells with 60sec respawn time :)
hyper does have small spinup/down time
hyper is much harder to aim than chain at any long distance, cause chain is hitscan.
there is already dm6 remake in q2
Speeds:
#3337 posted by golden_boy on 2006/11/21 14:33:21
I have a problem with Quest atm, the screenshots are totally unusable. They're much too dark (even if the map in Quest looks fine.) I have no idea why this is.
I would give you in-game screenshots if I could even compile the map. I am on Linux. There is apparently no working set of Q2 utilities on Linux (no wonder, considering their age.) I am installing wine at the moment, which should allow me to use the old windows binaries (grr.)
You're right about the power shield in DM6. Any better idea? I am aware of the old dm6 port from 1997 (?), I have it and studied it. ;-) However, in that map
a) the textures suck (black tech everywhere)
b) the teleporter setup is awkward
c) the item placement is strange
and I think I can do better. I think I can even implement slipgates, which are pretty much defining the architecture of the map. dm6 is hard to port though because of the strong Quake1/episode1 theme. Nothing in Q2 resembles that. The best I found is some red brick texture. I don't want to use custom texes.
atm I am doing dm1, because it's easy, there is a nice replacement texture (cell block), and if you put in some weapons it's a good map. A great one actually. There is a pretty obvious spot for a rocket launcher in there :-) no idea why id only put in some nailguns.
dm2 would also make a good Q2 map, I think I could hit the atmosphere pretty well (black metal textures etc.) Not sure how well Q2 bots could navigate it though.
Screenshots will be coming when I get some working tools.
While remaking DM1 yesterday, I thought how cool it would be if someone did a Version 2 of it (for original quake), with some real weapons. (hint, hint)
Hmm.
#3338 posted by Text_Fish on 2006/11/21 17:59:02
I think it's absolutely brilliant that DM1 doesn't have a rocket launcher. The RL tends to dominate the play of most maps, so DM1 forces everybody to rethink their tactics.
I suppose the Q2 RL is slightly slower so it might not dominate the map quite as much, but I still don't see a need for it personally.
Well,
#3339 posted by golden_boy on 2006/11/21 19:30:26
it might have something going for it, but fact is most people want firepower. I toyed around a bit, and if you put the (one) RL right under the hole in the floor, there are suddenly multiple ways to get to/control/escape from that place, especially if you figure in rocketjumping. In my Q2 port, I put a chaingun in the room with bars for some balance. Don't forget there's also a GL in a strategic place. I imagine it will be a cool 2-4 people dm/ffa map.
right now, what incentive do people have to go down there? a green armor?
Speeds: I have a working toolchain now, screenies are here:
http://img134.imageshack.us/img134/6035/quake10ol3.jpg
http://img237.imageshack.us/img237/8458/quake11uo8.jpg
http://img136.imageshack.us/img136/4400/quake12jo8.jpg
http://img180.imageshack.us/img180/2020/quake13en1.jpg
playtesting can begin as soon as I find a host to upload it...
heh, btw the original id map file had a leak!!! *grin*
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