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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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Cah 
pic 
Hmmmmm... 
nice hat 
Looking Nice There Speeds... 
nice'n tight looking second shot.. 
Bummer 
is there a way to avoid the ... (dots) so you can copy and paste the link if you cant be arsed to make the link? 
Nice Tex 
I like the texture set youve gone with is it deathmatch or single player? 
Daftpunk: 
well, in some browsers you can right click a link and "copy shortcut" 
Comments Welcome 
Second Try 
Bling 
screenshot 2 and 4 looks nice snaga, lighting looks really washed out in the first shot. 
Thanks 
The washed out look is I guess a combination of my struggle with screen shot making and Q1rad. 
2 And 4 Do Look Really Nice! 
as for the washout, try using a hardware-accelerated quake? 
Necros Is Still Working On A Title 
nice brushwork :) lighting is uniformly pale, though, as others mentioned. try darkening the ambience, and adding more attenuation to the wall lights. 
A-ha 
snaga. i actually play your alpha every now and again. at first i thought it was a bit simple but it's actually ok. keep posting screenies of the wip. put a big post when you finish it. oh, another thing. are you keeping it a closed space or are you adding some outdoors? 
Thanks For Feedback! 
 
Send 
it to chris-catto@libero.it

when you finish it! you got exams like me in this period? bloody university... 
Map Is Betaredy (shots Above) DEATHM 
mail speeds@bk.ru 
Textures 
Ooohh... Perdy. 
nice, speedy! 
Q3 Map Updated Beta 
*extremely* impressive, visually anyway.

http://www.quake3world.com/ubb/Forum6/HTML/024871.html?

And it plays quite reasonably in FFA too. 
Blah 
http://www.planetquake.com/cardigan/images/screens/estatica/estaticab2shot4.jpg

that shot was rather nice but otherwise I don't see what's so impressive (from the screens anyway). 
Cyb 
elitist. 
Cybear 
um yeah sorry my fault, I didnt mention that it actually needs to be downloaded rather than just the screenshots. The map features a rather neat but well pulled off idea of being set in frozen time during a rainy night and a lightning strike. So basically its like running around in a freeze frame at the point the lightning hits the top of the light tower. And the shadow work and general lighting is impressively done. 
HAHA TOO SLOW!!!! 
I was going to do the same thing in a Q3 map, except I was considering making a city where everything was stopped, with random bits of paper flying through the air, a gas explosion destroying a building, etc etc.

HAHA I AM TEH TOO SLOOOWW!!!!11

0wned. 
On The Contrary 
if you work on it 2nite for 12 hours you'd do quite fine. i think you should work on it mate 
I Think YOU Should Work On It 
since you can make a great map in a single weekend. 
I Dled It 
and my opinion is unchanged, no spectacular mappage.... move along

wrath: true 
Fair Enough 
I thought it was quite original and well implemented though, each to his own I guess. 
What Is Mappage 
It is indeed original and looks pretty imo 
Hmm 
The lighting is well done. Beyond that, no. 
 
Lets Try Again 
Iv made a picture of many cool loking map screenshots tiled together. Custom maps from different fps (quake, q3 and ut mostly)
It looks nice, can be your backdrop, give some inspiration or just make you wonder what maps are those.

smallish preview
http://www.planetquake.com/speedy/screens/shotiles_thumb.jpg

800x600
http://www.planetquake.com/speedy/screens/shotiles_800.jpg

1280x960 (get this)
http://www.planetquake.com/speedy/screens/shotiles_1280.jpg 
Blah 
speedy, any chance you could make a list of the maps invovled, I believe there's a few ther that I havent come across before. 
Map Shots 
Those look great, but man do you have to much free time or what? 
Too Much Free Time 
yes, and I love to play with photoshop

Since it was requested by several people, I might make the list of maps I know. There are many betas/unreleased works. 
Wow, Speedy 
Love the 3rd and 5th pix in the first row (in 800x600)! Is it Quake 3? Reminds me of the drawings I used to do when I got bored at school twenty-five years ago! 
Hmm 
Those pics make me wish I'd followed Q3 when it came out. Some really beautiful stuff in there. 
Speedy... 
We need a list of what those maps are...I'm going nuts trying to put (file)names to (brush)faces.

And WTF is that mecha looking thing with the spines, 6 across 3 down, it looks farking amazing? 
Speedy 
Impressive! 
I'd love a 1600x1200, or larger. :) 
Title 
dilvish,

the first map your refer to is nunuk's sparth and i thought I knew the second one, but upon checking it's not what I thought it was. 
Nitin 
Ah, thanx. And it's Q3? Didn't remember (or even know) you could do such cute things with it. Wish I had time to get back to it!
And I also wish someone did a Q3 single player mod! Will that ever happen? 
Dilvish 
There is plenty of will, but not enough coders. Just ask Lun about it.

Vile coder scum! 
PH8DM2 Preview 
DAMMIT 
Phait 
That's looking very cool. Nice old skool stuff. 
I Like It. 
clean, open and nice. 
Some Guesses 
row 1 (right to left) -

unknown, dubneoc (q3), sparth (q3), endogenous depression (q3 beta), unknown, gmsp1 (q1), unknwon, dm-spiridian (UT)

row 2 -

unknown, unknown, dm-jadedbeauty (ut), ne_sp06 (q1), unknwon, yog3dm4 (q3), unknown, lae3dm1 (q3)

row 3 -

unknown, stolatene mine (q3), unknwon, unknown, unknown, unknown, jaj3dm1 (geocomp entry for q3), unknown

row 4 - ek3dm1 (q3), unknown, dom-amazon (UT), unknown, wvwq3dm2 (q3), unknown, rjldm3 (q3), lae3dm2 (q3)

row 5 - unknown, unknown, unknown, unknwon, unknown, trajectory (q3), unknwon, neh1m9 (q1)

row 6 - charon's q3 geocomp entry, unknwon, unknwon, unknown, unknown, lloyd3dm1 (q3), unknown, SAFE (q3)

row 7 - chartres (q3), unknown, q3wcp21 (q3), unknown, neh3m2 (q1), unknwon, unknown, estatica (q3 beta)

row 8 - unknown, q-fraggel3 (q3), unknown, charon3dm12 (q3), unknwon, dm-modernhistory (ut2003), unknown, unknown 
Jesus 
so much for pushplay saying speed's got spare time!!

you da man nitin! now for confirmation from s. then we can all launch our downloads and fetch what we've drooled over.

:-) 
As Indicated By The Question Mark 
I said no such thing. 
 
 
And Ofcourse The Site U Should Visit 
http://www.planetquake.com/nunuk/

Geocompo1 and 2 maps and all the Nunks maps 
Clarification 
Speedy listed row 4, column 3 as "just a hand (q2)." I wanted to add that it was a screenshot from Gunman TC, from when the TC was still being developed in Q2. 
What Metlslime Said 
You can see the "hand" picture plus some other cool brush models in this article, which was written by one of the Gunman guys:

http://www.gamedesign.net/?file=rust/content/quake2/tutorials/abrush 
 
right rpg, I got it at that site, just forgot 
More Textures! :P 
how are these? all by hand, i have PS trial so i can't use those lame ass eye candy effects anyway.. i prefer the skillful manual method

http://pherrous.phaitaccompli.com/tex/ 
I like the top part of tex1a - nice and gritty - but the bottom doesn't seem to fit. It seems sort of... vinyl?? no... some other word... velo? Is that what I'm thinking of... Anyway, it looks more plastic then gritty. But still a nice texture. 
Non-empty Title 
I like the picture of the girl with the black bar over the eyes, interesting idea. 
Theres Also A Light Texture.... 
tex 3... i got a bunch more to do before i use em in a map.. the girl is my friend leah 
tex 1 has whacked lighting. highlights like that just look silly when tiled. try for less contrast, like tex 2 (which is quite nice). light texture is way too bland for its size, unless you're going for a decidedly minimalist look. 
Phait: 
tex1a.jpg really needs a high pass filter. I don't know what the big dark and light areas are supposed to be, but they don't look like lighting (you shouldn't put that kind of lighting on textures anyway -- that's the lightmap's job) and they don't look like stains either. 
Phait 
I think some textures like the bricks would look better if you used less black in them. 
... 
yes i agree with metlslime, tex1a.jpg does need a high pass filter, although a better idea would be not to make those shadows in the first place.

It's clear you've got plenty of Photoshop skills though, just needs tweaking in order to channel it into textures :)

in my opinion (i.e. not worth a lot) i would say that highlighting is a little overdone, and theres a bit too much contrast, but the "diffuse" ;) part of each texture is very nice. 
Thanks 
i love the honesty here ;) we'll see how much better i do on my asylum textures. i wasn't planning on using the first textures anyway, i wasn't happy with them. 
Sometimes 
It's easy to say that you don't like a texture but hard to say exactly why like theee people have. 
WOW 
I havent got even a tenth of comments phait get on the textures ;/
(gonna release a set soon btw /pimp) 
Some More.. And A Question 
http://pherrous.phaitaccompli.com/tex/a/

got floor, ceiling, padded room *grin* doors etc to do..

these aren't made seamless yet but will be, thought i'd give you all a glimpse so far

the high pass filter.. how exactly should i use this (i know where it is/what to do, but *how*..)? can anyone elaborate on why i should use it? thanks 
Texture Help 
theres a .zip of the wad here http://pherrous.phaitaccompli.com/tex/a/

problem is - theres some fullbright pixels showing. now, i know how to remedy this, and i did before hand via photosho's index color conversion to quake's no fullbright palette...

problem here is, i don't yet have the full version of PS - i have trial. thus i cant directly save the texture and have to print screen. from there i paste into ms paint and save. seeing how paint's default is 24bit BMP, i can see how this can mess w/ the original colors. i *could* choose 256 colors when i save, but that fucks it way up when loaded into the texture editor within quake 1's palette :| 
Kinda Fixed It, But.. 
ok i got the fullbrights gone mostly but in the blood spatter theres some red pixels that are brighter than what they should be.. i'm using wally btw and fixed the yellow random fullbright pixels by darkening the image.. what should i do about the too-bright reds? 
Nevermind! 
THANK GOD FOR TEX MEX! *SMOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOCH* 
IRC West.gamesnet.net #terrafusion 
thats a place to go when you want to chat Phait 
Perfection 
Metl 
sheer excellence 
Hahaha 
Your words have much meaning 
Is That A Quote, Metl? 
interesting... um... concept. ;) 
 
this rivals Malevich` "black square" 
Yes, It Is A Quote. 
I'd hoped the quotation marks would be enough, but i guess i should have provided a source. 
Confucius? Buddha? 
George W. Bush? 
Use 
photoshop elements. i HOPE it has all you want but i cant be sure . check the spec.

about 90 quid. maybe less in dollars 
Mind You, Metl 
You could have taken away the viewmodel, the inventory bar and the status bar :/ 
Kell 
lol. 
Kell: 
yes, but those have nothing to do with level design. 
... 
but they are things to be taken away 
... 
Apart from encountering the "Gremlin" I'm not sure that I've ever had anything taken away whilst playing an FPS.

Surely this idea must've been used more than once. 
Final Pimp Of My Textures 
www.planetquake.com/speedy/ 
Coagula... 
here's some screens of my map..

http://pherrous.phaitaccompli.com/s/

I'm happy for the most part with it but in terms of what the hell I'm trying to accomplish, I have no idea.. there are ramps on the outside that lead to the other 'rooms' on the 2nd level.. 
Oh And.. 
i know the spotlights look shitty in a few screens but i didnt extra light the map cause i wanted to get a few of these screens up quick.. so dont worry ;) 
Phait 
keep up the good work! :) 
Heh 
Speedy: Very nice. Q3 only? :(

Phait: pretty good looking. Maybe light it better and change those purple things to perhaps something more fitting, but it's overall quite good. 
Wazat 
"light it better"

That's some constructive and informative piece of critisism you've got there. 
If Only More Mappers Lit It Better. 
 
Hmm 
"and change those purple things to perhaps something more fitting"

Please tell me that was sarcasm.

Please?

Oh dear god. 
Wrath: 
Thanks. :)

nonentity: Actually, what I was pointing out is, the "purple things" stand out so much they detract from what otherwise would have impressed me as a much more real looking base.

And besides, since when did everyone start listening to *my* opinions? 
Hehe.. 
well I didn't even intend to start a coagula map at first, it was going to be DM - at that point it had blue sky, then purple.. then I got the inner area done and chopped the floor and thought eh it'll be for the Coagula contest..

BUT NOPE ITS DEATHMATCH im schizo 
PH8DM2 Preview 
Some in progress shots:

http://pherrous.phaitaccompli.com/s/ 
Curvy Stairs 
Are always in style. 
Yes... 
But not as stylin' as my curvy man-pipe! 
Nice 
Curvy Stairs 
RPG 
One day you'll learn that your man-pipe is much more stylin' when its straight rather than curvy 
LOL 
nt 
Wtf? 
keep those thoughts in yer mind or chat wit your girl about it. not here! lol! 
Q-Wing 
Here's something I was shown by a group of Lego designers:

http://www.fbtb.net/jon/qwing1.html

Their planning on building a Lego model of the Shirow spaceship I designed for my Aliens site - hooyah! 
I Love Legos.. 
wish I still had em 
Lol! 
very cool, kell. :)

/me misses legos too... 
Hell Yeah 
to legos. I still have them. Just took down my latest castle a few days ago actually. Need to get a few more pieces and start again soon. :) 
Panoramic Screenshots... 
 
PanQuake... 
Hmm 
Can't you do that, or close enough, with changing the FOV? 
No You Can't... 
... if you look at the other mod, Fisheye Quake, on the same site, you'll see that increased FOVs in Quake become unviewable very quickly. The Fisheye mod improves that aspect, but does not provide the same view as PanQuake. 
See This For Details 
Oh Well.. 
I meant more perfect panoramic shots though, not so ... odd. It'd just be a manual shot editing thing 
PH8DM2 Preview 
Go spoil yourselves:
http://pherrous.phaitaccompli.com 
Looks Flat 
and fullbright. That design looks more suited to sp rather tham DM, there hardly appears to be any vertical element at all. Texturing looks good though, maybe spruce up the rockwork at the back as well. 
Phait 
I don't like the grill in the middle, pick a more interesting pattern. I love how the arch tex intersects the upper trim in the top left shot. 
It's Actually 
going to be single player now. I've gotten one room done, it's coming along alright. Taking to mind your suggestions, thanks! :) 
 
dont listen to pushy and check out tyrlite features for more interesting lighting
http://www.planetquake.com/tyrann/utils.html 
New Map 
http://www.planetquake.com/dazdranz/

DaZ goes "old skool" :) 
Hehe... 
Knave r00lz my world at the moment too. Looking forward to it DaZ. 
New Set Preview 
Speedy 
looks good but they dont look too sharp, somehwat blurry. 
 
photosource nitin 
Mmmm.. 
Filter / Sharpen *droool* 
Speedy 
Holy techorama, Batman. You're really going into the grungy industrial stuff these days. Me like A LOT. 
Wot, No Title? 
"in rust we trust"

Now that's a motto I live by... 
... 
that DM map looks good daz...
and i like the new Dazsp4 screenshot :) 
Unsharpen Mask 
(photoshop) is more usefull than sharpen if you want to sharpen up your textures.

Speedy: they look better than the ones you released but you need to work more on the forms (specially the round pipes or whatever they are) and use less black. 
 
why less black 
Because It Makes Them Look Bad/non Believable? 
 
rather opposite
painted shadows should be black to remain black regardless of the lightmaps, or you get washed dull look of HL 
Use Of Black 
Well, I understand the comment. Using black for all shadows and recesses darkens the underlying material irrespective of its qualities or the light that would actually be falling on it. This is really more an issue of realism textures, like with the ( stalled ) med texture challenge on Map-Center. Pale colored stucco and brickwork recieving large amounts of sunlight would not have black/dark gray shadows; more likely bluish gray or brown. Using black produces a stronger, comic book feel in a texture, especially if the materials being represented are incredibly corroded metal or heavily grunged up brickwork.
Personally, I've used black shading ( or, as I refer to the omni-directional shading between texture components, inking ) on almost all of my textures. Which are, patently, comic book style and not highly realistic.

For Speed's textures, I think black is perfectly acceptable. 
Ooooooo00000000000OOOoooo..... 
It required tonn of voodoo tricks and text editing of the .map to do it, but here it is ...

http://www.planetquake.com/speedy/screens/leaks2_00.jpg

Now need to apply snazzy shaders and shange items 
Speedy 
have you modified the textures too or are they going to be blurryish like von's converted map? 
Nit 
I`ll do something to the texes 
cool, that was the only thing I disliked about von's map. I've played the qw version of leaks and if it's the same (added detail?) then it can only be good. 
GomDM6 
For anyone who hasn't seen this one yet:
http://www.gomjabbar.de/screenshots/shot01.jpg

This one is an unlit screenie of the Q1 DM map I'm currently working on, dressed in texes from the good old quake.wad. The architecture is nearly done and I hope to have a lit version ready by the weekend.

Comments are welcome as always... 
Looks Good 
Particularly interesting is the way the lava is shaped. 
Q2 Dm... 
I mentioned this one last eve. and posted an early rough pic...
http://www.backshooters.com/maric/cave.gif

I wanted to do a bit more with it than what is pictured here but have run up against the max_patches limit. This is pretty much what the final will look like.
http://www.backshooters.com/maric/78a.gif
http://www.backshooters.com/maric/78b.gif
http://www.backshooters.com/maric/78c.gif

It is a tad bland but I was going for a minmalistic, all terrain map which it made coming up with decent lighting a bugger. 
Maric 
That is very nice looking. 
Maric 
Hmm, very nice looking Maric. Looking forward to see the finished product... 
Maric 
the lava looks a bit too straight to me, but everything else looks great! 
Maric 
Nice. I like the canyon, and the way heat glows from the cracks. 
Sheesh 
maric, let me tell you this. you are my hero.

not only because you map for q2, but also because you kick ass and your maps put any q2 maps to shame, you just keep on inproving.

keep it up. 
XOXOXOXO 
Thanks guys, thank you daftpunk. I keep trying to come up with interesting stuff. Just in case it was missed, here is the link to the finished map. It was not a news item and it is off the main page now so...

http://quake2.abs.net/pub/maps/q2/marics78.zip 
Maric 
u HAVE TO make page with all your latest maps listed (with link and screenie) 
Ermmm 
I plan to do just that once I take the time to learn how to do just that.

HTML and I are square pegs and round holes. The very fact that I am actaully able to sometimes type intelligibly in my native language still amazes me. Now doing even basic code... YOIKS! 
Lol 
takeyourtime,hurryup,choiceisyours,dontbelate 
Cell Shadin In Q1 
Cell Shades 
Ooo, that's nice. How are the red monitor textures done btw? 
W00t 
nice stuff, speedy.

someone should make a cel-shaded Q1SP level... 
Shame Shame 
red monitor textures..
are stolen from SysShock2 ;)
But it shouldnt be hard to create similar images.
Actually why u asked, I`m sure u know how to make red monitor textures 
I Hope... 
that you also make cel-shaded versions of the models, too.

Well, that might not be possible, but you could at least make FLAT-shaded models with black outlines using the inverted mesh trick. 
 
yeah, could do the skins it cellshaded style, but dont plan to really 
Eeek 
photoshop just opened up for the png. fuck it takes ages.

anyway, nice polished feel. what is the technique behind it (what kinda process)? 
Oooh 
Very nice. Especially the first screenshot.

I`ve been wondering when I`d see a cell-shaded engine. Are you just doing the bsp, or will we get to see cell-shaded QuakeGuy anytime soon? 
Dranzdm8 - Teardrop 
Cool! 
i really like the melding of q1met and tech lights. it's a very interesting style. plus, sandwiched between the rock looks really nice. 
Looks... 
...trimptastic!

very unique , go release dat already! 
Drrrzz 
I would comment, but since u wont change it, its not worth commenting



just kidding, it looks interesting and imaginative. The lines of lights might be too much tho 
Looks Interesting 
Get it done 
Ha 
so you commented! 
Yep 
i definitely like the openness of it (lovely with the GL)

DONT make it with ledges into the void. i`m shit at those kind of maps (i suck bad at spaceDM too)

nice work there 
Mmm 
i seem to be misreading posts today. sorry speedy... 
I Like! 
I love the color scheme and openness, it pulls away from the usual dark and dingy and cramped feeling that gets old after a while. The grass is nice too.

It`s got a real nice look to it. The GL is great. Looking forward to download! 
:( 
Some downloads on your site aren`t working:

CRDM1
CRDM2
Dranzdm6

PQ says dl.asp not found:

Page not found!
You entered: http://www.planetquake.com/dl/dl.asp

Why not give http://www.planetquake.com/dl/ a try?

This is an invalid URL! Either you`re a bad typist, really lost, or we goofed up. There`s nothing we can do about your typing ability (sorry), but we can do something about the other two:


I think I have these already, was downloading just in case, so no worries. 
Miscellany 
And 
Curve Map 
looks very good, so does the other one but I take it they`re both fullbright ATM? 
Actually No 
they are not fullbright... they`re not properly lit by any means but i believe in some of the pics shadows are visible... I have used just a couple point sources of light scattered about to light using q1rad so that it doesn`t look like shite (also, to my understanding, q1rad does not become a sweet lighting program until the map is vis-ed, is this true?) 
Actually 
the shots of bwdm1v2 DO look like shite, thats because the light entities have their brightness turned up way too high 
Nice: 
bwdm1: Floor texture on the ceiling? You fucking maniac!

Looks nice tho. Finish it! 
Pah 
floor or ceiling, same thing :-)

both look cool. the curvy one, provided not too intense on processor is nice indeed. see if you can add a little texture variety. no need for lots of textures (else it ruins the flow of curves which gives a kinda organic feel) but maybe just a little extra.

just IMO. 
the architecture alone on the curvy map looks awesome. unique and cool!

the bw_dmX shots are all right, but have much simpler brushwork, it looks like... plus that lighting is pretty bad... 
Yar 
thanks for the feedback guys... im trying to currently get a coherent style together for the curvy map and possibly something will come of it =] 
Yar 
thanks for the feedback guys... im trying to currently get a coherent style together for the curvy map and possibly something will come of it =] 
:( 
Those links aren`t working, inertia. :( 
Wazattttt 
sorry, my server is down -- im waiting for that killer dude to approve my pipeline entry so i dont have to good around with my server anymores 
i know this is the 02349238442th post about my stupid curvy map but check pipeline.fov120.com for the shots of it that will reliably stay online 
My Next Cube Masterpiece 
OMG... 
Kandinski was the first level designer! Here\'s a rough sketch of the layout...

http://www.afh.com/co220/afhalex/kandi8.jpg

...and here\'s the level in editor...

http://caad.arch.ethz.ch/~kurmann/sculptor/presentations/dream_extend/img/samples/terr_kandinski1.jpg 
[insert Title Here] 
hehe, that "in-editor" shot looks like that unreleased q1dm that vondur posted screens of somewhere (might have been on the old qboard, in which case, they be gone fer good). 
Http://www.planetquake.com/speedy/textures/cr8_sheet.jpg 
Nice 
you're getting pretty good. 
Speedy 
excellent stuff.

someone use them in a map, they look great. 
They Look Good 
But they're too brown for my taste. I like happy maps now. 
Power To The Striplight! 
yeah baby...

now for some triangles


werd 
W0000t... 
Now these, I like. Any idea when the full set will be ready Speedy? 
Yes 
Triangular lights are a must :> 
So. 
MROE POLYGONZ PLZ

TANK U 
 
soon.
maybe.
no. 
Screenshots 
Thank the good folks from Quake1 for placing these screenshots...

http://www.planetquake.com/images/photo/index.asp?id=422729
http://www.planetquake.com/images/photo/index.asp?id=420647
http://www.planetquake.com/images/photo/index.asp?id=412350

Screenshots from converion "The Abandonned"
Greetz 
Ships Ahoy 
I have to say that ship map looks pretty interesting. Maybe not 100% in execution, but it's neat idea. 
Vis 
Ever waited 24houres on a vising theme,
and stopped, to reconcile it was 24h30min vising? 
8-/ 
 
 
Ever dance with the devil in the pale moonlight? 
Batman Rocks 
and the lihgting in those shots looks way too bright. 
Von Braun Revisited... 
http://www.planetquake.com/necros/levels/nesp13/nesp13_1.jpg

http://www.planetquake.com/necros/levels/nesp13/nesp13_2.jpg

it might look too dark for some of ya... i'm using aguire's q1rad this time, and although it's a great looking light program, it meant i had to put in a lot less lights. i find it makes it much more atmospheric though. ;) woohoo surface lights! :)

also, anyone know why switching and flickering lights don't get lit the same way, instead, they are just 100% light all the way to their perimeter? 
Q1Rad? 
I didn't do that ... 
Necros 
anyone know why switching and flickering lights don't get lit the same way, instead, they are just 100% light all the way to their perimeter?

I'm no l33t person with l33tage knowladge and stuff, but maybe because calculating the bounce for a dynamic light would just cost way too much CPU time. 
Aguire, Rpg 
aguire: are you not Bengt Jardrup?
could have swore you modified riot's util...

---------

rpg: yes, but what i meant is that there is no falloff at all. it just goes 100% intensity all the way to the light's perimeter, than zero... 
Oops, 
sorry. i looked at the vis output, which is yours, and got it mixed up with the light output. sorry Riot! :) 
Necros, Rpg: 
i think it could be done. It wouldn't take THAT much longer. And no, i'm not volunteering to code it. 
... 
nesp13 is looking like a very unique quake 1 map.

Good stuff, necros. :) Dont forget the gameplay! [ if the gameplay is as good as the emptiness without, i will be happy ;) ] 
 
necros, that map looks pretty nice... a modded engine i assume? or no? Whatever, it don't matter. spaceships are fun, finish the map. :P 
Necros 
You can use dulight (= q1rad+tyrlite), and utlize normal point lights to satisfy your flickering fetish. Placing small contrast pointlights at those lamps would make them look more like real light sourses too. 
Ok... Necros... 
erm... right. anyway, since both do the same amount of damage, performance wise, i'll be using dynamic light. 
Screeeeeenshots 
I uploaded some screenies of my latest q1 dm map in progress. So, if you're interested check them on http://www.gomjabbar.de
Feedback is, as always, very welcome. 
Gom 
Here's my feedback:

Release it! 
 
Runic. Metal. Ownz. Joo.

Gimme! 
I Like It. 
Good lighting, and nice architecture! release it, dude! 
Yah, Gom -- Let It Out. 
Or at least lemme test it some more =) 
Buff: 
Join #tf and get it Baff... 
Buff: 
Join #tf and get it Baff... 
Heheh 
Why don't you mail it to me instead? ;) 
Unf Unf Unf 
neato burrito. 
Wolfenstein 
Blackpope 
That's kind of cool and interesting.

The map looks like it has potential, too. 
 
looks like a good start Here, keep at it, can't wait to see a nice big catherdral map from you. :D 
It S For A Mod ... 
You can see the project file on http://cts.quakexpert.com
But it is in built 
You Should Keep It The Way It Is In The Dev Screenshots 
You know, a cathedral built next to a cliff for some reason, and part of the cliff fell and took half the cathedral with it. So you have a ruined cathedral looking out onto a cliff.

this random i-need-more-sleep idea brought to you (c) 2003 Grahf 
... 
It is a start you know ? And why next a cliff ? Explain to me i don't know ... 
Just 
a little suggestion.

if you guys use photoshop or psp, it's nice to make tiles (have i got the word right? one pic containing more pics?) of screenies so that they dont' need lots of links. ok, you can put more screenies in each page but thats definitely less professional

this idea was rigurgitated by DP (TM) 
WOO! Old Map Screenshots Before I Registered Here.. 
http://www.phaitaccompli.com/crap/maps/

The first one sucked.. it was not my first map (I've done maps since about.. 1995, 1996) but that was from an idea on paper that didnt turn out well, I was rusty.. there are some memorable ones I was happy with tho, I just don't have them anymore :\ 
Interesting... 
dm8a and dm8b look pretty interesting. Some of the other stuff is kinda cool, if a bit old school. 
Old School? 
Indeed 
 
Its Getting Closer 
Yeehaw! 
ride 'em cowboy! .. er... yeah, well, that looks sweet, speedy. :) 
Looks Very Nice... 
I want it now! :)

What textures are those? Your own? 
Hmm 
It looks like a cross between speedbz and Tiddles' unique comilation of base textures. 
Rpg Is Right 
(can get speedbz from my site btw www.cr8.da.ru/textures.htm) 
Map Screenies 
I've updated my QExpo booth with details on some of my upcoming maps, and also with some map screenies:
http://www.qexpo.com/booths.php?id=26&si=27&sk=iUywHexx

But if you're too lazy to go to the booth and find the links, here they are:

I've got you right where I want you...
http://www.qexpo.com/uploaded/26/unferstart.jpg

Part of metlslime's section from SM69:
http://www.qexpo.com/uploaded/26/sm69.jpg 
Rpg: Nice Start Map! 
that hand sort of reminds me of the one that brushboy did for Gunman TC, that he showed a shot of in one of his tutorials. 
Yeah 
They are in similar poses, aren't they? I didn't even realize that.

And thanks for the compliment. 
My Bro's Map 
My brother, Ben (who is called Makkon), created a map that I took some screenshots of.

It's so detailed that it just goes too slow to be playable, but it shows some pretty decent skill. I just thought you all could give him some useful feedback.

http://static.condemned.com/makkon/cast2/

The download doesn't work right now, forgot to put it on the zip disk. ;)

I'm wondering if he could make use of the eye candy entities to replace some of the repeated architecture with some models or bspmodels, or if that would just slow it down even more...

Anyway, he's got a bunch more maps that I intend to screenshot and put up there. Most are very detailed (he'd be great for Q3 or UT2003, or even doom3 when it's out; but quake runs too slow). Hopefully he can get some real good advice from y'all. 
Evile 
That does look pretty cool; although, some of the walls look flat and uninteresting. He could probably put some trim around the windows and on top of the walls to help make that better. However, then we get back to r_speeds.

He may want to consider using a lower-res mesh for the rocks to lower the r_speeds. If it was for Q2, he could try making a bunch of the brushes used for detailing into detail brushes. But since it's for Q1, he could make those detailing brushes into func_walls. There's a great article over on Rust that offers many tips for reducing r_speeds in Q2, so maybe he should check that out; there might be some relevant stuff. http://www.gamedesign.net/?file=rust/content/quake2/tutorials/poly_count

But then again, your brother may already know all this stuff. 
Thanks Rpg 
My bro is kind of like me. He knows a lot, but it's scattered all over the place, so just when you think he's either an idiot or genious, he goes and surprises you. I'm exactly the same. :)

I'll definately send him this info. In fact, I'll try to get him to register and start posting. He could learn a lot here. 
Yo Bro 
should learn to block the vis 
Yea 
He's been learning that recently. 
 
*ahem* 
Yay for Scampie who made a single hall and placed a scrag therein!

I'll be impressed when you finish it. 
Heh 
i was impressed at how accurate that was rpg.

looks good scampie. nice lighting :) 
It's Not Accurate At All! 
there are 2 scrags (the other is above the player)! and there's also another hallway you can't see! 
Heh, My Apologies! 
you may consider putting something on the walls between each arch... it seems just a bit bare at the moment. maybe sometype of alcove? 
Ha ! 
Great light effect i like it ...
When can i kill the scrag ??? 
Shirmpa 
i like it, looming, ... more scrags... higher up... LOOMING 
Maybe This Week 
Is That Sp 
looks very good 
Speedy 
Looks real nice, my one crit would be ditch the rock texture, it sucks :/ Apart from that it looks real nice, vertical too! :) 
What ??? 
What quake it is ? 
Mron 
i kinda like the rock texture, daz. dont ditch it speedy! 
Speedy Just Posted This Link In #tf 
3 Maps 
the wood/metal one, the qfraggel3a themed one and the indoor/outdoor one look pretty cool. 
Xl1dm7 
Oh Yay! 
You've revived it! I like the combination of textures, although that decon texture looks out of place. Some of the lighting looks a bit too bright, IMO, and could use a bit more contrast in a few spots (such as in the RA nook and the hallway in shot 1).

Just make sure to finish it! 
Don't Listen To Robert 
The decon looks uber nice :) 
IMHO... 
I find the texture theme too oppressive. But that's just a personal view, I can see how it works. 
Haha 
too scary for teh shambler. go play some giants ya wee fairy :-P 
Or Something Equally Bright Happy And Cheery... 
...like Kjsp1 for example :P. 
Kjsp1 Rocks 
saw the alhambra in granada recently and was very distracted by how much it was like that damn map :) 
What? 
Right down to the Ogres and Vores, even?? 
I Think So 
although they might have been american tourists 
Wow 
Those shots of XL1DM7 man! OMG! They're, like, so...

The shots you posted nearly a year ago. 
Grind 
No they aren't. I rebuilt the map from scratch, if you goto Pipeline, you will see this is indeed a different map. And sham, that is exactly the look I'm going for. I want players to feel like they are the last people on earth. Hence, Sole Surviour. The feeling of oppresion coming down on you makes me think I'm starting to get there. 
Does It Also Make You Think... 
...that you'll get one less download?? 
Hmm 
You made it exactly the same from scratch? Cos you sent me a .bsp of it ages ago to look at. And it was that that room (albeit with slightly darker lighting) 
...Yaar 
...prod, just finish it already! 
Industri2 Screenshots 
I've started to move industri over to the Tenebrae2 engine, these are the first two screenshots:
http://industri.sourceforge.net/shotlg.php?img=ind030820a
http://industri.sourceforge.net/shotlg.php?img=ind030820b 
Mmmmm... 
...drool 
Doom 3 doesn't quite as attractive any more. 
Few Screenies 
I spent 3 days without the internet due to a broken power supply to the cable modem. I started messing around for something to do and ended up with this room. I'll probably make it into a map.

http://www.cursesandepithets.com/?image=quake1/pushsc/pushsc_alpha1.jpg
http://www.cursesandepithets.com/?image=quake1/pushsc/pushsc_alpha2.jpg
http://www.cursesandepithets.com/?image=quake1/pushsc/pushsc_alpha3.jpg

The square blocks of wood against the walls represent future doorways. I'm actually trying to block this one out. 
Yum 
Surrealism/fantasy is good, but a few bits look amateurish, such as the strangely aligned trim texture at the top in screen 1. And maybe if you use a patch for the curved wood (also in screen 1, lower right) so it lines up better. After that you'll be golden. 
Thanks For The Comments 
Until/unless I get a job as a mapper all my work will be by definition amaturish. I should drop compsci and become a linguist, I seem to have a hardon for semantics. Anyways, I'm trying to get a bit away from some of the surrealism in maps like ChiopteraDM (one of my all time faves). I'm even going to far as to use a shader-free jump pad.

Any judgement of the top trim in shot one probably isn't fair since I'm standing on a playerclip. It may be a bad texture choice anyways though. Now about the curve: I'd be happy if I could get that looking sharper, but I thought it wasn't possible to use a patch to create a bow shape like that? 
You Can Use A Patch To Create Any Shape You Want 
Just manipulate the control points, and line up the adjoining control points of adjacent patches. In this instance it looks like you'd want a 2:1 slope (or 1:2 depending on orientation) for the outer control points. 
Pushplay: 
Not all amateur work is amateurish.

Stick to compsci :) 
Hmmm 
Clearly I'm going to need to learn more on how to use patches. 
Pushplay 
Just create a few patches of varying densities (although the smallest is the most commonly used) and then fiddle around with them. Pulling, pushing, etc, until you get something nice. If it's not nice, just delete it. Start off with basic arches, and then work your way up to semi-complex map objects (such as a tongue). That's how I learned.

Also, you can always check out the Q3DM .map files for reference if you feel the need. 
Screenies Galore! 
Doh, completely forgot about this page, and have been packing all kinds of screenies of my latest project (IMP1SP3: Myrmidon) at my PQ page: http://www.planetquake.com/biff 
Screenies Galore! 
Doh, completely forgot about this page, and have been packing all kinds of screenies of my latest project (IMP1SP3: Myrmidon) at my PQ page: http://www.planetquake.com/biff 
Biff! 
all six shots looks really really good!

you're becoming quite adept at eh idbase theme! suggestion: on the bottom-right screenshot, push the grid textured brush on the curved corner inwards to match the inset of the straight brushes of the same texture. it'll flow more...
and maybe cut the grate part of the texture on the top two screens inwards as well? it'll push up r_speeds, but both suggestions would look nice... 
Yeya I Made New Texture, Also Learning New Gfx Editor 
Rats 
i thought it actually was textures. :) 
Actually Actually Textures 
They Look Cool Speedy 
now someone make a Q1SP map using them, even if its just a speedmap :P 
Here Here Speedy 
looking nice there, they for q1 or q3? Q3 by the looks of things 
;/ 
q3 ofcourse 
Oh Q3 Textures? 
i think i am disappointed. :/ 
Still Great Textures Though! 
No Q1 Version? 
 
Well, All 
ya gotta do is import the textures into a q1 .wad... 
And 
resize them 
And 
they will look absolute poo

and

gingerbread mapping !
http://home.online.no/~ma-roeed/bilder/jul_i_quakerland/day2_-_teh_assembly/ 
Gingerbread Mapping! 
lol, so funny. 
W00t! 
One of the 0ld 0ld Duke3D maps I released in 1997 or something! http://rpg.spawnpoint.org/images/maps/csurpris_1big.jpg 
Finally! 
A gingerbread house you can camp. 
Haha 
Quake mapping looks less messy. But you can't eat that. :) 
34 
they will look absolute poo

that's true, but seeing as i don't posses l33t photoshop skills, that's really the only way for me to do it. and the results aren't always awful. obviously, bright stuff and greys don't look very nice, but for the most part, it turn out pretty decent and sometimes pretty good.
(obviously, i'm not talking about your [speedy] textures specifically, but in a general sense) 
Artificial Atmosphere 
Presumably Aliens Can See In The Dark... 
...I bloody well can't though. 
Megaman 
looks perdy 
Uhmmmm... 
The snow seems a bit out of place, imo.
rest looks good if it is intended as a dark place =) 
Megaman 
DR. WILLYY!!!!

i know its stupid, but i couldnt resist. 
Q3 Dm 
http://quantumtreefrog.tripod.com/cgi-bin/img.pl?img/hothouse01.jpg
http://quantumtreefrog.tripod.com/cgi-bin/img.pl?img/hothouse02.jpg
http://quantumtreefrog.tripod.com/cgi-bin/img.pl?img/hothouse03.jpg

Gameplay is going to be somewhat dubious, since I suck at item placement, but at least the bots don't mind. And it looks okay. Um, if you like orange.

(Textures are from the Aesir Building set, from Max Payne. Except the ferns, which are used under license from Nature.) 
Perdy 
very nice nb 
Nb 
It looks like an art gallery. Not a criticism, just an odd vibe for Q3DM. 
Kell 
Good - I was going for the 'soulless corporate headquarters' kind of look, so anything modern and clean isn't too far off. 
... 
it doesn't look soulless enough; it looks like a nice place to live :P

The visuals are lovely though, apart from shot 3 has too many lights on the underside of the overhanging bit 
Nb 
Those are some very nice shots. I agree w. Starbuck re: cluster of lights in shot 3.

A very different look, which is always nice for Q3.

Beta? 
I Like All The Orange. 
it's very appealing, but not soulless at all. cozy is more like it. ;) 
Q3 LG Skin I Made 
SpeedLG 
oooh, I'll buy that for a $ ! 
Speedy 
that fucking rocks, LG was by far the worst skinned weapon IMHO. As much as I liked Harlequin's replacement for it, it altered too much to look like LG anymore but this is perfect.

I couldnt talk you into reksinning the YA and RG (the q3 version was perfect) could I? 
Thnx 
kell: sure. All my talents are for sale

nitin: I`m affraid no, atleast not any soon. Its really hard and timeconsuming. 
Speedy 
that's cool, I can always hope though I guess. I have a temp replacment for the YA anyway 
Btw 
you should pimp it on the polycount boards. 
Here 
Also On Polycount 
http://www.planetquake.com/polycount/reviews/quake3/dragon/dragon.shtml

the Dragon Knight model for Q3....i hadnt seen it before, but its some seriously impressive modelling 
Starbuck 
check out q4gladiator, q4hybrid and magdalena if you want some more impressive stuff. 
Thanks 
the Q4Gladiator looks particularly nicely formed... these skinners/modellers/animators/etc really must go through hell concentrating on one thing for so long! 
.mdl 
Magdalena is the best, because - apart from the success of all the design elements within it - it's the only one that can be run on any machine for which Q3A was actually geared. I've seen dozens of images of the Dragonrider, but so far I can't offer an insightful opinion on the actual model because I have yet to find a machine that will load it in Q3 :P Same goes for the Gladiator.
Crusader ( with skinning by Rhorsach ) and Binky are also excellent for the more standard humanoid characters. And Lobo is the truest to his original comic book inspiration, with just the best custom sound :) 
Rpgcb01 
A never-released Cube map. I still may never release it. But at least now you have pretty pictures to look at.

http://rpg.spawnpoint.org/images/maps/rpgcb01_1big.jpg
http://rpg.spawnpoint.org/images/maps/rpgcb01_2big.jpg 
Kell 
dragonknight actually takes up less memory than magdalena I think. I can run q4hybrid, q4gladiator, magdalena and dragonknight without any troubles on my p3733+gf2 (though obciously not all at the same time). I think all you have to do is set com_hunkmegs to 256.

Others worth checking out are bloodseeker, churchill, dark_knight, grimdemon, koollight, samjai, scurvy, rova, spacemarine40k & violator128. 
This Title Is Empty. 
I'd like to see models photo-source their textures for more realism.. 
 
Id love to see photo-sourced texture for the like of magdalena :)) 
Hahahaha 
Yes. 
... 
the hooligan model has a photoshopped skin.... it isnt too bad but its nothing special 
Aren't There Photo Skins For Them Id People? 
Did I Say Photoshopped? 
i meant photosourced 
_________________________________________________________empty This 
Well, I can respect the skill of a nicely done Photoshop skin as long as it was entirely from scratch.. but photos always look better when conveying realism. 
Well Duh 
but they dont always look right on a agame model. It's like photosourced textures, they look good till you import them into a game (with some exceptions of course). Plus, what speedy said, you cant photosource something if it doesnt exist and some of those models use something called imagination. 
Well 
I was referring overall to the dragon model. You could find a variety of photos to use for that.. 
Yeah 
but some of the skins for it, darkhorizon's and shotgun's look spectacular as is. Also, I'm no skinner but the way the skinmaps work wouldnt you allocate more resolution to certain areas. Photosourcing wouldnt look right in some of those cases. 
Latest Industri Screenshots 
I've put together 11 1600x1024 screenshots so people can see both the current state of industri and what can be done with the (still alpha) Tenebrae 2 Engine. The download is about 10 megs. Most of the shots in the download can be seen (at a 640x400 res) on the screenshots page.

direct link to download pack:
http://prdownloads.sourceforge.net/industri/ind1600x1024.zip

screenshots page:
http://industri.sourceforge.net/shots.php

main page:
http://industri.sourceforge.net/ 
Shot 2... 
...with the shadow from the door....that is badass.

Can you post the other 2-3 shots in low res too please! 
I Like... 
the bottom one on the right, with the curved pipes. 
Very Nice 
When I first looked at the screenshots, it didn't look like Quake so I figured it was UT2003. Then I saw the monsters and realized it was indeed quake. Very nice!

I love the door picture Shambler mentioned. The glowing green slime looks pretty classy, and overall the architecture looks awesome. Well Done! 
I Am Stupid 
Tigger-ON superb looking screenies....

is tenebrae 2.0 still based on the quake 1 engine, or is it quake 3 based now? 
Finally 
I finally have an outlet for my fetish of shamblers in rubber suits. 
Follow Up 
Glad people like the shots :]

re: missing shots. Try the following links:
http://industri.sourceforge.net/view.php?img=ind030927b2
http://industri.sourceforge.net/view.php?img=ind030927h2
http://industri.sourceforge.net/view.php?img=ind030927i2

re: is it quake or q3a? Its kind of a hybrid now. The BSP is in Q3A format but needs to be compiled with ydnar's q3map2. There is still a progs.dat and other quake legacy features. 
/me Drools 
why do you torment us so? 
<vondur>it's Getting Stormy On The Qsp Front</vondur> 
Admittedly this one isn't anything special, started off with me trying to create an oldskool style map, but I soon got bored of the theme and morphed it into sock_eg. So detailing isn't immaculate or anything. Would appreciate some comments all the same :-)

http://xen.quakepit.com/quake03.jpg
http://xen.quakepit.com/quake04.jpg

And the ogro faces are probably getting ditched.. can't help thinking they clash. 
X3n 
very nice!
but i think that ogro faces are out of place there. with such oldskool texes only id's texes will work good. overall, nice oldskool castle, reminded me ones of elek and mexx. 
Lose The Ogro Textures 
and touch up the lighting. Otherwise looks cool. 
Yeah 
I'd say use the original id gargoyle textures instead of Ogro's. 
Personally 
I like the ogro textures, makes a change from standard id textures. 
Correct About The Ogro Textures. 
They suck. The rest looks nice....for architecture....remember gameplay is the new architecture....and spawn are mandatory. 
I Was Thinking About Replacing Them... 
...with modified versions of the graphics in sock's set, to fit with the theme better. The borders around them stick out too much too, gonna set them back a little. Will take on your note about the lighting nitin... need to investigate attentuation values some more.

Shamb, hadn't forgotten about gameplay :-) .. will try not to rush that area. 
Yeah Xen! 
the shots look great! nice looking architecture there. ditto on the ogro faces sucking. i'd go with the hanging body textures, myself. 
Xen... 
Great to see you back in the swing, very cool designs going on too. Is that Rubicon studded metal? Looking forward to playing this one.

....remember gameplay is the new architecture....

lol 
Hmm 
Yeah, as everyone else said, the ogro faces don't seem to fit.

And that sky is fucking hideous 
Photorealistic Textures 
http://www.planetquake.com/berneyboy/tumb_textures/tumb_brick.htm

Dont know if they're of any use or even if they look good in-game but there's meant to be 200o+ textures made by BerneyBoy. 
2054 Textures To Be Exact 
Most are jpg, with some tga in there too. File size is around 124mb. Unsure whether they would suit peeps around these parts, but they may, there are some nice ones in there. depends on what your after really. 
Nitin: 
judging from the high-res preview images, some of those are really nice. Downloading now. 
Hmm 
they arent royalty free etc, bit of a shame, as they would be great for photosourcing textures...and they mostly arent so hot as game textures 'out of the box' so i suppose they would only really be useful for prerendered stuff 
Hmm 
Some look nice, some fairly average and some crap.

Oh, and there's only a 1/3 the number of textures he says, the rest are just the same but hue shifted to either red or blue. 
Starbuck 
what does that mean?

metlslime - yeah, you're right. After I finally got some of those to load up, I checked a few out. Some of the bricks etc look pretty decent and could be used in a lot more than just urban themed maps.

noentity,

that's still 700+ isnt it, worth checking if there's some decent stuff I guess. 
Nitin 
i mean that you can't use them as a base for making textures, which would have made them a very useful resource. 
Photo Src Sites 
why would you want the textures nitin,
are you mapping

Starbuck:
http://www.imageafter.com/
http://www.mayang.com/textures/
http://www.morguefile.com/ 
Speedy 
no, I just thought I'd point it out in case anyone wanted some new ones. 
Ta Speedy 
id seen the mayang site before (its probably the best ive found) but the others were new to me, morguefile.com in particular looked rather good! 
Not my map, but I thought I'd bring it to everyone's attention. Black Town: http://planetquake.com/lvl/screen_shot.asp?shot=x_blacktown

Review, comments, and download: http://planetquake.com/lvl/comments.asp?id=1619 
1337.... 
....vibe a little bit like alice. Cool lighting,. 
Black Town 
*jaw unhinges*

Wow. 
Pushplay... 
...good thing too - it was getting rather tight for my mansausage in there! 
Hmmmm 
That is one screenshot I don't want to see. 
Black Town 
I take it back. If you can't be bothered to do the simple things like seal up your map then your map isn't worth jack no matter how pretty it is.

http://www.cursesandepithets.com/photos/blacktown.jpg

I didn't even trick jump, I just walked into a corner. 
Lol ROFL 
pushplay uses Orb model!!!! 
Actually 
That's Orb's head on Visor's body. 
Hmm 
Visor has a Big Head. 
Big Head 
Well the massive scores I rack up would give any model a big head!

Take that which ever way you will. 
Black Town... 
Seems like an exercise in public masterbation to submit it to LvL... there was obviously no attention paid to making it a 'worth-playing' map.

Yes, it's kinda pretty, but there are so many errors, and horrid mapping in it, that it completly distracts from how nice it should look. The map doesn't 'push limits' it just pushes r_speeds.

And beyond that, just throwing some random song that doesn't fit the theme, and you have no permission/right to use it is just blatently stupid.

Still, it's worth looking at just for the theme and all the little nice details. 
Lol ROFL 
pushplay plays Q3!!!! 
Cave Like Map For Ut2k3 
screenies look quite good :

http://www.planetunreal.com/phalanx 
Geocomp For Q1? 
hm...
tell me what you think. personally, i think the lighting still needs a bit of work to get a little more contrast out of it.
features aguiRe's super cool light program with the smoothing feature which helped out a lot with all the angles involved with the brushes.

http://www.planetquake.com/necros/levels/nesp16/nesp16_1.jpg
http://www.planetquake.com/necros/levels/nesp16/nesp16_2.jpg 
Color Scheme... 
The Blue and brown just is not working. Try some of the textures with more orange in them to contrast the blue mayhap? Of course I was never a huge fan of the blue textures. 
 
yeah the textures look completly unattractive
seems the relation of scales could be better, but
cant see much from your screen 
Dsf 
necros: the textures are horrible.
and the geometry sucks too, its all square?? and you are trying to create textures with brushes, that wasnt the point of the contest 
Also 
those dont look like geocomp textures to me, if you use rivets and stuff to make textures and trims it looks too much like a normal map (but more boring) 
Whoa I Guess Nobody Liked It 
I thought the first shot was kinda cool. 
Bleh... 
well, it's not really a true geocomp map, just that i concentrated on making cool geometry.

guess i suck though. 
Necros 
I like the first screenshot too.

BTW on above, that cave level is quite nice looking! Very moody and atmospheric. Good use of blue fog/lighting, methinks. Hope it play well... It's too bad there has to be such a wide line between beauty maps and gameplay maps. I love the few that do both. 
I Recommend Not Using Tyrlite Skylighting 
Instead just put lights along the sky brushes, that way you'll get better lighting contrast, I recon. (Or maybe aguire's 2-skylight thing would help, i dunno, i havent played with it) 
Level Pak For Quake 2 In The Progress 
On website here are shots about some levels in progress, is taking me too much time though.
Custom textures.
Custom sounds.
Models form the reckoning level pak.
Still in mind using the Knightmare engine. 
I Forgot The Wbsite. Opss . 
www.geocities.com/amaryl_1

also there are two former maps to play with standard textures though. 
Good 
Some neat stuff in there. It looks like most of it is corridors, though. Try mixing it up with some larger, taller rooms. 
Got It 
 
Looks Nice :-) 
Make sure to submit it on here when it's all done with, I love Q2SP! 
Some Funk Usage Of Darkplaces For Q1 
Very Cool 
funky indeed. :) 
Cool Looking Ut2k3 Map Pack 
http://dynamic.gamespy.com/~polycount/ubb/Forum2/HTML/007871.html?00007


Dont know how they play/run etc but the some screenshots look very nice, I like the last one on the bottom right. 
Re: #390 
those ut2k3 screenshots look tempting, but i dont even have the game.

might buy it though...

whats the gameplay like in ut2k3? say compared to Quake 3? and do they have a railgun equivalent? :) 
Uwf 
I dont have the game if you were asking me :) 
UT2003 
Gameplay is good, I know alot of people around here may think different, but if you give it a fair chance, you will get rewarded. I don't like all the button mashing to activate the powerups (adrenaline) or the dodgejumping etc. But you can turn that off. The game looks amazing. There are some excellent custom maps around for it. The bonus packs also give you some great maps. There are good maps on the retail version, also some not so good. To me it is not quite as fast as QuakeIII, but faster than UT (I thought UT was crap, SP aside) Closest thing to the rail gun would be the Lightning Gun, which can be quite rewarding to use.
People would say wait until UT2004 comes out to buy, because it is supposed to have all the UT2003 content, which is fair enough. I myself would prefer to have both.
Find the right maps, Pump the bots up to Inhuman, or Godlike, and you'll be hard pressed to find a better experience. Then there is online play. Which is very good on a good server. Although, coming up against someone who has all the dodging moves down can be, well, lets say eye opening.

Would I trade my QuakeIII for UT2003?, NO!!, Would I like to be without UT2003? NO!! 
Oh Those Maps..... 
in the map pack, they play/run fine, most are very good, depends on personal taste of course 
 
While wew got a bit of a UT2003 flavour goin' on, check this out

http://www.ataricommunity.com/forums/showthread.php?s=&threadid=328633 
Apart From Shot1 
that map seems to suffer from classic UT2003 overdetailing :) 
Ah 
But when you actually get inside, your opinion may change 
UT2003 
Distinctly inferior yet simultaneously highly derivative of the excellent UT. The graphics are nice, though. 
Wow 
Some really cool-looking stuff in there! 
UT2003's Gameplay... 
I didn't like 2003 as much as the original UT. The original had a more solid, real look/feel to it, while 2003 felt more glossy and shiny than it should be. The gameplay was excellent, but UT was better, IMHO.

I'm downloading the pack now, even though I have no way of getting it home. :) Maybe someone will have a spare CDR I can burn it to. 
Oh, Forgot To Mention 
Many of the player voices and such in 2003 tend to be annoying as hell. The first thing I did after buying it was download a mod that replaced them all (including the STUPID ANNOUNCER). Be sure to do that or you'll end up clawing your ears out. 
Player Voices 
You could have just turned them off 
 
That includes the STUPID ANNOUNCER 
 
That pack really makes me wish that I had UT2k3 and a computer to run it on.

Some really impressive stuff there, I would love to just wander around some of the levels. 
Pretty 
pretty 
 
here's a small peek at my soon to be released q3 map. Will be finishing it this weekend.

http://scampie.spawnpoint.org/screens/stormtrigger_shot.jpg 
Funky Architecture 
boring lighting. 
Quite Nice 
I don't think those highlights at the base of the structures look very good. They look like they should either be much taller (each lighting up the side of the building in a tall spire), or not be there at all.

I really like the architecture. 
/me Agrees With Nitin 
Either needs some strong sunlight or a two-tone twilight vs. artificial kinda thing. Looks like milton keynes on an overcast day at the moment. 
Scampie 
Looks good. I like the hilights, but I agree that they should go taller. Maybe twice the height they go to now. Certainly not all the way to the top. 
Yeah 
had planned those to be wallwasher spotlights and will do it when I finish the last bits of brushwork I have on the map. 
Also 
it looks too runic and reminds me too much of CPMA maps. 
I Don't Mind The Lighting... 
...I sometimes think a bland, greyer look can work. Milton Keynes on an overcast day....hell, why not a weirdo Q3A structure on an overcast day?? 
FFS Shambler 
it looks too runic and clearly is in need of idbase. And by making what looks like a gameplay only fullbright box map catered for hardcore players, he's clearly bringing about the death of mapping.

So dont encourage him. 
Lol 
yeah, the map is completely designed with cpma in mind... hell, you see the little extra trim on the outer walk there? that's so a perfect bunny hop can get you from the top platform to the bottom.

/me remembers not to clip the map at all 
You May Slap Me To Near Death But 
what the hell is CPMA 
OMG! 
Nitin has a sense of humour after all! 
Scampie... 
Where's that q1sp map, i want to kill the scrag! 
Scampie 
extra little trim on outer walk = BAD. Never have anything that could get in the way of a player and slow him down. It sucks. A lot.

Plus the extra detail brings down FPS from 135 to 134 which is completely unaccetable because at that speed the bunny hop you're providing for is too difficult to perform. FFS, what were you thinking man????

kthx 
So Where's The Map? 
.............................................. 
 
When I said I was finishing it this weekend, I meant 'I'll be still working on it after the weekend and will most likely release it next weekend or the weekend after'

Quaker-X and Glassman's maps game me some other ideas for stuff and I still have to build the last freaking hall I had to do when the weekend started... oh well. It's coming 
Scampie 
GIVE ME COOKIE! 
 
cookie is after stormtrigger. Stormtrigger was started to be a quick 1 week map to take my mind off cookies... 1 week has become 4 weeks now :o 
Give Me Cookie Or Give Me Death! 
or tea would probably be sufficient to calm me down....

(where's taht cookie icon?) 
Some Awesome Textures 
http://www.davegh.com/blade/davegh.htm

Some varied quality and smoe specific usage stuff, but some of them are stunning! The guy worked on Blade : Severance (didnt get any credit for it though).

SHould be useful for some of you mappers. 
Oh Nice... 
I love the hand-painted look. You could make a whole level that looks like the backdrops of animated films. I wonder what game made between 1994 and 1998 needed textures THAT high-res and high-quality, but their loss is our gain. Or something.

The license is a little unclear though -- sounds like you can use them in non-commercial video games as long as you never distribute the video game en masse. Or does that mean that the textures in the raw cannot be mass distributed? 
Metl 
I believe the first line is the important one as the rest seems to specify what he meant in that part. So that would be :

I am the copyright holder of this material. These textures can't be used for comercial purposes in any way 
And 
if you go to any of the texture pages

You may use these textures for personal use or any other non comercial use . THESE TEXTURES CAN'T BE USED FOR COMERCIAL PURPOSES IN ANY WAY WITHOUT EXPLICIT PERMISSION FROM THE AUTHOR. 
Nitin: 
okay, i didn't see that the copyright message was different on the sub-pages.

I'm intrigued by what could be done with these, in targa format, in a quake level with a .lit file. I might have to start messing around. 
Oh Hey 
I already used a few of those in a simple Cube map. 
Nice Work Scampie 
The terrain and fortress blend together very well in that screenshot. 
Sure! 
Great textures! Although I have no commercial interest, happy to use a few.http://members.home.nl/gimli/Quake13.jpg 
... 
Pokemon Quake! 
uh huh 
ROFLmuffins! 
i seem to recall that actually being done, which is the worrying part 
There Is Evil There That Does Not Sleep. 
Can anyone guess which skill selection teleporter this is?

http://rpg.spawnpoint.org/images/blah/newunfer.jpg 
WaterWalk 
far from done, but still... http://www.shorl.com/bojetratohumi 
RPG: 
"Really really very hard indeed and you're definitely not good enough to play this, loser" skill?? 
Preacher: 
Looks quite nice for a work in progress. I personally would prefer some more distinct water (I'm thinking of the SOA icy water but I realise that might not go down well). 
Would Be Funner 
if it was easy 
Re: WaterWalk 
Architecture looks nice in general. The blue light texture at the top end of the picture doesn't work very well though. It would probably be better if it were more obviously a strip light, clearly going in the direction of the brush... if you catch my meaning there. Also lighting isn't very contrasting, although of course that texture set has a tendency to look washed out. 
RPG 
i dont know but i like the architecture. 
Rpg: 
"holy fuck-asaurus, i'm going to die" skill?
i like the evilness of it.

also, Preacher, that's cool lookin' brushwork there! 
Starbuck: 
In regards to pokemon quake...

You mean this atrocity?

http://mods.moddb.com/1131/ 
Hehe 
i didnt realise you did that one :)

but according to moddb its refreshingly awesome
Yea 
They got a real kick out of Galactix and Battle Mech, too. It seems all my weird, bizarre mods get all the attention. :) 
RE: Waterwalk And There Is Evil There That Does Not Sleep. 
RPG: That skill selection room looks ridiculously good.

Preacher: Architecture looks good, but definately needs more variety in texture colors. As of now it looks way too bland and even proper lightning wouldnt save that. 
Ah 
Thanks, Jago. 
Think "Aliens" 
http://triumphant.us/~inertia/temp/woo8.jpg

http://triumphant.us/~inertia/temp/woo9.jpg

Those are pictures of the first section of the "deep storage" area in a spaceship. In other words, it is dark, quiet, and you're quite alone :) 
Looks Nice 
rather creepy looking stuff... i get the feeling you've been playing Hell in a can :) 
 
I get the feeling you've been playing Natural Selection.

It's nice, but I think when doing spaceship levels each room and hallway needs something unique so you don't get lost. In the first level of Halo I could have sworn I was going in circles through constantly restocking rooms. 
Ooops 
My title broke the board. I'm the bad boy of forum posts. 
 
so will this be finished before or after bwdm1?

and will it be more than just nice looking hallways? 
Pushplay: 
not for long :) 
Curses, Foiled Again 
 
Meh 
<rather creepy looking stuff... i get the feeling you've been playing Hell in a can :)

Hmmm, that feeling anything to do with BWSP1 (Vapourware S.E.) completely ripping it off?? 
... 
im just judging from the shots, mainly the cages that the fiends jump out of in cassp1, i never played any version of bwsp1 so I can't comment about that. 
Aliensage 
Looks like an Unreal level, well not really but for some reason most Unreal SP preview shots are of corridors. Only exception is outdoor levels. 
The Tomb Of Terror 
It looks like American McGee was getting an early start on Alice while he was working on Quake:

http://rpg.spawnpoint.org/images/blah/quakealice.jpg 
Beta Testing Of Q1sp 
anyone interested should e-mail me: necros@planetquake.com

be warned however: this is that pseudo geocomp map i am working on, so expect super hi wpoly.
peak is around 2500 and average is around 1000.
(there are low areas, around 600ish)

in general, you should have a fairly recent videocard and a pretty quick processor.
a 1ghz + geforce4ti4200 runs the map fairly smoothly with about 40 fps. 
Some Old School Screenies 
Made a few screenshots of the first 6pack
of The Abandoned: Wanderer.

http://members.lycos.nl/portable/newpage.html 
Madfox.. 
Seriously, you need to drop those ugly purple textures. You build quality is decent, but those horrid purple textures bring down the work you've put into the levels. 
Agreed... 
Lose the purple. Other than that, shots 2 and 4 are kinda okay. 
Purple Rain? 
It were the textures coming with Thred.
There was a brick1 texture what was even more awfull. Spent days to change the texture names
by hand.6 x 480names. But that in was the time of QMAp. But also the reason I tend to these.
Made myself some green textures, and borrowed
from other mappers.
I thought it gave the maps some warmth.

BY which texture would you change it? 
Beta Testing 
Im always up for some david.carter@boltblue.com 
BWSP1????? 
...what's that? Never heard of it! Where can I find it? Is it Q1SP? (quite a lot questions) 
Which Texture Do You Prefer? 
 
I'll change that ground tex depending which wall tex I decide on... 
Shot1a 
although shot1d looks ok too. 
A is kinda overused
B is harder to light well
C is more of a ground/ceiling texture
E is a bit too murky, more of a dark, dank swampy type rock 
D, 
then switch back to the rock texture you were using in the other tunnel (if you make a tunnel in that opening...) 
B Or D. 
B is nice for rocks, quite natural and a good contrast.

D doesn't even pretend to be rocks and fits in well as a built style. 
Blitzdm1 -- An In-editor Teaser =) 
www.tmsexchange.com/blitz/blitz1.JPG 
Hmmm 
Phait, A Or D 
if you were intending for a natural rock look, then go for A. if you don't mind the constructed feeling of the bricks (moldy castles are fine in my book), then D would work too. E is a nice texture but I don't think it works that well heavily used on a large surface area like that. 
More Shots, F Is Latest 
No Worky 
 
Phait 
Not working! 
Oops 
Sorry, forgot the /shots/ dir. I have a temporary site setup at the url now. Here's incomplete PH8DM1:

http://www.angelfire.com/scary/ph8accompli/quake/ph8dm1.html 
Screenshot Generator 
I have a large amount of Q1 bsps (mainly from the old cdrom.com ftp archive) that I want to have a screenshot taken from each one to help remembering which map it is.

My solution so far has been to use a batch file and a slightly modified .cfg file that automatically loads each bsp into an engine, takes a screenshot when the map is loaded and then quits.

This method has some shortcomings that require manual fiddling, e.g. DM maps that don't have an info_player_start key etc. Also, it only generates a screenshot at player spawn position which may be facing a wall, temporarily inside skies etc.

I've thought of trying to make use of the info_intermission position but I haven't been able to do that.

Does anyone know of a better way to do this, e.g. using some utility? 
Well 
Paul was working on a Quake front end that had loads of map info + screenshots. But it didn't take screenshots; those were just ones he took manually.

http://paul.fov120.com/qlp.html 
Maybe 
ive considered doing this but havent had time to fiddle with it, i was thinking of just setting up something (a script or quakec/whatever) that loaded each map with fraglimit of -1 which skips to the intermission, but then then thing is you get all that intermission text (in dm, the player list and kills, in sp the kills/time/secrets), which could probably be removed by some combination of engine/quakec mod (i dont remember what draws that stuff)

but like you said, possible problems with no intermission spot and/or the right spawnpoints, which could probably be written to a file so those maps would have to be archived manually.

seems like alot of hassle for the sake of archiving/organization, although it would be cool 
Re: Maybe 
...you get all that intermission text [...], which could probably be removed by some combination of engine/quakec mod...

You could probably use a modified gfx.wad where all of the text and graphics were replaced with blank ones. But as you suggested, it seems likely to me that some engine (perhaps DarkPlaces) would probably have a r_draw_2d variable which could remove all 2d graphics. 
Fairly Simple 
Write a tiny QC mod that puts the player at an info_player_intermission (in client.qc:SelectSpawnPoint)and forces them to face the point's .mangle (in PutClientInServer; you can just c'n'p from execute_changelevel, iirc).

If there's no _intermission, look for a _start or a _deathmatch. 
Thanks For The 
suggestions guys. I haven't thought of that fraglimit -1 thing, ingenious. I've now modified my script so it first takes a screenshot at the spawn point and then another at intermission point before exiting.

Then I'll have two pics to choose from when finally converting the TGAs into tiny JPGs.

Now if I could just get rid of the score overlay text ... metlslime, any ideas for FitzQuake? 
If You Want More Choice On DM Maps... 
set a fraglimit of 5 or whatever, and use the kill command to cycle through the spawns. 
Here are some screenshots of my q1sp map I'm working right now. These are fullbright. I just want to know what do you think about architecture before I start light it.

http://pulsar.pochtamt.ru/egpt1.jpeg
http://pulsar.pochtamt.ru/egpt2.jpeg
http://pulsar.pochtamt.ru/egpt4.jpeg
http://pulsar.pochtamt.ru/egpt5.jpeg 
This Is One 
good-looking map (I've had a sneak preview). With suitable sunlight, those textures will really shine. 
Pulsar 
architecture is ok it seems.
though, it's hard to estimate it w/o lighting because light can change the look of architecture dramatically. 
Yeah 
that architecture looks like it could be impressive, but with no lighting its very difficult to say 
Auto-screenshots... 
write a qc mod that loops through the intermission cameras doing a stuffcmd("screenshot") at each one. But, since you don't tell the client it's intermission time, you won't see the overlay. 
 
Pulsar - looks pretty nice to me, can't wait till it's released. 
Pulsar 
Looks cool. I like the large scale but make sure it doesn't get too large. The first shot looks like a DM map. The second shot is quite impressive - be wary of the wall textures though. As the others have said, lighting will be particularly important for a map such as this with a larger scale and textures that have quite a similar contrast. 
Some Things: 
i've been showing these to some people on #terrafusion, so you get to see too:

http://www.cstone.net/~greenwud/grahfsp1_01.jpg
http://www.cstone.net/~greenwud/grahfsp1_02.jpg
http://www.cstone.net/~greenwud/grahfsp1_03.jpg

q1sp, very nonlinear and openended, r_speeds expected to be slightly ridiculous. ~2700 brushes so far, architecture is maybe a bit more than halfway done. :\

Dunno wtf is up with that 3rd shot, quake took the screenshot that way.


Pulsar: looks nice! love the sock egypt textures. 4th shot has good architecture, though there is a strange looking strip of rock in the righthand part of that shot. 
2nd Shot 
very nice texture usage. Looks good, I hope it gets released though. 
I Will Try... 
gonna be a while though. 
Yeah I Really Like That 
doesn't look like anything i've seen before, which has to be a good thing 
Yes 
agree with prior two opinions. very nice brushwork.

i thought it was a dm map at first, so good job on the openendedness part, obviously. :)
i like the look of shot3, even though it's screwed up. awesome, man!
also, what would you consider "slightly ridiculous" as r_speeds? 
Also, Anyone Up For Some More Q1sp Beta Testing? 
email me: necros@rogers.com 
On It's 501th Way... 
Strange though, I have a 6pack ready for beta testing, but noone seem to notice.

Here some pix from "UnderGround"
http://members.home.nl/gimli/Quake02.jpg
http://members.home.nl/gimli/Quake03.jpg 
aguirRe: can I have your script ?

madfox: try better textures, use trims, use sourced lights (dont forget light textures), work on light in general (I suggest you use some advanced light compiler, like tyrlight, with realistic falloff)

Grahf : cool except for a "structural beam" with metal texture on the sides and brick texture on the front 
Let's See Here 
Mapist = Speedy, right? Otherwise I need your email address or you can send me an email and I'll reply to that. 
If It Wasn't Obvious 
that was a question that I need a confirmation on before sending anything. Mapist, who are you? 
 
yes, Mapist is Speedy 
Scrshts 
Eggman 
The grate texture on the curved catwalk looks sloppy. You should fix that. 
Pushplay 
I would like to fix it. The texture itself is perfectly aligned, and looks fine closeup, however problems occur from a greater distance. If anyone knows a shader parameter or a workaround to fix this, it would be much appreciated. 
Robotnik 
Aliasing's a bitch. 
Heh 
you could do some funky trickjumps off the rocks if they are not clipped off. 
Grate Flooring 
nopicmip and nomipmaps (iirc) in the shader may help. 
Eggs 
...looks cool, the first shot has some "sense of place". I think the rocks look a bit bland and....bleak though. 
tx nb and shambs. I agree the rocks are a little bland in that shot, I've tried to liven them up with lava and a green crystal shader in different areas, I've just got to get those shaders around more without making the rocks look too contrived. 
Eggman 
You might be better off with alpha blending (blendfunc blend) rather than alphafunc, although you could run into sorting issues and the lighting might not be as good.

nopicmip won't actually help in this case, although if you use alphafunc then it should be in there anyway to prevent the grate becoming invisible or solid with picmip 10. 
Tx For The Help M8 
So Maj, I would change the 'alphafunc GE128' stage to 'blendfunc GE128'??

textures/base_floor/proto_grate4
{
surfaceparm metalsteps
surfaceparm trans
surfaceparm nonsolid //Tim's fuckage
cull none
nopicmip

// A GRATE OR GRILL THAT CAN BE SEEN FROM BOTH SIDES
{
map textures/base_floor/proto_grate4.tga
//tcMod scale 2 2
blendFunc GL_ONE GL_ZERO
alphaFunc GE128
depthWrite
rgbGen identity
}
{
map $lightmap
rgbGen identity
blendFunc GL_DST_COLOR GL_ZERO
depthFunc equal
}
Hey 
green crystal shader

Make some green crystals out of brushes. Make a whole bunch. R_speeds be damned. 
Off The Top Of Me Head... 
The first stage should be:

{
map textures/base_floor/proto_grate4.t...
blendfunc blend
rgbgen vertex
}


And the second stage would have to be removed, cos you can't combine lightmaps with alphablending (except in some rare cases).

I haven't written any shaders for yonks though so take that all with salt... 
Eggman 
For the rocks, to make them look much less bland (and tiley for that matter) switch to a two-stage rock shader, and scale the two rock textures differently. Something like:

textures/yourmap/rock
{
q3map_nonplanar
q3map_shadeangle 89
{
map $lightmap
rgbGen identity
}
{
map textures/yourmap/rock.tga
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
tcMod scale 1.2 1.2
}
{
map textures/pjw3dm6/rock2.tga
blendFunc GL_DST_COLOR GL_SRC_COLOR
rgbGen identity
tcMod scale 0.7 0.7
}
}

Looking good. :) 
Whoops 
missed the second "pjw3dm6". Heh. 
 
that's a fucking brillent hack pjw, I'll implant that in the q3 maps I promised to finish ages ago :P 
Listen To Pjw 
his rocks always look really cool (I liked pjw3dm3 rocks the best). 
... 
whoa great feedback peeps thx. pjw the passes might rack up too high with a two stage shader, a lot of these crystals are visible behind each other which is basically like a window looking through a window looking through a window etc... that supposedly is bad. i'll give it a shot for sure though, still got room for more detail though avg r_speeds around 5k-6k 
PH8DM1 
Phait 
looks good, but you have too many different wall panelings going on. 
 
Think that blue wall would be distracting?
Here's a bigger/better shot:
http://www.angelfire.com/scary/ph8accompli/quake/ph8dm1.jpg 
Blue Wall 
Looks good to me. 
Blue Wall 
looks good to me too. 
Arr 
Nitin, can you more specifically point to what you mean? Do you mean the grey tex that takes up most of the wall, the lines going across (defining 'panels'?)? 
Phait 
I meant the windows/panels (in shot 1a, there's 6 of them and they are all different - ie cadaver in one, just skulls in another and so on) 
Ah 
Gotcha... I'll consider it, still got more to do. Thanks all. 
Look Good 
Can wait for you to finish it. 
Phait, 
i actually like the shots the way they are. keep it up! 
I Agree With Nitin 
Try sticking to 2-4 insets/panels for the map. Using that many in one room is especially distracting. You could try replacing one of the central inset pieces with a support column of some sort. It's not a really huge deal, it just could be done better and that small thing would really improve the map. 
 
Thanks again! I'll post more shots when I get more done and I think I will remove some panels, a few more areas need them yet anyway =) 
Early In Editor Shot 
Earlier In Quake 
If you loop back to this site...
than loop back to good old school Quake...

http://members.home.nl/gimli/Quake19.jpg

I lost the shape of the tiffany,
by scaling the level again. 
Re: 
Gib: I can't load the image. It just loops back here.

MadFox: looks good. 
Plumbum Oxide 
While texturing the window for the third time,
it comes to me from a distance the black surrounding square won't leave!
I have changed all the pixels into lighter ones, but the dark square stays.

Funny result after all that texturing. 
 
rpg: cut and paste. 
CnP 
If you cut n paste it works, probably my mates shitty free hosting. 
Madfox... 
Try using the original tex but scaling it up in editor.
The other option is to use the original tex centered in the opening then add a surround to hide the errant pixels. 
X-Ray Window 
I already tried with pasting over the texture, but this won't work. Seems the black square appears every time from a distance.

The texture limit is 128x128, so scaling up will divide it to more texture units. (argh... texture count!) 
Untitled Tourney Map For Unreal Tournament 
.... 
awesome lighting, really, just the right amount of coloured light to be interesting while still being subtle.

Brush work looks solid and fairly original generally but lacks unique features from one area to another, such as could be provided by small level detailing, etc and ends up looking slightly plain. This could be a texturing problem actually, maybe try replacing some of the brick texture with something else in places

but generally it looks great 
Actually 
the 'problem' is only on shots B-D

wow, B-D looks like a tiny penis
er, ill get my coat. 
PH8DM2 
Blitzdm1 Shots 
Hmm 
Trademarked Sex Change? 
Hmm 
Oh right, yeah, the map.

Kinda dark in places and the texturing is a bit repetitive, but I like the brushwork and theme. 
Moop! 
Yeah And If I Pasted The Right Pic.. That'd Be Cool To 
Looks Nice 
 
I Like The First Shot Better, Bp 
oh wait...

i like the quarterpipe lava canal. 
More 
Looks 
very flat and plain. 
I Have To Agree With Nitin 
The build quality is there (I mean there aren't weird assortments of odd-shaped brushes), but there isn't much of anything there. The walls are exceedingly flat. You've put in a few cool touches (damaged bits, wires, and artificial colored lighting from the slime), but those aren't doing much for the overall detail level. Comparing this to Ph8DM1, I know you can do better.

Sorry to be harsh, but that's the way it is. 
Phait 
theres so much detail and variation you can do with idbase. no need to keep the same wall texture over the whole map. plenty of 'detail' textures that can be used like comps and stuff, that lend themselves to their own brushes rather than being wall decoration

take some time and play older idbase sp/dm maps and apply some of what you see to your map.


and dont forget CRATES 
 
"Sorry to be harsh, but that's the way it is."
No thats quite fine, I've actually been asking around what I should do... the map is going *somewhere* (up), but I don't know how yet.

Thanks!

(BTW, there are some crates ;) ) 
Also 
apart from visuals, I also meant that the layout looked very flat. 
More Experimenting... 
this time with light. doing the whole map with 0 minlight, meaning i'll have to pay that much more attention to make sure it works properly. mostly a learning experience...

http://www.planetquake.com/necros/levels/lend/lend1.jpg 
Looks Great 
really nice... more time-consuming of course, but with results like that who can argue 
Necrso 
very nice. 
Necros 
I really like that. 
Hmmm... 
Either that lava texture is too bright or there isn't enough falloff on the light that comes off of it. It looks like the surrounding area should be alot brighter than it is. I'd personally replace it with water actually to fit with the overall gloomy style.

Save that though, it looks very good. 
I Don't Want To Be Burnt To The Stake, But... 
it might look better if the lava generated coloured light 
BURN THE WITCH 
Lava 
Or you could modify the tex that borders it to have a "glow" effect. 
Hm... 
well... for color, at this moment, that would be no. mainly because aguire's light doesn't do color atm.
(but also a bit because i'm not very good with color)
if aguire puts in colored light support, i'll try it out.

i actually like the idea of making a texture for the lava light. thx phait. i'll try my hand in photoshop and see what i can come up with. i just hope i have enough room left in the bsp for more textures. :P 
Necros 
Take a vibrant orange color, make a gradient of transparent-to-orange, drag that down about half-way or in a 4th of the texture's height.. make this on a new layer, experiment with layer modes. 
 
I did it on these tex's around the slime: http://www.angelfire.com/scary/ph8accompli/quake/ph8dm2a.jpg 
Phait 
non of you links work for me :( 
 
Not sure what to say, Gib. 
Well... 
i tried something like you said, Phait.
can't say it looked very good. oranges aren't done well in the quake palette, and the vibrant orange i mixed into the stone and rock textures ended up looking really ugly in game. it was a nice idea, but doesn't work for lava i think. thx anyway 
 
Let me see the tex... or select an orange straight from Quake's palette. I really don't see why it can't be done alright, unless the orange turned out looking like idbase orange. 
Done In A Vondur... 
...map, Lilith I think. 
Well 
yes it's done there, but not that smoothly if you use fitzquake. the prob is in fillbright pixels... 
Fullbright Pixels 
clearly the work of capitalist scum 
Not That My Opinion Matters 
But I think the lava should be darker. It would fit in better, to me, and would help alleviate the lighting problem some. I think I may have gotten this texture from evil_lair or something like that. Can't remember, but I think the darkness of the lava would work well in your map (although may not transfer to q1 well):

http://www.notthisway.com/temp/lava.jpg 
 
You can easily remove fullbrights though.. 
Crappy Lava 
here was my attempt...

http://www.planetquake.com/necros/levels/lend/craplava.jpg

as you can see, it looks more beige than orange, and is not really that convincing in full 24bit color either. 
... 
I agree with H-hour. 
Necros 
not that bad, just need to adjust the color a bit. 
Necros 
can you give me a bmp or jpg of that tex? I'll fool around with it. 
... 
nitin, you actually think that's decent? hm... never thought i was very good at textures... :P

Phait: http://www.planetquake.com/necros/levels/lend/lavabottom.zip
lavabottom_24.tga is the original rtg tex with the orange and
lavabottom_q1.tga is converted into q1 palette. i realized later that you could have converted it to quake palette yourself, but ... *shrug*
if you could get it to look more like the texture in vondur's lilith (with the cool yellowish highlight effect) that'd be awesome. sadly, that type of thing is a little beyond my skills. mostly, i just took the brush tool on color mode and set it to orange at 50% and traced around the bricks. :P 
... 
more importantly, i wish i could find a nice big 256x256 lava texture. i had to scale up the regular one by 3, so when your in the lava, it looks pretty rank, and if you leave it at default scale (or even 2x) it looks awfully tiled when your up on the platforms... 
Necros 
http://www.angelfire.com/scary/ph8accompli/quake/lava.zip

The first tga is probably best (I used color dodge on that gradient layer for that one)... I haven't tested these, just convert to Q1 palette of course. Take some shots if you decided to use any of them. 
Necros... 
That's pretty cool, it looks quite orange to me, and the rock itself looks white/grey which is actually quite realistic, rock tends to do that when heated to extreme levels. Basically it looks like a little orange glow cast on rock bleached white by centuries of heat. 
Lava4 
That look great. 
One More Screenshot Of My Map 
Looks Cool 
but the lighting's still a bit flat. 
Yes 
I know, but it's a quite raw lighting yet 
NO TITLE!!! 
Looks good, though, pulsar - the architecture looks really nice. 
Yum 
Can't go wrong with Sock's egypt set. 
Litet 
They Look Great, Kell 
i like the first and last ones the best.

i have a question regarding skyboxes... how big can you make the individual pieces? 512x512? or can you go crazy and do 1024x1024? 
Kell 
I gave darkmatter and dust a look. The other two look pretty run of the mill. You must have saved it in a really low quality or something because the subtle shading is all seperated out into rings and it gives the skies a bad-acid-trip feel. 
I Liked The 
first and last one, pretty nifty. 
Especially The Last One 
really nice ambiance, with that lovely mist in the distance and the dusty sky 
Resolution 
necros/pushplay:

I only have the unreg ver of TG, so there's a limitation on how large an image I can render - smaller than 1024x1024 :( I would produce versions that size if I could, but it would mean forking out serious cash for the reg.
Interesting that you guys like dust, I actually thought the less realistic skies wouldn't go down so well; I've actually been trying to make realism/earth-bound skies more, coz I fot datz wot peepl wonnt :/

Anyway, a few more to follow. 
Oh And... 
big KTHX to Vondurski for providing the webspace - moran taing d00d 
... 
honestly, i don't really care if it's realistic or not. mostly, it's just a matter of the sky going with the terrain and looking cool at the same time.

also, why not crack terraingen? there's got to be tons of those out there, since it's pretty popular. 
Crack Hoar 
you are assuming, of course, that I would

a. have the net access to get hold of one
b. know where to look
c. know how to use it
d. avoid seriously shafting my OS in the process
e. be able to delete the noxious thing when it turned out to be some pr0n dialer

bleh, I'll stop making excuses now. 
Kell 
I've made a couple of skies in TG and didn't get that gawdaweful ringed look. Also, realistic skies look stupid in Q3. And who made that stupid Q3 sky with the flat moon? Someone needs to teach that boy some perspective. 
Pushplay 
the skies can be used in other Q3 enjin games, which are more realistic than Q3.

That 'godawful ringed look' may be because you have a more recent version of TG. Or you may just have had different atmospheric settings. I'm not sure.

Dunno, maybe Adrian 'No Relation' Carmack. It does look cack, but perspective isn't the problem - a sphere is always going to look like a circle when you look at it :P I think the moon is just too large. 
Meh... 
two seconds of searching on overnet got me a crack for the lastest ver (0.9.19) it's a simple .exe and .dll replace and the file is like 350k.

cheers ;) 
Perspective 
A sphere will always look like a circle from any angle, but a circle drawn on a plane and held at an angle will look like an ellipse. 
Ummm... 
Decided to try my hand at a Quake DM map, I will surely need testers to help work out weapon/item balance. This is a very simple, two story dealy dressed out in Speedy's textures... Any takers? Should be ready for the beta test thing Monday/Tuesday.

"http://www.backshooters.com/maric/mq1_1a.jpg"
"http://www.backshooters.com/maric/mq1_1b.jpg"
"http://www.backshooters.com/maric/mq1_1c.jpg" 
Feeling Chagrined 
I screwed up the links as per my usual. Would someone be so kind as to fix them? And then explain to me what I did wrong? 
Maric: 
don't put the url in quotes. 
Ahhhh 
Reminds Me Of One Of Your Q2 Dm 
looks wise. It's a bit too repetitive for my liking. Scale in shot 3 looks a bit cramped too. 
 
Reminds me of Blitzdm1 
Yeah 
It is very much like one of my Q2 maps, it is very repetitive and slightly cramped unlike said Q2 map. When I opened it up a bit the r_speeds went off the charts.

This is more or less an experiment for me and a break from the Q2 stuff. In fact I have no idea as to what is considered acceptible r_speed wise in Quake. The idea of this one is to test the waters and see if I am going in the right direction. 
R_speeds 
600-650 is the prefered limit in Q1 if you're trying to support older computers. Also, under the default settings on software engines, if the r_speeds go over 700 (I think) then you'll get the grayflash effect. 
Ahhhh 
Thank you R.P.G.

Reminds me of Blitzdm1

I have not seen it, Link? 
Maric... 
R.P.G... 
I always thought the default was 800.

Anyone got the definitive answer? 
Shots 
Hrmm... 
it's hard to tell with editor shots. i'm sure it'll look better ingame with lighting, but it's not very flattering atm. the first shot has too much of the yellow window. the four on top of the tower is overkill. put maybe 2 or even 1.

i like the flesh parts (shot3) :P
shot2 looks ok, but not that good, i'm sure lighting will help alot.

shot4, i don't like the way the sides of the rocks (both the red, doom ones and the yellow quake ones) are completly flat. looks very unatural. you should break up those walls into 128x128 sides and skew them around a bit. make them look more jaggedy and such.

i like the fence in shot1 a lot. make sure you throw enough light on it ingame to show off the coolness of it. 
Yaaaaay... 
...good to see that foetus back in use. 
 
visecra ewww.. 
More Vapid Screenshots 
Looks 
like a big gay orgy, blitz

i guess you can easily model what you can see 
Screens 
 
Get rid of the minlight and make all those lights brighter. If you're going to bother making architecture, you should bother to light it nicely so it looks decent.

Other than that, looks solid. 
... 
the brushwork looks fine, but the lighting needs work.

the first shot is almost completly dark to me, the second has no contrast at all and the third is the same as the second. 
Looks Like A Cube Map 
I like cube and everything, but that was not a compliment. 
 
There's no minlight... I was experimenting with radiosity. I'll try relighting normally, then.

Thanks guys. 
... 
maybe decrease the amount of light bounces then? 
LTH 
There's no minlight... I was experimenting with radiosity. I'll try relighting normally, then.

