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Base Pack
oh wel i love base theme so much that i start making another map just want to ask if is anybody interresing in making a episode? maby with 4 or 5 maps?!?!
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there is no deadline lets see what happend if possible to be in end of this year whould be good let�s see who is in!!! then we talk about deadline and other stuff! 
I'll Work On A Little Something. :) 
I've had an idea for a base map knocking around in my skull for a while, so it'd be good to have an excuse to actually build it.

I liked the enemy lineup in the base pack you released during QExpo Trinca, and I also like the base enemies in Quoth. We need to have that scorpion thing from the Hipnotic pack as well. :D

A brand new boss monster for the final map would be nice though, because the Hipnotic one always gets used. 
 
phait u do :) since map is finish for u is much easy to convert it!!! :) go on dont be lazy... 
Aaarggghhh Trinca, No Blue Enforcers! 
Please? They look a bit crap. 
 
inertia
A duel it is! Fisticuffs at dawn sir!

Seriously though, there's no reason we can't both do the same style. At least it would add some coherency to the pack. I'm planning on generally scaring the player as much as possible, using vorelings and fiends a lot and working hard on the lighting. 
Quoth Source? 
I don't think the quoth source is available is it? That would make it hard to add other monsters.

Nice idea though, I hope something comes of it! 
 
oh wel u guys decided i think base id whould be great there is so many good monster�s to add to a base map! and easy for all!!! just hope by the time i finish my map i have skill�s enought to make a clean light map :\ since i�m better with arquitecture and skill very bad in lights :\

i think what he just need is a small start map like chapter�s map that close the door after the map is complete! 
Textures? 
idbase only then? I don't mind working with idbase again, but maybe if there are many people who want to make a map, it will end up getting a bit tedious because all the maps will look so similar. Sure, the setting for each map can be different, and there are a few colour variations, but there is definitely a possibility that some of the maps will look very similar.

I'm not for or against idbase only though. I rather like the set, and would be happy to use it for my map, but I just worry that other might lose interest because they had a different set in mind. 
 
i think all base and ikbase are alowed biff.wad and the modified than textures could make a good variety in maps! 
Mod (monster/weapon) Suggestions 
Weapons: (either this or just stick with the existing Quake arsenal I reckon)

*Zerstorer super shotgun. Cooler, more mechanical, and just as lethal as the original

*Zerstorer blaster (nailgun replacement) fit's in better with the base theme, and is more fun to use than the nailgun I think.

Monsters:

*Zerstorer mega enforcer. Coolest base monster of all time I think. He has some nice attacks, and also that awesome shield.

*Quoth rocket grunt. Good weak ranged enemy with a dangerous weapon. Red, so easy to spot.

*Quoth grenade enforcer. Has a close up shotgun attack, which is nasty, but also the grenade attack, which is a good replacement for ogres.

Also the standard base monsters should be used, and additionally some tougher regular Quake monsters. I am fond of Shamblers, Fiends and Vores, because they fit in ok with a base setting as they could be from any time - they are just monsters. Scrags and spawn might be ok too.

Quoth's Bob is ok, but maybe he's a little annoying. There are also centroids and Armagon from Scourge, and the axe grunts from lunsp1 that might work.

Not a good idea to get too carried away with extra monsters though. I think only a handful should be added.

useful funcs and triggers:

Quoth spawnflags for monsters... amazingly useful!

Hip rotating ents... if anyone wants to bother with the hassle :)

exploding wall. Not neccessary, but easier than pissing around with info_null and func_wall

force fields? I like forcefields. Anyone else like them? 
I Think 
rather than sticking strictly to the original IDBase set the mapper should be left to their own discretion, with the simple guideline that their map should be in keeping with the general base ambiance. I'm pretty sure most people mapping for the project will have played enough Quake to know what consititutes IDbase ambiance, and then it's up to them just how far they deviate from it.

Obviously knights would be a silly thing to find in a Base map, but there are certain things like ogres and scrags which I think bridge the stylistic gap between all of Quake's dimensions, so it would be difficult to impose strict limits on any mapper. 
Yes, I'd Love To Have Forcefields! 
Are there any more airbourne Base-like monsters around? Other than Bob? I'd love to see an enforcer with a jetpack or something. 
 
