News | Forum | People | FAQ | Links | Search | Register | Log in
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)
First | Previous | Next | Last
Ok 
But as a mapper improves generally so does their technical understanding of what works and what doesn't.

The warp maps all took less than a day to compile - much less for most, but only because I've been fighting with Quake engines for quite a while.

Ricky, the difference between 3towers and slave was good, but I saw more improvement technically than in gameplay / style (already good).

You learn the tricks as you go along - even though you say slave took two days how long did 3 towers take? And thats just from one release to the next.

Sadly alot of the explanations of how all this stuff works have gone 404 over time so its not as easy now to find Quake1 specific explanations of visualisation and Binary Space Partitioning.

The cool thing about these remake maps is that they're pretty much limited by the original size as well, making it easier. 
Heh 
First came 3 towers which took almost a week, then came The Hand which took 4 hours then Slave took 2 and a half days :o

When I was making slave I know vis would be a bit borked because I knew I was going for a wide open space again, which Quake doesn't like.

But seriously, e4m1rmx takes 4 minutes to vis !! 
E2m5rmx.. 
..takes 2:30 on fastvis. that isn't good is it? 
2 And A Half Minutes? 
sounds great! 
2 And A Half Minutes Fast-vis?!! 
Well that could take more than a couple of hours to do a full (level 4) vis!!!

Maybe like a day or something??!

Place your bet's now!!!

(see if Willem will do it for you RJ, he's got multi-threaded vis on his sexy Mac ;P) 
Willem 
Where might I find the code to that multi-threaded vis, so I can at MPI support? 
 
Here's the latest version that I posted. This include multithreading support for both LIGHT and VIS:

http://wantonhubris.com/ToolSrc/

The thing is, this is really only good for Unix/OSX guys. The function calls won't work on Windows. Someone else will need to add that support. 
Where Can I Pick Up A Compiled Version Of That? 
not that i was planning on using it right away, but i couldn't find it on your blog 
 
If you download ToeTag, you could delve into the .APP package and copy it out of there if you wanted to (on a Mac, natch). It's still a command line tool, I'm just calling it from within the editor. 
 
Willem 
Could you include compilation instructions? 
 
Load the project file into XCode and hit CMD+B. :) 
Willem 
Could you somehow export it out of xcode so it is in a portable format (if it isn't already)? 
 
Are the files not readable? There should be a vis.xcodeproj included in the ZIP (I just downloaded it to check and it's definitely there). Double click that if you have XCode installed.

On thinking about it, you'll probably have to download the other file there called "Original id Tools.zip" because you'll need the "common" directory to compile - I think.

I'm not prepared to spend TOO much time on this to be honest so I hope that helps. The changes, in all honesty, were minimal. I basically just uncommented the threading code that Carmack already had in place and made it so the struct names and function calls matched the current OSX signatures. 
 
First thing I wanted to do was compile the executable:

g++ main1.cpp

or whatever it is. 
Inertia Please Take Coding 101 First 
 
Willem 
Please compile a open-source-code-linux-cross-platform-64bit-arm-multicore-x86-binary. If you can't your multi-threaded VIS is useless! 
 
GAH! func, now the greatest joke in the history of this board was lost because of the dreadful ...!
The last word was binary! Haha, funny isn't it!

ps: And I was making fun of inertia of course. :) 
Bah 
I'm sick of closed source bollocks in a community that, in large part, exists only because of open-source. I'm talking about the GPL engine code. We wouldn't have had Nehahra, or Marcher, or advanced quakeworld clients and servers, if we didn't have access to the id engine sources. GtkRadiant is open-source. How many of you have looked at the .map sources for legendary maps, like Pingu's A3? I think it's pretty cool that we can look at the guts of stuff like that.

Another thing, Quoth 2: Preach emailed me reasoning about how if it is open-sourced, people will modify it and then we'll have to download a new 70mb package for each new map release! Oh my!

As if any mapper would actually alienate his users by doing that.

It turns out I just want to read some modern, quake-related code, for the sheer enjoyment of being a quake fanboi who is liking programming more and more nowadays.

Keep in mind the engine codebase has been GPL for... how many years? Get with the thymes, people. 
 
Is this in reference to my VIS code? Or did you want the ToeTag source? I'm not sure what you're after now. 
Everything! 
 
Uhm 
As if any mapper would actually alienate his users by doing that.

I did with a fix for spawning tarbabies in quoth1 and coop options. 
 
If you're just grabbing stuff to collect it then I see no need to rush to get you what you want. *shrug* I'll probably release the ToeTag source sometime after Gears2. 
Willem 
Sure - as long as you release it. We're hobbyists, no rush :) 
Hey, Here's Something You May Not Have Considered. 
The world doesn't owe you anything, inertia. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.