Try experimenting with gamma correction. 
Boo! 
Finished my first Quake effort (will post about it later), went back to my comfort zone...

http://www.backshooters.com/maric/87a.jpg

http://www.backshooters.com/maric/87b.jpg 
Hey! 
that looks totally cool :D 
Yes 
It looks like something I would do if I would just follow through with my ideas. 
Maric 
Looks neat. 
Maric 
How come I see Q2 weapons? 
H-Hour 
perhaps becuase it's a Q2 map...? 
Yeah 
It is a Q2 map as a matter of fact. 
H-Hour 
Finished my first Quake effort (will post about it later), went back to my comfort zone...

He's finished his first Quake map but since then has gone back to his 'comfort zone', which is, surprisingly, Q2.

Looks nice too 
Phfffttt! 
which is, surprisingly, Q2.

I reiterate... Phfffttt! 
Okay! 
 
More More More 
Blah 
Hm... 
i really only like the last shot. the first two are rather uninspiring... although, there is some nice vertex work on the computer terminals. 
LTH 
I always like it when there's clips or supports or something around the glass so we can see how it's held up. It makes it feel more solid. 
Pushplay 
Yes, I was thinking about that. Then I was thinking 'god damn that would take some effort'... 
.. 
effort is what makes a map good. 
 
So I've done it, already... 
Ok, Yeah, I'm Dumb 
For some reason I thought "your comfort zone" was just that style of map, with the rock floating in the void thing. I get it now. 
Beta - Pjw3quickie4 - The Small Place 
Every now and then I crank out what I call a "quickie" map (sort of an extended speed map) as a bit of a clearing-the-mental-pipes sort of exercise between larger, more complicated projects.

This map is the result of about 16 hours of work, and this will be the only beta--I'll (obviously) take an hour or two to fix any bugs or problems that are found, but most likely won't do any major reworking.

I basically started wondering a few days ago what would be the smallest map I could map that still had good gameplay. In retrospect, I wish I could have completed it for the 1024 comp, since it fits nicely in a 1024 unit cube. :)

Thanks to Rorshach for the great textures, and Jaj for the perfect skybox!

It's not exactly a CPMA map, but it does have a couple of nice promode jumps in there . . . and, of course, works fine with vanilla Q3.

Screenies:
http://www.planetquake.com/pjw/screenshots/pjw3quickie4ss1.jpg
http://www.planetquake.com/pjw/screenshots/pjw3quickie4ss2.jpg

Download:
http://www.fileplanet.com/dl.aspx?/planetquake/pjw/mapstorage/pjw3quickie4.zip
(~1.1 meg) 
Pjw3quickie4 
I liked it. You could stand to make the bars more interesting given how much you're using them. 
Not A Bad Idea 
I could at least use a more interesting texture, or even add a base/top fixture to each. 
Pjw 
I don't think those bars look that great together with the plain wall in the first shot, it looks quite... what was that wonderful word someone used earlier... 'uninspiring' :P

The light casting through the windows is pretty though. 
LTH 
i like the screenshots a lot, i really like the blue strip lighting stuff.

fc9.jpg looks highly original 
Uwf 
Cheers. Funny, I thought I'd ripped that area off from somewhere... 
Well LTH 
I saw your command at the Pipeline.
Here is what I tried...

http://members.home.nl/gimli/Quake01.jpg
http://members.home.nl/gimli/Quake00.jpg 
Madfox 
I think that looks much better - as to getting the waterfall to work properly - turn the waterfall textured brushes into a func_illusionary. If you want pepole to be able to climb up them (unlikely) you can also put a second, smaller brush underneath that is water textured.

Next point...

The lighting seems entirely arbitrary in a lot of places - like at the top of the second picture: the light doesn't seem to be coming from anywhere. I suggest you put some lighting grates or walltorches in. 
Gullivers Travel 
Hey, thanks for the hint of making the animated water texture a func_illusion.
It is so absurdly simple I forgot to do so, and now there is a stange barriere between the water tex and the animated one.
I think it is a great solution, but I thought animated tex couldn't have a func_illusion.

For the light you could be right, but as you can see, i made the level 3/2 times bigger.
Now the density of the lights has changed,more so by using the argh.light
The yellow glow has faded and turned into a more cold white ligth. As for all the other things in the level, because I am not sure it was a good idea to enlarge the level.
Now the spaces have become so large, one can easily avoid the monsters attack.

What is your opinion of enlarging a level? 
Fox 
That level doesn't look too large. In fact, it looks like there's an opportunity for some clever monster placement due to the multilevelness (sic) of the map. Specifically, ogres need very careful placement to be useful. For examples go away and play CZG's maps (http://www.planetquake.com/greyvoid ), they often have very good monster placement, and yet often have wide open spaces. 
Madfox... 
Any chance you could post a screenshot of the 2d views on that map in your editor? I'm curious... 
Curiosity Killed The Cat 
I made an addition of some screenshots of "Crumb" on my Lycos site.
At the very end of it there are 9 new screenshots.

http://members.lycos.nl/portable/newpage.html

What I was curious for was the strange change of lightcolour, what gets lost when one enlarge the map.
The firts screenshot on #655 has a much more mellow glow. 
Simple... 
i can tell you that very easily: you used a different engine in the top shots, than for the last 9. it appears you used regular winquake for the last nine, whereas the first ones appear to have been taken in an engine with support for overbrights and some type of lensflare effect.

it also looks like the palette you were using for the first shots was a lot more vibrant, which made it look like the lights were a warm yellow. the last 9 look like a regular quake palette, which is rather washed out to begin with. 
Fox 
Wow, that looks like an enormous map with tons going on in it. The quality of the map in the second set of pictures is better than the first, I think. There are some mixed-up textures (like using basefloor on top of rock, and using stone wall for floor). I think you also need to think a bit about texture alignment, especially when using so many stone wall textures. Also, try and break up large areas of texture - I'm thinking of the blue metal with zig-zag trim texture, which overpowers all of the areas it is used in - and it really shouldn't be used on its own as a ceiling texture, either. 
And Orges Haunt Me In My Sleep... 
Thanks for the support, I will rest my weary ears on it after the bunch of maps I am digging with.
After all this time it got really hard to understand all the backup directories I made.
Took me three times to upload Quatrotski with all the covered up bugs in it.
And Necros, don't let me fool you with the Telejanos pictures.The other ones were made in the straight Quake1 version, reason why they look so pale.
At least that's what I am realizing now.
BTW thanks for the betatesting! 
Argh... That Lightnin's Got Me 
I renewed some pictures on my Lycos site.
And although they came out dobble, I stopped
worrying about that fact, for it is a free site.

http://members.lycos.nl/portable/newpage.html

I was wondering about the light question.
As I play the sequel, I see some maps in bright light and others were made with another argh.light and so they are much more dimmed.

My question now is, what could be the best option to set light to the maps, staying as close as possible to the original quake1 settings.

When I see other maps it strikes me they sometimes are so dark, as the original quake also was. Others make maps that are quit bright. 
Madfox 
remove checker part of the texture on the first screen. i mean the part of the EASY/HARD/NORMAL texture when one could see black part of it. i consider it a bug. this part of the texture isn't supposed to be seen.

as for the lighting, it looks too contrast imho. 
Vondur...is The Name? 
Indeed, I lost a nail
but you didn't notice on post #461

I ment in arghlite => range 0.5
or 1 or 999999999???

thanks for your advice, Vondur
Is there one mapper who isn't a Bastard to the original Quake1??? 
No 
They are all bastards to the original Quake. 
Shots 
Wow! 
Looks amazing Tronyn. I love the huge scale...

Can't wait to play this one =)) 
Looks Stunning 
I think you need to break up that rock texture somewhat though, it's the only thing spoiling the scene. 
Hhh 
shots 1 and 2 look crap. the others look okish, but lighting is really bad. The door in shot 4 doesnt look good, the trim around it should have a texture that follows the shape better. Same with the door, it doesnt fit. 
The Lighting 
really needs work, that's the first time I've ever compiled this map. I'll admit that. As for the doors, aside from making a custom texture, there's not much I can do. 
 
So make a custom texture already :) 
Hrmmff... 
...there shall be fighting in the parapets, indeed there shall be fighting on the rooftops... I hope? 
Well, 
I don't know, I haven't put monsters in yet..

I guess I'll explain. This is the new version of The Arabian Nights. When Daz and I started work on the Night Journey, he had the 3 source maps for the original Arabian Nights release. I figured out how they fit together (it was originally one map), and put them together in one map, updated the visuals and put monsters and everything in. Due to many problems with the map and the project, it sat around like that for a long time. Then, in one day last week I went back to it, deleted all of the entities except torches and all of the sky blocks, and worked from above to try to make it into a coherent "city" instead of just a bunch of rooms with sky for a ceiling giving the *impression* of a city. Thus, most of the recognizable areas from Arabian Nights aren't in those shots, because they're several stories below, on ground level.

The rooftops will be accessable one way or another, either as a secret or as part of the mandatory gameplay.

I'll post some shots of a better build along with shots of the original map (before/after etc) on my site next update. 
Omg 
now RPG will shut up!!! :D 
No Fool No Fun 
Some screenies of MirrorMan, after it blew the nightmare skill out of me...

http://members.lycos.nl/portable/newpage0.html

I got so used to the arghlight -range 1, I hardly feel satisfied with the old -range 0.5 
Funky Stuff 
Nitin 
Cool, looks organic. 
Should Mention 
that's by Scrotch for a Q3 Jailbreak map Execution sequence for one of his maps. 
2... 
Madfox - getting better. Thank god you've got rid of those ghastly purple textures. Now just focus more on strong lighting and improving your architecture....you're getting there.

Nitin - 1337 shit! Nice lighting too. 
Madfox 
Looks alright... the texture alignment in that first shot though is hideous. Always try and keep the textures aligned with the brushes

Mainly talking about that wall texture. The lines on it should meet with the edges of the brushes. 
Xen 
That never stopped Romero. 
 
Age of consent didn't stop him either, doesn't make it right. 
... 
You're just bitter because he said he loved you only so he could get in your pants. 
Mainly Textfitter All The Time 
Sorry, but that wall texture is in a corner
shape, so it does align right.
I wondered about the light thing, because playing it in Argh range 0.5 made the weapons look brighter, but dimmed the textures.
I believe original Quake1 is much darker.

But thanks for your attention.
For days no sign on this board, and than get
haunted by those splendid Q3 shots, it is more than a Q1 dude can bear. 
Bleh 
Madfox, I mean like this:

http://xen.quakepit.com/MF1a.jpg

...as opposed to this:

http://xen.quakepit.com/MF1b.jpg

..which most of your shots seem like. 
Looking Good Xen! 
The second shot is showing tons fo inprovements, you may yet make a good map! 
Oh... 
...you eeediote Scampie 
Scampie 
You may yet produce a simple one-line post without two blatant typos in it! 
Btw 
The map is coming on top notch; you think the last shot showed improvements, check this!

http://xen.quakepit.com/MF1c.jpg

:D 
Don't Butvise 
thanx xen, now I know what goal you aimed.

But as I just mapped on for the joy, I now overcome to problems like that.
As soon as I change one brush, all the others start misaleigning on me.

And then there is that odd attitude of brushes with three or sometimes four different texture aleignment within one brush! 
Xen 
I'll beta it, xen! 
Ice Hockey In Quake 
Lol 
Reminds me of Q2 basketball, that was kinda fun. 
Odd Texture Shape 
I see Quark produce polyhedrons with three different texture shapes. First I thought it was due by copying, but replace them with another one leaves me with this odd effect. 
It's Purdy 
That's Some Great Grass 
 
Latest Scores 
Grass 1 - FPS 0 
Digitalis 
the grass at home is always greener

http://members.lycos.nl/portable/newpage1.html 
Post # 698 
Something about that scene makes me want to put a flamethrower to it. 
Ah, I Know What It Is 
my freakin allergies are spazzing out just looking at it. 
Post #698 
is that the latest installment of Asaki's grass game? 
Rofl 
/me hugs fr3n 
MadFox... 
...please consider using mouldings to frame the door/window apertures, texture alignment mismatches are really only acceptable in speedmaps these days. In the last shot, is one face of that waterfall travelling up and the other down? Otherwise, love the scale but more detail please. 
The Lycos-site Be Thanked 
Its a map I scaled up, therefore the loss of detail becomes noticeable. And due to that fact I had to enhance the lights, made the total to :612 entities read, 200 are lights.
There are 1137 polyhedrons, and the bsp becomes
2.324kb
So I could make more detail, but I play it more for the gameplay.

And then there is that strange effect I asked before with brushes giving three different texture lines. Hardly to put one right without disordering the other... 
OK... 
So I could make more detail, but I play it more for the gameplay.

I try for a balance between detailed looks and good gameplay, but it's your call...

And then there is that strange effect I asked before with brushes giving three different texture lines.

OK, now I understand what you mean. Sometimes textures line up "naturally", especially when one is using blocks on a grid size that's comparable to the texture size. The only tweaking one need do is reversing two of the vertical faces so that the texture "faces" the same way all around the brush. However, if one starts to angle brush surfaces off the 90 degree either vertically or horizontally then one may need to:

a) move,
b) reverse,
c) rotate,
d) all of the above

textures on particular faces to get things to line up. I find this relatively easy to do in Worldcraft by selecting the offending face, hitting "shift+A" and using the various options found therein.

One other option (which would work in cases like picture 5) is to use door and window surrounds made with plain textures whereby the misalignments "disappear" because of the lack off highly distinguishable texture features (joins etc.). Another option (that would work in say picture ten) is to "cap" low walls with a plain textured brushwork. 
..and The Quake Universe Gets Bigger And Bigger & .. 
Thanks for your reply Distrans, it made things a little more clear.
In WorldCraft it may be possible to clip textures, but as I am just an antique, hanging on Quark4.07 (yes) I have to find something else. Maybe it is possible in the later version
to clip textures, but I am not familiar with it.

I'll send you the level with email (if you don't mind) You may get a better opinion what is all about. 
... 
how do you clip a texture? 
How Do You Text A Paperclip 
you may punch this foreigner for his lack of understatement...or his dictionary 
Screenies Now Available 
Pics of my Quake SP level in development have just been put up on the pipeline,

http://pipeline.fov120.com/shots.php4

comments welcome ;) 
Hmmm 
some nice brushwork there headthump, but the textures seem repeated too often. (and thats coming from me!)

definitely some solid looking brushes tho 
Shot Looks Very Plain 
though some better lighting could cover that. 
Screenshot Previews 
Hello,

I've just released my first map screenshot previews last evening. I'm working on this map from 1 month. If someone want to have a look.. I know I have to improve my web page: screenshot are very small (It's still missing an enlarge function), and I'm not sure they are not too dark for some PC screen.. Anyway
Thanks for your feedback...

http://lambert.jeanphilippe.free.fr/English/Quake/Quake_uk.htm

PS: Vondur typo error is fixed now ;-))

Bye 
JPLampbert 
Shame the screens can't be enlarged :( Some do look a bit dark, but I really don't mind dark if it is done well. /Me blushes, You shouldn't have mentioned me on your site,(especially in the company of the others, I am not worthy)I didn't do much to help, but thanks anyway. I am Lenny Lurker, by the way. If/when you need people to playtest your map, I would be only to happy to give it a run through 
VoreLord 
At home, screenshots seems good... But at my office, they are very dark. I try to correct this last evening, it seems to be unsucessfull... I will made some modifications this evening, using larger image with a higher brightness... Perhaps it will look less scrappy...
Anyway... If you want to be mentioned using your pseudo, (if you prefer) I can do it.. And if I remember correctly, you gave me some precious indications about TyrLite use... you mailed me the tool as well... so you have your place with the others... no problem...
I expect to finish the map this month... I have to finish the final "battle room", and I have to add monsters... and at the end of the job, I'll post something here to find some players to test the map... expecting a lot of feedback... expecting everybody enjoy the map...
Bye.. 
Cool 
Looking forward to it.

The screenshot brightness/darkness, may be helped somewhat if the screens themselves were much larger?, well it would be easier to see anyway. I'll keep an eye on your site to see when you update the shots. 
Thanks For The Comments 
that extends to the ones on the pipeline as well. I was going for a Necropolis E1M3 look with the textures, but I think the bulk of the comments are correct, the map needs a greater variety.

Also, LTH, thanks, that was the kick in the butt I needed to motivate me to delete and reinstall Radiant. Using the surface inspector was causing the program to crash so I was ignoring the alignment problems for now. However, you caught most of the mistakes right off, so its a problem needing immediate attention ;) 
VoreLord 
This will be done this evening... Here it's 9h00 AM.. (I'm located in France).. So I have to work the day before modifying anything... :(( ... Anyway... Thanks for your feedback...
Bye... 
JPL (is It Jpl.nasa.gov? ;) 
eh, a pity the screens are so small and dark i cannot see a thing! lambert, please make them bigger and brighter :)

good u fixed that nasty typo :) 
Vondur 
I know... I have to fix it this evening.... As I said previously, the screen settings seem to have some effects on the screenshot look... At home I don't have any problem... Anyway, this will be fixed near i the future...
Otherwize, do I need to understand that you need "Hubble Space Telescope" to clearly see my screenshot when you ask me about my name "jpl.nasa.gov" ??? Bad joke... ;-)) 
Haha 
no, just every time i look at your name i think about that nasa's site, that's it. no relation with the screens here :)
this is my every day site, so this is the reason of this association. 
Vondur 
Ok, but this "ugly" association can be done while you see my screenshot... sorry....
Anyway, I really have to improve all my web stuff.. I have a really good screen at home (HP flat screen 17'), so sure that bigger screenshots, with more brightness will be better on both screens..
Bye... 
Too Small... 
i can't see anything... 
MadFox... 
...were you going to send me the level? 
Rejected 
I sended the level, but got a mail-error.
rar-format wasn't available.

I'll try a zip-format, but as the bsp is 2.5Mb
it will be a grunt in your pillarbox. 
No Problem This End... 
...neither a grunt nor a wimper. I'll give it a look this evening. 
Argh... 
Here's one from UnderWorld, but then the title already excisted...

http://members.home.nl/gimli/Quake03.jpg

Am I exiled now? 
I Have No Idea What You Said, 
but your brushwork is certainly improving over your previous maps.

still not a fan of the purple bricks, but that's minor. 
Screenshots... The Come Back... 
Hello,
I've enlarged my previous screenshots... If somone wants to take a look... It's a little bit dark again but it looks better than yesterday..
Enjoy !!! 
Oups... 
I forgot to give the url... sorry

http://lambert.jeanhilippe.free.fr

... 
Oups Again... 
I need to get off my mitten...

http://lambert.jeanphilippe.free.fr

sorry.... 
Jawohl 
this is better.
the map looks rather oldkool with its simplicity. i think it'd be ok map for the first try.
good luck lambert! 
 
still cant really see anything 
Vondur & Gibbie 
Thanks for your feedback... and for encouraging me as well !!
Sorry for for the current darkness of the map, but I think it comes from your screen settings... (try increasing brightness)....
ASAP the full BSP on-line....
Bye... 
Textures 
There are several textures on the bottom-right shot that are not aligned. The checkerboard floors are especially noticeable where they meet the pillars on the left - maybe put some trim on the floor to eliminate the fractional checkerboard tiles?

And I think you could do with more light sources in the two screenshots on the right - there seems to be a large fulldark area in the middle of the room.

Also, don't fear putting big screenshots up - most people would be fine with 800x600, I'm sure. 
LTH 
Yes I've noticed that too, I'm currently working on texture alignements.... these screenshots are only preview, and I hope to correct a max of thing before releasing this map...
Thanks for your feedback...
Bye.. 
I Feel So Sad. 
So sad whenever JPLambert posts and ends with 'bye'. It always seems like it's his last post ever and he will never come back again :(

Bye. 
Yeah 
i have the same feeling
this 'bye' sounds so...uhm..fatal
but from the other side this is demonstration of proper and long forgotten etiquette ;) 
#738 
Hooray! Wait... dammit. 
Why Don't You Just Shoot Screens 
..and tell eachother....

sorry, forgot to say hello. 
Hello... 
I made the gamma 1.80 for better vieuw
but it won't solve the texture mess.

http://members.lycos.nl/portable/newpage2.html 
Vondur & Scampie 
Hey men !!! I'm not dead !!! It was just time for me to come back home after a hard day of work... And last evening I had a lot of mapping stuff waiting for me at home... Furthermore, we are both located in different part of the world .... Just note that my last post was done at 18:20 for me (my local hour), and it is noted at 09:21 (forum hour..)... There is "only" 9 hours of difference... Anyway...
I started yesterday to check texture alignement, and yes I found some scrappy one to correct... (Thanks LTH !!! )... I also start to build the final fight room...
I think the next step for me is to finish this map, and allowing on-line download on my web site... with brand new clear screenshots this time.....
Bye.... he he he .... 
Rocks 
 
looks ok, but the ceiling is a bit flat. you could try making some sort of dome-ish structure on top of it with the same trisoup method? 
The Ceiling.... 
actually is made of triangles but I didn't do much with them because WC is gay. I'll make it a little more warped though :) 
Fern 
I think the whole rocky appearance would look loads better if you used a better rock texture, I recommend looking at the Rune.wad texture set (from rune the game) it has some awesome rock textures in it, check the wad thread here im sure it'll be in there somewhere. 
I Shot My Model 
I wondered if my Lycos site connects, because I didn't get much respond on the load of screenshots I uploaded in post#742 & #728

What would you think of Q1-models like...

http://members.lycos.nl/portable/newpage3.html 
I Would Say... 
no. the dinosaur skin looks like shit and the orb is not much better off.

if the skins were better, ie: the dinosaur's skin wasn't all mangled in every direction, and orb's colors were so banded (try changing the colors to more suit quake's palette) then maybe. i'd also have to see the animations of the dinosaur for me to decide on it.

did you make those? 
Well 
personally i think ORB is pretty cool Madfox, i like it.

Dinosaur not so good, needs to look more realistic i think.
Quite hard to do in Quake.

There was a mod called "raptor" for Quake 1 which had quite good dinosaur models in it, if i remember correctly. 
The Raptors... 
Are available in Jesse's RDE episode, if nowhere else. :)

http://www.planetquake.com/rde 
That Great Qmle 
Skin-texing isn't my best part. Although I am glad endly to have the Qmle Editor!
Thanks for that one!

I tried to archive the right polycounts to make the model go. Than got caught because I edited the model backwards, and had to start all over again.

Now I am trying to get the skin tex done, but the colours need to be chosen so dimly, I am afraid to get red eyes. It is something with the gamma. Qmle does a fine thing, but it takes patience.
I knew the command would come from this part.

Of course I could lend a model, but that was not my initial goal. I wanted to learn the modelling thing, for it strikes me to see that creatures go...

Thanks for the advice. 
OMG... 
...you backed the model over Than?

Seriously, I think the Orb model is fun, but with some fine animation and some Quakey skin work it might become rather menacing... this is a good thing.

The dinosaur would blow chunks in Quake. 
Studio Tan 
The Orb goes for The Enforcer
The Dino takes part of The Dog

Can't shoot the dog, sorry. No problem if it is a irrational sprite, same for the grunt.
Made a Skeleton for it, but then there is that compatible error...

Made the models from scratch, but the bouncing box for the Dino got too big, sized like the Shambler(!). And then the health of it makes it a too easy thing (30). 
Beta - Black Belvedere 
screenies ( woot )

http://kell.vondur.net/kellblack/ss-kellblack-1.jpg
http://kell.vondur.net/kellblack/ss-kellblack-2.jpg
http://kell.vondur.net/kellblack/ss-kellblack-3.jpg
http://kell.vondur.net/kellblack/ss-kellblack-4.jpg
http://kell.vondur.net/kellblack/ss-kellblack-5.jpg
http://kell.vondur.net/kellblack/ss-kellblack-6.jpg

download ( yay )

http://kell.vondur.net/kellblack/beta-kellblack.zip

Q3A/Q3TA CTF Terrain mappage. All custom tex0riz0red. Looking for feedback on item placement/gametype configuration ( yeah, I know...no-one plays TA anymore :/ ) and possible suggestions/advice on CTF mod configuration.
Or just tell me how nice it looks. Whatever. 
Or just tell me how nice it looks.

really nice :D it reminds me of one of the maps in Uru, actually. but that's going only from the screen shots -- i haven't played it because i don't have q3 installed atm.

although, i'd do without the symbols in the standard font... if you could find another font with more unique symbols, it would look a lot better. 
 
like the dynamic shadows, cool touch. I hate terrain maps, find them far too open to really enjoy in Quake3, so it won't be helpful to hear my opinions on it's gameplay, but I find it a bit straight forward, not really much for alternate routes. biggest thing that bothers me, but may be fine with players, is that all the trees are nonsolid... shouldn't they at LEAST block shots?

anyway, looks good, it'll most likely be well received by those into terrain maps. 
Kell: 
looks kind of nice, but really needs as much detail as you can pump into it. Rocks, bushes, smaller structures and ruins, etc. This is both for visual interest, and also to break up the large, open areas into smaller spaces where the fighting can be more interesting. Also, i'd like to see more detail on the structures you already have... I do like the "Star Trek set" feeling, but overall the map is too sparse. Maybe with q3 vis, this is as good as you can do without killing framerate, i don't know. 
Monster_egypt 
ok, well, that's not the real name, but i haven't come up with a good one yet.

this is just a 30 minute reskinning here... that's the hellknight's face and body pasted on there... not sure whether i should cover the arms with hknight armor or not.

anyway, opinions:
http://www.planetquake.com/necros/temp/monster_egypt.jpg 
 
cover the shoulders. and the crystal on the stick looks silly, too bright. other wise looks fine for an egyptian map. 
Egypt Dude 
Definitely cover the shoulders. I think the crystal is fine but should be on a wooden shaft. I also find the blood a lottle gratuitious. 
Model 
blood looks cool, keep it.

pushplay, gratitious blood? Were talking about quake here, not Mr.Rogers. :P 
I'm Trying 
to get it to mix in with the regular quake monsters. it's not going to appear in an egyptian map, hence, the armor and face transplant. i'll see if i can get some shoulders on the sucker. thanks for the comments 
Gratitious Blood 
Less is more when it comes to blood and violence. What was more violent: the Reservoir Dogs ear scene that was out of frame, or the buckets of blood in Kill Bill? The latter was stylish, but it wasn't as gruesome. 
Necros 
good looking skin job there -- he looks like a real bruiser 
TARINTINO 
I am in the middle of watching Jackie Brown for the second time this week. I watched pulp fiction + jackie brown + kill bill all last monday. It owned so hard! <3 tarintino forever. 
I Only Cared For One Aspect Of Jackie Brown 
I'll give you a hint. It is on Bridget Fonda's bodice. 
I Think It Looks Terrible 
but it's the model's fault, not yours necros. :P 
 
scampie: alternate routes - upper and lower :P yeah, it's a default CTF s-bend layout. It's my first terrain map and the easiest way to do it. Re: the trees - they definatelt shouldn't block movement, but blocking shots...hmm. Perhaps. It would make attacking flag-carriers who choose the lower route across the valley floor harder to snipe from on-high, forcing defenders to intercept at ground level. Might be a good call. Will add wepclip and see.

metl: I would like to have more detail, I really would. But this is Q3CTF and the framerate is already low what with all the trees and pillars. The terrain could maybe be more 'crinkly' at a lower level of detail to provide more nooks and crannies, but bot movement is also an issue. I'll take a look around and see where I can modify the heightmap without crumpling the whole map up like an old receipt.

thx for feedback 
Oh And 
necros: bah, I like the Quake font - no-one else uses it, so I do ^_^ and it looks like pseudo-classical, same as the architecture in the map.










I'm a goth. It's incurable. 
That's The Quake Font? 
i thought it was the truetype symbol font that comes with windows... it certainly looks like it with the greek letters.

anyway, it's not a big deal... i played the map with some bots and i didn't really notice them too much.
the maps looks really good in action, actually.

as someone who likes the railgun, i enjoyed the gameplay of the map with all the longrange shooting, but for someone who doesn't like it, they may not enjoy the map as much... if you were to add more cover in the central area and maybe some inside areas would help that?

remember though, i don't know much about dm gameplay, so take what i said with some salt, eh? :) 
Not A Way To Treat A Grunt 
It is easier to lend a model, than actually make one of your own.
And those vertices keep freaking around.

http://members.lycos.nl/portable/newpage3.html 
... 
baby zombies? :)

the skeleton model looks like it's going to be a pain in the ass to skin...

the frame that it's on right now looks a little... wooden, like it's constipated or something... make the arms hang to the side in a more relaxed fashion, make it look more natural. how would a reanimated skeleton that can tear your eyes out look? 
Death Can Dance 
That is, because the poor thing was running for hell while I made the screenshot.
I made a Qmle-pic. Q1 player models sets on 408 vertices, I am already on 831.
http://members.lycos.nl/portable/newpage3.html
And it ain't has a weapon yet... 
Ph8dm2 
I'm going to focus on vertical fighting for this one.

http://quake.phait-accompli.com/crap/ph8dm2-a.jpg 
Madfox... 
just becareful with those vertices... the regular glquake limit is 1024 and the software quake limit is 2000. if you go over the limit, the game crashes... :( 
 
phait: that isnt a wall texture. it looks weird 
 
it's fine as a wall texture if you add more details like columns or whatever to break up the space.

also, wtf you want more vertical fighting and you show a half finished flat room? get more done before you start showing things most people do in 15 mins of mapping. 
Honey, I Scrunched Death 
...me Bones are too small... 
 
but, rooms like that take me hours to build!
scampie: dont hate on the dude just because im the only one slower than he is 
No 
Scampie has a good point, I just haven't mapped since PH8DM1 and got happy. 
Hmm 
I'm a goth

That's sooooooooooooooooo un-gothy :p 
Nonentity Has A Point... 
you can't be goth and call yourself goth,

thats like... calling yourself cool
it just doesnt work!!!


oh btw I was noodling in the farcry editor

http://www.jesselawrence.com/images/warf.jpg
its fun, but its simple... aint much you can make besides a tropical paradise 
Pope: 
Surely that should be a good challenge for mappers to rise to. I'm sure there's stuff in the game you could dig up... 
New Crdm3 Screenshots 
crdm3 - mechanical storm

http://www.planetquake.com/dazdranz/ 
Good Good 
now finish it! 
Yeah 
Looks dark and oppressive. Go finish it.

BTW, don't forget TNJ, either. 
:o 
wow! ... wow! dude, i really like it! :) too bad it's dm though. ;)

what ever happened to your lunmet/lundoom sp map? i was looking forward to that one. 
McNuggets 
TNJ will be finished, shutup RPG!

lunmet/Lundoom sp map : might be finished 1 day, un-likely though :) 
Daz 
Need any help with TNJ dare I ask? :S 
Blahbbles 
time is a luxury I dont have atm, so if anyone wants to help in the completion of TNJ with me & teh Troyn-meister then they are very welcome.

Im thinking of re-naming the pack to "SHUT UP RPG 2". What do you think? :) 
Looks Nice 
I like the red contrast. Had a hard time finding the off-white link in the white text though. 
Yay 
looks really nice, especially I liked the first screenshot 
Crdm3 
Looks very, very nice, can't wait 
Bleh 
looks like a mash of random architectual features crammed into a small space with unaligned textures and horrible lighting. 
you just have to be different, don't use scampie? :D

admittedly, the textures do look a little "messy", but i love the architecture... perhaps a bit of reworking of the textures might increase the goodness? 
Hmmm 
don't use scampie

I think most people would agree there ;) 
Hee... 
...will the 'omage to "Qmap" stay in the final release? 
Hehe 
Good question =)

I think I'll leave it as is. 
Daz 
msn :P 
... 
Im thinking of re-naming the pack to "SHUT UP RPG 2". What do you think? :)

Good idea. :D 
How About 
"SHUT UP RPG, FFS"

I mean, all sequels need a subtitle these days :P 
 
crdm3 lookin' good; textures are a little confused, but the brushwork owns me any day of the week.

Incidentally, you misspelled incidentally 
Sequel To Shut Up RPG! 
As a co-author of SM32, I forbid you all to make a sequel to it without either the consent of Andrew "than" Palmer, or his authorship.

...But "Shut Up RPG FFS!" would indeed be the prefered title. 
Hmmm 
well, its either that or "FFS, BAL > GO MAP!"

I'll have to have a look at the textures, I take it you talking about the grey panelled wall texture that is used quite a bit? The texture with all the grit and pr00t on it? 
Screenshots Updated 
Hello,
After a restart from scratch of my first map (not yet released... I'm so sorry....) I've updated screenshots on my Quake page located at http://lambert.jeanphilippe.free.fr/ ...
So, what's your impressions ???
Enjoy (I hope...) 
Symmetry Is For Tools 
 
Dismissive Comments Are For Fuckwits 
 
JP 
For a first map its not looking to bad at all.

In the first screenshot you are using the same texture on the floor & ceiling, this can look wrong in most cases, I would suggest putting a different texture on the ceiling.

I like the lighting overall, but you do have a few dark boring places in some of the screenshots, try adding some light sources/spotlights or something to liven it up a little.

Keep on mapping! :) 
DaZ 
Thanks for encouraging me and give me some advices... There are not yet monsters, and I would like dark places you mentioned to add monsters (in the future...)
About lighting, a great thanks to aguirRe who helps me a lot for this stuff...
Bye.. 
Symmetry Is The Basis Of Design Harmony 
 
ASYCHRONY & DYSHARMONY 
 
Yeah That Was Overly Harsh 
Patterns are important but that much symmetry makes for a bad map. 
Further Explanation 
I think I was hungover when I said it. 
Now 
Where's H-Hour's article on counterpoints again? 
Right Here: 
OHNOS GREEN ORANG PURPLE IN SAME MAP!! 
^^^ 
oh yeah the map is a medium-large DM map for 6-12 people with assymetrical ctf support. 
Shortfuse 
I may release a beta soon myself, so I'd like to earn some good karma here. :D

Overall I liked the map. Very sprawling, kinda hard to get a sense of the layout. I don't see any way to get to the penned off area on top of the building or the rooms just below that without a rocket jump. I don't much care for that myself, but that's a personal choice.

http://www.cursesandepithets.com/quake3/shortfuse/shot0000.jpg
Room with the lg. If you look to the right at the red beam of light there's some z-fighting, which of course never shows up well in a screenshot. That's the only instance I found, and that sort of thing tends to catch my eye.

http://www.cursesandepithets.com/quake3/shortfuse/shot0001.jpg
You have all this great rock formation throughout the map, and then you have this lame platform here. It wouldn't be so noticable if it didn't stand in such a contrast. Make the rest of your map suck more, make this area look more rocky, or better yet choose a metal texture.

http://www.cursesandepithets.com/quake3/shortfuse/shot0002.jpg
You have this dead-end in a cave with only two itty-bitty pickups to make it worth your while. More over they're kinda hard to get to. If I was playing I'd be pissed off I'd bothered to go this way. I always like crystals though. Great shader on your's.

http://www.cursesandepithets.com/quake3/shortfuse/shot0003.jpg
I like that a lot.

http://www.cursesandepithets.com/quake3/shortfuse/shot0005.jpg
http://www.cursesandepithets.com/quake3/shortfuse/shot0004.jpg
I was able to rocket jump into this crevice and had trouble getting out. It looked like there should be something of interest over there.

http://www.cursesandepithets.com/quake3/shortfuse/shot0006.jpg
Come on, that's just lazy.

I also thought the quad was overly hard to get to. My personal feeling is that the best players have enough of an advantage in a map without intentionally trying to tilt the map in their favour.

Great work over all. 
Wow 
thx a ton for the detailed feedback pushplay.

the deadend cave, my intention was having greedy players go into the deadend for extra health and armor, get caught and obliterated. maybe ill up the reward for that risk.

the quad trap thing is me adhering to the guidelines for hte burial-grounds mapping competition, i agree with you, but im trying to win an ipod mini :)

you caught me with reference to that lazy corridor and rock platform, sometimes you skip ahead to finish off the remainders. ill try to make the detailing more consistent in those spots. i still have a 2nd round of crate distribution and other details in mind to fill those voids.

by any chance did you observe a seam where the skybox meets? or is that just an artifact on my vid card? 
NP 
I said I'd enter the burial grounds contest and I have a map almost done, but it's not the sort of thing they're looking for. Oh well. I think they want something that's specifically a trap, and not just a tricky maneuver.

The thick black outline on the skybox is actually correct, ironically. The geforce opengl driver is supposed to clamp some value but doesn't which makes the skybox look as intended. The ati drivers get something right for once, which unfortunately causes the box. It would be nice if q3 was patched to fix it or the ati drivers autodetected q3 and compensated. 
Jpl 
That's looking much better than before !! Better screenshots to ;)
That same texture for floor and ceiling in shot 1 does look a bit funny, as Daz said.
Keep at it. 
PushPlay, 
'Come on, that's just lazy. '

Do you mean it looks a bit auto-brushed?

http://www.cursesandepithets.com/q...

I agree with you there. That is some very convincing brushwork in that picture. 
VoreLord 
Hello,
I've noticed that too after Daz comments.. This is changed now... Screenshots will be updated as soon as possible..
Bye... 
Lazy 
I just meant it was a cookie-cutter hallway that could have come from one of a billion maps. 
VoreLord 
First screenshot updated !!
PS: All others part with floor and ceiling with same texture are also modified: thanks for the advice... it looks better now
Enjoy !!! 
Jpl 
Yes, that looks much better than it did with the same texture as the floor.

Here is something that may be of interest to you, when you get time, have a look at this tutorial from xenon,(if you haven't seen it already)

http://xen.quakepit.com/tut1.htm

It may give you some ideas, or get you thinking more/differently about how you go about things. You may or maynot be able to implement the ideas in your current project, but it is good to keep this sort of thing in mind.

I'm glad to see that you are keeping at it, good on you. 
Skybox Clamping 
You can run q3map2 (the latest version) with the -skyfix switch to fix the black skybox border on ati cards. 
Actually 
balance is the basis of design harmony. Balance and symmetry are not the same - ( see: The Golden Section )

inertia: you mispelt both those words. Is that supposed to be irony? 
VoreLord 
Thanks for the link, it really interesting to have an overview how to modify a hall in order to improve its quality...
Bye... 
Nb 
Thanks, I'll use that from now on. It still looks the same on geforce, right? 
JPL... 
In the first shot:

Flat ceilings in large rooms are a design no no. No offence, but this room reminds me of something from Wolfenstein (the original). Consider a recessed ceiling.

The sides of the sarcophagi don't gel with the tops, I believe there is a sarco "side" texture available from the DoE set that matches the tops you are using.

In the second shot:

The "rock" walls are too clean/square, natural caverns do not have such perfect geometry. Try messing 'em up a bit and maybe introducing some outcroppings in a different but complementary texture. (I made a similar "mistake" in my first level, but was saved by the small size of the area concerned...your huge cavern will be very unforgiving in this respect)

In the third shot:

This also looks a little too "clean". Just a few brushes (to break up the lines) can make all the difference. Does jumping down the well get you to pic 4?

In the forth shot:

I actually like the lighting effect quite a bit. Once more though, perhaps a rail around the columns would break up the plain ceiling.

Otherwise, keep it going... I'm craving a good temple level. 
Bastion Of The Underworld: The Abode Of The Nethergoat 
Kinn 
Do those weapons have the changeover/reload time of the ones used in Q2 also? One of the game's major flaws imho. 
Weapons 
changeover time is halved from q2 - i have kept the "weapon up" anim, but "weapon down" has been dropped in default mode.

I plan to support 4 weapon modes in my SP mod (dubbed "Total Slaughter" of which BotU is the first map):

Q2 Enhanced (Default) - weapon up but no weapon down.
Q2 Classic - weapon up and down.
Q2 Instant - instant switching like Q1.
Classic - classic Q1 guns.

Some weapons may not be in though - the railgun doesn't really sit with the Quake 1 feel imo, and i haven't even begun on the BFG. Hyperblaster is currently a plasmagun but i may change it to a nailgun for a "grittier" feel. 
Kinn 
lighting looks very washed out, could be a lot lot more moodier. 
 
Kinn: I'd suggest not releasing a map with models and textures that aren't legal for distribution. The textures could be overlooked, and normally are... but when you start grabbing models as well... well, that's just asking for a letter from id's legal department.

The map looks decent enough, rather dull architecture in my opinion, q3gothic needs a ton of details to look cool. Agree with nitin's comment about the lighting. Not fond of colored lights in q1 maps, but that's your choice. Sounds like you're looking to keep things cross engine and such, which gains you points in my book, as I'd be playing in standard glquake only.

I will say, it looks like you have ambition to spare and that map looks a hell a lot better than most people's first map. Hope to see it do well and be a fun map. 
Scampie Has A Goodpoint 
'The textures could be overlooked, and normally are... but when you start grabbing models as well... well, that's just asking for a letter from id's legal department'

There are custom made versions of the standard weapons from Quake 3 and UnReal2. One guy had a site booth at last year's QuakeCon. I remember that they looked pretty nice but I don't remember the name of the mod. 
Skyscraper Captains Beta1 
http://www.cursesandepithets.com/quake3/pushscb1.pk3 (5megs ish)

This is my first q3 map, but I'd really like this to be a good map. I'd appreciate a lot of feedback on what I can do better and what I did right. The more specific the better. :) 
Pushplay 
I'll try to take a look tonight. 
Kinn.. 
i don't get it...

is this a q2 map for quake2 with monsters from q1 ported over or is this q1 with q2 weapons ported over?

what engines?

what's going on! i'm confused!

the map looks cool though 
Necros 
from what he said, its a q1 map with q2 weapons. 
Distrans 
Hello, thanks for your comments..

As I said, these screenshots are previews... so even if comments are not good, I take them into account to improve map quality... Don't be afraid, I'm not offenced if someone doesn't like my work... while good advices are given....

About the first screenshot, it's true, sarcophage textures doesn't match with the top... because I only have the top texture, and not the side.. I haven't find it yet... grrr...

About the second screenshot, I have not added yet some brushes to break the clean rock look... I'm still working on it...

For the third screenshot, that's the same... sorry..

For the fourth screenshot, yes, this is the arrival of the well (see third screenshot)... a little swim in lava naver kill the player unless he misses the pentagram ;-)) he he he ...

Anyway, I will made another screenshots release in a near future.... trying to improve map look quality...

Thanks again...

Bye 
Bastion 
Necros, this is a Q1 map which uses a number of md2 models (including weapons) converted to mdl. About the legality of it - yes, I feared it might be a bit dodgy, but I ploughed on regardless (I was having too much fun!) At the end of the day, if it's too risky I will remove the Quake2 models rather than risk upsetting id. A shame really, because it was always my grand vision to create a sort of hybrid between all three Quakes.

As mentioned before, I have gone to some lengths to make sure this will work in all engines, even good old WinQuake. Screenshots were taken in DarkPlaces, and that uses the actual md2 weaponmodels, along with coloured lighting, and some custom sprite effects (made by me so they can stay!).

Monster count is huge (around 250) but to ensure no risk of max edicts in standard quake, most monsters are spawned on the fly, according to player progression via my own "gang spawner" QC code, which uses a single entity to spawn whole groups of monsters into the level in various spatial distributions. (eg. - you can place a single entity in the map that says "when triggered - spawn X fiends, Y hellknights, Z shamblers D units apart, in ranks of R, starting from this point" and so on... I have also set up special triggers that purge monster corpses from previously cleared areas, as well as numerous other misc. edict-minimising QC changes.

About the lighting - if the outside areas appear washed out, then i may lower the sky light value. As for the rest of the map - I am using my own modified version of Tyrlite, which mimics a kind of radiosity effect. Every single light is placed with this attenuation in mind, so it's far too late to change the indoor areas - besides I personally think they look great (which is what matters, after all ;) ).

re: Scampie's comment about the architecture - if some areas appear plain, that's hopefully balanced by the vastness of it all - nearly 6000 brushes and counting!

I am taking the legality issue very seriously, and that may delay the map as I rethink the item/monster placement to reflect the changes. 
(around 250)
just because of that, i now really want to play this map!

also, don't worry about brushes, you've still got lots more to go before any serious problems arise.

i'm also intrigued by your solution to edict problems and gang monster spawning! i never thought of letter qc take care of the positioning of the monsters at spawn time! :D 
Gang Spawners 
necros, in a nutshell, gang spawners are quite complicated, but the main idea is as follows:

i have given all known monster types a bitflag reference, eg. knight = 1, ogre = 2, scrag = 4, hellknight = 8,

etc etc.

work out the sum of the bitflags for each monster type present in the gang and put it in a field (eg. i use

".items2") this tells the gang spawner what monsters it contains, and to do the necessary precaches. monsters

are also ranked in a "placing order" which dictates where each monster type appears in the gang.

you specify the total no. of monsters present, and you can optionally fix the numbers of up to four unique types

in a gang - the rest are allocated in equal numbers.

next i have a series of fields that describes the geometrical shape of the gang - rank/file, spacing, height

offsets, radial, vertical (good for scrags!) face inward/outward/forward etc. etc. (there's a lot to play

around with here!)

loads of spawnflags are available - (spawn angry, no tfog, no droptofloor - to name but a few)

obviously to make this all work, i had to write code that enables monsters to be spawned dynamically, rather

than just at the start.

hope that's given you something to think about - i'll never forget the feeling on my first successful test of

this - pressing a button and watching an army of 100 knights spring into existence, all in perfect formation!

couple this with corpse-removal code, archvile-type monsters and things and you've the basis for a very unique game experience :) 
Sorry 
oh, crap - sorry for the formatting on that last post. 
Kinn 
Impressive stuff, though you are quite likely to be sent a polite mail from Tod H. because you are using both Q2 model and Q3 texture content. Shame.

But your architecture looks good. As mentioned above, the lighting is on the bland side which isn't helped by the low detail or texture trim/variation. But it's still solid Quakelicious mappage.
And custom qc as well? Scampie's right, you are ambitious. Good to see this sort of dedication in the community.
Overall, looks like you're going to make a more than competent debut.


Your name is also curiously similar to mine :/
 
Thanks 
ok, i'm going to retire my pimp hat for a while, as i'm running the risk of overhyping this.

i very much appreciate everyone's crits/comments - i will look into improving the lighting and it looks like i'm going to have to say goodbye to my lovely Q2 arsenal. the Q3 textures are here to stay though - as many people have got away with that in the past ;)

headthump - thanks for the weapons suggestion, but i will probably go back to the good ol' classic quake guns.

kell, our names are similar :) - mine's short for Kinnschmerzen, which is german for "chin ache" ;) 
Pushp 
very nice map you got going there. everything is clean and put together well. the texture choices are sharp and the theme is executed nicely. that ankh shaped mirror is really cool the placement makes me think there is another path there instead of a mirror. excellent sky color too.

here go my suggestions:

-the map fits sort of an ancient ruins theme, however it is in pristine condition, i'd like to see some broken tiles, pillars, supports, exposed dirt/sand etc scattered around a bit.

-also i was thinking you should add some 6-12 unit thick circular details like handrails or something to that effect, just to bring some of the large architecture down to scale with the models sizes. right now i just feel a bit too small in that map in relation to some architecture.

-i feel the blue lighting color is too strong, try desaturating and darkening it a bit and see how it looks.

-maybe a nice mapobject or two from here http://fps.brainerd.net/mapmodeltext.htm

ill shuttup now, cool map man. 
Ok... 
pushplay's comment the other day made me remember I said I'm make a map for that burial grounds contest... not sure I'll finish, but here's 2 nights of mapping... deadline is 'before sunday'... :D

(monday)
http://scampie.spawnpoint.org/screens/bgmap_1.jpg
(tuesday)
http://scampie.spawnpoint.org/screens/bgmap_2.jpg
http://scampie.spawnpoint.org/screens/bgmap_3.jpg 
Eggman 
ill shuttup now
No! The more comments the better. Thanks.

I'm a little bit down on decay and magic cause I think they've been done. You'll notice I chose a shader-free jumppad. I think I will throw some more sand around though, and the hand rails is an excellent idea. I'll desaturate the large blue lights too.

The big wooden thingy(?) that circles the centre room connects to the wall in two different ways. One side is done with brushes and looks ok, the other side is done with meshes and looks great except for cracks on the inside bends which I can't get rid of. Got any opinions on that section?

Scampie: looks like a good start. If you crank out a good map by Sunday I'll be helluva impressed. 
Scampie 
dude, i like what you have so far! i'm guessing that's q3 judging by the presence of nodraw textures... that would make a cool looking q1sp! :P

i want to check this out when it's done, even though it's q3dm. wicked dude! 
Pushplay 
I know I said I'd comment but unfortunately a whole buttload of stuff has been dumped upon me. Some quick comments after a brief runabout though :

I'm with eggman on the lighting, too strong and needs to be implemented better.

Texturng and detailing are good in general but perhaps break up the monotonous color tone by mixing the grye brick textures with the yellow brick ones.

Layout wise, cant comment too muche xcept that it felt odd in scale. Too cramped in some areas and a little too big in others.

I got noticeable slowdowns in some areas. I'm no mapper but it seemed as if stuff was being drawn even when not in view. Have you hinted this fully?

Overall, I'd say it's fairly solid on first impressions but I dont know if this is really going to be appreciated by the BG people. From their mappacks, it looks like they're after heavily themed maps that suggest a sense of place. Whilst, this is a pretty solid map, it does seemlike another egyptian textured DM arena rather than a proper egyptian place.

anyway, just my $0.02. If I get some time, Iwill try to offer more detailed feedback. 
Nitin 
Do you mean the large blue lights or the lighting as a whole? Can you be more specific?

Maybe I should mix the yellows and greys together.

I've barely hinted the map, I thought that was vis' problem. Is that something I should be looking in to, or will the final vis do an adequate job? 
Yarrr Matey... 
http://www.planetquake.com/necros/ne_doom2.jpg

knave textures, never tried those before. 
Pushplay 
sorry in advance for the quick response, dont have much time.

I meant the large blue lights mainly but you could have some really funky shadows etc given some of your roof architecture and the new features of q3map2.

As for hinting, like I said I'm no mapper, but from what I understand, hinting is very useful and quite important to keeping FPS up. I'm sure some of the people here can help you out.

As for pure technical ffedback, post over at Q3W, could get some useful answers there. 
Necros 
that is the most bizarre screenshot I have ever seen 
Necros, 
That is so... Lovecraftian
Necros 
looks ..wonderfully twisted.

make it twisted. like the tree-like thing in the middle of the screenshot, on which i really like that deep dark red color. 
*glibber* 
necros: you truly have a florid imagination :)

Kinn: are you taking the piss? :P 
Not At All. 
no, i'm not taking the piss. it looks to me just like the sort of mix of arcane architecture and alien wierdness that HPL would describe.

although i think the overhanging curve thingies might look better joining at the middle perhaps, like ribs joining a spinal column. 
 
Kewl! 
What custom engine is that? Is it Fuhquake? And will it be a single player map? 
 
It's John Carmack's Quake 3D engine or something like that. It's botmatch. 
Yay 
Gotta love those textures! finish it scampie :D 
 
I like that scampie, but I think the lightcasts would look better red. 
 
there's enough red lighting, a little dab'll do ya. 
Yum 
Nice, quite impressive. It even looks like a BG map. 
Love That Light Sampling, Scampie 
On those Head Hunter 3 textures, it looks really sweet (not in a pinko commie way, but in Ferrari sort of way). 
Hmm 
Looks nice scamp, although the support pillars for the walkway in the first shot look too flimsy. How about making them thicker (and Y shaped single supports to avoid the tiny gap left in between two thicker pillars) 
Betatesters Needed 
I need some betatesters for my new Q1SP map. Everyone interested mail me at pulsar_2001 -=at=- mail -=dot=- ru for more info and download link. 
Necros 
Hey, nice looking map you have there. You always seem to have funky big cool looking maps.
Just a comment though: I'm not too keen on the repitition of the hexen2(?) brick runnign around the back edge. Though this could just be because I used it quite a lot :)

The organic looking stuff is tres tres great. 
Pushplay 
did you get my mail? 
PuLSaR 
Uh, no. 
Hm 
check your mail now 
PuLSaR 
Oh there it is. Sorry I didn't see it, but it's way at the bottom of my inbox. It would be easier if you weren't sending e-mails from 1997. 
PuLSaR 
I also noticed that there seems to be something strange with some emails from you. I recall seeing year 1997 somewhere and my ISP seems to have problems with them as well; emails are delayed.

Can you please check what's wrong? 
Hmm 
I also noticed that there seems to be something strange with some emails from you. I recall seeing year 1997 somewhere and my ISP seems to have problems with them as well; emails are delayed.

There's a badly written science fiction story in there somewhere. 
Well 
1997 is my PC's time right now.
It's been even 1991 two years ago. That's because I needed to use shareware program with 30 days time of use. Then I found it fun:)

I didn't know it has any effect on e-mails 
BTW 
I still need some more betatesters for my map.
RPG, don't you want to betatest it? 
PuLSaR 
Alright. Can you upload the file temporarily to your website for me to download and then e-mail me the URL? Files generally do not pass well through my e-mail. 
It's 
already uploaded:) but my main mail server seems to be down now
I'll try to e-mail it from another one. 
Oh 
mail is sent. And please reply me on my normal e-mail (pulsar_2001 -at- mail.ru) 
Alright, PuLSaR 
Likelily Story Pulsar, 
Admit it. You are a spy from 1997 sent here to spy on us future folk and learn our ways. I'll sum it up for your little report -- computer graphics and internet speeds much improved but no mass production of hover crafts (yet). Oh, and burritos still taste like burritos. 
Like Lily? I Don't Like Lily At All 
learn to spell, AssFace 
Order In Space 
Oh 
How did you find me? My mission is failed...

Arghhh 
Casinni's Last Stroke 
I know you're out there somewhere Hall! 
I Know Our Sophisticated Humor 
might be difficult for a 1997er to comprehend, but don't try to kidnap me and send me back with you since I am only kidding. 
MadFox, 
Is that your tribute to the Little Prince? 
... 
it reminds me of the speedmap i did for the dm/voidmap during last qexpo. 
Calisto More Greasy Than Triton 
pictures are sweeter than scorn 
RPG 
Did you get my mail?
or is it also delayed due to my 1997? 
It Took A Few Hours, But I Got It. 
I'll send feedback a little later. 
Ok 
 
More Screenies!!! 
 
Skins 
for the dinosaur: give up and use raptor
for the orbb: looks fine, maybe de-saturate it a little but other than that I dunno. :) 
Try Yourself & Tell Me Again 
for the Orb, download and set in progs
http://members.home.nl/gimli/dog.mdl
for the Dino, don't use others stuff before trying your own...
http://members.home.nl/gimli/enforcer.mdl 
Well . . . 
'for the Dino, don't use others stuff before trying your own...'

You have to admit, you have a lot of Id media in your levels.

If you really want to be a purist abput it. 
As Always 
I was reffering at-
#899-for the dinosaur: give up and use raptor

but at least you gave it an ironic swing
in stead of your answer 
I Assumed Your Raptor 
was a work in progress so I wasn't inclined to a response on its quality. 
Moved The Trash 
then why do you answer?

to blame me using a lot of ID media in my level(s)?!

I wonder who's the purist! 
Hey, 
What's your favorite radio station?

The Prodding Joke was two days ago; time to move on. 
An Opinion I Was Asking 
...not youre assertivity...
although now I don't know about which subject we're talking.
Let's say screenshots...

http://members.home.nl/gimli/Quake08.jpg

and don't miss the func_trains.... 
Alrighty, A Truce Then, 
Not sure if we were in a flame war or not -- I'm confused about it actually, but in case we were, meh apologises.

What are your plans for the astroid or lunar creations? 
Test Map 
A couple of shots from a smallish map I'm making. It's something of test run for me of newer engine features - replacement textures at .5 scale, coloured lighting etc. Shots taken in Fitzquake. Ignore the tree.

http://www.glassman.mistral.co.uk/gmsp4/quake01.jpg
http://www.glassman.mistral.co.uk/gmsp4/quake03.jpg 
Glassman 
that rocks! :) 
Looks Good 
if a bit plain, but that's some of the much better colored lighting I've seen implemented in q1. 
 
can I kill you ? 
Amazing! 
looks absolutely stunning glassman. I've always been a fan of your maps. keep up the good work! 
 
there something in the water around here? everyone has nice looking maps lately. 
Wow 
Really nice screenshots... congratulations !! 
Glassman 
that does, indeed, rock

Nice lighting, very soft and moody. Half-timbering is great. 
Glassman 
Nice, but I think you need to pick either contrasty textures or contrasty lighting - together they're a bit overwhelming. 
Those A Beautiful Glasman 
Poster art quality. 
Thx Guys 
Glad you like them.

Maj, it's late afternoon, low, bright sunshine, dark faintly blue shadows or maybe I boosted the contrast a bit too much in PS.

I'm gratified that nobody seems too phased by the custom engine stuff. I'm not sure if the map will end up being playable in the standard quakes due to the large size of the textures which, anyway, look crappy in the quake palette. I'm aiming at Fitzquake; my only regret is that there isn't a s/w engine that does external textures. 
Well 
i'm phased actually, but i sincerely hope the map will be fitzquake ready when it's done :)

(/me still hates colored lites in quake) 
Vondur 
I put that badly - it will definitely be fine in fitzquake which does support external textures (although not on models or sprites unfortunately), skyboxes & coloured lighting; it's the original glquake & winquake that may not work.

Coloured lighting will be as tasteful as possible :) - I think it looks okay with 24-bit textures and you can always remove the .lit file if offended. 
Good Good 
:D

"...if offended" sounds exatly like i feel every time i see colored lite blasphemy :D 
Glassman 
Just a few questions, what is your level editor ?? I'm currently using QuArK, with something like your features (i.e <quote> replacement textures at .5 scale, coloured lighting, <quote> etc..) and my map seems not to be as good as yours... Or did you make some modifications on your screenshots ??? 
Glassman 
I don't have much of a problem with the lighting (although the first shot could do with a bit more radiosity down low). It's just the high contrast textures in the first shot tend to overwhelm it and reduce the impact. Our lead artist backs me up too ;P. Then again, maybe it looks different in-game. 
JPLambert 
I'm using gtkradiant 1.4. I just increased the brightness & contrast of the shots as the histograms were almost entirely in the 0-128 area. 
The Map That Won't Be Finished 
I'm putting this on the back burner so here are some screenshots.

http://www.suspenlute.com/stuff/Quake12.jpg
http://www.suspenlute.com/stuff/Quake14.jpg 
Blah 
I think you meant to say "I'm not going to finish this, so I'm just going to tease you and make you hate me." 
Yes 
that's exactly what I meant to say 
Cool Fern 
I love seeing new geometry with classic textures. 
 
" I'm gratified that nobody seems too phased by the custom engine stuff."

Well I prefer as plain as I can have with Quake (but I'm using Fitzquake for its built-in gamma support) so... but those shots do look nice. 
You All Suck 
Glassman's shots look beautiful, and a pox on all of yous who complain that it won't run on software/GL original. 
Hmm 
But it should run in standard GL/software. It's Quake you're editing for. If you want a shiny new engine, map for a shiny new game. 
Quake Was Designed For Flexible Modalation 
That is why there are thousands of patches, hundreds of Partial and Total conversions, and Id released the source code so the engine could be modernized and these factors I listed have everything to do with why Quake is still a living game now.

The minimum system requirements of FritzQuake are low, and I doubt if there is anyone on this board who can't run it. I could be wrong on that score, but it doesnt change the fact Glassman is doing us all a huge service as well as Tigger-On for bringing Quake design forward in time.

Also, given the fact that a modified engine team can put the latest hard ware acceleration and software features in their product in a short time where as any commercial venture will have to take at least a two year development period to put their product together, it gives us end users a glimpse of the latest technology in game before it becomes commonly available in commercial games.

On top of that, it gives model makers, mappers and sound artist a headstart on keeping up with the state of the art in their fields by being able to use the technology and being able to express familiarity with it when they apply for work in those fields.

So, right on Glassman, keep at it; purist be damned to DosQuake. 
Twats. 
P.S. I nearly wet myself at the first shot. 
 
I fart on your eye Headthump. People who like Quake don't want new technology bullshit crap that doesn't look nearly as cool, they want more fun. 
Scampie 
what a intelligent comment. Impressive. 
Time Marches On! 
The Complacent will be crushed. 
BTW 
If you are against modernization in Quake, you should refrain from playing Glassman's level or Industri when they come out. But I don't really expect any consistancy from those flapping there jaws or lubicated sphincters against it. 
I'm A Little Slow, But 
i just realized this: glassman said those shots were taken in fitzquake... since when did fq support skybox and highres texture replacement? O_o 
Ha! I Had The Same Double Take 
a few months back when I noticed replacement textures I had made for Dark Places were being used while playing ye ol' Elektra Complex in FitzQuake. 
It's All In The Readme. 
You DO read the readme, don't you??? 
No, Not For Engines, Actually. :) 
it's usually just boring bug reports and such... :P 
Well, I Did After That 
Thumpy bows his head sheepishly.

It is so much easier to ask you in the forums, Metlslime than it is to open up a .txt file.

BTW, is the coordinate system extended in Fitz? Okay, okay I'll look it up . . . . 
Fitzy Skyboxing 
I DO read the readme...FQ deserves the attention.

metl: I noticed in using one of my custom skyboxes ( darkmatter, incidentally ) in my SP map, set in the worldspawn, that texture errors are produced.
Some of the skybox panels ( I haven't looked closely enough to see which images ) appear on doors and buttons. Haven't see it on any other funcs, but it happens on several different bmodels through the map.
I don't know how aware you are of this error. The skybox has been removed from worldspawn now, but I can reapply, run and detail the error more specifically if you would like. 
More On Skyboxes 
I've also noticed that Dark Places & FitzQ align the skyboxes differently. I think DP is 90 deg left compared to FitzQ. I'm not sure if there is a standard on this and whether either are "wrong" but it would be nice if there were. 
Hmm.. (skies) 
I tested my engine to be consistent with Quake 2's sky mapping, since a lot of skies are made for it. I think i also tried a quake3 sky, but i can't remember. Anyway, i think mine is right, but i could be mistaken :)

Kell: which version? Sounds like a texture manager problem. If you have 0.75, and you can reproduce the problem, it might be worth it for me to investigate. But, i'm in extreme pre-E3 crunch mode right now, so it won't happen immediately :P 
 
fitzquake at e3!? will it have japanese booth babes? 
And After E3 We Can Look Forward To A New FitzQuake? 
I like the sounds of that. 
 
But Fitzquake2 will run at half the speed, add custom weapon switching times (slider between 5 and 20 seconds), and will add switchable colored lighting.

I ain't looking forward to it. 
Switchable Coloured Lighting? 
O_o you mean switchable in game? that would be kind of cool... 
Well, I Trutst Fitzgibbons Judgement On That Score 
though the thought of custom weapons switching speeds turns my stomach. Same with fog effect controls. The mapper should have complete control over those factors. If the end user wants to customize let them learn it the hard way the way we did. 
Fitzsky 
metl: yes, 0.75. I can demo and screenshot for you at some stage. I didn't expect a quick fix. It's not a major headache anyway, I just thought you'd want to know.
E3-crunch, eh? I envy you and pity you at the same time :P 
Switchable Coloured Lighting 
Necros,
Only if it is a mapper controled function then there are some cool ideas you can come up with for its use. I'm usually the most stridently anti-elitist person that I know but mappers work too hard to make their work look good for the end user to just flip a button and make it look like shit. 
HeadThump 
you've got it the wrong way! :P

it's when people make crappy coloured lit maps, then you switch it off, and it goes from shit to decent. ;) 
Switchable Colored Lighting... 
Already on my to-do list :)

And no, it won't be mapper controlled. 
Necros 
Ohhhh, I was looking at it the wrong way!

Metlslime -- will it be a cvar then? In that case there are still work arounds . . . 
 
I was thinking more along the lines of strobing randomly selected colors 
You Mean Like This? 
I'm Having Contrary Responses To Those Pics 
at the same time.

My first one -- Oh my eyes! Run from this heresy.

The second -- hmm, now, how do I incorporate a Disco in a Quake level?

Surely the first response stems from the reptillian, primitive side and the second the more evolved higher end. 
That Bottom One 
Looks like an old Sierra parser game in 3D. 
If I Had To Guess 
That pixelated daydream is either from Coagula or it is an orgy scene from Coligula with the jizm splatter being interperted in multicoloured particle effects. 
Metl... 
...looks like a typical custom engine there :P. 
P.S. 
Those are all screenshots i took during fitzquake development, when things went so catastrophically wrong that i thought it'd be nice to keep a memento. 
Metlslime 
WooOOoowww... your screenshots looks like as if I took some drugs... cool... 8))
Does your quake engine works using heroin ??? ;-) 
 
when things went so catastrophically wrong that i thought it'd be nice to keep a memento.

Sweet.


Coming Soon: ksp2 - The Disco That Time Forgot... 
Does Your Quake Engine Works Using Heroin ??? ;-) 
That's more of a 'shroom moment there. 
I Can Imagine 
A whole set of drug triggers for mappers to play with.

trigger_drunk -- movement become exagerated, foggy vision
trigger_shrooms -- unfocused, fuzzy but hallucinogenic
trigger_acid -- sharply focused, sharply defined, moving objects have trailers, colors exagerated, throw in a little telekenisis while you are at it.
triiger_heroin -- I have no idea what that is like. 
Trigger_heroin... 
... is very dangerous, like trigger_crack: it involved a lethal dependence !!! Too uch use kill the player... so use carefully... 
JLambert 
A substance that makes people look like zombies (hey, perfect for Quake then) yet so addictive people do it anyway I don't want any part of.

I can imagine using the trigs I mentioned as powerups instead for a post apocolyptic version of Quake. Something to mull over while I'm bored and supposedly working this afternoon. 
Screenshots Huh? 
Small 
 
...those Were Too Small... 
404 
 
I Knew I Would Screw It Up! 
Please forgive me! I'm not familiar with these boards and was hoping to edit my posts, but as such...here is the correct urls. Sorry for the spam!

http://www.quakequad.com/images/panzer5_pic1.jpg
http://www.quakequad.com/images/panzer5_pic2.jpg
http://www.quakequad.com/images/panzer5_pic3.jpg 
Hmm 
looks fresh
is it dm or sp or what?
looks like q2 map
what's it?
more info pls :) 
Druggy Trigger? 
Like the fluffy things in Yoshi's island?
http://www.ntsc-uk.com/reviews/gba/YoshisIsland/08.jpg
(Doesn't show up too well in that screenshot, but the entire screen starts twisting and being weird when you touch those white fluffy things, and Yoshi begins to stumble and the controls go sluggy.) 
More Info... 
It's a Q2 DM map using Sock's egyptian themed textures. Maric at Backshooters has also created an Awaken II version of the map with a tweaked item placement and loadout specifically for that mod. If you're interested in trying it out, you can DL it from the Backshooters map repository or from here:

http://www.quakequad.com/maps/panzer5.zip 
Well 
rather nice duel map!
maybe a bit too symmetrical, but still, it's cute :) 
CZG 
That makes me happy just looking at it 
 
Panzer: looks great, except the blue volumetric lighting things look out of place without blue lighting coming from them. I'd suggust using just a slight blue light there, don't go overboard with it so it's overbearing, but just a nice light blue to make it look right. 
Let There Be...blue Light? 
I actually tried the blue lighting in an early version of this map (this one is final now) but it never looked quite right to me. It might have just been my opinion but the white lights seem to keep the textures from looking murky. BTW Vondur...good call on the 1v1. This map started out as a 1v1 level for Snake from the Backshooters community =) Thanks for all the comments. They will certainly come in handy in my next map. 
Panzer 
Is this the same map that was at The Pipeline since ages ago? I recalling seeing a map looking very similar to this, dunno if it was the same one.

Is looking pretty nice, and yeah scampie has a point about the blue lighting, might be nice to throw a bit of that around, give some contrast to the orangey feel of the map.

Keep it up! :D 
As A Matter Of Fact... 
This is the same map with a little more scenery thrown in. I thought since it was originally designed with 1v1 play in mind, it could handle a little more detail to make the hunt a little more bearable when you keep missing each other. 
Trigger_drunk 
Just set v_idlescale to 20. That's drunk enough for me. 
Cliff Test Please Comment 
http://jimbosqw.cjb.net/jmap/cliff.php
I'm fiddling with a map that has this cliff,
please comment.

I am planning to "round out" the top part of
the cliff. 
My Suggestions 
for rockfaces that need to be very vertical, use lots of little lights (about 120-180, no special attenuation settings) and just slather them all over the rockface at random intervals and heights. this way, you get a more interested rock, instead of flat lighting.

also, i suggest you upscale the textures to 1.5x1.5 or even 2x2.

cheers! 
Hehehe 
taking a break from mapping...

http://www.planetquake.com/necros/temp/stakes.jpg

i love pk. ;) 
Necros 
I'm re vis-ing Ne_lend. It is at 53% guess I was little optimistic that it would be complete in 8 hours. Did you get the first impressions e-mail I wrote when I completed playing it the first time around? Or is that one lost to the Gods of the Internet.

Dont blame you about taking a break. I test played a bunch of levels last night and got a pinched nerve in my shoulder out of it. It's all shot games and watching boxing tonight if there is a half decent fight on. 
 
i did indeed get your email. thanks for the preliminary info. :)
when i tried a fullvis for lend, it took about 5 or 6 days...

besides, i was meaning to do the painkiller stake gun for a while now, and since i had some free time... heck, i even got Pain in there, and working on Killer. :D 
Stake Gun 
Necros, fancy a proper model for that thing? Weapons are much easier than monsters, frankly. 
Heh, Well... 
i ripped the stakegun sounds right out of painkiller and synced the rotation of the sng to the noise and removed the muzzle flash from the other barrels except the one. and those stakes are the center part of the quad damage. :D

i've been trying to come up with something along the lines of the one from PK:
http://www.planetquake.com/necros/temp/stakegun.jpg
i can do the modelling fine, and import it into qme, but i have no idea how to make the cool skins, even though i've read about doing it.

Preach, if i were to give you a finished model, could you make up the skin coordinates? i'd give you credit and all that, although, since we're talking on a public board, almost everyone who does use/play it will know about it. :P 
Heh 
well, how's this look? tried to keep the quake mood, so it's a strange looking gun and asymetrical. i only realised later that it's more of a left handed gun than right handed, but that's easy to change.

http://www.planetquake.com/necros/temp/sgun.jpg
http://www.planetquake.com/necros/temp/sgun2.jpg
http://www.planetquake.com/necros/temp/sgun3.jpg 
Btw 
i left the 'stake' (more of just a placeholder at the moment) in the first shot to give an idea of where it goes. it won't be textured like that in game, probably will be metal or wood (duh :P) 
Skinning 
Yeah, I can do that, just send me or give me a link to the model, but make sure you have everything that you need in the final model all finished before you send it. Once it's skinned, it's a real pain trying to add new parts to it. 
Necros 
You'll probably end up going w/ his skin but can I have all I need to skin it as well, I wanna give it a try. 
Ok 
but that's later. ;)

is there a site that explains how to properly import a model into qme and how to animate it from outside of qme? (so importing the frames too) for some reason, the stake doesn't appear in qme... 
Importing Animation Frames 
Usually I just import each frame as a 3ds or dxf file. If you're using QME 3.1, then you can select multiple files and import them all. Presumably the program that you're using to animate them can export single frames of animation, try a different format if that doesn't work. I don't know too much about the process though, as I usually animate using QME anyway.

One more thing...If you're gonna export the frames from another program, save the files you create. When I skin the model, you have to import the frames again, you can't add the skin to an animated model(although if you have an animated .mdl, you can export all the frames and then just import them to the skinned version) 
Tinkertoys 
The old Quark4.07 has a way to copy files to eachother as you start the model-editor twice.
So you can select and deselect them mutual, as long as you rename them.

http://members.home.nl/gimli/end.jpg

Finding the garavity 800 key can't resist me to make another level...thanx necros. 
Preach, 
if i give you a .md2 with all the frames in there already, will that be ok to do the skinning?

i coulnd't figure out to export specific frames into individual files, so i opted to get this thing called QTip which is a plugin for 3dsmax and export to md2 automatically... 
Post Gravity #999 
MadFox 
That is shaping up to look interesting. I like the supports in particular. 
Necros: 
Yup, I can do it from that, send it along. 
PH8DM2 
PH8 
Put some trim around the top of the arch. It's looking good. 
Hmmm 
Never liked lava in base maps myself. 
Everything 
has its context, friend. 
I Haven't 
seen lava in base maps, or arches, so I wanted to do that. 
Zed][ 
 
Quernel's... 
Rusted Base 
Besides 
if it's *slime in a base map, it's called 'toxic waste'
if it's *lava in a base map, it's called 'molten metal'

I cannot self-terminate; you will have to lower me into the steel. 
Hmm 
/me lowers Kell into the steel. 
 
/me gives a last thumbs up as my screen goes blac...* 
Rofl 
[nt] 
 
The unwritten future rolls toward us. I face it for the first time with a sense of hope, because if a poster, a Kell, can learn the value of human life, maybe we can too. 
Pushplay 
but unfortunately when this future arrives it is in the form of a mediocre cash-in where the only truly good part is a truck chase scene.

...doh, kill me now... 
Hmm 
/me kills DaZ, now. 
 
I should have realized it was never our destiny to stop pointless posts - merely to survive it, together. The Kell knew; he tried to tell us. But I didn't want to hear it. Maybe the future has been written. I don't know; all I know is what the Kell taught me never stop fighting. And I never will. The battle has just begun. 
Pushplay, Uhm 
you do plan to post a level pic with this battle on it right?

Kidding man. I'm just afraid someone will fallow up by posting Trinity's 8 minute dying speach from Matrix:Revolutions.

bbbrrrrrr 
Witch Craft Battle 
MadFox 
I guess you're supposed to be in space in those shots, but it looks like you're fighting a microscopic Shambler on a falling snow flake in the middle of a snow storm... Which is a cooler idea really. 
Hmm 
Microscopic shamblers.. that reminds me of editing in BUILD when you could easily change the size of enemies and fight them that way, if I recall correctly. 
Yeah, 
i remember that. i hated how a lot of stuff was handled though, they made setting up triggers and stuff so complicated compared to editing in doom. 
 
Serious Sam also had an easy way of changing monster sizes. Was fun to make a headless bomber 20 times it's size... too bad the explosion doesn't scale. The running bull monsters were also cool to make 2/3 the size so they were like minipoodles that would blast you across the map. 
2 Screenshots 
Of my new map, at Underworldfan's site. 
 
Almost Escheresque; sweet, I like the terracota.

Tronyn: I remember you asked about custom textures recently. I can do a bit, but I have a lot on my plate atm what with the monsters, Black Belvedere, my own Q1SP, lack of net access and lack of site ( /me plays little violin )

Give me a rundown of what you're looking for, either here on Func or at my new ( apparently w0rking ) email - monster_kell AT hotmail DOT com.
I'll see what I can do. Warning: all of the multi-layer .psp originals for the knave textures were lost when Signs Of Koth died :~( Though if that's what you're looking for modifications of, there are surplus means by which to flay a feline.
It's not that I don't want to do any more textures - I do. But it's unfair if I agree to do something specific and then procrastinate....poor R.P.G. is still waiting for his texture ( it's done, I just haven't had a chance to mail it yet ;) ) 
Jack Carver Is The Road Warrior! 
http://www.planetquake.com/necros/temp/farcry_roadwarrior.jpg

of course, i doubt i'll ever release this thing... it's really just a huge terrain with a hummer with it's hitpoint setting skyhigh and a bunch of other hummers with guys in it. it's fun getting them to chase you though. ^_^

if i get better at the farcry sandbox editor i might actually try to make this an actual map.

(you can see i didn't even bother to give the terrain more than 1 texture :P ) 
 
When I look at that it makes me think of the Long Version remix of Lucretia by The Sisters Of Mercy. Pedal to the metal.... 
Heh, 
never heard it. :P

i just finished watching road warrior two days ago and i wanted to recreate that last chase scene with the truck and all the dudes. it's not working out so well.

now i'm just goofing around and piling enmpty trailer boxes skyhigh and setting explosives to knock the whole thing down.

plus there are some guys at the top of the pile of boxes. >:D
and holy shit! you can run maps as they are in game right from the freakin' editor! whoa! 
WitchCraft 
gravity 800 needs so much space.
this one is 3.5Mb, but argh... that texture and brush alignment....

http://members.home.nl/gimli/Quake17.jpg 
Nice Brushwork Madfox 
you are getting good at this. One question, low gravity and flowing water canals? I guess we have never raised a stink about low grav and active magma in the original e1m8 either! 
Thanx HeadThump... 
In this map are also the 8 round brushes, turning in space. But it needs a sync_func_train, and I can't find it anymore on Inside3D!

I just came to these corridors by accident, covering the outside space of it. The water is thin, so you fall through it into another same corridor, under it.
When jumping aside on the sidewalk, the wall leads into the middle, and falling into it.

Maybe not a good ID to put water in a low gravity map, as weth clothes won't lift up. 
I Looked Around Inside3d Forums 
for that the other day when you first mentioned a need for it, and couldn't find it though their archived boards go much further back then I checked. Have you checked Custents for similar functions? 
.... 
i don't remember if the entity was actually called func_sync_train, but there *is* an entity like that in custents. it will keeps it's place in relation to other trains even if you block it, and such...
i actually used a variation of that to get the func_trains in "Emptiness Without" to get the trains to move properly. you can use the duration key to set how long it takes for a train to go to one path corner instead of a speed key. 
Indeed 
custents is the place to seek for the "func_train_syncer". 
Madfox... 
...that shot is looking better than almost all your previous shots. Keep playing around, I think you're getting somewhere with that one. Grand architecture and curves are good, as is a consistent texturing theme. 
Devotion To The Antiques... 
I am only crumblin' with that nasty habbit of the compiler to decompile right brushes. At least, that's what Quark aims...

Here is one from "Cicade", endlevel-2 part#6.
http://members.home.nl/gimli/Quake18.jpg 
Ogre Can't Stand Loosing... 
Nice 
Submit that one to PlanetQuake! 
Rock Textures 
Cough 
the images are extra dark, i cannot see a thing, sorry.... 
3 (or 6 If You Really Have To...) 
...the stratification in the other textures doesn't suit some of your outcropping. 
Vondur 
Yeah I should have run them through PSP and made them brighter, it's just that they'll look darker unless they're viewed in fullscreen. 
Hmm 
I'd go with #2 
#2 
Screenies 
http://www.geocities.com/hyrm827/index.htm

was bored so i decided to put some screenies up of the maps i'd been working on since mid 2003. i havent gotten much done. i usually sit down and work on these for liek 1 hour every month. :)

the lighting/textures migth be all fucked up in some. 
Looks Pretty Good 
Keep it up pdcitter. The Egypt one looked kinda smallish in scale, but still nice. 
i like the base one best. but both look like they'll be nice maps when they're done.

also, it's the first time i've seen what quiver looks like. whoa. 
Ut204 CBP 2 
Here3ctf1 
I need some testers to help me :
screenies and download on :

http://www.planetquake.com/here/here3ctf1.htm 
Grunt 
I haven't skinned before so I thought I'd start off with Q1. I need to skin the gun and the back yet. Also I know the arms appear glossy, that has since been removed. He is also too pale. I'm thinking of redoing the sounds to. I see this skin fitting in better with grimier, dirtier sewer maps perhaps:

http://quake.phait-accompli.com/crap/grunt/g1.jpg 
that's actually pretty good dude. the faceplate gloss is a bit strong, maybe reduce it a bit, and get more of the grunt's face on there.

not bad for a first skin! 
Thanks 
I look forward to doing a Q3 skin since you can see the detail more, I don't think Q1 justifies my capabilities honestly. 
It Looks Good 
(don't give up!) 
Just Checked The General Abuse Thread 
looks like you didn't, congrats :) 
 
Thanks :) 
Unreal Engine 3 Monsters 
Nice... 
The end of the U3Tech video definitely got me a bit moist, when the 'beast' came over.

I love a good monstery monster =) 
Ooh, U3 Monsters 
Those monsters look much much better in high detail shots. Don't get me wrong, they looked good in the video too, but you can see their pores in these pictures.

The 'glow' effect works really well on the overbright sections. Actually, just having those bright, near-white sections created by lighting puts them ahead of most 3d engines... I've always thought that to be one of the biggest differences between 3d game engines and reality. I imagine it's probably pretty hard to do well, but I can't see the people who made Unreal 2 putting a foot wrong, or making some sort of mistake. Cough. 
Err 
Unreal 2 was developed by Legend, not Epic.

Also noteworthy is that Legend has been closed down by Atari. 
But Conversely... 
I genuinely couldn't see the people who made Wheel Of Time (and the Unreal mission pack) putting their feet wrong or making some sort of bloody obvious mistake. Yet somehow...

Politics, I'm sure of it... 
O_O 
So, are these actual designs for Unreal 3 or are they just for the engine demo? 
I'm Learning Stuff 
I really didn't register that Unreal 3 is being developed by Epic. Surely that's something to get very excited about? A true sequel to the original Unreal. As long as there isn't any bloody politics :) 
Hi 
Im just getting into mapping.
check out my screenshots!

www.dakza.envy.nu 
ZSP2 Early Screens @ Pipeline 
Groovy Pics Zwif 
What texture sets did you use. I believe I saw some from Armagon and Metlslime's. 
 
It's mainset Speedbz with some Armagon in there for to add contrast to the mostly darkgreen/darkbrown camo walls in there. 
Dakza 
hey, it looks good, go complete it! :) 
Dakza 
It looks like you have a good start there on the architecture. The lighting in some of the shots (especially the third) seems a little flat and uninteresting, IMO. It looks like adding a little more contrast and throwing in a few alternate lighting styles or sources might help it out.

Good work, though. Is this your first Quake map? 
Oops 
I forgot to add that the purple lighting in shot 4 doesn't seem to fit very well, IMO. 
0:02 
Dazka - looking promising there for the early stages of a map. Interesting take on Egyptian textures and nice to see that style done at night. Some interesting looking architecture e.g. in the first shot. Need to work on architectural consistency and more dramatic lighting, though.

Zwiffle - looking good there, a strong style and good build quality it seems, and not too dark for a change!! Personally it's not really my style, I'm not so keen on that brown used in a smaller scale (I think it works better for big designs), but the green pipes liven it up. 
Thx Guys 
I think being able to create maps is one of the coolest things you can do with a computer. Ive been tooling around with them for about a year but havint come up with anything worth showing off. If i ever do, i'll be sure to let you guys know. 
Thx Guys 
Thanks for the advice guys.
I think being able to create maps is one of the coolest things you can do with a computer. Ive been tooling around with them for about a year but havint come up with anything worth showing off. If i ever do, i'll be sure to let you guys know. 
Zsp2 
personally, i prefer the trim textures to be more of a contrast to the main texture, just an idea. 
WIP Q3DM 
I am using speedys EXCELLENT andromeda textures for this:
http://chop.ond.se/dethscreens/dethmetch.html

Please come with some suggestions. btw the ghosts around the map are cpma indicators for spawnpoints 
Suggestions 
Err. There's not much there to offer suggestions on. Have you started with the details yet? If you have, it looks like you need to seriously re-examine what you've done and add somemore.

This article is for Q1, but it's still quite applicable when it comes to adding detail for most games: http://xen.quakepit.com/tut1.htm

If you have not started detailing yet, then please pardon me. But if so, I don't understand why you posted this... 
And Err 
Slightly smaller images would be cool, too. 800x600 is usually big enough to get an idea what it looks like. 
... 
yerr... looks a little plain, esp for q3, no? 
Thanks For Response 
I have detailed a bit, but I am looking for help with the detailing ideas, thanks for that guide tho, will be of some help. If anyone has any ideas for little details they think would fit please tell me :D 
Play Metroid Prime 
There's some incredible detailing in there. It's quite inspiring. 
Err, Yeah 
Do you want Quake 1/2/3 style details? Play through some levels that you thought had good details and note some stuff that you liked.

Do you want detailed machinery and other sci fi paraphernalia? Check out some drawings from artists' websites for inspiration.

Do you want something more in line with modern architecture? Try some architecture websites or books. 
Dang, RPG 
I'm going to have to get a console. You are making me envious for some of the console titles. I was very PC-centric until I spent a cloudy summer vacation at a friend's place playing Siphon Filter 2 and found the experience to be quite satisfying. 
Voodoochopsticks 
I like the layout, but I'd consider adding a bottom (with maybe some lava/slime) to the pit-o'-death in the middle. This would allow people to rocket jump out if they were quick instead of making it instant death. If you do this, perhaps consider suspending a good item (RA?) over the pit.

I'd also consider adding a YA, or at least a bunch of shards, somewhere in the map. Right now, the RA is pretty much what the entire map revolves around. This isn't necessarily a bad thing, but I'd certainly get a lot of playtesting to make sure it works.

I like the grate near the PG to jump over, but you could make it a little more interesting by raising it ~16 units or so, and adding a crate or geometry on the wall on either side to allow players to make the jump--or, if you don't add anything to one side and make the jump one-way, put something quite good in the dead-end. :)

You have verts off the grid on your rock ceiling over the RG, causing the sparklies there. An arena file in the pk3 would be nice too.

More detailing is certainly necessary. My suggestion: http://fps.brainerd.net/mapmodels.htm 
A Slight Update 
I updated the map a bit, and took some screenshots and didn't read this post until I had uploaded everything. I will correct the map accordingly tomorrow. I want to thank everyone, you have been very nice and thrown good ideas my way.

Future plans as of now:
-Change the RA to a YA as it proved very dominant during playtesting.
-Throw in some cool map models from the FPS site.
-Further detail the boring walls with brushwork.

