Merry Christmas Everyone
I hope everyone will have a few peaceful days with lots of time for mapping!
Yeah Happy Christmas To All Funcers And Tfers
May Satan Claus bring your all sorts of evil goodies.
What happend? I can open the main site, but forum section gives me "critical error".
Tim Switcher 3: The Wild Hunt
Did his defection to Sabre affect their port for CD Project Red? What is he supposed to do for them?
First map of the 2010s: http://celephais.net/board/view_thread.php?id=60401
Last map of the 2010s: ???
It's been that long?
Well it won't be me with the last map!
But happy new year anyway to you all!
Happy New Year!
Let‘s hope that 2020 will be another great year for the Quake community with lots of great releases from you talented people!
HAPPY NEW YEAR!!!!
New Year Resolution:
New Happy Year!
#31384 ; no one left to catch the cooky duty on InsideQc ?
Vehemently Soft Squish
My chronological progression of mapping for the Quake-series have raught the point of the next map being for Quake. I started with Quake 3: Arener, then Quake 2, and now it shall be Quake.
Just give me another decade, unless I quit my job... *sigh*
Quake 3 In Rust
Apparently there's a tool now that transpiles C into Rust.
Remilia Scarlet released a new quake map called Xala'noth today on twitter:
Some screenshots and download link:
There's a new Arcane Dimensions map by Comrade Beep:
"Includes a custom ambient music track by Matthias Fluor."
Thanks Tribal, i made a news post for the last one.
Future reference, you can and should submit map releases as news.
"you can and should submit map releases as news"
i know, but i always think "what if the author itself want to make a news post?"
i don't want to step on anyone's toes, that's why i only posted a link to the original tweet :/
Did We 'lose' Anything When We Got Modern Quake Engine 'ports'?
There's a thread on doomworld about source 'ports', and unlike previous discussions here re: quake engines, the discussion there is primarily based around the physics and behaviour of the engine, whereas here, iirc, mostly it was centered around aesthetics (eg: colour banding from software quake, gamma in GLQuake vs Software, overbrights + fullbrights, etc... i'm sure i'm forgetting a bunch)
But I can't recall, other than the brief time where Quakeworld based clients were being used where there was a real change to the game physics and engine behaviour.
There's some bug fixes like allowing framerates over 72 not bugging out on downward moving lifts and such. But those are (i assume?) widely regarded as true bugs that pose a detriment to the game, whereas things like wall running and other weird collision/physics bugs in Doom are lauded by some.
Found this link on discord: https://joshua.itch.io/quake-tools
Some example results:
(the SVGs are multiple megabytes, so these are converted to PNGs :)
This makes me think there should be a "name the map from the layout" web quiz.
New Q1SP: "Green Hale" By Chris Holden
oh those textures are really cool!