I would like to see some rubicon and ikbase maps too. Those are slick textures! Hell, maybe we could get metl to release the rubi2 texture set...

Also, maybe we can use this as an opportunity to get the QC people in on a project. For example, I want my level to have a flashlight -- do I know how to code that? Hell no! 
Flashlight? 
Oh noes, please keep it Quake! 
Trinca 
phait u do :) since map is finish for u is much easy to convert it!!! :) go on dont be lazy...

I'm horrible with SP layout. Plus I've had a real job now and when I'm not working I'm gaming or working on my design portfolio. 
 
Phait sent me then i will try to make something when i finish mine :) 
Hmm 
how about some lose connection between maps that could allow for a stylistic change in each map, for instance:

The player keeps getting deeper and deeper underground into this "base". Each map becomes darker and more evil as the player goes underground, this would allow for pretty much any quake monsters in the lower levels (end maps), would also allow for some cool rock/base maps, and some degenerate abandoned base maps too. Things could also get a bit more demonic as the player goes deeper, to add another stylistic change perhaps...

Just an idea ofc :) 
I Like That Idea 
but it would require a lot more organisation to produce a consecutive series, because you'd have to decide whose level contains what weapons etc. etc. Oh and only one person could realistically show any sky. :P

But I suppose if a few people wanted to do that, then the start.bsp could lead to one or two small 'episodes' as well as single levels?

I do like the idea of somehow unifying them all with a common theme that's slightly more consistant than just 'Base'. Like perhaps each level/episode has a very distinctive looking button/lever/whatever at the end, all of which have to be hit in order to power up a bossgate back in start.bsp. 
 
i�m progressing in a map that is a mix of inside and outside doors 
Stand Alone Quake Mod 
On a mildly related note, have any of you guys got any idea how much of the original quake content you would need to replace before you could distribute any Quake mod without requiring the end user to have a actual copy of Quake?

I'd still be up for making a quake map, but I'm kind of depressed at how small an audience such a map could currently receive, but if we could somehow replace enough of the content to make a stand alone distribution legal, then you would end up with the ability to distribute a completely legal stand alone copy of Quake setup to play just our maps.

Having thought about it, the only new stuff we'd need to replace would be the monsters, the animations, the weapon models and the sounds. There's already plenty of freely distributible textures and maps, along with all the replacements for the console graphics and quakeC mods and stuff.

Is any one up for the task? Imagine how cool it would be to be able to distribute your maps completely stand alone to users without requiring them to have any pre-installed game. Would it even be legal to replace the original quake content with a slightly higher resolution copy made to imitate the existing stuff?

Anyway, for my part I've been getting into character modelling recently and I've already got a fairly decent replacement for the Quake grunt made in maya, all textured and rigged ready for animation, maybe I'll try and get it completely replacing the original grunt and that could be a start.

Anyway, excuse the massive brain fart, but I think it would be really cool to have a totally freely distributible game which people could make maps for. 
OH 
lun, got any spares?

ZING! BURN! SNAP! 
Base Progression 
Daz, that's a great idea! It provides a great excuse to have the different styles of base in the pack (ikbase, idbase, rubibase, etc.).

Also, there could be a "surface" section of maps, and a "sub-surface" section. Heck, the surface section could have runes that are collected, before allowing progress to the subterranean section... 
Thoughts From A Non-Contributor 
If you all stick with idbase, then there would be a lovely high-resolution texture pack already made for it.

I also hope you all heed biff's suggestion: make it coop friendly.

Furthermore, DaMaul's idea is interesting--rather reminiscent of the GPL Quake project or whatever it's called--but would require so much work as to doom the project from the get-go. Maybe I'm just being cynical. 
One Thing To Consider, DaMaul 
Nexuis is GPLed, and could be the basis of a single player TC game.

Good luck, Trinca. My plate is a bit full to contribute a map. Though, if you do use the Zer weapons, I would not mind pitching in a reskin for them. 
Oooh. 
I'm liking the idea of single suface maps leading to a sub-surface episode. 
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