Anyway, update @ http://chop.ond.se/dethmetch/dethmetch.html (still huge screenshots, will make them smaller for next batch)

Once again, thank you everyone, (especially pjw and RPG) 
Oops 
Accidentally mistyped the url in the last post (edit function REALLY needed!)

http://chop.ond.se/dethscreens/dethmetch.html is the correct url 
... 
it's getting there. i still think it needs more detail... more action in the brushes, whatever :P this looks like a a tech map, so some pipes wouldn't go amiss. i think you can use q3's curving brushes things? O_o

maybe make some alcoves in halls ways with some pipes running along from ceiling to floor, and maybe cut a trench along the ceiling, and fill it with pipes as well. maybe put some trim along the edge of the floors, ex:second screenshot, the left and center raised floors could use trim there.

shot3 could use those alcove with pipes i was tlaking about on the left side,

shot4 is kinda neat, but could use more electrical things behind the curving light brushes

etc...

keep it up, dude! 
BTW 
necros forgot to mention it, but you could put some pipes in, too. 
Lol 
well, pipes wasn't the only thing, but it's what comes to mind first when thinking about tech. i guess some computer panels and whatnot, with exposed circuitry and such would work fine too.

try pushing the light brushes back maybe 8 units to make the wall more 3d too... umm... yeah.

map on... 
Hey RPG! 
i think YOU should put some pipes in your next map. :P

or make a Q1SP map based on a metroid prime environment [is that possible?] 
Voodoo....etc.. 
Wow, nice screenies, really... 
Seriously.... 
The major structures and big forms should be more important and then the details should just add some extra spice to the stew! Far to often people just add lots of details to hide the uninteresting underlying architecture. 
The Cybernetic Ursine Is Too True 
 
Voodoochopsticks 
It looks like what you have there is a collection of the most common elements from sci-fi themed maps. Most good maps have some unique feature which ties the map together, I think you need to look for your's. 
Need Some Help 
I need testers for this map for the style and the gameplay,
I need comment

screenies and download :
http://www.planetquake.com/here/here3ctf1.htm 
Sorry 
I feel sad I can't check out the map, my ISP is rather fucked up now and won't let me look at any gamespy sites 
Voodoochopsticks 
Improvement happening. I like the nighttime/neon feel more than the original.

pushplay raises a good point re: theme. It's improved, but it still feels like a lot of other techie maps. I like the bars/columns that you have in a few places (e.g. near RL/RA) maybe add something similar in a few more spots? Some over/under areas with barred floors often provide interesting combat--it would be pretty easy to add a room under PG with a barred floor, accessible from RL area and from central courtyard somehow. Ignore me, of course, if you don't want to mess with changing layout at this point. (But if you did, you could maybe *add* a YA instead of switching RA <--> YA . . . :))

I'd also consider narrowing the space between the bars, at least at RA, to force people to go around, rather than just jumping up from the floor.

Teleporters seem a little blah. A good place for maybe a model of some kind? 
Not Quite Screenshots, But... 
still a preview of whats to come:

http://ante.phait-accompli.com/art/

they're not perfect, but I just wanted to get the ideas across. I could do better with more time if I needed to. 
Phait 
I'd offer to help out on your mod, but "I don't think Q1 justifies my capabilities honestly." 
 
it's fine. 
Update! 
The map is updated! Check it out at http://chop.ond.se/dethscreens/dethmetch.html

Decided to follow a lot of the forum members crits, but I am not sure about the MH, maybe there should be a YA there instead? Also, if anyone knows any cool teleporter models I would appreciate if they threw a link my way. I would also appreciate some good C&C about it. 
Looks Better 
But do you think you have enough lights in shot0021?

It looks like you could work a little more on the theme, too. But in general, this is a problem new mappers have, so don't worry about getting it perfect on your first attempt.

It looks like you're trying to put in too many colors, too. Blue, yellow, green, and red all in the same map? It might work out okay, but there are several areas that feature three or four of those colors (shot0019 and shot0020).

The curved beams in shot0021 look thinner in the middle, but that might be an intentional stylistic choice.

You might consider adding some additional details on the floors -- it looks like shot0024 would especially benefit from that. Somemore contrast in the lighting (such as spotlights) might help in that area too, but at the moment you might be more interested in architectural details than lighting. 
It Just Occured To Me 
Alcatraz used to have some excellent column entries detailing his experience building his first map. Too bad those are perhaps eternally lost to the internet daemons. 
Restarted Work On This: 
This is one of the last few areas I've had to finish. This shows last night's work, and is still a ways from finishing.
http://scampie.spawnpoint.org/screens/stormtrigger_11.jpg

This shows various additions to the exterior area since I last showed screens here.
http://scampie.spawnpoint.org/screens/stormtrigger_12.jpg 
Scampie 
2nd screenie looks ace, 1st screenie shows nothing. 
Atonofpotential 
2nd screenie looks awesome. I love the differing subtle texture and light shades in the shot. 1st shot needs more vertical elements, white lights, broken pipes/water pools, and that greenish/yellowish texture thats in the lower-right of the 2nd shot. although if you really wanna do something, the base is built into a mountain righ? build an interior area that has suffered a cave-in/collapse, with exposed rust/metal cross sections of walls cielings and floors being cut open by large rocks.

Keep the sky, love the color theme. this one looks to be shaping up very nice 
Looking Cool 
beta? 
No Beta Yet. 
i'll put you on the list though. want to try and get things together for a beta before the speedchainmap. this map has sat for far too long.

eggman, nitin: white lights will def. be in. the lighting there was just lights I copied from elsewhere so I could see. and yeah, I'll do some rocks there. Not much there really, the only major thing there I really wanted to show off was the angled stairs and trims. :D

thanks for all the comments 
Self-Pimpage 
While we're on the topic of self-pimpage, I thought I'd break in and offer some screenies of a map I worked on for a bit last year.

http://rpg.spawnpoint.org/images/blah/rpgdm1old1.jpg
http://rpg.spawnpoint.org/images/blah/rpgdm1old2.jpg

I really like the architecture and some of the lighting, but r_speeds were getting too high so I decided to start over in a different set. Maybe I'll re-use the architecture in a SP map some point. 
Nice. 
Nice. 
Eggman Said It Best 
I'll just second him that that is shaping up nicely, Scampie. 
I Was Reading About QRad, 
a utility that I am not familiar with on Fatty's site the other day. It allows for Quake 2 style texture lumination in Quake. It looks like your map may be the perfect candidate for that approach, RPG. 
Speaking Of R_SPEEDS... 
 
Depends 
Some people still stick with 600-700 tops. SP maps are much less likely to adhere to this guideline. DM maps usually stay below 700. 
New Pimpage 
http://chop.ond.se/chop3tourney1/ <- has new screens and beta in it.

I want to send out "GJ" packages to scampie and rpg for impressive work :D (especially scampie) 
Redone Concept 
Scampie... 
...looking good! That misaligned yellow light texture in the first shot is on purpose, yes? 
Distrans: 
the lighting there was just lights I copied from elsewhere so I could see.

already removed as of tonight. 
See And Test ... 
I have made this q1sp
juge ...

http://www.planetquake.com/here/heresp3.htm 
the brushwork looks good, and i like the textures. don't know where they're from...

lighting could use a bit more 'attitude'... i'd suggest these settings for the wall torches:
delay 5
wait 2
light 330 
i agree that the brushwork and texturing look quite good, and this shows good potential, but that lighting really needs work.

It's hard to define 'good lighting', but I feel it's important to get the right balance between contrast and plainness. That is, you shouldn't have areas which are all the same brightness; even if the area is outside, try to include some other light sources, so the light level varies. Also, you shouldn't have excessively contrasting lighting... lighting can be dramatic while still looking smooth and having gradual changes in brightness.

or something. 
Heresp3 
Nice architecture and textures, but lighting is awful. Fullbright next to pitch black will not promote anything in your map except headache, especially with the bright snow theme.

Just to get a different view, try relighting it with the following line:
light -fast -soft -extra4 -light 40 -addmin -range 0.15 -dist 0.9 heresp3

Or even better, follow necros' advice by using better falloff formulae, e.g. the new delay 5.

Gameplay was pretty good, maybe a bit too much teleport ambushes in really cramped corridors. Also, I'd suggest changing the now partly solid sky brushes into real sky by using the sky texture on all faces. 
Heresp3 
Nice screenshots !! But like necros, I just ask me where did you find this cool grey brick textures ?? Did you made it by yourself ?? 
Lol 
ok, thanks I take advices and go map =)

I think u know these textures. ( I steal it on rtcw ) I know I haven't the right ... but the render is cool ...

I will be back in a little moment ... I put new beta edition when i finish it ... 
Heresp3 
Some texture observations.

Firstly, What texture scale are you using? It's difficult to be sure, but they look kind of hi-res. I would advise against using scaled down textures if poss.

You mention using RTCW textures, which are designed for a higher texture resolution than standard Quake. I would recommend resampling the textures in Photoshop (or whatever image editor you use) eg. 256x256 -> 128x128, before you do the q1 palette conversion. You can then use them in Quake with normal 1:1 scale.

RTCW textures are notoriously grey. If you have oodles of time to spare, you may also want to "brown-them-up" with a levels correction and/or brightness/contrast correction before fitting them to the q1 palette, although that is a matter of personal taste.

Also, looking at some of the wooden beam structures, it looks as though you need to rotate some of the textures 90 degrees, to "align the grain". The ceiling beams in the first screenshot for example could use this.

I won't dwell on the lighting, as much has already been said, but it needs to be completely redone. 
Forgot To Add 
I haven't actually played the beta yet, so all my comments are based solely on the screenshots. 
Another Version! 
The Curved Lights Still Seem Too Bright IMO 
Well, The Obvious... 
align the texture... 
Voodoochopsticks 
I'm becoming fond of this map. :)
Screenshots:
http://www.planetquake.com/pjw/screenshots/chopss1.jpg
http://www.planetquake.com/pjw/screenshots/chopss2.jpg
http://www.planetquake.com/pjw/screenshots/chopss3.jpg
http://www.planetquake.com/pjw/screenshots/chopss4.jpg
http://www.planetquake.com/pjw/screenshots/chopss5.jpg
http://www.planetquake.com/pjw/screenshots/chopss6.jpg

Also, I'm still a little hesitant re: item load and health load . . . it certainly seems like there's too much health in there now for a tourney map (mega + 2x50 + 25s), and I suspect that two armors + a mega might be too much (in combination with all the health) for this size map. Plus the +50 right above the mega is a little weird . . . I wouldn't mind seeing the mega a little more risky to get as well--it's easy enough to snag it and teleport right out to a tele_dest that gives a lot of movement options as it is right now.

If it were my map, I'd try the following (in other words, feel free to ignore this part if you don't want blatant opinion)
a) remove the +50 above the mega and put a few shards there instead.
b) move the tele_dest for the mega tele to a slightly more dangerous place--my first inclination would be to make a short passage sunk into the wall off the bottom outside room (where the SG ammo is) and put it there. Make this a one-way tele.
c) replace the YA near the RL with some shards (and/or a CPMA jacket armor).
d) remove the +25 near the RG. 
Ghost Recon 
Not really you guys' cup of tea, I know, but I've been doing a lot of mapping for Ghost Recon. Here's some shots from a few different maps I'm working on. I did not build the trees and shrubbery in the last shot, they're included with the game.

http://www.notthisway.com/temp/tg_map1/temple.jpg
http://www.notthisway.com/temp/tg_map1/airport_1.jpg
http://www.notthisway.com/temp/tg_map1/airport_2.jpg
http://www.notthisway.com/temp/tg_map1/map_1.jpg 
Hey 
I liked Ghost Recon.. I've never played around with the editor though. Let me know when you finish this. 
The Maps 
will go into the Tactical Gamer 3.1 Mod Update (www.tacticalgamer.com) when it's done. 
PJW-improved New Version! 
Took most of pjw's suggestions into mind and made a new version:

http://chop.ond.se/chop3tourney1/z-chop3tourney1-beta6.pk3
(too tired to arse up new screenies and shit)

I want to send a hug your way for all your excellent and wonderful tips :D

(I am aware that you can get in between two of the bars, this was a mistake, but not sure if I want to change this, very hard to go in from below this way anyway, since it is just big enough to fit a player.) 
Screenies 
http://chop.ond.se/chop3tourney1/ <- got my arse in gear and took some screenies. 
Industrial Pictures 
taken from an abandoned cement works near were I live...

http://www.planetquake.com/dazdranz/cementworks.shtml

Inspiration for mappers mainly... Very STALKER in style. 
Err 
Shouldn't that go in the Inspiration and Reference thread? 
Good Point 
just had to find the damn thread... Need a search function :D 
Voodoo... 
...your humility is an inspiration. Keep up the good work. 
Beta 7! 
Another beta is out! This is quite a bit improved IMHO, it can be found at http://chop.ond.se/chop3tourney1/ as usual.

Thank you for your comments as well distrans. 
Erm 
Inspiration for mappers mainly... Very STALKER in style.

i also have many pictures which are Stalker in style. Probably not the same kind of stalker though.

But she was so pretty. 
Rofl... 
... to the mao :D 
 
Starbuck, post in the 'inspiration' thread 
Goodbye? 
Guess my goodbye was aimed more at tf, as func msgboard has helped me alot during the making of this map, and it wouldn't be the same without this thread.

It can be found at http://chop.ond.se/chop3tourney1/ once again. Added a new route and I ALPHABLENDED the terrain outside. (New small screenshots as requested) 
That's The Way Voodoo 
Hang in there, Func_'s a good place to be 99% of the time. Generally a cool bunch of people, and IMO, some of the best mappers around, for any Game. Looking forward to the final version of your map. Looks good 
Update Again 
This thread has slacked off a bit I've noticed? Once again an update, with some touch ups and fixes, and another new route.

http://chop.ond.se/chop3tourney1/ as usual. 
Nice 
You do know about the missing sound file for the lift, and the missing textures? like those 2 pipes in the 3rd screenshot, and on the larger of the 2 pipes near the yellow armour, that run around in the wall cavity. 
 
Looking a lot better voodoo, the lighting has improved A LOT imo. The 1st and 5th pics blew my mind away, the details are also starting too look a lot better. keep up the good work 
hey cool! i thought you were leaving? i'm glad your not though. your map is starting to look pretty good. the lightning is much much better now and i like the funky light design on the wall. 
Thanks 
Thank you for your comments, sorry about the missing texture, will be corrected! 
Updated The Link Now 
Fixed the missing textures(I think!) and the link now points to the fixed texture version, dl if you feel like it. 
Looks Much Better 
than it did at first. Shows that just working on it a bit more can change a map from being just 'ok' to actually being good, congrats.

Generally i still get a feeling the theme isn't fully coherent, not enough continuing underlying elements to hold it together as well as some maps. But... its not worth redoing stuff for, the next map will be better still anyway.

The one thing i would suggest is making sure you have some variation in height in areas which are open to the sky... it looks like its all the same height in some places... you could raise the wall over the doorway for example, or add a few towers behind the edge. Good work though, carry on! 
Yes, 
The lift sounds and the pipe textures are there now, just some missing textures, sought of outside the map, behind the lift area. 
Missing Textures? 
Thanks starbuck, will try to add some variation in height!

I am not sure which area you are are describing, would be very happy if you felt you could take the time to take a screenshot of which areas are missing textures? 
Missing Textures 
If you stand facing the lift, with the yellow armour behind and to your left, you have 3 openings/windows, to the outside on your right, if you look out the opening/window, closest to the lift, you should see what I am talking about. I will send you a screenshot, but I can't do it now, but will in about an hour from the time of this post.

The only other problem for me is there seems to be a lot of dead ends, hindering the flow. One in particular can be problematic, at least with bots. If you are down in the section below the lift, where the mega health is, and a bot decides to hang about at the top of the lift (which they tend to), the lift will remain up, and you are stuck down below with no way out. 
Screenshot 
Voodoo, I sent off the screenshot to the email address you used to register with. I dropped the quality of the jpeg down alot to make the file size smaller.

there seems to be a lot of dead ends Sorry about that, there are only 2, but being a small map it felt like a lot :). But after playing some more, it's not to bad. Except for the little prob with bots mentioned before 
Vodoo... 
Rather good screenshots... Cool lightning effects and archtecture..
Keep it up !! 
Thanks For All. 
Thank you for the screenshots and everything, if you play the map in cpma you can pull a doublejump off of the little box-thing on the opposing side from the elevator. Don't know how to fix the bot being bad with the elevator, but will botclip some and make sure they act better with the YA and stuff as soon as I get it back from pjw.

Thank you for your compliments jp, is your name taken from SiN's main character? I think his name was JP Lambert? Or maybe it was JC Denton? :D Can't remember :/ 
Voodoo... 
No, this is my real name: Jean-Philippe LAMBERT... I don't use pseudo... and I didn't play SiN game.. sorry ;-)
Bye 
Ah 
Ah, parleur francais? Je francais se mal :D

Guess the sin dudes name was JC Denton then :D 
Voodoo.. 
Wow... Nice try, but I hope my english is better tahn your french.... sorry.... 
Ahhh 
CPMA, yes, I stoped playing that a while back, just play vanillaQ3 now. Guess you can't please both crowds, but it's no problem if you have the RL. Hope you can pull those bots into line ;). 
HD DEATH 
sadly, my harddrive died about 3 days ago, being as dumb as I am I didn't have any off-hd backups, and the .map file is now lost in eternity :/

Development of the map will stop here, and I will probably start anew with another map soon.

Thank you for all your tips and feedback about the map, because it has not been in vain, you have taught me alot and improved me as a mapper, expect more stuff in the future. 
Shit 
HD failures really suck :(

Good to hear your still gonna keep mapping though! 
Sorry To Hear 
But didn't pjw have a copy?
but will botclip some and make sure they act better with the YA and stuff as soon as I get it back from pjw.
Or am I misunderstanding?.

Thankfully I have never experienced a HD failure, I have had a couple start making a few odd noises that I thought were going down, so I replaced them. Now days, apart from regularly backing everything up on a DVD, every 6 months I just rip out the old HD and replace it with a new one. Kind of puts the odds in my favour a bit, cutting down the chance of loosing everything.
Anyway look forward to your next, best of luck 
He Did. 
He did have a copy, but I had built quite a bit since then, and I really don't feel like redoing about 5-6 hours of work all over again, maybe some other day. 
Anyone 
doing anything? feed me screens! 
Screen My Feets 
You Better? You Bet 
Predatormanland 
Bastion II: The Marcher Fortress 
Time for a little pimpage of my next Q1SP map. As it stands, I'm afraid this bad boy will probably have to be custom engine only, but in any case, I'll supply an engine with the download to at least ensure a consistent experience (a lesson I learned the hard way with the first map). I'm currently finalising the architecture and lighting; I haven't added any monsters yet, but you can expect a similar type of combat to the first one.

The main differences this time around are the terrain elements, less linear exploration, and more epic architecture >:D

Here's a quick trio of screenshots - I'd have more but the lighting is still being worked on in most places.

http://photopile.com/photos/sloochyslooch/quakemaps/134365.jpg

http://photopile.com/photos/sloochyslooch/quakemaps/134363.jpg

http://photopile.com/photos/sloochyslooch/quakemaps/134364.jpg 
Speechless 
[nt] 
No 
 
Fucking 
 
Way 
that first yellow road tex is ugly tho 
Zwiffle 
good point re: yellow texture. It does tile badly from a distance :/ 
Kinn 
uhm that water is like really bright... 
CyBeAr 
oh that's just the contrast correction i applied to the screenshots. It looks normal ingame :) 
Pic #3 Is A Beauty 
 
Pic #2 Is A Beauty 
 
Er, I Can't Decide 
I meant #2, I tried to erase #1176 before it posted 
OMFG 
Shot 1 is truly epic, amazing stuff SB!

I am eagerly awaiting release. 
I Told You 
i cancelled the project, it was too GAY 
Kinn, 
what the fuck is wrong with you? you must be possesed by the devil to map in such a fasion!

whatever you do, don't stop! ^_^ 
Err Lol Etc 
Of course I meant Kinn not starbuck, I think I am going insane... 
CUM IN MY PANTS! 
sorry for that outburst but considering that's q1 and handbuilt terrain u say! it's stunningly erotic. Probably the most amazing q1 outdoor screenie i've ever seen. Keep up the stiffy! 
Ahhh 
Kinn and starbuck have the same sorta nick colour, thats why I got them mixed up...

(what? you mean the strange squiggly lines have something to do with it too? Gah...) 
Thank You Guys 
Yes the terrain is all handbuilt. It's actually hollow (i.e. there's an underground cave network), so an "instant terrain" tool like gensurf would have been of little use. Besides, I much prefer the level of control you get with handbuilding terrain vertex-by-vetex. 
 
vonsp1 is bettar 
 
Hip2m2 by Levelord is better, but only in the third main area after the second Shambler. Otherwise, Kinn has us all beat. 
Then 
everyone's job is to outdo Kinn. 
BTW 
Levelord is talking at 3DRealms.COM forums. 
All Right! Thanks For The Heads Up Phait 
BTW I love what Kinn is doing to extend the Quake mapping scene, but there are a number of mappers who are as talented.

I recently played some levels by Than and Kell that blew me away.

I'm just glad to be in the vacinity of some really superb artist.

This Scene Ownz!! 
Yeah 
It seems like Kinn is a refreshing mapper or something. I haven't seen that kinda praise in a long time or ever. 
Kinn 
Nice. If you're going to be using a custom engine though, you might as well do something about q1's ugly water texes. 
Actually, 
i was wondering it it'd work in fitzquake.

technically, it is a custom engine, but it still shares some of the limitations of the original glquake such as the 600 edict limit.

also, upon furthur lookage, i find the third shot decidedly underwhelming when compared to the grandeur of the first and second shot.
i think a bit of something is missing in the third shot to make it consistent with the level of visual quality present in other areas of the map.

good map. ;) 
Custom Engines Etc. 
Well, I got the latest build to load in WinQuake, so it may be cross-engine after all :) although obviously you miss out on Kell's lovely skybox. Edicts shouldn't be a problem, either - I'll just do Bastion-style spawning if they get out of hand.

Necros - appreciate the comments. The third shot is from inside the fortress; the architecture becomes more traditional there. Overall, there's a quite a bit of variety in the architecture, with some nice watery areas, caverns and dungeons to contrast with the epic hugeness of the fortress exterior. 
Does Look Very Impressive 
but the lighting does need a lot of work. 
OMG 
Shot 3 is a bit less impressive than the others -- it only looks slightly grander than gmsp3! 
Kinn 
Ah, dude. Welcome. I lay down the carpet of red viscera for you. Finally, someone who can outgoth me ;)
Superb handling of the proportions of the fortress exterior; reminds me of Bruegel's Tower Of Babel. A tangential influence maybe?
On the subject of textures: if you are going to use the Q3A gothic wad, please delve as deep as you can. There are some superb gigeresques in there as well as multiple trims and such. The blandness of the same blocks_c texture covering vast acreages of brushwork unrelentingly was my only disappointment with Bastion. Palette conversion is always a limitation, but there must be more you can get out of the wad.
Also, if you're going to have pools of water on a brownish landscape, near brownish buildings under a brownish sky...you should consider having brownish water. That clean blue id water makes for a visual oxymoron, since there's no blue in the sky that it would be reflecting.
That would be the mpterra1 rock tex on your terrain too. Not a bad choice I must say, though palette conversion seems to have messed the saturation about. There are plenty of others available that may be worth trying on your terrain. Many of them on my HDD as it happens :P
Finally: it's very satisfying to see my skyboxes associated with such impressive mappage. Regarding dragonheart specifically - it has hills in it that will be parallaxed behind the actual brushwork hills of the map. this may be your intention, but if you'd like I can always re-render the sky sans terrain. I also have a couple of other 'infernal' skies you won't have since SoK went down, which may be of interest to you.

You are a man after my own heart. On a spike. Over a gatehouse probably. Mmm, mapobjects... 
Cheers Kell! 
Great post. I'd never heard of Bruegel's Babel before, but a quick google yielded this pic:

http://images-jp.amazon.com/images/P/3791319418.01.LZZZZZZZ.jpg

Actually, I was influenced more by the LOTR films, specifically Helm's Deep (the valley and the stone road up to the the main gate). Actually, the road undulates quite nicely, a feature not readily apparent from the high vantage point in that shot. The tiered construction of the fortress was a nod to Minas Tirith, whilst the huge beacons were inspired by, well, the beacons. Only just visible on the grassy court above the main entrance, partly obscured by the spiky turret is The Brown Tree of Kinndor >:)

Totally agree with the points you made regarding the textures. I'll definately work on getting some more variation in there. My biggest problem with the Q3 textures are that they aren't the best tiling textures in the world. Take the yellow road texture for example; it's scaled 2x in both axes on the road, and the tiling is still pretty bad; i'll likely replace that. Damn good point with the water as well - that'll be replaced.

The rock texture will stay as it is; in fact I think it looks even better from the ground, and it really blends in nicely with the mountains in the skybox, which I think is perfect as it is :)

Of course, I'd love to see some of your recent skies, but I think I've settled on the sky for this map. 
 
Cool. Glad to see dragonheart used anyway :)

I'll mail the other skies I mentioned for you to peruse. Might provoke some inspiration.
The Q3 textures do have a lack of tileability ( is that a real word? I'd say 'tessellation' but then I sound pretentious ) which is due to the double scale of the engine. I'd offer my Q3 kothic wad as a substitute, but it's too limited to really add much more variation :/

Of course, I can see the LotR influences now. Odd that Minas Tirith didn't occurr to me because I mucked around with a Q3CTF terrain map using white terraced architecture. Must be all the daemonic redness in your map.

The Brown Tree of Kinndor

Probably a species related to the Black Ash of Kelluria

xi dingir xul kanpa 
... 
only just seen Kinn's screenshots, 1 especially looks amazing.

I think you may be joining the rareified company of glassman, kell, et al. hehe. 
Q3 
q3 
Pipeline? 
so what happened to http://pipeline.fov120.com/ ??? 
Shadowdane 
http://www.fov120.com/

fov120 had a hard drive crash and it is currently in repair 
Q1sp 
 
Looks Solid 
i hereby give you the title of 'ikbase hero'.
Also, did you noclip into the floor to take that shot? :) 
Stars In His Eyes 
tall base structures make me swoon, looks good :)
i'll forgive you for using ik over idbase though. 
I Like It, Jago. 
Although if it were my map, I would be tempted to add more detail. Some of the walls look kind of plain to me. 
Q3 Map Screenies 
hey ppl.. been away from mapping for quite some time, and well I'm cooking up a port of my Q2DM map - Deep Freeze for Q3A. The level is getting quite an update, better architecture, improved layout, ect...

Here are 2 pics:
http://shadowdane.shackspace.com/shad3dm2_pic1.jpg
http://shadowdane.shackspace.com/shad3dm2_pic2.jpg 
Shadowdane 
Looks good. I like the trim on the walls, but I'm not crazy about the use of brick texture on the ceiling in shot 2. I can't think of when I've ever seen exposed brick in a building on a ceiling. 
Cheese 
motzerrella,goat,swiss,canned,pepperjack,cream
limburger,american and of course chedder. 
New Quake2 DM Map With Almost Finished Structure 
Hi all Quake fans!

In a post before (two weeks ago I think) a guy here (Zwiffle) told that my new map is totally bland and the grayscale colours also sucks.
So, I replaced the lights with a smoother, warmer colour, and put in a few more details.
Check out, tell me everything about them! Good and bad points are all highly appreciated!

Here are the pics:

http://zorius.dionussos.com/images/temp/unholy_beta1.jpg
http://zorius.dionussos.com/images/temp/unholy_beta2.jpg

http://zorius.dionussos.com/images/temp/unholy_beta3.jpg
http://zorius.dionussos.com/images/temp/unholy_beta4.jpg

http://zorius.dionussos.com/images/temp/unholy_beta5.jpg
http://zorius.dionussos.com/images/temp/unholy_beta6.jpg 
Quake 2 Map 
Epic gothic map for Quake 2, with Q3 textures ??

Could still need some more ornaments.
Glowing gothic crosses, maps like this one need
tons of glowing gothic crosses :)

Or pentagrams and stuff ...

It still looks a bit empty. 
 
Let's be honest and blunt.

The textures you've used are completely bland and boring and you've used them as such. The scale is hideously huge for no reason and everything looks empty. Beta4 shot is the best one becuase it shows some detailing and has a somewhat interesting peice to look at.

Sorry, I just don't like the pics at all :( 
yeah...
ditto what scampie said. the thing is, aside from the crosslights, there doesn't appear to be any details whatsoever... definatly needs more texture variety on walls, some trim here and there, maybe some curves, or at least some angles other than 90.
plus, the lighting on the crosslights is just bad... the light appears to be emitted 16 units above the actual source, and the source's texture is dim while the wall is bright. lower the lights so that they are near the source face as a starter. play around with attenuation to get a more realistic falloff.

right now, you've got the barebones -- let's see some meat. :) 
In-editor Short Of A Work-in-progress: 
http://img32.exs.cx/img32/2899/jqsp1-2.jpg

This is the same ikbase map I posted am in-game screenshot of about 25 or so posts ago in this thread. 
What Version Of... 
Radiant is that, that you were able to load the .wad?? 
RE: What Version Of... 
GTKRadiant 1.5 has had WAD support for a long time now. 
Commnets On My Map 
Hi. Thanks your comments Grieve, Scampie and Necros!

Need som more ornaments and detail? Ehh. I can do that maximum with the textures, because the r_speeds already touches 1500..., so I can't really put in more detail.

The scale is not so huge, just the shots shows that, because I used fov 100 to make a better view of the areas.

There ARE curves, though You don't see them on the shots (and remember, it's quake2 and not so much curves are enabled in this engine...), but there aren't really trims and texture blends, I see.
And don't be so clever with those lights! They are texture emitting lights, so don't tell me craps like "emitted 16 units above the actual source", because the engine makes them look lke, but they have a little trick, that's why they look a little weird. So I can't lower them (lower what? Attenuation? Craps. They are naked texture lights!). Maybe they aren't realistic, but they are interested!

Anyway thanks. That's the maximum I can do. I'm not a professional mapper, so this will be the map You will download and play free, or You will skip it! Maybe the next one will be more good...

bye Quake fans 
Ummm... 
That's the maximum I can do.

Maybe the next one will be more good...

Well, if the next one might be more good, then obviously this might NOT be the maximum you can do... 
A Couple More 
In #tf, Blitz requested a couple more shots of the fortress exterior; I figured I might as well post them here as well:
http://photopile.com/photos/sloochyslooch/quakemaps/139539.jpg
http://photopile.com/photos/sloochyslooch/quakemaps/139538.jpg
http://photopile.com/photos/sloochyslooch/quakemaps/139537.jpg

Note that the water and the road texture has been changed from the previous pimp shots. 
Kinn / Blitz 
Wow... Nice screenies really... I like the architecture, and the textures use, even if it's a little bit too much "red"... This sensation is reinforced by the red-falling sun-sky in the backward... and I feel a "bloody" after looking at the screen... Anyway, I hope my rookie comments are not discouraging you... It's a nice work however... Keep it up !! 
Shots 2 And 3 
are fantastic! 
Omg Kinn 
you rock! 
Teh Pwnage!! 
Personally I think #1 is the best as it shows how really impressive it will be when you;re actually approaching it, plus how well the lighting works with that skybox (might even have to try custom engine shizznaz for this one).

P.S. Vondur get back to the dark forests :P 
Thanks Guys 
Shambler - that's very true - #1 (view from the road surface) is representative of an actual in-game view, whilst I flymoded to take the others.

A couple of people have mentioned that coloured sky lighting may further compliment the scene (although the brownish textures give the illusion of coloured lighting to a certain extent anyway), although I don't want to stray from using aguirRe's light tool (which currently doesn't support colour). 
i don't think coloured lighting is needed. as you mentioned, the textures already lend to a orangeish appearance. making the sunlight yellow or orange (i'm guess that's what you'd do...) will probably make the textures look over saturated or something.
but either way, good work :)

i like the new texture used on the path's floor. tiles nicely and looks good.

am i looking at external tga textures? the green in the 2nd and 3rd shots is really vibrant and seems to be colours missing from quake's palette. 
Necros 
no externals - just a standard q1 palette. I did a gamma correction to the screenshots before exporting to jpg, so that may be the reason. 
More Work-in-progress... 
Lookin' Good 
If you are going for the low lit IkBase look that Than perfected, Jago, I'll be very pleased to play it. 
Oh, Kinn, 
I am soooo jealous looking at those pics . . . 
Jago: 
Interesting. I haven't before considered combining SpeedBz and IKBase. Your results look good enough, though. It might not look good in large quantities, but I'm sure your judgement would distinguish between good and bad. 
What RPG Said 
[nt] 
Nnnnggh... 
...Kinn rocks my world.

Jago: considering all the rust and drippage off those walls, do you think a murkier water tex might be more appropriate? BTW, I'm really looking forward to jqsp1 (?), your interpretation of 'base' looks very impressive. 
Doom3 Dm6 Remake 
Nitin 
Yes, I agree with you, these screenshots are really cool.. Just a question, when you say Doom3 Dm6 Remake, you told about dm6 from which game ?? 
Jplambert 
quake1. 
Nitin 
Quake 1 ?? Really ??? I will take a look this evening, cause I don't recognize the map... It seems that the architecture layout has been modified a lot, by adding extra pipes, lights, ... and many others things so ... Anyway, thanks 
Yay! 
doom3 mapping crisis is over! 
Looks Good... 
...looks nothing like DM6. 
Good Choice For A Remake Though 
 
Argh 
maps that good already?!
truly depressing....

I mean, I thought we might have a MONTHS grace. 
Starbuck 
Remember, people have been mapping for Doom3 since the leaked demo - also I would imagine a lot of people have been making generic maps in the Q3 format, with the intention of converting them to Doom3 when the game comes out. 
Nitin 
is there a dl link for that map? 
Dm6 Remake 
that remake is of Q3DM6.. :) 
Dm6 Remake 
that remake is of Q3DM6.. :) 
---- 
woops.. double post. And according to the Quake3World forums, the map isn't completed the author believes it will be over 1 month till he is done with it. 
Almost Stopped Mapping 
After seeing Kinn's screenshots.
It felt as seeing Quake3 architecture in Quake1.
Surely did a good job!
A much simpeler example:
http://members.home.nl/gimli/quake0.jpg 
Courtesy Of Friction: 
http://www.kolumbus.fi/ville.nieminen/cabinet.jpg
I am not so sure I would open that... 
MadFox & Jago 
MadFox: I've just took a look at your screenshot, and it's not bad at all... I agree with you: it reminds a Q3 architecture remake for Q1, and I like this gothik-like castle, with its central huge area, its many pillars, and its "head" in the bottom center of the screenshot... Texture use is cool as well... I just feel a little desappointed by lightning effect that shouls be really better... Anyway, nice work...

Jago: are you afraid of bees ??? 
MadFox & Jago 
Madfox: Looking a lot better than your usual esoteric work, the strong theme and much better textures is an improvement. The face is a bit naff IMHO, but this is showing a lot more promise.


Jago: ROFL!! 
Madfox 
better architecture, better texturing.

Lighting still needs to be better, seems to be either fullbright or fulldark. 
JPLambert: 
The bees thing is an "inside joke" from #tf. 
Jago... 
.. I've understood it was a joke... Anyway, I glad to hear you are not afraid of bees... 8P 
Uhhh 
"Bees" is a joke? Then what the hell have I been playing for the last week? Bees III rocks! 
Kinn... 
Stop dreaming please, wake-up !!! Bees are really bees !! you are just sleepping into a honey apiary ... 
Hey! 
come on, jplambert! there's no need to be insulting just because you haven't been able to play Bees III yet. 
Necros... And Others As Well.. 
Oh, I'm so sorry if I hurted all of you guys who play Bees III... That wasn't my goal.... Thousands apologies...
Now seriously... where can I download Bees III game ?? And why I didn't heard about Bees ans Bees II ??? ... ;-) 
Download It??!! 
You've got to pay for it like the rest of us, sonny jim. 
So... 
.. could you find me a "sale point" in France please ??? 
Q1SP 
404 
Page URL Not Found 
Same 
me want screenies :( 
Edit 
Edit 2 
http://home.comcast.net/~blitz85/blitzsp_1.jpg

I might change the floor texture 
i think i like it... hard to tell because the high saturation looks wierd... but fairly nice brushwork nonetheless. ^_^

lighting looks bland, but i think that's due to the high saturation...

maybe go a bit darker anyway though? 
Skyscraper Captains Beta 2 
Pushplay 
Amazing screenies !!! The lightning effects are really cool, and the architecture of this egyptian-gothik temple rocks !! Great job... 
Pushplay 
that looks infinitely better than the last beta. I'll let you knwo some comments when I've had a run around. 
Bliotz: 
Pretty hard to get the vibe of the map just from that small shot. However it shows decent build quality and theme so that's good.

I like the alcove in the distance, that works well and is quite effective with the lighting. However I don't like the texture combination over all, with the base + orange bits + blue floor - doesn't really work in the foreground.

Keep it up though - go map =). 
Push. 
Looks pretty good however it doesn't really do it for me. Hard to get a grasp why but it's probably a combination of the arbitraryness of the architecture and the funny blue detailing on the textures. I prefer my Egyptian style to be a bit smooth texturally with more traditional designs.

Having said that it does seem well built, well textured, well lit etc etc. I find the blue lighting a bit strong but the yellow/orange lighting nicely warm and subtle. The first shot is the most appealing. Looks like it's pretty easy to get around too. 
Push: 
I agree with SHambler, it looks OK, but not really good. Architecture seems random and usually out of place in an Egyptian map to me. The layout also seems random in places; take the third screenshot for example. THe stairs are at a 45 degree angle leaving the pillar in a very wierd relationship with them. It doesn't quite line up, so part of it is sticking out of a stair that it doesn't seem it should be doing.

I would try to make things a little more coherent, focus a little more on a particular style, and not spread thin on a mishmash of interesting-but-wierd details. GL. (good luck) 
Screenshot Of My Inprogress D3dm Map! 
Scampie 
please don't post pornographic pictures.

in fact, please don't even post until you have something to add besides your idiocy. thanks. 
Roflmao 
excellent use of corpses, scampie. ;) 
 
Kell: you're not helping encourage our community! :( 
Hehe 
 
Actually... 
I think slagging off Scampie IS encouraging the community =). 
Ok Ok :D 
for real now.

before I added the bridge:
http://scampie.spawnpoint.org/d3/scamptest6_2.jpg

after the bridge:
http://scampie.spawnpoint.org/d3/scamptest6_3.jpg

there's been a slight bit more work done to it, but nothing much more screenworthy. Going to be 2 floor, 3 room affair. Pretty standard DM fare really, just as a way to get into the editor and quirks of the game. 
Bees! 
awesome use of bees. What game is that for? 
Um 
that looks really bland, dont what it is exactly but the whole looks isnt too exciting. 
Scampie 
Yeah, screenshots looks good, and sure it's for DooM3 !!! (cause of UAC logo, etc...) 
Well, It's A Start... 
...but as Nitin says pretty bland at the moment. But hell you know that and you know what to do to make it good, I'm sure =).

Quite like the "pod" wall lights. TBH don't find the bridge adds that much to it, kinda looks intrusive given the rest of the room is high. But if it's a proper bridge then obviously could be a good gameplay feature.

I think with such grey textures, very subtly coloured lighting could be good. 
 
Shambler: The bridge is part of the planned layout. 
Fuck Subtlety 
GIVE ME DISCO 
http://scampie.spawnpoint.org/d3/discodancin.jpg

The blinking red and blue lights and yellow spotlights with cloud effects are what really make it. 
You're Wrong 
it's where the red and blue lights overlap to produce crimson; now that's class ^_^ 
Yet MORE Work-in-progress... 
I Like The Cut Of Your Jib, Jago. 
And I like the way you cut gibs even more >:D 
RE: Like The Cut Of Your Jib, Jago. 
Err? 
Jago 
Lighting needs work there. Too bright up top, too dark at the bottom. That architecture could be very interesting depending on how it's lit.

Also, if you knew this, please excuse the obvious. 
Jago 
Just stating that I appreciate a well-cut jib when I see one, really :)

(btw, nice screens :) 
looks good! i actually like the ground being dark... maybe a few lights on the floor here and there could be nice, but for the most part, i'd leave it like that... 
Jago... 
That's looking good, more interesting than before.

Sorry can't comment much more my retinas are burnt with D3 goodness. 
Cough Cough 
evilness, Shambler, evilness! 
Perhaps... 
...an APSP1 killer?


/me runs away quickly. 
Beta - The High Place - Pjw3tourney4 
Hi folks! This is probably my last Q3 map, before I move on completely to Doom 3 engine stuff, but I wanted to get it finished up.

It has two completely different item layouts for Tourney and FFA. FFA has Quad, RG, and an extra YA, while tourney does not. The map is so open that I figured tourney would be completely about the RG if it were included, and thus much less interesting.

This is far from your typical tourney map, and may not be very satisfactory to "purists", but I had a lot of fun on layout on this one, and the RA placement shows that. :) There are various obvious and not-so-obvious movement tricks and possibilities that can be discovered.

Props to Evil_lair for the textures, ydnar and Hipshot for the sky, Rungy for the waterfall, Death2UAll/RKone for the waterfall sound, and Finko for the ceiling light.

Still to do:
-some detailing
-some bot optimization
-improving lighting (which is a little assy atm)

Let me know what you think re: movement/layout and item placement (and please specify if you're talking about FFA or tourney play). Any feedback is welcome.

http://www.fileplanet.com/dl.aspx?/planetquake/pjw/mapstorage/pjw3tourney4_b1.zip
(~2.3 meg)

Screenies:
http://www.planetquake.com/pjw/screenshots/pjw3tourney4ss1.jpg
http://www.planetquake.com/pjw/screenshots/pjw3tourney4ss2.jpg 
A Quick Note . . . 
pjw3dm6 ("Guns") was a tourney map in it's early stages . . . pjw3tourney4, in fact. So if you already have a "pjw3tourney4_b1" in your baseq3, delete the old one; it's senile and starting to become stinky. 
Pjw 
i must say very interesting map, not really my style but I can see how some would like it. I played it FFA with some bots, its a fun map and they play it decently.

My only complaint really is the kinda bland texturing in some of the hallways. I assume you want to keep the walls pretty much flat, but maybe some trim or something to make it look a little more interesting. Or maybe some of those hallways with the 90 degree turns, you could do this -- http://shadowdane.shackspace.com/45degree_corners.jpg ?? My brain is falling asleep and couldnt describe it so just decided to map it, LOL.

But other than that, I felt it was good.. a nice change from most of the other maps I've played. 
Bloody Hell 
I thought either you'd got the URL wrong or my monitor had decided to display some random image off www.architectsdrafts.gr....

Well. Very original obviously. Indeed. I think it looks pretty intriguing, I'd definitely give it a look if I had Q3A. Looks like it would play pretty fun as long as it's not too easy to fall down the chasm. I quite like the style. The one thing I'd do, since it's like some weirdo fucked up temple thing, is try to accentuate that a bit with a bit more "realism" in designs. For example, the ramp thing looks a bit out of place.

Nice one anyway. 
Pjw 
This map looks... uhm... interesting to say the least. From the screenshots it looks like you've been on crack while mapping this but I hope playing the map will prove me wrong... it was acid after all, wasn't it?

I don't have Q3 installed at the moment but this screenshots might make me do that. I'll see if I'm able to look at this later today... 
D3 Wip 
I already posted those on #tf and on doom3world but for those of you who haven't seen my Doom3 work in progress screenshots... here they are:

http://www.gomjabbar.de/_stuff/screenshots/sj_cpudeck_1.jpg
http://www.gomjabbar.de/_stuff/screenshots/sj_cpudeck_2.jpg
http://www.gomjabbar.de/_stuff/screenshots/sj_cpudeck_3.jpg 
Simple... 
...but effective. Has appropriate D3 feel. Good start. 
Gom Jabbar 
Well, architecture looks good, even if rather "simple".. Texture use is a too much "flat" IMHO... As well, i think that lightning effects can be really improved: it's a little bit dark I think... Anyway, for a first D3 map, it's a good start... Keep it up !! 
Thanks Guys! 
Yeah, the design is a little . . . "different". No drugs involved--more just not really giving a crap about it looking like anything in particular and just mapping for the fun of it and playing with layout.

Shadowdane--good suggestion. Yeah, more detailing needs to be done, but since there's not much vis-blocking, I'm trying to keep things lean.

I did notice while playing more last night that it's pretty quick to go RA --> MH. I'm thinking about removing the MH, from Tourney at least, and maybe altogether . . . 
Pjw 
the good: the waterfall, the rocks, the broken path is convincing
the bad: a lot of platforms feel poorly defined because of a lack of trim, holy 90degrees batman
the ugly: that damn grate texture 
Thanks Pushplay 
Yeah, the lack of trim and the 90-degreeness are both the result of making the map too damn open. :(

I'll try to dress it up a little more before it's done. 
New Pics 
 
Shadowdane, pics look cool, but possibly a bit dark overall (almost certainly so, if those were taken at anything but r_gamma 1.0). 
Sexy Is What Sexy Does 
Nice looking map, Shadowdale. As far as I can tell, as someone who has downloaded about everything from .:lvl over the past three years, this is an original looking map. Bluish lighting and brick, very sedate mood like shooting skeet in the Bunker with William Burroughs while throwing back some whiskey and 'ludes.

One slight quibble. In the upper left hand corner of shad3dm2_pic2.jpg two adjacent textures that do not match up well. I would suggest lowering the texture with the square patterns down to where they meet the adjacent texture's verticle line. It may be just a visual trick from that pic's perspective but to my eyes it calls attention to itself. 
Heh 
"Shadowdale" = Chip's evil *other* buddy, created by the anti-Disney. 
Pjw 
yah the pics are at r_gamma 1, I do all my mapping to look best at that setting. The light levels pretty much match that of the stock Q3 maps. Except for the basement area, pictured in pic5.. I want it to be dark.

Also the level looks darker in screenshots than it does in game.. dunno exactly why. 
... 
Nice style, slick execution, great lighting....but get rid of the damn bricks on the ceiling structures :P 
SHadow 
Diffenently looking better. Screens look a little dark, but thats already been adressed. Keep it up. 
Re: Shambler 
I assume your talking about pic #4 right with the brick on the ceiling. Never really liked it myself, and couldn't figure out what to do with it so had left it for a while. But finally re-worked it slightly, better/worse?

http://shadowdane.shackspace.com/shad3dm2_pic4_update.jpg
(its from a different angle, but u get the idea) 
Release Candidate 
Okay, I worked on the release candidate all weekend and it is now uploaded.

Changes include:
-better framerate
-better lighting
-better item/weapon placement
-various bot optimizations
-all grate areas except the two large ones changed to solid to make RL/GL more useful
-MH is not as fussy to get
-no more MH in Tourney
-more detailing
-misc. texture screw-ups fixed
-custom bot added

Bots will now go for the RA, but still get retarded and fall to their deaths upon occasion. Human players probably will too, until they get a feel for things.

Oh yeah, and I changed the mapname. It's now "Cremaster Conditioning", which is a bit of an obscure joke . . .

Let me know if something sucks; I'll probably wait a week or so before going final.

http://www.fileplanet.com/dl.aspx?/planetquake/pjw/mapstorage/pjw3tourney4_b2.zip (~2.5 meg) 
May The Bee Be With You. 
http://www.taltec.fi/friction/muhennos.jpg

It's exceedingly silly that the cable doesn't follow physics properly, but i'm a silly mapper like that. 
Fric 
Now that looks sweet. Respect the uberpipe! 
Sexy Even 
Looking good there Friction. Quality stuff, got any more shots from various locals within the room? Looks like there is some quailty pipe work and I'd like to admire it more. Feed me more. 
Friction: 
Nice. 
Friction 
It needs barrels. 
... 
W3rd 
Shadow - looks better, a little plainer of course, but more natural if you get my drift. Bricks aren't a prominent ceiling material...


Fric - cool stuff, like the brown theme. Do you have a "big pipe" fetish eh boy! P.S. If you release a map WITHOUT the Bees crate, you will be forever ostracised from the mapping community =).


Jago - good stuff, coming along nicely there, keep it up. 
*AHEM* More Q1SP Mappage... 
I've Got The Blues 
This might end up in a separate map. I've been using quite a lot of textures so far. People like multi map SP missions better anyways. Right? Right?? :(

http://www.kolumbus.fi/ville.nieminen/admin_area.jpg 
Same As Before... 
Jago, looks good. I like the white lights although they need to give off a little more light.

Fric, looks good, for a small area. Looks "convincing" which is important in D3... 
...more... 
 
Friction: Nice. Again.
Jago: Post pics of different areas please. But looks good. 
Re: Screenshots 
Friction: Nice.

Jago: Nice also. I really like that area. 
Jago 
biggest issue I have is with that ladder... looks way too bulky. perhaps if you either made the siderails smaller, or did like in efdmX maps and chopped the outer edges a bit that would help. 
Fric 
definitely the best looking custom d3 shot I've seen so far. SP or DM?

Either way, at least it's not for q3 :) 
D3 
what i've been noodling with...shots are a couple days old now but you get the idea

http://www.jesselawrence.com/images/screens/pope4_d3.jpg

http://www.jesselawrence.com/images/screens/pope4_d3_2.jpg 
Lol 
friction, I saw your pic on the d3world forums when browsing through some of the tripe there. And thought to myself... well this 'ere looks like the only thing worthwhile so far...

I didn't bother to check who posted it at the time... 
Bp 
Looks pretty Q3ish. I think you need to ask yourself what the purpose of this building is. We don't need to necessarily know what goes on here, but it's nice to get the impression that this really is a useful building. 
That Looks Suspiciously Like Pope4 
Yeah 
it looks like the quake map it's a remake of! 
Bp 
reminds me of jesus 
 
You knew Jesus? 
I Knew Him On A First Name Basis 
he was brilliant at pinball

pope: the doom 3 stuff looks solid, maybe needs more contrasting lighting? More detailing/pipes/crates/crates/pipes? 
&#1086;&#1091; 
Pjw 
gets worse with every map
that a ture phenomenon 
LightR 
go map please 
Nt 
after shambler 
&#1087;&#1092; 
Wow 
It turns to gay contest !!! 
Oh, Case Solved, Everyone Move On... 
<scampwork> Vondur, you here?
<biff> 9:53 <Vondur> And if scampie shows up looking for me, tell him to fuckov!
<scampwork> :(
<biff> heheh, I kid!
<scampwork> just wanted to let him know, our friend lightR is Speedu.
<biff> lightR?
<Vondur> scampie?
<scampwork> lightR [195.208.123.213] Speedu is ~Doom@VZLAB-gw.RUSnet.ru Dns resolved VZLAB-gw.RUSnet.ru to 195.208.123.213
<Vondur> haha
<scampwork> this is after Speedu claimed not to know the architecture article and that he doesn't read func_qmap
<scampwork> i had searched google for lightR's ip, just to see if he was a troll on other places or something... only results I got were old posts on func_qmap by speedy


At least it's one of our own being an asshole. 
 
oh no! internet police got me! haha

well, posts here are real (if u only had a clue shrimpy) , the other thread is obvious trolling, but that article sure needs pics neway 
 
oh no! internet police got me! haha

well, posts here are real (if u only had a clue shrimpy) , the other thread is obvious trolling, but that article sure needs pics neway 
Dupes Rule 
 
O Rly 
gets worse with every map

http://www.planetquake.com/pjw/grafix/marriagecounseling.gif

Hope that helps. 
I'm Bored Damnit 
I demand somebody up a Q1 SP beta map immediately. 
RE: I'm Bored Damnit 
I would... if I had some webspace to upload the map to. I might want to spend some more time working on the first few rooms of the map (improve lighting, texturing and add some more detail), but my Q1SP I have in the works is geometrically about 70% complete so I want to have a couple of people give me some feedback on it. 
I Can Host It If You Like. 
 
Yet More Work-in-progress... 
And More... 
i have a map that needs beta testing, but i'm too busy with other projects to care about that right now... 
Jesus? 
wtf is wrong with you people :D

yes rpg, your observation is correct 
Jago 
Nice screenshots !!! When it will be released ??? 
Well, 
wtf is wrong with you people :D

I can only speak for myself, but I was dropped on my head as a baby. I still have the stitch marks. 
Betas 
I have some beta-ish q3 maps that have been lying around for awhile; I'd probably better polish them off (or release them as-is) before I get totally distracted by Doom3. Two small DMs, one old CTF, one rail arena; comments welcome: http://quantumtreefrog.tripod.com 
Hate Tha Us 
i hate it when people from the us think that all alabama people are red necks and all of them have accents like a hick and it pisses me off so fuck yall or think other wise 
 
Im Not From The Us 
and i do not hold that view, but let me apologise on behalf of my brother man for such disrespectful comments. When I come to a fork in the road and the land is filled with darkness, I think 'What Would Jesus Do?' and merciful lord god tells the messiah to keep me in the path of righteousness and light.

let Jesus into your heart, Chris aka Topher, and you will reach the promised land, for Christ doesnt care if you're a gay, an oriental, or a regular guy, he will forgive your sins :) :)

take care 
Starbuck 
This delightful little painting seems appropriate here:

http://disturbingauctions.com/view.php?item=23 
Thank You Kinn 
trucks are people too, and we should respect them 
Nb 
I checked out the two DMs, and I'm quite fond of Hothouse--pretty cool theme you put together there, nice layout too. It's late and I have other shit to get done tonight, but I'll get you some decent feedback sometime in the next day or two. 
Nb 
Cool screenies nb. I like more the first one than the others, which are less beautiful, IMHO..
In the first screenshot, the yellow/orange walls with its top glass ceiling is a cool idea...
The second screenshot is more basic, and I rather see nothing of the level.. not more than the external part...
About the third, it remind me a Q2 like base, but the lightning effect are really well done on this multi-platform grey architecture..
The fourth and last one offers a good overview of the global architecture...
Well, even I'm not able to play Q3 levels, it's rather good.. go mapping now !! 
A Bit More Hothouse Feedback 
Suggestions/Observations:

1. You're missing a texture--the one on the end of all the small lights. Let me know if you need a name and I'll check.

2. You can rocket-jump up from where the MH is and stand on the very lip of the glass, and jump up from there and see various ugliness. Just need to clip it a bit cleaner.

3. I love the jumps up to and up from the RG.

4. YA seems a bit close to MH. If you don't want to change map geometry and make a farther-away area for it, I'd at least consider moving it on up the stairs and in that highest perch.

5. The water bugs me. Granted, Q3 isn't exactly the icon of realistic physics, but how about having water in the lowest part of the level only, and adding some sort of flow marks or decals or something for the rest of the area where the water is now (and maybe some pipe outlets at the top)? Slanty water is bleh.

I love the layout and look of this level, and am looking forward to the final. 
Or... 
Some moss here and there in the channel where the water is now (and water at the bottom)? 
Thanks 
Let me know if you need a name and I'll check
If you could, please. I can't reproduce it, which means it's somewhere not very obvious. There's always one...

Water - I was planning on at least changing the shader and making it flow downhill; probably adding some grates at the top too. Drying out the upper area and putting stain decals or moss there is an interesting idea; I will investigate further. I think I have some moss photosources somewhere...
MH clippage - noted; thank you.
RG jumps - :D, pity the bots disagree. Though the jump from the RG to the current YA carries a serious risk of bumping one's head on the low ceiling, which is kind of annoying, but the geometry seems to work so I kept it. 'Known issue', I guess.
YA/MH - Mm, true. That'd be whoreage waiting to happen in a 1v1. The high overlook should do for now; it's quite exposed to the main room, which should make things a bit more interesting. 
An Old School Beta... 
The func_msgboard be thanked for this.

I don't know where to start, in fact I can't stop at all.
You can find me on the Anapurna, considdering what I have done.

http://members.home.nl/gimli/abandon.zip

Hope to become an alpha soon. 
Ps 
this one won't use GL, pure Quake1 as it is. 
Yaaaay... 
...nightbringer might release!

More importantly 0.00 0.00 and -1

To be expected from an egoist. 
Forsooth, the clenching brings me, to the extrapolating of a Demon? That is the gift, if indeed a truth.

^_~ 
I'm Shocked 
I just don't know what to make of the world anymore. 
Hmm 
Yay 
looks nice new with the thinner railings like we spoke about earlier tonight. good work. 
Very Nice Nonny 
We need more inspiring shots like such in here 
Nonentity 
Yes, looks nice... but just a question: what the "yellow logo" on the platform ?? Is it a lightning effect or something else ? 
Missing Light Texture 
Never mind; found it. nblights.shader missing from the pk3. Still, better than the previous beta - I forgot the sky... 
Rewired! 
nonentity:
The screenie looks quite nice, I just can't say anything about the ceilingdesign because it's a bit dark up there...

One thing that looks quite odd to me is the railing. I don't like how it's seperated into three parts (bended one at the platform and two for each stair section). Imho it would look better if it's one continuous railing. I hope my babbling makes sense to you...

JPLambert:
That "yellow logo" is a glowing rune, something quite common in D3... 
Gom Jabbar 
Thank you... I didn't know glowing rune, because I still haven't found time to buy Doom3 :( ... but it will come sooner... I hope... 
Hmm 
Yeah, it's one of the large set of runes in the decals folder.

And happens to be being used as my RL marker 
Large Areas Consume My Soul 
http://www.kolumbus.fi/ville.nieminen/storage.jpg

Old shot, looks better now. Honest. Crates. 
Fric. 
Nice one, certainly tis' a large area, larger than most in D3. Good style. Brown is the new brown. The crate entrance looks ominous. This one is looking good. 
Looking Good Fric 
Nice stuff there. Like sham said thats larger than most indoor bits in D3 that I can remember. Keep it up. 
Friction: 
looks good mostly, but i see the same problem with the lighting that i saw in some of the id maps -- you have a large area lit by a whole bunch of really small lights, and the result is that the screenshot doesn't gel as a whole. We see a bunch of little bits of architecture, and assume they are connected, but to me they look like they are all sort of swimming in this black soup or something. Like they're a collage put together from various screenshots.

Fewer lights that stretch farther would solve this problem, but i understand that there is a tricky balance with how many light volumes overlap and how many passes there are on a surface. Anyway, that's my complaint.

P.S. I noticed the alpha labs and levels in that part of the game seemed to have the worst problem with this, and starting with the delta labs things seemed to improve a lot in this regard. Not sure if it was just a different mapper or what.

Anyway, if you want more info about this, i can try. It seems like a pretty important part of getting lighting to look good in doom3, but it's hard to explain exactly why it looks wrong when you don't do it. 
I Know Exactly What You Mean 
And i've taken some measures to fix the issue already while doing light optimizations. Color of the day is GREEN and lots of it. Using huge lights with flares up at the ceiling and then illuminating the floor area just with one non-shadowcasting light gives quite good illusion of proper radiosity lighting. Especially when beefed up with shadow casting local lights at logical places. This of course won't keep lightcounts in the red, but careful planning keeps them at least in the green zone. The walkways surrounding the lower area are actually much worse offenders than the pit, pillars or ceiling, but it's not that apparent from that (old) picture. 30FPS at worst at this point.

Btw, ID kinda cheats and uses fog in almost all really large spaces. And go totally overboard with lightcounts at times. 
Been Fixing The Issue, Not Done Yet... 
...but better. (levels adjustment done in photoshop for those unlukcy ones with shitty dark monitors)

http://www.kolumbus.fi/ville.nieminen/progress.jpg 
Texturing 
If you're using D3Radiant, how do you align textures nicely? I've only played with it for a bit, but it seems overly reliant on fit-to-brush. Not being able to move textures texel-by-texel is irritating. 
You Can Do That Actually 
Shift+arrow moves the texture unit by unit to desired direction. Works best on single faces. Rotate with 1 or 0.5 degree increments and then adjust the texture. Scaling is broken on angled textures tho, so you have to do proper scaling before you start to rotate (If you need scaling, that is). 
Forgot 
You can also use FIT to get texture to fit (duh) on slanted faces that don't encompass the entire lenght of the texture. like those warning stripes. FIT 0.75 vert there i think. Then just fit the straight part with 0.25 and see how they line up perfectly. You might have to do some flipping if texture is mirrored. 
Etc 
Shift+arrow moves the texture unit by unit to desired direction.

I think I've broken something in the config; shift+arrow moves in grid-size unit increments.

Scaling is broken on angled textures tho, so you have to do proper scaling before you start to rotate

This was what was confusing me, I think. I hope the patch fixes the editor as well as the game :\ 
Nb 
I think I've broken something in the config; shift+arrow moves in grid-size unit increments.

That's a nice feature nb, get used to it and it will save you a lot of time... however, if you don't like it that way, look for an option like 'texture increment matches grid' in your preferences. That way you can use whatever increment setting you like all the time.

It would be worth getting used to changing grid sizes as needed to more or less finely adjust the texture using the arrow keys, its pretty fast considering that you can just use the 1-9 keys to quickly adjust the grid setting. It will save you time in the long run. 
Things Learned In The Last Five Minutes 
however, if you don't like it that way, look for an option like 'texture increment matches grid' in your preferences.

Since I'm using D3R, such a preference doesn't exist. I figured that the num-keys were the best thing to use; certainly easier than hammering []. 
I Need 
some testers for a Q1SP beta. System requirements are fairly high for a Q1SP. Please post here or email me (netgames@netdp.com), as I'll need to make sure the public finds the map playable before I release it. 
Hmm 
nb, just memorise 1/(2^x) for x from 1 to 8 
RE: I Need 
I am up for it. 
Tronyn: 
email me with whatever. 
Tronyn 
Sorry to hang out the dirty washing but my e-mail is kaycuffed.

Following error occurs:-

'mapversion' is not a field
'mapversion' is not a field
call1 464(precache_model(precache_model ()
demon.qc monster_demon1
(no function)
pf_precache_model: overflow
host_error: program error

I remember SOA now I've seen it! 
Mike 
Old QMap thread 2001 (also available zipped at my site), GlassMan posts:

too many precached models. Only 255 allowed including brush models. Remember each individual func_movewall, func_illusionary etc etc will count towards that maximum. Use mcache to list them. The items marked *1,*2, etc are your brush models.

it will include all the weapon models, health etc etc..use mcache & you will have them listed. 195 is a _lot_ of brush models.

Also Includes trigger_* brushes

The limit is not 256 'bmodels'. Its 256 models of all kinds. That includes sprites, each type of monster, monsters heads, the bsp of the map itself, weapon models, the rocket model, the nail, gibs the lot. I doubt you would have enough space left for all these models if you have 200 'bmodels'.
 
Ok... 
I don't mind. See on my system this map runs perfectly fine under Darkplaces without lag or errors, and when I play it it seems like the difficulty is reasonable enough... hehe. See, that's why I have testers, as for everyone else it's undoubtedly buggy and impossible :)

So, I guess I could try to reduce the amount of models in the map, but given as it has so many monsters and it is so large, I don't know if it's feasible. Hmm. 
... 
fek, looks like i'll need to use darkplaces too... 
Yes 
As I mentioned in my email (to Tronyn), DarkPlaces was the only engine I found that could run this map. 
Newest Work. 
Here's my newest quake3 work. Been using the oxide textures from Lunaran.
Enjoy :P


http://www.infosprite.com/members/Fjoggs/Fjo3tourney1-16.jpg
http://www.infosprite.com/members/Fjoggs/shot0001.jpg 
Hmm 
The walls in the first shot are a bit too grid like imo, try making the insets wider than the supports, atm it's too many 64x64 panels which make it look overly repeative.

Second shot looks nice, but you might want to think about making some of the insets a different colour (especially the set in curved bit going down the wall and along the ceiling on the left corridor), again to break up the repeative look a little bit. 
What Nonentity Said... 
...but I would add that the theme, build quality, and lighting are all looking good. The second shot is particularly sweet lighting-wise.

But yes, a less panelled look is worth striving for. 
Tronyn... 
did you get my feedback? 
Shad3dm2 - Deep Freeze (Beta 1) 
Well my Q3A port of my Q2 map - Deep Freeze is finally ready for testing!

This is a beta release, as a few things aren't quite completed but I wanted to get this out for a bit of testing to refine it before going further.

COMPLETED
- Layout
- Architecture/Details (May add a few more details/effects)

NOT COMPLETED
- Clipping (Clip / BotClip Brushes)
- Ambient Sounds (There are none)
- Lighting (Nearly perfect, but might need to touch up a few areas)
- Bot Optimizing
- Weapon / Ammo Layout (Would like suggestions if any on this)

Download: http://shadowdane.shackspace.com/shad3dm2/shad3dm2_beta1.zip 
Shadowdane 
has it been optimised? I get severe slowdown in the main atrium.

I like the layout and look though, nice detailing and brushwork. Texturing is pretty well done, it's good that you havent restricted yourself to just some of th emore common textures from that set. Lighting wise I think the blue lights could be 'colder', they dont lookr ight ATM.

I didnt play it, mainly because of the slowdown I mentioned above so cant really comment on the items. 
Thanks 
Thanks for the comments noentity and shambler. I'll take them for revision ;) 
Nitin 
yeah its about at optimized as its gonna get.. Due to it being pretty open level r_speeds average around 10,000 - 12,000 in the main atrium.

What kinda hardware you running??
I get no slowdown at all

about the blue lights being colder, what do you mean by that? More blue, softer, more saturated? 
Shadowdane 
darker and more blue.

I'm running a p3-733 with a GF2, pretty old stuff but most q3 levels run fine on it. 
Nitin 
cool.. I'll have to adjust the lighting that and see how it looks.

I'm still going to tweak things a bit, see if I can bring down a few hot spots. There is a few spots where r_speeds can jump to 20,000+ O_O

But honestly I was aiming this level at a more mid-range to high-end setup. But I'll see if I can bring r_speeds down a bit without doing anything major. I really dont want to cut detail or change the layout. 
Yup, Necros, I Got Your Feedback 
& thanks for it 
New Q1SP Preview 
Well, after 6 months of work, please find here 4 screenshots about my new incoming Q1SP map... There are not yet monsters even if some life and ammos are already present, perhaps layout and lightning effects can be improved, but the global architecture is fully built...

http://lambert.jeanphilippe.free.fr/Screenshots/SGC1.JPG
http://lambert.jeanphilippe.free.fr/Screenshots/SGC2.JPG
http://lambert.jeanphilippe.free.fr/Screenshots/SGC3.JPG
http://lambert.jeanphilippe.free.fr/Screenshots/SGC4.JPG

All feedback and comments are welcomed.. 
Cheers 
hey man, looks really cool.

you should rip some HL textures or something and put some vehicles in there (parked of course).

looking forward to it. 
JPL. 
Interesting, some good design features in there. Obviously not particularly quakey but suitably gritty and grimy so it should work.

I think you could improve the consistency between the shots tho, some of them don't seem to be related to the others, thematically.

It's a good start though. 
Shambler / Tronyn 
Shambler: To explain a little more: This map is a base-based map. You start the level from screenshot 1, and you have to progress throught different level (0, -1 and -2, using a lift) to screenshot 4... and this relates only the Silver Key Card search... 1st and 2nd screenshots show the first part of the map (the "chicane" entry and the "garage" parts).. here you are at level 0. The 3rd and the 4th screenshots show respectively the room with the Gold Key Card Door and Silver Key Card location (level -2 and -1 respectively).. As the scrennshots relates some different zone of the map, it seems normal that they can't be related to the others, thematically ;)

Tronyn: Very good idea !! I found some good prefab on the web, and sure I will try to add them ASAP

Thanks for the feedback. 
JPL 
sorry I dont really like it much. It looks a little plain, maybe its just the areas in the screenshots. 
Omg 
ppl are still making quake1 maps 
Shut Up Speedy 
 
Nice, Subtle Use Of Angles, JPL 
On the first shot.

Lighting is layered in a very pleasing way in the second shot. Like Tronyn said. it has a Half-Life 'realism' feel about it.

Third shot looks like a classic Quake base design on the lines of Jawbreaker or Genetix. Maybe that explains the transition of theme effect Shambler mentioned. I kind of see it too. However, the lighting and textures are of the same variety so in game will most likely still be consistent.

This is high on my list of levels that I am loking forward to. 
Keep The Q1 Mapping Strong! 
Rather "pale" in texturing, but quite spacious.
You're on the right way, JPL, looking forward to it.

Talking of textures...the people of Tenebrea did a tremendous job retexturing all those Q1
textures! Really thanks for that! 
Mmmf.. 
can't say i really like it... sort of like a lesser half life...

walls are plain and bare, chunky and fat looking...
the lighting is pretty good though. nice shadows and such.

sorry, :\ 
JPL 
as others have hinted at, i think the texturing might benefit from more detailing and variation. 
Well... 
Thanx for comments and advices... I will try to add some detail to "break" plain walls, by adding some details, or retexturing some part of it... I tried to do my best to build a base as more realistic as I can.. Concrete walls (like in the 1st shot) have for sure the most boring look of the map! ... Anyway, I will make some tries to improve the stuff, while I think it will be rather difficult to do something good with huge areas...
BTW, Tronyn give me the good idea to add some vehicules (car, truck,..) in the garage part (2nd shot). I found some good prefab on the web, but all dedicated to HalfLife... Is there anybody how knows where I can find this kind of prefab (car, truck...) for Quake ??
Thanks again... 
JPL 
http://prefabs.gamedesign.net/game.php3?game_id=13&start=55&total_num=160

Has a good collection for Quake 2 & 3, Half-Life and KingPin. Only a handful are native Quake.

All of these can be used in Quake. All you need to do is strip out the entity definitions that the brushes have. In GTKRadiant it is easy to do without losing the brush.

Also, if it is a Quake3 prefab, the texture scale will be .5 instead of 1.0 on the brushes, something to keep in mind but shouldn't be a problem. 
One More Thing, 
Dont go to that site without a good firewall. Mine was just having a field day when I double checked the sight. 
HeadThump 
I made some try yesterday night with other prefabs found on planetquake, but the major problem I found is the loss of textures, because I don't have Q2, Q3, HL on PC.. so textures are unknown... I was able to reuse the map file, but I need to re-apply texture to polygon... but only Q1 texture, not the real one...
So what I'm looking for now is prefab with .map and its corresponding .wad file !!
Anyway, thanks I found the website, and I will take a look as soon as possible.. 
Bleh 
prefabs must be prohibited and destroyed.... 
More Q1 Preview 
Some pictures from a base map I have been working on. The map became so large I had to split it in two. The pictures here are from the first map.

http://www.hrimfaxi.dk/Who/preview.htm 
Hrim. 
Excellent, looks very good throughout pretty much all the shots.

The only issue I can see is that the large amounts of metal trim and those small pillars can get quite repetitive, especially in the 1st/2nd and 4th/6th shots.

But overall very good. 
Hrimfaxi 
Nice screenshots !!! 
Hrimfaxi 
Shot 1: I agree with Shambler on the metal trim issue, it's too repetitive. Look into introducing more texture variety. I would also change the rock texture to a darker one and introduce some "floor terrain" variety on the Z-axis.

Shot 2: Again, needs more texture variety.

Shot 3: The white trim/pipe/whatever texture seen in the top-left corner of the screenshot looks out of place, you might want to try some other texture there. Also, the areas in which the ceiling texture meets the walls look akward. I would suggest either adding some detailing to those areas near the ceiling or change the ceiling texture.

Shot 8: The ceiling details look to repetitive. Try introducing more varied geometry in that area. Also, the big wall at the back is using only one monotonous texture.

Shot 9: The rock "wall" on the left looks just like a "wall" and not a "rock". Add some geometry variation to it.

Other than these issues, looks pretty good to me. 
Pipes Are The New Crates 
RE: Pipes Are The New Crates 
Friction: Out of all the screenshots you've posted of your D3 map, this one looks to be the most atmospheric. 
Yeah... 
you're making progress. 
Amazing 
I like the pipes into the lift cage. The light with this kind of "foggy effect" are really cool too !!! Very good !! 
 
Friction makes babymappers cry
u are too good 
LightR 
"babymappers" don't cry... they are just very interested by these kind of very good screenshots.. They realize they can really improve their "mapping style" and it really motivate to be as good, or perhaps one day better, as (pseudo ??) pro mappers are...
I guess I'm not talking just for me here... ;) 
 
*cries 
Babymappers... Or I Might Say [70.57.81.175] 
.. is again a jackass which have not enough bollocks to stand in front of me and use his real name... meany bastard you are.... 
 
*pulls JPLambert's hair and cries more 
 
*poos in his potty and then picks up the poo 
Empty Can't Be A Title 
Doesn't stand for funk_name and brushes its shoe 
He He He .. 
babbymappers had his bottle of milk, made his belch, his mother changed his napkin, and then put him to bed... sleep baby sleep... 
FMB100: Nearly There 
Mike 
Spooky thing going on there with the faces, nice features. All very palatial and neatly structured. The terrain has piqued my curiosity too. 
Mike 
Looks good so far - not fantastic, but that's obviously down the architectural bits your working with. But definitely good, the 3rd and 4th shots being the most appealing, I like the gothic touches in 3 and the proper temple shiiz in 4. Like Kell, I like the faces too, their quite unnerving.

Nice one, look forward to it. 
Mike 
Good stuff. Pretty much each subsequent shot is better than the last. I don't like your choice of a rock texture, though. 
No, Me Neither. 
the terrain itself is nice though.

yay, spikes! i wouldn't say the map looks spectacular, but it does look consistently, decently good. nice work. 
Wow 
I forgot I had this site up when my main host was down:

http://www.angelfire.com/scary/ph8accompli/quake/misc.html 
And 
Rocks 
Point me to some nice rock textures then...

What you cannot see in the screen shots is the sandy shore. This grates badly with the brown/green Quake rock textures, which is why I stuck to the one shown. But hey, I'll change it. 
Re: Rocks 
Mike, what about the one from RPGDM1? Similar color, but it doesn't look as camp (which is expected from a Lunarian-based texture). Here's a screeny from RPGDM1 where you can't really see the rocks at all: http://rpg.spawnpoint.org/images/maps/rpgdm1_1big.jpg 
I Liked The Rocks 
actually ... 
Rocks 
http://www.mikewoodham.com/Screenshots/FMB06.htm
http://www.mikewoodham.com/Screenshots/FMB07.htm
http://www.mikewoodham.com/Screenshots/FMB08.htm

The only thing is:-

1. they don't go with the beach so I will have to change that

2. do we really want to upset aguirRe, of all people? 
Bleh 
08 is the best imo ;) 
Phait 
Can't see those shots, mate. 
Copy And Paste 
To see with haste 
I Thought The First Rocks Were Fine 
but shot 08 is also good. 07 I think stands out way too much. 
I Quite Like 
#6 myself... 
Mike 
Nice screenshots indeed (I've just seen the first 4 ones...)!
Relating to rocks texture: the better shot is 07 in my humble opinion...
Keep it up ! 
Phait 
Sorry but related screenshots link doesn't allow us to view them... Using your first link (see post #1452), it works fine...
Id rather prefer misc2 shots than misc1 shots.. They remind me more standard Id quake levels than first serie.. 
Bottom Of The Thread 
impressive looking new q3 level from sock.

http://www.quake3world.com/ubb/Forum6/HTML/028007-19.html? 
Sock's Map 
Is definitely cool looking. 
Sock's Map 
That first pic reminds me alot of a UT2003 or 2004 map, can't recall it's name though. 
Screenies... 
Needs To Be Darker... 
...I can still see stuff...just... 
Gom Jabbar 
Get your own style please. Thx. 
 
zwiffle, be helpful and try not to be a doom3 map troll or you'll go on 'the bad list'. 
Heh 
it looks very q1 baseish to me. Coul do with more etailing though, but nice start. 
Actually 
Both the lighting and the architecture look Quake2'ish. Which is NOT a good thing. 
Gom Jabbar 
It's perhaps a little bit too dark, but rather nice job: It reminds me the Nostromo lightning ambiance..;) But like the other guys, I think you might add more details to avoid this sensation of Quake (or Quake2) "deja vu".
Anyway, nice screenshots indeed, and a good start for a Doom3 map.. Keep it up ! 
Well Then... 
Shambler:
I know that those shots are very dark but you reach this part of the map during a poweroutage (OMG! Innovative!) so I didn't want to put alot of pretty bright lights into it.

Zwiffle:
Drink a bottle of ricin please. Thx.

nitin / Jago:
Could you please be more exakt on what is looking Q1/Q2-ish? I know that I'm still not totally into the D3 look so knowing what exactly is wrong would help me a lot. 
Gom Jabbar 
I have googled ricin, and I find your comment offensive. Surely I am of cyanide-class poison.

Scampie: Clarify your doom3 map troll comment, please. 
Zwiffle 
Yeah you are but I didn't want to deprive you of the joys of googleing. 
Gom Jabber 
I am absolutely jealous of your FPS rates. 77! with Doom3 -- it is unfair, unfair, unfair. 
GomJabbar 
The first thing that SCREAMS Quake 2 at me is the yellow lighting. Pure yellow lighting just looks bad. You could change the light color and add some smaller yellow lights here and there, but having yellow lighting dominate entire areas is plain ugly.

The most Quake2'ish screenshot of all 3 is the last one. The design of the computer panels reminds me of some stock Quake 2 base maps. You would also want to do something about the upper part of that room being pitch black. You have a room with computers, with yellow lights on the floor and pitch black in other parts. How does that make any sense? Would anyone consider actually working on a computer in such an area? You could argue that "stuff has gone bad in the base", but static yellow doesn't work well as alarm light.

Hope this helps. 
Jago 
Yeah, that helps a lot, thanks. At least I know what you mean now :).

I'm gonna check into the things you mentioned and see what I can do about them. 
Yellow Lighting. 
I like it in this case. Hush Jago :P. 
Sojourner 
I popped a new page onto my site with some backstory for the episode and 11 screenshots (you may have seen them all already if u browse doom3world.org

http://www.planetquake.com/dazdranz/sojourner.shtml 
Fuckin A, Daz 
excellent plot line, make sure you include a holodeck too. And fill it with virtual hookers. 
Note: 
I just talked SleepwalkR into fixing pipeline, so now it's back up. 
Awesome. 
nt 
Some Progres... 
I've made some slight progress on my Q1SP map, but please, stop asking me for release dates. The only release date I cannot possibly miss is "when it's done".

http://img97.exs.cx/img97/2610/jqsp1-12.jpg 
Jago 
The only release date I cannot possibly miss is "when it's done".

Bal has missed that date on Bal3DM5. 
Looks Nice! 
i think some small 32x32 (or 16x16) lights running along the edge of the floor where the trim is shining upwards would look good and help to equalize the lighting. right now, it's super bright up top and the floor is fairly dark which looks odd.
i like the detail on the trim on the ceiling. not many take the time to extrude trim like that and it really does make stuff look better. 
Larf 
Bal has missed that date on Bal3DM5.

Now go away, you seely eenglish peeg dogs! 
 
Bal has missed that date on Bal3DM5.

Low blow! But one that had me laughing out loud, nice insultry, RPG. 
/me Hugs 
his blackmarket beta of bal3dm5 
More Progress... 
http://img54.exs.cx/img54/2997/jqsp1-13.jpg

And yes, I know that ladder has to be redone. 
Jago 
That celing on the right of the ladder looks like it needs more support, I'd whack in some poles or something there to look like they're holding it up. Its not a big deal but its a tad unrealistic as it is now. 
Nice 
jago that looks good and what mister fribbles said... 
Jago 
It looks cool, and it's an interesting architecture... I just chave to omplain about the lack of light near the floor, whuch is a little bit too dark IMHO.. Anyway, it's rather good... Keep it up ! 
Bp 
I win because I deleted my blackmarket copy because I thought it would be released soon... 
Still Got Those Dark Floors... 
still recommend putting some spots shinning upwards along the walls there. ;)

rest (besides the ladder) looks nice. 
CyBeAr Is Teh Win! 
I win because I deleted my blackmarket copy because I thought it would be released soon...

LOL kthx. 
Worst Ladder Ever. 
Ten dollars? I laugh at you. Please to note that this is no ordinary comic book. 
Progress Without Ladder... 
Shots 
actually look pretty ok. Break up the flat walls with some angles to avoid repetition. 
Whoa... 
it's a normal madfox map! cool!

is this a new map and not one of the older scraps? 
Grid 
There's a bridge-walk in the middle, which I left out. Reason it looks rather flat.

...if you played the older scraps you might know...if it's worth mentioning. 
MadFox 
Rather nice screenshots with cool lightning effects... Perhaps you should use a different texture in the middle part of the walls to break its uniformity... Like nitin, I also think that some angles will increase the map design quality... anyway, it's a good work... 
Carving Like A Piece Of Cake... 
It's my first attempt on working grid-attitude.

I wondered, how it would look like, if the texture design was carved out...and at the same time create decent "inner" textures.

Creating good carving tools, ie texture sides. 
MadFox 
Don't use the carving tool. It will only cause grief. What editor are you using now btw? 
Shhhhh 
that is something you have to learn from experience ;} 
HT, 
we're talking about madfox here. 
Yeah 
Because, MadFox, if you're using that piece-of-shit "Deathmatch Maker" non-editor, like you implied earlier, then no, you are NOT using the grid.

Deathmatch Maker doesn't use the grid, it uses it's own arbitrary decimal grid (i.e. increments of 10), with no way of changing it, because the creator obviously assumed that it's users would be too stupid to understand the concept of a binary grid system.

Deathmatch Maker is useless for mapping. Don't use it. 
Oh Well... 
Thanks for your response.

I am making the best of the less. I bought this Deathmatch maker, because I thought it would comfort me in mapping. Now I worked some time with it, and it surely has a bunch of tricky errors in it. But I must admit it's more than the Qmap I was working with in that time.

So now I am gathering the goodies in it, like the bright textures, and the prefabs, which are realy worthwhile.

The carving tool, I was making, relates to Quark. I hope this editor uses the grid well.
I got some interesting results, with polygons
extracted from leaks.

Is it true that the carving tool only causes grief? I thought it works quicker carving a cube, than adding six walls.
Or are you reffering to the fact, they could cause microbrushes? 
GODSPEED MADFOX 
We're all behind you!

/me waves a little flag 
The First Rule Of Carving: 
don't carve. 
Don't Listen To Them! 
...nothing wrong with carving. Know your scale, know your shape, know your editor, and carve and be happy.

This is carving and NOT subtracting. 
Mike: 
what's the distinction? 
I Use Worldcraft 
I use Worldcraft (very occasionally) for Quake 1 level building.

They do say in their tutorial - " Carving, or subtraction as it's sometimes called, is a fundamental feature of any Quake editor. However, it is also the most likely to cause map errors if used wrong, and sometimes even when used right. The most experienced level editors tend to avoid this feature whenever possible. "

Links :
http://www.planetquake.com/worldcraft/tutorial/index.shtm

Actually, I've been trying to find WorldCraft 1.6a Registered on the Internet and it's impossible to find. I'm uploading it to my website when I get home. It should be freely available now concidering you can't actually buy it even if you wanted to. Stupid :P 
Carving 
Well, as far as I know, the only situation where carving (or "subtracting" if you like) produces desirable (or predictable) results, is when you want to punch a simple rectangular hole into a simple rectangular brush.

And quite honestly, in that situation the end result would only take a couple of seconds longer to build the usual way. You're far better off using the clipping tool. 
What I've Lurnd From Experience 
Carving: :(
Clipping: :) 
... 
they only place where i found it useful was for taking corners off of square brushes. but then i started using gtkr and i could use 3 point clipping which totally roxors. 
Carving 
OK, this is where the editors seem to use different terminology. In BspEditor you have two distinct functions - Carving and Subtraction.

Carving is the act of determining two points on a face of a brush and 'slicing off' the denoted section, as per necros above.

Subtraction is the act of removing the shape of one selected brush/s from an overlaping brush/s.

Carving affects the one brush only and is therefore not in the slightest bit dangerous (besides, you have an Undo in the Edit menu?).

Subtraction can be a dodgy tool as it (usually)affects several brushes. As an example, in Fmb100 I inserted Tronyn's map VII right into my terrain. The terrain was larger than the imported map and therfore blocked the passageways in the buildings. So, select everything in VIII (it was imported straight into a Group and was therefore selectable en'masse) click Subtract and the shape of VIII was 'subtracted' from the terrain. The passageways were still blocked, but only by the parts of the original brushes that had not been subtracted - this was empty space before and not affected by the 'subtraction'.

Now, move through the passageways selecting and deleting the bits of terrain that were blocking the path. Very quick, and besides, you didn't think that I fitted all of that terrain to the buildings did you?

So, carve and be happy; subtract with care.

Not really a Scrrenshots and Betas topic, sorry. 
Subject Receives A Ladder Of Progress... 
Thanks for your pricisly subscription of the subject. Makes the mapping help toppic great!

In my screenshot i had a stamp sized in the shape of a walltexture. This were two polyhedrons, used as a stamp group, which i carved into a new cube of the same texture.
As long as the 2 poly's of the stamp fit exactly, they create 4 new with diagonals.
If they don't fit, they create triangle poly's
and microbrushes which mostly create errors.

Reading more of this subject encouraged me, because when the stamp is textured well, it makes pretty sideblocks. 
Oh My God 
So, select everything in VIII (it was imported straight into a Group and was therefore selectable en'masse) click Subtract and the shape of VIII was 'subtracted' from the terrain.

/me turns pale and begins to shake

somebody hold me 
Oh My God II 
Jesus Christ on a bicycle, Mike! o_O - Do you think that might have had something to do with the #clipnodes problems you were getting? 
Oh My God III 
Ahahahahahahahaha*










*hahahahahaha (etc) 
Oh My Fucking God IV 
oh no!! that's ... uh fucking satanic!
mike...omg!....


/me faints 
OH MY GOD V! 
Rockys Revenge 
Kinn Et Al 
No, absolutely nothing to do with the clip_node problem, which I believe is related to the complexity of the terrain brushwork and the limitations of the compilers, not subtraction. This is bourne out by my experimenting with terrain over the last nine months.

The clip-node issue is clearly apparent in a terrain map long before any other brushwork is added. Once extra brushes are added the clip-node problems either remain or REDUCE. I did not find any clip_node problems remaining in Fmb100 during testing, although some were reported by necros after release. (Mind you, he was probably using the ramp on the island nearest the third building and is misunderstanding the power of the launch - it's easy to overshoot)

The only real issue with Subtraction is the possible creation of extremely small or acutely angled brushes, which the compilers do not like. But these can be routed out by the Merge Brushes function or by manual deletion.

Have a look at Fmb100 in an editor and check out the brushwork: delete the buildings, compile and count the clipping errors. Reinstate the buildings, compile and count the clipping errors.

Subtraction is a tool, not heresy :-)

But then, I never did wear drainpipes either! 
Me Marvels At Woodham's Balls 
Even as a newbie mapper I have to stare in awe at somebody who would grab somebody's whole map and use it as a carving tool - lol. 
Nah, 
i noticed a bunch of the "invisible wall" things when climbing the terrain in the first area. 
Mike 
Sorry, I just don't believe that basically butting two whole maps into each other and subtracting one from the other will not lead to thousands of extraneous splintered brushes, and horrific compile problems.

How many brushes did you say Fmb100 had in the end? 
Necros 
See my previous post on the subject of the use of clipping_brushes to reduce clip nodes. There is extensive use of these where I did not expect/want the player to climb.

You can climb up to the LG and you can climb from the LG to the narrow (slightly hidden) path to the second building: or you can slide down the terrain without losing health and use the secret short-cut. You can also climb from the second building all the way round to the roof of the third building and drop down onto the platform. You cannot climb around from the third building to the back of the first building. You cannot climb from the LG all the way to the roof of the first building. Lastly, you can jump onto the island and then onto the platform of the third building.

