Quoth Beta Pak
My episode 1 project is definitely going Quoth, and I have a half-finished base map that I will probably convert, too, so is it still possible to get that Quoth beta pak?
Would that even make sense at this point?
#918 posted by Trinca on 2007/07/05 20:23:28
no idear... i think deadline is still huge...
No, I Meant
if it's adviseable to use Quoth beta for mapping. I seem to remember that some of you guys used that. And if it's usable for mapping, I'd like to know where I can get it.
I do not want to jump on the Base Pack wagon :-P
gb
That
#920 posted by HeadThump on 2007/07/05 21:53:31
would really be up to Kell and Necros because it is their material, and I can understand as a point of professionalism that they would not want some of the less polished aspects of the pack used generaly just yet. Perhaps there are some individual things in the pack they would be willing to give there blessing to using, but that I can't say.
I don't think it is too late to join the project though if anyone wants to contribute. I know Trinca, Than and I are working on our maps this week , and Preach has been sharing some new code. We also took Metl's advice and there is an active e-mail list going on as well. So things are looking up.
I See, But
the alternative is to wait until "Quoth2" is ready and then adjust for the changes, re-playtest etc.
It's not unlikely that Quoth2 will happen _before_ my ep. 1 thing and Ijed's ep. 3 remake. So nothing would leak before Quoth is ready.
I might e-mail Kell.
Err
#922 posted by inertia on 2007/07/05 23:53:09
Headthump said: ...and I can understand as a point of professionalism that they would not want some of the less polished aspects...
I still don't agree with the whole idea that the development of QuothII must be up to just a couple of guys working in private who get to sit on a half-finished pack at the inconvenience of a lot of mappers. My stance isn't anything personal against Kell or Necros, but as an open source advocate I have a strong distaste for artificial limitations imposed on the func community as a result of closed-source development.
Everyone knows in-progress code is messy, there is no issue with professionalism, just completeness. Speaking of professionalism, Quoth is free, so I don't see the harm done to Kell or Necros by making the incomplete version of QuothII fully freely available.
Arrrrrrrrrggggggghhh
#923 posted by metlslime on 2007/07/06 01:37:49
Make maps, not war!
^_^
#924 posted by JPL on 2007/07/06 08:10:16
metlslime is the wise man :)
For All The Sexy Funcsters
#925 posted by HeadThump on 2007/07/07 07:47:20
New Screenies of JackBoot Primate (my base pack map).
Started out as a purely Tiddle's style Industrial/Morter design, I've added some detail using Zerst�rer bunk textures to get a heavy grunge fusion going on here:
http://mortisville.quakedev.com/primate22.jpg
This screenshot is accessible from this vantage point:
http://mortisville.quakedev.com/primate29.jpg
Some smooth shadowing for the ladies:
http://mortisville.quakedev.com/primate31.jpg
There are dead bodies up ahead (keep your eyes averted from the left hand corner beam. Ignore it. Oooh look, a health pack!)
http://mortisville.quakedev.com/primate35.jpg
Looks . . .
#926 posted by ijed on 2007/07/07 16:33:30
Grim. And that's good.
The whole pack looks like its shaping up to be great.
Looks
like a good place to kill monsters in. Bring on the hordes!
Mmm...
#928 posted by johnxmas on 2007/07/08 02:37:16
Looks gorgeous!
Thanks Everybody!
#929 posted by HeadThump on 2007/07/08 03:14:21
One thing that stands out though is I've lazily over used that riveted sheet metal texture and need to vary it up. I'll keep it where it is on that wall in the pic primate35 though. Thanks to AquiRe's lighting tool that one has a nice supersaturated almost purple-ish undertone.
Ht
#930 posted by bambuz on 2007/07/09 17:57:23
pretty nice...
is the alignment of the brown riveted tex on purpose, so that the rivets are not always on the outside?
Like in the last shot:
http://mortisville.quakedev.com/primate35.jpg
It would almost seem that a smaller texture would fit better?
He He
#931 posted by HeadThump on 2007/07/09 21:55:32
(keep your eyes averted from the left hand corner beam. Ignore it. Oooh look, a health pack!)
That was the part I was too lazy to fix, well too blurry eyed actually at the end of an evening of mapping to deal with at the time. The rivet texture shouldn't be on the crossbeams at all, but I also still need to work on the brushwork in that spot too so I just slopped the texture down for now.
Two Small Quoth2 Wishes
#932 posted by golden_boy on 2007/07/13 00:09:23
Could the Quoth team consider those:
1. Missing sound when a key door is opened.
That sound is not played in vanilla Quake (bug) and Quoth1. Qdqstats (and Travail) have it. It's probably only a small fix.
2. Key drops
That is probably my #1 Quake mapping wish, to have an enforcer death-drop a keycard. No idea how hard this is to implement though.
I think at least the first one counts as a bug report.
#933 posted by metlslime on 2007/07/13 00:55:00
#1 is easily fixed. Just changing which channel the key sound plays on, as I recall.
Updated
#934 posted by Preach on 2007/07/13 04:49:55
Check your e-mails guys, new patch out.
HT
#935 posted by Vigil on 2007/07/13 23:30:56
I like your architecture and details, but that map badly needs some more color. Like light fixtures, or maybe even a proper secondary color. Now it's basically just brownish grey/greyish brown.
More Triggers
#936 posted by negke on 2007/07/14 00:12:30
Spirit just came across this site: http://www.quote-egnufeb-quote-greaterthan-colon-hash-comma-underscore-at.info/quake/trig.php
Among other things, there are also some examples for additional triggers that might be useful in some situations, e.g. trigger_changetarget, trigger_random, trigger_if.
Vigil
#937 posted by HeadThump on 2007/07/14 01:38:29
I agree. What made the original Tiddle maps work well was the strong contrast of color and material themes. It is something I'm aspiring to get back to while mapping this weekend.
Random Additional Quoth Ideas
#938 posted by golden_boy on 2007/07/14 04:34:24
monster_bat
Like a flying voreling, this would be primarily an irritation/atmosphere tool. Especially in conjunction with the flashlight - they could react to light sources. A model could be pretty small and simple, as could the skin.
monster_eel
A swimmer that can exist in slime, unlike rotfish.
Proximity mines (lots of existing mods, would just have to be incorporated.) Perhaps DM only.
Spheres like in Quake2 mission pack 2. Defender sphere, hunter sphere, primarily useful in DM.
sorry if I'm babbling, I'm tired. -> bed
=)
Uhm
#939 posted by Spirit on 2007/07/14 09:45:56
You guys don't know the "no requests" bit from the Quoth readme, do you?
Q: The new monsters are cool, but I'd like [insert generic monster concept here] for my latest map. Would you make it for me?
A: Feedback = Good. Playtesting = Good. But we don't do requests. Sorry.
Hey Where Can I Dl The Source To Mod It Myself
#940 posted by inertia on 2007/07/14 09:59:45
Spirit
#941 posted by negke on 2007/07/14 10:06:58
True. Was still worth a try though.
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