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Q1SP: "White Room"
�A biohazard outbreak at this facility has left the former occupants in a bad way. Enforcers have been sent in to clean up the mess but don�t get in their way. They aren�t on your side and will attempt to clean you up as well.�

http://wantonhubris.com/levels/WhiteRoom/shot01.jpg
http://wantonhubris.com/levels/WhiteRoom/shot02.jpg
http://wantonhubris.com/levels/WhiteRoom/shot03.jpg

This level was an extension of an idea that I had about creating a Quake level in an abstract way. Keep the usual shapes but take away the textures. I like how it turned out and it was great fun to experiment with using color in a much stronger way than is normally done in a Quake level.

This level is being released as a mod because I wrote a bunch of QuakeC to support it. To play it:

1) Create a directory in your Quake directory called �whiteroom�
2) Copy the �progs.dat� and �maps� directory inside the ZIP into that new directory.
3) Start Quake with the command line: �-game whiteroom +map whiteroom�

That should do it! Here are the downloads:

Player Pack
http://wantonhubris.com/levels/WhiteRoom/whiteroom.zip
(contains the level and the associated progs.dat)
(and all the usual random MacOS gumph files that keep getting included with Willem's maps ;))

Developer Pack
http://wantonhubris.com/levels/WhiteRoom/whiteroom_src.zip
(contains the source materials - the map source, the QuakeC source code and the WAD)

Enjoy!
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Wait A Minute, 
I thought I knew all the Cthulian dialects :\ 
 
Trinca

You're the only person I saw in the demos who just refused to let the enforcers do their jobs. :) But whatever works... 
 
"I thought I knew all the Cthulian dialects :\"

Oh don't stress that too much. I made some of that crap up. :P 
 
About Tyrquake on Linux, it really badly hangs the X server. And that makes me think that this is a pretty bad flaw in the engine(s), not the map.
Also, there is SDL-Fitzquake which runs it fine. Oh, Software, well let's always ask for more more more! ;)

The clipping error MadFox found really interests me. Does it mean that the map is "badly VISed"? One can a big part of the map from there. Or is that spot only "exploited" by going there? How does this happen and how could one have spotted it? 
I Got Stuck There Too 
It's not related to VIS (<- it only determines which parts of the map are visible from where, everything else are QBSP affairs).

Such clipping issues can occur on all brush corners. Misaligned brushes can be responsible, but more often than not the brushwork in those spots is perfectly fine. It usually helps to re-insert the brushes at the end of the .map (c/p), move them by 1 unit or use a very thin clip.
The only safe way to detect them is by moving along all walls and corners. 
Interesting Map... 
the visual concept was neat, but, it never really rose above what it would have looked like if this was a blocked-out map, ready to hand to an environment artist to re-skin. Or perhaps a fully textured map with an invalid path to the wad file.

One thing that did benefit from the stark style was the focus on the few textured elements you chose to include. Though, they could have stood out in a fully-texture map too, just by choosing the right lighting and color schemes. 
Also: 
you make a note in the readme about "greying out" in software quake, implying that it's unavoidable. Players can actually address the problem by setting higher r_maxsurfs and r_maxedges values, so the problem isn't much of an issue. (most players would have these set by now, if they play any maps made since 1998.) 
 
I never noticed that clip error which is unfortunate. As noted earlier, that hallway was a bitch to get (and keep) working so I'm not surprised that it barfed on me. Ahh well, at least you don't die from walking into that spot or something tragic like that.

"Or perhaps a fully textured map with an invalid path to the wad file."

Geez. I hope it would have at least risen above the level of "texture not found" errors. :) I did put a bunch of effort into aligning those black and white textures. Oh well. 
 
Uh... Kinda Neat... 
... But it does not quite cut the cake for me... While I loved gameplay (maybe a tad on the Easy side) the all white environment somehow clashes with monsters and items IMHO...

In this style, I loved much better an old experimental engine that rendered everything as a blueprint, or a sketch (you could choose). That pretty much had the same result as this... But you were able to play any given map in this style.

Oh, architecturally wise, I did not find any way to get back from the "normal area", I don't know if such a way exists... This is a big let down for me, I regard backtrackability as a big plus in a map.

Anyways, always glad to see Willem's work, keeps up us mac users' spirits!!!

This is my 1st nightmare run, 100% Secrets and kills(missed a weapon, tho...), if anyone's interested... 
THIS IS MY 1ST NM RUN! 
It Was Pretty Nice 
easy as shit, but in a pleasant way. 
Fun Stuff 
I was playing through last night and it seemed so familiar (the style not the map).

I finally figured it out, NPRQuake Sketchy renderer produces a similar visual effect but on normal maps:
http://www.cs.wisc.edu/graphics/Gallery/NPRQuake/whatIsIt.html 
Skill 
settings were fair, but I apreciate maps where I can play without hanging droppedout aside my keyboard afterwards killing tons of monsters. 
 
"I finally figured it out, NPRQuake Sketchy renderer produces a similar visual effect but on normal maps: "

That's cool as shit! Love it... 
Yeah I Remember That... 
the sketch mode was definitely the best 
 
Willem wasn�t suppose to kill the Enforcers? :) 
 
Trinca

You CAN but you could let them thin the zombies out a little first, you know? :) 
 
my will to kill is stronger :p 
 
this is awesome! thats all i can think of saying :) 
Pure Genius 
nt 
Okay... 
i may have been a little harsh. The bold color palette is effective.

The criticism i was trying to make was simply that, given the stylized look, the geometry felt like the same type of geometry that would go into any other map that didn't have this unusual texture theme -- it wasn't super-detailed or strangely shaped like "geocomp" maps that various people made for Q3, it wasn't extra-blocky/abstract like Tron, either. 
Yeah... 
""I finally figured it out, NPRQuake Sketchy renderer produces a similar visual effect but on normal maps: "

That's cool as shit! Love it..."

...that's the mod I was talking about.... 
Trippy 
This was a refreshing experience for me, the map looked almost like a cartoon world.

My only real complaint is that it was too easy, even on nightmare. I need some punishment!

But other than that, great stuff here Willem, especially the enforcers fighting the zombies, reminds me of Half-Life 2 somewhat.

Hope to see more from you. :) 
Still Havent Played It 
but reading the comments I wondered whether Willem, who's 'new' to Func, knew about the geocomps that people kept referring to. 
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