If you look at the map, you will see that this is very deliberate.

The only clipping problem that I found prior to release was between the health and the rockets on the 'beach' area. This was removed by the addition of a clone brush - you will see that there are two triangular brushes jutting-out slightly, whereas there was originally only one.

I have yet to find a clipping error on the map but I cannot say that there are none. I can assure you that I could provide a non-subtracted version of the map that is rife with clipping errors and the final Fmb100 has so few(?) that I still cannot find one.

Any-road-up, subtraction can be used with care, is not heresy, and can by beneficial without side-effects. I will admit that my use of it in Fmb100 was extreme but this is what happens when you play around with completed maps as there was no other way I could have achieved the joining. Note that I join maps, I do not build them from scratch and haven't done since Fmb1. I have used subtraction since Fmb2 and I had my pointed tail long before that!

If you enjoyed the map, all well and good. If you did not and the clipping errors spoilt it for you, I am sorry. Will I stop Carving and Subtracting - I guess you know the answer.

And what a long post again... and still in the wrong area :-) 
I Enjoyed FMB100 
and I don't think it matters much how you built it, although I must admit it's an unusually bold way of merging two maps.

I've actually done similar operations to test the compilers. I've taken several huge finished maps and just merged their brushwork sections (not entities) in the text map file to produce gigantic brush-heavy scenarios. The biggest had around 28k brushes and still compiled, although with excessive memory consumption, processing time and bsp values (clipnodes etc). The resulting maps looked a bit odd in-game though ...

I'm still surprised at how well most compilers can handle "messy" maps, i.e. maps off grid or decompiled with a huge amount of microbrushes, gaps and warped planes. I guess it's the same reason that the build process is a bit fuzzy; it's not entirely deterministic and therefore even clean and tidy maps sometimes have build problems that can't really be explained. 
Off-grid... 
...that's another good point: I never build/join off-grid. When adjusting maps for joining you may find that a non-rectangular brush (chamfered, bevelled and/or tapered) ends up off-grid. So, and this is where I also use Subtraction, you line up your joining brush on-grid and overlapping the off-grid brush, and subtract. You now have two on-grid brushes with no visible join in the map. And is this not one of the things that compilers like? 
Mike: 
an 'invisible wall' clipping problem is where you can walk past an edge, but can only jump over. the barrier is only present when you are in contact with the floor. this can also happen on walls. you jump, hit the wall and start sliding down the side, and all of a sudden stop moving, seemingly hovering in the air.

i wasn't talking about running into clip brushes. come on man, i'm not that stupid.

also i liked the map... no need to get hot and bothered... O_O 
Cripes: 
problem is where you can't walk past an edge 
Not Hot And Bothered, Don't Worry... 
... I just can't find the clipping errors and without finding them, I can't correct them.

And I am assuming here (I know I shouldn't) that we are talking clipping errors generated at compile time and not simply getting snagged on brushwork where the player 'expects' the mapper to have put handy clip brushes in the map to stop the snagging?

I mean, if I have left a jutty-out brush in the map, I am happy for you to get stuck: it may aid MY monsters in killing you :-) 
Aguire Said It Best... 
"...I must admit it's an unusually bold way of merging two maps."

You did it without giving up or going insane, more power to you. 
Now I Really 
want to play FMB100. It is only a matter of finding the time. 
And I 
want to play [and review] FMB100. It is only a matter of finding the time. 
From A Non Mapper Point 
FMB100 was a very enjoyable and good looking map no matter how it was built, and it was relatively bug free unless you went looking for them. Frankly, if you go looking for bugs specifically, you can find them in any map. 
So Like 
screenshots? 
Prod: 
screenshots should be posted in the fmb100 thread, to keep everything balanced. 
Screenshots Are At The Top Of The Newsthread Q1SP FMB100 
Mike: 
no, i mean screenshots of other maps. 
Metlslime 
Ooops! I'm a bit slow. 
That Great Quake Engine... 
Changed the progress status to released in the pipeline.com
Now everything is vanished, strange work in the pipeline...

http://members.home.nl/gimli/Quake19.jpg
http://members.home.nl/gimli/Quake20.jpg
http://members.home.nl/gimli/Quake21.jpg 
3rd Pic 
looks decent, but break up the texturing because it looks repetitive.

1st and 2nd pics also look ok, but remove that stained glass texture or whatever that is from the 2nd pic. 
MadFox 
I really like 1st and 2nd screenshots: The red-base texture is used in a cool way.. The 3rd remind me more some "metal" world from the Quake's episode 3... Well, it's ather a good work, so keep it up guy !! 
I Like That Third Shot. MadFox 
 
Empty Titles Don't Like Me 
 
Very nice. Light the floor and you're golden. 
Lol, 
i think every screen shot you've posted, someone has mentioned that the floor needs to be lit. ^_^ 
Well, 
in my case they always say the mapper is lit, so you are doing good. Those Ikbase panels look good enough to eat off of, Jago. 
Hmm 
Maybe some fribbles inspired floor washers would do good, from each side of the room. 
Doom3 XP Screens 
I'll post it here cuz it seems the place to go.
http://www.gamebiz.com.au/news.php?action=display&id=5205
Looks good to me. 
Looks Quality 
I just saw those myself. They look good, it might be the first expansion pack I ever purchase. The one monster, that stands upright and has the things hangin from the torso, I think I've scene ealier Doom 3 shots with him in it. Looks like they might of pushed him out to the expansion and used more imps instead.

Besides that, looks like it's full of quality mappery from what is show. Who else will pick up this? I am the only one that doesn't like expansion packs? 
There Are Some Good Shots In There 
The problem with fps expansion packs is that it almost always means more guns for the sake of having more guns. If you're holding ten weapons at any given moment, at least five of those are useless unless ammo supplies dictate otherwise. I'm worried that the D3 expansion will follow in the footsteps of Turok and have increasingly ridiculuous weapons of armagedon-sized levels of destruction, but with ammo you can only find if you're so good you didn't need it anyways. 
There Are? 
That link has no Doom3 screenshots whatsoever.

The one monster, that stands upright and has the things hangin from the torso

Uh ... maybe it's best I not see this? 
Doom3 W3rdage... 
Shots: Yeah they look cool to me, looks like more doom and some nice enviroments and cool monsters and stuff.

Prod: You didn't buy Scourge, The Reckoning, and Na Pali?? Shame on you boy.

Push: I agree, it is a worry for me that this will add more shit for the sake of it, in fact I get that a lot with mission packs, the stuff added never quite feels like it blends in, it always feels a bit extra. Scourge was probably the best at avoiding that, everything it added was different and worthwhile. Well, we can hope....I'd just rather have more D00m3... 
Hmm 
Apparently the article has moved. It was there yesterday. 
New QW Mod And Map Running. 
Day\nite cycling, helicopters, AAGUNS, laser ball...too much to list check it out.

parachute = bind key to chute
flashlight = bind key to flashlight

http://www.angelfire.com/pe/skunkworks/free4all.html 
Ummm Yeah. 
That makes me want to uninstall Quake and then commit suicide. 
Never Know... 
I'll play the Devils advocate here and say - It might play more fun than it looks. 
What! 
what!





















































what!? 
Doom 3 Expansion Screens - The Revenge 
I was one of the ones who missed these on Gamebiz the other day... I just noticed that Tiscali Games also posted a set of images on the 8th, which I presume are the same ones. So for the benefit of anyone that hasn't seen them yet:

http://games.tiscali.cz/clanek/screen.asp?id=8141

Hopefully it will have helicopters and parachutes. 
I Must Say 
I love that TV-Mouth monster thing. Reminds me of the meatbag people from silent hill 3 sort of. 
 
Hopefully it will have helicopters and parachutes.

o_O 
New Texture Set 
industrial type stuff. Tex set is for UT1 and UT2004 but I'm sure its easily portable.

pics : http://www.planetunreal.com/phalanx/textures/texcollection.htm

info : http://www.planetunreal.com/phalanx/ 
Yea, Helicopters,parachutes And Mini Subs 
It supports mini subs too. I just need to make
the map...its coming
http://www.angelfire.com/pe/skunkworks/sub.html


Next is tanks....just need to make maps 
... 
mini subs?

so these arent like... full footlongs? 
Ut2k4 Maps Screens 
A Night At The Opera 
That map looks like something Glassman would make.

Cool stuff. 
Very Nice 
especially the first shot. 
Pretty 
looks like a painkiller level 
Small Concern 
I've updated the Abandon sequel, the secret level wasn't playable in FitzQuake.
So now the whole thing can be played within that modification.

Thanks to Aguire, who scaled the brushes, so after some retexture it all fits well.

I didn't give it another version name, otherwise the links are dead. Tried to start a new toppic about it, but my messages were bounced.

More for my curiosity, I was wondering what youre opinion was, best level, worst texture...
If I see what people are talking about one level, I could use some feedback to enhance the PAk file. 
Abandon Sequel? 
hmmm, I must have missed something. 
...too 
for being sick and twisted, but I'll be your good laugh...

if you turn 187 posts back. 
Or 
find #1370
thank you. 
Some Pictures From My Q1 Level 
Bleh 
looks oldskool but quality ;)
go finish and release it :> 
Ankhgod 
Well, it looks cool, but you should increase kpeg gamma! Your shots are very dark and its pretty tricky to see anything without increasing screen brightness up to its maximum... 
JPLambert 
I can see them just fine. 
O0? 
So I've to change either my screen, either my glasses ... BTW I don't have glasses so perhaps I need ones 8/ 
Ankh 
Some screenies look good, some look quite bad however. 6 and 4 look awful to me, but some of the others look really good. It doesn't seem like the map stays consistent, but you can't really judge it from screenies anyway. So, do what Vondur said and release it. Oh, finish it first, of course. 
DKT Compo Map 
http://img111.exs.cx/img111/9684/dkt-1.jpg

Finally got started. I am not sure I'll manage to meet the competition deadline :/ 
... 
what's with the disco nailgun? O_o 
Ankghod... 
Shots look okay overall but need some improvement.

But man, your weapon models and HUD are fucked, that's some serious glitch/bugs you got there. I'd reinstall Quake if I were you! 
1000brush Map 
I'm betatesting for my 1000brush map if anyone would like to help.I just need 1 or 2 people to help go through and squeeze out anything that's not good, and scrupulously desolve my self-esteem by pointing out mistakes I've made. Any takers? 
RE: 
Vondur - it's oldskool i think, made with worldcraft
Zwiffle - I will check if another texture mix in shot 4 can help.
Shambler - those are different models than the standard ones. Have installed them recently. On the shots the HUD is hidden. Only the speedbar from qdqstats is visible.

Thanks for opinion.

PS. From this moment "Ankh" :) 
To The Artist Formerly Known As "Ankhgod": 
I hope that custom model/engine stuff is optional - that kind of jazz doesn't usually recieve a very warm reception 'round these parts. 
Custom HUD 
doesn't usually recieve a very warm reception 'round these parts

KILL THE HERETIC! BURN HIM AND HIS BLASPHEMOUS WEAPON MODELS!!! 
:) 
Don't worry. The models won't be included. These are only for my viewing pleasures :). The release will contain bsp and txt file.

If someone however likes the models you can find them here http://members.optusnet.com.au/~plaguespak/ 
Zwiffle 
Err, I probably shouldn't, but I might be able to squeeze in some beta time on your map. 
Zwiffle... 
...I'd love to help you betatest your map, if the ranks are not full yet... 
Some Progress On The 1000b Map... 
And Some More... 
Jago 
It looks cool... good work.. 
Zooloo-Mooloo: 1000b Map 
Ah 
You changed it! I hope it's a little tougher now. 
This Looks Promising... 
... 
can't people ever come up with new ideas instead of doing remixes of previous games? 
Heh. 
You should have been there for my rant on "new ideas" in #tf. 
To Be Fair 
the newer shots for this look really good. I've nothing against conversions if the team actually puts in a bit of effort. Of course, it would be better if they put that effort into an original idea. 
Re: Why Not Do An Original Idea? 
Becuase everybody has their own original idea. By doing a remake of an existing game, you have a better chance of getting a team of people willing to do that instead of pushing for their own ideas. 
Waste Of Time. 
Hexen conversion for D3 - go play Painkiller. Plus, how many set-in-stone die-hard hexen fans are around these days? 
Megazoid 
Me, for one. I love Hexen. LOVE IT. Like a significant other. Almost as much as I love Quake.

Scampie, go make Hexen 3!!! 
HEXEN 
I loved all the Hexen and Heretic games. 
I Stand Corrected 
lol :D 
A Cool New Area I Am Working On: 
Jago: 
http://www.planetquake.com/greyvoid/Curv_tut/curv_tut.htm

read it, love it. you got so many things off grid in places, which will only lead to more polygons being created. 
Scampie: 
dude, i've never seen that tut before. sweet jesus that explains a lot! thx a lot 
 
great answer meltlslime 
Hexen!! 
http://www.wadsinprogress.info/index.php?a=listwads&wad=471 people do care about hexen, even if its 2 :) 
I Don't Get This... 
I open a .WAV file in Soundforge, went to Special / Edit Sample, make the file a Sustaining Loop, saved. Opened a map using the file as an ambient sound in FitzQuake and it complains that "FILENAME is not looped". 
Hrm 
Its not fitzquake AFAIK. I had a hell of a time getting custom sounds to loop in quake. It involves setting some sort of flag, and a bunch of programs had the 'loop' option but i think I ended up using cooledit pro which somehow made them work looped in quake. (Isn't soundforge the new cooledit?) 
Nah 
adobe audition is the new cooledit pro.
Good program, by the way. 
looping sounds in quake has nothing to do with setting sustaining loops. you must set two cue points as a region to enable looping in quake. 
Hi Necros... 
...could you expand a bit on that, or point me to a tute?

Please.

The other thing, I seem to remember someone in Qmap days explaining how to link mp3 files to quake. Was that ever made into a tute? 
...and Sorry All! 
...my post should've been in the mapping help thread. 
YES 
Cue points, or something like that. Do elaborate, necros, as I'll be needing the info soon too 8-) 
... 
well, there's really not much to it. you put in two cue points, one for the start of the loop and another for the end. that's all. it's just that there's a difference between the markers that he's using and these ones.

i don't know what the difference is, except that quake looks for one and not the other. 
So 
What sound programs are capable of doing that? I didn't see an option in audacity. 
So 
What sound programs are capable of doing that? I didn't see an option in audacity. 
Argh 
I suck. 
Hm... 
CoolEdit2000, Sound Forge, Goldwave(?)
these are the ones i am aware of... probably others.
don't know about audacity -- never tried it. 
Gib 
Shot #1 looks interesting, even though you obviously haven't done any lighting work yet. I am not sure I would rotate that rock texture 90 degrees like you have in the middle though.

Shot #2 shows that you need to lit your floor better and also I don't think that the floor/stair texture you are using fits in with the ikblue textures you seem to be using. I would either add more non-ikblue detailing or change the floor texture to some blue one. 
Very Nice 
pretty stuff. I always like the more traditional gothic style. What textures are those by the way? They look great. 
Looks 
like the UT set chicoruins to me. 
Most textures were ripped from 'schloss' map after I downloaded it a few days ago.

The lighting isn't finished just yet still experimenting.

However, I will be going away for a week, tommorow and mapping will be on hold, but I think I should be able to finish this map when I get back. 
Gib 
Did you get my e-mail reply? 
Ah yea jsut noticed, ta 
Gib 
shot1 look really good. I like such a theme and texes. Shot2 is also rather nice, but I also think that floor texture doesn't fit the whole texture style good. 
Uh Huh 
Same comments as above, except I also have doubts about the wood texture in shot2.

I quite like shot1. 
Photography And All 
How Is This A Map Screenshot Or A Beta? 
[nt] 
:P 
:P

"This is the place to post screenshots of your upcoming masterpiece and get criticism"

the photos are digital, so they were on my screen...

hehe, feel free to delete the post, whatever :) 
Bleh 
 
Nice Shots Though 
what sort of camera are you using? 
Bing 
minolta dimage z1 
 
I posted this in sm40, but I need 1-2 testers for my sm40 map before I ship it off to RPG for completion. I probably won't change too much, but I'd like some feedback and any bugs people find. So lemme know if you'd like to test, thx. 
The Sands Of Time 
http://img53.exs.cx/my.php?loc=img53&image=quakesands6ih.jpg

Not my map, but I thought this shot made Quake look like Prince of Persia: Sands of time. You know, when time goes back and its all glooooowwwwwyyy. 
BlurQuake 
when time goes back and its all glooooowwwwwyyy.

Coming soon to a bloated custom engine near you! 
For FUCKS Sake People 
We've been discussing this in #tf some these past couple days, but this shot is just another example of a graphics feature getting out of control. Light blooming, when done correctly can add to a games experience and atmosphere. When done as above, it detracts from the experience and only hampers the players eye sight. That shot would look much much better had the bloom been reduced to near nothing. It should be used to accent certain features within the gamespace, not washout the playing field. Guild Wars seems to be another huge offender when it comes to the bloom effect. This feature seems to originated from graphics focused consoles, where every wiz-bang feature is needed to set a game apart from another. However, it would seem some console developers have gotten a grasp on how to utilize it properly. Examples of bloom done right include the Splinter Cell series, Rainbox Six, and more recently Burnout 3 on the road surface in the far distance because of the sun. Tenebrae used the bloom effect pretty well, I was suprised that we didn't see it in Doom 3. Regardless, people need to see that this is a graphics gimmick, just as the sun glare was years ago when it appeared in ever PSOne title.
/Rant Off 
ProdigyXL 
while you exhibit no lense flare of your own, you are positively incandescent :) 
The Bloom Effect 
heh, should have mentioned that the shot was produced by me messing with settings, and actually looks fucking amazing when you run around with that on. Obviously that would only be used for a dream sequence, or using the dagger of time.

I took the time to take pics of the bloom effect being used more moderately. Before and after pics at:

http://www.planetquake.com/starbuck/bloom/ 
Omg 
those first 2 shots are my map :] 
Starbuck 
DarkPlaces I'm guessing, yeah? 
Actually... 
For an engine mod visual gimmick, that doesn't look half bad. 
In Bloom 
It kills the illusion of depth. Where the light effect shines on the textures, they only appear flat or painted on. 
It Could Work 
in monomaterial geocomps pretty well though. For it to be effective here, you would have to account for the individual darkness/contrast of the pixels to sustain the depth, and there you go: per pixel shading! 
Starbuck 
Yeah, what Kinn said--what engine?

I might have to use that for gimmicky shots of my maps on a future design of my site. 
RPG 
That's the latest beta of Darkplaces. AFAIK, it's not avaible on DP site yet, so ask LordHavoc for the download URL. 
Yeah Its The DP Beta 
headthump: dude, huh?
the shots with bloom on are the 1st, 3rd, 5th...
It just gives a blurry glow around light stuff in the engine, like a lens flare (ish). Doesn't 'kill the illusion of depth' at all. 
... 
how does it know why textures should be bloomed?
does it go by contrast or are there texture settings? 
why = which 
... 
i think it works it out itself, don't ask me how. Just seems that a fair bit of light on a really light surface will cause it. 
Necros 
Take a screenshot into photoshop. Duplicate it to make two layers. In the top layer, use levels to cut out the dark parts, blur it, and change the blend to "screen"[*].

That's roughly how bloom works in most engines... and your eyes.

[*] At least, that's what jherax assures me. 
I'm Guessing 
A bloom alogrithm takes takes pixel information from around a light source, and saturatuates the light onto the pixel and so many pixel around it. At least thats what I'm guessing. For lighter colored textures, you'll see the light and texture bleed together. I think. I'm just guess it's through a pixel shader type thing, more specficly a opengl fragment program (or fragment shader or whatever they are called). 
Okay, 
I should have been more specific. The results on the Ikbase are pretty subdued, so no harm done and could be counted as a visual improvement, but the Slipgate Complex, well . . . maybe it is a judgement call but it appears to me the contrasting materials on the walls and the rivet supports bleed into one another. 
Although, To Be Fair, 
take a look at the wall furtherest to the left on the slipgate shots with the rivets close by you. There is not much illusion of depth built into that texture in the first place ;) 
Oh 
think i see what you mean, on the ceiling, right?
pretty minor to be honest... not something i'd notice ingame. You can also change the amount it blurs and the opacity of the effect so you could adjust the effect till it suited you. 
I Would Agree 
the trade off is only a slight one. What I said before was overkill.

Does the new Dark Places beta support pixel shaders as ProdigyXL mentions above? 
Err 
another empty post in the Arcane Wizard thread... 
Argh 
wrong thread 
 
Take a screenshot into photoshop. Duplicate it to make two layers. In the top layer, use levels to cut out the dark parts, blur it, and change the blend to "screen"[*].

Or duplicate a layer, gaussian blur it and set it's mode to Lighten, get a dreamy/glowy effect. 
Head 
It wouldn't support pixel shaders as it's an Opengl rendered. In Opengl they are called fragment programs, or pixel fragment programs or something. I can't remember the name off the top of the head, hope I didn't confuse anyone. 
Okay, 
I thought it sounded like it was either a bit of a departure for where Dark Places was headed, or they were integrating Opengl 2.0 compliant code that I have not as of yet read up on. 
My Next Q1SP Project 
I've been torn recently over what Q1SP I should be working on. I've got a few projects with a substantial amount of work poured into them, and I'm currently flirting with all three, rather than sticking to one. So... I'm asking you to choose for me which one should be completed first. Cheers for looking.

http://www.planetquake.com/starbuck/nextmap/

P.S. It feels weird, using this thread for its indended purpose. 
Starbuck 
The last one; the evil doomy gothic thingy. Hands down. 
 
I vote for Oxymoron or Necromodai. Oxymoron looks like a sleek update to original Doom levels - it has that style with the slime and stuff, and I would personally love to play it. Necromodai also looks really good, and it's not a base map, which will be fresh. Not a fan of egyptian, so I won't vote for that one. 
Starbuck 
The first one, the evil overscaled temple thingy.

If only because I like the sound of 12 secrets =). Nah seriously more temple would be cool. Also, you will get it out sooner which will give you confidence to tackle the others. 
I Agree, 
the one that will take the shortest ammount of time to finish is the one I would recommend working on.

Though I too like the sound of the 3rd project the most in terms of personal interest. 
Starbuck 
The Evil Temple Thingy.

I'm not a fan of egyptian texture themes either, but based on the screenshot and description it seems like the one that will offer a good solid chunk of mappage with the least additional fuss. More bang for the 'buck. Ahem.
Whereas Oxymoron with its complicated inception has a number of different elements you're trying to achieve that, while interesting, will take more time to consolidate. I'm also not desperately keen on a Doom-textured Q1SP, but that's merely personal preference.
Necromodai sounds like a major project, one that will require some heart and soul. It would be my advice/experience that you shouldn't try to get as committed to it as you'll need to be while unfinished bsps remain on your drive as distraction.

So, finish the Evile Temple Thingy where it's at. Refine and polish. The texture theme can be expanded, modified or completely changed more easily than brushwork and gameplay and it looks like there's still some flexibility in what you can do with the design.
I absolutely guarantee that you will learn something from completing the map that will aid you when you eventually come back to Necromodai. 
HOLY CRAP 
OXYMORON GOD KILL ME NOW SO MUCH BAD BRUSHES AND WEEKS OF COMPILING THAT CRASH AT 50% NO PLEASE SPARE ME 
Starbuck 
#1: Temple
#2: Oxymoron
#3: Necromodai

However, you _REALLY_ need to work on lighting in Oxymoron. The shot of the map in it's state "a couple of years ago" looks heaps better than the newer one. 
Temple 
 
RPG Spreads Wisdom From The Frozen Northern Lands 
Do 1 or 2 first and then do 3. 
Hmm 
I'd say finish them in the order you've list them.

From what you've said, finishing up the first one shouldn't be too much hassle, then fix and finish oxymoron, and then you can freely concentrated on the big project.

(Although in terms of how much they intrest me, it'd be the reverse order).


Oh, and Oxymoron is that map that it took half of #tf to compile right? 
Colors 
They all look good to me.

Found the miracle of colours in fitzquake.

http://members.home.nl/gimli/quake09.jpg
http://members.home.nl/gimli/quake11.jpg 
Hehehe 
of all the engines to discover it in, it was fitzquake. hehe 
Well 
The thing of miracles is that they're miracles to some, and bad luck to others. Be careful how you use those things, k? 
Way To Go! 
hover that green over some liquid and it will make for either some icky looking slime or some yummy Mountain Dew. 
Metl! 
Ban him, now! 
Thanks For Input 
i will take the popular advice and complete the maps in order, Temple 1st, then Oxymoron then Necromodai. 
Starbuck 
Looking forward to it :) 
Yes Starbuck 
go map! 
SB! 
That temple map looks awesome! Not enough temple maps being made, bah to all of you! My 2nd pick would be the cool gothic thing at the bottom, looks awesome! Then oxymoron, it looks nice but the other 2 grabbed me more. 
Starbuck 
bottom one is the bestest, nice textures

oxy - everyone seen it. some even played it
not worth really imho

top one - boring style

madfox, sorry for u
go get some clue 
Slope 
They all look good to me. 
Whoa! 
i had no idea fitzquake could do this. 
Ack... 
I guess I can stop writing such detailed documentation... 
Starbuck 
oxymoron looks very cool to me. 
PH8DM2 Nearly Done... 
Just waiting for testing from some of you in #tf (yes I'm actually caring about that now). Anyway, I've finished the rough layout, which has kinda became semi-rough. There's still some details to add and bits to fix and spice up, but here are some shots:

http://www.phait-accompli.com/q/pre/ 
PH8DM2 
Just a couple of things:

In shots 1 and 3 there are 64x128 surfaces with 128x128 'hexagon' base textures on them that are cut off at the halfway line. Retexture those surfaces with a 64x128 riveted panel, or if you can't find one, use the 64x64 riveted panel instead. There's something similar in shot 4 as well, either side of the ladder aperture. Texture alignment is a good thing.

Ramps are completely different to move over than stairs, and I would imagine are especially annoying when the walkway at the top immediately turns a corner after only 128 units. Make teh stairs kthx.

Other than that, looks very swanky - I especially like the skylight trim. 
Oh Yeah Forgot To Mention 
Kell, firstly thanks for the feedback :D

The 64x128 textures suggestion is a good idea. I was thinking of either editing them and having them have a bevel/shadow along the halfway mark where they cutoff... but was still skeptical of how I was using them halved anyway.

The ramp, which comes down on a few steps ahead and to it's side - I was at first wondering if that whole idea might be annoying too - I'm going to try all stairs like you're suggesting.

One thing you may notice:
http://www.phait-accompli.com/q/pre/walk.jpg

Walkway on left just hangs there and meets w/ the 64x64 riveted texture, doesn't look right of course. That is currently how all walkways are in the rough, but I'm going to add a layer inbetween as you see on the right walkway - just logical and looks better.

I think this layout might have some good potential but I'm still waiting until it's tested. Either way it's gonna top PH8DM1 (pah!). Thanks again for checking! 
Ph8 
Looking promising, the textures need some serious fixing as you know, but it's looking like a good start. Stick with it man. 
:) 
Glad to hear, thanks. 
Xl Posting Screenshots... Is This Right? 
Hey thought I'd show of some shots of a test d3 map I'm playing with. I dunno if anything will come of this, but I'm starting to feel really comfortable with some textures and the editor. General feed back would be appreciated.

http://img189.exs.cx/img189/5594/shot000068ia.jpg
http://img189.exs.cx/img189/2735/shot000070yp.jpg
http://img189.exs.cx/img189/1696/shot000088zh.jpg
http://img189.exs.cx/img189/8590/shot000094vk.jpg
http://img189.exs.cx/img189/4971/shot000100zh.jpg 
Hmm. 
1. Any worthwhile D3 maps will need to break free from the constraints of dark-ish, tech-ish corridors that the game itself did plenty well enough.

2. See 1.

3. Looks like the actual build quality is fine though. 
Looks Alright 
doesn't look very inspiring, but the architecture does the job, quite solid looking map. I agree with Shamblers sentiment about how breaking the boring dark corridor convention would make the map more worthwhile, but it's often a positive experience to follow the norm once, just so you have a solid grounding when you deviate from it.

I say run with this, don't worry about making anything groundbreaking, and then next time start experimenting. Map on! 
On Textures In D3, 
do they need to have bump maps and specularity things and all that stuff, or would a texture in d3 look ok with just the diffuse part provided it was high res enough, say like 256x256 or 128x128? 
Nec 
You can simply choose to have the lights not cast the bumps and specularity textures, but it's not pretty. Much of the textures look like ass (usually) without them. I'd recommend at least 256 if you weren't going to create bumps or specs. 
Errr 
well the textures without bump/spec maps would stand out like the ugliest of sore thumbs! Thats for sure. 
Well... 
say all your textures were like that. 
Necros 
The map would look pretty bad, doom3 lighting doesn't feel so good without the bump and specular. =\ 
Ah, Ok. 
i was affraid of that.
i guess i'll have to wait until some nice non d3 style texture sets come around with their own bump mapping and such. 
Or... 
Just dig deep in the D3 texture set and use your creativity... 
Nah... 
i'm not really a big fan of d3 textures... granted i haven't looked at every single one closeup, from what i remember in the game, none of them really were what i was looking for. 
One Possibilaty, Necros 
is to use a displacement vertex painting script on an existing texture set that you do like.

http://www.elysiun.com/forum/viewtopic.php?t=23739

line the texture up neatly on a flat plane, work the shape over until you get the results you are after, and either take a high rez targa shot of it or export the new base model.

I haven't used this methodolgy with D3 but it works well with Irrlicht. 
Dooom3 
actually turning of speculiar on some materials makes sense - gives more natural look instead of the usual plastic\metal of d3

btw turn off bump and spec in game prefs (dont have to vid restart) and see

HeadThump: need to fuck with Blender3d ?
necr: u want gothic texes? 
Slope 
The material support in the 2.3x releases have been great for my texture creation, but the interface is still not the most intuitive in the world.

of course, if I could afford zbrush 2 I would pretty much ditch blender3d. A lot of the import/export scripts are buggy to put it mildly. 
Specularity II 
actually turning of speculiar on some materials makes sense - gives more natural look instead of the usual plastic\metal of d3

From a texture artist's perspective, that's a no. Everything has at least a tiny bit of specularity to it, even wood and skin. Fleshy bits and the admittedly rare wood surfaces in doom3 all do have specular maps - the histogram never reaches above 8% for any of them but they are still there. 
 
still, less specular would help to achieve more realistic look
btw in a game world u could pretty much round off small values since its not near perfect simulation 
Q1 DM Beta Testing Needed 
http://www.phait-accompli.com/q/ph8dm2/

I was about to beta test this in #tf but that did not happen. I need 2 people if Kell is still able to help, else I'll need 3.

Anyways, in it's prior version it was beta tested between pope, blitz and zwiffle and I got some suggestions and have implemented most. Right now I am thinking of what to do with the main room as it's kinda bare.

If you want to help beta for the revision, you can message me:

AIM: itsphait
Yahoo: phait_accompli
MSN: thecarbonflaw@yahoo.com

Thanks. 
Yarr 
i'll help test. i don't have the first two message services and you aren't on msn.

but yeah. i don't get to play q1dm often, so it would be fun. ^_^ of course, _when_ you plan to do the test would matter... 
Phait 
I can't test your map now since I don't have access to my PC atm (and won't have for at least another month), but shots 5.jpg and 7.jpg are showing much promise in the layout and style departments. 
Blitz & I Went Through It... 
In a nice style throughout discussing possibilities and definite improvement/fixing suggestions. I'm going to work on that about a minute from now and then I'll be around throughout the day on and off to test. I get some bad ping though (120-200+) so I dunno... I don't recall having that problem last time I QW'd last year. 
BTW 
Really fixed up that bare skywindow:

http://www.phait-accompli.com/q/pre/sky1.jpg 
Phait 
I've just took a look at the screenies, and yeah, it's really promising !! Nice architecture, good use of base-based textures, cool lightning effects, and good open area for DM contest.. Release it now please !! 
When It's Done. 
 
PH8DM2 Beta Test 3 
Anyone interested again, it's 5:14 PM central I'll be on for a couple hours. There is only a few things I forgot to touch up in the map: a light stuck in a wall, 1 missing light source and some other trivial bit.

Again, contact me here, thanks:

AIM: itsphait
Yahoo: phait_accompli
MSN: thecarbonflaw@yahoo.com 
Phait... 
...that's looking very cool. Solid, clean lines, detail at all levels. You will of course add some outdoor sections and some more built areas as you expand it into an SP adventure.

:) 
Glad To See You This Focused, Phait 
keep up the good work! 
Yeah 
Although your contact details put you out of my reach for playtesting, I had a run around in the map yesterday. It's a very nice piece of work, lots of cool details as well as an overall flow and continuity.
I'm with distrans - an SP map like this would be great. 
New CTF Map.. 
As I strive to release a new beta of Fjo3tourney1, I started working on my first CTF map.

Bear in mind that there's not a single light entity yet, so the lighting is a bit cheap. :P

http://www.infosprite.com/members/Fjoggs/Fjo3ctf1_3.jpg
http://www.infosprite.com/members/Fjoggs/Fjo3ctf1_4.jpg 
Looks Funky 
fjoggs! 
Btw 
where is the q3 dm commuity hanging out now that q3w forums is gone. 
Mwahaha 
LOL!! 
Ok Lunaran, you rule. 
Teh.. 
Busted :P
Altough I don't see the reason why I should want to post old radiant shots. :P 
Fjoggs 
Well, to make you feel better about the old Radiant shots...

http://rpg.spawnpoint.org/images/blah/sm69teaser1.jpg
http://rpg.spawnpoint.org/images/blah/sm69teaser2.jpg
http://rpg.spawnpoint.org/images/blah/sm69teaser3.jpg

Now everyone tell metlslime to hurry up with that last bit on SM69 so I can get started on the gameplay. 
RPG 
Hehe, thanks. :P

nitin: some of them are at levelsource.com and others are at map-center.com.
The rest, I don't know. :( 
What is with people not gamma correcting their shots? The first is entirely black, the last 2 could use a little brightening. 
Phait 
#1 is indeed way way too dark. #2 and #3 seem fine here. There's just not much contrast to begin with due to no lighting. 
Another Thing... 
viewing dark images on a white background affects the light/dark perception as well. Not that you need to create black pages for your preview images, but it'd help :) 
Phait 
go map plz 
Inertia 
Who the fuck are you telling to map, when I am mapping, and you're not? 
Phait 
go map plz

;) 
Phait 
GO MAP

bye 
Phait 
Go map. 
All 
Everybody should go map instead of blaming Phait not to... ;) and me as well I go map, I know, I know.... 
Every Time Someone Says "go Map" 
I kill a kitten.

so please, think of the guy that has to clean my carpets 
Lun... 
Go m....oh nevermind =/ 
Shambler 
Go map. 
Grunt ! 
^_~ 
Shub-Niggerath winks at that! 
^_~ 
 
YOIKS! 
That is pretty disturbing lol. 
Alright... 
...grunts and enforcers that suddenly morph into fiends and shamblers! There's an idea for QuakeV 
Stuff 
Posted 4 shots of another test map.

http://www.gtimmins.net/wip/wip.html 
Prod 
You might want to add a bit of color too all these doom3 shots, too much black and white in my opinion. 
Prod: 
and more detail too

and
Shub-Niggurath: go map! 
for some reason, i really like the look of the second last shot in there... the white on grey... reminds me a lot of system shock 2. hm... that could be a good theme for a d3 map... 
Screenshots... 
Well, here are some screenshots of my last map. It's currently build by 40% 5it remains me the main castle to start...), but I would like your opinion about it.
It was previously started for DKT3/Winter Pack, but due to many reasons, I was not able to finish at time...
My main idea is to have a night/foggy map, so it will be a little bit dark, so close the lights around you !!
The fourth screenies have black fog effect.. the last one have no fog, just to show as far as possible the overall layout of the map, and the terrain around 5built with NTG)..
http://lambert.jeanphilippe.free.fr/Divers/PREV1.JPG
http://lambert.jeanphilippe.free.fr/Divers/PREV2.JPG
http://lambert.jeanphilippe.free.fr/Divers/PREV3.JPG
http://lambert.jeanphilippe.free.fr/Divers/PREV4.JPG
http://lambert.jeanphilippe.free.fr/Divers/PREV5.JPG 
JPL 
Well, judging from the few non-pure-black pixels in those shots, i'd say it's looking rather tasty so far :D 
JPL 
What Kinn said. Also looks a little blocky in places, but good in others, nice arches and stuff. 
Hey Guys 
This is a shot of a character model I did for Doom3:
http://lambert.jeanphilippe.free.fr/Divers/JPLDrunk.jpg 
That Is Very 
Low BROW humour, even coming from THE BROW 
Uh.. 
doesn't look the real Floyd to me.

A good old medieval castle, I see.
Reminds me to the mist brush the Virtus wad had. Only strange to leave the mist with water sounds.

Black fog, my poor screen.
But yeah, map on! 
All... 
Lunaran: Hey !! It's me just at the end of a big party, the last huge one before I got married !!! BTW this photos is 7 years old, so just add few white hairs on side, and it's me today, not drunk any more ;P

Kinn, MadFox, Shambler: I'm glad the dark fog effect didn't hurt you. I was afraid the low level of brightness of the shots will not let show anything about the map..
I'm still trying to find a good trade-off between sunlight level, minlightlevel, and fog density/color.. And I'm still trying some stuff... Thanks for the feedback.. 
Lunaran 
Nice werk mate. You've got some good specular going on with that skin. Perhaps the look of the character is a tad "cartoony" for D3, but otherwise, yah, looking groovy :D 
 
Yeah, Not Bad Lun 
I like the HDR above the ravening daemon's head. Qualitay.


Model's a bit ugly though. 
Don't Be Mean 
it's an NPC you guys 
Don't Be Mean 
it's an NPC you guys 
Bluh 
metl, that icon thing isn't fixed 
Yes It Is, 
becuase your posts all show up. 
Well It's Not My Fault! 
So it must be yours!

erm 
Only The Real 
luna ran for the eternal floyd mascotte, and now he got it, he's realy tacamotsushi-ed. 
 
Your search - tacamotsushi - did not match any documents.
No pages were found containing "tacamotsushi".
 
You Even Bothered Searching? O_o 
;) 
MadFox / Kinn 
Is it tamagotsushi instead of tacamotsushi ?? A genetic modification using tamagoshi DNA and sushi DNA ?? Is it really possible ?? ... weird thing indeed... 
Ment 
tamagotsi, but my memory left me.
SushiMaster and the Ape - Frans de Waal.
human behaviour. 
Okay 
what does any of it have to do with me? 
No Thing 
just wondered why you're not content with the icons things. 
Some Screenshots 
This are some pictures from the starting outdoor area of my new map. It just shows the basic idea. Texturing, lightning, details and so on not done yet. Level will expand below the surface into base style architecture.
http://republika.pl/quake_1/project2_1.jpg
http://republika.pl/quake_1/project2_2.jpg
http://republika.pl/quake_1/project2_3.jpg 
Ankh 
YOUR HUD AND ICONS ARE FUCKED MATE. I THINK THE GRAPHICS MIGHT BE CORRUPTED. I'D RE-INSTALL QUAKE IF I WERE YOU. ALSO CHECK YOU HAVE THE LATEST DRIVERS FOR YOUR GFX CARD.


P.S. map style looks nice. Roll on another map, w3rd/ 
Ankh 
Evile. I like the concept, but I think it would look better if it had more of a visual flow to it, and the brush shapes were less recognizable. 
Mmm 
yeah... the brushwork seems ok, but the brimstone texture is terrible here. it's repeating all over the place. either use a bigger texture, scale it up 2x, (or 1.5x) or make more indentations into the rock to make lighting change more along the surfaces.

i do like how the light is low and close and you can't see the ceiling or walls. it makes it seem very large when it could be only a little bigger than the area itself.

keep it up! :) 
Betatesting (duh?) 
for my Lost Chapters map currently. Please have the necessary chapters files so you can test it properly, no offense to distrans but being able to fight the monsters is mandatory. :)

Preferably someone who has also worked with the content so that those who aren't making a map for it aren't exposed to it prematurely.

I should only need one, maybe two at the max to help betatest. Thx. 
I'll Beta Test. :) 
but being able to fight the monsters is mandatory.

yes... although it can be funny at times. ^_^

email me at the email listed here. :) 
Shambler, R.P.G, Necros - Thanks For Feedback 
Necros you are right about the brimstone texture, I will have to find another if rescaling won't give good effect. Maybe someone can suggest a better one. A set of red textures would help me a lot. Additional indentation would be problematic due to r_speeds I think.
Shambler don't worry about my HUD. It's ok (in the right corner you can read the time, kills and secrets count, the other parts are hidden). 
Ankh 
I agree with necros, you should scale texture up by 2, in order to break this unifromity feeling I had when looking to the screenshots.
IMHO, some light effects near the ground with fire, or torches near pillar will help the player to find his way in this dark cave..
Nice work realy, keep it up ! 
Title Goes Here 
Friction 
Blue & yellow wire texture sucks 
Friction 
use less textures please.
Also, go map ;) 
I'm Using Too Much Texture Memory 
And it feels so good. 
Friction 
That's a really good start, but make sure you make the floor darker so the player has an even harder time seeing where he's going. 
Impressive 
Friction that looks like some kind of evile space station/spaceship. It looks somehow different from the rest of the Doom 3 maps out there...I think it might be the ceiling/upper wall detailing...anyway good work, keep it up. 
Necros 
Did you get my email? Just wondering, I don't think I've received anything from you yet. 
I Got It This Morning. 
i'll play it tonight and let you know tomorow. 
Friction 
Like Blitz, I think this screenshot if so far the best I've seen for Doom3. Nice complex architecture of a spaceship/lab/or something like this, but really nice ! Well... as usually said here: go map ;) 
It Broke Down. 
Still Think Those Colorful Wires Are Gay. 
And since we know you are awesome Friction, we can be really picky with you. That texture in the top left corner is sad.

Not going to fawn because you know it's awesome yourself without me telling you. 
Add... 
even more little debris, and some debris/dirt/bitgs decal on the floor and such. 
bits, not bitgs 
finaly, a d3 screenshot that isn't so dark i can't see anything!

some of the wires should hang down, possibly with some ripped completly out and sparking and swinging around. :) (if that's possible o_o)

the rest looks fine to me. 
Well. 
Swinging wires and sparks definitely are doable, but as I just broke 100.000 r_speeds in that area, I'm bit worried about adding extra detail.

What are acceptable FPS rates anyawys? Did the ID maps cause framerates to drop below 20 when not in combat for anyone here? Because that's what happening here.. 
Hmmm 
I would say try and keep fps at around 25-30 minimum..

The hard thing is that performance varies A LOT between each generation of graphics cards on doom 3 from what I have seen, and the best way to keep framerates up on lower gen hardware is to keep the lightcounts per face down as much as possible (yeah... duh).

Sounds obvious, but from all the systems I have tested my map on (geforce3, geforce4mx, radeon 9800se, radeon 9800xt) that seems to be the best way to keep fps up. good portaling comes next, followed by actual scene detail levels (polygon wise) ...

Err hope that helps someone! 
Random Doom3 Mappage 
These are from a map I built over the past week for a design test. The spec was to build a Maginot-Line-style bunker in Doom 3:

http://www.celephais.net/shite/bunker1.jpg
http://www.celephais.net/shite/bunker2.jpg
http://www.celephais.net/shite/bunker3.jpg
http://www.celephais.net/shite/bunker4.jpg

Overall it's a bit plain, but it's hard to make a map like this without lots of sppopriate models to scatter about. Oh, and the hazard striping is goofy as hell, I realized.

Note: textures are mine, too. 
Appropriate 
 
Metlslime 
Wow, really good screenshots. I visited in my youth a part of the Maginot-line (I'm native from North-East of france, so, it's a part of my "cultural" knowledges...). I found the screenshots very realistic, as far as I remember !! Nice textures as well...

Just take a look at (it's in french.. sorry...)

http://verpelliere.free.fr/hackenberg.htm
http://www.le-site-web.com/onac57/site-mf/Veckring.html
http://www.ifrance.com/letunnel/maginot/fortif.htm

The last web site is slow, but full of interesting photos... ;) 
Hey! 
Nice textures there, subtle. With some more detail and junk thrown about, it would be quite HL2ish. 
Lonely Q1 Screenie 
I Like The Shapes ... 
But some will peck you to death about using the same tex on walls and ceiling.

Do as you want, I say. 
On The Floor Too, Actually 
wizmet1_2: the gift that keeps on giving.

I'll try not to overuse it. 
i like the ceiling details and the 45 degree angles. :)
lighting is fine 
I Like That 
looks good blackdog 
45 Degree Angles Make Everything Better 
Seriously.

Lovely corridor that, but I want to see a junction and room entrance next. Making them to look good while using complex corridor designs is the hardest part. 
Metlslime: 
Awesome work! 
Lighting Needs More Drama 
http://www.kolumbus.fi/ville.nieminen/bright1.jpg

Shame I didn't think of adding floor height variations here before it was too late (read: can't be arsed to re-map that much anymore) 
nice, it's not completly pitch black like most of d3's maps. ;) having proper lighting gives the chance to show off the brushwork a lot more.

also, the style feels different from the original game. still feels like doom, but not typical delta/alpha labs stuff. well, that could just be the lighting. ;)

nice work. :) 
Friction 
Looks cool, rather a nice space-ship/base corridor, I like it ! ... and now go map.. ;) 
It Could Just Be That Angle And All The Bumpmapping 
but that looks like it suffers from what I call "ut2004 syndrome". By that I mean that it looks 'overdetailed and cluttered' if there is such a thing.

then again, I havent played any new engine games so maybe they all look like that. 
Nitin Has A Point 
I know I've went overboard on some of the wall details due to the lack of planning. Different kinds of trims and wall extrusions too near eachothers, especially in the corridor on left. I'll fixx0rate. 
Friction 
"Different kinds of trims and wall extrusions too near eachothers, especially in the corridor on left"

thats what I was trying to say. 
Friction 
Looks very, very good; especially the lighting. I think I also agree with nitin, in that the wedge wall extrusions on the left corridor might be a bit too much. 
 
Looks like the Happy Days of Doom3 maps. 
MP Thomasc Teaser 
Wow 
really like the look of that T_Creutzenberg!

Are those new textures? I dont recall seeing them in doom3, and they are very sexy indeed.

Love the colour scheme too, very monotone but with the red lights adding some colour, makes the map feel very bleak and harsh.

Be sure to post back here when its released eh! 
Yah 
Looks nice, T :)

I'm glad we're starting to see some quality coming through now for D3 
That Is By Far The Coolest Looking Doom3 Map 
that I've seen pics of.

how does it run though? 
Curious 
The screens look great. I was just wondering how much of that comes from existing Doom 3 mapmodels and how much is new - did you make much in Max/maya/whatever? 
That Looks Great 
But it's MP, so I don't care. 
Looks Nice 
for high spec machines

Meaning "I can't be arsed to optimize properly" I assume? 
Thanks For The Comments 
DaZ: It's nearly all Doom 3 textures, I created a lot of decals myself though

nitin: It'll run a little bit slower than the multiplayer maps shipped with the game

than: I used a few model from the original game and created all the rest in Doom3Ed myself

Lunaran: Why not wait with such comment until the map is released? The map file is included and you can then check yourself what else to optimize. 
Like I Said In D3W Already 
Kickass! I'm so going to stea... borrow your idea of decal usage.

That barrel trap is pretty neat idea btw. 
Comments 
Why not wait with such comment until the map is released?

Because I'm commenting on what you said. Simply stating "this is a map for high end systems" is a copout, and it reflects the attitude of the mapper to go gonzo with looks without taking the responsibility of ensuring the map runs acceptably on the same spectrum of machines that the original game does.

Also, since I don't have a high end machine, maybe I won't be checking? 
Don't Listen To Him 
you just deflated his e-penis a little bit 
 
it's designed for high-end vaginas 
Oh Poo. 
I somehow can't believe that map would be slower than the ID originals, atleast not when compared to some SP maps. Hell, i got less than 10FPS in combat at times. Looks it could be portaled up quite nicely, which helps a lot. 
Friction 
try cubemaps on lights or swinging hang lamps? 
T_Creutzenberg 
croud is demanding SP version!

('Large' and 'high spec' sounds scary tho :))
btw, are there any d3 servers for large player load (more than 4 per map) running 
Well ... 
Lunaran: Well, then don't check it.

Friciton: id mp maps run with about 40 to 65 fps on my machine, mine does with about 30 to 65. 
Meh 
Who cares if the map is aimed at machines higher than Doom3's recommended spec? I know I certainly wasn't gunning for a Pentium 75 when I made my Quake maps :P

Anyway, T_Creutzenberg is a pro and I'm sure this map will rock. 
Kinn 
Yeah, well, Quake wasn't released six months ago.

I'm not debating that the shots look nice - you've done an excellent job and I hope that when I finally have Doom3 maps to show off they look that nice. But saying "this map is for high end machines" says to me that you're either seeing slowdowns in-game and don't want to take the time to do anything about it, or you're covering for doing so in the future.

It's obvious nobody wants to make the mental leap of actually listening to me so I'll quit posting. 
Lunaran, 
that's not necessarily true.
if the original vision of the map was something that called for larger spaces and more "stuff" (let's use a general term here ;) ) than the original id maps, then no matter how much it is optimized it will still run slower than the id maps. it's just that optimized it might get 35fps as opposed to 25fps unoptimized, so you're argument isn't rock solid anyway. 
Another Thing... 
if the map is designed for large player counts, then it must be designed to be played using mods which allow them, since the max standard player count is just 4 (unless a patch has changed that.) Obviously there must be an audience with pcs to run the map with lots of players.

I don't really see reason to criticise on the grounds that the map is designed for high-end machines anyway. Doom 3 doesn't really run acceptably on the p4 2.2ghz 512mb gf4 system I use at work - even in low detail 640*480. I consider this machine to be a decent enough games machine, but id obviously doesn't. 
Just For Clarification 
by "optimization" I meant all the different mapping practices that fall under the realm of ensuring good performance, including designing and building from the ground up with an eye on such. 
Lun 
You know people have been putting that in their readmes since the days of Quake. Some people just like to build high-poly stuff, and there probably isn't too much he can do to comprimise r_speeds without the looks taking a serious hit.

Nehahra, for example, might have caused a slowdown for some on lower end machines, but would it be prudent to accuse them of laziness just to cater to the minority of people?

Unless Creutzenberg means that we need an X850 512MB to play the map, it's not really fair to say that he isn't doing his job as a mapper, just because the r_speeds are a little higher than normal.

fake edit: I see Kinn basically said the same thing in far fewer lines. He will receive a gold star for the day. 
Heh 
I was about to make the same statements Lun made. Thanks Lun for being a witch instead of me! 
I Don't See That It's A Big Deal Either Way 
People have been doing it a long time--czg himself with czg07--and if someone wants to map that way, let him.

However, having said that, poor optimizations (if they exist) and making something that is only playable by a small portion of the potential audience should be the foremost concern of all designers. 
RPG... 
... how's the optimization on sm82 going? 
For Some Reason... 
Mentioning the fact, that a map requires bit more beefy computer than usually tends to make mappers go silly.

I wonder if there is any "I MAKE MY MAPS TO RUN SMOOTHLY ON A SHOEBOX, WHICH IS ALSO MY COMPUTER" factor in it. 
Bleh ! 
Shoeboxes suck... go map ;) 
Distrans 
Well, your crazy Australian question has misled me and instead of actually answering your question I've typed this otherwise unreasonable response. 
I Just Answered That Blitz 
You five posts ago: Nehahra, for example, might have caused a slowdown for some on lower end machines, but would it be prudent to accuse them of laziness just to cater to the minority of people?

Me five posts before that: Yeah, well, Quake wasn't released six months ago.  
 
good point friction

btw gf4 was obsolete even at the time of doom3 release (if not before)

increasing load on the PC is fine if its justified by the enhanced visuals (or features)

Lun must be calmed down 
Bzzzzt! 
Looks Cool 
looking forward to this (kinda, it is doom 3 after all :( ) 
 
doom3 rockes!
(just set g_kicktime "0") 
 
doom3 rockes!
(just set g_kicktime "0") 
Dostoevsky 
Pfff 
Shame on you, there is no merit to fight with an old woman... doh !!! 
JPL 
But what if she's possessed by Cthulhu? Is there merit to kill her then? 
Uh... 
what is that?
i don't recognize it. 
That's The Moneylender 
from Crime and Punishment 
R.P.G 
Oh, if she's possessed by Cthulu, I have to apologize... Let's kill all Hell's gran'Ma ;) 
Why 
Is the moneylender wearing a vinyl vest? 
Mixom Performance Racing Exhausts 
Invertedpenguin 
http://www.chimpans.se/ip/

I and a friend called Fjoggs are making this, its of course a WIP. Its a 2vs2 for quake 3 CPMA.

Btw, very nice engine there Friction. 
That Looks Good 
Being a WIP, I won't point out that some halls look kinda bland, cuz I figure you guys will fix that. But looks quality so far, gl with it. 
Voodoo 
Some interesting textures there - some look almost kothic-ish. Where are they from? 
Textures 
flamel by http://www.planetunreal.com/undulation/
(ut textures) if anyone wants them in jpg, just ask.

And then some textures by www.badmeat.com mixed from all over his maps.

I love kothic, but its a very narrow set, I would like a follow up someday :D 
 
or an expansion! 
 
wait, I mean the textures for 'the color anger', the q3 version. Sorry for being stupido :D 
Bleh 
Fric, awesome! And pipes and everything.

Voodoo, you got some good ideas and nice designs in there. You need to work on the consistency so quality designing is prominent through the whole map. 
Vodoo.. Etc.. ;) 
Screenies looks good, really nice work !! And thanks for the texture links !!

Oh, and welcome back on Func_: there was a long time you didn't post here ;) 
Yah 
I haven't really have anything proper to show until now. But yeah, consistency is being worked on. Thanks for the comments. 
Yeah, 
the texture from Color of Anger are called Kothic.

well, at least, kell didn't correct me when i was calling them that. O_o 
Teh 
haven't pimped in here for awhile now so I thought it was about time ;p
My "latest" map, Fjo3tourney1 is nearing beta3. (It's not my first map ;p)
A few screens.

http://www.infosprite.com/members/Fjoggs/Fjo3tourney1_beta2-1.jpg
http://www.infosprite.com/members/Fjoggs/Fjo3tourney1_beta2-2.jpg
http://www.infosprite.com/members/Fjoggs/Fjo3tourney1_beta2-3.jpg

Think i'll have the next beta ready in a few days. 
More Pimp 
More pimpage by Fjoggs(and me).

No new screens, but a new beta for invertedpenguin is up at http://www.chimpans.se/map_invertedpenguin.pk3

Still a WIP, so some areas are very sparingly detailed. 
Fjoggs 
Fuck dude, looks nice... now my own map textured the same will look ass whenever I decide to finish it :( 
Quite Neat Fjoggs 
How about adding some pipes? Gotta have pipes! 
MY MAP HAS PIPES! YOU WIN THE BATTLE, BUT I WIN THE WAR FJOGGS! 
Hmmm 
I tend to agree. Pipes are needed. Looks good although I personally find the texturing a bit....heavy. But build quality and lighting and all look great so that's cool. 
Damn, Fjoggs 
Are you still grinding away at that map? 
Doggy! 
Huhey, good to see you again.
I'm missing you on q3w (it's back up) <3

Yeah, I took a break on it for like 4-5 months, due to the .map file being borked three times so I had to decompile it and clean it up alot. :|

Thanks for the feedback. :)
Regarding the pipes: Not sure where I should actually place them and prevent them from looking totally out of place. There's a few pipes in one area, but I can agree that they'r presence is missing. I'll see what I can do. ;) 
Omg Czg Is Making Hentai Doom 
Hentai Hardcore 
czg will you be modeling the schoolgirl, or making her out of patches? My suggestion would be model, as you could make some hawt animations, more wank-factor on her that way. Btw a bukkake button is probably needed too. 
I Won't Try To Follow The Mighty Levelord In This 
Hahaahha 
Hahhahahahaahahhha, I wonder how many people missed that one :D 
OMG Tentacle Pipe Pr0n 
Friction you just got out-piped so badly I bet your ass is bleeding! 
Typo Mismatch 
I should have been named ASShole, rather than ASSault...
doh !! o_O 
Oh... And 
it also looks like a "spider head:.. like tarentula mouth... 
Yeah 
Cheers for that JPLambert, but I think the "ass" joke was kind of implicit in the original title. 
He He 
I also have a thought for guys who understand quickly ... but after many long explanations... bleh... 
... And Many Often... 
.. I'm one of these "slow" guys ;) 
 
No one missed it who played it... the phallic jumppad used shooter_plasma entities for a spermy suprise for anyone bouncing off that way. 
...much Like This Map 
Haha 
hahah, where do I get that? :D 
Bah 
You're all just in love with the original. Imitation is the most sincere form of flattery.

http://rpg.spawnpoint.org/images/blah/peniledevastation.jpg

czg: pipe hentai porn? Cthulhu would be proud. 
Splinter Cell 3 Screenshots 
http://www.splintercell3.com/us/splintercellchaostheory/screenshots.php

There are less "ass-dick-cum", but it's rather interesting... ;) 
I Just Passed... 
Splinter Cell: Pandora Tomorrow
It's way too short and not too replayable, and multiplayer interest seems to be lacking. From what I read Chaos Theory is supposed to pick up the slack with less linearity. 
Dm_carousel_beta 
Hey peeps, check out my beta HL2DM map. I'd like to hear from you fockers before compiling the final build:

http://forums.steampowered.com/forums/showthread.php?s=&threadid=256780&perpage=15&pagenumber=1 
So... 
Hawt! It's on fire! 
Looks Good Slipi 
I like what I see so far -- a nice interweaving town style DM map. The shots seem to have a competent build quality and well executed style. It looks like you're getting some advice on the Steam forums too from people that went through and played the maps. I read some of the commentary and I agree with what's being said -- the fog contrast against the tree models in the background doesn't look so hot, and you do need to optimize things for those on lower end machines. Other than that, it looks good and I can't wait for the final build :) 
Carousel (final) 
Thanks,

The fog is taken care of, as are most of the issues brought up during beta. I am testing the final right now, should be up within six hours. 
Re: Carousel (final) 
Cool That Its Done... 
but can we have non gay download link that doesn't require me to signup to something shit please? :)

Map looks nice though, will comment more when (if! :D ) I get it 
In Time 
I am still waiting for mirrors. Just keep checking the thread, I'll update it when people add their links. 
Carousel Mirrors 
Thank You :) 
:) 
Tubular Thingy 
Cool! 
I don't think Friction really needs more comments telling him how good he is.

Thanks for sharing, Fric. :) 
Friction You Suck And We Hate You 
go back to espoo finland 
A-ha! 
So that's why you asked if I still live in Espoo. 
No, That Was Just Curiosity 
It became relevant because it was still in my short term memory. 
Demo 
I made a demo for the first map of The Abandon - Beta.
It's just my own way of playing the level.

http://members.home.nl/gimli/aban01.dz

Happy Easter! 
Quatrotski 
http://members.home.nl/gimli/aban02.dz
Where is that Demo Toppic? 
Fjo3tourney1 - ECP - Beta 3 
Forgot to beta this last time, so I'll make it up now. xD

Hope this will be the final beta, starting to get tired of it.
Did alot of bot and player optimizing.
VIS is complete bollocks, due to ass construction in the beginning leaving it near imposs to hint and I honestly can't be arsed to do something about it.
Also did some work on the item placement, which I feel is quite good now, thanks Todt. :)

Shott'y's:
http://www.infosprite.com/members/Fjoggs/Fjo3tourney1_beta3-1.jpg
http://www.infosprite.com/members/Fjoggs/Fjo3tourney1_beta3-2.jpg
http://www.infosprite.com/members/Fjoggs/Fjo3tourney1_beta3-3.jpg

Download link:
http://www.infosprite.com/members/Fjoggs/Fjo3tourney1.zip 
Re: Fjo3tourney1 - ECP - Beta 3 
Clipping on the grate under the rotating thingy is a bit weird.

The sound the platforms make is a bit weird, especially the stopping sound, and especially on the lift up to the RA.

Lighting is a bit flat.

The rocky corner area has what appears to be some brush cracks up towards the top, which brings me to...

I tried to noclip up there to see what was going on, but Quake 3 crashed with some error complaining about max_num_sky_vertexes or something like that. I dunno what's up with that.

I had a look in your pk3 file and you should sort out your textures and scripts folders. There shouldn't be anything 'borrowed' in there.

I DUNNO

WHATEVER

Nice map, Fjodor. 
One Complaint 
One complaint from the screenshots: The walls are all brown, and the floors are all green. It might work well to add a bit more variation. 
Q1 SP Screenshots 
I'm not really about to finish this new map, but here are some screenshots of my last Q1SP... There is a foggy effect which I improved (I think) compared to my previous screenies... It's not dark any more, but more (dark-blue/green, with a lower density..)
As I already explained, this map was initially started for DKT3 Winter Pack, and because I was very (very very... etc..) late, I turned it in a bigger project..

http://lambert.jeanphilippe.free.fr/Divers/CDA1.jpg
http://lambert.jeanphilippe.free.fr/Divers/CDA2.jpg
http://lambert.jeanphilippe.free.fr/Divers/CDA3.jpg
http://lambert.jeanphilippe.free.fr/Divers/CDA4.jpg

So, verdict ?? 
404 
Links are broken JPL 
Shit !! 
Looks Good 
I like the design, but the shots are kind of disorienting in that I can't really tell what's going on. I think this might be due to the fog, but it looks like it's underwater or something, and I can't really tell, but everything looks kind of disconnected.

Shot 2 looks the best because you can actually see the brushwork the best in it. That weird arch in shot 4 seems out of place with the style of the building.

Good work so far it seems, but try and take some shots without the fog, and also try and take a wider perspective shot, so we can get a better sense of what's going on. 
Q1 Shots 
for screenshots, could you cut the fog density to about half? it will probably work good ingame with the setting you have now, but for static images, it's hard to make stuff out.

i like the 4 shot with the cool pillar thing. 
Ja 
fog is too thick 
Ja 
fog is too thick 
More Infos 
Fog is set to 0.05 0.6 0.8 0.8 (density-R-G-B). Due to its blue-green color and density, and for sure also due to the fact I increased brightness by 80%, it looks like underwater screenies... well, I will set fog density to 0 for future screenshots...
Concerning the pillar things, they have rather to be called "buttress"... It's typically a gothic design.. I try as far as possible to "match" the concept... I placed many of these around the "castle"... so even if you see one which seems to be alone... there are many others, and just one above the player in screenshot 4... ;)
Anyway, I will post more (better I hope) screenies later 8D
Thank for your feedback.. 
Looks Good 
you need to texture that flying buttress better, but I guess you knew that :)

Is it based on any particular church, or just general gothicness? 
Mwh 
It's based on general gothicness, and the idea came when I saw Bal photos gallery.. I found the idea rather interesting... 
Mmmh! 
They look really nice! Good luck with the mapping! 
Fog 
well, for example, i have an outdoor map, and the density i use for fog is i think around 0.006, which makes a thin haze at around 800-1000 units and makes everything beyond 1000 blend smoothly away (instead of creating a thick wall)
but a thicker fog can have a more oppressive atmosphere, and if you don't mind shrouding your brushwork i'd say leave it as is for the playable version.
anyway, since you can change fog density ingame, it's not a big deal to simply fiddle with settings. 
JPL 
 
JPL 
screens look very good. I like the theme.

Also it seems to me that you use the hexen2.wad. If it is so, I like your choice. 
Necros / PuLSaR 
necros: A good fog effect is effectively quite difficult to find, and it's a trade-off between visibility and ambiance... I made many tries before finding these settings (fog 0.05 0.6 0.8 0.8). I think I will not change the fog RGB (dark blue-green color), but for sure the density should be decreased a little bit... As you said, it's really easy to change fog settings with the console command ingame.. Nevertheless, I will made further test to see how I can improve it ;)..

PuLSaR: I started the map for the DKT3 1000 brushes Winter Pack (launched in October/November 2004). I missed the "delivery date" in early December, due to the birth of my last daughter.. :) So I decided to follow the idea of this pack: mapping with only DKT3 texture set. But here I forget the 1000 brushes limitation... (I'm rather near 4000 now !! he he he...). Furthermore, there are no Hexen2 textures in the map, only DKT3 textures, and one extra textures (for "rockish generated terrain") coming from a wad file I found on "geneticrose" web site (which doesn't work any more...)...

In anyway, thanks to all for your feedback.. I will post more screenies later, with a better quality I hope.. ;) 
JPL 
jeez, turn your brightness down :(

When someone with their brightness where it's supposed to be plays that it'll be dark as hell. 
:| 
Fjoggs 
Linky no worky for me :( 
Worked 
worked a few mins ago, sure it will be up in a short while... 
It's Empty 
Fric 
looking great as always. Is it a single map or a whole episode? You've been posting shots for a while now :) Don't think I've seen the same areas many times either. 
I Take Too Many Screenshots 
It is more than just one map however. 
 
"Iv made a picture of many cool loking map screenshots tiled together. Custom maps from different fps (quake, q3 and ut mostly)
It looks nice, can be your backdrop, give some inspiration or just make you wonder what maps are those.

1280x960 (get this)
http://www.planetquake.com/speedy/..."


Thats cool Vodka, wow even one of electro+I maps on there :D 
^^^^ 
Also a shot of a map I never released hehehe 
Errrr 
the link it totally fucked :(

Killaz fix it now moran!!!! :D+ 
Killazontherun 
welcome back!

now fix your fucking link you twit. 
Invertedpenguin "final" 
http://www.chimpans.se/invertedpenguin.zip

This is what I would like to call a final, if there are any issues, please report. Made for cpma 2vs2. 
Haha 
lol @ the url.

But can we have some pics please? :) 
 
some semi-new ones at http://www.chimpans.se/ip/
Lighting has been updated, and the corridor with blood under the fencing has also been updated. Will take new screens when I can be arsed. 
VDC 
You've got some good (albeit typical) details going on. However, I really don't think the theme is consistant enough; especially with colors and lighting. The textures include a lot of oranges and browns, but there are also lots of greens, blues, and reds.

And the lighting is predominantly pure white, but it also includes orange and blue. This is bad. In Quake 3, pure white lighting is a no no; and having such a wide variance in colors is rather gaudy. So if your lighting was mostly orange with a few complimentary colors spread around (maybe red or yellow) it would not only look better, but also more consistant. 
Hehehe 
A Lot Of Those Look Cool 
Though they mostly border on nonsensical...

They still look cool though. 
Oh 
TEU died? :(

Shame, there were some nice maps in that 
Killaz 
they are some fantastic shots. What was the project? Mp or Sp? 
Killazontherun 
Really nice screenshots !! But we need more informations, like required nitin.. Which games (Doom3 I guess...), which project, etc.. etc.. ?? 
JPL 
Does that look like Doom3 to you?

Klz, very nice looking. Also requesting more info on this TEU thing.

Also, can we steal the textures? 
Lunaran 
It looks like alot of it is the andromeda set by Speed, but I dunno about the lower grungier areas. 
 
hmm. a few nice shots, a few crap shots. a month of polish on that and it'd look fantastic killaz 
Killaz: 
Overall the texture set is too monochrome for my taste, but otherwise the map looks nice. Are you planning on releasing this? 
TEU 
was a project that a year or so ago me, killaz, electro, etc were mapping for. All the textures are by speedy so if you want them then mail his arse :)

Shame the project has died, but when I left there was a certain amount of arguing going on so sadly it doesn't come as much of a shock :(

Shame to let the maps go to waste tho! Do something with it eh Killaz :)

err the TEU website (if its still up) : http://teu.quakepit.com/index.php 
TEU 
Engine was basically a Q2 on steroids with the most subtle bumpmapping ever! Everyone told me it had sweet bumpmapping, but I only managed to witness it on one texture and even then only by splitscreen comparision. I loved to harass people about that. 
If Killaz's Shots 
are in the q2 engine, then they are even more imprressive. 
Bleh 
That's why I was guessing it was D3/Q3 screenies ;) 
DaZ 
Y'know, it seems like a crime that almost all the team projects you've worked on or led, which all look so awesome, end up not working out. Why must you tease with your pretty electronic flowers? Think of all the awesome gaming we do not get to play, but can only wonder about how awesome it is. THINK OF IT AND WEEP!!! 
LOL! 
I am a bad luck charm obviously =)

And to clear up confusion, that isnt the q2 engine, its completely ripped up and rebuilt q2 engine =) using q3bsp and curves etc. and shaders. Basicly its q3 with some added knobs on :D 
 
sob 
Blarg 
Friction 
u rok 
Fric 
Unbelievability.

Good job, but please make something that can run on my computer. 
Could Just Be The Shot 
but the foreground seems much more detailed than the rest. DO you have a different shot of that area? 
Friction 
<doom3world> "oMG TAHT SI TEH BSET LEVAL EVAR i AM CURENTLY HIRING LVEL DESINERS FOR MY MOD WUOLD YOU LEIK TO JOIN MY MOD TEEM" </doom3world>

Seriously though, it looks good (although I've being seeing shots of this map for so long now, I almost feel as if I've played it ^_~)

Looking forward to it :D 
Yeah. 
http://www.kolumbus.fi/ville.nieminen/for_nitin.jpg

I guess I'll take a short break from abusing the F12, this is getting excessive. 
Heh 
now I *know* I've seen at least three different shots of that area now. 
I've Handed My F12 Key To CZG 
Hope he's careful with it. 
Lighting 
The map looks quality, but the light looks over bright for the room. I'd tone it down a bit, but besides, thats great sexiness. 
Friction 
Really nice screenshot ! I love these blood splashes on the ground... terrific !
BTW, I agree with ProdXL, lower light level would increase insecurity feeling ... thought... ;)
Keep it up ! 
 
That's it, I vote that the name of this thread is changed to something more accurate, like Friction's Screenshots
You Know There's Something Strange Going On 
When a Doom3 map is being too well lit. So beware!! 
2nd Shot 
is much better at showing off the room. The lighting level is not the issue IMHO, it's just that it seems to be at a constant level throughout the room. Otherwise, it looks very good. 
Rawr 
Hmm 
Walls look a bit bare imo, maybe its just a dull texture to use? try slapping some posters or anything to liven it up a bit perhaps!

Trim on the raised floor looks a bit too thick as well imo.

Lighting looks a tad dark, maybe move the spotlights closer to the walls to get some cool "V" shaped spotcones hitting them.

Hmm overly negative I geuss, but all easy to fix imo. GG 
Aye 
Point taken on the trims, lighting is going to be relatively unchanged, gg. 
I Must Say 
I'm not impressed from the Screen shot.

But, like DaZ said, it could be easy to fix and add some detail. I would add yellow-ish lighting to it. Because I'm cool like that. 
Blitz 
I don't really have any complaints with the lighting, but I have to agree about the walls. Too flat and not enough details. It seems awfully clean, so maybe some additional slime decals? 
I Like It, 
to me it looks uncluttered which is the opposite of most HL2 dm maps. RPG is right about the flatness of the walls. Something as simple as raising or lowering that right sided wall could help it feel like a fuller volume of space. 
Some Stuffage 
 
Nice and dark instead of the usual bright and shiny stuff. Maybe could use a bit more brush detail on the supports and non-mechanical bits. And the floor is really dark (seems to be a problem with most screenshots of Doom 3 custom maps).

Now go finish the rest of this WIP! 
Why Haven't 
People tried to do anything different apart from the usual Doom 3 base stuff? 
Because 
doom3 is mostly base stuff 
Yeah But 
Isn't anyone doing any new textures, or is it too much work? I mean, I know it's alot of work, but with all the other texture effects and stuff it's even more... 
Yes 
Isn't anyone doing any new textures, or is it too much work? I mean, I know it's alot of work, but with all the other texture effects and stuff it's even more...

I'm doing two new texture sets for my ship. And yes, it's a metric fuckload of work. :(
You'll get all my sexy spaceship textures, of course, when Byzantine is done.

Also, Kinn, please fix your monitor. If there's nothing wrong with the monitor, fix your brightness in Doom3. If there's nothing wrong with either of them, then you need to look again because as I said I cannot see a single thing other than light fixtures in any of those images. 
Dark Floors 
This is actually because of the uneven lighting model of Doom3 stock lights. Light that extends 16 units beyond a wall, light up the wall much much brighter than a light extending 16 units into floor. So make those lights extra tall! 
What's Wrong With Base Stuff? 
It rocks! Only thing it's missing is a full rust/waste set. The enpro/outside/recycle isn't quite enough. Also some 512x512 concretes. Then i'd be happy. 
Nothing Wrong With The Base Texes Themselves 
I just haven't seen anyone doing much different from what we already have in Doom 3.

Except for that one outdoors DM map. 
I Cant See Much Either 
so yeah what lunaran says. 
Kinn-hunny 
The angular parts are nice, you've got the right ideas for the lights and the normals are brought out fairly nicely, just need to light that floor up a notch and it'll be nice :)

Other then that, make more god damn it!

My Kingdom For A Sword 
replaced the axe in Quake1.
texturing is hard, because of no base dxf.
but it soars already.

http://members.home.nl/gimli/frame0.jpg 
Slash 
have a try, and tell me.
http://members.home.nl/gimli/v_axe.mdl 
Madfox 
did you try playing with gl_flashblend set to 0? that yellow globes around dynamic lights sucks, isn't it? you can disable them. 
More Screens 
http://blitz.circa1984.com/dm_ortho20012.jpg

rawr

still chugging away on my HL2DM! 
Blitz 
Nice screenshots.. The "green-slimed" fog effect is really impressive. even if concrete texture used in this bunker-like architecure seems to be.. let's say too much "flat" IMHO.. but lightning effects, while there is not amount of lights, is really good... It sounds good ! 
Thanks 
for the comments way up there... yeh its a shame the project died but I guess that happens a lot with online projects, small teams etc.

I don't really know what else I could do with those maps now anyway.. I guess they just stay as screenshots! 
Blitz 
Not bad, but why must all the dirt and grim remain at the bottom? 
Madfox 
Is that a sword? It kind of looks like an uncleaned barbecue stake. 
Drunk Thread 
Thanks for the advice Vondur, I'll try it.
Now I have my base frame textured I start up in quake spinning like a wheel.
Could it be the *.mdl is placed to low?
http://members.home.nl/gimli/frame1.jpg 
MadFox 
This one looks better ! 
Thanks 
the great Catweazel be thanked the surrounding has stopped spinning. 
Final One 
I had a lost vertice in the dxf which screwed up the hand. This one is better, although you'll have to push the refresh button, i think. Rather clean sword, but it is still brand new.

Vondur, I tried youre gl_flashblend in the autoconfig.cfg and the yellow globe disappeared
but starting up again it was back. 
Test Request... 
... after a furious couple of mapping sessions involving a near complete QSP, I find myself with a QDM 4v4 level ready for tesing (don't worry Scraggy it's not one of the QT levels :)

I need a few experienced DM level builders and experienced QDM 4v4 players too offer criticism before I involve Apollyon and some of the Smackdown clans in full blown testing.

Offers? 
...and, 
yes I will be releasing a QSP version of the level that includes slightly more brushwork. So SP only players can give me hand then. 
Sure 
Send the detailed info to my e-mail if you can't get on IRC. Also, I saw that screen that you DCC'd to me...it said 'd3dm' but it looked like Quake...unless D3 means distrans 3 and not Doom 3 :D 
Hehee... 
... Doom 3? Quake? We'll see... :D

I'll email you the level. Anyone else? 
Distrans 
send it to me. I (kind of) play in nqr, so i know alot of decent 4on4 players who could offer criticism 
Base :o 
A little 'sumthin 'sumthin.
Always wanted to do a base styled map, so I tried something a bit different then what I've seen.
Lighting is a bit bright, as I haven't done anything with it at all. :p

http://www.infosprite.com/members/Fjoggs/shizzle-1.jpg
http://www.infosprite.com/members/Fjoggs/shizzle-2.jpg 
Thanks Inertia... 
...will do. 
Fjoggs 
Cheers,

You don't see walls like those every day . . . 
Fjoggs 
beautiful stuff :O

i'm interested to see how that style transfers to larger, more open areas. really nice work so far. 
Fjoggs 
light that properly and it will look excellent.

Also, if you have shots of larger areas, I like killjoy am interested in seeing them. 
Fjoggs 
What nitin and killjoy said... Interesting design, and good work... We want more screenshots ! 
Fjoggs 
Sexcopter. I too want atria and not just hallways.

Also, check out rpg3dm2, you might like the textures.
http://rpg.spawnpoint.org/rpg3dm2.html 
W00t! 
Someone done went and p1mped RPGDM2! 
No 
I pimped the textures :) 
 
Hmm. 
the architecture looks interesting, but those textures and lighting make me want to barf :( 
Uhm. 
What is this supposed to be? 
Hmmm 
I think it's supposed to be some kind of flesh processing plant or slaughterhouse-y type thing. 
Which I Might Add 
would be perfectly suited to a bit of Pete Parisi's BadMeat texture lovin'. 
 
Continue with it. It looks promising. 
Erm 
yes should be a kind of slaughterhouse
btw just own textures and shaders, scampie ty :o( 
Erm2 
 
Mic 
"Barf" is an informal word that means "vomit" or "throw up." 
Zum Kotzen 
ah...ok ty RPG 
Screenshot 
http://republika.pl/quake_1/area2.jpg
still much work to do here 
Dm_ortho 
The beta for dm_ortho is out! Get it here: http://blitz.circa1984.com/dm_ortho_b1.zip

A screenshot can be found here: http://img226.echo.cx/img226/5559/dmortho9wr.jpg 
Blitz 
Got it, I'll try it out with you later tonight sometime if you're free. No school tomorrow, so no worries. 
Grrl Crazy 
Sigh 
poor quake 
Madfox 
Please never stop posting. 
Lostchildren 
I'made a new map I need some advices :
http://www.planetquake.com/here/lostchildren.htm
map for RTCW MP and size : 27 megs
Anyway if u are too lazy to dl it you have the screenies.

Give me your feelings. 
Lostchildren 
I can't check the map as I don;t have RTCW installed, but looking at the screenshots I am impressed. Visually, and theme-wise, it's a LOT better than the other maps I've seen you post. A lot more stylish and consistent. It looks good - nice theme, nice atmosphere, nice lighting.

There's one obvious improvement you should make, though: Put some different brick/stone textures on some of the buildings. With all the same texture it looks artificial and unconvincing - if you have some variety it would look more like a real lost city.

Also, in the second shot, the curved ledge on the left should have a texture to match the cobbles on the side of the ledge - at the moment it just goes straight into brick which is wrong. And, you could do with less crates, or at least more variety of crates, in that big cratey area.

Good luck! 
Small Chunk Of A D3 1v1 Map That I Doubt I Will Ever Finish 
Nice One Dawg 
I hope you do make progress with that because that little bit so far is looking good. I like the style, with some nice angles and a hefty chunk of rock to break up the baseness of it all. I do think a bit of colour in the rocky area would be nice as it's quite stark at the moment. 
ROCK ON! \nn| 
Wow, that's some of the best rock that I've seen in a while. 
Blackdog: 
finish that map! 
Q1 Monster 
A try to make the Q2-Grrl look good in Quake!

http://members.home.nl/gimli/soldier.zip 
Dog, Those Rocks Good Enough To Fuck 
 
Hrmm, Rocks *are* A Bit Bland Colour Wise 
I think I can fix that with a bit of blending.

And Headthump, please don't fuck my rocks. 
Hey, 
I'm just saying those are some good looking rocks. 
Actually 
I'd say please don't fuck any rocks. 
Please 
Get your rocks off, but don't get off on the rocks. 
It's Just That They're So Hard To Clean 
HeadThump: <3 
Hey, I'm Not Madfox... But Have Cheap Lols 
Cant Map 
I vote colored lighting the best games industry invention since texture mapping. It makes everything look so much better. 
Oh Man! 
I laughed out loud when I saw the face in the corner on the last image.

Absolutely brilliant. 
Can't Map 
what the hell is that from?!? o_O 
Hah 
That face looks a lot like this really (really) old image I made:

http://www.lunaran.com/art/adrenaline.jpg 
Dm_ortho_b3 
Okay I think this will be the last beta before final.

I took many of the suggestions given by biff, Shambler, Daz, pope, and I think it is much better now.

About the jump pad though...it works fine as long as you don't stand still on it -- in HL2 you need to keep moving in the direction you want to go. So when you're attempting a jump, the best way to go is just to run at it in the direction + launch upward you want to go.

Also, there is a texture misalignment on the inside of the vent fan, I already fixed it my next save, I just didn't noticed it after I did the compile.

http://blitz.circa1984.com/dm_ortho_b3.zip 
Love The Rocks But Don't LOVE The Rocks 
;) 
Blitz 
You didn't listen to any of my suggestions? :( I'll give it a try tho. 
Yes 
Zwiffle too. Mea culpa. Mea culpa. Mea maxima culpa. 
 
JESUS HAS MADE A SPECIAL BUTTERFLY JUST FOR PEOPLE LIKE YOU BLITZ!!! 
Some Shots From Jq3 Ailbreak 
that look very very good :

http://www.quake3world.com/forum/viewtopic.php?t=51&start=385&sid=56984c57049b767521d194fe1f37b086

Scroll down to see the shots posted by scrotch. 
Nitin 
The last screenshot is so far the best ! 
Ola! 
Blitz, will check later.

Nitin, well pointed out, those look really good. 
Hi Again! 
I just realized its over two years since my last login...time flies for a newborn father I guess.. forgot my pass and changed my e-mail as well :l

Found a Q3 map I just about finished before my daughter came and realized it's not all that bad... a little dusty but still...or?

http://web.comhem.se/~u70315877/shot1.htm 
Scrotch Shots! 
After looking at scrotch's shots mine are dusty in deed :l
Beautiful work there! 
Why Hello! 
Snaga: it looks like you've got some good shapes, spaces, and lighting going on, but the detail level in several spots looks more on par with Q1 than Q3. Also, the textures seem a bit plain, and although that's not bad in itself (e.g. geocomp maps) it just exacerbates the situation with the details. About half of the indoor stuff looks tasty, though. Such as shots 5 and 8.

On the other hand, pro gamers will probably prefer the sparseness of details. 
Some Of Those Shots 
have killer lighting.

But rpg is right about detail and texturing. 
What They Said... 
Nice clean style and great lighting, good build quality too, but a few stronger designs would be good. Not that it's not good at the moment, that is. 
Snaga 
I'm going to go with the general consensus and say it looks really good but needs a little more love.

Personally, I quite like the textures. Slightly more detail on some of the panels might work, but it's funny that you jokingly talk of the design seeming dusty, because there is indeed an interesting dusty abandoned base look to them, and I think it might be cool to play to that more by having cobwebs here and there (look to RtCW's cobwebs for a good way of doing these), and giving some lights a subtle volumetric effect with scrolling dust motes. Slightly less saturated colours on your contrast lighting might work well if you play up the dust aspect.

Also, get some phong shading on those rocks, it'll make them look much nicer. 
 
Thanks for input yall:)
I do agree with you in the lack of detail in most pics. My intention from the start was to make the map fast in game, beeing sparse with detailing. But I guess that, as R.P.G pointed out, can only be pulled off by fooling the eye with more detailed textures, or making stunning architecture.

I don't think I have it in me to finish the map but it's always nice to get feedback on something you done. 
Crates 
Surely, it just needs a few crates? 
Snaga 
release a beta? 
BTW 
Hurray! 
Looks good, u 
Woohoo 
It's Dagnabbit hunting season soon! Just let me crossbow and head out into the highlands! 
I Will Work Now =) 
thanks shambler

I understand what you mean and i will work again on this map after my exam... for another texture I will use the "jackboot pack" the bricks are green but i can filter it in red. I m agree with u I must use irregulary brick textures. I will work. 
Ugh, Editor Shots :| 
ke, here's some partly artia shots, but it's kinda small sized artia. :p
Not all that satisfied with it, but i guess it's ok.

http://www.infosprite.com/members/Fjoggs/shizzle-3.jpg
http://www.infosprite.com/members/Fjoggs/shizzle-4.jpg

And for no reason:
http://www.infosprite.com/members/Fjoggs/shizzle-5.jpg 
Very Funky... 
...completely nonsensical, but very funky =). 
 
Neat. Quake 3? Looks good. 
It Looks A Bit Balish To Me 
New Textures If Anyone's Interested 
Industrial style, made of UT series but I'm sure can be used in any game :

http://www.planetunreal.com/phalanx/ 
Screenshots 
Here are some screenshots from my last project... It has been started since Winter contest pack.. remember...
I already sent other screenies 2 month ago, and now I'm working to improve the gameplay...
I hope it will be released before the end of June... ;)

http://lambert.jeanphilippe.free.fr/Divers/CDA5.JPG
http://lambert.jeanphilippe.free.fr/Divers/CDA6.JPG
http://lambert.jeanphilippe.free.fr/Divers/CDA7.JPG
http://lambert.jeanphilippe.free.fr/Divers/CDA8.JPG
http://lambert.jeanphilippe.free.fr/Divers/CDA9.JPG

Enjoy ! 
Lookin Good There 
JPL, the butresses look great. Only crits I see are:
1.) Some areas look fullbright. May not be a problem, I tend to make darker maps so fullbright gets on my nerves.
2.) You might want to scale up the lava texture 2x2 or 3x3. It tends to help prevent the feel that the lava is fake. 
JPL 
though I have not played any of your other maps, this one looks so much better than your past efforts, build wise.

