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Screenshots & Betas
This is the place to post screenshots of your upcoming masterpiece and get criticism, or just have people implore you to finish it. You should also use this thread to post beta versions of your maps.

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Beta Test 
I'll try it out. Email it. Include a link to the engine I need to use. 
I Would, But RMQ Doesn't Work... 
on my surface.

I don't like missing out on maps, even this I will miss on release which is a bummer. 
 
The FMV version that Spike hacked bsp2 support into is here: http://triptohell.info/moodles/junk/markv_bsp2.zip

Haven't tried it myself yet though.

For actually beta-testing a map, I expect you'd want players to use the engine that it will actually be played in on release, but RMQ is a bit of a tough sell for the general Quaking public...

ANYway, I can give it a try this weekend in whatever engine you want. If there's some particular build of RMQ that is necessary please be specific about which one and where to get it. 
I Suppose What I Could Do 
Is release a trimmed down version of the map alongside the RMQ version of it, since RMQ doesn't seem to be a very popular choice here. It would have the exact layout and gameplay, but the many details would be either simplified, or removed completely to accommodate Quake's BSP limit.

It may result it the map looking somewhat plain and dull, but it would at least be playable in any Quake engine. 
Orl 
Don't do that! 
Don't Strip It On Account Of My Pc 
I actually used RMQ as a main engine until I upgraded and now it wont work. 
Orl 
I can betatest this weekend, if you want one more person :-) 
Too Busy 
 
Orl 
what I would suggest is that be specific about which build of RMQ you tested it with and recommend.

Tronyn's map worked fine once you played it with the proper RMQ build but there was a lot of trial and error until people found the right version of RMQ to play it with.

ps : I dont think you should do a stripped down version. 
Orl 
better cut in two, so we have a mini episode enjoyable in Fitz:) 
Just Use 
The Quakespasm hack that Spike made and was posted above by Johnny Law...

http://triptohell.info/moodles/junk/markv_bsp2.zip

RMQ was just a forked version of fitz. It had some some to handle lights and rendering better... plus some effects that everyone whinged about before turning off. 
FTE And DP 
Also support BSP2 / 2PSB.

Not sure if these are considered faithful enough though.

The resistance to the BSP2 format seems to be 'I don't like big maps'.

Which I don't understand - it seems a shame since what many mappers want to do is push the boundries. One way of doing this is to extend the 1996 limitations - which has been sneaking into custom content for years anyway.

Remember when skyboxes were introduced?

The content of a map (good or bad) != map format. 
Yeah, I Don't Like Big Maps 
But I can understand why people exceed the normal limits at times.

I can't offer to do a thorough beta test because I have a map of my own that I'm desperately trying to finish this year and I just don't think I have time. I could give it a play through and offer any comments though. 
 
plus some effects that everyone whinged about before turning off.

I still can't turn off interpolation. 
</brick To Back Of Head> 
Isn't that just one of the standard fitz commands? 
Which Engine To Use 
The RMQ engine that I have been using for testing is version 0.85.3, dated December 28th 2011. The latest build of RMQ presents unusual problems such as grenades falling through solid floors and monsters getting stuck in places they shouldn't. I may just include 0.85.3 of RMQ with the map release, so there's no confusion of what RMQ engine to use.

I tested the map with Darkplaces, and it runs fine but there are certain essentials items that disappear from the map, as well as alpha textures not being supported.

FTE will load the map, but about 30 seconds in will crash, I'm not certain why.

@mfx The map is actually already split in two, that's how large it is :)

Fitzquake_mark_v_bsp2 unfortunately doesn't load the map at all, it returns with an error of mod_loadleafs 34703 exceeds limit of 32767. I'm assuming that this could be an easy fix.

To those concerned about the map being too big, I can say right now its not THAT big, maybe only 20 minutes for the first part of the map. It's size is massive, but the actual play area isn't too big, to the point where I'm certain you won't be able to get lost.

And I won't make a stripped down version of the map ;) 
Ijed 
Not in MH's Genius Engine 10.0, no, 
Big Maps Are So Last Year 
hubQuake is the new thang. 
Orl 
yeah that sounds like a good idea. 
Can't Figure This One Out 
I had an idea, but when I went to build it things didn't work the way I thought they would.

The idea was to spawn a bunch of monsters, in a stack, inside a tall skinny box. I put a teleport brush in the bottom of the box. The teleport is triggered once every 4 seconds by a string of relays.

I expected the stack of monsters to fall every time the bottom monster was ported out, but no. In addition, not all the monsters would drop on top of the one below it when initially spawned. Some would just hang in mid air, at their original spawn point (I had them spaced with 128 units apart vertically). 
Suggestion 
I haven't bothered to test this one, but it might just work...

Try adding a trigger_monsterjump with speed 1 and angle pointing down to cover all four monsters. Also place them closer together so it doesn't matter if they don't drop to the floor initially. 
What Engine? 
 
Oops, Thought I Was In The Mapping Help Thread 
I'm using Fitzquake 0.85, it's all I ever use.

A trigger_monsterjump will probably work, but I was trying to minimize the number of models required. I was able to get the monsters to fall correctly by activating them with another relay. Once they start moving they fall as they should. Pre-activating them this way is less than desirable though.

The way I had this working before, all the monsters spawned on a long, sideways moving door. There were small walls between them to keep them separated and to keep them from moving with the door. As the door slowly slid out from under them, they would fall into the teleport.

This worked, but the timing was hard to get right due to the different sizes of the monster bounding boxes, and I was trying to get rid of the door to free up another model.

I have gone back to using a door to move the monsters. This time the door consists of 4 brushes sized 64x64x8 (one brush per monster 8 units below each) moving downwards. The monsters correctly fall onto their section of door when spawned. Once activated, the door lowers them into the teleport brush.

The timing is more deterministic this way, so even though I haven't freed up any models, that is an improvement anyway.

I still don't understand why the monsters don't want to fall correctly.

In order to stay on topic, here is a screenshot:

http://www.quaketastic.com/files/screen_shots/Wish13_0007.jpg 
You Can 
trigger a teleporter. If you give it a targetname it won't do anything until called.

Would mean making a single teleport per monster though, so not particularly helpful for reducing entity count.

That map looks badass. 
That Screenshot 
looks very promising Rick! 
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