 Baker
#19 posted by JPL on 2007/08/02 11:53:04
Concerning the planes, it is a prefab I found on the internet... so it is already under a GPL licensing: I just changed the texturing.... so everybody can find it just "googling" it.... bad example ;)
BTW, if some people are interested by any of the structures of any of my map(e.g "Five Rivers Land" skulls, etc..), they can easily ask me via email to provide them a prefab (maybe I'll add a section on my website..)...
Well, I'd rather prefer to control who will use what I did, rather than offering it for free to the world, never knowing who would use it, crediting me or not...
Maybe I'm too "conservative"... :P
 Reasons To Release Map Source
#20 posted by golden_boy on 2007/08/02 12:53:54
1. for easy demonstration of features/monsters/ideas
2. for others to learn from it ("that's how he did it")
3. for others to use stuff in their own map (no more need for prefabs) -> this increases productivity
4. should the map one day be abandoned or the author lose interest, open source allows others to fix bugs, make a Quoth version, any number of things
5. Inspiration for others
6. Show-off
7. Template for making contest/event maps (speedrunning etc.)
8. Anybody who has problems with the map can just fix them and not bug the author. "Too hard" for example could be fixed. If you opened the source for src.bsp, we could take out some of the bobs :) and some people would then enjoy the map more.
There could be remixes, chainmaps...
Please consider that you yourself are using GPL software; had id not GPLed Quake, there would be no Darkplaces, ezquake etc.
Id gave up Quake, so giving up a map (to the public) is really a comparatively small thing.
Imagine if the hipnotic monsters/weapons were GPL, projects like Quoth could just grab them and polish them up, completely legal... if their maps were GPL, mappers could just take prefabs from them, for example the rotating stuff...
sadly hipnotic was abandoned rather than GPLed. And so you have abandonware, i.e. zombie software. GPL would have prevented that.
Releasing a map source is no risk really; how many GPL map remakes have you seen? Not many. How many of them did not give credit? Even less.
:)
 But Why Does It Need To Be GPL
#21 posted by czg on 2007/08/02 13:10:48
GPL = Gay Pile of Love
#22 posted by Spirit on 2007/08/02 13:31:38
Releasing a map source is no risk really; how many GPL map remakes have you seen? Not many. How many of them did not give credit? Even less.
How many look like a Gay Pile of Love? Many.
Sadly.
 JPL
#23 posted by Baker on 2007/08/02 13:46:53
You aren't too conservative. The GPL expands and eases the ability for other authors to leverage existing work, if necessary.
Just one example, RPG's Quake 3 map was used in OpenArena. The map had to be retextured, of course.
Tyrann's Aggressor was used in Nexuiz.
The above are poor examples because to me it seems unlikely that someone would re-release a GPL single player map. To me it would seem more likely that someone might use some of the structures as prefabs or building blocks of part of a map.
The beauty of the GPL is that it makes the overhead very light on someone wishing to use the work. They don't need to ask, it does not have any stiff restrictions/prohibitions or limitations on use and also assures that if your work is used, that their work must be open source as well.
Anyway, that's a personal decision for a map author to make if they want to do it or not.
One thing I've grown to more appreciate about the Quake community is the progressive nature of many in the community. I recall emailing Tyrann to ask permission to include one of his old maps in a project of mine where inclusion was in conflict with the supplied readme and he informed that I could use it and that he had GPL'd it a couple of years ago anyway. I personally was impressed by that was unaware at the time that any map authors except Metlslime had done that.
/End of me talking about that. Just wanted to explain my experience.
 I Think By Far
#24 posted by bambuz on 2007/08/02 14:39:00
the best things are
1) You can learn from the map source! Yay, new mappers to the scene. (It of course doesn't have to be GPL for this.)
2) You can make other versions of the map. For example DM versions of SP or DM maps, with some small but bad flaws removed, bugs that were found in playtesting. (It's often not possible to find these when mapping.)
 Best Way To Learn
#25 posted by HeadThump on 2007/08/02 19:39:18
is to have the map you are studying running in Quake in one window and your editor up in another.
Another viable means is to have pics from architecture up in a browser while building a replica in editor. I did this recently with a very interesting building (in terms of design and history) and created about
18 prefab designs for the Indian Summer pack.
http://www.greatmirror.com/index.cfm?chapterid=653&countryid=641
Also, isolating a design in an editor
and rebuilding it from scratch helps if you are a noobie learning how to use your editor of choice. This is where a GPLed map can be of the most help for a mapper.
Though I think the greatest value isn't so much in how it could help a mapper learn to map but in how it allows coders and modders access to materials that they would not have without having to beg some uppity;) mapper for help on a project.
 About Learning
#26 posted by bear on 2007/08/02 20:24:26
Best thing would be to have demo recording in the editor.