As Zwif said, the indoor area is too bright imo, try fiddling with the lighting some, and ditto with the lava texture. 
Jpl 
very nice!
go finish it!

little hint: to make proper screens disable gun drawing by typing r_drawviewmodel 0 and crosshair 0 at the console. 
Sexy Stuff There JPL 
 
JPL 
Looks very good!
release it soon! 
More Informations 
Thanks for encouraging me, I hope the final release will give you a max of fun !!
Some more infos: the map has originally fog density set up to 0.08, and here I dicreased it down to 0.04, in order to see more stuff in the screenshots. As well, I tuned gamma correction to 1.6, which seems to increae fullbright effect... during "real" play, it's not so bright... I played the map in DM mode in order not to be disturbed by monsters.. The map is an SP map, and right now there are 117 monsters.. I have to improve gameplay, add monsters, adding skill setting features, and it will be ready ;) Wait and see, be patient...
Oh ! Thanks Vondur for the console command ;) I didn't know it.
Zwiffle, thanks for the advice about the lava texture scale, I will try it this evening ;) 
JPL 
Cool stuff. Are those Hexen2 textures? Some of the shots remind me of the last bit of hexen 2 (which I've just played for the first time -- slow on the uptake, me?). 
What The Other People Said. 
Looking good baby, it's obvious what to improve. P.S. There is no fog in Quake - maybe you need to update your video card drivers if you're getting strange effects like that. 
Mwh 
No, the textures are all coming from DKT3 pack.. As I explained 2 month ago, I started this map for the Winter Pack, but I was very late at this time (due to the birth of my last daughter :D ), then I switched to a more "personnal" project, and a much bigger one: the map is close to 32500 clipnode, and marksurface exceed 32767 max value... it is close to 33150 or something like this.... I suppose I will not be able to reduce MarkSurface value, but I guess increasing heapsize can solve the problem (you now the -heapsize field in the engine command)... I have to test this point as well.. BTW, anybody can confirm that heapsize increase (with a "big" value) is a kind of "turnaround" about MarkSurface exceedind max value? 
Shambler 
Sorry, but there are foggy effect possibilities with GL engine.. With FitzQuake, or aguirRe's GLQuake, just type fog in the console command, and you will get the explanations... something like fog <density> <R> <G> , with each value ranged in 0 to 1.. (BTW, my settings are fog 0.08 0 0.5 0.5), which gives a low density fog with a blue-green color.. Or maybe are you joking Shamy ?? 
Jpl 
looks nice. 
Hehe 
Shambler was making a joke about the fog, saying that you are using a "broken" form of Quake. :) 
Beta 4 
Beta 4 of my latest map is up for anyone following

http://blitz.circa1984.com/dm_ortho_b4.zip 
Blitz, It's Broken 
wrong LoadBrushModel: wrong version number
234124124124124 (or whatever) should be 29. 
Oh 
:)
what game should it be for? 
Half Life 2 
ahahaha 
You Just Wait 
fuhquake'll load those too in a couple of years!
(it already loads hl maps) 
Hah 
I assumed it was for Quake, as well... because you didn't mention which game it was for. On this board, everything is Quake by default. 
Yeah Sorry 
I had posted a few betas and screens before, but I forget that some people visit the board intermittently, and therefore don't know. 
Bambuz... 
PWND!

P.S. Fuhquake my arse. What's wrong with just playing HL2 as HL2 and Quake as Quake...

Blitz, getting. 
Shambler 
Well yeah I must admit I haven't used that hl map loading feature ever...
But otherwise fuhquake is a very solid lump of code. Very little bugs. 
Fuhquake 
Is that supposed to be pronounced fuck-wake? I honestly have no idea.

(sorry, I'll post screenshots of something here later or something to make up for all my shit posts) 
Fuck-wake? 
Now that's the sort of room-service I would definately tip. 
 
I heard czg works at a hotel in Norway, Kinn. He fluffs pillows and whatnot. 
Thanks Zwiff 
I'd heard his occupation described as "fluffer" before, but I didn't actually know what the job entailed. 
Er 
So is that a no? 
Lun 
I pronounce it Fuh-Quake. But you're free to pronounce it however you want it. 
Well 
I thought so, but then I began to wonder if the author didn't fancy himself clever. "Hee! they'll be saying 'fuck' and not even know it!" 
Galvanized BETA - Upcoming Quake3 DM Map 
Hey guys!
Let me introduce You my upcoming, first Quake3 DM map! It is in beta state now, I want to ask You to check it out, and to tell me your design/gameplay comments. There are lots of talented mappers here (or maybe all of them are here?!), whose style I really love (the quake-ish quake3 mapping style), and gave me so much impressions.
The level is released on lvlworld's beta section (http://lvlworld.com/beta.php), but if You don't want to go there here is the map:

http://zorius.dionussos.com/files/galvanized.zip

a shot to make some taste:

http://zorius.dionussos.com/images/temp/lvlbeta.jpg

Anyway, on lvl You will find more information about it.
Hope You will like it, please post any kind of advices, even major design comments!
Thanks 
That Looks Very Much Like 
ikka's map. 
Zorius 
I meant that in a good way. 
Pics 
This is what should have been my map in the Lost Chapter pack.
I didn't make it to the deadline but a month ago I continued building on it.
Almost done.

http://www.hrimfaxi.dk/co.htm 
Hrim 
Looks good. I'm surprised you couldn't finish it given how you can usually whip up a pretty damn good map in a few hours ;) 
Is That Going To Stick With The Limit 
or be more? 
Over The Limit 
When I didn't make the deadline I just thought "To hell with the limit!"

At the moment it's around 3300 brushes. 
Thanks Nitin 
if You meant it in a good way. I didn't want tocopy his map, rather it's a big respect to him! 
Hrim 
make that into a sequel for the chapters:
the appendix. 
NooooOoOOO! 
gl_flashblend! 
Hrim 
yum ^_^

"To hell with the limit!"

Too right - the limit was only relavent to the deadline/organisation of multiple maps by multiple authors. Looks like it will significantly benefit from the investment of extra time and brushes.

I would recommend setting a skybox though - with the amount of sky texture I'm seeing in the 3rd screenshot the ease of rendering would probably be worth it. 
:E 
Bah, stupid black bug. :P
early lighting test of a lil project of mine. :)

http://www.infosprite.com/members/Fjoggs/teh-3.jpg 
Well.. 
Shambler: He he, well I like to think my bigger maps has some more heart and soul than the speedmaps. Speedmaps are ok but are only sketches for bigger maps.
The idea I had for this map just woulden't fit in the 1666 limit!
I got to 1585 brushes and had a long way to go. so I either would have to delete some of the map or just skip the Chapter pack.

Kell: Skybox! Yeah will do! I just haven't gotten around to it yet. But your right I'm sure the map will run slow on some machines without. There are some big outdoor areas that will benefit from a skybox! 
Fjoggs 
those salmon stairs are in a serious need of some water!! You could make it appear to run all the way to the sea... (behind the corner or sth... if you will use that skybox).

Otherwise it's a bit bad to say, since that is only a small part and one doesn't know how it all fits together. Maybe more contrastey sky light, so that the torches would light up the dark under-the terrace area? I assume the rock part is open-air. 
Hrimfaxi 
I'm looking forward to playing that map! 
Betas 
here we go, 2 playtesting betas. similar, but with slight item changes and teleporter differences. as the map title says, this is a PLAYTESTING beta, so please dont complain about how it looks or anything like that. its a 1on1 quakeworld map... hf!

http://www.qwplayers.org/inertia/inerb15c.bsp
http://www.qwplayers.org/inertia/inerb15b.bsp 
Ah, So You Fixed It 
GG Fjoggs! Now stop mucking around and go and finalise your overdue tourney map. 
Fjoggs 
It's looking sweet. 
Fjoggs... 
Woah, teh s3xy! 
Inertia 
A good start. Whether one likes Idbase or not it's a pretty neatly made map. I like the layout and the tall central room. I think you need to work on the textures and details though - the repetitive wall texture gets well boring, and it could do with some stronger designs, it's a bit boxy ATM. But the basic shape is a good start yeah.

Oh, gameplay, there is gameplay? Ummmm yeah I prefer the second one, first one is teleport heavy. Even the second could do with a lift or something, teleporters are kinda meh. Looks like it could play well, though. 
Shambler 
thanks for the feedback. as stated previously, im tweaking gameplay over visuals, so it will look prettier soon :) where would you put the lift in the second map (inerb15c.bsp i presume)? 
Hrimfaxi 
that looks very sweet

it seems the season of good quake releases has been started. Can't wait to play it. 
 
Lol 
what 
Lol 
the 
Lol 
ballsac? 
Speedy 
is working on the new Postal game, poor poor man :)NOW STICK A CAT ON YOUR COCK AND FIRE IT AT YOURSELF AND GO AWAY! 
Eh 
I know it's not much at this point, but I was working on this months ago. Once I get some college app crap done I should have a few months to work on the rest. It's gonna be a 3 or 4 map episode. Or maybe 8 if I feel like it. Here's just part of the start map. After going through a "Bioscan" you'll end up boarding a big ship and can partially explore it. Then the main level loads.

http://www.phait-accompli.com/q/op/ 
Phait 
Looks cool. I would make the lighting have a bit more contrast, though. Otherwise the details and the level of detail is pretty good. 
That's A Nice Box, Phait... 
...and a good execution of Idbase.

Seriously though, good start, and good luck. 
Good Job 
Nice sense of atmosphere. 'Gold' Id base is kinda making me nostalgic for Scourge's first level. 
Wow 
That's dark, even for me. 
Hmmm 
Well, I'm on an LCD. I have my gamma set to something near what my CRT was, which was usually fine, but there may or may not be major differences between what we see. 
Phait 
its really bright, actually, here 
Vid Storyboard 
I know this looks really shitty but I'm no artist. I'm working on a little intro video thing for the addon:

http://www.phait-accompli.com/q/op/storyboard.jpg 
1. Pan past frigate ship, seeing load/unload arm set down a crate.
2. Panning past shipping base, see dog (actually has a bit of significance) moving...
3. Entering the frigate ship corridor. Probably bigger than I drew, door will open...
4. Going through starfield/space
5. In cockpit and we see we are about to impact with ground after malfunction
6. Important plot subject: secured crate carrying unknown creature is shattered, creature apparently missing.
7. Entering unknown abandoned outpost for help
8. ?

Inbetween certain scenes will be text kinda explaining the plot, and music. 
What Addon? 
And does the addon have any substance yet? 
For My Addon 
As I mentioned earlier. I have the story mostly worked out as of now, just struggling with at title. 
Story 
It's a bit unclear -
1)first loading ship,
2)then showing shipping base,
3-4)but then showing the ship moving? Is this the ship that was loaded in scene 1? Then why were we shown scene 2 in the middle?

You could add a scene of the ship lifting off or something. 
You'll See 
But unfortunately I have to cut some corners.... this is Quake 1 afterall. I'm only interested in keeping Q1 as it is, pretty much. Which means no custom code. 
 
generic cutscene, mark 2 
It's Not A Cut-scene 
I know of no way to implement them anyway. 
Gibson: You want me to replace the villain with a dog? I mean nobody will know what's going on.
Homer: They will if you set up that the dog is evil. All you do is have to show him doing this. [lowers eyelids and glances around in shifty-eyed fashion] The people will suspect the dog. 
LOL 
 
Okay So This Is A Quake Add-on Then? 
So you have new maps ready, yes? Maybe the odd new monster or weapon? 
Working On The Maps 
No new monsters/weapons.

Working on ship interior...
http://www.phait-accompli.com/q/op/ship2.jpg

Will probably redo that curvy-pipe area. 
Phait 
Architecture looks good, even if the pipe in the ceiling is not really good (as you said...) On the other hand, I guess you didn't work yet on lightning effects, isn't it ?? This part needs a real impovement ... 
Yeah 
All a work in progress. What I usually do is one element at a time, be it a room or important object (in this case the freighter ship). Then I go through with lighting and other entities. 
Phait 
OK, I understand your "flow"... I (try to) do map like this as well, but I rather prefer to work on lightning effects at the same time... It gives me a better overview of what finally will be the map look...
IMHO, there is no real "universal" and "unique" mapping method, so the most important is to be consistent and to have fun ;) .. Keep it up ! 
I Maek Map 
Most of you have seen the first shot. I'm working on this during an uninspired hiatus from Doom3.

http://lunaran.com/pics/lunsp1_1.jpg
http://lunaran.com/pics/lunsp1_2.jpg
http://lunaran.com/pics/lunsp1_3.jpg
http://lunaran.com/pics/lunsp1_4.jpg

The map is called Concentric Devastation. 
Lun 
looks uber-tasty :)

can't wait to see your improved zer enforcers >:} 
Good 
I bet the last screen involves some electrocution. 
Lunaran 
Looks very promising, but I think that "q2 warehouse" textures can/should be replaced by something else, they don't quite fit the Quake theme imho. The uber-green water/slime texture also looks odd. Other than that, looks good. 
I Hate The Tex Set 
But other than that it looks ok. 
That Rock Tex 
it's the same as in lundead.wad - I'm surprised it looks that good in the shots. Maybe because it's quite dark? Anyway I felt it didn't fit the quake palette that well, having banding and spots because of being pure gray and not any brown. :) 
Yay Lun! 
I knew you would do it! Keep rocking it moon style! 
Lunaran 
You rock !! These screenshots are really good, while I found the green slime color really ugly... Anyway, I hope this map will be released soon... ;) 
Teh Sexy! 
Don't like the rock texture at all, doesn't look right and clashes with the building texture.

Aside from that it rocks. Stecki.wad is nice. 
My Bollocks Just Came Into My Stomach 
... 
Yay... 
...the tower is back now that machines and engines can handle it. I'm not so fussed about the the textures. I actually thought the rock was pretty good. The slime is bleh, but I assume it's there to facilitate the return of what's-his-name from Uzuldaroom (?) but I'm probably wrong. If I am, consider a different (and upscaled) slime tex. Coloured light for this one Lun? 
God Dammit 
I typed a whole reply and the board ate it with a sql error. Posting first to make sure it won't happen again. 
Right, Anyway, Textures 
Bleh, what had I said before?

The textures are a mash from the Reckoning expansion. The nice rock in shot 1 is from Koohoo (which is from ... hexen?) and the less nice rocks in the other shots are from Reckoning. I could easily just texture all the rock with the Koohoo tex if the other ones are that offensive.

bambuz and distrans are right - there will be some sizzling of Rangoonshinaa (from Koohoo - uzuldaroum is the DM map) at the end, but there'll be a bit of a puzzle involved in configuring the electrodes right. >D

As for the slime - is it that bad? It used to be e1m2-sky-purple which was even worse, but I don't know how else to color it.

Jago, I'm digging the grey, but you might turn out to be right - I'll see how wierd it looks once I put in brown Quake monsters. But, with most of the map built, just replacing the entire texture set won't exactly be simple ... 
FINISH THE MAP. 
That is all. 
FINISH THE MAP. 
That is all. 
Yes 
lunaran, finish the map before you turn pro completely. 
 
yeah, some bad texturing
but whatever 
Phait. 
Okay, cool, well, good luck with the mapping. I can't comment on the storyboard as that stuff has no interest to me until the add-on pack it's part of is complete (like in game preview videos, I never download the "cinematic trailers" as they are just irrelevant bullshit compared to in-game trailers). But I hope it works out anyway, and yeah keep going with the maps and all. 
Hmm 
I could easily just texture all the rock with the Koohoo tex if the other ones are that offensive.

Yes. Yes it is. It even raped my mother.

Other than that, looks wicked Lun. Personally I like the grey texturing, although maybe a bit more of the tan textures from the 4th shot would be nice.

And as for the slime, I like the green, but maybe a slightly more vibrant shade. 
Lun 
The slime looks fine to me. But I really hate fussing over the shade of a texture, so maybe that's just my general view of texture choices. 
Yes Lun 
Listen to Vondur's words. 
Lun 
screenshots look excellent.

and...finish the map! 
Mmm...slime... 
You know, I actually like that green slime. It stands out, but then again a great big lake of poisonous slime SHOULD stand out. 
Few More Shots 
Still working on the freighter ship. The back needs work, and some detail work maybe on the rest of it. The engine glow texture I'm not entirely happy with, but I prefer to work within Quake's stock texture set, it's more challenging even if limiting.

The pipe stuff inside the ship looks fine in editor, but in-game you can see some cracks. I guess they could be there for effect, but not what I originally intended.

- http://www.phait-accompli.com/q/op/1.jpg
- http://www.phait-accompli.com/q/op/2.jpg
- http://www.phait-accompli.com/q/op/3.jpg 
Awesome Phait 
Yeah, change the engine texture.
Hope there's a believable way the crates were loaded upon the ship... 
Yeah 
I'm still thinking of where I want to put like a loading door/bay thing, I figure from the other side, would need to remove some lights n' stuff (left side interior). 
Phait 
Eh-eh !! Nice starship screenshots !! It reminds me some seventies science fiction series ... cool ! 
Phait 
Loading bay doors could easily go in the floor of the area where the crates are and you can turn the pipework into an overhead gantry for the lifting gear. Lots of industry now uses suction to move objects about, including large crates, so no worries about forklift trucks or pallets (I read this argument recently about crates being in places where crates shouldn't be and it just shows how inexperienced in life some people are - http://www.ergonomiclifting.com/ )

Also, for the textures, you could manipulate some of the standard textures a bit to give a throbbing effect - look at the 'slip' textures to see a throbbing red colour. I am not saying use it but it gives the idea.

Anyway, just an idea. 
Phait 
Fairly nice shots

If at all possible, try curving the pipe instead of angling it. I think it would look better. 
Curvy Pipes 
These are really tough only because the pipes sections themselves are semi-circles. Even getting things connected as they were is a bit of a problem on an angle. Like I said, appears fine in editor, but cracks are visible in-game. Ever tried to do vertical pipes that curve? Tough huh? ;-)

I like your idea about lifting gear, Mike. 
 
Maybe try scaling that texture up even more on the back of the engines so that you just have a solid light blue glow instead of the lines. I would also recess that blue section into the engines slightly so that you can stick a really bright light inside the rim of the engine. Might make it look more convincing. 
Looking Neat Phait 
Interesting idea and it's looking pretty good already. BTW, you need to fix the textures at the edges of the ship where the brown plates meet the techy stuff in an Unnaturally Abrupt Texture Join(tm) - a pet peeve of mine.

Anyway, keep it going.... 
Is It CZG Big Yet? 
I Like The Phallic Imagery 
 
Phallic? 
Quick Flythrough 
http://www.phait-accompli.com/q/op/s4_1.wmv 1.8 MB

I'm wondering if the light coming in from the sky might be too contrasting w/ the rest of the hangar or if it's alright. Of course, I'm still working on everything here, so there won't be a headless ship or a big gaping sky at one end. 
Phait 
Very impressive... Concerning the sky, personnaly I would have used a "black with stars" texture box... Anyway, the hangar and the ship are really well made... It's a very good work... Just a question: is for a SP or DM map ?? 
SP 
maybe 3 to 4 maps, maybe 8 not sure at this point. 
Phait 
It sounds to be a big project... Good luck so.. ;)
I hope to play the first maps soon.. and now go map ! :P 
Yup 
It's gonna take awhile (I'm working on Father's Day stuff today first)... I'm releasing the soundtrack probably under Creative Commons or something. 
Phait 
Yes, I think the light from the sky has too much contrast. I agree with JPLambert: a different sky texture would be better. If you choose one that's less bright, you can get away with having a lower light intensity from the sky.

Otherwise, it looks like the ship is well lit on the outside. 
Maybe.... 
I'll go with a grey or the purple sky maybe. I don't want to use the star sky since it's too dark, and the hangar isn't in space. 
Looks Nice 
What are the r_speeds in the hangar? 
Well 
It's not full-VIS'd yet, so it's like 2200. 
Hmm 
apparently, there's a not-so-subtle trend among mappers on this board...

http://www.qwplayers.org/inertia/saq.png 
Quake3 Screens 
http://www.quake3world.com/forum/viewtopic.php?t=51&start=455&sid=5e47c0b423318d75e0e29563bb30893e

Scroll to bottom of page to see neotic and scrotch's new impressive looking screenshots. 
Asdf 
regardless of the borked gamma, this has some kind of ut-ish solidness i quite like:
http://www.planetquake.com/bkp/neotic/i310.jpg

wonder what textures he's using 
Trains 
And here we have the magic of not-yet-elaborate func_trains:

http://www.phait-accompli.com/q/op/s4_2.wmv 650kb

Unfortunately with lighting on, the trains are darker - when they should be lit :( 
Phait: 
remember that func_* models are always lit based on where you built it in the editor -- even if they travel around, they still are lit as if they stayed in that original spot. 
Phait 
Nice ! 
Metl 
Ok, so if I have a light near the train(s) it'll be lit no mater where it goes? 
Yes 
yes
yes 
Yes 
 
Fjoggs Curvy Map 
shots from his map that he was showing editor shots of before, now with lighting and textures :

http://www.quake3world.com/forum/viewtopic.php?t=51&start=455&sid=96570c7f13f312f2ce10d956b267072a

Again, it's at bottom of page. 
Betatesters 
wanted for my lost chapters map!
If you want to do it mail:
hrimfaxi(AT)tdcadsl(DOT)dk

And some new pics:

http://www.hrimfaxi.dk/co2.htm 
Lostchildren ! 
I had a new brick texture on the map, but the new version isn't downloadable for the moment,
see the screebies on http://www.planetquake.com/here/lostchildren.htm 
Here 
I don't know if it comes from my PC, but the screenshots links just gave me a 404 error (not found)... :(
Could you solve it please ? 
Screenshots Dont Work 
but i like idea Here, I hated th emvoie but really liked the look. 
Hrim... 
You owe me a new pair of pants, as mine are now thoroughly drenched following a spooge explosion when I saw that second screenshot. A Quake screenshot hasn't got me so horny for a long time. 
Hmm 
What Sham said, 2nd shot looks pween, although I'm not to sure about the 'front brick texture'. One without the horizontal bars on it would be nicer (but that's just meh).

1st shot is nice, but seems a bit angular compared to the exterior.

ps. mailed j00 
Hmm 
btw, does anyone else get a warm glow from seeing the improvement of mappers over time?

Also, I'm getting '404' (well, PQ's stupid not found page) on Here's screens too.

(I apologise for my double posting today, you would have thought I'd have learned not to hit submit asap by now :) 
Yes ... 
the first screenshot is a bad shot, I change it now and the new version of the map will be aviable in 2 or 3 hours. 
Yes ... 
the first screenshot is a bad shot, I change it now and the new version of the map will be aviable in 2 or 3 hours. 
Errr I Think... 
Grindy's comments were directed to Hrim, not Here... 
Sorry 
this pitifull gamespy server doesn't work...
I can't upload lostchildren.pk3
sorry for repeating my self... It was an error 
Geh 
I always figured I'd let the texture mandate the brush, and not get carried away with little details. Well, I have no sense of restraint:

- http://localhost/ope9/teaser/img/ss/ss6.jpg
- http://localhost/ope9/teaser/img/ss/ss7.jpg 
Phait 
I get "Connection Refused" when I click the links. Is that just me or is there something wrong with the site? 
WTF 
Ok, that was incredibly stupid of me... I thought I had my actual site open, but I had my LOCAL site open. Aha... shoot me kthx:

http://www.phait-accompli.com/q/s4//img/ss/ss6.jpg
http://www.phait-accompli.com/q/s4//img/ss/ss7.jpg 
Phait 
looks marvellous!! Didn't think it's possible to make it like that in quake. (The center console
in shot 1 seems to have the screen wrap over the edge though.) :/ 
Yeah 
Still feelin' it out, so things need to be tweaked yet. I wish Quake had glass windows, but I'll have to do without. I just wanna get the hangar/ship area done (it's maybe 75% done), and then get on with the next couple areas for the video - which will be playable areas of course. 
Phait: 
looking nice so far. 
Phait. 
Looks good, a decent amount of detail, keep it going. 
Ok 
I seem to be on track then. I was worried it might end up loooking a little gimmicky or overdone. I think back to alot of maps that aren't real detailed but still look better than id-quality, just because the textures were used so well with the right brush shapes. (I'm recalling e1m1 remix by czg/vondur) That's what's inspiring. 
Problem With D3, Sunlight, And Shadows 
So, I'm working on this D3 map, and I have this area with a windowed ceiling -- basically I want the sky to light the room, thereby casting correct/realistic/logical shadows in the room.

Seems easy enough right? Well...

Doom 3 doesn't have texture lighting or environment lighting -- so the way to get sunlight is to have spotlight set above the area and surrounded by caulk. (at least that's the best way I've found)

Except -- this is what happens:

http://blitz.circa1984.com/wtf.JPG

http://blitz.circa1984.com/editor_d3.JPG

^^^ As you can see, the entire light is inside of the giant caulk box, but still, it doesn't come out right in the game.

I've searched D3W and it seems like the only other way to get this to work is to add a few lines into EACH INDIVIDUAL MATERIAL you want to have the effect (seems like a shitty hack and extremely time consuming)

So I'm hoping someone who has more experience than I with the D3 engine can explain what is going on here, and possibly offer a solution.

Thanks guys 
^^^ Ignore The Above Post 
I figured it out!!! Woot. Everything is falling into place now -- I can feel it. In the past, this sort of thing would derail me for days, but now I'm feeling like my luck will change and everything is coming up BLITZ!! 
Phait 
Very interesting ! Very nice ! Keep it up, it sounds good for the future ! 
Blitz 
Hmmmm...I've been doing a fair bit of sunlight in my map, and I just stick a big bastard regular light in the room, and offset the origin to somewhere behind the window. 
Phait 
AFAIK you can make glas in quake using some trap_spekeshooter and trigger_once. I don't remember now how it works exactly but it is possible. The glas won't be breakable, and you can't shot thru it. 
Phait 
What do you mean by 'I wish Quake had glass windows'. Do you mean textures that look like windows, or do you mean a seethrough, breakable brush? 
Mike 
Seethrough, breakable and non-breakable glass. It looks pretty odd having an empty window. 
I Think 
I've seen trigger_once with its health set to a large number and its brush where you want the "window" to be. It will then bleed when you shoot it, but you can't shoot nor pass through it. I guess that if you wear down the health it becomes passable again, but I haven't checked that. 
Phait. 
You're asking a lot of an engine that can't do it =).

Efdm9 has the bleeding glass thing in. 
Ahh 
See, you are thinking moreso of a functional window. I'm more concerned with the appearance of a window. 
Shambler 
Not really - we know you can VIS water and certain textures to appear translucent, so... 
Aguirre 
I think trigger_once has to have low health and has to be shoot only once by trigger_spikesooter then it behaves like clip brush but you cant' shot thru it and it doesn't bleed 
Why Not Just Use 
different textures for see-through, breakable and non-breakable glass? 
Phait - Glass 
Try this link and look at the Glass.txt file:-

ftp://ftp.sunet.se/pub/games/PC/idgames2/quakec/level_enhancements/

It mentions 'transparent, breakable glass'.

I don't have the Hipnotic add-on so I haven't tested it. 
Glass 
I do remember that glass was available in some mod - perhaps custents - but that it was rather crap. What it actually was was an invisible entity with bsp clipping that could take damage. When it was destroyed it spawned really REALLY shit looking white "shards".

Oh, and did anyone ever use that funky moving water mod someone made a while ago? I was really impressed with that actually. There was water attached to a func_train and you could swim in it as it moved around. It was better than q2 water by a long shot.

Anyone know more about that? 
Glass, Water 
i think custents had glass, but it was totally invisible. The best you could do in quake would be to make a little oriented sprite of a window pane, mostly transparent but with streaks of grey or blue (like in the cartoons) and tie that to a solid entity. Then, create some other oriented sprites of broken glass shards, and when the glass breaks, kill it and spawn a bunch of spinning shards that bounce away like gibs.

The water than is talking about was made by pox, and i remember being really impressed but never getting around to using it. He also had ladders that worked slightly better than the rubicon2 ladders, and i was meaning to steal them but never got around to it. 
Hipnotic 'glass' 
func_togglewall, toggleable solid see-through wall (essentially 'glass' but without the lame bleeding). usually used in conjunction with func_particlefield as those do not block objects.

if you're aiming for a custom engine for your map/mod, easier to find a decent glass texture (some of the ikbase ones are decent for this, or q2 ones), and give it an alpha value for transparency. 
Yeah, And... 
Anyone play that level from 1997? I think it was called "The Fly." 
Yeah 
there was nice idea with gravity change... 
 
pox mod with water and and ladders and buttons attached to lifts and all working and it was mixed with the hipnotics I think

I fooled around with it a bit 
Wait, Whoa 
moving water brushes that you can actually swim around in?? how is that possible in Q1? 
Hhhmmm 
I tried to made this with func_door (i.e water depth change), ... and water became solid... :( so I guess there's a special feature there... maybe in some pack mods... who knows ? BTW I didn't see it in any Q1 map... :P 
Kinn: 
it exploits an engine bug where .watertype is not always set properly, so qc can change its value and it will stay at that wrong value. 
Kinn: 
and, combines with v_cshift to fake the screen blend that normally accompanies water. 
Crates In The Control Room? 
Phait: I am sure there is a perfectly good reason for having crates in that control room hmm? ;) 
Control Room? 
It's the ship's cockpit.

I took them out, actually. Still tweakin' the inside. 
Metlslime 
omg, that sounds cool. I've always wanted to make a level that gradually floods, allowing you to swim to previously inaccesible areas. 
Pox Extras Mod 
http://developer.chaoticbox.com/quake.php

scroll to 'Extras QuakeC Mod r4'
there is d/l and good doc

be warned tho, that some features are not compatible with some new engines 
Man 
some of the stuff pox has put into that extras pack looks pretty mental - particularly the particle systems 
Kinn: 
yeah, that is a very cool game mechanic. Quake2 had it, but i don't really like quake2's gameplay for other reasons. 
Kinn... 
...you never played Hanz's Titanic then? ^_^ 
The Changing Water Level Thing Was In Duke Nukem 3d, Too 
And Half Life 2. And Half Life. 
And Zelda III 
 
Batman 
Check It Out, Fellas... 
I made some sweet wires behind a metal plate:

http://www.planetquake.com/kaziganthe/wiresbitches.jpg 
Flat 
Looks quite flat. Otherwise it's alright. 
Entrance 
Here's the entrance in the first map to my addon:

http://www.phait-accompli.com/q/s4/pre/start1.jpg
http://www.phait-accompli.com/q/s4/pre/start2.jpg

Might it need any improvement? I'm liking it, but thinking it could use something more. 
Phait 
It looks good ! Don't change anything... 
Hmm 
The building looks cools, but the cliffs are a bit flat, how about adding some horizontal breaks, rather than just vertical ones (at the moment they just look like walls along the edge of crazy paving) 
Lighting 
looks like a diorama, the lighting is very unnatural. :( 
Nice 
chess palace 
Feedback Required 
Public beta of my first QDM level is available here http://www.spawnpoint.org/files/disqdm1_b31.zip

The level has already gone through extensive testing (and modification) with respect to layout, brushwork, power-up mechanisms and aesthetics. Thankyou von, scampie, blackpope, blitz, biff, scraggy and inertia.

Apparently the level will never be adopted as a serious 4v4 arena because (a) it's a coagula level and (b) the layout is difficult to learn. I always thought offering massive route choice, with plenty of playable surface area, over a threatening environmental hazard would bring out the best in skilled DM players.

So, now I need to find out how (or if) this thing works as a FFA level. Specifically, I need to know how it plays. Also I need information about ammo and health placement in game. I'd really appreciate feedback on these areas. 
Oops... 
... I forgot to thank Apollyon for his help too. Ta! 
Well 
Yay 
nice! :) 
Pulsar 
I want your babies! 
Pulsar 
Yah, looks ball-bouncingly good >:} 
Distrans 
I like the choice of textures, and also the way to access the Quad. (Was wondering what that "useless" plat was for) The layout is tough to get the grasp of, definitely... BTW, is that there only one RL in the map? I'd prefer a little more obvious placement of the RL. 
PuLSaR 
Nice screenshots ! Nice architecture ! cool lightning effects ! And just a question: what is the texture set you used ? 
JPLambert 
And just a question: what is the texture set you used ?

c'mon, you really should know these things by now ^_~ 
Kinn... 
I'm very sorry to seem so stupid due to my lack of knowledges.. but I was wondering to obtain at least the name of these textures, and so be able to find it later.. I recognize these textures, I already saw them others maps, and taking a look to the different textures I have on my PC, it seems I don't have this particulaer set.. So is there a noble man who could help me please ? 
Jpl 
you show suspicious level of ignorance....
did you ever play contract revoked? maybe lost chapters? eh eh? hint hint? 
Vondur 
I'm very busy for the moment with my project (you maybe saw the screenshots in this threads some weeks ago...), regardless of HL2 and Doom3 I play regurlarly, so I didn't really find time to play these two packs.. I only saw their respective screenies (which sounds goof BTW...)... In anyway, as I already asked: Is there a noble man who could help me please ? 
Errata 
I only saw their respective screenies (which sounds goof BTW...) needs to be read as which sounds good... 
Sigh 
http://kell.spawnpoint.org/

now go play all these packs and go map after... 
System 4 Teaser Video 
Vids are up, 1.6 MB or 8 MB small/large sizes .WMV's (Windows Media Player required):

http://www.phait-accompli.com/q/s4/downloads.php 
JPL 
It's Kell's Knave texture set. 
Phait 
you're mapping seems to go pretty well atm so I say stick to that and stop showing every little bit of progress you make so there's something left unseen when you're finished! 
Phait 
1) remove bobbing from camera runs (cl_bob 0)

2) if you want similar texts to appear on your gamedir's demo1.dem, so it starts playing as you start the pack, you can check how it was implemented in team fortress (if you run quake -game fortress there's a big nice introduction that starts playing).
Basically the texts are textures and the camera does swift movements. With nice sound sync.

3) fucking hell how good it looks. awesome job. 
AguirRe / Vondur 
Thanks for the infos and related links ;) 
Distrans & Pulsar 
dis: show screenshots...
pulsar: looks really good... I wonder what the fps is... 
Phait 
really nice cinematic stuff there - by george, you have the technique sir ^_~

I agree with cybear; don't spoil it - we get it. You're good at it. Now finish it. 
Kekeke 
Ok I teased enough. I didn't plan on introducing any more little bits anyway.

Now, to be honest - I still feel the trailer was rushed, but I wanted to get it out of the way so I can resume work. And anyway it's just a teaser trailer, not a movie! I'll keep in mind the cl_bob stuff and that. I had actually thought about things like this, including keystroke speed - but didn't bother to look up the commands.

Thanks! 
Phait 
yeah, nice teaser, now go map 
Teaser 
it's important if you're going to have a wider audience for this (which i think might be reasonable)... but it's pretty good already and it's not the first concern anyway... :)

Actually, someone could make a trailer for the lost chapters too! With music. 
Phait 
Really Nice Teaser... and maybe with a background music (Doomy-Gloomy like), it could be improved, but it's only my humble opinion... In anyway, release it soon ! 
Nonentity 
The building looks cools, but the cliffs are a bit flat, how about adding some horizontal breaks, rather than just vertical ones (at the moment they just look like walls along the edge of crazy paving)

By horizontal breaks, do you mean:
http://www.phait-accompli.com/q/s4/pre/rox.jpg

See the cropping up on the right? Did you essentially mean more variation in elevation and jutting out? 
 
change the texture for something that looks like rock
the ID one looks like old wood or whatever

and shape looks nothing like rocks aswell 
Tex 
That tex is actually named rock... I don't intend for the stuck-out bits to really be rocks, just parts of the cliff side or whatever. 
Id's Inspiration 
Maybe texas or some part of the world has rocks like that, dunno... doesn't look like northern european rocks anyway. :/
Are you dead-set on id textures? 
Distrans 
Ok, played your map a bit on localhost. Made even locs for it, I'm sending that to you.

I think it's very interesting and could be fun. At first I hated the void but now I'm pretty much ok with it.

There are certainly lots of places for interesting gameplay. A tad low fps near lg.

I don't like the hi-rl gimmick idea, but maybe it would work in-game, dunno. The beam is so thin that if you just shoot some rockets to it, the players will fall to the void - so it would a bit be easy to camp. Maybe it can be tested like this, I don't know if the place otherwise compensates for camping.
The low-rl was hard to find, actually found it only with spectator as did the quad button. I still haven't figured out the ra. :C

And what does a "coagula level" mean? That it's open and platformary?

It could have some interesting combat. I'll try to get it on our clan's private server and see if we can get some 2on2's or something on it.

In the future you could accompany a .txt to tell the gimmicks. (yea now it's still beta...)

I don't know if the layout is THAT hard to learn... if there's locs, it helps greatly when you can spam your own location when running around and figure if you're on the GA-path or YA-path etc.. 
RA. 
RJ. As I said last night. 
Bambuz... 
Tim Elek made a series of Quake levels named "Coagula", they can be found in the pak at http://www.planetquake.com/tronyn/cogcontest/ and a further collection of coagula maps can be found at http://www.planetquake.com/underworld/quakerev030814.html

I eagerly await the results of some 2on2 action!

The teleporter to the RA is triggered when the Quad gate is opened; it's below the ledge opposite the GA. Double jeopardy :) A good team of four might be able to control both but it's probably not doable with two. Or you could just RJ... something I thought I'd made rather difficult, but like speedrunners... good DM players will usually find a way. 
(1) Screenie 
got the gameplay down, working on the visuals...

http://www.qwplayers.org/inertia/visuals1.png 
INerd 
ever heard of jpg and low bandwith connection? 
Jpg 
is a proprietary format and in the interest of my laziness i will use the format that fuhquake exports to ;p 
For Speedy And Vondur... 
WTF Is .png? 
Anyway, the screenshot looks good, keep it going. 
 
sham dont lie plz, it will do no good to him 
Simple And Effective 
looks simple, minimalist. Well it works, lighting behind the GL looks gay though, fix it! :) 
Inertia: 
is that the same map you were beta-testing a couple of weeks ago? 
 
shambler: thanks, will do

daz: thanks, will fix

tron: yes 
Inertia: 
png supports compression, you know. Maybe you should use it. 
Stairs 
Any suggestions as to how I might improve the stair aesthetics? I could give them a flat, diagonal edge instead of jutting steps, but not quite sure what tex fits just right for the side-wall of the stairs themselves.

http://www.phait-accompli.com/q/s4/pre/m1s1.jpg
http://www.phait-accompli.com/q/s4/pre/m1s2.jpg 
Phait 
stairs have been made in the past... look at them 
Re: Posts 
Phait: Texturing thick stairs like those is a tough task sometimes. As you suggested, putting a flat edge on the sides will give you more options. If you do that, then you can go with either a flat texture like you have now, or a horizontal panel. Either way, you might consider making them thinner.

inertia: Way to be helpful. At least suggest a map that has similarly styled stairs. 
Phait 
It's hard to tell from those shots - it seems you want advice for the bottom of the stairs. I would say make the bottom much more detailed instead of thick stairs - make the bottom of the stairs thin a little and put some wierd tech-ish detail underneath, such as pipes or just wierd equipment. 
Jpg Is A Proprietary Format 
What the hell? You must be thinking of gif. 
RPG, Zwiff 
Thanks. I think I'll go with making them thinner and smoothed, with something beneath them. 
Distrans 
coagula-thingy: nah, I don't know/think that voidism is such a big problem in this map - it's not like it's few small platforms in a big void but instead is fairly forgiving on mis-movement / flying around from rockets. The RA thingy seems a bit gimmicky, but has to be playtested... Might generate some interesting tactics. "If we take quad, they get ra" and timing becomes pretty important too.
Overall i'm itching to play this... :) 
Stairs 
k, this may do for now...
http://www.phait-accompli.com/q/s4/pre/m1s3.jpg
http://www.phait-accompli.com/q/s4/pre/m1s4.jpg

I gotta break up some of the walls yet. 
Phait 
Make sure you rotate the texture on the sides of the edge brushes. 
Hmm 
I wasn't gonna, actually but maybe I will. Oh also to note, these aren't the latest shots of that area - the light-thing underneath the stairs as you can see isn't even connected in those shots. 
But Maybe I Will 
Yes you damn well will.

Have a think about it - would, in a futuristic enviroment, the angled edge of a stair consist of woefully inefficient slabs of random stuff butted together, or would it consist of long strong beams??

One thing people should remember even about Quake is to think what stuff is for and how it would be constructed. Stairs are stairs so make them like stairs. Same for doorways, windows, arches, roofs, gothic pillars, floating fortresses, satanic torture devices....they should all be what they are supposed to be. 
Hmm 
Phait; Yeah, more stuff like that.

cliffs != walls 
Well 
Sorry I'm not Kinn. :) 
Bats 
Made two bats for Quake1. The first one is rather complex, 381 verts and 1076 triangles, and it looses a lot of textures on the backside.
The wings are made of just one sided triangles.
http://members.home.nl/gimli/fitz07.jpg

The other one is smaller, 275 verts and 750 triangles, and it has a double sided wing.
It looks as if this one has no gaps.
http://members.home.nl/gimli/fit10.jpg

What causes this loss of textures, causing gaps
in the model? Every time I patch them they just reappear. 
Holy Bombs Make Holy Holes, Holy Holes Make Homeless Moles 
Have you made sure the triangles aren't present, just facing the wrong way? Sometimes the normals get flipped in the conversion process. 
Tex Rendering 
I imported the model to QMLE by *.3ds and *.dxf
Then some vertices were wrong situated and I corrected them.
In the frontside they are well , but on the top they don't seem to render. When I patch the topsite, then the frontside disappears.

http://members.home.nl/gimli/quake.jpg 
Do I Have Enough Pipes? 
The beginnings of a singleplayer map. Don't really know where it's going, however (just radiant shots for now).

http://www.planetquake.com/kaziganthe/wip/wip11.jpg 
Caulk 
What's it do - besides vaguely "plug holes"? 
Phait: 
it doesn't get drawn, so when you want to save polys/lightmaps, you use it to seal up the bsp instead of a brush with a visible shader on it. 
Because RPG Is Making Me Do It. :( 
http://qmm.tripod.com/trondm3b.zip

Any comments and the suchlike before I release would be kindly appreciated. 
Need To 
Copy and paste that into the title bar. 
^Indeed 
Anyway, it's off the host again for the moment, have decided to do a bit more work on it after some constructive comments. :) 
HA! 
Just sneaked in with the DL.

I think I saw a much earlier version of this. It's cool. I like the style, and I like how it's big through spaciousness rather through an ass-complex layout. I.e. there's plenty of space to move but it's really easy to know where you are.

The new rockwork in the cave is really nice, natural looking. Good quad position too. I'm not usually a fan of teleporters but the set-up you've got works well.

I got a few criticisms but I will leave most of those until the next beta. The main ones are: NG is pointless, some areas are a bit uniform in height, you need clipping in some areas (esp below MH). 
SM82 Really Soon 
... 
... 
Bleh 
I finished sm32 in two weeks if I remember correctly. You had better produce something pretty special! ;)

When is CZG going to grace us with his special brand of glue, eh?*



* I don't mean spunk. 
Re: Than And Smabloid 
I don't think Shambler likes the area in the screenshot. :(

than: blah blah blah well you had me whining at you the whole time to finish the thing; whereas I have PuLSaR who only asks me once a month. Plus SM32 didn't have 191 enemies, 5 secrets, and an alleged phallic reference. 
In-editor Shot Of Apinaraivo 
This is not a a screenshot of any new map, but rather an in-editor screenshot of my Apinaraivo / Monkey Rage Q1SP. I was flying around the map in the editor and thought this looked kinda cool.

http://img114.imageshack.us/img114/3461/araivoradiant5dp.jpg 
It's Rather Not 
tbh 
Um... Yeah 
Phait 
um wtf

just put a triforce in your map, it'll look just as classy ;) 
Re #2333 
haha RPG, looking forward to sm82. make sure its hard. =)

couple of new reviews should be posted at my site soon as well. 
Bear 
omgstairs = cool

I said so on IRC.

Stairs + bricks + arches = DAMN! 
Supposedly For Jailbreak For Q4 
http://www.planetquake.com/bkp/scrotch/q4powmap1b.jpg

http://www.planetquake.com/bkp/scrotch/q4powmap1.jpg


Scrotch makes such good looking stuff, too bad its all for jailbreak mods. 
Nitin 
Screenies look good, doom3-ish, nice !! I like it.. 
"Jailbreak For Q4" 
Uh ... it looks doom3ish because it's doom3. There's no q4 mods in production yet :P

I guess he's doing it in doom3 with plans to convert it when the game's out, so he's going to have to retexture it all at the least. (Especially because I can see the "notexture" squares all over that thing.) 
Lunaran 
Sorry... I was guessibg these screenies to be preview from Q4... Anyway, they are really good IMHO... 
Lun's Right 
doom3 currently to be ported to q4 
Screenshots 
I will have some screenshots to post but can someone tell me the command for Fitzquake that prevents my weapon (cough) from showing?

I'm sure I remember this being posted before but I can't find it. 
R_drawviewmodel X 
where X is 0 (off) or 1 (on). 
Phait 
Ta. 
Hmm 
Testing some inset floor lighting... y'know, watching interior design from time to time isn't such a bad idea.

http://www.phait-accompli.com/q/s4/pre/m2_3.jpg 
Phait 
don't tease with such graphics or i'll spontaneously combust before I can ever play that!? 
Nice, 
I like those two wall textures imposed together like that.

you put your finger on something to think about; what do the real architects, interior designers, and landscapers have to teach us brush pushers. 
Headthump 
no, it's the other way around, brusherpush have to teach THEM! Some awful floor tex.. i mean tiling decisions i saw the other day in the new massive bus terminal. And they are more expensive than bad maps! 
Well, Lets Not Get Carried Away 
the standard between real world architecture and virtual is miles apart. Even the facade of my local supermarket (I'm actually tempted to film it so you can see) could rival something as praise worthy as CZG's entrance way to the Sacred Trinity map in design.

Architects have the advantage of dealing with a world that is analog down to the Quantum level. 
CZG Map 
could rival something as praise worthy as CZG's entrance way to the Sacred Trinity

Where might I see/play that? Don't see it on his site. 
Oh My! 
Phait I love what you've done there, you've really created a sense of space! It's like a whole new room! Three words for you: FAB YOU LOUS 
Phait 
It's one of his maps in Nehahra (neh2m2). 
Ahh 
Never played it.

*cowers* 
Sacred Trinity 
To Quote Stewie 
Now THAT's the good stuff, yeahhh. 
That's 
shit 
Yeah 
Now that's a 1337 supermarket 
Uhm, 
just a few houses down from Orson Scott Card's house, actually. 
Though, I'm Not Saying 
the facade is an extraordinary piece of work. The standards for level design and physical art are different to a degree where sophisticated technique goes unnoticed when seen on a day to day basis in the world around us, but you defininately note a set piece when it is placed in a level.

As for architectural technique, some things that they commononly do to arrange geometry I have only seen in a few realism oriented games.

With the facade, there are two stores in the shop. The Supermarket and a Ballet Studio. The supermarket which owns the parcel takes up about four fifths of the front, but by a visual trick, it is seen as centered.

The column and arches on the Supermarket side are half the width of the columns on the Ballet Studio side, so visually they even out, and the store front doesn't look ajared. 
I Should Have Something To Contribute To This... 
having a couple of years of University Architectural studies behind me but I just can't be arsed right now. 
More WIP From Scrotch 
HOOOOOOOO AH!!! 
nitin - Nice shit! I would love to see that as a D3SP! Hurry and add them crouching door imps!!! 
Zwiffle 
it migh be a while. Scortch mentioned this over at q3w :

"its built into the side of a large mountain/cliff. Im trying to make the terrain in maya, but Im not too famliar with the program so it may take a lil bit to get the hang of things before I can add that in to the map." 
It's... 
a bit too monotone. 
Scrotchage 
Looks good, but those curved buttresses look a little odd to me. 
Fuck Yeah 
Looks really cool, nice to see a possible D3SP that isn't relying too much on D3's fancy gfx and actually has some DESIGN in it.

I reckon those walkways and shit could have good gameplay potential too. 
Huh 
Yeah, that's it. Monotone.


....


Not quite as asstastic as your work, I'll give you that. 
Why Do You Need To Be A Dick? 
I was merely giving my opinion. Those shots are rather generally green in hue and I find that boring.

Oh wait, I've offended or don't agree with The Great Mr. Fribbles.

Christ. I hate you elitist fuckheads. 
Fribbles 
Don't be a dick. 
Ok 
I'm going to be controversial here and suggest that the lighting is predominantly green because it's an outdoor scene and the colour of the ambient outside lighting is, well, green. 
I Think It Also Depends 
on your monitor. I just checked on my Mac and while it's still green, I see other hues in it. Whereas on my PC's LCD, it seemed like everything was green. 
 
I don't mind the green in the shots, for a few reasons.

1.) It's better than black, which has been overused in Doom3 as of today imo. :D
2.) It's still alien and claustrophobic, so while it sets a completely different vibe it still retains an alien feel.
3.) It's better than some bright neon purple-pink like some faggy Quake 3 levels.

I won't say it's original lighting, but it's good imo. 
Go Frib Go! 
Green schmeen.

Mmmm beef. 
Huh... 
...this is sooooooo obviously a Q4 level I don't know why skrotch is even considering wasting it on D3. 
Hmm. #2360. 
good to see sacred trinity again. i still remember walking around the corner the first time and seeing that front shot aguire posted. =)

possibly one of the best Q1SP maps ever made!

one day...i might just do a review of nehahra, just for the record. would be a lot of work though of course...[just ask shambler]. 
UWF 
Just make sure you use an updated engine when playing Nehahra to get rid of tech problems. 
Would There 
be an interest in me uploading a couple of more Nehahra shots? 
Absolutely 
I need to download the packs for Nehahra again anyhow. 
OK 
Heh 
Yay for pimping Nehahra aguirRe ;D your shots look a tad bright on my machine though.
By the way, your nehahra engine is pretty nice (and I never said this before, but your compilers rock, thanks). 
Thanks 
Yes, I noticed myself that the shots are a bit bright. They are from late 2004 and I think they got the standard gamma correction I usually make on shots. I believe it's better to see everything clearly in shots.

Especially neh2m3 suffers from the brightening and some terrible fog banding, possibly worsened by jpg distortion.

It looks better in-game where you can adjust gamma to your liking. 
I Guess 
it is safe to infer from this

(and I never said this before, but your compilers rock, thanks).

that Bal is mapping again. 
Another Nehahra Shot 
of Invein (by Iain Bruce): http://user.tninet.se/~xir870k/invein2.jpg 
Heh 
looks alien
where to get this level? 
 
ah. I miss those days... 
Von 
Finally found a working FP link to Invein at RetroQuake: http://dynamic.gamespy.com/%7Eretroquake/blog/?p=101

The map was featured on PlanetQuake: http://www.planetquake.com/quake1/features/lotw/sp-01-08-27.shtml

and reviewed at TeamShambler: http://www.planetquake.com/teamshambler/rev010724.html

The last two sites' d/l link doesn't work though. 
I Forgot 
to add that Invein is one of those Q1 maps where you might want to disable idgamma, as the textures are bright and a lot of the patterns get saturated and lost. 
Oh 
thanks, bengt! 
Invein.zip 
I'm Thinking.. 
That this is about the level of detail I should stop at, else I tend to get carried away.

- http://www.phait-accompli.com/q/s4/pre/m2_5.jpg
- http://www.phait-accompli.com/q/s4/pre/m2_6.jpg 
Dunno 
Lighting is thoroughly bland ATM:

- http://www.planetquake.com/kaziganthe/images/kazsp1_1.jpg

(shots are numbered up through 5) 
Kaz 
Looks interesting, although quite confined. Not a bad thing in small amounts though. I really dig the texture set, best industrial one I've seen. 
How Close Are To Completion 
Phait?

Also, what is that weapon removal console command again? I'll put a few shots of what I'm working on. 
R_drawviewmodel 0 
 
 
Phait: Screenshots are really dark, so it's hard to say, but it looks like you could stand to put some more detail in there. Go overboard if you have to!

Kaz: The shots are kinda weird, but small and cramped just how I like it. I also like the tex set, so that's cool.

Keep it up both of you. 
That Was Quick! 
thanks, Blitz. 
Room I've Worked On Tonight 
I intended it to fill out the Turtlemap, but the style of the room is very different, so it is likely to be used else where

http://img199.imageshack.us/img199/4737/joequake0042hd.jpg

http://img297.imageshack.us/img297/6237/joequake0051lg.jpg

http://img297.imageshack.us/img297/424/joequake0070fs.jpg 
Head 
it looks okish oldskool, but i'd avoid making so many steps on the stairs, use func_plat or less steps... 
Yes, Definitely! 
As it is stands in screen, it is three steps for every back plane, causing a very twisted spiral in game. I was playing around with how much I could squeeze in there before going overboard, but I have a simpler arrangement for it made now. 
 
Phait: Well the ceiling looks fine, but most of the walls look rather plain to me.

Kaziganthe: I think that might be a little cramped, but it could be ok depending on what sort of gameplay you have there and what the rest of the map is like. I definitely agree that the lighting is too bland; it needs more contrast. And what's this? Those are colored lights?

HeadThump: I don't think I like the way the wood supports disappear into the wall in joequake0051lg.jpg. Do what you like, though. 
RPG 
Yeah, I added to the walls...
http://www.phait-accompli.com/q/s4/pre/m2_7.jpg 
$0.02 
I think it's looking good, but a bit top-heavy. I don't think you should reduce the detail in the ceiling, but maybe give it some less-jazzy textures so your eye is drawn up less. I think the floor would look a lot better if you broke it up a bit, maybe with an inset area with a few steps going down. You could add a striplight on the edge of the step and then you could have some nice lighting there.

I'd like to see how this turns out, your recent shots have all been pretty interesting Phait. You do realise your door is the wrong way up, though, don't you ;) 
I Was Thinking The Same As Starbuck About The Floor 
Hehe 
The floor is being worked on, as I have plans for that, that fit into the level progression. The door orientation - yes, it moves up-down but hey why not.

I'll experiment a bit more with the ceiling textures. Thanks! 
 
yes, it moves up-down but hey why not?

because it's far more likely the player will be obstructed when trying to pass through it. 
Hmm 
Style over substance in all things

Sod brief obstruction, it'll look cool :p 
Kell 
because it's far more likely the player will be obstructed when trying to pass through it.

A valid point, but that depends on the door speed as well. 
Opening Doors 
If two doors open sideways, each door needs only to open (say) one foot before you can go through (quick). When a door opens vertically, you have to wait for it to move the whole of your height before you can go through (annoying).

If you have two doors opening vertically (one up, one down) you still have to wait, and, as you cross the threshold, your car keys fall into the gap where the lower door moves into! 
Trust Me 
I've ran through them without getting snagged :) 
More WIP From Scrotch's D3/q4 Map 
 
my skybox 
Wow 
That second shot is my fav, looks like a mechanical cathedral. 
 
 
But Vondur likes it rough? 
Scrotch's Map Is Ctf 
What a waste. 
We Haven't Played Lunaran Flamewar In A While ... 
It's now going to be a d3 ctf. Unless someone can convince him over at q3w to turn it ino sp.

If he hasn't even done enough work on the map that it's differentiated into so much as what GAMETYPE it's going to be why is he showing us screenshots?

Oh, that's right, the same reason he's posting a half dozen screenshots every time he adds something to his fancy green thing. 
Hmm 
Hi, I don't think I'll have enough time to commit to a full blown singleplayer map at this point due to real life job. The basis for this map is an outline for a Q4 mod Im working on that plays like CTF anyhow, which why I've decided to go for the CTF gameplay.

Reason I was posting alot of shots was for some feedback, I like to get peoples thoughts on what they like/dislike. Thanks for comments and don't worry I wont be posting anymore images until its done. 
ScrotcH 
The proper response to somebody being a dick to you is not to give in but to go to absurd links to piss them off. Add a railing to that shot or
another tiny light, and post a few more screens shots with each little change, that is what this forum is here for. 
Flame War! 
Lunaran VS ScrotcH

Round 1

FIGHT! 
 
Im not looking to flame/fight anyone. I have no reason to, I just stumbled onto this forum by accident and seen the debate over a few WIP shots I posted on another forum. Its actually the few comments I read here that got me thinking of releasing it for D3 in some form to the public, and not just a concept for my new project. I'd love to do a singleplayer design with it but I just dont have the time to commit to it. 
Terrain Blending In Quake! 
Hmmm 
Add a railing to that shot or
another tiny light, and post a few more screens shots with each little change, that is what this forum is here for.


That reminds me, where's Friction been lately? 
Scrotch 
lun was just shitstirring.

Personally, I really like your work. Some of the jailbreak stuff was excellent.

you shoul consider doing mpas for another gametype though, sp or dm. 
Kaziganthe 
I like the skybox and the foliage. What engine is that? And where'd you get that new shambler skin? 
 
ScrotcH: 5 (4 extra points for using my skybox)
Lun : 0 
 
i just realized the shambler was made to give head. but those teeth should make things interesting too. 
I Can See The Jpg Compression 
in your skybox, speedy. it distracts me, you should make a tga version. 
I'm Afraid 
I'm nowhere near finishing the Turtle Map as of yet, but I have put some time into it this weekend. Here are a few shots from my upcoming map, 'A Shrine to Hatred.'

http://img318.imageshack.us/img318/491/joequake0080qm.jpg

http://img318.imageshack.us/img318/5305/joequake0119vt.jpg

http://img318.imageshack.us/img318/8284/joequake0095ca.jpg

http://img318.imageshack.us/img318/858/joequake0131cd.jpg 
I Seriously Approve... 
of any asian architecture, particularly in the quake engine. 2nd shot in particular looks tibetan. and i like the roofs in the 1st and 4th shots; maybe indic or nepali inspired? the lighting could use a little less contrast all around. (going from fullbright straight to fulldark does not seem to look too good in quake).

not sure how much i should critique lighting/texturing/layout... if you're "nowhere near finishing it". 
Except 
for the double layered roof adjoinment in the first pic(which I copied from a Bangcock coutyard pic) all of it is based on Tibetan motifs. However, I've worked the designs over so much they bare scant resemblance to their source inspirations. I just hope it becomes more cohesive as I work on it.

Yeap, the lighting is just one spotlight at this point (so it is all maximum drama in every direction). When I add some sourced lights near ground level it should look more natural. 
 
Well my only complaint is that if it's outside then the lighting in some of the shots is very very harsh. I don't know if any of it takes place inside, you may want to add sunlight 2 or just put in a low minlight, cuz that makes my eyes bleed. No, seriously. Ok, I really doesn't. It looks cool, so I'm waiting for that sourced ground lighting to even things up. 
I Find 
it to be a bit easier to work a sunlight 2 in after doing source lights instead of working source lights in around the sunlight 2. It may be just a personal oddity of mine, but sunlight 2 always reminded me of using gradiants in Photoshop. 
Suggestions 
Right now I think this lighting looks pretty crappy, and the texturing isn't final either but I'm looking for suggestions to improve the lighting:

- http://www.phait-accompli.com/q/s4/pre/tower5.jpg
- http://www.phait-accompli.com/q/s4/pre/tower4.jpg
- http://www.phait-accompli.com/q/s4/pre/tower3.jpg

My other idea I'd rather go with was this:
- http://www.phait-accompli.com/q/s4/pre/tower1.jpg
- http://www.phait-accompli.com/q/s4/pre/tower2.jpg

But it looks sloppy. 
Phait 
For the lightning improvement of the first spiral stairs style: you should remove the "flying" lights, and use 2 small lights on the stair sides (like there are already on external side of the spiral stairs)

In anyway, I really prefer the second, which ease to have good lightning effects without too much work... 
JP 
The 'floating' lights are going to be connected to the ceiling or the tower (that the stairs wrap around).

I could put spotlights on the tower (inside of stairs) but it looks bad, as some of the spotlights cover more than 1 face, and thus are wider than they normally would be. 
Phait 
 
Nah 
I never use any of that stuff... confusing. 
Phait 
What do you mean by confusing ? The field names I used instead of angle, mangle, etc... ? 
HOM 
I recompiled almost all maps fom the abandon with new compilers and Quark 61.
They do look better now, but I'm a little concerned.
After finally recompiling untill all leaks were vanished, I'm confronted with a new HOM error. Arg...

Strange, because some HOM effects disappear with a vis level 2, although I can't get rid of the regret they aren't vised level 4. 
Tower Lighting Again... 
This is kind of what I've settle on texture wise, looks better - but I'm still open to suggestions:

- http://www.phait-accompli.com/q/s4/pre/tower6.jpg 
Texturing And Lighting Looks Good There 
the curved walls are too flat. inset the brown rivets so the blue blocks stand out (like the strip lights are), or make some structural girders that connect the outer wall to the inner cylinder, or both. Curves look nice, but they often look even better when you break up and modify the curviness a little.

I'm also not sure about that long thin light brush that comes all the way down from the ceiling. looks odd to me. maybe it could angle off the wall at a lower height?

you asked for suggestions, you got 'em.

most importantly, trust your instincts, you needn't ask us if something looks good every time you make a change. 
 
Grahf yeah maybe, but maybe not 
Was Thinking Of Breaking Up Walls 
as well, but imagined what a nightmare it might turn out for BSP (or at least semi-nightmare) as theres alot of tall brushwork there that makes up the outer wall. I just made a 128x64 custom texture of the blue metal-block + brown rivet tex so I didn't have to split up the wall any further.

I like your suggestion of connecting the tower to the outer wall... I'll see how I can work that in. Thanks! 
More Of The Same (Or Mebbe Not) 
Got some Myrmidon screenies up at my spawnpoint site, at http://biff.spawnpoint.org/gallery . Nothing new, really -- but I thought I'd better get some game-related content up in case scampie was looking for fat to trim ;D 
BIFF YOU'RE ALIVE! 
And mapping, great :D Whats new? 
Biff 
Great stuff! Go idbase! 
Biff 
Wow, what a beautiful base ! Very interesting ! I like all these "technics details", and the use of the ID base testures is really good !! Even if I think lightning effects could be improved just adding a little bit more contrast (i.e light too 'flat', not enough shadow here and there,... but it's my humble opinion of rookie mapper .. ;)...), this level screenshots are very good, and I'm sure this level will be fun to play ! When is it planned for release ? Keep it up, and go map ! 
Yes 
Pretty nice stuff biff0r! 
Yaey! 
cool base biff! 
Biff 
Your base maps are enviably sexy as always, but weren't the last two maps from you the very same style?

I'll still play it when it's done, but I would kill to see you experiment. 
 
Biff: its great, nice to see some strong style and originality in the era of SPOG/CZG ripoffs and 'old skool'... except the ID base - could you use any other textures? 
He's Already Including Some From Duke 3D 
;) 
Biff 
that has got to be the most beautiful idbase level i've ever seen. 
Nice Site Too, Biff 
 
Thanks, Guys =D 
I hope to finish it sometime before the next decade, yes. Currently it's in a state of flux, since I have been rebuilding some areas to improve VIS-friendliness and overall flow, if possible. I get too carried away with the details, and make stuff that gets too impractical (being the shallow bastard that I am), but hope to mend my ways =D

Yes Phait I am alive, and hope to get all of my current mapping projects at the gallery site, and at least be able to keep things posted that way (Thanks for the site praise, 'Thump, but I just DLed the code from sourceforge.net -- will be tinkering with the look of it soon).

I do agree with you about the lighting JPLambert, the lighting has been rushed as I have been more interested in the brushwork and just let the lights go for the time being (not to mention a lot of the texture placement), but will certainly tweak everything soon enough.

Lun (and Speedy, I'm guessing), as usual you're right -- I had been playing with some medieval-themed stuff, but it has bled over into other projects and other games (more about that soon, if things work out). My other idbase stuff fell short of my own expectations though, and I hope Myrmidon will be what I've always wanted to build since I first tinkered with Deathmatch Maker so long ago ;D

BTW thanks a heap, Tyrann -- good to hear from a fellow BASE_EMBRACER ;D 
Respect... 
...the guts of this mapper. Even a hard drive meltdown hasn't stopped the vision.

HuG you biff! 
Mmm.... 
That's purdy.... 
A Little Something For Ya... 
First, my inspiration. It's a temple in Durbar Square of Kathmandu, Nepal. I've been digging this architectural style lately:
http://img42.imagevenue.com/img.php?loc=loc119?=a53_taleju03.jpg

Now, my quake recreation:
http://img36.imagevenue.com/img.php?loc=loc134?=39f_MacNehahra00.jpg

http://img7.imagevenue.com/img.php?loc=loc92?=9ba_MacNehahra01.jpg

http://img42.imagevenue.com/img.php?loc=loc176?=1f7_MacNehahra02.jpg

Haven't decided what to do with the bottom part of the building yet, so it remains blocky for now. 
Your Quake Shots 
aren't showing up. 
Argh... 
.. same for me... I was insulting my PC till I saw this.. Thanks Phait ! 
Grahf 
In the future use Imageshack! 
LAME 
imagevenue looked cool because i could upload multiple shots at a time, and they did work last night.

This any better?
inspiration:
http://img262.imageshack.us/my.php?image=taleju020il.jpg
http://img262.imageshack.us/my.php?image=taleju032em.jpg
http://img262.imageshack.us/my.php?image=taleju056mb.jpg

I love the colors and shapes of this architecture,

quake reproduction v1:
http://img332.imageshack.us/my.php?image=macnehahra007tl.jpg
http://img65.imageshack.us/my.php?image=macnehahra012sa.jpg
http://img65.imageshack.us/my.php?image=macnehahra029vf.jpg

Kingpin textures. It's a lot larger ingame than I realized in the editor. 
Grahf 
Nice. I'm terrified of the tiny brushwork details on those lamps though. 
Grahf 
nice!

lun: these are lantern models from nehahra i suspect. 
Beautiful 
grahf: i love the textures and i love the lanterns! hope that will become a proper map ;) 
/me HUGS Distrans! 
Hay, buddy -- and thx! 
Grahf: 
Didn't see those when you posted in #tf, but they look really neat -- and Kingpin textures, w00t! 
Yay An Ego Boost! 
Yes they are Neh lanterns. And at some point when I feel like it I intend to shift the wooden supports around a bit to make them more randomized and old-looking, right now they're just copy-pasted all the way around.

Thanks guys, now back to working on it for real. 
Kingpin? 
Interesting choice, mixing up a little urban blight with monastic order, could prove to be a potent design combo.

BTW. I've spotted several texture packs including Kingpin in this little dark corner of sunet,

ftp://ftp.sunet.se/pub/games/PC/idgames2/planetquake/texmex/textures/ 
Tower Redesigned 
Before: http://www.phait-accompli.com/q/s4/pre/tower6.jpg

After: http://www.phait-accompli.com/q/s4/pre/tower-2-1.jpg
http://www.phait-accompli.com/q/s4/pre/tower-2-2.jpg

Still not done yet, thinking of putting some vertical lighting on the sides, and need to put a circular platform inside. 
Title Goes Here 
looks nice phait. a lot better in fact. now do the same for the outer wall. not saying you should ditch the combined texture you made, but maybe dont use it for the whole wall.

nice find headthump, spread the texture love. 
Lamps 
they are Neh lanterns

... oh 
Biff 
PLEASE don't use minlight in any more maps... :D

your architecture suffers with that drab lighting method ! 
 
I used to do that too
1 room 10 screenshots
that was fun 
Hmm 
Dammit Phait, stop posting screenshots already. You're working on a map. We get it. 
 
 
Yes 
and that tech texture on the lower part of the new tower doesn't look good when repeated that much, upper part seems like an improvment on the other hand. 
Textures 
Travail Screenies At QExpo... 
Distrans 
Looks fantastic! :D
/me swoons
Lots of awesome looking maps at QExpo. 
OMG 
It has fancy foreign level titles, it must be good!

Looks interesting tho, nice one. 
Help 
Anybody interested in giving input on a couple maps? I think I would benefit from getting some realtime suggestions and thoughts on what I've got so far, rather than just posting shots.

AIM: itsphait
Yahoo: phait_accompli
MSN: thecarbonflaw@yahoo.com

Thanks. 
Phait 
I can help you out if you need it. 
Zwiff 
Thanks, I accepted your add on Y!Messenger but forgot to add you as well - whats your screen-name again? 
Yay 
Thanks Zwiff, again.

Again if anyone else wants to take a look at the maps and offer their opinion, more than welcome, just add me and message me when you see me on:

AIM: itsphait
Yahoo: phait_accompli
MSN: thecarbonflaw@yahoo.com

Or e-mail: http://www.phait-accompli.com/q/contact.php 
Update... 
...at the Travail site involving the final beta of disqdm1 http://qexpo.quakedev.com/booths.php?tag=Travail

Shambler: hehee, a small tip of the hat to the Spanish wierds. This project is full of appreciative references both in game and out. 
Phait 
Beta-comments:

Homogenise the architectural style a bit.

Beef up the designs in the plainer sections.

Try to have more interesting connections between the main areas.

Round off and naturalise the terrain a bit.

There we go that's enough beta-comments, get to work. 
Shamb, Out Of Curiosity 
Did you go through the maps (from Zwiff), or are you just speaking from the shots? 
 
He's just giving general info. 
Ah 
Cause some of that was vague. 
Phait. 
Errr no, that was from nothing except an instinctive estimation of what most maps need. 
I See 
Yeah I've been reworking areas here and there.
(Before: http://www.phait-accompli.com/q/s4/pre/tower11.jpg -- After: http://www.phait-accompli.com/q/s4/pre/tower11b.jpg )

I'm just getting tired of spending dozens of hours on one area. It's a bit hard to let go and move on to the next area. 
Terrain 
Also 
Yes I'm working on the lighting. Right now I used metl's suggestion to put a light in (or near actually) the sky. But I hate that big ol' circle of light.

And I dunno why the sky looks like crap, I recall it looking better. I must not have my color depth/bits switch in my FQ shortcut correct... -bpp 32? 
Also 
Yes I'm working on the lighting. Right now I used metl's suggestion to put a light in (or near actually) the sky. But I hate that big ol' circle of light.

And I dunno why the sky looks like crap, I recall it looking better. I must not have my color depth/bits switch in my FQ shortcut correct... -bpp 32
Stuff 
the sky looks crap because it's a different skybox than the "old crap."

I actually like the broken shattered look of the "old crap."

The "new" cliff walls don't vary at all in height, i.e., they're all clipped off at the same height by the sky.

i think i liked the old better.

and i'm getting tired of making these comments on every single room test map you make. please trust your own instincts. 
Those HOM's Must Be WitchCraft! 
Madfox 
looks like a nice oldskoolish runic map, i've no complaints with that.

except, what is that texture on the "A" crossbeams right below the sky light hole? It looks really odd, like an alphamasked texture with no alpha channel. 
Well 
I fixed the sky actually, as the tops weren't actually flat - just obscured by the sky. I found the problem with the sky - my shortcut didn't have -bpp 32 in it. 
Omg 
FASCINATING

/me fucks off to somewhere where he cares.. 
Texture 
it's the end map of abandon, with gravity set low so you can jump.
me a bad boy, texture stolen from prince of persia. 
RtCW Mapping Questions 
I am sure some of you have mapped for RtCW so I have some questions to all of you:

1) I have unpacked models/mapobjects from pak0.pk3 and sp_pak1.pk3 and can now load the models inside Radiant. However, some of the dirs for the objects (mapobjects/bush, mapobjects/clipboard, mapobjects/lion to name a few) only contain textures and no model file, where are they?

2) Say I added a mapobjects/bodyparts/helbody.mdc into my map as a misc/model, how can I choose which skin is used on the model? By default, hel_body1.jpg is being used, how do I make the model use lop_body1.jpg instead? 
What The Hell 
This was supposed to go into Mapping Help. 
... 
Necros 
Thats neat, although I think the texturing could use some variation along the walls, despite that I'm not fond of ikbase. 
Good Form To Those Buildings, 
huge AND claustaphobic with those, er? not sure what they are, lingering over you, it is likely to be atmospheric as well.

Phait, has a point though. To me, the original IkBase for IkSPQ5 are a more interesting set than the converted Quake Arena ones from Fatty's site. I believe those used in the pic are likely the latter.

Also, from my own screwing around, IkBase can be combined pretty well with Soc_Tec and Soc_tech converts well to the Q1 pallette given the lustre of rusted grime that predominate the design.

MMMM, ruuust. 
 
HeadThump, by any chance do you mean this set:
http://www.planetquake.com/vigil/pics/sockie1.jpg

Necros, the walls and the floor needs something to break them up. Trims along the wall, and something on the floor where the supports meet it would be a very nice addition. 
Jago 
In RTCW, or indeed any Q3 engine game, static mapmodels (usually .md3 format misc_models) get their faces baked into the BSP at compile time, so there's no need for the actual mesh to be distributed with the game/map unless the creators want to, just the textures and shader. The models you get are the ones that animate and the ones that have been used as part of a moving entity of some sort. It's ages since I fiddled with RTCW but the editing media for these games often includes models that aren't in the pk3's as well.

To change the textures for .mdc/.mds models you need to use .skin files, you could extract those from the pk3 file too. For static .md3 mapobjects you can use the q3map2 _remapshader directive instead to have the shader repointed at compile time. 
Necros 
OMG Hordes!

Wait a minute, no monsters yet....

Yeah that looks cool, I like the fresh and funky designs. The lights on the larger buttresses look a little odd, that's all. 
Yeap 
those are the sext textures I mentioned.

The lights on the larger buttresses

That's the word I was hesitant to use because in the screen shot I couldn't tell if they were actually supporting anything! 
Sexy Textures 
 
Cool 
thanks for the comments. :) the map is a little to far along to redesign anything more than gameplay at this point, but it's nice to know what people think :)

cheers 
Sexy Curves 
necros doing ikbase seems like a nonsequitur to me somehow :)

I especially approve of the four light columns that are wrapped around the curved wall in the upper left quadrant of the pic. I've been playing around with nonaxial curved details like that myself a lot lately, and it's an utter headache sometimes, but the results are very rewarding. I'd be even more impressed with your brush-fu if you could extend a curve from the upper half of those columns to meet the overhanging curve above them.

Hmm, maybe that description's a bit obscure. Ahh, the tao of brush. :0 If you start off making things curvy, the tendency is to push it as far as you can.

besides that, my suggestions are:
1. break up the floor a bit, unless there's going to a be horde combat there and you want maximum player mobility. It'd look good as a split level type thang, with trims along the edge of the split (I'd split it where the curved columns touch the floor.

2. you might consider using different wall trims near the floor vs the ceiling to create a more varied "height identity." This is echoing/expanding on what Phait said.

that's my $.02. 
It Occurred To Me Recently; 
when Shambler got a bit nostalgic after replaying Scourge of Armagon, I asked myself how one might approach it in a fresh way, and here is my Hollywood answer:

Remix IkBase in desert camo tiles, set it as a base in the middle of the desert. Use Sock tech textures from the machinery sub file and Q2 reckoning consoles to feel out the details. Throw in Armagon, Scourge, nail grunts, and Preach's axemen as post apocolyptic/madmaxish rift raff for a fine base mix.

Tentative title: Armagon Ressurection,

catchy, eh? 
 
fuck. i was going to be releasing the damn thing soon, but those are good ideas grahf.

i think i'm going to work on the brushwork some more. :P 
Yeah. Agreed 
I see what Graf means; also, there is a riveted texture at the leftward edge of the shot that may be useful to create a v-frame trim along the large curved column edges if the texture happens to line up well with the planes involved, and if you wanted to add that sort of structual detail.

It would be a nice contrast to the vertical texture running up the columns.

My .02$. 
Some Cool UT2004 Shots 
Looks Cool 
but i only see one shot... 
Soooooooooon (well Not Really) 
http://www.kolumbus.fi/ville.nieminen/soon.jpg

WATCH THIS SPACE















CLOSELY





























Few weeks, honest. 
OMG 
RPGs COMING OUT WITH A DOOM 3 MAP OMG 
Ummm 
Want to recheck the nick on that post Zwif? 
 
It was a joke, cuz Fric basically copied RPG's "Soon" advertisements. 
:( And :) 
:(
bright blue alpha blending from 1997. Gosh, it looks ugly still, I'm sorry to say. Why oh why?

Maybe the shot would look a bit better with antialiasing on - now the contrast in the shadows is so big that the pixels are really brought up. And the angled structure mimicking rounded shapes is brought up too :/

:)
Your earlier shots have been absolutely fabulous. Too bad I don't have d3. 
Fric. 
WHAT WE NEED IS A SIGNAL... 
Still Plodding Away... 
Cool Shots 
http://www.maricscabinet.com/a2d.jpg

^^^ I would change the torch holding brushes on the wall to a different texture though. It doesn't look right the way they're using the same texture as the wall behind them. 
Maric 
Are some of those textures from Blood? 
Maric 
Nice screenies !! And where come the textures from ?? 
Maric 
R0x0rage. I like it. Interesting style. I like how the plain rock texture allows you to have a quite uniform colour scheme but still have an obvious delineation between natural rocks and built-up sections. 
Maric 
Nice 
Maric 
run with 32 bits to avoid rasters, it look way better. I don't remember the command line for fitz tho, maybe it's changeable in the menu too.
Where is that rock texture from?

The thing looks pretty good, at least the style and colorspace is quite consistent. 
32 Bits 
quakeclient.exe -bpp 32 
Thanks All... 
Blitz - I was wondering about that, I'll make the change and post some new screens.

Phait / JPLambert - I made all but the slime texture and one of the original Quake emblems (I will likely make my own versions of those before all is said and done). They are all very basic (nowhere near Kell quality) and were originally made for Quake2 but they seem to "crossover" pretty well.

Shambler - I am all but addicted to terrain in my maps so I made the rock textures with my addiction in mind, as I made the rest, in hopes that they would mesh well. I thank you for your comments, seems like I was a little successful there, thank you.

Bambuz - Will do, for as long as I have been doing the Q2 thing... I can claim all but zero knowledge about Quake, any hints such as that are greatly appreciated.

I'll have some serious n00bish questions for the lot of you pretty soon. 
Oops... 
Link for the textures...

http://www.maricscabinet.com/textures.html

They are not in .wad as of yet, I'll gather the ones that are worthwhile and get links up soon. 
@Maric 
I really like it, but I find the lighting a little shoddy and too bright in some of the bits, especially the picture where you are close to the bottom. I think you should turn down the brightness of some the lights and use several weak ones instead. 
 
voodoochopstiks - Good point, the screen caps were curved up and brightened for the int4rw3b though. The actual in-game is much darker and more "contrasty". And honestly, I epected to get (read hoped) good feedback on lighting and such, this being my first delve into Quake, I am sure that I will need a load of experienced critique.

I am a good way off from actual beta testing I think. 
Maric! 
I'm glad you finally have a website. Now i can finally look at screenshots of all your maps. 
Maric 
Thanks for the texes !! Oh, and some of the screenis of your Q2 maps are really cool 
FMB-BDG 
Work in progress.
4 to 6 weeks until completion.
300+ monsters.
Brightness and contrast enhanced for screenshots.
One map but may need to become two as already exceeds clip-node limits and dangerously close to marksurface limits.
No more screenies until release.


http://img370.imageshack.us/img370/1341/fitz00046xg.jpg
http://img370.imageshack.us/img370/3042/fitz00053qu.jpg
http://img370.imageshack.us/img370/8649/fitz00067qd.jpg
http://img370.imageshack.us/img370/6632/fitz00088ym.jpg
http://img370.imageshack.us/img370/9510/fitz00010cn.jpg 
W00t 
Go Mike, looks fat and flavasome. 2nd looks a bit boxy but 3rd more than makes up for it, looks cool. 
Looks Interesting 
but a bit bland brushwork wise. ALso, that lava texture is awful. 
Mike 
Nice screenshots !! And BTW, very weel DKT3 textures use.. Keep it up !! 
More Fmb Goodness, Yay 
But what's with that lava texture? 
Mwh 
It's original DKT3 lava texture... I guess it would be cool to enlarge its texture ratio twice or more... 
Mike 
I like the first picture. The other also look interesting. 
Quite Nice, Mike 
First few shots are very atmospheric, and I salute you, you freakin' texturing genuis, becaue there is that one texture on the columns of the second picture that looks just right here, I've played with it many times, and was convinced it would not look good on anything. 
Mike 
the second screenshot reminded me of zelda: ocarina of time's graveyard dungeon. awesome! keep going 
Doh 
Damn you mike, that's almost the exact same texture theme I'm using in one of my maps. =D
Looks good though, looking forward to it. 
Lava Texture 
Although this is the one in the .wad that I am using, and it is already 256 x 256 (in the main cavern shot), I am happy to try different lavas is anyone cares to suggest some.

It is a bit of a mixed texture set - Knave, Daikatana, Quake101, and bits and bobs from places now lost in the sands of time.

Thanks for the positive feedback. 
Eek 
It looksi nteresting, reminds me of Hexen 2. But the lava tex makes me think of a pool of crushed fruit loops. 
Hey Man 
Whatchoo got against Fruit Loops? 
Well... 
fruit loops without milk = eating sugar in the desert 
Mike, 
I've now been able to test a set of custom lava textures. I've been working on making natural terrain and liquid textures that are tileable together and some of these work together pretty well. They are yours if you want them. 
HeadThump 
For sure, thanks.

Can I download from somewhere? Or if not, you can use mikewoodham AT msn DOT com. 
HeadThump 
Thanks, I will try them out later this week when I get back home. 
Mike 
you could use the lava used in contract revoked. 
Opinions On Lava? 
Mike 
Original DKT3 (i.e fruity loops) looks netter IMHO... Note I say that because my current "cooking" map use it ;) 
Of Course I'm Biased, But 
The DKT3 one doesn't tile well at all. 
 
#1 fo sho 
Lavar (to Wash) 
#1 is really really bright and doesn't seem to match the dim lighting. I suggest trying Kell's lava texture (from Contract Revoked) if you haven't already. 
Mike 
Shot 2 
#1 
though the texture could be a bit less red
the #2 lava looks like the "chem tiberium" from c&c:tiberian sun in my opinion... 
And. .. 
... DKT3 lava texture fits more with the foggy-gloomy ambiance IMHO... So I vote for screenshot 2 ! 
No. 2... 
Suits the rock texture at lava level to a tee :) 
#1 
But try Contract Revoked lava as it is the best imho 
Thanks Everyone. 
OK, decision made and you'll all see which one I have chosen when you play the map.

(Cor blimey mate, you bin fishin or what) 
Damn 
Even though it's too late, I actually like the contrast that the bright lava in #1 creates. 
Damn Also... 
...because I think you should dick both of those for this atmosphere and go with metl's rubicon lava. 
Rubicon Lava... 
...seems to be the standard ID (quake101.wad) lava? 
Ack! 
not rubicon lava!!! :P 
Lava 
there's some nicely tiling lava in the rocket arena pak I think. 
#1 
Obviously. 
 
vanila quake lava plz 
Hmmm 
I found this pack of lava textures one time, but don't know who made them (no readme.txt), but they seem like they may tile properly:

http://www.ftp-sunet-se.lkams.kernel.org/idgames2/planetquake/warehouse/otw-lava.zip 
WELL WHAT ABOUT THE GAY LAVA? 
CETME 
Some super-bastard lavas there: I'm playing with them now. 
No. 
i think the problem is not with the choice of lava texture (they're all decent), but with the massive brightness change from the fullbright lava and the fulldark brick columns coming out of the lava. Put some light sources down near the lava, so it looks more like it's glowing a bit, then the transition won't be so jarring. 
Grahf 
Yes, you're right. The original screenies do show a section of stone and lava correctly lit: see #2545 above, third shot.

I think more than anything it was the tiling that I was concened about but as I say, I have now selected the lava that I will use.

Thanks for your comments anyway. 
Lava 
I hear start.bsp has a good lava texture too. 
Lunaran 
Luv it :-)

Blah, blah... melting icecaps and the sea levels are rising; blah, blah... price of oil looks like it will drop back to pre-hurricane prices; blah, blah... blistering speeds proven on the new G4s; oh yes, and did you catch the quality of that lava in start.bsp - I've been told it's really good...

(Read the above in your head using a psuedo-newscaster type voice, kinda mid-Atlantic disc jockey)

Made me chuckle just imagining the scenarios of how you 'heard' about it.

Anyway, honest, I've now selected the lava I will use. But what I might do is give FMB-BDG a start map where the player can choose their lava texture: that could provide a solution to suit everyone ;-)

Ooooh, I've eaten too much rice pudding! 
 
"But what I might do is give FMB-BDG a start map where the player can choose their lava texture."

You're no serious are you mike ? Just go with what you picked. 
Nitin 
Just a joke, honest.

I promise not to mention lava again. (Well, at least, not in this post!) 
Shad3dm2 - Deep Freeze (Release Canidate 4) 
Alright finally my Q3 map is pretty much finished!! Its been way to long in the making, hell it probably would of gotten finished last year if it hadn't been for school.

Anyway.. load it up and let me know if you find anything problems.

----
Level Download
Full Download: http://shadowdane.shackspace.com/files/shad3dm2_rc4_full.zip (Includes Level & Music) - 21mb
Level Only: http://shadowdane.shackspace.com/files/shad3dm2_rc4_level.zip - 9mb
Music Only: http://shadowdane.shackspace.com/files/shad3dm2_rc4_music.zip - 11mb

Music by: indy - www.indysound.net
MP3 Version: http://shadowdane.shackspace.com/files/indy%20-%20pathways%20(shad3dm2).mp3

Screenshots (1600x1200)
http://shadowdane.shackspace.com/files/shad3dm2_pic1.jpg
http://shadowdane.shackspace.com/files/shad3dm2_pic2.jpg
http://shadowdane.shackspace.com/files/shad3dm2_pic3.jpg 
Need To Have 
Bigger screenshots and more grey brick textures...


Seriously though, looks sweet, nice one. 
Shadowdane 
the bots get stuck in the corner next to the stairs in the rl area. 
Neg!ke 
woops.. yes they do :P

had a spawn point inside a bot-clip brush.. I'll fix that for the final version 
Shadowdane 
This map is looking very nice. Lighting and detailing are excellent, and item placement is a kick. I especially like the MH and Quad (and it's kinda cool that someone can get the Quad without using the wall switch if they have the movement skills, although I doubt it would happen during an actual match).

It feels pretty finished at this point. The only nitpicks I might have are (a) clip (and botclip if you haven't already) some of the weapon spots that are a bit bumpy as you move across them, and (b) the brick is a bit iffy on some angled brush faces, especially where it has to go from wall to ceiling and/or is getting stretched a bit. There are a few places where you've done some clipping and added some metal trims and such on some angled bits rather than having solid brick on all faces, and it looks better. I'd be tempted, were it me, to replace the brick in quite a few spots, but like I said, that's nitpicking... 
Eww 
grey brick 
E1M2RMX 
Well, hopefully Zwiffle won't murder me for posting these:

http://www.saunalahti.fi/dnaumov/e1m2rmx01.jpg
http://www.saunalahti.fi/dnaumov/e1m2rmx02.jpg 
Wicked 
:) 
:o 
i love that wood detailing going on in the second shot. those angles are making me hot! 
Very Nice Shots 
...although i personally would like to see the Heretic2 textures phased out in favor of the ID ones. 
Agreed 
Cool stuff, but I'd rather see the the original id1 textures used instead, plus a few variants a la e1m1rmx. 
Meh, 
i think it looks awesome with those textures. ;) 
Well 
Did you even work on it or are those shots from like 3 months ago?? :) Anyway, you can work on it for a while yet Jago I'm swamped with school so I won't be able to touch it until Christmas time. 
Jago 
IMHO, there's a weird thing in the screenies: Why did you use these light textures (yellow neons) that sounds to come from the ID base texture set ?? I'm very surprised to see some electrical stuff in a medieval like castle... it's not really, let's say consistent...
I really think you should replace these light textures by something else... thought... it's just my taste, so..

