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Post Some Mapping Ideas...
...for fun because none of you lazy fuckers are going to act on the ideas you've dreamed up let alone ones suggested for you!!

But it still might be interesting. For any game or game mode you like, give details and reasons if you like.

Here's 3 for starters:

> A church within a church. Or any cool building with a similarly themed larger building. Someone was telling me recently about this vast cathedral in Italy that was built around a smaller, intact, chapel. Sounds well cool...

> A Quake map/unit, preferably Zerstorer themed, using the rapid teleporting trickery exhibited in Starbuck's classic speedmap. It was hilarious in that but I imagine it could be used in a very nasty and evile way - teleporting in and out of brutal scenes, gibs and random acts of violence. Something very hellish and scary.

> <Shambler> curved crate!
* Starbuck brain explodes
<Shambler> a prize for the first mapper to make a playable map out of a globular crate
<Starbuck> curved crate !!sdfsd
<Starbuck> wait, isnt that a barrel?
<Shambler> no
<RPG> No, that's cylindrical.
<Shambler> gotta be crate textures and stuff
<Shambler> with an opening curved lid and all
<Starbuck> just curved corners?
<Shambler> globular
<Shambler> floating in the void
<Shambler> with a top you open to get inside
<Shambler> and "gameplay" inside
<Starbuck> and this would be the perfect map, yes?
<Shambler> which may just be filling it with fiends, spawn, quads and pents, the monsters of course will sink to the bottom along with the player
<Shambler> starbuck: possibly not.
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Inside A Creature's Organ Systems... 
Okay, this was done in System Shock 2 (quite nicely) and Unreal 2 as well but it is a freaky and neat setting. Requires excellent use of ambient sounds.

It would probably be best made using a game engine that has an editor that works well with organic geometry. Modelling such a realm in Q1 would be torture. 
Tssk 
curved surfaces! wow, let's make a colonic mod, set in the bowels of a ww2 soldier! and let's make it realistic! 
Underwater Base 
seems fucking obvious, but I dont re-call any good underwater base maps for Quake.

Tell me if Im missing one tho :) 
Wrath 
LOL, make sure it's filled with one shot kill hitscan enemies around every artery though. 
Problem With Under-water Base In Q1.. 
There's no glass. And I know you can slip in an invisible brush to block you from swimming when you're not supposed to.. but it still looks like water mysteriously sitting there. 
Underwater.. 
at one point kell and I were discussing this, for either quake or HL, a map set in underwater ruins where most of it is swimming/exploration and fighting swimming enemies, and though you get biosuits part of the gameplay is making it from air pocket to air pocket (think e1m4).

wrath: that was amusing 
Teh Base... 
The start/intro the the final Daikatana levels looked very cool in that way. Unfortunately the levels themselves totally sucked ww2 soldier's rancid colon.

Transparency....isn't there anyway to h4x0r this up? 
Err... Probably Wrong But... 
Two invisible brushes with an enclosed "empty" space in between them? 
Wrong! 
Wouldn't both the brushes and the empty space be completely transparent? You need some visual effect there. 
Pretty Sure It Can't Be Done In Regular Quake 
tomazquake lets you set transparency of brushes though.

the best i think you could do would be to use the old QuakeLab style glass, as seen on
http://www.planetquake.com/quakelab/tricks.htm

it clips you and stops weapons fire, but you can see through it. Its really not so bad when its used in something that looks like a small window (with bars and frame detail). Alternatively, maybe something could be done with particle fields, i dunno 
Yeah 
a force field thingy around the window frame or some shit like that. could probably be done with a texture. 
Og, I Forgot 
can i count on that as my annual on topic relevant contribution, and in doing so - continue to be a complete asshole for another year? 
I Think.. 
You could just put up a brush that has the same water texture, only animated and with a glass layer painted over it... which would work, since you can't see through.. well, you can see through water if you have it patched.. eh.. 
 
layout based on the bodies blood flow 
If I Remember Correctly 
one (maybe more) of czg's abandoned maps had a pseudo transparancy effect... might have been one of the doom textured ones. It was slightly flickery, made me think it was being triggered repeatedly very fast 
Wrath: 
You're exempt from having to contribut a relevant post. Just be an asshole okay =) 
Shamb 
To christ - a cross, to me - a tazer, a shotgun, a pitchfork, high voltage over tcp/ip technology and my own death-ray orbital platform.

x o x o x 
Just... 
don't use glass. 
Metl... 
for president. 
Glass Transparency Problems 
you cant seriously belive that no mapper has tried making an underwater base level just because he cant make good glass? That sucks! :D 
Btw: 
glass over water is easy to hack into a map for glquake. tell people to turn on transparent water, vis the map for transparency, and use a flat light blue/white colored texture named '*myglass' or something like it on a skinny brush that's over the water. only problem with this is that you'd still need the 'glass' trick starbuck mentioned if you wanted it to be solid. 
Er... 
if you don't get my explanation, what I mean is the make a flat colored liquid texture. then it doesn't 'wave', and a light color like blue can make it appear really nice. you'd probabally need some experimentation to get it right. 
Scumpie... 
...yah that's what I was thinking of, but don't you need to have r_wateralpha 0.2 or something that low for it to work?? 
Scampie: 
except that the *myglass would be all warpy...

I'd suggest making a sprite that uses SPR_ORIENTED as its orientation, and is basically transparent except for some white diagonal streaks. It would look cartoony, but at least people would know it was glass, and it would work in all engines (but requires a new progs.dat, of course) 
Metlslime: 
that's why you use a flat, single colored texture. 
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