I guess if you're just starting out or looking for some complex entity magic looking at map sources might give you some answers but in general it doesn't seem very rewarding to me.
 GPL Remixes, Learning From The Masters, Other Licenses...
#27 posted by metlslime on 2007/08/02 21:02:58
Another good example was speedy's remix of e1m1rmx where he redid the monster placement, but left everything else the same.
Also, I think being able to learn from maps is important -- both for new mappers seeing how to set up standard entities (wind tunnel placement, triggered spawns, etc.) but also for experienced mappers to learn from each other's advanced tricks and hacks.
Plus you can learn some good build habits like how thick the walls are, how many brushes some objects are made out of, etc. I'd be curious to see how messy or clean other people's brushwork is, for example :)
And no, it doesn't have to be GPL to function as a learning aid, and it can use other licenses (like zlib) and still be legal to remix or sample.
 Yeah
#28 posted by bambuz on 2007/08/02 21:07:37
bear, maybe in the least some guru mappers could do animated gifs of some sweet brush laying... :)
There must be some screen capture program that takes shots to files via some shortcut.
Czg's arch tutorial has been one damn helpful thing for my mappistry, reducing workloads and improving quality hugely with the whole clip/stretch/shear/shear approach of complex groups. (I don't think it's even possible in radiant.)
I have a little test project about 24 sided cylinders that I should submit some day... Too bad it gives some qbsp warnings, I wonder if there are some rounding errors when I stretch stuff in WC... (Still seals fine.)
 Hmmm
#29 posted by HeadThump on 2007/08/02 22:24:13
improving quality hugely with the whole clip/stretch/shear/shear approach of complex groups. (I don't think it's even possible in radiant.)
Hello? Is there anyone in there? Are you an arch back there, and is that a barrel vault arch behind you? What!?! You were made with Radiant? No shit, really?
http://qexpo.quakedev.com/uploaded/15/dp000008.jpg
 A Little Voice Answers...
... nothing in here but a rather large ego!
Sorry Headthump, I know that's not how you meant it. :D
In all seriousness, if anybody doesn't know, you can skew brushes in Radiant by holding down CTRL and then holding left click + drag outside the edges of the brush. Rather uselessly it doesn't seem to be mentioned in the documentation anywhere (not in recent versions anyway), but it still works.
 Hmm...
#31 posted by Tei on 2007/08/03 15:45:15
>#21 posted by czg [213.115.252.84] on 2007/08/02 >13:10:48
>GPL = Gay Pile of Love
You use the original quake.exe?
I used to admire you. And this as end with your post.
 Mr Fribbles
#32 posted by HeadThump on 2007/08/03 16:41:56
I do it out of Love,
Love of a well placed zing.
 Map Sources But No GPL
#33 posted by than on 2007/08/03 18:28:06
I just said in my readmes something to the effect of "do what you like with the source, make your own maps or whatever, just give me some credit".
I've released map sources with my maps since my Wolfenstein map and also released the source to apsp1, sm28 and sm32 (the latter of which aren't wholly mine though) and do so mostly so that there is a backup of the .map and .rmf somewhere on the internet along with the bsp (containing the textures) so I can get back my maps if my pc goes up in smoke ;)
 P.S.
#34 posted by metlslime on 2007/08/03 19:55:44
Skew was removed in GTKR 1.5... I've brought it up with the coders but they don't seem interested in bringing it back.
But, it is true that you can't skew multiple brushes in radiant in the same way that you can in worldcraft.
 Oh Right Metl
I wasn't aware of that. I haven't used 1.5 extensively, as I considered 1.40 to be the last known useable version of GtkRadiant.
I guess it makes sense that they removed the skew function, since they seemed intent on fucking up the base editing controls/techniques, adding extra steps and reducing workflow ease and efficiency.
Another nail in the coffin for 1.5...
 Slipstream
#36 posted by inertia on 2007/08/23 03:59:15
I GPL'ed my slip map today (thanks Bengt!):
http://www.qwplayers.org/inertia/slip.map
#37 posted by metlslime on 2007/08/23 04:12:14
cool, but did you forget how to use winzip?
#38 posted by inertia on 2007/08/23 05:48:42
#39 posted by negke on 2007/08/23 11:03:43
cool, but did you forget how to use notepad?
 What
#40 posted by inertia on 2007/08/23 21:25:17
what
 You Forgot The Readme.txt
#41 posted by Lunaran on 2007/08/23 21:44:44
if you're only putting one file in the zip why did you use a zip at all? wtf.
 INERTIA HAVE YOU NEVER RELEASED A MAP BEFORE?!?!
#42 posted by czg on 2007/08/23 21:55:22
 Er
#43 posted by inertia on 2007/08/24 06:13:44
lun: all the necessary info is at the top of the .map file
czg:
neg: is the line break character in the .map not windows-compatible?
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