However, it looks cool regarding the screenies... keep it up ! 
Hmm 
Looks nice, but the two shots almost look like they come from different maps cause of the textures. The classic ID textures just don't blend it so nicely with the Heretic2 textures in my opinion. 
Bal 
nah it blends well in the game, i've seen 
Nice Shots. 
Though, I think the first shot could do with having a bit more love and attention lavished upon it to make it stand up to the second, as it looks a little bare in comparison.

PS. I like the lights, myself. They suit the putrid, almost gaseous atmosphere you have going. 
Hmmm 
Just my personal opinion of course, but if you're using those textures, I feel you've missed the point of the whole RMX thing.

Vondurzg had it exactly right - you want to use the standard textures and variations of those, to make it look faithful to the original (or at least in vaguely the same style).

Of course, I haven't seen the map in game, so maybe its superawesome and I just don't know it...

But honestly, if you wanna make a version of that map with different textures, go right ahead (obviously!) but if you wanna do an RMX thing and follow in the footsteps of Vondurzg, then I'd reckon you'd want to stick closer to the original theme. 
Quebec Whiskey 
Do you play 4on4 Jago?

E1M2 is one of the big three maps in it. Pay homage. Not too much annoying tripping details or confusing clip brushes!

I share the concern with JPL about the lights a bit although they might work better in-game.

Looks mighty good. 
Frib 
yeah, i told him that it's better to use e1m2 texes for that rmx idea, but he wouldn't listen ;) 
Well 
When I started the map, I intended to reinvent it instead of just redoing brushwork. So really the texture choice is largely mine and not Jago's so don't be so hard on him. Honestly I think it looks good overall and gives the map a really unique feeling, so maybe we should switch it from RMX to RMX++ or something?

The first shot isn't the best I admit, it was cool until the rest of the map started looking better.

Bam: This'll be sp primarily, so DM will have to be largely forgotten on this map. :( 
:C 
sad face 
E1M2RMX And Textures 
 
Rmx Clearly Means... 
... whatever the mapper(s) wants it to mean.

Obviously you should probably listen to what other people say, but also feel free to ignore it. It's your map :) 
Jago: 
call it "e1m2ish" 
No, That Already Exists 
e1m2esque 
Conceptual Screenshot 
RPG: 
i know, that's the snark. 
Yeah 
... whatever the mapper(s) wants it to mean.

Obviously you should probably listen to what other people say, but also feel free to ignore it. It's your map :)


Totally agree, but, and this is the only reason I mentioned the texturing at all... you have to remember that there was talk of people doing these RMX maps and bundling them together as a full episode.

If this were to be done, the map shown in the screenshots would not fit in well with the other maps, as it strays too far from the original theme.

Again, its just my opinion, and I don't care much either way... meh.

Call it e1m2RMXish. 
E1M2++ 
better imo :D 
I Agree With Frib. 
But I've been saying that all along. Not just because I think it should live up to the name and the standard set by Vonduzg, but also because I think it's a genuinely cool idea to do remakes that are strongly related to the original map theme but use modern mapping quality / designs. I personally think it will be a better map if you focus on the original atmosphere combined with stunning designs (and quality gameplay), rather than a new atmosphere combined with an odd selection of designs (some really good, some not so good). 
Right 
Exactly.

Ditto.

Etc. 
Heh Pulsar 
nice petanque there, but it's upside down?

wonders what's the adjacent brush breakup's like... 
y bambuz kant vrite 
OK OK 
I will rip the textures used in the original e1m2.bsp and see if I can come up with some custom texture choices that would fit the original theme of E1M2.

However, I am not promising anyone anything, because I have the feeling that retexturing and redetailing the entire map in a way that would retain the original theme and feel of E1M2 would basically mean that I would have to throw 80% of the brushwork out of the window and pretty much start the map anew. If this turns out to be the case, I am not doing it because that would be throwing out 80% of the map I actually like. Why should I be throwing away work I am perfectly satisfied with just to please others?

I will give it a go though. 
Yarr 
And make sure to send me updates of how the thing looks, I'm still a part of this thing too ~_~ 
Bleh 
Jago 
its all in how you use the textures:
textures fit a certain style of brushwork, so if you do the same stuff as in e1m2, the textures will look fine.

my recommendation? use the same textures for each area that were used in the original, and just expand on the former brushwork. in this way you will retain both geometrical and textural cohesiveness with the original map, but also be able to add your own "flair"


also: your gamma correction sucks more than a vaccum cleaner. 
Okay Okay 
You all have convinced me. I have added some more textures from e1m2, fixed some details and now it looks better then the original version using swampy textures. 
Jago 
:(

The 1st shots looked awesome, shame you changed it back to id textures if you ask me. And yeah that woodwork had me gasping too :) 
Daz 
Trust me, it does actually look better now that it's using id textures :) 
Bleh 
slave to public opinion, i say! 
Necros 
So... if you try to convince him to change it back to swamp textures, and if he did as you requested, he'd still be a slave of public opinion, wouldn't he? 
XD 
got me there :P 
Jago 
Stick with e1m2 textures, just work in more detail than you have so far. more wizmet trim and etc.

also, what's with the contrast in those screenshots? It looks like you scanned them out of a magazine. 
Actually 
Jago's and my hard work paid off, we're the cover story on the October edition of American PC Gamer. Those were taken directly from the preview copy we each got. 
2nd Lun There, 
wizmet trim really sweetens the deal.

Good one, Zwiff, I 'bout shit me britches until my sarcasm meter kicked in. 
Zwiffle 
ROFL 
Is... 
...wizmet back in fashion now??

How time flies! 
Wizmet1_2 Is ALWAYS In Fashion 
Anyone who says otherwise is just a poser. 
And Just To Prove It 
here's a shot of my latest map...

http://kell.spawnpoint.org/screenshots/wizmet4ev4r.jpg 
Kell 
lol! :D 
^_~ 
Don't see any knave textures in that one :P 
The Future Was Yesterday 
 
Speedy 
whatever happened to that base style map you were pimping ages ago (the one with lots of funky angles and rock). 
 
I got hired :) 
Speedy 
with who ? 
Speedy. 
That looks nice. Go map. 
 
Thing is, quake is no longer interesting for me
I hardly check any new maps and dont enjoy making gameplay for it.. any1 wants to help? geometry is done (could use some more details and polish, but its ok as is)

how about you shamb? you know how to place monster? 
If That Base Map 
is in any semi-finished state, you should pass that to somebody. That looked really good. 
Speedy 
Fair enough.

If you can pass it on to someone (not Aguire ^_~), that would be cool. 
Speedy 
Depending on the schedule in which you want the map to be finished, I would be interested in doing the final detailing and polishing. My email address is in my profile. 
 
If you can pass it on to someone (not Aguire ^_~), that would be cool.

lmao 
Speedy 
Put a link up for it and let a bunch of people work on it - it would be cool to see what could come out of that. 
 
no 
Lol 
I don't know why you're so opposed to the idea
if you don't plan to finish the maps anyway
something great might come out it
ie; Mike Woodham made two maps based on my unfinished stuff; aguirRe finished the Night Journey; none of that would have happened if I hadn't released my unfinished stuff 
Crappy Map Release... 
I can easily understand mappers that don't want to "deliver" their most crappy maps: it's a question of prestige..

... though... ;) 
Tronyn 
Mike Woodham mailed me some 3 yrs ago and I gave him map file(s?).. dont remember already
Any one could do it, as I already told

releasing unfinished scraps to the public is not much use and I dont want to do it
for me its like giving out half-baked cookies :)

if you want to mess with sources - go see czg maps. they are great and truly deserve to be made playable (have any one made something of those in 3 years?)

there are (were?) damauls maps too 
Mmmm 
I love half-baked cookies. Sometimes I eat cookie dough raw. 
A Little Bit Of Stuff 
Anyone in #tf recently will have heard me asking for feedback on these.

http://www.doom3world.org/phpbb2/viewtopic.php?t=12643 
D3 
is there more of that outdoor stuff like in the first shot? or is that pretty much it?

beyond that, it looks nice, with of course the prerequisite dark d3 lighting (considered that lightmap baking method?)

is that for normal d3 or the RoE expansion? cause i don't have the expansion :( 
Right Now That's It 
Right now that's it for outdoors, however that was my first try at modelling terrain and importing it into d3 so I expect to be making more.

No lightmap baking, looking at the time it would take to do, the payoff doesn't seem worth it. Also then you run into bugs with dynamic lights.

Straight vanilla d3 all the way, don't have the RoE expansion either. 
Tron 
Almost everything seems to be "axial" wich makes it look a bit boring otherwise it looks like good build quality. It would also be nice if you could push it a bit from the typical doom 3 look but that's of course more of a personal wish... 
Speedy... 
...ya, I'm using a couple of CZG scraps in one of the Travail levels. 
Czg Scraps 
has anyone picked up where terra left? I think there are about 20%-ready terra7 and 8 maps on czg's site. I really loved the series, decent size and inspired maps! 
Kaziganthe 
Nice screenies, but the architecture is a little bit too flat IMHO... Add crates !! 
It Could Be Good, 
but it's so dark, i can't see a thing...

that's not doom3 is it? o.0 
I Didn't Wanna Say Anything 
Looks bland to me. Nothing spectacular. Not saying it can't look good, but needs some lovin. 
Kaziganthe 
I'm a sucker for grey/brown industrial textures, so you've got me there. The wall details in shots 1 and 3 are pretty cool, but I also have to agree with what other people are saying--there needs to be some additional stuff, and the stuff that's there needs to be a little more coherent. Try changing some of the right-angled wall corners into 45 degree walls. I think the stairs could be good in the right circumstances, but I don't think they fit well with the other architecture you have--the stairs and thin and frail, whereas the other architecture is wide and bulky. Try making some of the architecture more consistant--i.e. adding more small- and medium-sized details and making some of the larger shapes and details smaller (such as rounding off corners, splitting one large wall into two walls different walls that stick out at different heights).

Good job though, man. Show us version 2 after you make some changes. 
Cliff Complexity 
What levels of cliff complexity are acceptable these days?
are the cliffs in image 1 acceptably complex?
or should I make the whole cliff surface like image 3?
1
http://img73.imageshack.us/my.php?image=fitz00007of.jpg
2
http://img412.imageshack.us/my.php?image=fitz00014jn.jpg
3
http://img412.imageshack.us/my.php?image=fitz00029md.jpg 
Jimbo 
Shots #1 and #2 look way too bland. #3 looks OK, but could still use slightly more complexity. 
Complex Analysis 
Do the most complex you can afford to do while keeping the r_speeds reasonable. I know that's not a proper answer as you'll just ask what reasonable r_speeds are, but the point is that it depends on the rest of the map around those cliffs. If you look at the cliffs in Masque of the Red Death in the big open outside section, they're more in the style of #1, because it's a big open area with a huge castle through the middle of it. On the other hand, if those cliffs are the focal point of this area and you've got enough vis blocking so they don't slow down the other set pieces, then go ahead and do #3. 
What Jago Said 
 
Jimbo 
I'd also point out that the rock texture you've used is a bit pants. It is very flat, repeats rather obviously and is a nasty shade of mint green. I dunno, maybe you chose it just to make the brushwork clearer in those shots, but it doesn't help make the cliffs complex/interesting. 
Hmmm Texture 
most of the map is different shades of greenish
doom textures from czg05 <- lunaran
is there a better greenish cliff texture available?
or should I try and make one?

1 and 2 are in a largeish outside area and are not
the focal point, I will try and make them more "natural" looking.

3 is in a very busy area (as in lotsa other stuff) and is just one side of the area, other stuff is visually more important in that area
imo. (3 also looks alot better in game then in that shot ;)

Thanks for the comments I will be considering
other cliff textures. 
Is nice, I like it, make them more like that.

I also like the rock texture, got a different vibe to it, looks a bit like a quarried pit or something, not too busy and harsh like some rock textures. 
 
bad tex, green-grey in q1 pal is pretty bad
shot #3 is fine 
 
Looking Good. 
Real good. I've realised I rather like Spdbase style.

Good luck with it, looking forward to it. 
Speeds 
What happened to that other speedbz map of yours? The one that was nearly finished and the one you were asking for help with? 
Speeds+Fjoggs 
n1, looks great 
Jim 
3 is good but the compiler will catch fire. I think with a busier/larger rock texture you could get away with vertical rocks - just turn them in and out at steeper angles, and qbsp will like you more. 
Speeds 
those look tight. Hope to see stuff from you soonish. 
Ehh... 
typical d3 base-ery. :S
http://www.planetquake.com/necros/temp/d3shot.jpg

is it decent looking at least? :P 
It Has A Decent Ammount Of Color 
and the floor tiling is quite solid. What do you have in mind as far as developing it, giving it an edge over the yet-another-techbase syndrome? I have a recommendation if you will endulge me. Remember the gardens in System Shock, some nice high rez flora textures can be found on Shaderlab, that could add some color to a base in a similar respect. 
Umm. 
Yeah decent looking but no better really. Basically the same old syndrome of looking pretty boxy and just about obscuring that with dark lighting and detailed textures.

I'd like to see some DESIGNS please. 
Jagpo 
 
Jago 
I am supposd to mail it to u when u get ur stuff sorted out! 
 
(that was me above)

and necros uhh what about trims?
man, it looks rather bleh 
Yeah, 
that's what i thought. :P

thanks guys. :) 
A Speedish Map 
there's some trend to make speed/trickery/jumpable maps for qw, either for just trickery or for a strange kind of dm (I guess).
I made this a couple of nights back.

Mountain circuit beta:
Shots:
http://skynet.campus.luth.se/~chosen/bam/fuhquake007.jpg
http://skynet.campus.luth.se/~chosen/bam/fuhquake001.jpg
Zip with bsp and source:
http://skynet.campus.luth.se/~chosen/bam/circuitb1.zip

I know the clip brushes on the mountain are fucked up. I made it out of tetrahedrons. Maybe I should have used wedges. Or something, dunno. 
 
helo kenya! 
Speedy 
rofl! 
=o 
thanks rpg, for the in-depth analysis ;)

I took most of what you said into consideration (aside from the stair bit, which i'll look into later) when building more / reworking the map, here are some shots of the new area.

http://www.planetquake.com/kaziganthe/industry_4.jpg
http://www.planetquake.com/kaziganthe/industry_5.jpg
http://www.planetquake.com/kaziganthe/industry_6.jpg

p.s. zwiffle: ok. 
Oooh. 
I'm liking the soft lighting. Very fluffy, though not very industry. 
Kaziganthe 
Looks better. Better use of angles, and the floor details are looking good. I like the lighting in industry_4. Keep up the work. 
has some (nostalgic?) style - but the rest - i dunno, i dont like it 
What Do You Think? 
This is from my new map. I know that architecture is not my strenght :(

http://republika.pl/quake_1/hdn3.jpg
http://republika.pl/quake_1/hdn4.jpg

But I had many good fights on it already :) 
Ankh 
Looks unique. I think the lighting would be nicer with a bit more subtlety and variation, though; especially on the floor in the second shot (hdn4.jpg). 
Ankh 
I know that architecture is not my strenght

Are you joking ? Regardless the global uniformity of the texture choice (not so bad, but too blue), and also regardless the lightning effects that could improved a lot (eh yes...), this castle architecture looks good IMHO ! Don't be so modest ;) 
Lightning 
You are right about the lightning. At the moment it consists of a borked sunlight and r_ambient 20 :) 
Ankh. 
Looks nice. Original style. Dark Temple style in a way. That's good. It gets me interested to play and explore.

I like the rounded buildings, they are a good design. And the random spikes and stuff. Gives it an interesting flavour.

I think this could turn out very good. What I think you need to do to improve it is: Add a few details, e.g. trim, inset panels, bands, or something like that to break up the uniform blue brick textures (not too much tho). Tweak a few of the odd designs, like where walls are cut off abruptly (e.g. the slanting bit right of the GK door, and the bit above the arch). And just make sure each bit looks solid and purposeful, don't have things too haphazard, keep a uniform scale and stuff.

Keep going with it, I'm impressed so far. 
Ankh 
looks nice. I like that temple style.

heh i noticed knave gk door there ;) 
Textures 
The blue textures are from blood, there are also some textures from knave.wad. I have to check the stained glas texes from JPLs map. I think some of them will fit the blue theme. 
 
I think that's SW quake and I dont like the way it renders dark areas and grey textures
and it will look totally different in gl ;/

more texture variations, more trims, some more small local light sources plz 
 
http://www.planetquake.com/necros/temp/d3test.jpg

i know it's not the most interesting scene to look at, but i was looking for opinions on the textures.

i ended up ditching the greens of the lunmetal textures as they weren't working with the mesh map models in d3 (and i wasn't going to reskin tons of map models), so i'm using the original textures as mostly template for how the designs should look, because that's mostly what i liked about them (not the colour).

so yeah, i ended up with a very cold looking set (well, partial set-- i'm not done yet).

i'm still learning the ways of the jed-- mm, texturer so don't expect miracles. :P

anyway, any comments/suggestions? 
 
overall too bland, would do for the dm or one area, but having entire sp map in such would be unexciting
you`d need to do some ornate trims

rough look suitable for outdoors or storage areas rather than HQ (or whatever you are triyng to do) 
Looking Better. 
The curves are nice - actual designs.

Can you take a shot in colour, please? 
Colour. 
Loul. 
Damn Americans 
Colour, Neighbour, Favourite, hahaha! 
Huh? 
americans don't use the 'ou' way of spelling. :P 
Exactly 
That's why I said those, with "haha" at the end :) 
D'oh @ Me 
:P

btw, it's just colour then that's the problem atm? 
 
I forgot to mention that all that was about the tex, not the geometry 
Gw`s Q4 Dm Map 
Gw`s Q4 Dm Map Screenshots... 
... looks good... even if they look Q3-ish... Now I really have to buy Q4... doh ! 
even if they look Q3-ish

i don't get it, isn't q4 gameplay supposed to be similar to q3? if that's so, wouldn't it follow that maps designed for it would reflect q3?

also, what exactly was it about q3 that isn't good, and shouldn't be repeated in q4? 
 
what exactly was it about q3 that isn't good, and shouldn't be repeated in q4?

Absolutely everything about it except aerowalk remakes. Apparently :P 
Necros / Kell 
Please note that I think Q3 is a good game, and I really like it, that's also why I said Now I really have to buy Q4... Looking so much like Q3 (regarding the screenshots) was just rising up the fact I was just expecting something a little bit different... nothing more..... :P 
Gw`s Q4 Dm Map 
Nice looking screenshots. I'm happy to see any quality releases for Q4DM, which is in need of a wider variety of maps.

Trim texture on the parallel ramps in the second screenshot look misaligned. Something wierd is going on with the lighting around the ceiling details in the third screenshot.

Q3 is awesome and Q4DM is very similar. 
Q3 
what exactly was it about q3 that isn't good, and shouldn't be repeated in q4?

You're asking for a pretty long list there, but in the interests of keeping it short and relevant... I'd have to say that the map visuals and level design were pretty bad in Q3.

That covers both stock maps and user maps (with the rare exception). Most fell somewhere between bad and depressingly average in Q3. I don't want to see typical Q3A style maps in Q3, let alone in Q4. :D 
Hmm 
I thought there were really plenty of great looking custom maps for Q3, that were able to totally get away from the design and visuals of the original (shite) maps (except for the necessary ugly bouncy items etc). 
Shadow Fall 
The previously posted screenshots of this map compelled me to find the beta. It turns out to be quite good. Awaiting final release...

http://quake4.filefront.com/file/Shadow_Fall_Beta;50193 
My Main Issue With Q3 + 4 DM 
is starting off with a machine gun. You get a lot of spamming and not much aiming.

A single barrel shotgun or the blaster would be better imo. 
What Bal Said 
plenty of good looking, different enough maps with decent layouts. 
DRSDM2 Dev Screenshots 
Here's some screenies of my current WIP, DRSDM2, which if all goes well will be part of a weaponsmod I'm going to be working on.

This is the basic lab layout, where I'll be putting some of the more powerful weapons.

Pardon if these are a bit dark...

http://tlb.circa1984.com/tacod/screenshots/

Thoughts, opinions, and questions appreciated =D 
Shadowborg 
well, there's weird texture usage.
floor has medieval texture while the walls are base. and support beams texture must be rotated 90 degrees. 
Text_fish 
If you can't survive a fight against a freshly spawned player using the weaksauce machinegun you're probably going to die no matter what weapon they're holding. :) 
That Wasn't 
quite the point I was trying to make. Lol. It's the spam that's annoying. Spam with any weapon is annoying, and giving players a machine gun to start with just encourages it. 
But 
the MG has zero splash: if you don't aim with it, it's useless. If you do aim, it can be effective at any range, whereas a SG cannot. I don't see why spamming is a problem. 
Vondur 
I updated the screenshots, so the room is pretty much in it's final configuration. :)

I was trying to go with some ceramic floor tile feel with the checkerboard texture, but some other people agreed that it sucked, so I changed it. =D

Also, the shots have been gamma corrected so no overdarkness. :) 
Dr-Shadowborg I Presume 
Updated screenshots show a marked improvement. Looks pretty good now :) 
Kell 
Thanks! =D

I'll be back in about a week with some more screenshots ;) 
Some More... 
 
cool, except too dark (and why is it so dark when there are light textures visible?) 
 
the blue lights are at odds with the orange sunlight... they are clashing rather badly.

either:
1. reduce the saturation of the sunlight to a more white to allow the blue lights more freedom, or
2. change the colour of the blue lights to something closer to the sunlight, maybe yellow (even a very pale, near-white yellow)

also, like speedy said, those lights on the ceiling in the background aren't even properly lit. it's pitch black there. 
Kaziganthe 
Nice job. It looks well composed to my meager eyes; although perhaps the detail level is still a little low for Q3. No worries, though. I also tend to agree with speeds' and nitin's comments regarding the lighting. 
Less Contrast It Is, Then :] 
Thanks for the comments, and, for clarification, they're white lights, the contrast just makes them look blue. 
Cool Mod Screenshots 
I saw these in someone's profile at D3W, but don't remember them being publicized at all.

http://www.doomworld.com/unholy/future/screenshots.html

Some of those screens look very nice, and I for one would welcome an 18 map (!) mod for D3 with open arms. 
Blah. 
.png shots - for when you really need to break that elusive "1 meg per screenshot" barrier!

What a moron. Couple of the shots look alright tho. Funny to think you could probably download 3 Doom3 maps in the time taken to view them all. 
Bleh 
shots took forever to load even with 2mbs... o.0

still, maps look alright, i guess. it's just d3 theme again though. 
 
"landing pad" shot looks nice. 
Sorry 
Probably should have mentioned they were .png 
 
good use of curves ...

but who cares, they have png screenshots, so lets boycot it! 
 
I bet they will continue the trend and release the thing in a form of uncompressed ISO 
BTW Blithz 
The "moron" was directed at the person who posted them on the site, NOT at you. 
Kaziganthe 
the blue lights are at odds with the orange sunlight... they are clashing rather badly.

I dunno, the first thing I thought when I looked at the shot was "oh, I like the blue against the orange sunlight." 
I Also Like The Blue And Orange. 
Wouldn't it be a bit boring if it were all the same colour? :\ 
Blue And Orange Complement Eachother Very Well I Think 
Color Theory 
Most of the stuff people have "learned" is crap.

http://casa.colorado.edu/~ajsh/colour/primary.html 
Crap? 
oh yeah sure, go tell that to the whole printing industry
primaries are relative.

and thats not about complementing colors

btw, the page linked by czg is a bad example of the colorwheel 
Blue And Orange 
Thief 3. It was almost entirely blue and orange (or blue and white) from what I remember. 
I Didn't Color The Wheel 
MadFox 
Hi I'm here for the kitsch mod. 
Some Preview Screenies.... 
 
Hmm... 
Not so sure about that hangar area, it looks, brushwork is a bit strange, you probably need much more dramatic lighting in it maybe.
Other shots look interesting, keep it up. =) 
Holy Crap 
the textures and lighting really play together subtly. Really good work. I really like shot 2.

The hangar has too much floor tex repetition. 
What Textures Are Those? 
cause i hate them. ;) 
Jpl 
shots look very nice. the ships in particular.
a quick note about taking screenshots though: don't just increase brightness but also contrast (5/15 or 10/20). then commenting on the light would be easier (looks pretty minlighty now). 
About Starships 
About the starship: this is a Q2 prefab I downloaded here: http://dynamic.gamespy.com/~quark/userprefabs.php3 (look for Alien Ship) and that I have to re-texture... I'm glad you found it quite nice ;) 
Nice 
Agree about the floor texture though. 
Jpl 
textures sucks (blurry, bad colors), brushwork is nice 
Hello Vondur 
did you forget it's QUAKE 1
(and bad screenshots too) 
Speeds 
there are good colored textures for quake1 (id1/cr8/dapak/etc) but these sucks polar bear bollox, they require edition and color polishing 
I Don't Mind The Textures... 
...infact, I think the main reason they look so washed out is because of brightness adjusting on the shots themselves.

However, I agree about the hangar. The floor could do with some large diagonal lines/pipes/struts or something to break up the overly huge areas of nothingness. 
=) 
I finish my map lostchildren. I think it's a final version. But I prefer your opinion before posting in the news archive.
Screenies and downloads:
http://www.planetquake.com/here/maps-rtcw.htm
I hope you will have fun.
And I need some help because I want to turn this map on enemy territory, and ET always freeze when I go to the limbo menu, I set correcly mapscoord and my spawns are good I f people can help me contact me. Thanks 
Here 
there are lots of yellow windows in there :) 
Bleh 
Fjoggs 
Nice brushwork, but shot #2 really needs more colors. 
Could Look Alright With Nice Lighting 
wich brings me to DEATH TO ALL DULL BORING EDITORSHOTS FFS 
I Think 
it looks rather spiffy :] 
 
Nice brushwork, but shot #2 really needs more colors.

True, but from the looks of things, the player won't actually be looking from that angle anyway, and once some snazzy lighting is in place it should look more interesting.

Good work Fjoggs. Let's have some ingame shots! :D 
Fjoggs 
Nice, looking good, like the style in the first shot. Not much to say at this stage except keep it up! 
Nevermind The Items 
With Sky And Some Lights 
Ankh 
Looking very nice. You should perhaps introduce some more color variation and some more detail though. 
Kaziganthe 
clip brushes; caulk behind the rocks.

ankh: nice, but what are those models?! 
Ankh 
nice :)

consider using a 24 bit skybox though... you can see nasty dithering on that one. 
Mmhhh! 
Looks quite nice, I'd like to see more varied/contrasted lighting though :) 
Ankh 
Looks good but I think the whole thing would be more visually appealing if the windows had glass in them. Red stained glass might go well with the theme. 
Thanks For Comments 
I will definitely try to tweak the lightning to get more contrast. I also want to add some detail on the empty walls, but not too much - I have high r_speeds (about 1000) already.
I have tried the red windows texture from knave.wad but I didn't like it. I somehow like that dark windows and I think I will not change them.

neg!ke: the models are for mr smabler, I know he likes it ;) he he 
Nice Work. 
I love the colours. They're very menacing, like an impending storm. And the little dashes of red compliment that nicely.

The windows are nice and menacing like that too. Never know what could pop out of them, or what lies beyond.

As for lighting, I think lightning would be good. Especially if it were angled so as to occasionally light up the inside of the windows. 
Ah Yeah 
lightning would totally roxor. remember middle evil? >:D 
Lighting 
Hm. I didn't think about it, but this is a good idea. Is there a guide somwhere about how to do it?
Many of the windows don't have the inside, because it's only textures. But some have ;) 
Comments 
Ankh : looks very good! I love the style you're working with...keep it up! I want to play this map.

Kazi : I ran through your map the other night (when I said I was going to on #tf, heh) and I was really quite impressed. The layout is very unique and seems like it would facilitate excellent gameplay. I loved the outdoor section that you modeled and I wish there were more areas like that! Very nice cubemapped type shaders throughout, and not a misalignment to be seen. A very professional job throughout. Nice work. 
Which One Looks Better? 
Or Even This 
Jago 
Rampstairs for sure ! 
Rampstairs 
Although the stairs seem a bit narrow. 
Not The Ramps! 
Unless you redo the textures properly, and probably not even then. 
Jago 
Whichever one has more spotlights is the best.

Rampstairs has potention, but the ramps are too wide and the stairs are too narrow. Otherwise I go for the stairs. 
Rampstairs. 
100% Fact. 
Jago 
 
Kell 
This is a DM map :) I ended up going with "rampstairs" that have similar structure but slightly different looks than those seen in the screenshots. 
Ramp Trim... 
Hmm 
people.
Ramps are useful in dm: you can both jump up them or get speed if you jump down them.

Of course it's much harder to make them look
good, and they usually must be less steep than stairs. :/ 
Ramps. 
The reason I suggested the ramps was, as bamb says, and as you wanted originally with the curvey ramp, was to have a smooth surface for bunny hopping... 
Ramps! 
just make them look better. It can't be that hard to add a few details or so on the edges to make it look better. I have an idea that I think would work, but I can't be bothered to knock up a screen for you (sorry.)

The idea is simply to put raised trims on the side, but instead of having them sticking out, make a short 45 degree slope into them. This way players can jump of the sides too. JUMPING FUN AHOY. Make them 16 units wide+16 units for the slope into them, or 8 if you make them 8 units high instead of 16, which might look better. Now make the base of the stairs 16 units thinner, so the raised trim sticks out above the ground, and not only do you have slightly more space below, but you have a feature that will have all the neighbours talking.

If you understood that, have the cheese that I attached to this message. It is well deserved. 
There Is No Chees 
 
a smooth surface for bunny hopping...

FFS.

More like "a smooth surface to hop around like a lunatic making and thrusting your cock down the opponent's throat because they can never keep a bead on you because you're bouncing off all the god damn walls in 5 nanoseconds".

Yes I'm still DM bitter. 
Phait 
I can tell ;)

"Enraged" is being designed with seasoned QW team deathmatch players in mind. Essentially this means that I am trying to design the map in such a way that it has trickjumping potential, the player can move around at high speed and balancing items to ensure interesting team deathmatch gameplay.

Quite obviously this also means that when playing on this map, a seasoned player would have a huge advantage over a casual player, which isn't any different from any other good map really. A casual player attempting to win an Aerowalk match against Reppie or Insane or a DM2 match against Locktar or Goljat needs his sanity checked. 
 
jump pads or lifts 
"Enraged" Q1DM BETA 
This is a 3rd public beta of the Q1DM map I am working on: http://www.saunalahti.fi/dnaumov/enrapb03.zip The map is built for 4on4 TDM, 2on2 TDM and FFA gameplay. Report any and all problems you possibly encounter with the map, no matter how minor. I want to have this build throughly tested. 
Worth Considering.. 
Is a trick in a trick-custom-built map still a trick? 
FFA. 
One thinks it might be lacking in weapons, ammo, and health for FFA? 
Huh 
Good to notice Jago and Shamb, but actually I think, not many people play ffa. Some occasionally when bored or to warm up. One can't compromise a 4on4 map for that.

And only dm2 of the 4on4 maps can be used nicely for 2on2.

I think there are two ffa servers in Europe, one runs random episode maps (xs4all) and the other just death32c (id dm maps connected together with a little extra architechture).


And to Snaga: maps can be trick-friendly or they can be non-trick-friendly. Often friendly if there are some open spaces to gather speed and some ramps. People will invent something. You can make boxroom with stairs between every room and be sure that there aren't many tricks possible.

And the last word on tricks, there actually are special "freestyle" maps for freestyle tricks where you can show off your movement skills. (these are different than trick maps where you perform one very specific trick after another like jump on some plats over void to reach the next trick). Of course many mappers here don't know how make something so purely for qw movement, and they actually are made primarily by non-mapping-guru players and are thus ugly. 
For All It's Worth.. 
Sorry if I stept on that toe of yours, I was only philosophizing.

But thanks for the info. : maps can be trick-friendly or non-trick friendly, I'll keep that in mind ;) 
Wish My Money Was... 
Q4 MP Beta 
I've had a couple of good days of mapping over the holiday break, and I think this is pretty solid at this point. This is the second (and probably the last) beta.

Obligatory pics:

http://www.planetquake.com/pjw/screenshots/pjw4dm1a.jpg

http://www.planetquake.com/pjw/screenshots/pjw4dm1b.jpg

http://www.planetquake.com/pjw/screenshots/pjw4dm1c.jpg

Any feedback is welcome.
Download: http://www.fileplanet.com/dl.aspx?/planetquake/pjw/mapstorage/pjw4dm1.zip 
Hmm 
that looks very plain in the pics, almost q1 plain. 
Yeah 
Kind of agree with nitin, looks a little plain in the shots. Don't have Q4 yet, so I can't check it out properly.

I do like the tower structures in the first shot, but imho the lighting really spoils it. Is it intended for serious competition? Is that why you have gone for such a simple look?

The pipe walkways are a neat idea but I think they could use bulking up with more smaller pipes to give it a more solid and navigable look - perhaps even put grilles over the top to make a proper walkway. The point about the lighting still stands in this shot too - it's too bright and plain.

The other shot could use some more angles on the main platform edges, and I think some of the walls in the background could be made to slope in or out slightly - assuming that wouldn't destroy the gameplay. Again, the lighting is very bright and it doesn't look like a next gen game at all.

Is it not possible to light it so it looks nice and then configure settings in Q4 to improve visibility for serious DM?

Anyway, sorry to be so blunt about the visuals. I'm sure it has a good layout and plays well, but I think that making it look good should be the next thing you should do. I suppose it depends what you want from the map really.

Cool that you are mapping in your spare time whilst having a full-time games job. I almost stopped completely I was so burnt out and fed up after work :( S'ok now though :) 
 
Is it not possible to light it so it looks nice and then configure settings in Q4 to improve visibility for serious DM?

I asked myself the same question when wandering around the Q4 MP levels. They're all washed out compared to the SP levels Than.

pjw I'll eventually post some full (and mostly positive) comments re: Q4SP in the Q4 thread. I just need to finish my second (and much slower run) through this awesome game. However, the stock MP levels look... err... crap :( , and I think the reason is the lighting. Suddenly what looks three dimensional under the SP lighting looks two dimensional. What has depth suddenly looks flat. What is interesting suddenly becomes boring. I can understand that Raven probably wanted to pre-empt the sorts of light levels that hard core DM players were going to use anyway, from the start... if this is the case I think it was a mistake. 
Re: Lighting 
I can't actually see any evidence of lighting in those shots, so I assumed that lighting had yet to be done/compiled? 
 
hey, it must be PRO map - minimum lights, not much geomety 
Thanks For The Feedback! 
Yeah, the main reason for the relative plainness (esp. with lighting), is performance. The layout of the level is quite open, and in fact (even with this level of plainness) I had to close up a few entrances/exits and jam a big wall down the middle of one area to get performance at a decent level for MP (which is pretty conservative at this point).

Tris have less impact than lighting, so I'll see if I can throw some more detailing into a few of the plainer areas for the final.

(Oh, and Text_Fish--if there wasn't any lighting, there wouldn't be shadows and light and stuff. It would be dark.) 
Hmmn. 
One thing I might do for the final is to tone down the ambient a bit--that should help with some of the flatness, since ambient tends to kill the normals. 
Ahh... 
Yes, I see some of the shadows upon closer inspection. I was thrown by the lack of any shadow cast by those big pipes. 
Really 
so the doom3 engine cant even render that sort of openness ? 
Well 
Of course it can...depending on how the map is designed.

It was misleading for me to talk about the openness of the level, since that's not really the issue, and I should have chosen my words a bit more carefully. "Interconnectivity" or "complexity" might have been better words to use, but still not quite right. I'll see if I can explain and be more precise this time. :)

The problem is one of [b]denseness[/b] of maps. There's also an important difference between MP and SP maps...

This particular map is an MP map, and in an MP map it's a bad idea to have any pitch black shadow areas (at least for an MP game of this kind).

This necessitates me finding a magic balance between:

(a) having normal lights sufficient in quantity/placement to light every small dark nook and cranny, which would result in crappy performance on this particular map since lights don't really illuminate to the bounds of their actual volume (more or less depends on the shader used), and would thus overlap quite a bit, and each overlap adds to a performance hit. Or

(b) using a single large ambient light volume (which has a special shader that lights all surfaces within that volume evenly with non-directional light). The problem with this is simply that it *is* non-directional light and thus tends to flatten stuff out and kill your normals and make stuff look like ass.

This particular map is denser than many other maps, with various layers both horizontally and vertically, which means the overlapping of light volumes is harder to avoid.

You could make a gigantic open space map with only a few huge lights and it would run quite well and also look quite good (because you could avoid ambient altogether in a map like that and not have to worry about light density).

You could also make a gigantic map comprised of both indoor and outdoor areas all connected together in a soup of complexity...as long as all the areas were spread out a bit and not smooshed into each other like sardines.

And SP is easier; it doesn't matter if you have dark corners.

Is that helpful at all? 
Pjw 
that explains it reasonably well.

But I dont like the sound of it :)

That sounds as much of a step backwards (engine wise) as it is forwards (most the d3 engine features do look nice). 
OK... 
...now I understand. Thanks pjw! 
On Another Note 
I just noticed that at least half the bajillion lights in this map don't have an assigned shader, and the default is really quite dark. I'm guessing that I saved over the wrong version at some point a few months ago, didn't notice, and haven't bothered checking since.

After I throw myself down a flight of stairs, and weep for a while like a little girl, I'll spend a few dozen hours fixing/adjusting/repositioning/deleting lights and the map should be better lit and run faster to boot. 
Del... 
eting, that is. Fuck. 
Okay, 
New version up. Same link. The lights that were h0rked are fixed and ambient has been lowered by about 50% and it's looking less washed out. I also added a second SG and RL and some detailing here and there and various and sundry other crap.

Same links, updated pics:
http://www.planetquake.com/pjw/screenshots/pjw4dm1a.jpg
http://www.planetquake.com/pjw/screenshots/pjw4dm1b.jpg
http://www.planetquake.com/pjw/screenshots/pjw4dm1c.jpg

Download:
http://www.fileplanet.com/dl.aspx?/planetquake/pjw/mapstorage/pjw4dm1.zip 
New Ligthing 
looks much better 
Pjw 
im interested to see how the void plays... :) 
Agreed, But... 
I still think it looks a little flat. I understand that is bare so that it runs well and is easy to play competetively, but I think you can still add a few more interesting designs and shadows in places which won't interfere with the areas players are going to be moving through.

The towers have some nice angles, but the walls just look a bit bare. This is only exacerbated by the fact you have several different textures all sharing the same plane. Perhaps angle some sections of the wall, extrude others slightly and add some interesting lighting or designs to the walls.

Also, I personally think that the curved doorways look a little out of place in a map with such chunk angular designs. Perhaps you could design a more angular doorway and use that instead?

God... commenting on your map has made me really want to have a go myself. I used to love mapping for Q2, and the game itself had some really great designs in places. I'm going to see if I can find a copy for a reasonable price here and buy it if I can.

Unfortunately PC games in Japan are not so popular, so I might have trouble tracking it down, despite how big a title it is. They also still sell pc games in ridiculous fat cardboard boxes rather than slim DVD cases :(&#12288;(http://www.amazon.co.jp/exec/obidos/ASIN/B000BNY9LW/qid=1136010855/sr=1-1/ref=sr_1_10_1/250-3209704-5480269 - see!)

Shame I can't download it via Steam or something :(

METL! Can we have a Q4 icon please? 
 
im interested to see how the void plays... :)
Eh? I'm not sure what you mean. You mean all the drops off the edge?

@Than, I may do a bit of extrusion/angling on some of the wall sections--it's not expensive and will add a bit of variety. Thanks for your feedback. :)

If you want, can't you just order it from the U.S. or Europe, or wherever? 
 
yes pjw, the drops off the edges :) 
Bla Bla 
I have finished all the main brushwork. The map has also an exit now. The gameplay is ready in 95%. There will be about 85 monsters on hard skill. The other skills have to be done yet. There is still much work with details and decorations; some bug fixing is needed also.
Here are some pictures again.

http://republika.pl/quake_1/hdn4.html
http://republika.pl/quake_1/hdn5.html
http://republika.pl/quake_1/hdn6.html

I have also created a simple web page :)
http://republika.pl/quake_1/index.html 
Ankh 
Nice screenshots ! 
Looks Awesome 
Great looking stuff Ankh -- can't wait to play the level. I love the blend of textures in those shots. 
Really Nice 
I really like the way you have used the blue theme here - the first shot on your site is especially nice.

However, I can't say I am crazy about the red rivit trim - perhaps there is another more suitable texture you can use instead? I think perhaps the light grey brick would look nicer.

Keep up the good work though. 
Yay... 
pjw, I'll run through tonight - screens look better.

Ankh, bring it on! Can't remember the last blue map I played (possibly anonca base) but I like blue themes. Have you tried replacing Kell's red rivet with the silvery one from the same set? Without red elsewhere, that particular trim sticks out like dog's balls. I'm going to dream blue until this is released :) 
One Thing: 
the blue brick texture on the ceiling in the first shot on the right looks ungood. 
Thanks For Comments 
I hope that the map will fulfill all expectations :)
I have tried some different trims some time ago and I liked the red one the most. This rivet texture is also used on some lifts, bars and lights, so changing it to brick doesn't work easy. I would have to replace it manually with at least two different textures.
I will try the blue rivet texture and post a screenshot here.
Necros - what's wrong with the texture you are speaking about? I can't imagine how I could change it. 
Well, 
just that that same texture is used on the walls too. maybe it's just me, but wall textures on ceilings look bad to me. 
Damn It ANKH 
NOT enough bloody trims!
and lights too 
 
NOT enough bloody trims!
Who says that!!? ;)
Now, seriously I plan to add some trims and decorations in the area posted on the last screenshots.
I will check if I can do something with the ceiling texture, but I'm not sure about it. 
Might Have Already Seen These... 
But what the hell, no harm done...

http://www.doom3world.org/phpbb2/viewtopic.php?t=13741 
DaZ 
Yes, it has been already sent... Nevertheless, the screenies look good ! 
 
http://trinca.no.sapo.pt/ezquake049.jpg

next speedmap chalenge :p 
Hell Village 
screenshoots of my upcomming quake dm map hell village hope you masters like it :)
http://www.multi.fi/~elvis/quakemap/hellvill1.jpg
http://www.multi.fi/~elvis/quakemap/hellvill2.jpg 
This 
looks like an SP map 
Indeed 
It reminds me of some of the village maps in Unreal 1 SP 
 
well it's supposed to be a dm map but still it's not finnished yet many things can change 
Elvis (was A Hero To Most)... 
Looks good, but I would lose those "upside-down ice cream cone" trees. 
 
hehe that tree was just a test to see if it would fit

and why does this look as a sp map when i was trying to make a dm map, please say what would make it more dmish :) 
 
please say what would make it more dmish

an atrium :| 
It Should Have 
less open areas 
 
kell eh an atrium hrm i doubt that would fit on this map and i doubt ill make it any larger, the castle is largh enough

bambuz well i actually make maps with some open areas thats just how i like dm maps easy to spot and shoot no thinking just good old run and shoot lol 
 
i told u elvis... :) make a sp of it...eheheheh 
 
ugh thats to late now Trinca when i'm allready placeing in dm like stuff on it, like a litle patch on the mountin sides just for hiding and shooting heh 
Quake 1 Deathmatch 
has no place for sniping from hillsides. A Q1 DM map should be all about connectivity and manouverability, so separate buildings joined simply by open spaces generally doesn't suit the gameplay mechanics. A talented DM player maps a route round the map in their mind, so without a little guidance the gameplay will be reduced to a very skilless and therefore unrewarding experience.

Or so I think. 
I Dunno 
Maybe something different can work, if the mapper has the skills and inspiration to pull it off. Q1 DM gameplay doesn't HAVE to be about a rigid specific style, I think there are other possibilities for enjoyable gameplay if people are prepared to see them. 
No Dude. 
NOOOO.

Dapak clones 4 life. 
Well 
of course different things can work, but there will always be limits, especially in older games such as Quake 1. There are no long range accuracy weapons in Quake 1, so large areas are essentially wasted space, if you ask me. 
There Is 
the shotgun ;)

Take the following as not very serious:

I think, generally, but not necessarily, people need to have some playing experience to make good maps. One can of course make good-looking but that's not the same :).

Or make 6 different ones and hope that some of them turn out right. :) 
BBQ Accident 
Friction 
hhmhmm looks interesting ... I will look forward for next screenschot(s) ;) 
I Thought You Gave Up Working On That Fric 
[nt] 
No 
Abandoning 22000 brushes total would be just silly. 
Aaarrggg!! 
Don't you just hate it when this sort of thing happens?

testlevel = 4

************ ERROR ************
CheckStack: leaf recursion near (457 -2368 2048)

Elapsed time : 0:00
Session time : 61h 19m
State time : 7:06



Oh and some pics!
http://www.hrimfaxi.dk/breakfast.htm 
Cool 
i like the use of knave textures on round towers -- try to do more stuff like that, maybe. 
So Much Knave Goodness-- 
i love it! <3 
Hrim 
13 different flavours of pwnage, great looking stuff, get mapping! 
Hrimfaxi 
Wow ! Really nice screenshots ! The map looks promising... I really hope to see this map released ! Go solve the fullvis error ;) 
Huh Hrim 
looks magnificient... just make sure there's enough of visblock to keep fps decent, nowadays people often tend to disregard that... :) 
Looks Sexeh 
Definitely. I like the strong vertical stuff you got going on there. 
Hrimfaxi 
You have a lot of talent. I like how you apply that talent to creating outdoor setpieces - the best kind of map, in my opinion.

Rock on. 
 
very nice - http://www.hrimfaxi.dk/pics/fitz09.jpg

despite, apparently taken from a point you would never reach in game
and overused textures too 
Yah 
knave = teh new wizmet 
Door Sounds (or Not) 
I have a long door (512 units) which, when triggered, fails to play noise2 but does play noise1 - the final sound. The doors.qc is 'clean' and all sounds are in the pak.

Is there a problem because of the size of the door? i.e. am I too far away from the sound's origin to hear it? 
OK, Ok... 
Half asleep, I admit it.

I ain't got a clue what I'm doing here!

I won't post it again in the mapping section but if you nice, kind, considerate (etc, etc) mapping experts know the answer, perhaps you could quickly switch to the mapping forum to point me in the right direction? 
Update 
ok made an update of my map + i even made the bsp file if you want to look at it, oh and it's not a full vissed map so you know if you find it "hard" to move :)

http://www.multi.fi/~elvis/quakemap/hellvill1.jpg
http://www.multi.fi/~elvis/quakemap/hellvill2.jpg
http://www.multi.fi/~elvis/quakemap/hellvill.zip 
 
http://www.chimpans.se/astronomy/ for screens and download.

It's in late beta now I think, I just want to make sure everything is up to par before release, I want all your crits and comments! It's for CPMA, so if you want to discuss gameplay, please don't bring up VQ3-specific problems.

Thanks, looking forward to feedback :D

There's gonna be a 1v1 cup on it on sunday, stop by #astronomycup on quakenet for info :D 
 
Lighting is flat and boring, but I guess this is what you have to do to cater to the pro-player (LOL!!!!) crowd.

Other feedback: CANNOT BE ARSED TO PROVIDE. 
 
well, it looks a bit plain in the looks department... could do with some nicer brushwork details and such...

that being said, i love the rtgnosis textures, so bonus pizza points for that. 
 
edit: updated the map, now includes one less shotgun, one less green armor, and also I moved the one remaining shotgun up next to the 50hp ball. Also works with bots now.

Thanks for your feedback, I'll see if I can be bothered to add in some more detail, don't want it to get in the way of the player though. I'll see what I can do about making lighting more fun. 
Pretty Cool Texture Set 
with the exception that those yellow light textures that have a round fixture in them ARE TOTAL POO and do not look like they should be emitting light at all. Probably could be solved by adding an additive shader stage with a circular shape. 
Knave 
Bleh, I like Knave textures. I don't think they are that overused either. Most of the maps using them are part of Chapters or Quoth, and are made by Kell.

Certainly not as overused as wizmet. 
At Last 
we get the screenshots. :/ :)

Metl is right about the orange balls. They're shaded as if light is falling upon them, not as if they're emitting!

Where's the astronomy in this? Is it an old observatory?

Looks sleek and all, I dunno what q3 maps should be like. At least it's not three flat platforms around an atrium, which is nice. The first and fifth screens show some combatable architechture. :) Is there anything specially memorable in this map? 
And Than 
is an advertisement robot. Stop the rogue marketing, knellcros! 
Q4 DM 
Three early screenshots of the Q4 DM map I'm currently working on over at my site: http://www.gomjabbar.de 
That's Looking Good 
I look forward to seeing a beta. 
 
lol @ czg comment 
Voodoo` Chopchop Map 
btw lighting is quality there 
For Some Reason... 
...I have an urge to make everything burn in these maps.

http://www.kolumbus.fi/ville.nieminen/office-wip.jpg 
That One's Not Quite Up To Scratch, Fric 
The lighting seems a bit weak, and there are alignment errors on the top section of wall. Burning thingy is cool though. 
I've Been Working On A DOOM Map! 
Biff 
That's pure sex. PURE SEX. 
You Can Tell It's A Biff Map... 
just from the curves! 
Little One 
trying with a map, and colours.
gave me 11 HOM's, is untextured.
still not play balanced, but has fun!

http://members.home.nl/gimli/gimli06.htm 
I'm Not A Mapper 
but maybe they look better when textured.
why the hom:s? do you use WC carve or vertex edit? 
Jesus 
You build huge.

But, if theres anything I like, it's archways in base tex. No one really does that, but done well I think it can look great. 
My Map Is Beta 
Ok. My map is ready for beta testing. Hurray!
Here are the updated and new screenshots:
http://republika.pl/quake_1/hdn1_big.jpg
http://republika.pl/quake_1/hdn2_big.jpg
http://republika.pl/quake_1/hdn3_big.jpg
http://republika.pl/quake_1/hdn4_big.jpg
http://republika.pl/quake_1/hdn5_big.jpg
http://republika.pl/quake_1/hdn6_big.jpg
http://republika.pl/quake_1/hdn7_big.jpg
http://republika.pl/quake_1/hdn8_big.jpg
http://republika.pl/quake_1/hdn9_big.jpg

You can also check out these pictures on my web page:
http://republika.pl/quake_1/index.html
(I have problems with viewing the updated pictures with my Opera - the program somehow rememberes the old version of the pics, so you better use a different browser).

I need 3 or 4 beta testers. If you are willing to help me with testing please send me an email (poco2s@o2.pl). I would apreciate it very much. Thanks. Ankh. 
Ankh 
Very Nice screenshots indeed ! 
Nice Screens Ankh 
my map is close to alloc_block full
and the brushes are off grid.

but I'm only trying 
Madfox 
slow down and be careful. 
Ankhfox 
ankh: nice, but this red texture looks odd compared to the rest

madfox: trims and proper alignment plz 
/me Is Waiting 
I'm still waiting for some mail from happy people who want to help with playtesting my map. Get your chance! :) 
Ankh 
OK... Please send the stuff at lambert_jph-at-yahoo-dot-fr ... ;P 
 
MadFox is back! great
needs more colors and less alignment 
Your Linguistic Is Neg!eckting 
??? 
http://here.planetquake.gamespy.com/maps-preview.htm

I wonder if this mapstyle could be good for doom3 engine. And I don't know how to optimize my map. 
Here 
nice stuff, I especially liked the spikes, too bad the engine sucks for wood and bricks and all that, they are way too reflective / care about light direction.
Aalto would be proud of those curvy brickthings, have to take photos of an industrial building in Salmisaari some day... 
Eh 
I think it looks like a Q3 map dressed in Doom 3 tech, and because of this looks a bit inconsistent. Maybe some brush polishing will help. 
 
actually, i think that looks really good, here... nice mix of curvy metal and bricks/wood

i'd love to see that finished! 
Ok 
ok I continu this map.
Is there hint on d3 ?
And where can I found another skybox ?
Bambuz : you mean that I must replace wood and brick texture by metal or something like that ? 
Doom Has No Hints 
And because it's a portal engine, there's no vis either. 
Skybox 
How can I obtain a skybox in Q1 
MadFox 
You have to place the skybox tga textures in gfx/env directory, with proper extensions (e.g <skybox_name>up.tga, <skybox_name>dn.tga, etc...), and declare it in worldspawn using your editor... In the map it is writen like this:

// worldspawn
{
"classname" "worldspawn"
"message" "'MadFox's Map Title'"
"worldtype" "2"
"light" "20"
"_sunlight" "100"
"_sun_mangle" "45 -10 0"
"_anglesense" "0.5"
"_range" "0.6"
"_dist" "0.8"
"sky" "<skybox_name>"
"wad" "gfx/QuArK.wad"


I hope it helps you ;P 
Skyboxes 
can be found e.g. here: http://kell.leveldesign.org

If your engine supports skyboxes but doesn't load them off worldspawn like JPL suggests, you can always try loading them manually with commands sky, loadsky etc. 
Great! 
I've been wondering so long about it.
And although the question is in the wrong toppic, my gratitude isn't! 
Because I Can 
work in progress:
http://www.suspenlute.com/lairofdeathmanatees2.jpg

about 20% done. might be stretched into an episode if I don't get fed up first.

ignore the filename, i just needed something interesting to call it. 
Q1? Q2? 
Looks cool. 
<-- 
;) 
Fr3n... 
...good to have you back. I'm working with Oblivion at the moment as well. Will that be a speedrunners map? 
Distrans 
"speedrunners" maps are pretty much all I'm doing atm, not quite in the RDE or contest map sense but definitely with many intentional possibilities. 
RTCW 
WOLFENSTEIN 4 EVER.....!!!!!!!! 
Sweet Smoke 
Fun For Func 
Rofl 
:D 
 
????????????????????

Madfox is wholly and completely incomprehensible. 
Compris 
I'm A Member Of The MadFox Fanclub 
Is That Thing... 
.. giving head to another, invisible thing of the same kind? then it's definately sexy. 
That Thing 
that thing is wholly and czg did his best to not let it attack you...
but you might understand voodochopsticks.
http://members.home.nl/gimli/wolly.jpg 
Looks Like A Dork To Me. 
The jellyfish does. Yeah. 
No Dorktionary For Me, But 
is there someone in for betatesting?

http://members.home.nl/gimli/gimli06.htm 
Those Screenshots 
would look pretty oldschool if you took out the ugly colored lights. 
MadFox 
I agree with Fern... You should use less colored lights: they are overused.. and it looks definitively horrible... sorry but that's my taste... 
Send It In!!! 
thesilent96@gmail.com 
Madfox 
I'm a bad mapper, but please, align textures, that stuff will like ten times better then. :) 
At Least 
you could start complaining after playng the beta testing. I could lend you a HOM.
Just th*s and you play it in normal light.

On its way Silent. 
IdBase Retextured 
Just to let you lot know what I'm up to at the moment. I recently got the urge to work on high-res versions of the IdBase textures. The idea was to make something that looks almost identical to the originals at a distance, but shows the added detail up close.

I know there are existing attempts to retexture quake, but they are generally of a much greater scope. Here's an in-progress comparison:

http://www.planetquake.com/starbuck/retex/ 
IdBase 
Nice work Starbuck! I like this much better than the other hi-res textures I've seen as they seem to stray too much from the originals. Yours just makes things look a bit sharper. 
Starbuck 
that looks excellent 
Heh 
i was staring the first pic for a minute thinking hmm, that really does look like the originals, a bit too much? :D

But yeah, looks good! One thing, should the divots in the metal plates be a bit bigger, like in the originals? Top left. 
First Impressions 
are that it does indeed look better (to me anyway) than most, if not all other attempts that I have seen, which have all looked a bit tacky to my eyes. Yours however don't seem to have that negative quality.

Good you are staying close to the originals, which is prolly why yours look/feel better.

Look forward to when I can actually see them in action. 
 
I recently got the urge to work on high-res versions of the IdBase textures.

hahaha, join the club!
http://www.lunaran.com/files/q4_idbase3.jpg

and now seven people complain about specularity: 
 
omg, waaaa waaaa, specularity!! waaaa...
;)

seriously, nice job, both of you!

starbuck: i like the direction you are going in-- keeping close to the originals like that. i think that's really the best way to go about remaking textures for popular q1 textures, since we're all a little anal retentive that way. :P

lunaran: specularity isn't bad at all, but if you could make it a little less uniform, i think that would help. the bump mapping looks good. i'd love to see a full set of this for q4. 
Yay! 
Lunaran: it looks good except for the specularity.

Starbuck: it looks good except for the textures you didn't do.

A worthwhile project indeed. 
Wewt 
Lun: looks good, except for the specularity :P

starbuck: <3 <3 <3 
STARBUCK 
YOU FUCKING ROCK YOU ARE AMAZING I WANT TO HAVE YOUR BABIES, BUT BECAUSE I AM A MAN I'LL TRY TO FIND YOU A OVERLY SUITABLE WOMAN TO HAVE YOUR BABIES AND THEN I WILL RAISE THEM FOR YOU AND NAME THEM "STARBUCK", "IS" AND "THESHIT". HOT DAMN THAT LOOKS NICE. MORE! GIVE US MORE!

Lunaran, yours look nice but I whine about specularity and that making it look overly blurry. Starbuck wins this round. 
 
http://www.student.vu.nl/h.e.beck/noh.jpg

old shitty screenshot of a shitty map. expect these textures to be released soonish (need to polish them a bit first tho)! 
Map Release 
Not really a big map, it's supposed to be played in an engine with support for fog(fitz among others)

http://www.chimpans.se/volcanique.rar 
Voodoochopstiks 
omg, that's so hard, but I didn't noclip and finally managed the starting puzzle. It's easy if you're smart, clever trick there. When did you have time to build such a big level? It's quite atmospheric.

Btw, stretch the lava at start a bit, you can see the edge despite the fog. (fitz) 
Voodoo 
Shouldn't that be a news post? screenshots? 
Gibbase, Cont. 
Here's a WIP shot of a q4dm I'm working on with gibbie's and Lun's textures:

http://biff.leveldesign.org/pics/map_shots/wip/q4/imp4dm0_1.jpg

Looks familiar, I know. I've only got like four map layouts in me =( 
>:( 
Myrmidon, you. 
Fix Trim 
at the bottom center-to-right area. do the 45degree thingy. ;)

otherwise, i like it (although it could do with some more interesting lighting, but since it's a DM map, i guess that's out of the question :S ) 
Textures 
Starbuck and Lunaran: both sets look bloody great so far. Can't wait to see the finished packs 
Starbuck, Zwiffle And Necros 
Starbuck: Hell yes -- meant to put it in the above post, but more power to you on the revamped q1 idbase -- looks sexay =D

Zwiffle: Pipe down, you -- Myrmidon is not dead.

Necros: Doh, saw that b0rked trim myself -- and don't start on the lighting, I've heard enough from gibbie about it ;D 
Biff 
We love you anyway.

Castle Biffenstein! 
Give Me 
Beta feedback! 
Fab... 
Madfox: send beta to my gmail account

Starbuck: oh my, yes!!! Don't forget to do the unique base textures from MP1 and MP2 as well :)

Lunaren: yaaaaaaaaay, I hope we get some SP levels out of them (pokes tongue at Beef). 
Right 
on its way. 
Beta Up For Test 
ok it's updated again and this time it's surly beta it could even be final ;)
ok now i've changed the map so it's a sp/dm map from now on not only dm anymore
do post back after testing it as i'm very glad how it looks and feels :)
i must be getting beter as Trinca got killed on the map and that i didn't expect neather did he lol
the 2 shots are taken from sp and dm mode and from the same spot so you see the difference
have fun

http://www.multi.fi/~elvis/quakemap/hellvill.zip
http://www.multi.fi/~elvis/quakemap/hellvill1.jpg
http://www.multi.fi/~elvis/quakemap/hellvill2.jpg 
I Ran Through 
it on Normal and it's a pretty nice map! It looks good and gameplay is solid. It was too hard though; more health and shells are needed.

There are two critical doors to the final area with the ogres that won't open due to their spawnflags; 2052 should be 2048.

You should also go through the map and delete all invalid origin keys from your brush entities. 
AguirRe 
the final doors you are talking about shoulden't open at all they are just there and for sp only the one that opens are on the top not the bottum one
i shut that door completely just becuase it didn't work right in sp mode, it's like one other door it's just there to block

and i haven't set any origin keys at all on this map so i woulden't know what you are talking about 
Elvis 
some thoughts in no particular order:

-i played it on skill 2 and didn't think it was too hard. but a little more ammo before the encounter with the vores would be good.
-some additional bits look nice, like the broken grate and the barricade in the caverns/ra room.
-add some secrets, for example the quad on the mountain ledge and the ya house
-more monster teleports (when certain items, weapons and the keys are picked up)! particularly the outside area needs to be more crowed.
-the button for the final door is hard to spot, maybe a (weak) light there.
-some doors/walls that open later or not at all could use a message.
-the exit building has a big red window on the outside, but it's missing on the inside.
-the exit looks bland with only a black texture. what about using some nice liquid (lava maybe) or make it a corridor into darkness with a negative light?
-some torches a somewhat far away from the walls (and the chandelier). make the gaps less obvious (if it doesn't screw up their light, of course).
-don't box the map with the sky brushes! use sky only for the top brush and fix possible leaks manually.
-add an intermission showing the entire village?

i better don't start with r_speeds, so that's about it. dunno about deathmatch, but as i already said, i don't think it'll work out. some teleporters might be helpful, though. 
Neg!ke 
-the exit building has a big red window on the outside, but it's missing on the inside.
this i have never seen please explain where it is i use both fitzquake and fuhquake to look at this map and nowhere i've seen anything like this

the chandelier started to look a litle like this when i made it a func_wall don't know why put the polycount dropped very much when doing it

-don't box the map with the sky brushes! use sky only for the top brush and fix possible leaks manually

please tell me abit more about this your the master and im the n00b even if i've mapped a litle ;) 
Elvis 
If those doors don't open, I couldn't find a way in and the button Neg!ke mentions, I didn't see either and I searched for quite a while before giving up and noclipped through the lower gates.

As for the origin keys, I don't know which editor you're using, but that might be the cause of the invalid origin keys on brush entities.

In any case, I'd suggest going through the map and delete the multiple origin keys for each brush entity (e.g. func_door). If an entity has a brush, it should not have an origin key. 
If an entity has a brush, it should not have an origin key.

orly? hm.. i never knew that; if there's not origin key, how does the game know where to put it? 
AguirRe 
i have not put any origin keys and i use tread3d
what do they do anyway these origin keys, i've seen them but they are 0 0 0 and thats normal for my editor

i haven't seen anything saying that they do anything on my map nothing at all 
Oh God 
a real live person using thred3d in the year 2006 oh my 
Elvis 
i mean the red, round window above the final door (the same applies to the window above the castle entrance).

you put sky brushes on all sides of the map, right? although it doesn't really matter for this map, apart from lightmaps, you should do it the clean way. a sky brushe at the top (where the sky it, naturally); the outsides of the rest are the backsides of the mountain brushes and the floor then, so they are removed by vis.

necros: there are still the coordinates of the brush volume ;) 
Thred, Or Tread? 
tread is quite different, afaik. It's more of a worldcraft rip-off.

http://tread.planetquake.gamespy.com/

probably shit though. 
Neg!ke 
ah now i know what you mean, it's not a window more like an emblem showing like there is royalty here or stuff like that ;)

and yeah the skybrush is everywhere around the whole thing seling the map

oh and that litle light you thought i should add to the button, well that's gonna be a problem as in dm mode the button is hidden but the light goes thew the wall and the wall bit being a func_wall is not blocking it :( 
Oops 
forgot to meantion that i've moved the door blocking the ogre/ra room to the stairs in stead so you have access to that room but not to the upper one from there, this should make AguirRe abit more happy ;) but i won't upload the this newer version yet as they are to similair :) 
Using QuArK 
I finally found the small button that opened the upper gate. Yes, that one could really use a light. If the light is switched on by the death of one of the monsters, it should look fine in DM too.

But even with the now open upper gate, you'll never have a reason to enter the lower room with the ogres, which is a bit illogical progress-wise. So changing that like you mention sounds like a good idea. 
Neg!ke 
i can't get the negative light to work right at all if i put it in the exit it won't do anything
so if you have any advice on that please tell me on the mather of that lava texture in the exit, i have never seen a exit with a lava texture or so only darkness mostly 
Elvis 
it's simply a light entity with a negative value, e.g. "light" "-300". you have to make the corridor longer and place the light next to (not within, of course) the back wall to make it look alright. light tools like aguirRe's support negative lights. 
Neg!ke 
that much i figured but i doubt i can make that corridor any long, just behind that black wall is the void or rather the sky
are there any other allternatives?
maybe i just should make like in some id maps a teleport like ending

oh i tested the map with another mapper in dm mode and he likes it alot so i suppose it isen't all to bad in there eather :) 
Elvis 
... and verify also your light tool command line. It can happened that minlight value doesn't allow you to have less that it is defined, so you will have to add -nominlight option to your light command... To check...

BTW, lava/water/slime and all texture name starting with '*' will be turned into fullbright in most of Quake engines... Then a negative light will not allow you to make it completely dark... To check as well... 
Argh 
i'm starting to hit limits it seem stuff start to blink like func_wall entetys ammo and monster :( 
Madfox... 
...long arsed demo with commentary should be in your box. 
Thanks.. 
..for taking the time! 
Madfox.... 
...sorry for the delay in feedbacking you!!! Real life(tm) has taken its toll! Hopefully on Saturday I'll have a little time to write my thoughts on your map. 
Take Your Time 
 
 
Necros, 
If it is hell themed what I had in mind, q2/q4ish wouldn't likely help. I did test the idea after giving the sugestion, built some normal maps (used low sampling as not to go overboard) using Sock's tech, applied them to a room, smacked it up in Dark Places, and this is how it looks:

http://img145.imageshack.us/img145/9057/tech001kz.jpg 
Quake 10 Year 
http://quake10year.com/

anyone seen this? thoughts? 
Wow 
looks like that engine is using Steep Parallax Mapping. That's pretty impressive.

http://graphics.cs.brown.edu/games/SteepParallax/compare.jpg

Apparently the engine is by LordHavoc! The content leaves a bit to be desired, but then the guy says that it's work in progress, and he's using other people's art as placeholders right now.

From the MySpace site:

Quake 10 Year is a celebration of Quake. 10 Years ago iD software released a revolutionary game called Quake. This game changed the face of the fps game market. Not only for the actual game Quake, but for the engine that came with it. Music by Trent Reznor of Nine Inch Nails and a cast of talented people, Quake is a hard classic.

www.quake10year.com

The screenshots below show WIP (Work In Progress). Nothing you are seeing is final. You will see in some screenshots some textures that have not been remade. The only model that has been remade is the Grenade Launcher. More to come soon.

The Shambler you are seeing in the screenshots is made by Randy. The Fiend model you are seeing in the screenshots is made by MauveBib. Neither one of these models are Quake 10 Year Assets. However, I still like them and they are fun to play with. The engine I am using is a modified version of the Quake engine called Quake 10 year (made by LordHavoc).
 
I Like The Steep Parallax Stuff. 
But everything else is just too shiny and colourful. Gaudy is the word. 
Final Be Here :) 
ok i've finnaly released my map just hope all is ok so don't be suprised if it feels abit hard as it's my first sp map tho it can be used as dm
have fun with it anyway
oh i moved the pics to another server for the once that need to have a look without downloading
http://www.multi.fi/~elvis/quakemap/hellvill.zip <- map
http://www.geocities.com/elvstrom/quakemap/hellvill1.jpg
http://www.geocities.com/elvstrom/quakemap/hellvill2.jpg
http://www.geocities.com/elvstrom/quakemap/hellvill3.jpg
all taken from sp 
Quake On MYSPACE Of All Places? 
Rofls. 
You Should Submit A Newspost , Elvis 
I like those shots. Very kenetic looking. 
HeadThump 
i don't really know how so maybe someone can do it for me? 
Elvis 
On the forum page, you will see down the bottom the "Last 10 News Threads" and down the bottom of the you will find the "Submit News" link, just click that, write your post, and submit, the mods will take care of the rest. 
Elvis 
done for you, but what the above poster said. 
 
thanks nitin 
Poor Ogre 
You Know 
that bug has always confused the hell out of me, because voreballs are supposed to remove themselves if their targets are dead. 
That Animation's Making Me Dizzy. 
:S 
Mighty Matmos 
that animation made me feel. because I Matmos sometimes like to feel, but I am free from everything. Colors do not frighten me, nevertheless I feel sexual enough to use mine computor. Computors corrected is similar to clothes which do not belong to me so every day I never feel one. Because I have them, black lungs too. Cough I say, But beware! I speak as well as my mouth. Below me I tightly wrap the likes of crayons 
^ I Think It's CZG. 
 
Yeah 
I'm definitely getting a hint of teabagger from that post. 
it's not a bug, in fact it is a mod with a partical beam, which in this case was affected by the voreball and me too far out of sight to catch. 
Really? 
hm... i must have hallucinated the bug then... o.0

lol... i was pretty certain i had seen that before. oh well, heh :P 
Indeed A Rare Subroutine... 
It is from the ExtraQuakeC modr4.
http://developer.chaoticbox.com/quake.php

It has a func_emitter, func_switches and func_water. Also a well designed particle system.
Good ideas for a changing water-type
level. 
Just A Little Something I've Been Working On... 
http://www.planetquake.com/necros/temp/room2.jpg

http://www.planetquake.com/necros/temp/outside.jpg
lighting in this second shot is temporary. just to show off the brushwork

heh, they make the monsters bigger, so i make the rooms bigger... o.o
http://www.planetquake.com/necros/temp/room.jpg

btw, don't be fooled by those fps numbers... my machine is pretty good. i expect performance would be crap atm, but i've yet to do any portals or optimizations beyond caulking behind patches... i suspect this will be a bitch to optimize. :P 
Necros 
Nice screenies indeed ! I love this gothic-like castle architecture... I love particularly the curved ramp stairs: very weel done !
However, you should consider to add more "colored" textures: these gray stones everywhere could have been replaced by something better at some point... and it gives a flatness impression at some point...
For example, the background wall behing the arches could have been replace by something more "bloody"....
Anyway, it's only my taste, and it sounds that it will be a cool map ;P
Keep it up... and go map :D 
Looking Nice... 
But some of the textures look a bit flat for D3, like the outside of the curved stair case.
The styles look kind of weird in areas, like what the hell is going on at the top of the outside pic?
Good work though, nice to see something other than tech. 
 
jpl: do you have any suggestions on different colours? i kind of like the tan look atm, but maybe i could redo those trim textures or something?
or did you mean i should just put more blood everywhere?

bal: what do you mean by what the hell is going on at the top of the outside pic??
do you mean because it just ends abruptly? i haven't finished the top part yet. hehehe 
Necros 
As the walls are pretty grey, adding either bloody splashes, or smooth red bricks, or whatever you wnat but grey stones, would, IMHO, give a better look to the castle, and for sure will improve the stuff.
I think there are some good stones textures from Hell level... myabe you nshould consider to use it, or maybe you should add some colored lightning effects...
It's up to you.. 
 
heh, the brick texture there *is* the brick texture from the hell pack, i just replaced the diffuse map. XD

i'll definatly look into adding blood splats. i tried a bit to make some red bricks, similar to the ones found in doom/doom2 and that i converted for use in ne_marb, but i can't seem to get it to look good... looks mostly like a brick sprayed red, and not something truly evil. :P i'll have to experiment more...

thanks for the input :) 
Necros: 
In doom 3 it is easier to just drag some of the readymade blood splotches across the face on a patch than it is to put the blood into the actual texture. 
I Know 
that's what i was talking about. :) 
Should Clarify 
blood splats with decals, but i want to make like a deep red brick too. ehh, maybe i'll just use some coloured lights instead. 
Necros 
Looks cool, but I reckon casting some blue light down from the open ceiling (as the sky is semi-blue) could add some needed colour and spice it up a bit. 
Oh And The 2nd Shot In Your Post... 
has someone been walking around the imperial city too much in Oblivion? =) 
4 BETA Deathmatch Maps 
efdat's rgb series, along with one bonus map.
designed for fast 1on1 matches; 3 player ffa works, as well. as the name implies, each map follows a certain color theme.
green plays pretty well already, the others may still have some things worth improving.

screenshots:
http://negative.net.tc/images/3eredbeta.jpg
http://negative.net.tc/images/3egreenbeta.jpg
http://negative.net.tc/images/3ebluebeta.jpg
http://negative.net.tc/images/3egreybeta.jpg

download:
http://negative.net.tc/files/3Ebetas1.zip

any comment appreciated. 
My Free 3 Day Test Server 
runs the red map at the moment
85.25.40.16:27500
you should be able to connect with both nq and qw clients, fteqw serves ;) 
3e RGB+grey Maps 
Nice stuff. I ran around in fuh. The grey one especially seems fun. And the green one too. The one-way door at mega was interesting as are all the holes in the maps. :) The ramps provide for some cool movements in the grey map. I like the pillar with rails area too.

Have to check fps and polycounts later.

That guy should try his hand at a 4on4 map.

I wish some slight memorability in some of the maps. Like some different floor texture on some level or something. I understand he wanted a strong theme to each but now some of them are a bit too single-tex throughout. Dunno, maybe they would start feeling better and better you if you played more.

Oh and the wind pipes were fun too, dunno how they work in game. :) 
Hot Off The Mill 
I'm working on a small total conversion (working title: Symbiote)I hope to have finished by the time the Quake Expo rolls around. Here is a pic of a monster model and skin in development (still alot of bending and seams to fix, but it is a rough sketch).

http://img200.imageshack.us/img200/6631/ghoul421hi.jpg

Tools used, MDL, Gimp and Blender. 
 
A small total conversion? Never heard of that before. 
: ) 
That's a good way to put it!

I look at it this way. A good base map has only a handful of different monster and weapon types, yet still provides some decent entertainment. This will be on the order in size of a Mexx10; in that sense, it's a modest sized TC. 
Raw, Uncut 
screen shots of some weapons I'm working on

A dartgun

http://img440.imageshack.us/img440/6159/dartgun5tl.jpg

The material texture for this weapon will be plastic, hence the smoothing groups used on the barrel and other surfaces.

the view model version

http://img440.imageshack.us/img440/989/vdartgun23iy.jpg

a flachette

http://img522.imageshack.us/img522/6153/flachette28mg.jpg

and the view weapon version

http://img522.imageshack.us/img522/1476/vflachette29zw.jpg

In the last shot, the left hand is about half the size it needs to be on the gun's undercarriage. My bad. 
Looks Good 
i like the second gun especially 
Thanks Starbuck 
That last problem I mentioned was bugging me so I corrected it.

http://img435.imageshack.us/img435/9729/vflachette34ox.jpg 
Okay 
So Headthump, Than...
Who else is working on anything significant right now? 
Pleasepleasepleaseplease... 
Kinn? 
Drew 
What do you mena by significant ?? 
Off The Top Of My Head 
Not sure these folk will have stuff by qexpo but:

czg, tyrann, metlslime, bal, the folk doing the travail pack (scragbait?), tronyn... I'm sure there must be a few more folk with stuff cooking.

Note that some or all of those listed above might have given up, started again, or fallen in love with a sailor named tom and moved to a small tropical island to start a new life. 
Than 
I started a map for Quake anniversary, but unfortunately Doom3 textures conversion to Quake is eating all my time: i.e it is more complex that I foreseen it at the beginning...
So I guess I will not be able to deliver something "big" this time, and maybe I will not be able to deliver something at all...
Shame on me...
I will try to do my best to map.. but I can't promise to be ready in time... 
Thump... 
I don't know if it is a coincidence but the skin on your ghoul-thing reminds me of those fetuses you see on pro-lifer billboards -- yeech! 
Its A Coincidence 
but those would make for some great skins. 
Rofl 
no comment 
Q10 
I think I'll wait for the 100-year celebrations. 
Some New Weapon Models 
 
Impressive 
looks like you've really picked up modelling fast, some of these look really good. The railgun looks crazy, that's probably my favourite. They look pretty economical with the polygons too, but not overly blocky (it isn't 1996 after all). I'm looking forward to seeing these ingame with skins! 
Nice... 
Kinda hard to judge these without any textures on them though. =) 
Could You Post Some Wires? 
difficult to see with just flat shaded 
Thanks Guys, 
I'll likely use Wings3d for the UV unwrapping; it gives you better control over grouping the poly layouts better than Blender does, IMHO. Modern unwrappers (like the LSMC unwrap that Blender uses) give very disturbing looking results. I don't know how pro modelers cope with UV layouts that look nothing like the basic model shapes.

Idealy, I would like a 3dpainter that has the same dodge and burn capabilaties of Photoshop and Gimp, and I would like it to be free :) Photoshop 6 was the last ap I bought with my own cash that wasn't bundled with the PC. 
HeadThump... 
It's not free, but I use Deep Paint 3D (by Right Hemisphere) for painting uv textures. What I do most of the time is just paint a quick sketch on the 3D model to get general idea going, then I finish it up in photoshop. Nice software anyways, and the tools try to be as similar as possible to photoshop (no burn/dodge though), and it has pressure sensitivity if you're using a wacom or other tablet. 
Last Screenies For The Weekend 
I've made some progress on the player model. Each pic represents a stage of development over a four hour period of work.

http://img174.imageshack.us/img174/8016/player10eo.jpg

http://img504.imageshack.us/img504/7036/player23vv.jpg

http://img281.imageshack.us/img281/4337/player30do.jpg 
Next Week-end 
I'll work on skinning the critters.

For the player model, I was emulating Sam Fischer of Splinter Cell, but I think the head profile looks more like Kevin Spacey. 
Good Start 
looks like a lot of work. I think it has some proportion issues though. To me it looks like the forearms are too long, the upper arms slightly too long. The chest area looks nice presuming its in some sort of armour. The head looks pretty good, is the neck a bit long though? Also maybe the upper back needs beefing up a bit. There's also something off about the legs, but i'm not much of an expert in this sort of thing.

Maybe you should get one of the awesome artist folk from here to help you out, Bal or someone. I bet they could tell you exactly what to do to make it look more natural. 
Thump... 
Forget the face, it looks better in Post #3039, screenshot #1.

Also, is he making fists or are his thumbs really longer than his fingers?

Some proportion work wouldn't hurt (ever pick up "How to Draw Comics the Marvel Way?") :) 
Each Area Just Needs 
to be worked up, like the back of the head; I haven't really touched it yet.

I haven't looked at The Marvel Way, but I do have book's on artistic anatomy, including Albinus's work. I've always thought that Marvel is the most consistent in terms of design of the comicbook houses.

My own work got too manneristic from my tat work, but consistant practice ought to take care of that. It was all of those dang Celtic Crosses :)

The hand looks horrible on the right side screen of the first pic, but the left side screen does show its proportion is okay.

The leg problem is the result of having a straight V for the inner thighs. I need to bevel that for the pubis, and then add extrusions on the calf to indicate the adductor group.

Thanks for the comments. I do appreciate them. If there is anything I miss, I do want to know about it.

Necros, I just saw your post. I'll add some wireframes later in the week. 
Yar 
Nice start Headthump, I'm sure you already know what you're doing, but just in case, a couple things that might make your life easier when you get to animating: More edge loops around each hip, or you won't have enough density to fold that area properly (and give him a crotch =D). It's best to not have the thumb on the same edge loops as the fingers, if you check on a real hand, the thumb is really under the others. 3 or 5 edge loops are best around knees and elbows, depending on your target polycount, same as the hip, even if you don't have much detail to put there, you need the density for proper animation.
Oh and yeah, proportions are a bit strange, his legs look a bit short, have you drawn some sort of model sheet for this? 
Good Advice, 
I know what you mean about the legs. In certain positions, it looks like he is wearing parachute pants!

The base pic for the model is a Splinter Cell screen shot, and I see how the top down view from it has had a distorting effect on how I see the torso/leg ratio here. In my defense, my favorite painter is El Greco :) 
My Favorite... 
Update 
I think he is almost ready to be skinned.

http://img118.imageshack.us/img118/6752/player56kb.jpg

I want to keep him at a low enough polygon level that I can still convert him to a standard mdl format. He is still pretty low on the poly numbers - the vital stats:

File Name: Player
Version: 6
Number of Vertices: 693
Number of Skin Vertices: 1
Number of Faces: 1392
Number of Frames: 1
Average Size of Triangles: 0 
Hard To Tell Without Wires, 
but it looks like you'll need a few more polys around the armpits/shoulders for them to deform well. it looks like the shoulder is directly connected to the upper arm without any polys inbetween... it will deform badly that way. :S same with the waist area and legs. (and one edge for the knees?!) i'd cut down on polys on the face and use them in more important areas at the joints.

just my opinion anyway... (haha, i love this disclaimer! ;) ) 
Er... 
well, i realise there's the one wireframe on the side there, but it's hard to tell from that. 
Mdl Conversion - The Limits Of The Format 
If anything, the chances are that the model is too detailed in places for quake to handle it well. My suggestion would be to compile it as it stands into mdl format, and see how well the detail is handled. The reason I'd be concerned is the way quake stores the location of vertices.

Basically, the x y and z coordinates of each vertex are given by a single byte, so there's a 256x256x256 grid for the points to snap to. This grid is scaled to the maximum extents of your model in all it's frames. This is why you get model wobble in quake, the rounding errors caused by this practice, and I worry that the detailed face and hands will suffer in quake format like this. So do a conversion and see how it looks. The advice people are giving about having enough triangles at the joints of the models is also important.

While we're on the subject, a few other thoughts about the accuracy of quake model format. The first is that the accuracy is a global thing, it depends on the extent of your model in all of it's frames. So if you want your model to look it's best, keep everything as central as possible. If the model is moving in a run/death animation, make sure it's kept centered on the origin. If you need to have a skin frame(although hopefully most people don't do this any more), make it smaller than the original model. If there's any way you can avoid an abnormally frame in a model, then the rest of the frames will be that much sharper.

You can also, if you have the time and patience, make multi-segment models, for instance a seperate head and body. Since the head will have it's own, much smaller extent, you can cram that much more detail on. Then again, probably not viable for a monster in-game, since there's no tags or weapon_follow to attach things with. It would be a good way to do some machinima stuff though.

A final tip: If you make a dummy frame in your model with vertices at 256 256 256 and -256 -256 -256 in quake units, your model will snap to the grid used for mapping. This would be handy if you wanted to make map models that fit seamlessly with geometry. 
Urrgh 
you can avoid an abnormally frame in a model,
you can avoid an abnormally large frame in a model, 
Mind Reader! 
I was planning to ask for some tips in the Help section on the MDL format. Thanks, Preach.

You are right about the shoulder/upper arm connection and also the knees, Necros. There is still room to slip in polys for deformation purposes, so I'll work on that asap (and also those ugly-ass ears). 
I'm Not An Artist Or Modeler 
but the proportions seem a tad weird, the arms are almost as big as the legs? I can't pinpoint what could be made to correct it, sorry. :/ 
Thanks For The Input 
That was helpful. I kept seeing a problem there too, it is in the size of the arms. They should come down to mid thigh, but these were slightly longer than they should be, and slightly thicker as well.

Here is a corrected version.
http://img405.imageshack.us/img405/1132/playavetruvian23li.jpg

If you take a look at the familiar sketch, Vetruvian Man http://en.wikipedia.org/wiki/Vitruvian_Man
which served as a rule of thumb for proportions for centuries and is still useful, I think you'll see my corrections are now matching up.

In a squared area devided into four equal parts, the nipple line comes to the first 1/4 ratio, the symphysis pubis (just above his weiner) is the mid point, and the midline in his knees hits the 3/4 mark. Also, the arms spread out to the ends of the squared area. This is where I made my correction; the fingertips could spread out far past the squared area before I evened them up.

Thanks again, Bambuz 
HT 
Good progress, I'm still pretty convinced your proportions are off though, his legs look too short, but I think the problem is actually that his crotch is much to low, making his legs short, and his torso much too big.
Also, your chest topology is friggin weird, what's up with those long triangles on the side, it's gonna look pretty strange when you start animating if he bends over and stuff, most of the time, simpler topology is always better (this is for hipoly stuff, but isn't so far off, but pelvis-lower torso are ok...
http://born-robotic.net/stuff/girl04.jpg it's not done though, plenty of silly errors in other places). 
I Thought The Crotch 
was too low aswell. Then I realised he probably isn't naked, so hopefully that'll look better skinned? 
Looks Awesome Bal 
where'd you learn to model like that? 
Uh... 
School (yeah, I guess that's cheating =).
Still much to learn though! (Unfortunatly, not much time to put most of the stuff I learn to personal use...) 
Bal 
It's obvious that you will use a few percents of the stuff you learnt at school (and also what you will learn if you still ahve to go to school..) in the "real" life (I mean life after school...)

In anyway, I really would like to see the model with its skin: I guess it looks awesome :) 
Too Low Polycount On The Tits 
 
Czg 
You so mean. The polycount quadruples when I put my meshsmooth though!
JPL, I know this stuff will come in handy, just meant I wish I had more time to use now on personal projects. 
Bal 
BTW, are you still at school, and if yes, which school ? 
JPL 
Well yeah I'm still in school, it's some 3D Animation/Film school in Paris, part time (en contrat d'alternance), have like 1 week of classes a month, rest of the time I'm at work. 
OK 
It explains many things so ;)
Thanks for the infos ... 
Nice Boobies, 
Good organic model too.

The chest area protrusions, and shoulders and back as well, on my player model are armored seams.

On the sides, those long polies are just a holding place until I get to working it over with some extensions, 
Preach 
Is there any chance you could combine all your MDL posts into a few tutorials and post them at QExpo? I'd love to have all the information you've posted all in one spot and organized by topic. :) 
I Have To Add 
Damn fine, effecient, modeling on the alien chick. Not a wasted poly on the whole body. 
I Had A Feeling 
Did someone say underage boobies??? 
RPG 
Sure, I'll put 'em all together, and edit them nicely. Maybe even put together a proper full tutorial with pictures and stuff. It'll give purpose to the booth at least. 
Headthump 
Raise crotch, lengthen legs, shorten torso.

Lose at least half the polies in the feet.

His profile is off, with the forehead being very far back and the mouth sticking very far forward.

Lose the thin lip edge on the shoulder pads - if you're going to have shoulder pads that thin you can just communicate that edge in the texture. Otherwise, make it big and thick. Same goes for the bottom of the torso armor.

The neck should come more out of the front of the chest than poking out of the top like a chimney.

He needs an edge turning pass to fix the contours, especially the edges shared between the two big pairs of tris where the nipples would be, and the two at the top of the large pair of tris at the bottom of the armor.

All the detail in the head is going to turn into a huge mess in-game. Quake's probably not the engine to model nostrils and ears onto your characters - there were more reasons besides performance that the quake characters all have cubes for heads, like the integerization Preach described. 
Thanks Lun, 
that's a quite a check list, and it should keep me busy. I'm wondering if in the neck as shown in #3047 the contours are the reverse of what they should be. I built the neck by extending from the clavicle area, but if it looks chimney pipe like in the shots, I likely goofed it.

I'll decimate the models down to lower polies if in game test show them to be unworkable. At about 1200 faces each, the ghoul and v-weapon flachette came out okay (no substantial animation on the ghoul, the flachette though worked well as a complete replacement for the double barrel SG). 
Reference 
Always go by existing models in a game when modelling for it. Quake guys have blocks for hands and feet too. I mean, look at shamblers - they walk around on tree stumps.

When someone is standing up perfectly straight their spine will still have an S curve to it. Your neck will tilt forward a good twenty degrees at the shoulder line and curve up into the back of the skull. From a side perspective, the nape of the neck is roughly centered on the peaks of the shoulders. 
Thanks For The Clarification 
I see that now. The nape, instead of being an indented curve as it should be is just a straight slanted slope on my model. It also makes the shoulders look hunched, rounded and weak. No player would want to be that guy no matter how unsavory I make his character!

I remember my sixth grade art instructor yelling at me about making smoke pipe necks, and I thought she had scared them out of me. Glad she isn't around to see that neck. 
Attack Of The Bluemen 
To test out concerns that the relatively highpoly player model may be problematic in the Quake engine, I did a rudimentory walk cycle, flailed the arms around a bit, and had him revolve in a circle for the standing frames. I then replaced the soldier model to get him in game. Here is a screenie -

http://img234.imageshack.us/img234/926/atmos0000054xq.jpg

Tested with DarkPlaces, there were no problems; AquiRe's revision of the NehQuake engine is the target engine for the mod and the model should work fine there as well.

I've also taken a number of suggestions -- I've pulled the face back into the head and reworked the neck and armor and made the shoulder/arm connection deformable. I still need to add edge loops and structure to the knees.

This is a picture of the wasp

http://img110.imageshack.us/img110/4373/waspscreen7bj.jpg

-- an insectoid with a mounted nail gun and lizard head. Though, the lizard skull makes him look more like a dragon, at least without a skin on him. I've fully animated him and have him working nicely in game. I just need to skin him, and change a few things in the QuakeC. 
The Wasp Looks Interesting 
but I hope it's not too small and buzzy, otherwise it might suffer from Daikatana syndrome! 
Good One 
We should be thankful to Romano for discovering so very many things not to do in a video game title. A true pioneer. I'll never forget the first time I got my ass kicked by a mosquito in DKT, yelling out, 'THAT just did NOT happen!'

Wasp is a little smaller than the drone in Operation Urth Magic. I want him to spawn from niches and crannies. I thought that was a really effective attack when implemented in Doom3 with the ticks.

After I finish the sound (working on it tonight), gibs, and skin, I'll upload him to the Inside3d repository for anyone to use in their mods. 
Romero , Not Brad Garret;s Brother! 
 
Hmm... 
Why are his legs so short? It looks like they've been amputated at the knees. 
Little Secret . . . 
model needs to be adjusted up about 16 units to fall square with the floor. Blender to Quake ratios and orientation is a bit skewered. 
Oh.. 
Actually there might be less to it than that. The quakec for the grunt assumes a certain origin point within the bounding box. I think it's 24 units above the floor. So if you export a model where the feet are more than 24 units below the origin, they will be in the floor. 
Thanks, 
Adjusting the QC bounds instead of manually lifting each frame of the model does sound like a less tasking solution. 
Qme3 
can do translations, rotations and resizing over all frames in a model 
Headthump: 
actually that's not a good idea becuase quake can only do collision for three predefined entity sizes. 
It Also Occurred To Me 
that the model would no longer be useful as a replacement model if I relied on QC changes (I'll change that head though, only the player model gets the cool goatee). I'll just suck it up and move them around manually in Quark. QmE cries like a little girl when I try to import these models, but with Quark I simply take an md3 version of the model built with Nepherno's tool and convert to .mdl.

My basic design concept, and AquiRe has been helping to hash out things, is to do frame by frame replacement models, and then tag in frames and materials that are specific to the mod. I wont try to replace the entire monster content, but only those that are useful to the mod, and frankly some of the add ons have more interesting creatures. So you are more likely to see a new wraith or scourge
in Symbiote, but no tarbabies (unless I think of a way to nasty them up a notch). 
What? 
Tarbabies are already the nastiest monsters in quake! 
Yeap, 
so many players hate the tarbabies that I would only want to replace them if I can think of something that they would hate even worse. 
Qme Is The Way 
Are you sure you can't load those models in QMe after you've used quark to convert them? It's pretty much what I do for quake models, and I've not found ones that'll load into quake but not qme...with one possible exception. If your models appear to load into qme, but aren't visible in the model screen, and cause 'fatal exceptions' when you try tilting the view, it can be a problem with skin vertices out of bounds. It can even happen if you model has a correct skin, but with some vertices right at the edge of the skin. 
I Managed To Skin 
the flachette with Qme, but so far no luck with the other models. I like the vertex painting feature. The ghoul, player and wasp models I have had no success getting them into Qme. However, my attempts have been from MDL to Qme, and MDL does seem to shift the origin point on the models (which is why I use Quark now.) I'll see how they do with the Quark conversions. 
Well, Why Not 
Scary Monsters & Supa Creeps 
These are some monsters I have been working on this week end. They are more low polygon oriented than previous models. It's just easier to build skeleton animations around the low poly structures and then add in detail as needed. I'll likely have seperate packs for low and high polygon models.

This is the Spectre, a replacement for the Wraith from the Disolution of Eternity (DOE)episode.

http://img89.imageshack.us/img89/7497/spectre28xn.jpg

This is a scourge model to take the place of its namesake from the God awesome Sourge of Armagon episode.

http://img138.imageshack.us/img138/1516/scourge8cu.jpg

This is a replacement for the tarbaby. Yeah, I remember what I said last week ;)

http://img162.imageshack.us/img162/4897/mite6ca.jpg

This is a wild, undead boar who'll stand in for the fiend.

http://img99.imageshack.us/img99/4016/boar2jg.jpg

and a substitute for the Rouge pack (DOE) eel.

http://img99.imageshack.us/img99/9066/eel7tm.jpg 
Replacing The Fiend? 
NOOOOOOOOOOOOOOOO! 
I Suppose I Could Keep 
that spine ripper, but he is getting dreadlocks! 
Boars 
don't have much of a neck. 
LOL 
Nice boar cock. 
Somebody Noticed! 
I thought it would be wrong not to include it.

This is the pic I based it on.

http://www.swla.co.uk/SWLAmembers/meadh/Mead_wild_boar.JPG

My boar's cock is smaller, but I figure it is pretty difficult to get a full on chubby when you are undead. Hmm, how do vampire's do it, not having a blood flow and everything?

Bambuz, you are spot on right. I eliminated the line between the front blade and the shoulder and lifted it up to create a proper dorsal to correct that problem. 
Abandoned Farm 
Pfft. 
That's just unrealistic Kell. Where are the barrels? 
 
HeadThump: why have crappy replacements? 
Hmmm . . . 
HeadThump: why have crappy replacements?

1) The models primary function is not to be replacements but are to be the building blocks of an entirely new game with a Quake like sensibilaty. QuakeC coders over on Inside3d have been developing physics, mathematic, UI and AI libraries. I would like to use these as a modder, but frankly, a lot of players get pissed if you mess around with the game basics so it is best to start from scratch. That is one reason for the models.

I have pretty detailed plans for several episodes in a story arch concerning undead immortal rivals vying for world domination, and the human mercenaries who do their bidding. Locales include Venice, Marrakesh, Port au Prince and Baja California.

A few summers ago, I collected hundreds of photos and documents on these locations,for what was intended to be a Deus Ex mod. However, since then the idea has evolved into its present form. I prefer to develop this on a non proprietory engine like the Quake engine where anyone who is interested will be able to play it, instead of the game being limited to those who own copies of either Quake or Deus Ex.

2) To have any change of these ideas coming into fruition, I'm taking a holistic approach. I put together all the material as quickly as I can, and then I can fine tune the models, sounds, fx, code and etc. as I go along.

I'll be the first to admit, the quality varies. The boar looks like shit, and the eel looks like total shit, but the scourge I think is pretty good. The spectre needs tweaking, but I like my overall design for it.

Why would I show these in there present Alpha stage forms? I'm trying to encourage as much criticism as possible. It really helps to have
Bal or Lunaran, real seasoned pros pick these apart. 
Personally 
I think it will be extremely difficult to replicate the 'Quake like sensibility' in real-world locations. 
Kell 
lol 
Oh, And 
the third shot has too much bloom effect! 
Why 
Does Peerguardian block leveldesign.org? scampie, what did you do? :)

kell's #0: lol, how long did they search for a spot with that even lighting. 
Kell 
lmao, that made my day :} 
Vormit Will Haunt Me For This 
I recompiled the Q2 textures of Richard Neff into a Q1 wad. And by doing so I wanted to know how they would look in Quake1.

So I took the first Q2map and converted it to Quake1. I didn't use the coloured light, but I intend to do so.

http://members.home.nl/gimli/gimli09.htm 
Mad Fox 
IMG SRC="file:///C:\Quake\tmpQuArK\test07.jpg 
Refresh 
sorry, had to much hosting on my site. 
Why 
am I refreshing an empty grey page? 
Because My Site Is Lame... 
But Thanks For Telling Me 
Which Icon Do I Use? 
that's pretty interesting to look at. any chance of you uploading the bsp so I can run about it? 
Quake12 Of Course... 
The level is in a test state to watch the Q2wad file. Therfore it is not made to make it a real challenge. I made it as an exit for the abandon pak I made. But it has been a rather tacky aprehension I set myself.
Exploding walls are not there, no coloured lights, the overflying planes have to be added as funk_trains etc.

But if you are curious, give me some hints!

http://members.home.nl/gimli/test187.dz 
Madfox 
Those pictures look really interesting. In quake the level looks much better than in quake2 :) 
MadFox 
Wow, really interesting indeed ! Keep it up ! 
Madfox 
that was indeed interesting to look about, thanks! 
Interesting ? 
wtf. stop stealing/butchering another game maps. make your own (even if you copy q2 maps layout or style)

ripping smth from another author and making it worse is lame 
Speeds 
As I mentioned before I was not planning to distribute this level.
I was comparing the wad file I converted from someones hard work to make Q2textures available for Quake1.

Why always that picking on someones authorizing capabilities? 
Erm 
sorry for finding it interesting, speeds. I was wrong. Forgive me. 
Happy Whitsun 
right, I renewed the Q12 level, with func_explode and func_train and wondered if coloured lights would make it look better.

I also have a beta, and because the response was rather low, I publish it as a beta.
hit me with your joystick!

http://members.home.nl/gimli/grenade.zip 
 
Madfox crates textures are all fuckedup man! look crates top! in start the first ones... 
Fun Gameplay 
There are plenty of visual problems, but gameplay is solid and it's a big map. As usual, there are progression issues, but nothing detrimental. Challenge was OK on Normal, but I'd like more health and especially armor in the later parts. There is enough overall, but some stuff should be moved to later areas.

Maybe also replacing the RL with the secret GL (I only found it afterwards), marking secrets and deleting the rogue fish at (2304 -1024 -1248). Otherwise a fun oldskool romp. 
 
 
 
o.k got 4 
Trinca 
Mail me the map. EMail address is in my func profile. 
Thanx 
for your responds.

True in the middle part there is rather little ammu when one starts fighting the monsters in the castle. I just left them and played on.
I put in the grenadelauncher for killing the hellspawns, but I thought I marked the texture well out. And indeed, there's one monsterfish stuck, good you attend me.

Trinca, I think you can jump real high for blam
ing me fuckedup textures on cratetops.
But it was just a betatester so I just won't say fuckup. 
 
MadFox u are the english man for me fuckup and fuckedup is same shit :) 
MadFox 
Overall a big improvement from your last maps!

As said above, there was some progression issues - I had some trouble finding the exit since I didn't know where it was.
To help progression you should make some of the doors keydoors, so that players more easyly can remember where to go.

As Trinca said all cratetops needs fixing, and on one face on one of the watherfalls the water runs the wrong way.
I think you should give some of the doors a 'real' doortexture as well.

I played on hard and didn't have any ammo problems, I run short at times but not anymore than to expect on that skill. Allthough I somehow missed 5 monsters somewhere acording to the score.

A big nice 'oldskool' map that needs some small ajustments. 
Well 
I made this map with the intention to give it coloured lights. Distrance and The Silent had it betatested and gave me some good advice of texture alignments, but they found I had made the colors somehow severe.

Then I became tired of the thing and layed it aside, the setup was alright but I couldn't compare the military base setting with the medieval castle. They didn't really fit.

Also the gameflow became somewhat back and forward. But after some time I still liked the play, although the coloured lights still are puzzling me. I was looking for a neon beam effect but couldn't find the basics for them.

great you enjoyed the map!
I will continue working on it. 
MadFox 
For a neon beam effect, make a texture from one of the 32 fullbright textures, then make a small room away from your map. Put the brush you want the neon light to be on inside the room, turn it into a func_train.

Light the hell out of the room, about 6 500 plus light values that hit each side of the brush object should work. Go to the spot you want the brush to appear, put an info_null there and set it to wait -1, target self, targetname self, connect the func_train to the
null and compile.

If everything goes right, you'll have a groovy looking neon thingy in your map that is self lit. 
I Mean Path_corner 
not info_null -- and of course, those fullbright's are self lit textures in software Quake, but this trick will give them a hazy glow appearance, like a mug of Absinthe. 
Tried It Out 
and first my object was hidden in the skytext.
when I added a trigger_once to the func_train
it appeared inbox and it became a intens
object, but not the neon effect I expected.

http://members.home.nl/gimli/neon.jpg

I used 4 lights of 6000, but the texture of the object is already fullbright.

I was thinking of a mod I once saw that showed neon bars as trashold for doors. But it has gone so far in my collection I can't find it.

But thanks for your hint! 
Yes, But Can God Actually Lift The Stone After He Made It? 
I thought one of Matt Sefton's maps, and possibly Beyond Belief, had some laser-barred doorways. Truth? Fiction? Figment of my imagination that will be come real as soon as enough people believe it and someone loads the maps to find out, but remains myth until then? 
Myth? No. 
They were simply sections of corridor with shooters that just fired a shit-ton of lasers.If you went into them, you were pretty much guaranteed to die. In the speed run of beyond belief, the runners armour up and just run through the barriers though. 
Also... 
It's easy enough to make a laser barrier with a func=illusionary (maybe you need to use func=wall if you want it to be killable) and a trigger_hurt. 
I Don't Remember If It Had Been Done Before This, But 
in czg05 (never finished), there were forcefields with thin brushes with water textures stretched by a large amount, making them looking like flickering/fading bars. 
Than 
I'm pretty sure it was in one of Matt Sefton's maps, then. Perhaps Jawbreaker or something. 
 
I have been working on a Symbiote map tonight; it's bedtime. Here is a shot.

http://img110.imageshack.us/my.php?image=symbiote4qg.jpg 
HT... 
...I like a mapper who gets dark and light working for them. Nice! 
You Might Want To Consider More Texture Variety, Though 
Yeap, 
I wanted to get the lighting tweaked carefully before I textured it properly. I chose a white texture (church1 from Armagon) so the weaker brush work would stand out and I would have an idea what needs to be worked on, and man, in my exterior work not shown here, they stand out

Thanks distrans, I'm glad you like it. The resident master guru of lighting and compile matters sent me a suggested light setting for the map, and it just floored me how much an improvement it is over my original. 
Just To Avoid Confusion 
my original, as shown above. 
Funky Q3 Map 
scroll down page to lordsquart's map :

http://www.quake3world.com/forum/viewtopic.php?t=51&start=1435&sid=6f5983a4a7a3f15edf615bab636847f0


1st pic looks funky.

Fjogg's map also looks good but this one caught my eye. 
Whoa 
it looks really impressive, indeed! i wonder how playable it'll be, though (r_speeds and all). 
Hey Trinca 
Sorry I haven't been able to update today, my hotmail account has been iffy today. Anyway, I have been working on the skin to the Necro-Mech warship, boss monster. Here is the basic proto-type.

http://img149.imageshack.us/img149/7439/beastly71iw.jpg

If you like it, I'll go with this and
rebuild the model to accomadate the leaner design
in this shin. 
Doom3 Blehery 
Well, I got talking in IRC yesterday about Doom3 and I remembered I had a bunch of shots from a single-player project I haven't touched in over a year.

http://kinn.leveldesign.org/doom3/shot00010.jpg
http://kinn.leveldesign.org/doom3/shot00023.jpg
http://kinn.leveldesign.org/doom3/shot00026.jpg
http://kinn.leveldesign.org/doom3/shot00027.jpg
http://kinn.leveldesign.org/doom3/shot00028.jpg
http://kinn.leveldesign.org/doom3/shot00029.jpg

There's a lot more interesting/larger areas than in those shots, but nothing at screenshot-standard yet. Good thing is, since I last shelved this project, I've developed l33t Max skills at my company, so I should be able to tart it up a lot with outdoor rocky stuff and gibbley hell groves >:}, not to mention machinery gubbins that I wouldn't wish upon anyone to be forced to make with patches...(id's designers are a bunch of masochists I swear)

Well, stranger things have happened than me deciding to dust down the old scrozzler and finish it off, so it may yet see the light of day :} 
Looks Cool 
I especially love the first three shots.

Still don't have doom 3 (played it at work ages ago though) but this might convince me to pick up a cheap copy if it turns out to be as cool as your Quake output. 
It Looks Cool 
What's the thing with lighting? 
Bambuz 
What's the thing with lighting?

I'm not sure I understand. Which bit do you mean? 
It's 
very even? Is it only a draft? 
Heh 
guy is surprised to see d3 map that doesnt have pitchblack areas right next to bright lights.

could add more contrast anyway 
Lightage 
Bear in mind I altered the brightness of the screenshots for clarity, which I'm sure makes it look a bit more washed out than in the game.

As a personal preferance, I don't really enjoy Doom3's default style of fighting monsters in the pitch dark, so one of the goals was to make most places lit. But yeah, tweaking lighting will be something I do in the finishing stages :) 
 
(...with a praxinoscope, I should add).

^_~ 
Several Species In A Cave Groovin' With A Pict 
Pink Floyd Forever! 
 
Ummagumma 8-) 
Sorry to hear Syd Barret died the other day! 
 
yes, brings pears to my eyes. :-(

(yes, pears!) 
World Domination 
My blueprint to world domination, you might recognise the layout..

http://img147.imagevenue.com/img.php?image=70863_worlddomination_525lo.JPG 
Hip1m1? 
 
I'm Vaguely Inclined To Guess RPGDM1 
But that's just because you said "world domination." The layout itself doesn't look that familiar. 
Warfare 
I was going for warfare by Gonzo, failing to realise my true paint skills, it turned out as it did. Maybe it'll turn out better in wc. 
Need Some Help Beta Testing... 
i was away before and during qexpo, so i never got the chance to release what i wanted to... anyway, i could do with some help beta testing a map. you need quoth to run it, btw 
 
meeeeeeeeeeeeeee 
:> 
I would "volunteer" since I have quite some free time at the moment. 
Cool, Thanks Guys 
^_^ 
Necros 
Sorry, I'm late, but if I can help: send me the stuff please ;) 
Good Old Gothiness 
Just a little something to get away from tech-based mapping:

http://kaz.quakedev.com/junk/gothctf3.jpg
http://kaz.quakedev.com/junk/gothctf4.jpg

Still very early :] 
Necros 
me too pls 
Ok, 
i'm recompiling with some changes atm... i'll let you and JPL know when it's done 
Kaz 
looks a bit generic ?

what's the layout ? 
Q4 DungeonsKeep CTF 
I found someone, who has rebuild the Q3 DungeonsKeep to Quake4 from scratch.
Then he designed his own textures for Q4.
But it doesn't suit him he has to use replaced textures for distributing the level.

http://www.helpmij.nl/forum/showthread.php?p=1707079#post1707079 
Court Of Conscience 
A little DM map I've been working on for the past week or so. I'll be testing the gameplay at a lan party later this week, then if all goes to plan I'll release it towards the end of the month. :D

I still have to work on the lighting (hence the funny filters used on the screenies) and some of the textures/architecture displease me.

http://www.eden-era.com/quakemap01.jpg
http://www.eden-era.com/quakemap02.jpg
http://www.eden-era.com/quakemap03.jpg 
Looks Interesting But 
you DEFINITELY still have to work on the lighting.

Turn minlight down a bit and get some contrast and shadows in there. I wouldn't stick minlight at more than 30 to be honest. If you set the light coming from the sky to be very bright, then you have some really strong contrasting light as you starting point, and then you can add in other shades from there. Also, spotlights really suit the e3 metal textures, so try sticking some uplighters and downlights where you think they might look good (probably not in that big light area though, maybe the more dingy areas if you have any).

It's SP, right? ;) 
Sorry 
I was being retarded. I skipped straight to the screenshots after skimming over the second paragraph, so I didn't even notice it was a dm. Maybe bright non-contrasting lighting doesn't matter so much then.

/me slips away into the shadows. 
Actually 
any lighting advice is always helpful. It's my Achilles heel. :) Ta.

And I have been considering working on a SP version once I've done and released the DM, though that'd be a while off yet. 
Citadel 
Hi folks! Following the good feedback received for "Deus Ex Machina" I'm working on a new SPQ2 named "Citadel". It's roughly half-way done, you can check some screenies and read more about it here:

http://www.andrearosa.bravehost.com/citadel.htm

See you!
Andrea 
I Like The Look Of That 
how many maps ? 
AR... 
Based on those shots, your level design skills are coming on like a frieght train. I'm looking forward to some fresh Q2SP. 
Aye 
It's looking good in the shots. The old-school style brings back quite a few memories. Hope to play that pack soon. 
Citadel 
Thanks for checking my work, guys!

In reply to Nitin, Citadel will feature four maps. Level 1 and 2 are finished, on medium skill they deliver respectively 128 and 117 enemies.

The game uses the modified gamex86.dll made by Knightmare (along with Lazarus, Xatrix and Rogue entities), but doesn't necessarily need the famous Knightmare engine. You won't find new textures since the theme is a typical Q2 unit. This will also allow for a relatively small download (less than 20 Mb).

Citadel has been inspired by "The Powersphere Quest" by Cedar Kraus, which I consider the best SPQ2 ever made. As you can see in the preview, in some locations I've tried to replicate Cedar's stunning visuals following fond memories of his masterpiece. 
Coop Support? 
Is it going to be as hard as PSQ? I hope it won't be quite as ridiculous, but the extra challenge of PSQ was certainly great for coop. Will you be supporting coop? 
I Should Have Mentioned Earlier 
those shots do look awesome, Andrea. I'm looking forward to playing your episode. I replayed Powersphere Quest a month ago, and it does indeed hold up well. 
Nice =D 
Those shots are really impressive -- I need to play catch-up and get Deus Ex Machina, tho... 
Citadel 
@than: no coop nor deathmatch for the moment (although those features may be implemented in the future, should people ask for them). Concerning difficulty, Citadel won't be a walk in the park, but it won't reach the PSQ level neither. 
Beta Testers Wanted 
I'm looking for one or two beta testers for a small medieval SPQ map.

Screenshots:
http://www.angelfire.com/nh/rdp/map.html

email me at jedjed78@hotmail.com if you're interested. Thanks. 
Jed 
You'll always have a place in my heart because of your outstanding frontpage updates on. I will beta test your map :) 
Metro 2303 
http://www.3dgamers.com/news/more/1096485535/

Why is it that the Russians / Ukranians are the best at capturing the "post apocaylpse" look and feel? These shots remind me a lot of Stalkers environments and they look damn sexy.

The game is aparently "an action oriented survival horror action fps" =) 
Daz 
because alot of russians are utter fans of fallout 2 
DaZ 
Because Russia/Ukraine is post-apocalyptic. See: Chernobyl. 
Yeah... 
RPG beat me to it. 
Lol 
you have a point there... :) 
OOH. 
That stuff looks tasty. But I have a rebuttal: Valve has doen a really nice job in that dept. with HL2. 
True Biff 
but stalker and this new game just have a lot more grit and grime, hmm perhaps its just the 3d engine they are using but half-life 2 looked a bit to shiney at times and it detracted from the run-down look of everything in places. 
 
HL2 Art Director was Viktor Antonov from ex-USSR ( http://www.mobygames.com/developer/sheet/view/developerId,10802/
)

Metro 230 is being made by the same people who worked on Stalker. 
Make Quicktime VRs Free! 
I did a little digging and came across a free Quicktime panoramic/VR tool that'll take an image and make it into a pannable .MOV to embed. Here's a tutorial and link:

http://www.panoguide.com/howto/display/gocubic.jsp
Alt: http://www.panoramas.dk/quicktime/gocubic.zip

And here is my attempt - I did NOT know what I was doing, I just took like 5 screenshots of a map by turning right in intervals and stitched 'em together. But it works:

http://www.faqtion.org/phait/pan.html

I also found more utilities that I have not yet tried. But I thought I'd have to spend money on official VR tools to do this, and I don't. I think this would be great for screenshots!

http://www.ptgui.com/
http://www.pano2qtvr.com/
http://www.panoshow.com/panocube.htm
http://panotools.sourceforge.net/ 
Antonov Fucking Rules. 
Everyone, go get the Raising the Bar HL2 book, and gawk at his concept art. 
^^ 
yes, it rocks! 
Phait 
Friction tried this a while ago and got a few of us into it:

http://lunaran.com/images/screens/lun3dm4_pan.jpg

I have others, but they're not on my site, and I'm at work. 
Hey... 
does anyone still have the panoramas I made for concrete dreams or derelict? I seem to have lost them in a hard drive failure. 
Lunie 
While that'd do as a source image, it's not the best representation for a map a- because of the curving. Unless viewers knew that panoramic images (depending how they were shot) naturally curve, they'd be thinking "my what a curvy map!".

Here be ye: http://www.faqtion.org/phait/lun3dm4.mov 
Viktor Antonov 
Some pics for us without the book: http://www.vulkanbros.com/ 
The 2 Latest Screenshots... 
... of my current project that uses Doom3 texture sets I presented during QExpo (it is the same map btw)

http://lambert.jeanphilippe.free.fr/Screenshots/BTH1.JPG
http://lambert.jeanphilippe.free.fr/Screenshots/BTH2.JPG

What do you think ? Would it be suitable for the Xmas Base Pack ? 
JPL 
wow you have come a long way since your 1st map!

The doom 3 textures actually look ok in Quake 1, you seem to have done a good job on the conversion.

I like the 1st screenshot, very dark and atmospheric, 2nd is ok but is too bright imo. 
Looks Good 
I want it. I think that it would work fine in the base pack - but I have no swaying power over the internet. at least not with adults...
sm theme suggestion - jailbait. 
FYI 
In first screenshots, there is flickering light in "cage" above the stairs... it is not so dark in fact...
Anyway, thanks for the comments ;P 
In My Opinion 
The ceiling texture on the second shot looks very bad. The rest is very nice! 
DaZ - Sarcasm? 
I cant see much at all on 1st pic
2nd is OK, dark still

d3 tex look all wrong
ceiling/floor in particular 
Phait 
 
Lunaran... 
No, they are not upside down... I just "missed" the darkness / light position. Thanks for the comments. 
JPL 
i really like the doom3 textures. i hope more people use them in Q1 maps. 
Underworldfan / Lunaran 
UWF: I'm currently working on a map that use Doom3 texture only... It is a kind of Doom3 "remake" (title, story, etc.... you'll discover later) and I still have a lot of work before finishing the map, so you'll also have to wait some months I guess, before reviewing the map ;P

Lunaran: Well, after your comment, I checked the Doom3 texture set I converted into Quake wad format, and I have to admit that many of the textures already have "pre-implemented" shadow zones... I'm aware it limits texture placement vs light position, but I think it is manageable with some creativity.. Globally it comes from the 3D-FX files from original Doom3 texture set I used to create the relief effect: I used some grey conversion and brightness/contrast modifications in order to give more relief to the final texture, using transparent overlapping... maybe too much... 
Umm 
~all q1 textures have preimplemented light directions, since there's no bumpmapping in q1.
You just have to make sure it's top-down. 
JPL 
sounds intriguing,

.. It is a kind of Doom3 "remake" (title, story, etc.... you'll discover later)

Given the size of the Doom3 levels you may be able to fit an entire remake in one map! 
HT 
I didn't say it will be a signal map... ;) 
Which Is Good, Cause It Wouldn't Have Made Sense... 
 
Quake "Portal"? 
As I was about to go to sleep I got this idea and I had to get up and do attempt it :)

Unfortunately, it's rather dissapointing! Here's a 2.6MB video, right-click and save-as, else it might just appear as gibberish in your browser:

http://www.faqtion.org/crap/qportal.wmv

I figured, to make a portal where you see into the other room ala Prey, but not exactly like it... just similar - you could screenshot the destination room, and make this a texture. Then, add that to a .WAD and name it something like *portal1 - this way, it'd appear wavy like the teleport texture, yet you'd clearly see it was your destination room.

Well unfortunately it seems you can't scale the teleport texture, I tried. The result is ugly tiling, and a less convincing view of your destination. So I just mirrored a vertically-reverse image of the screenshot (512x512 texture), and tried that - but that's silly, too.

Ah well. If you could scale tele textures, though - you could just "crop" or "zoom" to where you wouldn't see the tiling, yet still get a glimpse of where you're about to go to. 
Yeah 
I tried that in an old map and could never get it to work well 
Or 
you could also copy the whole architecture around teleport destination and place it behind the teleporter if there was enough room for it (and if r_speeds allow). This could look very realistic. There would still be a problem with monsters and items though. 
Well 
Could you make the warping less obvious if you took the screenshot using FishEyeQuake? 
Scaling Water Textures 
You can scale water textures, but the main problem you'll encounter is that all water textures are resized to 64x64 before you factor in the scale factor of the texture. So a 256x256 texture is first scaled 4 times smaller before it is transformed. If you use a 64x64 texture and stretch that to fit the surface, then replace the texture with *portal without changing the scale factors.

You still can't translate a water texture like this, which is a bit of a pain. The final problem is that the warping gets much more excessive when you scale water textures, but it's worth having a look to see if it's worth doing.

NB: I tried this out using a func_wall for the water brush, I don't think it should affect rendering, but try that if it doesn't work otherwise. 
You Could Use 
animated (+) textures instead. Switch the opacity levels of the same image between frames. Results could be interesting. Good Going on the concept. 
JPL 
Lunaran: Well, after your comment, I checked the Doom3 texture set I converted into Quake wad format, and I have to admit that many of the textures already have "pre-implemented" shadow zones...

No no no. Look, uh, how did you do the conversion exactly? 
Portals 
Hadn't thought about using animated texes - a bit more work, but would be better, yes.

I took the screenshots for the portal texes using Panoramic Quake, actually.

Also, the issue with actually constructing brushwork behind it is - you would only be able to build portals into/against walls - and at that point, it would probably just appear like a fancy door or entryway. But if you use it with a texture, you can place the portal almost anywhere and make it funky like portals are. 
Lunaran 
Oh, you wanted to know how I converted the Doom3 hi-res textures into Quake wad format ?

OK, I'm not used with hi-res textures "naming", nevertheless I will try to give you the method I used.

First, I noticed each textures are composed by a set of tga files: there are

- the normal file that is the texture in itself: no shadow, no relief, only a flat colored image
- the 3D-fx file, that is completly blue, and I guess it is used for relief rendering in game
- some others that are completly black or white (what is the use I don't know), but I didn't use them
- some contain only 'lights' (on a full black background)

Well, let's start:

Take the 3D-fx file an convert it into grey scale. Increase contrast by 40%, and decrease brightness by 40%. Now you have the "relief" of the texture

The use this file and make a full overlap with the normal using transparency (set relief file transparency up to 65%)

Now take the resulting file and adjust brightness, contrast: this part is really not easy, because it depends of the rendering you want to obtain. This is the hi-res converted texture file.

If you have lights (fullbrights pixels actually), now you have to select the light part only and overlap this with the hi-res converted texture, with no transparency, on the exact point it has to be located.

Make some bluring around the lights part in order to avoid visible pixel break on the texture..

Well, it is almost done: now you just have to reduce the siwe by 2, and convert it to the Quake Palette, and load it in a wad file...

there are also some tricky things when you have several part of the texture in different files: more overlaping manipulations are required.

BTW, it is very difficult to find an automatic scripts to do the job on a full set like Doom3 texture set....

I hope it was clear ;P 
Heh 
It would be clearer if you didn't pick a silly naming convention.

For example, the map you refer to as the 3d-fx texture is actually usually called the normal map, while what you called the normal map is the diffuse. :D 
The Horror 
 
Lol 
 
OK, OK 
Please, calm down everybody: if you read carefully the begining of my previous post, I said I'm not used with hi-res texture naming conventions... I already know that I'm a french morron, blah blah, blah... but in anyway, thanks for this helpful clarification... :P 
Okay 
Yes, thank you for explaining how normal-mapped textures work to me. I've never done any work with the Doom3 engine so I have no idea how any of that works.

Take the 3D-fx file an convert it into grey scale. Increase contrast by 40%, and decrease brightness by 40%. Now you have the "relief" of the texture

This is what you did wrong.

Like I already pointed out, the green channel of the normal map isn't oriented like you think it is. Full white in this channel is for normals pointing down, and black is for normals pointing up. Thus, if you grayscale the normal map, you're not going to have a relief map that follows the typical convention of light coming from above and a little to the left, you're going to have one of light coming from below.


Thus why your textures look like that. 
LOL! 
...the sarcometer I installed last week just burned itself out :) 
Hmmm, 
...the sarcometer I installed last week just burned itself out :)

you may want to turn it in for a higher grade model that can handle higher readings than 'common' if you plan on reading O'Rourke, Mencken or Waugh anytime soon. 
Hm.. 
i wonder if this is why the shadows are upside down when you use ambient lighting in d3? 
But Whatever You Do... 
Do NOT buy an American made sarcometer. They may be cheaper, but I heard that they cannot easily handle the highest levels needed for life in Britain. 
No 
The sarcometers made in the secret weapons plants of this country are superior to any other free country's. 
And... 
the ones in non-free countries were all sold to them by the CIA anyways... 
Tsk Tsk 
Do NOT buy an American made sarcometer. They may be cheaper, but I heard that they cannot easily handle the highest levels needed for life in Britain.

still under the impression Jaguars are still being made in Coventry . . . it's a little sad. 
British Industry... 
the only the thing we have left is the sarcometer! 
You've Still 
got waging war to sustain your economy. 
Some Myths Seem To Never Die 
got waging war to sustain your economy.

http://www.mises.org/story/1428

But at a cost of half a trillion dollars, the idea war is an economic stimulate is a much tougher sale to this generation than previous. 
Not Quite 
correct, althoug the article does warrant reading.

In all three cases, resources are diverted from the productive economy of wealth creation to the destructive economy of war-fighting.

The key phrase there is destructive economy. Many people profit off of such things... 
Redistribution Is Not Production 
In this case, the people who profit benefit soley through a redistribution of resources done through taxation, debt or inflation, not through the additive value to the overall economy.

In this case, 'the many people' (who profit) can never actually be the majority of the people because of the parasitical nature of the transfer (ie. public finance). 
I Don't Think The Profiteers In Question Care Much About That 
Hmph. 
HT 
I can't say I'm informed enough to give an authoritative opinion, but if you are correct, that is very interesting! We should talk more about these things (I'm an Economics major at college). 
Sure, Feel Free To E-mail Me 
if I keep up the discussion here, I'm afraid I'll have to start posting screenshots! 
Once Again ... 
inertia transmutes an unrelated conversation into a debate about US foreign policy.

i wonder if this is why the shadows are upside down when you use ambient lighting in d3?

the ambient lighting in doom3 ignores the normal map entirely. if ambient lit textures look upside down in doom3 to you, you're on crack. :)

in quake4, ambient light volumes do something similar to what JPL did, except they handle the normal map right. however, if you rotate or flip a texture, the effect rotates/flips with it. it was really, really fun to try and eliminate all the junctions of rotated/flipped textures in the MP maps (which all have ambients except ctf7). 
No 
there really are shadows on ambient lit textures... or i'm nuts. anyway, if there weren't shadows, then they would look like utter ass since most of the diffuse maps look like ass alone. 
Rofl 
nice one lun ;) 
Ambient Lights In D3 Don't Ignore The Normalmap 
wtf lun, are you on crack yourself? :)

I couldn't tell you what the exact difference between d3 and q4 ambient lighting is, but they both certainly do some kind of ambient-but-directional bumpmapping thing. And both look rubbish. 
What's Up With That Jed Map? 
Still in testing? 
Metl 
Thanks for sending me the rubicon2 textures, I won't share them though like you asked. 
Metl 
Thanks for sending me the rubicon2 textures, I won't share them though like you asked. 
Inert 
Thanks for sending me photos of your little sister, I won't share them though like you asked.
(And why would I need to since they're all over the web anyway.) 
BlackDog 
Uh, no. Rick Johnson put that in for Q4 AFAIK. That limitation was the main reason nobody used them in d3.

Diffuse maps in d3 AND q4 both have some fuzzy shading baked in just to make the features pop, but they still don't work on their own without the contours shaded by the normal map.

D3 was done being patched by the time q4 came out, right? I don't think id would have folded our ambient shader back into doom3. 
Doom3/base/glprogs/ambientLight.vfp Says Otherwise 
# load the local space surface normal
TEX localNormal, fragment.texcoord[0], texture[1], 2D;
MOV localNormal.x, localNormal.a; # rxgb normal map compression
MAD localNormal, localNormal, scaleTwo, subOne;

# transform into ambient map space
DP3 R0.x, localNormal, fragment.texcoord[4];
DP3 R0.y, localNormal, fragment.texcoord[5];
DP3 R0.z, localNormal, fragment.texcoord[6];

What exactly does that do if not pick an ambient colour based on the normalmap?

Open doomedit, pop in an ambient light and it becomes blatantly obvious that the normalmap is being used for diffuse shading. In fact, I can't see any difference at all between the ambient lights in d3 and q4, which is not suprising since quake4/baseq4/glprogs/ambientLight.vfp is identical to the one in Doom.

Whatever you guys changed, that was not it. 
Fucking Ellipse Bullshit God Dammit Metl 
 
Hmmm, 
anyone who has played Necros' nightmare dreamscapes should realize he has spent a great deal of time in a time bending opium den quaffing down laudanum with Cooleridge, Blake and Jack the
Ripper. Crack does not rise to the occasion. 
Drew 
I tested the map about three weeks ago. I sent my comments to him, and haven't heard anything since. 
BlackDog 
I do seem to visually remember otherwise, but I guess since I uninstalled doom3 a long time ago I have no way of checking. It's not important enough to me to warrant installing it again. :) 
Warp Spasm 
 
Er . . . 
that should read '40 mins each' not the whole pack. 
Interested, But No Comp. 
 
Well 
 
Alrighty... 
Scragbait just delivered the five fully vised levels for e1 of Travail to my inbox (14MB zipped). Once Asaki sends along the latest progs.dat we can start beta testing. We have bods on board to test the different skill levels etc. but what I like to know is whether any peeps out there still regularly coop Quake. If you are a duo (or trio or quartet) and interested in testing the mod's coop functionality, please drop me a line via my nick a la gmail. 
 
distrans if u can come to irc go to #qdq in quakenet they play some coop lots of times... 
Distrans 
Does it have QuakeWorld support? If so I would know someone who could host a good server. And I could play with him. (Not before in ~10 days though...) 
Distrans 
It might be possible for me to continue in the same (or similar) situation as before. I've since moved and I haven't tested this internet service using a Quake server, though.

Also, I'm quitting my job and will probably be between jobs for a while so I might actually have time to test it. 
Coop 
i think the main thing about coop is as long as it has qw support. playing multiplayer with netquake is pretty brutal unless you've got some really low latency. 
Trinca And Spirit... 
...thank you heaps, I thought RPG was unavailable atm. Given that he has already done some coop testing for the project, it's probably best to stick with him.

RPG, I'm guessing the inclusion of (or similar) means Kell may not be available given the work on BasePak at the moment. No problem as long as you can find someone as experienced :)

As soon as Asaki sends the latest progs.dat I upload. Ta mate. 
Well... 
More like the "or similar" rather means I've been so busy for the last 3 months that I haven't really communicated with anyone aside from the occasional post on Func. If Kell wants to do the same as before, that's lovely. Like I kind of said though, I'll need a playmate to help me get everything setup (assuming the speed of the connection is suitable, etc). 
Detail .....Quake.... Huh? 
im making a new map pack with about 5 to six maps full of detail. from cylenders to planks to boxes to bars. clever traps and interactive surroundings. im hoping to copy alot of the hl2 sorts of game play with a little of my own crazy ideas. hope you like what i got so far. im also trying to make it a good coop map pack. and add a few deathmatch levels good for teamplay and all of the above. anywho im nearly done with a third of it. heres some screen shots.
http://www.t540.com/quake.htm
the download of the beta levels is also there. 
Hmm.. 
Haven't downloaded it yet, but two things strike me as problematic:

1. cramped levels are worse for coop than spacious levels, so if your levels are cramped, coop might be pretty annoying.

2. trap design in many quake levels fails when a second player is introduced, because you can't assume you know where the other player is when the first player triggers the event. Of course, you might have taken this into account, in which case, good job. 
Hmm 
I can't find a d/l link on that page ... 
Pain Of Perplexity (beta) 
In Progress 
i have taken alot of that stuff into acount. and alot of this is just in the makings. for traps and other things im using counters and things but i havent really gotten to alot of the heavily dedicated traps yet. and the levels are simply smaller. they arent necisarily cramped. and even then im making it a little more geared tward single player anyway.

And the d/l is at the very bottom of the page were it says hl2.zip. 
Hipshot 
looks interesting, I'll check it out. 
Re: Pain Of Perplexity 
shots look good... i'll d/l... 
Had A Look See 
visuals look very nice. consistent theme and quality. couldn't really find much to fault with the brushwork, except that the moon lights seemed to be placed a little haphazardly. in one stairwell, there were 2 lights, one on each side of the stair, but at different heights, which looked kind of odd.

still, it's a great looking map :) 
Re: Pain Of Perplexity 
Some really nice new textures in there. I like the look; makes me think of a cross between Cardigan's Estatica ( Q3 ) and the terracota city textures from e1m5/e4m4 ( Q1 ). Neat shader work, such as the teleporter and skybox.
I don't like that the jump pad texture is square.
Haven't played it yet, but it seems like a good layout and a reasonable item load. 
ADHDhazard 
I would`nt count on coop - its hard to get ppl to play it for such old game as quake, thus coop-only map would be unplayable for most.
If its normal Single Player, with just coop as an option - ok then, but dont sacrifice gameplay for coop compatibility.
Also QW is not 100% compatible with normal sp 
Mortisville Shots 
I've spent the last few evenings cleaning up the Mortisville map. As AquiRe pointed out to me, there were an excessive number of HOMs, and some other other errors that reveal themselves in the compile. The map is now clean as a whistle, and ready for the next round of development.

Given, all my previous screenshots have been terrain and building exteriors, here are a few interior shots:

http://img47.imageshack.us/img47/8103/mv5iq2.jpg

http://img322.imageshack.us/img322/6922/mv6eo7.jpg

http://img180.imageshack.us/img180/4317/mv7cn0.jpg

http://img56.imageshack.us/img56/2788/mv9fy6.jpg

Pics have been remixed in Gimp for visual clarity and are not necessarily reflective of the lighting in level.

Previous screenshots can be found here:

http://qexpo.quakedev.com/booth.php?id=15 
Re: Mortisville Shots 
Pics have been remixed in Gimp for visual murkiness and are not necessarily reflective of the lighting in level.

Fixed your typo :) 
Re: Mortisville Shots 2 
Regarding your actual level, it looks like you could benefit from some additional textures, including some trims added to some structures, and varying more the construction materials used. 
Agreed... 
The Mortisville architecture looks more ambitious than the texturing. I hope the next round of development includes correcting misalignments and breaking up those big blank spaces. (And please lower the floating flames in shot 3.) Impressive, though :) 
cool architecture, but texture alignment is hurting, esp in the second shot (http://img322.imageshack.us/img322/6922/mv6eo7.jpg)

nad yeah, like metl and generic said, needs more texture variety to bring out the brushwork. 
Thanks For The Comments And Typo Correction 
So far, I've put all of my attention into the geocomp and technical matters. Even at its current size it is still only 3543 brushes, so there is still much to add.

The texturing is sloppy 'cause I've been back and forth quite a bit on texturing. At one point it was all IkBlue and then IkWhite, but those didn't work for these designs.

I like how the Q3test textures work for the exterior shots, but as all of you point out, more variety is needed for the interiors (though these compliment the traditional Quake Runic set quite well).

Kell's Knave is one possibilaty. Or, I could take his advice and make my own, as I have plenty of designs that would translate well in
Quake. That would add at least a month to the development time though.

One last thing, this shot was suppose to be included in the others, and it is probably the best one!

http://img150.imageshack.us/img150/1797/vm8ag0.jpg 
HeadThump... 
...with a work of this quality and magnitude, who cares if it takes another month. A set designed by you to clothe the specific architecture of this level would send it over the top. Please consider making your own textures. 
Prey DM Map 
Re: Prey Map 
it's very busy... difficult to see brushwork. :( 
Hipshot 
Sexy looking. I like those textures. Did you make them yourself and/or where can I download them? 
 
nice texture alight zwiffle...

http://www.faqtion.org/zwiffle/screenies/SpacePiston07.jpg

go make a Quake1 map! nobody play pray :p 
Zwiffle 
Oi, colors and lights everywhere. Maaaybe scale back on that a bit. Or a lot. Otherwise, your shots appear to be of little architectural elbows you've put together rather than the map's actual spaces (although knowing that engine you may very well not have any). 
Actually 
The lights are so I can SEE the map when I run it. I haven't implemented any final lighting at all (the orange is just to see how it looked), because I've only got half the architecture "done." You may see these empty spaces of little red lights glowing from blackness - those are parts of the map that aren't put in yet. As for the colors, that's just how the textures work.

And yeah, the map is basically one atrium with little elbows around it connecting to different parts of the map. It's a 1v1 DM map, I'm not gonna put in tons of areas. 
Headthump 
architecture looks great, heaps better than your previous stuff. Texturing still needs a lot of work as others have said.

I presume it's not really lit yet ? 
Argh.. 
i'm trying to do this looping thing on a handful of files, and it seems to work on SOME files and not on others, even though i'm doing the same thing on all of them. 
That's Right 
Those blocks with the flames are just temporary placements so I can see while doing stuff in level. They'll be replaced by serpent skull lamp models eventually.

And thanks distrans. I think that would be the most optimal approach. 
Spirit 
I've done them myslef, like 99%, check the readme for that info. They are scaled down alot here compared to what I used in the beginning, I will release them with thier full resolution later. 
More Prey 
Your Map Smells Of Poo. And Monkey Wrenches. 
Looks much better than the last shot. Needs somemore details, though. And lighting needs work but I'm sure you're working on that. 
I Think... 
All Doom3 engine maps should be shown in basic brushwork first (if such a thing is possible) without the fancy lighting, textures, bollockmaps etc etc. So we can see what the actual structure and architecture of the map is like... 
ah much better, zwif. :) basically same thing rpg said. keep refining it with some more interesting tidbits of detail. it's getting there. 
Shambler 
We think that's pretty much not true at all
They Hunger Full Game Shots 
http://www.blackwidowgames.com/

They added some new screenshots of the new zombie models but it was the level design shots that impressed me the most, very atmospheric and aparently the game is very close to release. 
Wow, Those Look Nice 
Who does Neil Manke have doing the maps for him? 
Nobody 
from Raven, that's for sure 
Rimshot 
 
Cool 
 
Manke 
Quake and Quake II, esp. Coconut Monkey and Slaughter Ship were fun maps to play. Both Half Life series, They Hunger and the more conventionally Half-Life like one were kind of boring. 
Starship... 
was probably my favoite manke map and probably in my top 10 or 12 levels of 1997. It had a good mix of solid classic q1 progression with quakec gimmicks, and the aesthetics, while simplistic, were actually about on par with other levels at that era. His first soldier of fortune map for quake2 was also pretty good, actually, and hit the curve at the right time for quake2 build standards. 
Oh... 
nevermind, soldier of fortune was for quake1. I think i'm mixing memories of that map with the sequel he made for Q2. 
For The Record, I'm Just Shitstirring 
Neil Manke is perfectly suited to work at Raven. 
S'more For Inert 
Cool 
looking much more interesting! 
He He 
For The Record, I'm Just Shitstirring

Perfectly understandable, a little schadenfreude is good for the soul, but I bet you find yourself on the recieving end of people shitstirring more than your fair share of the time. 
Oh, 
great looking shots Zwiffle. 
 
fuck Zwiffle u realy map good... hope u get a job soon i want you in q1 maps again!!! ;) 
Metl 
yeah soldier of fortune episode two was his first q2 map, and I still like that one. 
Headthump 
yeah, I usually don't blame them because I know I'm recieving what I give.

except inertia. screw that guy! 
Oh Lunaran... 
I see what you did there. :D

Zwif: looking better and better dude, looking forward to playing it when I have net access at home again. 
Zwiffle 
Needs more monkeywrench.

Also, worth quitting your job over. 
Welcome To The Machine - BETA 1 
http://faqtion.org/zwiffle/files/spacepistonbeta1.zip

Prey 1v1 DM BETA map. For those of you who have Prey, any comments would be useful. Thanks! 
New Sprite 
my first attempts to make a new Quake1 sprite with Fimg...

http://members.home.nl/gimli/sprite.dz

there seem to be a frame loss, but I could not find any sprite info in the qc files.

thanx FrikaC! 
New Map Soon... 
Hipshot 
I like this shot:
http://img294.imageshack.us/img294/9248/shot0616nd1.jpg

Overall reminds me bit of Aliens + HL2, heh. 
Hipshot 
Oh, really nice screenshots ! Good work ! 
Nice, Hip 
When I look closely I realize those are the same old crappy Q3Base textures, but the lighting just kind of smooths all that over.

More ammo for my lighting > alles theory. :) 
Some Input Plz 
http://img129.imageshack.us/img129/2520/quest003kj4.jpg

it looks much better in the editor, the screenies just were too dark somehow and got re-gimped. This is just to show the texturing scheme, because you all know that map. :-)

Yes, it's DM4Q2. (pun intended) I started doing it in the mine textures, but they didn't fit really. What I needed was a perfectly tiling 64x64 texture that looked a bit like wizmetal, and after some searching q2's texes I found that little rusty gem. I think I never saw it in the actual game, though, at least I don't remember.

how should I substitute the weapons? I was thinking Chaingun as a substitute for the shaft? Machinegun instead of SNG, and shotgun instead of nailgun?

rest would stay the same apart from the slipgates, Q2 teleporters look very different but work the same.

i didn't decide on a ceiling texture yet. the original is crappy too, so I'll probably just go with some brown stuff.

its amazing how crappy the original is, when you really study it. 
 
oh, any tips on what tools to use for compiling q2 maps? 
Hmm... 
nailgun -> machinegun
SNG -> chaingun
lightning -> hyperblaster

But you should probably tune it based on playtesting too... sometimes the obvious replacements are not the best, becuase games are balanced differently. 
And... 
you'll probably want to add a couple of shotguns around, since quake players start with a shotgun.

Tools: Arghrad was definitely the preferred lighting tool when I was making q2 maps. As for qbsp and vis, you could use the originals, but I seem to remember some slightly improved versions put out by somebody... can't remember the names though. 
Ah... 
didn't think about the hyperblaster. of course.

I only thought chaingun because that's what q2 players like to use in close combat, in exactly the same place where q1 players use the shaft. i can't imagine someone preferring the hyper when they can have this.

of course the hyper has no spin-up time.

interesting idea about additional shotguns. although they're not really comparable to the q1 boomstick. 
Compile Tools 
Similar to what metlslime said, Arghrad was the compiler of choice when I was making Quake 2 maps. gddqbsp3 and gddqvis3 by Geoffrey Obi DeWan Kenobi were also considered the best replacements for qbsp and vis. You can get those two here: http://home.insightbb.com/~gryndehl/q2compile/quake2.html 
Thank You Guys! 
I'll try to compile them (have no windows.) no linux makefiles though. that might become a problem. 
Oh Yeah... 
The gdd tools were the ones I was trying to think of. 
Shaft For Chaingun Is A Good Call 
I'd go with that. Unless, of course, your copious playtesting proves this to be a bad idea, as metl said. 
Roight. 
I'll probably make 2 beta versions and give them to people to playtest. First version will have CG, MG, SG and second version will have HB, CG, MG.

When I do DM6Q2 I'll probably shift the shaft for a hyper, because the GA room would become totally obsolete with only an MP for the SNG.

what to use instead of the ring in DM6, power shield? 
 
 
golden, couild u make bigger screenshots that actually show some map?

no PS, cause its rechargable it can be kept forever.
unless you have 1 pack of cells with 60sec respawn time :)

hyper does have small spinup/down time
hyper is much harder to aim than chain at any long distance, cause chain is hitscan.

there is already dm6 remake in q2 
Speeds: 
I have a problem with Quest atm, the screenshots are totally unusable. They're much too dark (even if the map in Quest looks fine.) I have no idea why this is.

I would give you in-game screenshots if I could even compile the map. I am on Linux. There is apparently no working set of Q2 utilities on Linux (no wonder, considering their age.) I am installing wine at the moment, which should allow me to use the old windows binaries (grr.)

You're right about the power shield in DM6. Any better idea? I am aware of the old dm6 port from 1997 (?), I have it and studied it. ;-) However, in that map

a) the textures suck (black tech everywhere)
b) the teleporter setup is awkward
c) the item placement is strange

and I think I can do better. I think I can even implement slipgates, which are pretty much defining the architecture of the map. dm6 is hard to port though because of the strong Quake1/episode1 theme. Nothing in Q2 resembles that. The best I found is some red brick texture. I don't want to use custom texes.

atm I am doing dm1, because it's easy, there is a nice replacement texture (cell block), and if you put in some weapons it's a good map. A great one actually. There is a pretty obvious spot for a rocket launcher in there :-) no idea why id only put in some nailguns.

dm2 would also make a good Q2 map, I think I could hit the atmosphere pretty well (black metal textures etc.) Not sure how well Q2 bots could navigate it though.

Screenshots will be coming when I get some working tools.

While remaking DM1 yesterday, I thought how cool it would be if someone did a Version 2 of it (for original quake), with some real weapons. (hint, hint) 
Hmm. 
I think it's absolutely brilliant that DM1 doesn't have a rocket launcher. The RL tends to dominate the play of most maps, so DM1 forces everybody to rethink their tactics.

I suppose the Q2 RL is slightly slower so it might not dominate the map quite as much, but I still don't see a need for it personally. 
Well, 
it might have something going for it, but fact is most people want firepower. I toyed around a bit, and if you put the (one) RL right under the hole in the floor, there are suddenly multiple ways to get to/control/escape from that place, especially if you figure in rocketjumping. In my Q2 port, I put a chaingun in the room with bars for some balance. Don't forget there's also a GL in a strategic place. I imagine it will be a cool 2-4 people dm/ffa map.

right now, what incentive do people have to go down there? a green armor?

Speeds: I have a working toolchain now, screenies are here:

http://img134.imageshack.us/img134/6035/quake10ol3.jpg
http://img237.imageshack.us/img237/8458/quake11uo8.jpg
http://img136.imageshack.us/img136/4400/quake12jo8.jpg
http://img180.imageshack.us/img180/2020/quake13en1.jpg

playtesting can begin as soon as I find a host to upload it...

heh, btw the original id map file had a leak!!! *grin* 
For Comparison Purposes 
Q2 Weapons 
Nobody seriously uses the RL in quake2 DM. if they do they haven't realized it's not as useful as it is in qw/q3. The two weapons you always see the pros going for is the railgun and the chaingun.

Ultimately you will come out furthest ahead if you throw the old item placement to the wind and just place the items in the empty layout the way that layout and Q2 DM gameplay dictates they be placed. You don't NEED to swap an armor for an armor. See how the map plays if players have access to railguns, and then place the railgun according to how much of a risk it should be to go for, and how hard it should be to dominate. Do the same for all the items, decide how to place them, or if you should include them at all.

With thought, your map will be much more than "just another DM6 remake," which is all the others are. 
 
LUN: RL is still very usefull tho

golden_boy: more spotlights plz 
Yep 
Lunaran, I get what you're saying. You gave me food for thought and I will probably try that approach (I started doing that to an extent in my dm1 port.)

I'm hesitant to include a railgun in either dm4, dm1 or dm6 because the maps are pretty small and it's painfully obvious which routes the players take most of the time. Imagine enemy is at MH in dm4, and I have a railgun. I can just post myself at the shaft ledge. If I'm a good railer, I'll hit him every time he tries to get out. (of course, the same goes for Q1's rocket launcher, so I'm probably overestimating that.)

I took a few liberties concerning item placement already. I'm more than willing to accept suggestions.

As is probably apparent, I am striving to pay homage to the originals, both in texturing and in rawness.

Speeds: I haven't really tinkered with the lighting yet, it's 99% original. I'm still wondering why it's so much brighter in Q2. Perhaps I accidentally activated some sunlight while compiling. No idea.

I need a free hoster for the bsp files, any suggestions? 
Q2 Lighting 
It's probably because Q2 lighting bounces the light off of walls and what not, whereas Quake does not. 
Q@ Lighting 
can't you deactivate radiosity or whatever the bouncing light is called? 
Yeah 
Just run light with -bounce 0 and it won't do any.

Golden, railgun in dm6 probably can't be much more powerful than qw-rl in dm6. even if it is, putting it in the most risky spot you can find (like the deadend) and simply not providing an ounce of ammo for it anywhere else would emasculate ANY weapon on that map. if the up player's strategy is to focus on the RG, he's going to be constantly leaving his bare ass out waiting for the down player to kick it if he has to keep going for that RG. 
Right Again. 
I agree that the deadend (MH room) is the natural place for the railgun. Providing abundant bullet and rocket ammo but no extra slugs. Testing shows that this variant is actually rather cool, because it introduces danger.

Q: Is it too powerful to leave the MH in the same room as the rail? An alternative would be to put it in the yellow armor spot (armor room.) There's too much armor in the map anyway (I already substituted a GA with shards.)

Lunaran, thanks for your invaluable input. RPG earns a special thanks by now, too, if only for making kickass maps :-) *mumble* *munch* 
Q2 Lighting... 
q2rad only does radiosity for surface emitted light. Point lights do not bounce no matter what.

However, point lights still look different in q2 vs. q1 becuase (i think) there's a different angle falloff or something like that. 
Golden_boy 
kudos for using quest btw.
using its screenshots is kind of tricky though. ps doesn't display them properly (they're way too dark), so i used the semi-clever hack of importing them to openoffice (or any other program) and from there copy/paste them to a new ps image. sounds dumb, and really is in the end but it works at least... :P 
Golden_boy 
You should check out the map match1 for quake 2, it's quite similiar to q1's dm4 and quite fun, I recommend you check it out.

It's nice for competitive play too, they used it at quakecon in 2005 I remember(or was it 2004?).

Too bad the map looks like shit. 
Q2 Lighting... 
*me smacks metlslime* Of course point lights bounce in Q2! 
Match1 For Quake 2 
is bullshit
its been dismissed as a duel map on the pro scene here. RA placement is idiotic

looks like shit and has wrong proportions too 
I Need A Body 
or two to run around a small (read cramped) Doom 3 deathmatch map. fire me an e-mail if interested, i'll have a pak assembled this weekend. 
I Tried Match1 
I'm not going to comment because I don't want to badmouth it. Speeds is basically right.

I could care less if my map is used at quakecon, I just want to do a really good port because *I* love to play those maps, but also love Q2.

:-)

Thanks neg!ke for the screenshot tip. I use quest because it does what I need. So far. 
Argh! 
Hi!

And.... really??? I was pretty sure they didn't... How could I not have noticed after all the maps I made? Hmm, I'll have to check on that, I still can't believe it.

P.S. How is the Oblivion patch going? :) 
Metl! 
Heya! Been an occasional lurker here for ages, finally had something relevant to contribute. ;)

You're prolly thinking of styled lights (includes triggered ones). Those never bounce. You're are right about the angle falloff. Quake's point lights look more like using _angfade 0.5 in ArghRad for Q2.

Oblivion is... um... still there. :} 
Oblivion 
as in that buggy q2 mission pack ?

I thought the patch for that had been abandoned long ago ? 
Nitin 
More spq2 is always good... considering the rarity of new releases... and a whole (bug-free) mission pack? Count me in.

at least Argh still has the source (if it's "still there"...) 
Golden Boy 
i'md all for it, I was just surprised as I thought the patch was never coming out since it was being worked on well over 2 years ago. 
Hmmm... 
I tried lighting with -bounce 0 and the result looks like total shit. I mean shocking. Totally blocky shadows, black patches... *shudder* I'm gonna live with the bouncing, and so shall you. If anyone wants it *much* darker (i.e. more apparent "spotlights"), this is gonna take mucho work. Speeds: Can you be more verbose about your spotlights requirements?

nitin: I see. I seem to remember a thread about it at TenFour, which has been going on like forever. 
*yawn* Last Thing Before Bed. 
http://img88.imageshack.us/img88/800/quake16io8.jpg
http://img147.imageshack.us/img147/6651/quake17pu7.jpg
http://img87.imageshack.us/img87/2120/quake18xa8.jpg
http://img148.imageshack.us/img148/3660/quake21ja5.jpg
http://img329.imageshack.us/img329/3139/quake23ns0.jpg
http://img171.imageshack.us/img171/1410/quake28ua7.jpg
http://img132.imageshack.us/img132/271/quake31dx8.jpg

changelog:

- rail is in MH room.
- took out quad. New GA is where quad/sng was.
- RL is where YA was.
- took out RA. YA is where RA/RL was.
- took out shotgun. who wants that anyway.
- uncounted things. yaaaaawn.

i've got to stop spamming :-P 
Bounced Lighting 
You might try using -bounce 4 instead of bounce 0. I think 8 is the default, so you might be able to find a happy medium where the shadows have more contrast, but without ugly side-effects. 
Playtesting 
I registered, so anyone who wants to test dm42q2.bsp should be able to see my email and use it :-)

I'll also ask around... 
Working Slipgates In Q2 
http://img135.imageshack.us/img135/4806/slipgatevb5.jpg

using sunken teleporter/info_notnull combination 
It's Pretty Quiet Here 
so I might as well post my progress.

I finally committed to ripping out walls, breaking open facades, slotting floors, raising ceilings and letting air ducts sprawl through half the map. Not to talk about redoing the lighting in a more Q2 way using textures. A slipgate alone can light a whole room.

I have to say that while Quake2 is relatively plain theme-wise, air ducts are the best thing since sliced bread for making more interesting ceilings.

I got a bit fed up with my textures, and because I bot-play a lot of waste-textured DM maps from Reckoning and Ground Zero, some really stunning like XDM4 and RDM1, I experimented with that but soon saw that it didn't fit. So it's back to what works. I cut back on trim massively though.

As a result of my surgery, vis times increased but fps are still ok. I'll have to watch r-speeds though.

I discovered that bots have slight problems with the teleporters but I was able to work around that. I'll probably provide waypoint files with the map(s).

I'll spam some screenies again because I like taking pictures :-)

Upper room, room entrance and slotted walkway

http://img174.imageshack.us/img174/53/42upperru5.jpg
http://img83.imageshack.us/img83/6188/42roomam1.jpg
http://img138.imageshack.us/img138/5580/42slotskr2.jpg

former armor room entrance and chaingun area

http://img154.imageshack.us/img154/571/42railuf7.jpg

more ceiling decoration

http://img138.imageshack.us/img138/9619/42slipuy7.jpg

higher corridors, MH entrance after surgery, RL niche (formerly YA) and YA teleport (formerly RA)

http://img225.imageshack.us/img225/6011/42corrnw9.jpg
http://img170.imageshack.us/img170/2194/42rippedfe5.jpg
http://img227.imageshack.us/img227/5381/42rocketcs5.jpg
http://img146.imageshack.us/img146/9246/42yaki6.jpg 
Hm... 
there is something that i really think you should do and that is to go over all the rooms and add in some details. right now, all the walls are the same texture (that grey, dirty horizontal metal).

really needs some texture variety. :) 
 
why remake q1 dm4? errr worse map in Quakeworld... campers and spammers world!

remake dm6 best map ever made!!! 
Golden Boy 
Whilst you're at it I think you should add a bit of support beneith the stairs that go down towards Quad/SNG. They've always looked a little like they're floating, to me. Perhaps each step could overlap the next a bit. 
Heh Trinca 
DM6 is a camping map if there ever was one :-)

I have recognized the floating stairs problem.

Yes, the texes are samish. This has been a "problem" since the beginning. I originally wanted to do it in the Q2 mine textures, which are beautiful 128x128 panels with some variety. Would have gone well with the lava. However, all of the Q2 "theme" texes (waste, mines, base etc) really need brushwork specifically made for them. i.e. you have to map for the textures so to speak.

DM4 and DM6 OTOH are made for well-tiling generic textures. You still remember how the originals are done? Take one of those multi-purpose wall textures (grey bricks, wizmetal) and cover the whole level with it. That works if you have corridors that are typically 96 units wide, and rooms that are f.ex. 192xwhatever. If you suddenly cover that with typical Q2 wall panels (128x128), it just doesn't work. You have texture misalignments everywhere.

In other words, I'm aware of the problem but haven't completely figured out how to get around it. I'll have to compromise, unless I rebuild the level - make corridors 128 units wide, select a beautiful floor texture, nice matching wall panels, change room sizes to account for them, introduce those cool wall supports/pillars, alcoves, computer terminals, force fields, angled walls, wide trim, i.e. like a Q2 map.

However keep in mind that it's not an SP map. Also keep in mind that most of the rooms in original DM4 are damn small (no chance to just throw in some crates.) Third, it's Quake2. No pentagrams, skulls, stained-glass windows, jesuses, demon portraits, glowing runes, symbols, blood-stained stuff etc. Not even friggin' torches (DM6 is full of them.)

The ceilings were a first step and I think that already adds a lot. I started to build upper parts of walls in a different texture. I will probably build the whole basement (MH room, lava pit, lower TP) in a different texture or at least have differently shaped corridors. I have a few things in mind to make it more interesting.

Putting "more detail" and "more texture variation" on the list :-) 
 
I originally wanted to do it in the Q2 mine textures, which are beautiful 128x128 panels with some variety. Would have gone well with the lava. However, all of the Q2 "theme" texes (waste, mines, base etc) really need brushwork specifically made for them. i.e. you have to map for the textures so to speak.

This would actually have been a good idea. You can keep the floorplan and proportions and still make all new structures. The all new visuals would make the map feel fresher. 
He's Got A Point 
about q2's textures requiring you to map for them. Q1 textures don't have a lot of discrete seams and panels (idbase does, but even then there's plenty of textures that can just span infinite distance on one or both axes), but q2 textures are a lot less malleable that way.

I agree with the texture use in theory, but the one he's picked is a lot more high contrast, so those horizontal stripes start to become a real bad idea. I agree that they're ugly as-is though. I was waiting to see if someone else would bring it up. :) There's bound to be more material in the q2 textures than just that. 
What About 
the Q2 Prison textures? I'm pretty sure I remember some light gray bricks that would repeat okay. 
Q2 Jail 
Yuck. Technically the white-ish bricks would work. But they look like shit on those high walls. It's The Bad Place, not the Sperm Bunker. =)

I can see where you say that the grey metal is too much. I am reconsidering. Liberal changes would be in order to fit the mine panels. Goodbye to keeping the layout. I would really imagine a lava pit and some natural rock faces to go with them. Oh well, those winter evenings are long and dark, so... 
Ha. 
Sperm Bunker

And thus we have RPG's next map... 
Warp Spasm 
 
 
doidooooooooooooo 
Learning... 
about slicing up textures and putting them back together in different ways. note the 96 unit panel, and the homemade decos :-)

http://img266.imageshack.us/img266/2844/minesqu2.jpg

It took me a while to figure that out. great stuff and good opportunity for learning.

good yule to all. 
 
ijed map fits prety wel in base map pack! ;) the new Quoth , monsters fit pretty wel in this map ;)

like the map a lot but just give a quit run at work... i will give u more feedback later on! 
Cheers Trinca 
louismanning -at- gmail -dotcom-

Is my email, probably easiest.

Seasons greetings. 
IJed, 
I'll give it a run this weekend. Christmas season hasn't been nearly as restful for me as I had hoped. 
 
 
Probably True 
but with my usual nit picking I tend to add a few more rooms and tart up the architecture a bit just before release. There's a few maps that won't be publicly playtested as well. 
New Projects / New Shots 
Please find 3 shots that concern my current (and new project). The title will be The 5 Rivers Land refering to the five rivers of Hell... Some of you should notice they already saw this "layout" somewhere else... ;P
So, as it is Hell, it is dark, and the ambience wil be there for sure...

Please feel free to comment...

http://lambert.jeanphilippe.free.fr/Divers/5Rivers_0.JPG
http://lambert.jeanphilippe.free.fr/Divers/5Rivers_1.JPG
http://lambert.jeanphilippe.free.fr/Divers/5Rivers_2.JPG

Note: Each shot brightness has been increased by 30% and contrast by 20%, so I guess it will be good most of you... at least for non blind people ! :P 
JPL 
Looks very interesting! Although that lava room is rather square. I would make it bit more irregular. 
 
 
 
1.) I hate that lava texture. I absolutely hate it. Use Knave lava!

2.) In shot 3, are those stones individual brushes or just a really good texture?

Other than the lava, looks good. 
Nicely Atmospheric 
Zwif is right about the lava though, but if you are particularly fond of that texture, send it to me and I can resample it to tile correctly. 
Glad You Globally Like It ! 
Phait: you right, I'll try to modify the terrain in order to give a little bit more irregularity

Trinca: It is supposed to be Hell, so it is obvious that it is Evil's place ;)

Zwiffle: All the textures are issued from Doom3 textures I converted some month ago. I'm using Hell level texture, and in shot 3 it is separated brushes.

HeadThump: As I said, you can found it in the Doom3 texture set I converted to Quake wad. It is available either on my website, or on Quaddicted, and select Hell part.. There are 3 or 4 lava textures there. 
Lava 
looks ok to me. 
Small Update 
Looks Good 
The first three shots are 404 but the one above looks very good, I'm suprised the doom3 textures work so well.

Keep up the good work! 
Ooops 
Yes, I forgot to mentionned I stupidly erase the first 3 shots yesterday evening :( Well, I'll try to post new shots ASAP ;) 
Link Restored... 
.. but with new shots... :) 
JPL 
Is the lava a moving texture the same as other lavas? 
Mike 
Yes is is 
curious choice on using d3 hell textures for a full q1 map, as the selection is so meager, although, without having to worry about spec and normal maps, you can probably mix in other textures to fill out the d3 ones.

good luck with it, even though i can't see anything in your screen shots. :P 
Beneath CDA? 
What is this skybox? Dark skies, fumes on the horizon and fire underneath? Are D3 pents teleporters? Quake palette looks much better than Rotoscope Shader modded D3... Gorgeous pavement and rock textures here. Hell & Caverns levels are my D3 favorites anyway!
Release soon? :) 
Necros / JohnXmas 
necros: Well, I use D3 Hell texture yes, but not only. If needed, I will pick other textures from other sets (it is already the case BTW... but only for 4 small brushes at the moment)

JohnXmas: The skybox come from D3 (Nevertheless I had to adapt it as the tga was not correctly aligned for Quake), and concerning the release... I guess you still have to wait some months before even seeing a beta release... And yes, it could be beneath CDA ;)

Anyway, thanks for the feedback everybody. 
Speaking Of D3 
i know i probably start way to many things which never get finished these days...

http://necros.planetquake.gamespy.com/temp/ne_bricks1.jpg
(dunno what's up with the framerate in the shot, but it's a solid 60fps, and my machine is getting pretty old) 
Necros 
Nice shot indeed ! 
Oooh 
looks nice Necros. Are those Resurrection of Evil textures? 
Necros 
Now that is the kind of style in D3 level design that would get me to actually try a custom map - provided it's not DM. Looks refreshing. 
Oooh 
That looks interesting indeed, a mishmash of textures that actually work together somehow.

Since we're on the subject of Doom 3:

http://youtube.com/watch?v=ciIQn4acC-0

Sure it's not a screenshot, but I'm embracing the web 2.0 :D 
Tron 
Pretty nice! I liked seeing that. Although did you add that console "whoosh" sound cause I don't recall hearing that, WTF :P 
Console Whoosh Sound? 
Is it the crouch sound because I didn't have com_allowconsole on so had to hold down the ctrl (crouch) key when I wanted to access the console? At work now and YouTube is blocked so I can't check. 
The Crouch Had A Whoosh? 
I don't remember that either. Oh my :o 
Sounds More Like 
a punch or weapon change sound to me. 
Yeah 
its the fist swing sound. 
Fun 
I placed my mod on the modb.com. Lots of screenshots, and well.., not such a bad score afterall.

http://mods.moddb.com/6851/abandon/

>4000mods< pfew! 
JPL 
looks good (after having adjusted the brightness - at first i though it was a cave). i suppose the lava looks better ingame when it's scrolling around? 
Re: #3387 
HeadThump, did you happen to resample that lava texture and if so, can I get a copy?

I think it looks good when you're close to it but you don't have to move far away for it to look real cat in QuakeSP1. 
Hey 
I can post that tommorrow, I've been drinking a bit tonight, so handling heavy equipment like an ap is not a good idea. 
JPL 
I dont see anything except lava :( 
Btw Im Mapping! 15 Minutes A Month 
Ok 
Speeds 
I can't see anything except pipes :P 
JPL 
You should calibrate your monitor. Your shots are way too dark. 
OK 
I have a HP pavilion f1523 15' flat screen, and my settings are the following: brightness 8/100 and contrast is 9/100... So if I'm able to see something (and believe me: it is visually very good, and my living room have a good ambient light), I don't understand why some of you guys have issues to see my shots. Either you monitor have very bad performances, or you need to take off your sunglasses... Maybe you should consult a eye doctor...
Bah, it doesn't matter, the most important is that ingame it is realy good... you'll see that later... 
LOL 
Crouch-whooshing. 
Hey [ ] 
I'm still tweaking that texture, but there is no reason you can't give it a try.

Here is a copy, funny I uploaded it as a bmp, but Imageshack converted it to PNG.

http://img295.imageshack.us/img295/6519/lava23ha7.png

If you need a ready copy inside a wad file, send me an email address and I'll hook you up. I'll put the wad up
with a few extras on my site after I'm satisfied with the tweaks if you are not in a hurry.

Here is the lava in action (still a few artifacts to tweak, bbbrrrr):

http://img170.imageshack.us/img170/7388/dp000024xu7.jpg 
HeadThump 
I think we are working off two different lava textures. This is the one I thought it was, which is from Doom3_hell.wad:-

http://img138.imageshack.us/img138/3190/doom3helllava1yv2.png

Notice that it is much more contrasty from almost black, with bright reds, yellows and oranges.

Here's a close up in-game, which I think looks good:-

http://img407.imageshack.us/img407/1118/fitz0001od6.jpg


And then I pull back and, yuk!

http://img138.imageshack.us/img138/7275/fitz0002gy7.jpg 
Jpl 
those numbers sound too low, my brightness is 30/100 and contrast 60/100. Different monitor obviously but those numbers still sound low. 
Nitin 
I don't know why I have such feature, but changing the setting to higher contrast and brightness levels will give me a very eye-aggressive screen..
Well, it is not a big deal, cause as I said, ingame it is visually far better... 
Ah, So That Was Mike! 
yeap, that is a different texture from the set. I'll see what I can do with that one when I get home later in the Afternoon (est time).

Basicaly my method involves seperating the different visual elements (lava, dark swirls, rock) with masks, resynthesizing each element seperately so each portion can tile on its own and then I bring the layers together. When they are brought together they lose some of their contrast. The pic I showed looks better if you adjust the contrast about twenty percent. 
WTF... 
If he takes you guys' advice turns his monitor brighter, his screenshots will be darker. How will that help if you already think the shots are too dark? 
Metlslime 
Good point... 
Hey Mike, 
I put a few new versions of the lava textures up. The one you posted has proven to be a pretty difficult problem. I processed it substantialy and it still looks like shit so I haven't posted it. It has me intrigued, as the texture seems almost designed to be untileable. Back to the drawing board.

Here is the link: http://mortisville.quakedev.com/lava.wad

Personally, I think the the lava2_3 now looks sweet, the other one is okay. It'll do for a certain type of fluidy lava. 
Metl 
I did brightness and contrast :) 
JPL 
In photoshop I have to drag the right LEVELS (ctrl-l) slider from 256 to the ~130 to make things visible on your screenshots, making them very washed out. Seems most of the light is minlight, except some spots with the point lights. Also the rock texture seems rather dark on its own, so it doesnt give back much light. 
Doodling With JPL's Converted D3 Texz 
Looks Great Distrans 
That looks really great dis...nice work! And cheers again to JPL for doing such a nice conversion of those textures. 
Distrans 
You make me bow in shame about my crappy playing with them earlier. :) 
 
very good imitating d3
my first thought was "why no specular" 
Mmm Distrans 
you are laying some nice pipe there 
Distrans 
As I already told you, you made a nice piece of mapping there. I'm very hurry to see the colored lightning versions of these screenies...

BTW, concerning my shots, it was dark... and it was due to a wrong sunligth angle: i.e the sunligth was coming from the ground, so the player couldn't be located elsewhere but in the darkness... stupid beginner mistake... sorry for this... Now things are a little bit more visible... I'll post new shots later. 
Oh, I Was Missing... 
Thanks a lot Blitz ! 
K... 
Thanx Blitz and Headthump :)
Speedy that's the reaction I wanted, ta much!
Spirit,no shame friend...I've been doodling with Quake brushes for a good seven years now, so it should show.

BTW: I'm only using those textures that JPL converted that "work" when flipped in both the horizontal and vertical axes. 
It's My Birthday... 
...so like a good Hobbit I give you all a gift :)

Travail episode 2 level 1: where the darkest knowledge is finessed from the inhabitants
http://img301.imageshack.us/img301/5029/qte2m14cf.jpg
level 2: where the knowledge is tempered by violence
http://img301.imageshack.us/img301/1033/qte2m24rh.jpg
level 3: where the knowledge is converted for "future" use
http://img301.imageshack.us/img301/8931/qte2m32ii.jpg
level 4: where the knowledge is used to twist flesh and steel
http://img301.imageshack.us/img301/8884/qte2m48jy.jpg

With luck, the episode (and an horrific 2 level addition by neg!ke) will hit beta next week. 
Shots 1 & 3 
look great.

and happy birthday too distrans, have a nice day mate. 
Oooooooooooooh 
Happy Birthday!
@ @ @ @ @
_|_|_|_|_|_|_
|^^^^^^^^|
* * * ** * * *
|___________| 
Distrans 
These shots are awesome ;) And happy birthday man ! 
Distrans 
Pretty nice.

Actually I skimmed down the forum and saw the red name thinking it was JPL that posted those shots, but having actually looked I see it was you :p 
Phait 
Don't worry... I'll be back with new shots later ;) 
 
happy birthday man ;)


zomggg this is so nice...

I WANT IT! :) 
Distrans 
I think you could use some fill lights. What I get out of those shots is a lot of really dim geometry and space dotted with a dense arrangement of distractingly bright dots. 
In Need For Testers! 
I need some testers for the map I showed some screenshoots of at Qexpo 2006.
http://www.quakeexpo.com/booth.php?id=22

The map uses Quoth so you must have this mod installed.
If you want to help mail me at:
hrimfaxi(at)hrimfaxi(dot)dk 
 
 
Cool... 
...I'm so glad that's in testing, well worth waiting for no doubt.

TRAVAIL EPISODE TWO is also in beta, and we have testers for all skill levels. However, we need a two person team to test coop functionality. You will need access to a server. We'll provide the files, you provide the demos and comments :) 
Travail Betatesters 
The file is up now. 
Second Call... 
...are there no regular coop teams out there anymore? We'd really like to make sure this thing isn't broken for coop. 
I Suppose 
If RPG is up for it we can try it out, but last time we had a ton of problems getting connected and whatnots. 
Zwiffle... 
...last report from RPG was that he wasn't a starter for this session. But, thanks for the thought! 
Argh! 
As you know I wanted to wait for the final release to play it. But I will ask some friends if they would fancy a coop session. We played through id1 a few times together. 
Distrans 
speeds@bk.ru I`ll test it and more 
Spirit... 
...thanx for the offer, I know you'd really rather do the finished thing so given that Speeds is already set up to run the coop session I'll take up his offer.

Speedy has mail. 
Warp Spasm Preview 
 
Yumm 
Looking good as much as I can tell from the dark shots (gamma!), nice and curvy.
Please use some not so annoying website next time. I think the http://pipeline.fov120.com is still working, or Imageshack or xs.to. 
 
 
 
Metlsmlime please put a link to a monitor calibration site in the start post. 
Pipeline 
Din't know this existed, looks perfect, a good reference as well. I use three different monitors and haven't had a problem with visibility, I just prefer darkness.

The maps also all have fog to some degree, even if it's only very slight, making the long distance visibility worse.

I use between 50-100 minlight with points at 300, spots at 600 and markers (like glowing computer screens or hint key textures) at 250 and sunlight at 150-200, depending.

Having said that most of my testers have commented on the lack of light, and at the office I do turn up the brightness alot to get rid of glares, which ruins the visual effect.

Ah well, learning curve I spose. 
About Pipeline 
It's dead. A few years ago, when the site was new, Killer took a week to approve shots. Now, well, think about it.... 
Pipe_line 
I tried to update a level, but I couldn't succeed. 
Some New Pics And Other Things! 
Some time ago someone asked if I had a place with my maps. Well I have finally updatet my site http://www.hrimfaxi.dk to include all the maps I have made.

There are also some new pics of the upcomming map "Breakfast at Twilight" as well as some pics of a never before showed base map!

The folks over at Speed Demo Archive asked if I could fix some skillsetting bugs and other things in the two turtlemaps from the turtlemap event tm3.
While I was at it I thought that I might as well fix all the bugs on the two maps that had come to my attention since their realese. If you would like to get the fixed versions go here:

http://www.hrimfaxi.dk/sider/turtlemaps.htm 
Very Impressive 
Good to hear there are upcoming stuff! 
Indeed 
http://www.hrimfaxi.dk/sider/hrsp3.htm

The last pic makes love to my eyes. I'm looking forward to it, hrimfaxi. 
The Last Pic Makes Love To My Eyes... 
Yikes! (o_O) 
Well, More Like 
that map pulls out her big ol' titties and rubs them in my face, but she doesn't go all the way yet because that
map is a good girl and we have just met. 
Yes 
I'm sure we all know how fun skull-fucking HeadThump can be. 
No Thanks Vigil 
I have plenty of floss. 
However, 
it does suggest a new approach to writing reviews if you are still in to that sort of thing. 
Warp Spasm Beta Pack 
 
Idbase Forever! 
That Is Neither Idbase 
nor is it forever. 
I Agree 
About Image Hosting 
if the pipeline is not an option anymore (sad), you are welcome to use my Shub-Hub for it (maybe better than the usual imagehosters, maybe not). Just upload your images into the /images folder. The password is for uploading is ilovetheshubhub. I can't remember if I ever announced it here at func, however here you go:
http://shub-hub.quaddicted.com/ 
Hm 
I wonder how a DM map with like six megahealths would play ... could you design it such that one person couldn't lock down all six? 
Yes 
6 rooms that aren't connected, one spawn in each room, one megahealth near each spawn. QED. 
MegaLun 
I guess that would just balance it out, actually. After all, even if one person did</d> manage to keep control of all of them, they're still capped at the maximum health limit... so even though they may be able to stay at high health for longer, they don't really have a bigger advantage than they would have had they just collected the megahealth in an ordinariy map.

On the other hand, since it would be all but impossible to control all of the MH spawns if they were reasonably spaced apart, the other player/s could easily obtain the MH themselves, nullifying the advantage that the dominant player might have had.

I guess if you look at it that way, having 6 would almost be the same as having none - there would be no real advantage to be gained in most situations, assuming everyone is regularly picking them up. Having said that, it might add a random/unpredictable element to the gameplay, especially since they do decay over time - so when you pick them up matters!
 
Yes 
I have yet to master the preview function. :)

Stating the obvious - now in italics! 
Reminds 
of 1on1 in DM2...

2RA
2MH
3YA

...wtf 
Mars Blars Toot Bloot 
Hey 
The shots look cool... while the bottom text sucks ! 
That First Shot 
looks like StarCraft in 3D. The textures (and use of them) are remarkably similar to the Installation tileset.

Where are the zerglings? 
Friction 
Awesome. Please write the introduction texts for all my future maps. 
Texts Are Placeholders 
Though the corporate BS I took from the Oracle website does bear significant resemblance to ID's level descriptions. 
Far More Interesting, Though 
 
I Didn't Know They Used Java On Mars Though 
...but that might a be part of the generally hellish theme they've got going there. 
Looks Great 
when? :) 
Than: 
"Five Rivers Land"... 
The latest screenshots of my latest project... It's dark, and it's Hell.... Feel free to comment...

http://lambert.jeanphilippe.free.fr/Divers/5R1.JPG
http://lambert.jeanphilippe.free.fr/Divers/5R2.JPG
http://lambert.jeanphilippe.free.fr/Divers/5R4.JPG

PS: Brightness has been already increased by 40% and contrast by 30%.. so as usual, if it's too dark: change of eyes ;P 
Dante's Inferno? 
Awfull to neglect the atractiveness of that dark surounding and knowing I'll have to wait all the way along to play it! 
Jpl 
looks ominous!

Btw, type "gamma .4" in fitz before taking the shots :) 
MadFox / Bambuz 
MadFox: it is not Dante's Inferno... it's rather Doom3 Hell based... you'll see that in a few month I hope..

bambuz: As it is supposed to be Hell, it has to be ominous and disturbing.... As I'm using Quoth, I also added new sounds for the ambience... Oh, and thanks for the gamma thing: I'll test it ASAP ;) 
I Dont Think The Rock Texture Fits All That Well 
makes it look a bit cartoony. 
Yeah 
I meant the ominous as a compliment.

I like the unpredictable rock formations a lot... and that other stuff departs from basic quake too. I hope it works well. 
Bambuz 
i understood that it was a compliment: don't worry... and believe me, it works fine with the sounds :> 
Q4 Tourney Beta "Sunshine" 
Concerns:

1. The lower YA area is pretty much one-way, barring a sorta clumsy drop-down from the top, or an equally clumsy jump-and-pray to the jumppad from over RG or at +50. There's not really a place to sit and lurk for your opponent that's all that safe down there, so I don't know if it's really a problem.

2. RA<-->MH seems kinda fast, but anywhere to anywhere in the map is pretty fast, so they're probably final. On the other hand, I've moved the YAs around about four times now...

Still To-Do: Sounds, changing out the current bloody fluid for something custom that's a bit more energy/radioactive/something, more minor detailing, a bit more breaking up of huge expanses of concrete, a couple more windows here and there. Detail light settings. More bot clipping. A fair amount of decals.

Custom textures from Evil Lair and sky from Hipshot. Sabot file included (v10).

Screenies:
http://pjw.planetquake.gamespy.com/screenshots/pjw4tourney1ss1.jpg
http://pjw.planetquake.gamespy.com/screenshots/pjw4tourney1ss2.jpg
http://pjw.planetquake.gamespy.com/screenshots/pjw4tourney1ss3.jpg

Downloads:
Fileplanet: http://www.fileplanet.com/dl.aspx?/planetquake/pjw/mapstorage/pjw4tourney1_beta1.zip
Non-fp mirror, courtesy of Scourge: http://www.jwivie.com/q3wmaps/pjw/pjw4tourney1_beta1.zip 
Is That A Remake 
looks very similar to one of your q3 dm's, pjw3dm5 ? 
Nope 
That map is gigantic compared with this one, and the layout is completely different, but I do like that concrete and metal look. 
 
very PJW-ish indeed
I almost though its q3 
Almost There... 
...we are just bundling all the files together for the complete mission beta testing, and neg!ke has taken the time to set up a little profile over at ModDB. It has new shots of the levels (taken by him) that are far better than the rather spotty ones I posted not long ago.

http://mods.moddb.com/8904/travail/ 
 
i want to map like this... :\ i suck to hard... 
Looks Like Something Special 
 
All Look Good 
map 3 looks the best IMHO. 
Gallery Looks Sweet 
Nuff said. 
I Refuse To Look At The Shots 
I'm hoping that when I play the pak I will be so shocked from awe that I will transcend reality and live forever in the land of milk and polies.

If I don't, I'm going to demand my money back and sue for compensatory damages. 
Beer And HuGs For RPG... 
...lol, I so needed one of those just now.

PS: We'll gladly give your money back, but fight to the death for one cent more! 
Sunshine Beta 2 
Finally stopped playing Stalker long enough to get this updated with various tweaks, changes, and bits of fixage. Added a new MH area to get it farther from RA. This is feeling pretty solid and is almost certainly the final beta, barring some major revelation.

The pk4 also includes a botfile for TinMan's Sabot v. 10 (extract to Quake4\sabot\maps\mp).

Screenies:
http://pjw.planetquake.gamespy.com/screenshots/pjw4tourney1ss1.jpg
http://pjw.planetquake.gamespy.com/screenshots/pjw4tourney1ss2.jpg
http://pjw.planetquake.gamespy.com/screenshots/pjw4tourney1ss3.jpg
http://pjw.planetquake.gamespy.com/screenshots/pjw4tourney1ss4.jpg
Bonus editor shot, if anyone cares: http://pjw.planetquake.gamespy.com/screenshots/pjw4tourney1editor.jpg

Download (map is ~13 meg):
http://www.fileplanet.com/dl.aspx?/planetquake/pjw/mapstorage/pjw4tourney1_beta2.zip

Non-FP mirror, courtesy of Scourge:
http://www.jwivie.com/q3wmaps/pjw/pjw4tourney1_beta2.zip 
Too Late To Submit For Travail? 
I would like to put in a DM map for travail, I have the layout in my head, but I was just wondering whether or not its too late or still feasible to get anything submitted that isn't SP? 
RE: Travail Shots 
Pics look excellent btw. 
Voodoo... 
...thank you for your kind offer.

As it stands, our three coders are just about finished pulling our progs together. We could say "go for it" but there's a good chance the mission will be ready to go before you can complete. Also, the DM maps that are included are there for specific reasons:

- qtdm1 answers the question "How much must one twist a new SP map (qtfin1) to make it playable in DM?"

- qtdm2_duel and qtdm2_ffa are natural extensions of brushwork stolen for use in qte2m2

- qtdm3 is an exercise in reskinning "qte1 style" (as well as some route expansion).

So, maybe we should look you up for the next project. 
Ogre 
Here's a shot from a work in progress, based of course on metlslime's design.

http://people.pwf.cam.ac.uk/~ajd70/fitz0001.jpg

The animations are barely started, and I'm not happy with the legs yet. Also this is a 'clean' version aside from the chainsaw, no blood splatters yet. One of the reasons for this is the skin is mirrored at the moment, and Rorschach style symmetric blots of blood might look quite odd. The skin has been designed so that the seams of the torso and head lie along the left edge of the skin. So if there's no way to make the ogre work as it is, then it can be mirrored and the left and right sides will line up exactly. It seems a bit odd to double the dimension of the skin just to accomodate the blood splatters, but never mind.

Criticisms are welcomed, hopefully with them it can be made into a faithful substitute model. 
Preach 
Sorry to say that his face looks too "flat" IMHO... Maybe it is due to the shot angle... I don't know...
Anyway, it looks quite promising.. Keep it up ! 
Ogre 
That looks nice! The head is too human though in my opinion. The Quake ogre has almost no neck so the head is more near the body. At least that's how I think it looks.
I love the muscles! 
Spirit Is Right... 
Ogres have no necks, but Fiends do have eyes ;-) 
Gremlins Have Shotguns! 
the model looks quiet symetric while the original looks rather crippled.
For texturing I must say it suits good, knowing how hard it is to fit them.

But I would make it more damaged, somehowe a more reacktive attitude. 
Suggestions 
you might want to add more shape to the main model. At the moment he still looks really low poly and simple, so there doesn't seem to be much point in changing the ogre for an updated one unless there is a significant improvement in both mesh and skin.

I'd concentrate on his characteristic parts most. Give him stubby legs and no neck with a chunky head and make his funny armour stand out more, then I'd probably do something with the chainsaw to make it look even meaner (than the original id chainsaw, which looks mean :). Try and think what cloud/carmack might have wanted him to look like had they had a bit more headroom. 
I Always Thought 
the ogre wore a blacksmiths apron rather than armour. 
TextFish: 
I also imagined him with an apron sometimes (splattered with blood like a butcher's apron of course.) If there were ever a need for an alternate Ogre skin, that would be a very suitable look for him. 
Like Leatherface 
Which is documented somewhere - chainsaw, leather apron, cannibal. 
Responses 
I see it as a kind of leather 'apron' type thing for want of a better word, with darker brown cloth to the side, and also leather shoulderpads. But there is such thing as leather armour so I guess it serves as both. On the level of detail, the apron is at the moment contoured but not embossed, if you understand what I mean. There are polygons in the torso that correspond to it's outline, but they join directly to the polygons for the cloth.

The mesh is already at 940 odd polygons, and the limit is either 1000 or 1024, I forget which. Either way, there's not a whole lot more scope for detail, the mesh is pretty efficient, although some polys could maybe be shaved off the back, which isn't seen much, and bought to the front. The chainsaw is a difficult one, as I'm not sure how to do the saw blades on it. Going the zerstorer way of modelling spikes on seems out of the question, in a full model like this they'll just get mangled by the mdl format. So I guess it'll just have to be carefully skinned, but I'll keep thinking.

The single most overwhelming piece of feedback is that the ogre shouldn't have a neck, so I've acted on that one straight away. I agree that the face does look flat from the screenshot, but I'm gonna try and blame the angle and the quake model format for flattening it. Here's a 3/4 angle shot from the editor with a better view of the shape of it.
http://people.pwf.cam.ac.uk/~ajd70/ogregmax.jpg
If it keeps getting flattened like that when I export, I'll try exaggerating the features a bit so something shows up. A lot of this is going to be fighting against the twin limits of the mdl format, low polygon limit and poor vertex accuracy. Well, polygon limit is an engine limit, but still... 
Ah! 
That second shot looks great my man! Did you already get rid of the neck on it? Looks like it, but I'm not entirely sure. But anyhow, why such a high poly count for such a sad model format? Once you get into animating all that detail you've put into the face for example (omg a nose) will more or less get lost, as the vertexes will swim around on his face. Not entirely that bad ofcourse, but not far from it. I must admit Quake2 had close to this level of detail on its monsters, which has a model format suffering as much from wobbleitis as Quakes, so it might just work. Chillo makes models with around 1500 polys using the Quake model format, and they sometimes look just fine.

This post has no purpose, as I just contradicted myself, but whatever. Cool stuff man. 
On Wobbles And Mdl 
Yeah, the neck is already gone, the model wasn't changed that much, I just gave it a slouch by adjusting the neck and head bones. I think I can get away with that level of detail better than a md2 could, because the quake 1 model format is in some ways less prone to wobble.

Both model formats do compressed coordinates, in that a single byte is uses to store each coordinate, from -127 to 127. The engine then applies a scale factor and a translation vector to these coordinates to give the model the correct scale. The difference is that mdl has a single scale factor and translation vector for the entire model, whereas md2 defines the translation vectors and scales per frame. This has advantages if your model grows and shinks - the problem is that models rarely do, they tend to occupy the same volume.

So md2s will generally try and maximise the accuracy per frame by setting the scale to the model's maximum extents/127. That sounds like a good idea, but if your model moves in the frame so that the outermost vertex in any direction changes, then the positions of every vertex get recalculated. Hence you get a lot of wobble. In mdl, if a vertex doesn't move, then it will snap to the same point on the grid next frame.


You could of course get around this in the md2, after all, it's a more flexable format in principle. For instance, you could just write the same scale/origin for all frames, emulating the mdl format. A better solution might be to write the same origin/scale for all frames in the same animation scene - or have an option that controls when you inherit the scale/location from the previous frame. That way, when the whole body is moving anyway, you can make use of the increased accuracy, and when it's a smaller motion of just part of the model you could hold things still. But I've not seen an md2 editor/exporter that offers these kinds of controls.

The trick for good results in mdl is either to keep something still, or make sure the animation is large if it moves. Then you tend to get good results. Exaggerating animations to a degree is usually a good idea anyway, so they are apparent on screen. If you need to do translational movement, then try and do it on the qc side of things, and constantly centre your mesh in the mdl. In any case, to make the mdls I export an md3 and covert it with quark. So I'm sure I can release the intermediate md3 as well, for people with engines that support 'em. Who knows, there might even be a normal/glossmapped version too... 
Well... 
...since I am a complete donkey at doing anything for this community except playing Quake, since a little discussion on visuals of the Ogre arose and I did not feel like doing anything at work, I decided I'd do a SpeedSketching session and had a take on the Ogre. This is the result
http://shub-hub.quaddicted.com/files/images/the_silent_ogresketch.jpg
and this is likely to have me blown right out of the office, people looked at me weird while I was doing it...
I know it sucks bad, but, hey, it's only a wacom graphire! You can draw with more ease on your fingernails!
Anyyways, this is how, IMHO, da Ogre should look like, a little dumb or retarded (in a Friday 13th sense) while resting, and completely open jawed, all-out-of-it, when it's awake...
Hope someone out there enjoys my attempts at being fired... 
Oh... 
... Maybe a lower res works better for everyone...
http://shub-hub.quaddicted.com/files/images/the_silent_ogresketch_lo.jpg 
I Think 
i looks pretty cool actually 
I Like It 
Fits the style well, I always thought cell-shading would look good in Quake if done properly (even though everyone probably hates the idea). Getting blood spraying across walls and dismembered limbs in a cartoon style would be pretty cool.

I tried it for Q2, the Lazarus mod along with the Ratamahatta model (for enemies) for a mini-mod. Ended up with quite a few maps but Q2 couldn't compile them, even with Dewan's compilers. Got BSP but no light.

Maybe one day in the more robust Quake engine. I can probably import the geometry from .map, assuming I've got the source backed up somewhere. 
Preach Silence... 
Maybe there are too many polys in the ogre's head or maybe it is too round but somehow it looks a little like Charlie Brown to me o_O

The Silent's pics are actually very nice. I like the way the ogre's mouth looks like his lips got torn off. The little guy in the lower left corner is perfect, to me, proportion-wise.

You guys should collaborate ^_~ 
Silent 
dude, that looks great! :o
the face looks esp. awesome. very expressive! 
You Know... 
you should try to draw that in some orthographic views (front, side, back) and stuff.. that'd make a kick ass model, even if it wasn't in quake and just a high poly thing. 
Silent: 
very nice. I see you went with the "elephant toes" thing that I tried originally with my picture... except I think you did a better job of it. The tunic he's wearing is well-drawn, but seems to soft a fabric for someone like him to wear.

Someone should collect all the good quake artwork that people have made.... like that rocketlauncher guy drawn by the well-known concept artist.... and the furry shambler in the room with the wallpaper and bloody floor... and put it all in one place. 
An Old Story To Illustrate? 
We can always blame those three herberts...

Anybody could have done it, Somebody should have done it, but you can bet your boots that Nobody will end up doing it ;) 
Some Artworks 
They are pretty much sorted by creator on my harddisk and I excluded a lot of renders of cg models. Many of them come from a search for quake art at deviantart.com months ago. Consider it a temporary folder please.
http://www.quaddicted.com/art/
If someone feels like making a good page for Quake art, please do! 
Cool... 
Aw, Boys... 
..you make me blush!!!!
neg!ke:
u r a mapping genius, thanks for the kind words and all your awzam levels.

ijed :
first of all I have to apologize for the lack of feedback on Warp Spasm, I did not forget, it's only been 2 terrible months, I cover my head in horse poop and bow down before ya. Glad you liked my sketch, the cel shading was not intentional, just the quickest technique to pull off while the boss was not looking, but I think it turned out pretty good...

Generic:
to tell the truth, the proportions of the lil' ogrey are simply drawn on top of a screenshot, then beefed up and rounded a bit, so proportions are id's really... Damn, I was so tempted not to confess...
But, you're right, lenghtening the arms and shortening the toes give more hulking figures. Thanks for appreciation.

Necros:
the same as for neg!ke. Thanks for countless hours of unforgettable quake! I would love to be able to try my hand at skinning some model, but, really, I don't have a clue where to begin... I cannot count the times I installed Gtkradiant, QUark, Worldcraft, built my firt room, put in a monster and that was it. Once I even found a program to make quake skins but never tried... I think this is a good time to start. Thanks!

meltslime:
Thanks for the compliment's on Ogrey's tiny feet! I can't find your picture, tho'... is it an earlier post? The dress, well, u r right, I thought about it as a leather apron, but came out a lil' too soft(leather do bend anyway, maybe in a stiffer fashion which is pretty hard to render).

Spirit:
did you really had to post all that good stuff during my wharolian quarter of an hour? Some of them are amazing!

Few impressions I have(and always had) of ogres ingame to wrap things up:
The mouth is a gaping maw, I did not sketch it exactly as I "feel" it ingame, to me it has no teeth, just loose skin as if the jaw was taken out of it, and drools like hell... Maybe teeth could be inside the mouth, very tiny, like piranhas(?)

The expression when idle, or after having killed you, should be almost sad, but not fully understanding things, as a demented child that has just ripped apart grandma...

The weapons, well, I'm surprised nobody pointed that out (I drew them very bad), but to me(and even id hinted this in the manual) they are inserted into flesh a la Q2, the ogre has no hands, but a chainsaw and a grenade launcher wired to his central nervous system.

Well, I guees it's time to call it a night, thanks again to everyone for your appreciation and, if anybody ever need some kind of collaboration on a quake related project, I'd be happy to lend my pencil!
Goodnight! 
Late To The Ball 
That middle sketch are pretty sweet. It would look good on a TShirt at Quakecon. Visual style there reminds me of Ronin http://en.wikipedia.org/wiki/Ronin_(comic) (a GoodThing). 
Depends On The Definition Of 'are' 
Ha! 
The Silent: 
Metl 
That kind of looks like what I'd imagine an ogre to look like if it were to make an appearance on Sesame Street. 
Wow, What A Pedicure 
who does his toesies? I would have gone with midnight blue but Navajo red is realy cool too.

Zwif -- SS must have really changed since I was a kid. Thunderbolt fried Big Bird chicken, anyone? 
 
damn you all with such awesome art skills. 
New Q1 Fun-map Coming Soon ! 
Hello, i'm creating a map, my first map as mapper. The map is called dspdm1 and is compiled for make greats ffa combats.

More info in few days.

Thnx @ all ! 
Dspdm1, New Map For Qw 
My first map for qw is release today. Please, test it for if exist any problem not detected for me. And if someone can upload it in some qw server, please, contact with me at deadlygm@gmail.com or /query DeadLy_sp on Qnet.

Regards !!!!

-INFO-

Images on:
http://allyoucanupload.webshots.com/v/2000238195357660235

Download map from:
http://www.slackers.dk/paradoks/quake/dspdm1.zip 
cant see those screens.

congratulations, though! 
Reply To Inerto 
Well, a bit dark but the images are loaded :p 
More Blushing... 
Headthump:
I guess this is the biggest compliment I ever received for a drawing! I'm a total comic geek and a supahdupah Frank Miller fiend, so big thanks on your impression!

Metlslime:
I had noticed your pictures as one of the closest to my idea of Ogre, just did not notice it was yours. Darn good job, your materic treatment of the apron is spot on! But, what do you say, shouldn't weapons be bioorganically (in a steampunk sense) implanted?

Nakasuhito:
Drawing board, pencil, gallons of coffee and no eraser!

Thanks again for all benevolent feedback, guys, I'm heading back to Photoshop and Indesign! Catch you later.. 
Playing With Wally 
I've always considered it a decent program for creating dirty maps to use in other aps, a Quake texture conversion tool and as a wad organizer but I never realy thought the drawing tools had much to offer. After seeing Orl's efforts, I decided to give it a try as a basic drawing instrument. Here is a pic of several steps in the creation of a texture, from fucking around and creating a tile design to an idea for a demon head I've spent the previous two and a half hours working on.

http://mortisville.quakedev.com/demonheadsteps.jpg

I found that it is possible to fake a dodge and burn in Wally, though it is not an easy process given the fixed nature of the light/dark. The demon here is a pretty nasty piece of work. I took the texture about as far as Wally will go with the bottom image.

So I loaded that one up in Gimp, cleaned up the head and made it symetrical, applied a cyndrical gradiant layer to the head area, and this is the result:

http://mortisville.quakedev.com/demon17.jpg

I placed it back in Wally for a reskinning with the Quake pallette.

http://mortisville.quakedev.com/demonhead20.jpg

This image is pretty much ready for use though the higher rez version is still a work in progress. If anyone somehow has an affinity for this little mounted demon head feel free to use it, touch it up, or whatever. There are also some lossless pcx and tga versions of these pics on the site as well. 
Impressive... 
...does that mean you'll be skinning those awesome brushes you've been pushing around with a custom set of texz?







Please :) 
Yeap 
There will be a Quake version of the brushes and textures, and later a stand alone with high rez and higher poly counts most likely using DP, though I'd like to point out the Blender Game Engine is looking mighty impressive these days.

I took the Mortisville test map, imported it and subdivided the map and smoothed it, and it ran smoothly without grayflash inside of a game executable. A bit of a mystery as there is no native partition system in Blender but then it likely uses very fast Opengl routines and subdivision is itself a means of occlusion.

Anyway, I'm rambling, thanks! 
Texturing With Wally 
I find Wally to be awesome app when it comes to texturing. I'm sure you have all seen my hideous texture work right?

Well most of it, I didn't do with Wally. But lately, I'm starting to make textures using nothing but Wally. I think using this method, my textures come out much better. Judge for yourself in some of my latest texts, a greenish rusted metal set.

http://orl.fvfonline.com/misc/omsmetal0.png
http://orl.fvfonline.com/misc/omsmetal1.png
http://orl.fvfonline.com/misc/omsmetal2.png
http://orl.fvfonline.com/misc/omsmetal3.png
http://orl.fvfonline.com/misc/omsmetal4.png

I do plan to make more greenish rusted metal textures, but this is all I have so far. 
Thump... 
For some reason, that face looks like the skull image of a Death's Head Hawk Moth on the back of a Boll Weevil -- which is kind of cool, naturally ;-)

Moth: http://ukmoths.org.uk/show.php?id=2524

Weevil: http://srufaculty.sru.edu/david.dailey/public/Webster1911/insects/Boll_Weevil_p-249.gif 
That's Awesome 
I didn't have that in mind as I sketched it out, but coincidentaly there is a benign creature I've modeled for Mortisville called the Hellmoth to add some atmosphere to the set. 
And, Personaly, I Think 
he turned out to look like Paul Stanley. Not intended either. I was going for Hindu demoness at first and I wound up with Paul Stanley. 
 
look nice Orl 
Headthump... 
... I guess we have more than a few things in common... Paul Stanley...
I've been a huge fan of Kiss, Stanley being my least favorite member, so, after Miller, it seems there's more common ground, or there is?
In your posts there's no clear statement about you liking or not Miller and Kiss, but, anyway, a funny coincidence...
Would love to see the creature, tough, and most of all Mortisville, the screens you posted were breathtaking... 
I'm A Fan Of Miller 
and fallowed his work since I was a kid stealing his older brothers comic books, magazines and graphic novels way back in the 80's.

I'm not realy that familar with the music of Kiss to call myself a fan or a critic of them, sorry. I will say this, Gene Simmons played an excellent mobster in that series from 1990 or so, Wiseguy I think it was if I remember correctly. I'd Google for accuracy but my water is getting cold. 
Wow... 
..."stealing his older brothers comic books" are you implying you knew him personally? I like you more and more...

As for poor Simmons, I think he only acted in a bunch of ridicolously unsuccessful flicks, like "Runaway" or "Never too young to die" but, to the best of my knowledge never had a acting role in any ongoing series...

Enough OT, already. We wait for Mortisville ; P 
Deadly_sp 
I had a run around in your map. I guess it's for 2on2 / 4on4?

I can see it could be a pretty nice map to play. I wish you could have taken a bit more care in it - as it's currently got some unfinished looking areas. I'm sorry that this feedback comes too late.

Some of the doorways look really bad and like they are missing brushes or have misaligned stuff and in many places too monotonous textures are used. If you wish you can come to #terrafusion and we can discuss about this.

Anyway, it's a nice effort for a first map, it definitely feels and looks like a "player's" map, ie the movement is quite fluid, the scale is pretty right and there are plenty of interesting ideas.

Cheers for doing a big dm map! 
More Textures 
I've created over the last few evenings using Wally (about 90 percent of the time) and the Gimp (the remaining). It is a bit of a synthesis of the e1m5 and Ikblue styles. Note, the Quake Cross button is a resize of a 32x32 texture to get it to match up size wise with the others so the shadowing and contrast are grotesque in this display.

http://mortisville.quakedev.com/set.jpg 
Yep, 
progress looks good. Reminds me of Robert Cruikshank's rcdm set, I wonder if they would tone in together.

Nice signature "H" in amongst it all btw :) 
He He 
Nice signature "H" in amongst it all btw :)

That was suppose to have been subtle, but you caught it right away. There is a hudden HT too, but I don;t think it shows up here without magnification. Thanks :) 
"that Rocketlauncher Guy Drawn By The Well-known Concept Artist." 
That'd would be the q2 marine with q1 rocket launcher and teleporter by Craig Mullins? http://www.goodbrush.com dunno if the image in questions is still there though 
 
And While We're About It 
http://itchstudios.com/psg/quake/qfiend.jpg

that showed up in the GIS too 
Quake Pokemon 
The Source For The Last Ones: 
 
nice idea. some sort of cyber-knight: think kona's barons with some strogg tech features and corresponding weaponry. 
Cool 
Very nice galleries, shame about that kid-blocker mathematics. 
Q4 Realistic Urban Textures ( By Method ) 
Oo 
those looks pretty good. i like the aluminum siding type texture in the second shot. 
Got To Say. 
He's done a fine job there. 
Yes 
because fuck knows, what the game community needs is more shiney concrete 
OMG... 
These windows were boarded up from INSIDE THE HOUSE! 
He's Doing Better Than Me 
shit, I have competition :) 
Interesting... 
Nice to see something a bit different for D3/Q4. Not that I'm going to use any of them. 
ROFL 
/w metlslime 
Speed 
those screenshatz reminds me of a building i once went once inside with my brother. of course, the lights where off because it was abandoned!

gah, damn your awesome skills. :-) 
Generation Of SHINY SHADERS 
its all Method` work. I`v just posted a link
(I suggest you look at his site -www.methodonline.com - hase some interesting maps and articles)

and yeah, could do with less specular 
Smth From D3w 
Woot 
Looks highly enjoyable. 
abhor those lone columns of rivets 
Rivets Are The Shit, Man 
/me Shit Rivets For RPG 
%^[D 
Just Curious 
%^[D

Do you always make that face when large chunks of well formed metal spurt from your ass? 
Actually, Yes. 
The ladies dig it. 
Preview Scrennshot... 
.. of the end area of my latest project.. As usual, I foresee some people will claim it is too dark, while brightness and contrast have been increased by 40 and 30% repsectively...
Anyway, all comments are welcome....

http://lambert.jeanphilippe.free.fr/Divers/5R5.JPG

Enjoy ! 
JPL 
Looks nice!

Might be nice if the walls weren't simply all 128units tall. Some variation and architecture to make it look like some Satanist church or something would be awesome. 
Well... 
I'm glad that at least Scampie liked the shot... :P ...
I took note of your comments about Satanic Church details, and for sure I will add some like crucified bodies (there are some already), inverted crosses, some arches, etc.... I still have to investigate on this point...
OTOH, I also made a new test changing the skybox (using the Doom3 Hell yellow/red skybox with flying stones...), and it looks better. It is less dark and makes monsters more visible (e.g flying scrags)
I hope to finish it soon... and also that Quoth update will come soon... (Kell: any comments ?)
I'll post new shots later ;)
Thanks for the feedback Scampie 
I Missed It While Browsing Last Night 
the screenie has a nice evil vibe to it. It might be a bit quiet, but everyone is looking forward to the hell beneath CDA. 
HT (and All) 
No problem if you missed it ;)

BTW, here are 2 new shots with the new skybox

Start of the first part:
http://lambert.jeanphilippe.free.fr/Divers/5Rivers_start.JPG

End of the second part:
http://lambert.jeanphilippe.free.fr/Divers/5Rivers_end.JPG

first and second part are related to the split I had to do due to engines limitations ;P

Enjoy ! 
Oh The Lava 
The good old Quake lava would look better.
First shot looks fantastic apart from that! 
I Like The Lava 
and the rest, looks great 
.... 
almost as dark as before 
JPL 
symmetric trims around the pentagram (white lines)
increase the scale of the lava texture? 
OK... 
Spirit / nitin: Lava texture is the original Doom3 Lava... I maybe should increase its brightness... In anyway lava issue depends most of your taste.. philosophical question like fiend's eyes existence.... so except lava, I'm glad you liked the shots...

Speeds: As usual, you saw nothing.. When will you change your old CRT for a good flat screen ?

neg!ke: Good point, I realigned textures in order to have the trims white lines inside the area (to be give more symmetry)... It will be less visible then.. Also, I already planned to add some details in the second shots, like arches, flaying bodies, crucified bodies, etc... Maybe some blood fountains as well... And concerning the lava, maybe increasing the lava scale could help.. I'll make tests later..

Anyway, thanks for your feedback... and stay tuned ;) 
Jpl 
I liked the lava :) 
Nitin 
It's understood! 
Jpl 
The map looks great and the lava theme is to great.Lights is ok and on the 2nd picture the walls could be toller. 
So This Is Old But... 
Screens
http://scampie.leveldesign.org/st_1.jpg
http://scampie.leveldesign.org/st_2.jpg

Download
http://scampie.leveldesign.org/cv/stormtrigger.zip

I've been thinking about finishing up this old level I was working on before I got hired (about 2.5 years ago!). I asked #tf if it seemed worth finishing, and at least got a number of people saying 'looks cool!' and such, which I suppose is enough to make it worth finishing.

I ran through it a bit earlier, and there's still a bunch to do. One section of the map is missing which finishes the layout, and there's a number of detail bits to clean up. The exterior rockwalls are fine for the most part, but I'd want to rebuild many of the brushes and add some flavour to them.

Could any of you give the map a look and post any comments? I'm thinking I'll just poke away at it during the nights for the next few weeks and release it. 
Scampie 
Nice shots ! 
Thumbs Up 
That map definitely deserves to be finished. I don't know if a whole extra area would help, because the map feels too sprawly for the amount you've got in each space.

My comments:

- Most of the trouble I see with the layout is distance, specifically between the RG/MH area and the central drum. There's a long boring walk from one to the other no matter what direction you go. I say do whatever you can to chop that space and bring those two closer together if not integrate them entirely into something more open. That'll make both spaces more interesting (because right now they're pretty simple) and speed up movement around the map.

- The RG room has two ways in that each lead to one other way out each, so all you ever do is run through it without navigating. Some interconnection in here between the spaces is needed. Merging it with the center room would go a long way, and/or you could also do this:
http://www.lunaran.com/pics/stormtrigger6.jpg

- I really like how the center room and the outer yard are one big space if you peek up over the top. The outer area feels like it needs more variety in the walkable space for its size, though. There's one unintentional little loop around the slime waterfall that would be neat if it were detailed a bit and made visually intentional, with some stray bonuses.
http://www.lunaran.com/pics/stormtrigger1.jpg
Little additions like this elsewhere would help add complexity to big and otherwise kind of straightforward areas.

- A ledge or two more cut into the rocks behind the lampposts would be nice also, because they could be used as cover rather than decoration.
http://www.lunaran.com/pics/stormtrigger2.jpg

- There's two areas above to either side of the big drum that would be nice to see turned into play space also. The one on one side could provide a hole over the MH to drop through if you brought that area in, and the other (that kind of narrow space alongside/on top of the megapipe) could lead back into the central room, and provide a nice tight/interesting place for combat.
http://www.lunaran.com/pics/stormtrigger3.jpg
http://www.lunaran.com/pics/stormtrigger5.jpg
I say this because everything else in the map is a pretty standard open width, and having more hidden away places like this or behind the lampposts would add a lot of variety to the space. Adding more such variety in the inner spaces would be even better, so the whole map isn't made for railgun whores.

- There's an easy jump to the RA platform on one end but not the other. Putting a second ramp here and making you jump to the RA from either end would make it more dangerous to grab. (Even separating it into three platforms to make you have to jump twice to get to it.)
http://www.lunaran.com/pics/stormtrigger4.jpg
Having the RA available immediately after grabbing the RL might be unbalancing, too, but a lot about the item placement might have to change.

- If there's no way out of the slime, kill me instantly when I fall in. :) 
Wow. 
And that is how you comment on a map.

Thank you so much Lun, I'll keep all those in mind as I work on the map! 
Er 
Everyone else feel free to chime in, too. 
Why? 
You already said everything.

(Scamp, I'll try to give it a look sometime in the next day or two.) 
Fge 
Scale feels wrong for almost the complete map :/. Everything feels way too large, while the corridors are rather narrow (can bump your head!). My advise would be to rebuilt everything at a smaller scale. Vertical scale included.

also, you need some more connections to the higher levels, and place the items at dangerous spots (eg mh is way too hidden) 
I Like The MH That Way 
cleverly hidden and yet plainly obvious. The problem is you NEVER come into that room from the angle necessary to be facing it. 
New Area 
Thanks for posting my stuff here, Speeds. Almsot forgot that I have an account here. Here's a newer area:

http://www.methodonline.com/temp/meth_test10a.jpg
http://www.methodonline.com/temp/meth_test10b.jpg
http://www.methodonline.com/temp/meth_test10c.jpg

Feedback is welcome.

-Method 
Looks Cool Indeed 
i wonder how the quake4 monsters would look in such an environment though 
Method 
looks great, altough I think some dripping water from the ceiling/pipes would add a nice touch. 
Updated The Shots 
I updated the shots with things I added based on feedback I've gotten such as beam, cables, trash and grass/moss.

-Method 
Looks Good 
I like the subtle colours you have there, but perhaps it could use a little more colour as it looks a little grey at the moment - the colours are maybe too subtle currently. Some extra red/brown in the bricks and mossy greens and browns on the floor probably wouldn't hurt. 
They Look Like Renders . . . 
Very nice shots. 
Feedback. 
I'd just like to give feedback on Lun's feedback:

Lun that was superb feedback to Scampie. I clicked on the pictures despite not downloading the map. Good job and good justifications for your advice. 
Stormtrigger MH 
Lun: I don't really see interesting fights happening around the mh - only annoyance with falling down and the like. More accessible places seem to work better for major items.

But maybe that's just me - i never liked 'out of the way' places for items. Let me go to a room to get that particular item, but never make me go somewhere in that room i'd never go to anyways. See ztn3t1 for reference weapon/armor placements. Personal preference, really. 
So 
every item in every map should be that way? :)

The variety would be healthy. There are plenty of items already in big open spaces elsewhere. MH encounters would promise to be different, and the hole-above-an-item is it's own kind of standoffish classic. If anything, having an item in a big empty room is a partial design failure, because the design doesn't contribute much to potential encounters other than by getting out of the way. 
Hm 
i can't really think of an item that isn't placed that way in any q3 duel map.

it's either

1) in the middle of something (dm6 mh, ztn yas)
2) somewhere on a pretty important path (dm6 ra, dm6 ya, ztn ya)
3) in some important room on a ledge(ztn ra, pt4 rail ya, pt4 mh)

t2 rl shards are the only items that are kinda tucked out of the way, and maybe aerowalk ra. The latter is probably the closest match to stormtrigger mh placement.

my view on duel maps is pretty narrow though: dm6, ztn, pt4, t2, aero

dm13 has lots of out of the way stuff, but that map doesn't really count as a good duel map to me.

Any other examples i forgot?

not saying those are the only good ways, just analysing the problem. 
Polished Area 
D3 SP - Tower Penetrating Hell 
Hhmmm 
Look cool, but dark (Have I said that ??)... Hell is Hell after all ;D 
 
http://grayheaven.net/starling0001.jpg

So. Any ideas why the light fixture doesn't get lit properly? 
Judging By 
the glowing fingernails, it looks like you haven't got any env_cubemaps in the level. I don't know if that would effect the lighting of props, but it's worth looking in to. 
 
If the material is reflective, that might be it, yeah. I'll try it. Thanks. 
Yes 
Text_Fish is right. Any time you see props that look lit incorrectly like that, you either don't have env_cubemaps or you haven't done a "buildcubemaps" for the level yet. 
Also, Wrath 
Dunno if you did (doesn't look it), but you ought to use a light_spot and env_lightglow for best effects. 
 
 
looks nicely dystopian, although the shadow/lighting of that white light above the stairs doesnt seem realistic 
Iron-paw`s D3 WIP 
Wow 
those screens look interesting and strange. weird colored world inside of doom3 universe. 
Yeah... 
nice to see people breaking out of the official style for a game that has such a strong style to begin with. Maybe we won't see a return of "quake 2 syndrome." 
 
Wrong Thread. 
 
Earlier 
this week, while bored and stuck in a hotel room I dug up an old model and worked it over in Blender. Nevermind the fucked dorsal connectors and any other obvious problems (for now :)), check out that ass!

http://mortisville.quakedev.com/playerd.jpg

Hours and hours of labor went into getting them to Latin streetwalking gigilo perfection. 
Awesome 
Love the goatee. Now export it for quake!
http://people.pwf.cam.ac.uk/~ajd70/mdlexport.py 
Preach 
Dead link => 404 not found :P 
Take 2 
Thanks Preach 
Unfortunately, I suck at animation, it is something I have to bite the bullet and learn to love. I'll likely start out with animating low level non humanoid monsters and weapon frames and work my way up to animating this guy.

At his high polies, I doubt if he is practical
for anything other than Dark Places and AquiRe's engines though. BTW, He still looks decent without the smoothing groups. I just use straight box modeling extension and subdivision and I don't mess with autosmoothing or sculpting because the underlying design can get really distorted with those tools.

Does your script also implant the UVmap in the model when it is converted to MDL? If so, you have saved me many, many hours of app wrangling :) 
UVs 
Yeah, it preserves UV maps correctly when it exports, which is the main reason you'd want to use it over, say, working with QMe to start making the mdl file. QMe is still very hand for tweaking the model afterwards though. One small warning that should come with the script is that the first frame of the model should have all separate segments of the model occupying distinct locations in space. Vertices that occupy the same point in both the uv map and first frame get merged, so with weird models you might end up with stuff joined where you don't want it. It's also the first exporter I know of that observes the smoothing groups you apply and exports them to the mdl. Of course, the vertex normals are compressed in quake, so it's not very noticeable, but it's there.

On the down side, animation exporting may be broken, I'm gonna check it out and try to post a fix once I work out what's going on... 
Wow 
It's also the first exporter I know of that observes the smoothing groups you apply and exports them to the mdl.

I can't wait to get a chance to experiment with it. If you'd like a fresh model to play around with feel free to do what you you want with this one (consider it under zlib, GPL's much more permissive sister),

http://mortisville.quakedev.com/wasp21.zip

It has 41 animations, and replaces the drone you can find on gamers.org with just a few tweaks (looks better shooting a nail than a laser), and a new skin. I originaly used three metal sheet designs for the wings, body and gun but scrapped it for being too so so looking. 
 
Now, I haven't mapped worth shit since I left Starbreeze, which was ages ago. But we've had people over every other month or so since last summer, to play some CS and CTF. So last time I decided I was going to build a map for us to play on. And so I did. Or, rather, it's in some kind of beta phase. It was horribly unbalanced towards the terror team until the CT's remembered to buy smoke grenades and then it swung a bit until the T's started retreating under fire and it's a long story... Nevermind.

If I learned anything during the development it's this. Making maps on your own sucks. I don't know how many of you team up and make them in pairs or something, but flying solo just drains your soul. It's all well and good to have your friend check it out, but he's a programmer and can't map his way out of a paper bag.

Anyway, here's some shots shot while shooting; http://grayheaven.net/starling/ 
 
er i didnt know people played cs:s... the shots look nice tho'! 
... 
You're obviously pretty detached from the gaming world if you're surprised people play CS inertia.

Looks nice anyways wrath, kinda feels like there are lots of wall posters/tags/etc though. 
Indoor Areas Are Great 
But the outdoor area feels a little cramped, maybe with more work on the skybox and non explorable areas around the outside can fix that and open it up a bit.

Agree with Bal about that decals too, maybe a few too many in areas. 
... 
I was talking about CS:S vs CS1.6. 
Nice Stuff. 
Does seem that the decals on the exterior (the crane one and other) look to large, as well. But yeah, I played CS:S briefly, once -- and decided HL2DM is much more fun ;D 
House Cleaning, Plumbing, Security Updates 
http://img249.imageshack.us/img249/4684/quake01ja4.jpg
http://img61.imageshack.us/img61/7434/quake02ib8.jpg
http://img140.imageshack.us/img140/9025/quake03sm1.jpg
http://img98.imageshack.us/img98/9791/quake04ml2.jpg
http://img441.imageshack.us/img441/2756/quake05mh6.jpg
http://img78.imageshack.us/img78/3050/quake06wd4.jpg
http://img78.imageshack.us/img78/4737/quake07za2.jpg
http://img442.imageshack.us/img442/372/quake08by0.jpg
http://img253.imageshack.us/img253/6760/quake09uj6.jpg

Map: e1_1m1 - Slipgate Complex 1.1
Quoth: No
Secrets: 9
Kills: 69

Faithful, conservative update of the classic
Less annoying and properly aligned textures (yay!)
More and upgraded monsters from pak1.pak
More secrets, items rebalanced
Cool new ways to get killed
Hopefully new ways to speedrun

To be continued :-D 
Little Dodge & Burn 
I fired up the Gimp about an hour ago: I felt like doing something evillairish, so I started with a dark grey that becomes the default highlight when I burn in some darker tones:

http://mortisville.quakedev.com/wallevil1.jpg

I notice I screwed up the alignment, leaving about half as much as I needed to work on the right hand side of the pic so I worked on a fix for it and added detail:

http://mortisville.quakedev.com/wallevil2.jpg

after getting what I considered satisfactory results, I worked on making it tileable, and then transfered it to Wally for some Quake brown love shellacking

http://mortisville.quakedev.com/evilwall6_1.jpg

It could use some directional lighting (only after I bake a normal map from it though) and more contrast if used for anything more than a diffuse texture. Other than that I'm happy with it. 
Golden Boy 
hm
I don't see the difference. There was a remake from vondur and czg. It was awesome. But here I don't see any changes in desing. Also there was Speedy who povided a different gameplay. But do you provide here?


btw i'm drunk, don't make take my opinino serious 
Yes 
I do.

The main changes are gameplay related which screenies are a decidedly bad way to demonstrate. However the retexturing alone makes a noticeable difference when you're actually inside the map. Providing you have time to look at the walls because the monster count and difficulty was upped.

It is _not_ a remake, rather an update. It's meant to retain the oldschool feel because I'm an avid lover of the Id maps. I have no intention of doing an ambitious reinterpretation like Vondur/Czg did (although I dig the map.)

I should have just posted a download link instead. That would answer most questions I guess.

I believe that most people will like it when it's ready, and when they compare this and e1m1rmx (and e1m1) side by side, they'll hopefully understand what I'm going for.

Right now it's perhaps 80% done. You want to take a look, I'll gladly email it. 
Did 
you change any brushwork? 
 
Yes, but mostly under the hood. Off the top of my head:

- the changes required for retexturing (major part)
- supports/beams/etc get trimmed (see screenie 1)
- sticky-outy bits (lamps etc) get recessed into walls or erased
- ceiling details/lamps/light fixtures redone/added
- secret areas changed/added
- spawner rooms (a reason for going quoth)
- changed lots of small stuff, f.ex. bridge geometry, NG lift was made level with floor, some steps etc. changed to properly align floor textures, dropped some crates to put snipers on them / use them for secrets etc.

Not sure about the first slime pit yet, perhaps I'll make it bunnyable... I'll also probably make steps, rails etc. look nicer, they're pretty thick...

Mostly stuff underneath textures, a bit of obvious klunkiness and small-scale stuff. Otherwise monsters, items and lighting. There will be additions (moving/rotating) related to traps (and bobs!), but those aren't done yet (just roughly placed the traps.) Perhaps one whole area will only be guarded by such automatic security stuff.

Originally I wanted to not change any brushwork, but that turned out to be unrealistic. There's lots of work in there, but mostly it's not visually interesting. Gameplay wise, on skill 2, the map is *much* more busy than e1m1rmx/quoth. It just doesn't compare. It's more like TPOF.

I expect to do less retexturing in e1m2/3/4 but they will require a lot of effort to properly align all textures (the wall textures will be kept.) The fun will be introducing hell knights, adding monsters in general and expanding secrets there, plus more gloomy lighting. I have a few good ideas.

I expect not much retexturing/realigning to be done in e1m5/6/7/8 because their textures are more forgiving.

I might add a handful of quoth monsters (really not too many) and using the spawner functions from that will save lots of work.

State of the project is e1m1 80%, e1m2 is leak-fixed, made compilable and started to add monsters, e1m3/4 are next on the list. As I said the major part of the work is in those first 4 maps. I have a good idea of how to proceed and where the problems are. (.plan)

I'm pretty much doing this for myself, that's why I didn't start some kind of team. I also saw that others wanted to do more of a true remake, like e1m1rmx and that's not what I intend to do. I just want to clean stuff up visually and bring the gameplay up to spec. E1M1 has like 20 grunts and some dogs on hard (!) and that's really a bit like a sightseeing tour for 65-year-olds, except the texturing sucks...

...so... 
Well 
I've started another remake of ep3, much like tpof, which actually was changed quite a bit - completely new geometry, although the small original size allowed me to get it thrown together fairly quickly.

Though I reckon (and I'm not alone) that it suffered for that.

I'll be going through the whole of ep3 map by map, rebuilding everything and adding Quoth monsters as well as changing stuff a bit. Eg; I just realised a made a big mistake in warp, recommending the Nehahra engine and not using its transprency features. Bah.

Anyhow, this is the sort of thing that would be gauranteed to fail as a group project since its more for fun, though still fairly involved.

golden_boy, I'm changing stuff quite a bit in some cases, so it's probably not what you're aiming for. I'll also be stop-starting on this, so who knows how long it'll take.

Just letting you know. 
Ijed 
That sounds cool.

Perhaps once both projects are finished (loooong time) we could make a new start map to link them together. I'd be up for that. Others could do ep. 2 and 4.

Another idea I had recently is to take the normal start map, and add additional hidden slipgates.

You say rebuilding everything, so I understand you don't use the GPL source? Or are you deleting parts of the original brushwork and substituting your own instead?

You're right on everything else.

-> good luck 
 
I use the source as a reference then delete it; I tend to work on a 32 or larger grid for walls so the id sources become obsolete quickly. Wc's 'save visible objects only' is useful there.

I've started to put together a version of e3m1, it'll take a week to finish it since the blocking out is around 75% done.

Its pretty fun to do, even though I've had to disasemble a section of interlocking corridors a few times. Also have alot of corrupt brushes for some reason.

Anyhow, luck with ep1. 
Ijed: 
one trick i've used when making conversions of maps where only the layout will be the same is to copy only the floor brushes to a new map. It helps keep things clean so you don't have a lot of messy brushwork to eventually delete. 
Golden_boy 
have you thought about checking out the SDA archived speedruns and taking out some of the more glaringly easy run tricks. Not to discourage speedrunning,
but to fix those maps that are just two
GL jumps away from entrance to exit. 
Fair Point 
But I'm just turning the whole original map into its own visgroup, then extracting chunks of it to another to build the map inside.

Floors doesn't always help; e3m1 is a bit of a mess in terms of stacked corridors meeting at various junctures. 
HeadThump 
Good idea. I've watched the easy and nightmare runs of ep. 1 and those are the obvious shortcuts:

e1m3 - slope grenade jump from gold key to door. Solution: make the platform's slopes steep enough.

e1m4 - slope GJ directly to the exit. Solution: reshape the slopes there.

e1m5 1) - GJ to the teleporter/gold key

I'm willing to allow this because they still have to pass the shambler etc. and it's a cool route.

e1m5 2) - Bypass silver key and just GJ/RJ to the exit.

This is where the problem lies; they should have to get BOTH keys before they can leave. I intend to fill that level to the brim with hell knights, so I want to see some bloodbath.

Solution: The button behind the SK door is needed to deactivate a very, very deadly trap.

e1m5 3) - simply GJ/RJ through hole up to the SK

Simple, just put some bars to block it from below.

I think that would provide an interesting route, getting the keys in reverse order.

e1m6 - jump to the GK, not activating the bridge.

It's nice that the GK sits in plain sight there, so I wouldn't want to change that. You could have the exit door need another button, namely the one that also activates the bridge, so if someone jumped to the key and pressed the button behind the GK door, it would just say "1 more..." and while jumping to the key, it would say "You'll regret that, smartass." 
 
And perhaps I could just exchange the keys in e1m5, because that would make more sense. Everyone has been going for the GK first since ... how long? 
Exactly 
Everyone has been going for the GK first since ... how long?

Many of those changes would not only make speedrunning more interesting but bring some new life into regular game play as well. 
That's One Of The Goals 
Early on I already added an additional "loop" to e1m1 because otherwise nobody ever would take the water passage/lift. It's still optional to do that, but when you do you get a message saying "Good soldier", a nice end battle and all kills.

:-) 
Started A New Map 
Rudl 
Looks nice ! and what are these textures ? 
Ogro And Ik_base 
A very strange combination I know
It is also in the map for the competition 
Ijed 
Sorry I only found your mail today. I sent an answer.

gb 
Orlmap Series 2 
http://orl.fvfonline.com/oms241.jpg
http://orl.fvfonline.com/oms251.jpg
http://orl.fvfonline.com/oms252.jpg

I have no beta testers :(

If anyone is willing to test, drop me a mail. 
Orl 
too many contrast colors, you should stick better to th&#1091; texture theme. One texture pack=one map. imho it's the best variant 
Orl 
I'm up for some testing. Use the addy in my profile. 
Orl 
I would like to test it, but I guess I'm not experienced enough to be a good tester 
Orl 
Willing. Email is in profile.

Although if it requires any custom engine/breaks any limits I'll have to decline. :/ 
Golden_boy 
One of the maps have exceeded many limits, and therefore only playable in enhanced glquake in its current stage. Once that map is finished, it will be playable in any engine.

But I already have distrans and rudl testing them, so I dont think I need anymore testers. Thanks for the offer though. 
Orl 
I can beta-test the first screenshot: Change those damn textures already, they are awful.

The second screenshots look cool, some well impressive designs with proper texturing. The lighting looks a bit odd though. But still looking good overall. 
 
Change those damn textures already, they are awful.

I'll think about it. 
Orl 
Check your mails 
Orl... 
...just sent the final T zip off to Spirit so I'll sashay through 24 tonight and record a demo. 
 
hey ho. just thought i'd post up some screenies of the episode i'm working on, currently residing under the name of 'Numen'. suffice to say it's a fairly long way off completion yet but if anyone has any feedback in these early stages then i guess it can only help. i have seven main maps planned.. two are pretty much complete, another is about 1/3 done, i have the layout down for two more and the final two are still on the drawing board. i'm hoping to get it done before 2008.. staying optimistic!

http://www2.jameson-h.com/fr/ftp/rj9k/ (new hosting so may be unpredictable) 
Sweeeeet 
interior is arranged with a nice variety of shapes and plenty of details in the design to make it look like a lived in space. Catches the eye and holds it.

Stone work could use a work over though. The base design looks 2007 and the natural stone looks 1997.

I'm looking forward this one. 
Looks Great 
especially the outdoor shots! This is Q1SP, right? 
Og 
I'm looking forward this one.

While my syntax is 10097 BC. 
Numen: 
overall i like the look of it, the fog, skybox, textures, etc. However, it seems there is not a lot of contrast in the lighting, everything feels very flat-lit. Some darker shadows and pitch-black nooks and crannies, some spotlights and bright-lit things that pop more, and some "bright light coming through a grating and casting cool shadows" type additions would be good. 
Also: 
If you're using minlight, I'd seriously consider not using it. This is pretty much my opinion on all maps that use minlight. But if you do use it, please keep it very dim, and put most of the burden of lighting on your point lights. 
Forgot To Mention 
forgot to mention that lavafall is supergroovy. 
 
looks great man ;) 
Rj 
I completely agree with everything that everyone else has already said about those shots: looks cool, but the lighting needs more contrast, and the rocks might need a little spice.

P.S. everything is better with a little (or a lot of)wine. 
Very Intriguing Numen Shots! 
Strong sense of shapes, textures and color palette. Love the scalloped walls, square greenish pavement and the big pillars... Bravo! 
Responses.. 
aguire: yes it's q1sp.. or will be, i just haven't put any monsters in yet ;D
i can't see any of the layouts working well for dm

metlslime: i too share your disdain for minlight, but have only set it to 15 in those three maps.. which is what i thought was enough to eliminate fulldark without hurting the contrast. i've been toying around with removing it altogether though, so will prob try that & post a few comparison shots at some point. i should mention that the outdoor/skylit areas use increased falloff lights to provide an overall softer 'natural' feel.. but this shouldn't appear inside

headthump: it's actually a bloodfall, but cheers :D also, when you say the stonework needs work, do you mean more detail, better shaping or just different texturing?

rpg: i agree the rocks need work in shot 9, and i intend on giving them a makeover. but the ones in the first two i'm pretty happy with

anyone else: thanks :) 
... 
Fucking hell that looks amazing.

Screw the full episode thing, just release it episodically... 
Awesome Stuff 
agree on the lighting comments.

question, some of those shots look inspired by ctf-shadar by el chicoverde. Have you played that at all? 
Rj : Numen 
Wow, looks really nice ! Cool architecture and design layout. texturing is also very well done. And it seems there is a kind of smooth foggy effect on some shots, that is really cool !
Very tasty indeed: keep it up.. and go map :) 
Rj 
Yeah, looks cool. Quite a large scale - does this hint to excessive horde combat? 
Looks Great 
Very interesting ideas. 
Rj 
I hate dwelling on negative things when everything else about those screen shots work superbly, and I may also be oversensitive to rock formation because I spend a lot of time hiking in mountains and foot hills so this advice can be taken with a little salt.

You are not going to see very many 90 degree vertical angles on the side of cliffs when you are in nature. Erosion tends to smooth things out. So using one long brush for a cliff side is not effective because cliffs are stratified in nature. If we had phong shading for Quake it would be easier to get away with it because the edges can be smoothed out and even warped with just the shading, but given our limitations, it is best to mimic stratification by using several brushes piled on top of one another. 
Cheers 
it's nice reading these comments. thank you all!

nitin: i hadn't, but just googled the author & saw a screenshot of the map & can see how you mean. i'll have to get round to reinstalling UT sometime & have a proper look at it

neg|ke: i enjoy occasional bouts of horde combat but certainly not in excession. i've vowed to stay away from planning the gameplay too vigourously until the bulk of the layouts are completed anyway.. so who knows :p

headthump: no worries man, i'm actually intrigued.. i'll admit they may not be completely realistic but i'm also having trouble picturing your description.. is there any chance you could knock up a small example map & post a screenshot? just something tiny to illustrate the brush piling thing, would appreciate it :) 
Sure Thing 
I'll put something together this weekend. 
Rocks 
triangular faces are your friends! 
Spd 
thats reallty awesome, havent seen such coolness in years.
fov is cheated tho haha (wider fov = better looks)

hope to see it 
Bear 
Triangular faces are not your friends; they are soul-sucking leaches that drain you of joy and mapping spirit. 
To Rj Again 
on lighting

It looks quite realitic - a bit washed out,
but still with proper sourced lights and shadows (unlike ORL screens that have unconvincing lite, like if he`d used linear falloffs). Reminds me of UT, which is good

minlight is the only way to simulate radiocity, but dont use a high value for it 
Headthump.. 
I'll put something together this weekend.

any action on this btw? no worries if you have no time or anything, i don't want to seem impatient. it's just i'm working on a particularly rocky section at the moment and got concerned about how to go about it, so have taken a break to work on coding :p 
Hey RJ 
sorry, man. I decided to use a terrain section of my base map as an example, only I didn't get as far in the construction of the map as I had hoped last weekend.

The map I made for the Winter/Norway pack (the .map file is included) has examples in the first and last areas of how you may use strips to emulate terrain, but it is not quite the technique I use now. 
Tricerops Tribolitus 
I know it still has a flattened skin, but I finally succeeded in the tribolitus new Quake 1 monster. Made it from scratch, based on the demon fiend.

But as I had no basemodel, I imported the original demon and stretched it back to base.
From that point I accelerated the animation frames. It may look a little scrunched, but the dxf files had so many errors, at least 15 in each frame, and there were 81.

Layed my hand on the qc, and thanks to preach it runs now with the demon leap and the shamblers magic.

http://members.home.nl/gimli/gnerk01.jpg

comments are welcome. 
Animated Vieuw 
the qmle vision it supports...
http://members.home.nl/gimli/gnerk.gif 
 
Ahah, I came in here to see it looked like the offspring of a squid and a triceratops, but I see you yourself have made part of that intentional.

It looks...odd.

I'd say the texture definitely needs some work, it looks like a higher quality texture that has been dithered down right now. The tentacles look weird as well but they could look cool ingame as it runs towards you. 
Pretty Nice 
I agree about the texture though, looks like it has some compression problems or something - a bit pixellated.

Looking forward to your next excursion Madfox. 
Skin 
First I just used the demon _fiend skin, but I thought it needed something to make it look opposite this monster. So I used a scanned picture of a kamelion, but coming back in Wally all the colours needed to be substituted.
And that would be a longer job that I can effort.

Sure the texture looks pixellated, I wonder how RPG has done his retexturing work. If I scale up the skin0.texture it would survive, but then it would only be usefull in Fitzquake.
And as I ment it as a good old quake monster it wasn't my intention.

Also it has some nasty vericemeshes, but as I had already 825 behind, these less won't count. 
Skin 
The skin has all sorts of colors in it that don't seem to belong there. That's why it looks "pixelated".
Does it have an attack animation yet? What does it do? 
Madfox 
If you aren't going to take the time to paint a proper texture at least use a better conversion method.

Go back to your source image and convert it to the Quake pallete using closest colours instead of dithering. 
What It Does... 
Alright, I know how it feels to see the pie, but you just can't taste it...
So I screwed my nightrestt to make a little level for you to test it and see what it does. Maybe it gives a better feeling of what you can expect. But be warned, Spirit. It is a rather strong monster.

Tron, I realize your comment. It is just that I had so much work on the vertice meshes (1215!) I haven't had enough time to do it. I'm surely planning to go on with it. I just wanted to make sure all the other things went right. When I had the kameleon tex in wally I experienced that, although I had converted it to the q1 pal, the colours still didn't match.

But I sureley will look into it. Have fun with the test version, you're free to comment.

http://members.home.nl/gimli/gnerk.zip 
Did Someone Say My Name? 
I wonder how RPG has done his retexturing work.

Wait. Which retexturing work did I do? 
Argh.. 
sorry RPG, I ment Starbuck. 
Rudl And Distrans 
Rudl: I have sent you 2 emails within the past 2 weeks regarding beta testing the oms2 maps and I have yet gotten a reply back from you. The last email I got from you was on July 7th. Is there a problem?

Distrans: You said you wanted to beta test, and I sent you the maps. You have not yet once sent an email back to me, and its been almost a month. Why did you want the maps if you were not going to get in touch with me about them? 
Orl... 
...Yeah, aplogies for not getting back yet. Travail release kinda got in the way.

I do in fact have a long demo with comments recorded, but when I reviewed it I discovered it was almost completely negative. I played oms24 again last night and decided I can also make some positive notes on it, so I plan to do a run through again this weekend and note as I go. If you don't want to kill me after you get that report then I could move on to 25. 
Orl 
Sorry,
I did not see the second mail
I'll send you a mail today 
Allright 
If you don't want to kill me after you get that report then I could move on to 25.

No no, send me all the negatives you find. I plan to do some very big changes to oms24 before its final release.

...Yeah, aplogies for not getting back yet. Travail release kinda got in the way.

Well since Travail was that good... I'll allow it. :)

Sorry, I did not see the second mail. I'll send you a mail today

Okay. Just making sure.

Sorry for sounding like a jerk in my previous post, but I haven't been having a very good week. 
Orl 
You got mail ;) 
Now You Know 
what it does, Spirit, may I remind you of my revieuws I sended? I know it must have been a lot of work switching from server, so don't mind. I was surprised seeing my levels deleted.

Tron, your advice was right. I didn't have to change the converted colours, although they didn't match the Quake palette tabel.
Thanks! 
MadFox 
Oh yes thanks, I had forgotten.
No files were deleted (at least I didn't remove anything). I think I simply never had all your maps. 
Ah... 
...distrans sends out beer, a beta report and the HuGs! 
Spirit 
The last update contained these levels, but gave a page/not/found error.
I still wonder why onepair has always been there, while gravey trail not. Also why the abandon is not at the mod-single player category(?). Also PhantomPholly is missing.

But hey, don't misunderstand me, you still have the best quake1 recource I ever saw on the net! 
Second That 
 
Ijed 
give me a #1307 hat. First one looks so empty. 
That's not a hat - its the logo for a game called Quake3 . . .

Guess I'm missing something there. 
Then 
 
<-- That;s The Love Ewe Symbol 
http://www.muttonbone.com/

Sick, sick, sick, (but funny!), sick 
But You Would Pick The Ugliest One 
 
Orl 
You got mail 
Tronyn 
 
Some Shots 
Rudl 
 
Looks Good 
I'm a fan of Ogro's sets as well, and I like all the angles you've put in everwhere.

The large red lightpanel in the first shot does look a bit out of place - so make it into more of a feature with a glowing light or some details enclosing it. 
 
i think it could do with more texture variety. also, the three pipes on the wall's texture tiles in an obvious manner.

there's some nice geometry in there, but it needs some trim and contrast to bring it out.

cheers :) 
Try 
idbase 
Yeah, Cheers :)) 
And maybe Ogro's brown set (of Nehahra fame) could help add some trim to break up the repeating rust texture. 
 
idbase is overused 
Ijed: 
that rust texture is from ogro :-p 
 
Well I like the idbase textures too, but ogro's texture-set is a bit darker grimmer.
This shots show more or less one room, so I don't think it's repeating. Here is another (with brown ogro textures)
http://rudl.quaddicted.com/joequake155
The large red lightpanel in the first shot is the back site of the computer. Already put a pulsing light there, looks a lot better.
The three pipes are made in an obvious manner, does it look bad?
Thanks for some nice ideas and feedback :) 
Ogro 
what i'm seeing here (and what i've seen before with the set, which is why i never used it) is that they don't tile well at all. take a look at the 2 thick beams on the ceiling in that shot... you can clearly see it repeating over and over. same goes for the rusty wall on the right side. it's clearly tiled 4 times there.

the textures look great on their own, but when they aren't broken up with a lot of geometry, they look shit.

i think if you added in the 16 wide trim you used on the ceiling beams in between each repetition of the rusty wall on the right side, it'd look a lot better, for example. 
And... 
...It would look a lot better if I aligned the texture on the thick beams correct ;) lol
I did a grave mistake (The original beams were
thicker, I downsized them) 
Better? 
 
I still think they look dated, kind of in the same way as the original rubicon textures. 
Yep, Better 
But you should realign that panel texture on the left that's below the blocks that are below the lights. It looks like a 128 brush so that texture should align to the floor height.

The map's looking grimy and evil. 
It's Coming 
 
look very nice ;) cant wait to put my hand on it!!! :) dont have any sp to play :( alreaqdy played all Q1 maps :((( 
Looks Okay 
But even the shots with angled brushes seem incredibly flat.

Angle it up! 
Nah, Box It Up! 
go all frank lloyd wright in this bitch 
Spotlights . . . 
Would like nice on those recessed anglewall lights in shot2 - AguirRe's light tool can help to set up spots without messing around with info_null's.

As it is they look pretty diffuse for what is an otherwise dark corridor.

To save yourself time lighting the more bright areas (like in shot 3) you could also use delay in the same light tool for wider range but faster falloff - produces very nice effects when normal and wide range / ffalloff lights are mixed. 
Dadaa 
Well, yeah I kinda noticed how the map turned out to be very boxy and x-axis but I guess that was a result of some sub-conscious planning. You see, I have been building maps for Duke3D for the past ten years (see my profile) and the editor ("Build") is somewhat limited. For example, you can't create solid objects that float (bridges, for example, unless you construct them using tons of 2d sprites).

ijed:
"Spotlights... Would like nice on those recessed anglewall lights in shot2 - AguirRe's light tool can help to set up spots without messing around with info_null's. "

Yeah, I actually wanted some kind of spotlights but found out I can't do that with tools that come with WC. I'll take a closer look at various third-party tools when the architecture is finished. 
I Use WC As Well (v1.6a) 
And you can; open the smartedit tab on any light and give it the various fields needed (check the docs for those).

You can also write them into a fgd so that you don't need smaredit - I have a Quoth version I can forward. 
Mikko 
Kinda what ijed said, but if the stuff is not in the fgd (prolly not) you have to disable smartedit.

Use aguirre's build tools and read vis.txt for documentation of the new light utility. It's quite versatile. 
I Agree With Lun. 
Totally digging on the rectangular vibe there, Mikko. Nothing wrong with playing to your strengths, or at least exploring them. 
Mikko 
Build... whoa, I haven't thought about that editor in quite a while. 
 
my textures + ik base. kinda cool! 
Betas... 
The map needs a bit more polishing and I still need to add gameplay. This could take a few days or about a week. After this the map should be ready for testing. So, I need TWO experienced mappers to betatest the map.

Anyone? 
Mikko 
 
Mikko 
Sielwolf is the best playtester you can get. 
I'm Not Even Close... 
...to the best playtester you can find, but, I'd love to give it a shot, if you cannot find anyone better.
Obviously, just jokingg... I did some playtesting in the past... Address' in the profile... 
Okay 
Thanks - I'll be contacting you once the map is ready for it.

One more shot: http://i7.photobucket.com/albums/y259/msandt/dapa.jpg 
Mikko 
Try scaling the rivet texture down, and look into the appropriate way to make 45 degree trim (I'm referring to the big things on the edges of that building). Looks nice though, ikbase yaey! 
 
rivet tex looks cool i think, but yes agree with inert 45 degree texture cutoff bothers me.

looks to be a cool map! 
The Thing With Ikbase? 
trim. and a lot of it. :P 
I Think 
the door looks tiny compared to the rest of the scale, but it's kinda cool in a weird way... it's of course hard to judge in a screenshot. 
Inertia 
what IS the correct way to make 45 degree trim, then?

This made me scratch my head. You mean the slotted brown trim is not "wrapping" around the edge, so the rusty texture looks cut off? 
Hey Golden_boy... 
...I try to avaoid the use of 45 degree angles all together, because of the texturing issues, but sometimes it can't be helped.

The texture on the 45 degree plane at the top of the right hand side support column looks:
1. Out by maybe 2 units in the "horizontal", thus it either needs to be flipped or simply pushed left a couple of units.
2. Out in the "vertical plane", because the base of the panel on the angle does not match up with the top of the panel on the vertical. Textures place on a 45 degree angle, in most editors AFAIK, need to be either stretched or shrunk on one of the axes to make seams line up. 
45 Degree Trim 
Not sure how to explain it, but you should use the same tactic as you would for putting trim on any angled surface. The idea is to have the width of the trim be constant (usually 16 or 32 units) as it wraps around the shape. This is all in an effort to make quake levels look more realistic -- and if not realistic, at least plausible. Someone around here has a curve-making tutorial, which should help you. Not to self-pimp, but it's the first example that came to my mind: in my only released map, I use trim a lot in the way that I am suggesting to you (although usually on a horizontal surface, not a vertical one).

....I have no idea if that made any sense. Good luck! 
New Design Study 
After watching City of Lost Children again, I was inspired to build something of similar nature.

www.methodonline.com/temp/meth_test3a.jpg
www.methodonline.com/temp/meth_test3b.jpg
www.methodonline.com/temp/meth_test3c.jpg

Feedback is welcome,

-Method 
Err... 
Pretty Sweet, But 
which game/engine is it for?

Oh, and if I forgot to mention,
Pretty Sweet! 
 
Looks to be HL2. :( 
 
Zwiffle: Actually Doom 3 :)

-Method 
 
I try to avaoid the use of 45 degree angles all together, because of the texturing issues, but sometimes it can't be helped.

You shouldn't because stuff like that is what makes your map stand out. Look at a Than map for proof. Inertia is right, trimming adds realism. It makes your map more believable and much more pleasing to the eye (if done right..).

And come on, is it really that hard to rotate/scale a texture?

Just imo :) 
Method 
Wow, really nive shots ! Did the Hell forces invade Earth or what ? Nice ambience in anyway ! Keep it up ! 
 
I am a lazy bu and use them. Luckily Quark has the "fit texture to face with minimum scaling". Some multiplication here and there (as too over-/underscaled textures look pretty bad) and taaadaaaa. 
Ooooh, Doom 3 Water. :O 
Awesome screenies Method.

Is it for a particular project, or just to show off? :P 
Method's Hideout Project 
JPL: The atmosphere is inspired by a French movie The City of Lost Children. One of my favorites on the list with Dark City.

Text_Fish: It's a project codenamed Method's Hideout. My goal was to create a texture set for my themes of level design which are urban, industrial and abandoned. Then it became a design study, to show what I can do with Doom 3 engine. You can find other design studies here:

http://www.methodonline.com/temp/meth_test.htm

The water I used was actually a hack. It's a shader that distorts any diffuse map. If you jump into it, you'll fall through :(

-Method 
Method 
wow very nice shots and very interesting textures. will you release them before/after your project? 
They're The First 
Original looking screenshots I've seen for a Doom3 project.

Very nice. 
Textures 
Wow 
Those are some kickass impressive textures. Great work! 
Method: 
nice work on the textures, and nice shots. 
45 Degree Surfaces 
I see what you mean now.

I'm actually using that method myself (shrinking), it kinda seemed natural.

Is there a formula concerning how much textures are stretched at what angle?

I actually thought you meant the rust texture on the side of the left pillar/air duct? thingy, which is chopped off without anything to cover it up.

But yeah, it's clear now. 
Method 
oh cool! I want to map with those 
Gibbie... 
...did you play Travail? 
Well 
in basic trigonometry, if the horizontal texture scale is 1 and the texture is stretched upwards to 45 degrees, it travels sqrt(2) [sqrt means square root] or 1.414 units along the surface now. So the scaling must be 1/sqrt(2) = 1/1.414 = 0.7071.

If you have a 27 degree slope (aka "czg curve" ie 0:1 1:2 2:1 1:0) the stretch factor is 0.89. (cos 27 or rather more explilicitly cos(atan(1/2)) )
But a bit depends on the qbsp settings (ie -oldaxis) and map program settings...

Yeah it prolly doesn't make sense without pictures and also possibly doesn't work in the editor or final map. 
And To Method 
Man, you make good stuff, too bad the engine wrong way shininess somewhat detracts from it.

2003... could someone do an improvement to the engine? 
Bambuz 
Cool. I aim to one day understand that :-) 
Method, 
"unless of course I'll make a SP level. "

Looking at those sweet shots, that course of action should be obligatory. 
Kill Me Now. 
TWIST 
You were dead all along! 
I'd Like To Show You All Something 
I've been working on this for the last few weeks. It's a map from 2002 that I've touched up, sealed, lighted, and compiled. Just eclipsed 4000 brushes. For the sake of anachronism, I've been editing it in the same ancient editor (quiver!) I used to use back then. Textures are mostly rtgnosis and rtarbor, with a few unreal and kingpin sneaking in. I'm pleased with the lighting so far, but it is not perfect. There is no progression of objectives yet, nor many things to kill. I've not decided whether to just throw some keys in and release it, or save it for something much larger.

Oh right, it's some kind of medieval city for Q1, currently I'm using Nehahra entities.

This part is very old and unchanged:
http://img260.imageshack.us/img260/1153/grahfsp00wi6.jpg
dense narrow streets:
http://img458.imageshack.us/img458/5127/grahfsp01ys6.jpg
you can go inside the buildings:
http://img146.imageshack.us/img146/818/grahfsp02gs6.jpg
I'm aware that this lighting is rather flat:
http://img231.imageshack.us/img231/3136/grahfsp04ty2.jpg 
 
its fucking awesome shit fuck! 
Grahf 
Oh, very nice !! I love the medieval city atmosphere.. It remind me the "Petite France" in Strasbourg :)

Keep it up, and release it soon please ! 
Grtahf 
Go white girl go! 
Grahf. 
You win. 
 
Thanks guys. Any critiques? like, is that grey wood plank texture overused as trim? 
Grafh & Method 
Looking sweet, guys.

Grahf: Really cool, strong and original theme there, I dig the textures and your heavy structures. Lots of supports, pillars and girders, very nice. Maybe the lights and monsters are enough to bring some splotches of colors, making them stand out even more. Fits right into Quake.

Method: Foreboding, forgotten, isolated, old, decayed. Hope you'll be releasing that texture set? Would fit right into HL2, too, I feel. It's got a good vibe to it, like something out of the dark, old alleys of an old European city. 
 
 
Grahf 
Looks like something out of Thief: The Dark Project.

Especially the lit windows. 
Grahf 
looks great, I like that texture combination.

Method, that's very nice. Looks quite City of Lost Children-ish, which is a good thing. 
I've Got A Long Way To Go 
I should comment on method's screenies. I seriously thought it was a max/maya rendering, before he said it was D3. That level of mapping is so far beyond anything I could attempt. 
Grahf 
Thanks Grahf :) I'm planning on making a SP level in the future. Currently thinking of cool ideas for it and geometry.

-Method 
Grahf 
That looks very solid - nice to know you're using Nehahra as well, it remains one of the greats.

You're going ahead with a full SP or you have grander plans?

Both good. 
Orl 
You got mail 
Whoa 
Cool stuff Grahf! Looking forward to that one! 
Yeah, Nice Goodly Stuff Here, Grahf 
Those deep shadows remind me of the first Thief game as well. 
If You Want A Little Criticical Eyeballing 
those trims could use some color variation. I'd avoid using the same color on the trim as you do on the dominate tiles. That one tile with the X cross I'd recommend whipping out photoshop and making the X portion a lighter tone so it doesn't look so flat. 
Also, 
similar to advice Metl once gave me, the wooden post and the brown brick in http://img260.imageshack.us/img260/1153/grahfsp00wi6.jpg kind of fade in to one another because they are almost the same shade of brown. Lighten the wooden post tile and it should bring out its material properties better in contrast to the brick's dark bulky presence. 
You Rock, Grahf. 
Digging the medieval vibe, must see more!! 
New Small Episode For Quoth - Deja Vu - Testers? 
OK people, Ive made a six map mini episode using quoth. I have sent a copy to kell. So far I havent incorporated skyboxes (but will) and it probably needs a bit of tweaking here and there. I need some playtesting done, but dont want to host a final version online yet cause obviously its not finished. If anyone thinks theyre up for the job, then please email me and I will send you a copy, or leave your email address where I can see it on this messageboard and I will send you a copy. It uses a base theme mostly, lost of quoth demons on the later maps and kell's fury texture wad.

My address: trowbridge.richard@googlemail.com

Jolly Good! 
How About 
a couple of screenshots to pique everyones interest Ricky? 
Bones 
I'm working on some new Q1 monsters, and so far all goes well. So I tried to get grip on the Q3 bones model, and it has touched me with its grey haze. Converting it to quake1 gave me a tough job, as animating frames all had to be concealed again. Made it some tougher, because it got rather thin, and then

Qmle showed up with a strange texture convertion, as well as a lot of vertice meshes, but that aside. I had the skin part right, but somehow a part of the texture keeps mirrored. I made three models now, but they all turn up with the same error.

http://members.home.nl/gimli/bone0.jpg
http://members.home.nl/gimli/bone1.jpg
http://members.home.nl/gimli/bone2.jpg

Anyone knows how to avoid this nasty habbit? 
ScreenShots For Y'all 
Here are some screenshots of me maps:

http://shub-hub.com/files/images/DejaVu001.jpg
http://shub-hub.com/files/images/DejaVu002.jpg
http://shub-hub.com/files/images/DejaVu003.jpg
http://shub-hub.com/files/images/DejaVu004.jpg
http://shub-hub.com/files/images/DejaVu005.jpg

I have now added skyboxes (evidently from the shots), and tinkered around with the ending a bit. But I wouldnt have said this version (which I'm not hosting yet) is final, cause it seems the more things I fix, the more problems I see. Took Three hours to compile the last map last night (Aargh!!!), and Ill prob end up doing it again tonight.

Mail me if you wanna playtest the NEW beta! (new from yesterday, that is...) 
Hell, Yes... 
...Mail info is in the profile!!! 
Madfox 
check your surface normals in whatever modelling app you started the model in (I'm assuming you didn't build all this in QME...), make sure they're all contiguous and none of them are reversed. 
Lunaran 
I've chequed all vertices. It seems to happen when I export the model to a dxf file.
I've had 14 verticemeshes in each frame, so I went all the 87 frames, untill I counted my dry bones. One perticular vertice seems to be the error.
http://members.home.nl/gimli/bone3.jpg

Is there a way in Qmle to make this surface triangle get back to its origin position?
Because I can't controll the outcom of the dxf files my am2000 is transporting. 
Meh. 
I'm making a Q1 episode for speedrunning right now and designing it as fast as I can to avoid getting bogged down in details.

http://www.suspenlute.com/fr3nrun1

The Egyptian map should be done by next weekend.
The obtex map is a pain in the ass. :( 
looks badass, good to see you mapping, fern! 
 
OUM textures... zomggg SEXY!!!

looking good ;) 
Madfox 
Yes, in QMe select the triangle tool and right click on the offending triangle to flip the way it faces. I've noticed that a few of your other models have also had this in places, although it's less plain to spot in them. 
Arggh, Ctrl-click 
You although you can do it by right clicking and selecting the option from the menu, I actually meant to tell you the quick way, which is to hold ctrl and left click on the triangle in question. Much faster if you have more than one to do! 
OUM Textures? 
Don't you mean Oblivion textures? :) 
Preach 
Possible I had this error in other models, but the reason was I didn't had your advice to solve it.
Sure it was easier than the vertice error!
http://members.home.nl/gimli/bones.mpg
Thanks! 
Madfox 
If you have access to max try using the STL check as well, its not easy to find but it basically finds all lost verticies, backward facing normals and open edges.

I haven't used it since max5 to be honest, but I doubt its been removed. For character models in Quake (ie. models without alpha polys) it was very useful. 
Qmle 
I've got max, but the program is so huge I never seem to get grip on it. Same as blender. I know both are programs with lots of efforts.

On this moment I can delete the triangles in Qmle, and adding a new one restores the original skin texture.

In contrary there are also some that don't.
Drawing straight on them also add the texture both on front and backside. 
Screenshot Whoring 
I would hate to give the impression that the map is almost done by posting more shots. I do indeed have episodic intentions here, which I'll say more about when I have something to show for it.

The majority of the feedback I have gotten has concerned lighting contrast and texture variation. There are several other wooden plank textures in the RT_arbor set, which will vary up the grey wood, but I have't decided which to use yet. The lighting is only marginally better, but I added subtle color values, which I thought looked different and neat enough to show off some new angles: (taken in darkplaces)

http://img474.imageshack.us/img474/8837/dp000000eb6.jpg
http://img529.imageshack.us/img529/6975/dp000002li4.jpg
http://img229.imageshack.us/img229/9825/dp000003dx6.jpg
http://img259.imageshack.us/img259/4879/dp000001xl3.jpg
http://img208.imageshack.us/img208/8640/dp000006nb2.jpg 
Looks Very Unrealish 
specifically like the Illhaven custom map pack, which is a very good thing. 
You Hit It Right On The Nose 
Illhaven has been one of my single biggest inspirations. 
 
ye is looking real real good :) 
Looks Cool 
definitely got some atmosphere 
Looking Very Nice 
 
Grahf 
Hate to be the nitpicking one again, but...

#1 Texture alignment on the grey cobblestones
#2 Roofs normally look different from the inside.
#3 Roof textures clipped off at 45 degrees.

I guess the answer to #2 is to put some wooden beams on the inside of the roofs. The answer to #3 is: Don't build this style of roof then. I've had the same problem in another map. Hrimfaxi's new map has the same issue IIRC although it's less obvious. Look at some real roofs, those seams are always covered up there.

Another concern, which is either very big or very small, depending on perspective, is: It doesn't resemble Quake anymore. :-)

Also, it looks very much like a facade. If those windows were _real_ windows, that would be something else. It always bugged me in Thief that I would see the lit windows and hear people talking and laughing, but could never go inside and see them. It felt like a fake, which is what it was.

Painted-on windows are problematic. Unless they are breakables with rooms behind them. Also, windows are normally set back into the wall a bit.

Try using some more and different kinds of chimneys? 
 
#2 Roofs normally look different from the inside.

Well yeah, they don't have shingles! Try replacing the inside shingle textures with a wood planks texture. 
Don't "hate" To Nitpick 
That kind of critical feedback is exactly what I need to hear, as it's really hard to stay objective after staring at my own work for hours upon hours. I'll address them one by one.

1: That cobblestone texture simply does not align well, unless I changed the width of the streets, which I am loathe to do at this point. I may conceivably change it, though most other cobblestone textures I have seen are just as non-directional.

2: I agree, the roof's interior should be flat wood planks or somesuch. I've changed this in some places, but not in the area I took that shot in.

3: Roofs at 45 degrees, I assume you are referring to http://img208.imageshack.us/img208/8640/dp000006nb2.jpg ? This can be rectified with clever stretching, though I don't think you'd notice it in game as much, as you would be seeing the roofs from street level most of the time.

Regarding the windows... I can assure you that you can, in fact, go inside all of the buildings. They are lit with a point light of delay 2 (1/x^2 falloff), light 32 or 23 (depending on size of the window) right in front of the window. In other Nehahra engines, this looked fine, but the overbright gamma of darkplaces oversaturates the window and makes it look too bright, even though the light is not traveling too far. For certain windows where the light ought to travel farther and spill out into the street, I intend to try delay 1, 1/x falloff, though I haven't done so yet.

The window frames, and the wood "X" frames, used to be made from individual brushes. The X frame prefabs were 11 brushes each. Realizing this was insanity, I made up flat textures in photoshop and reduced my brushcount by at least 1000. Do you mean the windows should be inset on the inside or outside? Given the open nature of this map, I'm trying to keep surfaces flat where possible. In certain places where gameplay dictates, I do intend to make the windows transparent and breakable, but it's not realistic to have every one be like that.

I like the idea of chimneys for atmosphere and realism, I'll look into where some more would look good. Do you see the one here? http://img529.imageshack.us/img529/6975/dp000002li4.jpg The misc_smokemaker trails are still moving a bit fast to be realistic, but they are there.

I'm aware it's not your typical quake scene, I've never been big into blood and spikes style maps myself, I think it will become appropriate in context. 
 
Don't "hate" To Nitpick

Really? Oh ok then.

Those wood textures are shit. They're horrible. The graininess and contrast on them is ugly on its own, but is all the worse because the material supposedly being represented is wood grain. They look like they were molested by an Unsharp Mask filter. Twice.

What stuns me is they are - I assume - from a professional source. Ditch them if you actually want your map to look like a nocturnal medieval townscape by firelight instead of the inside of my cooker.

HTH 
 
Yes, that's what I was referring to. And you're right that they will be viewed from floor angle. But it might still be easy to fix if you devise some kind of clever "cover-up."

I meant that the windows should be inset on the outside with little ledges below them. Unfortunately I'm missing the English words here just as I was missing "shingles"... Window sills? As it is, the scenery looks about as much like a medieval European city as ... the inside of Kell's cooker.

I'm aware of the brushcount implications etc. and what you say is perfectly understandable.

Kell: The textures are by Undule, from an unfinished Unreal total conversion project IIRC (Real Tournament = RT?). Same source as "Day of the Lords". I agree they look a bit unrealistic here. I also agree that the wood textures in Knave are damn good (and underused) ;-) That's just empty theory though because the author of course decides these things. ^^ RT_* are very good for stone and stuff like doors though.

Chimneys: I was thinking more of the "industrial" English ones. You have a "brick" on the roof and several pipes coming from it in a row. Typically right on top of the house. Not medieval but atmospheric.

I would suggest breaking up the facades a bit (portals? arcades? ever see medieval entrances?), but your project is already hitting all sorts of boundaries. 
Oh And... 
Stairs. Old towns are chock-full of different kinds of stairways, steep ramps and *very narrow* passages between houses.

If you're going Lovecraftian, check out slanted stairs.

And even cobblestone roads are in reality very uneven, in fact they are little mountain ranges. Carriages and weak underground have made them like this. Don't be afraid to make the roads 3D, it's realistic. Higher in the middle with parallel dents in them and water in the dents. You can also slant them in parallel to the houses.

Another typical thing is that the houses themselves are asymmetrical because part of them has sagged away. The main horizontal support beams on old European houses will always be either slanted or slightly U-shaped, or both. Really. Sometimes also the whole house is A-shaped a bit. Slanted walls and floors! There will be no 90 degree angles. And around, behind and between the houses will be wooden shacks and stables. And the streets will be FILTHY. I'm talking little pools here. You know in Rome they had these treadstones, so people could cross the street without getting really dirty feet.

There will be unused spaces between houses, too. And burned down houses. The last war can't be long ago. And empty dark windows.

Also, space between buildings will probably be either bigger or really narrow (a man's width.)

-> Geometry looks much less neat than in your shots. 
 
There will be no 90 degree angles.

All of what you say is true, but QBSP isn't going to like that a bit :) 
I Always Liked 
the medieval / plagued village level in Painkiller. 
 
QBSP isn't going to like that a bit :)

Yeah, I was being extreme. It would have to be translated to the game of course. Like just using some slanted walls and ceilings, and a malformed house or two, symbolically so to speak, to liven it up. I meant to create a pile of material that he could just use where he wants, not copy an original to a T.

It's clear. 
Guys 
this is quake! No unrealistic expectations... For example you probably can't do that much with the ground/roads or the player will get stuck easily with the qbsp errors in the hull generation. But it could be cool to try? 
 
can't you do triangle terrain for the roads? 
 
Forget it guys, even quake3 shits on the detailed 'natural-like' maps with subtle angles all over the place (Sock`s PoM)
And we are talking engine 2 generations behind that 
 
can't you do triangle terrain for the roads?

Maybe with a clip brush over all the triangles... 
DarkPlaces Water Stuff 
Cool.... 
looks almost as good as the Sauerbraten water. 
Nice Nice 
both reflection and refraction unevenness there. 
Ooh Nice 
actually looks like real water, in quake! Feels weird and new. Like a new pair of underwear, at first it's constricting, but then it becomes a part of you [/garth] 
GeForce 2 Sux ! 
Oh well... 
Shots Of SickBase 
I have been making another level for Quoth, just one massive level, cause I realised the downside of making six small levels is that I cant watch demos (nobody sent me any, anyway), cause you cant record multi-map demos (can you?).

So far this thing only runs on AguirRe's engine:

http://shub-hub.com/files/images/quake04.jpg
http://shub-hub.com/files/images/quake05.jpg
http://shub-hub.com/files/images/quake07.jpg

Will have a version (with rocks surrounding) ready for testing in a day or two.

So far it looks like its gonna have a lot of monsters, I've populated about half of it so far.

Contact me if you wanna be on the list to test it, when it is ready for testing I'll probably be just as impatient about finishing it off as I was for DejaVu, so if you do wanna test it you'll have a couple of days to do so and if you havent got back to me then it'll probably end up out anyway! 
That Looks Quite Good 
although some in level shots would mae it easier to judge.

Great skybox selection though. 
 
turn on the ligth please 
 
turn on the ligth please 
Multiple Demos 
You can record sequences of demos over many maps. In the original engines they wouldn't play back crrectly, but some(if not most) more recent ports correct this behaviour somehow... 
Lighting 
I havent quite got the lighting right yet then.. I have set the sun brightness at about 115, I did have it at about 300 but it was too bright (I need to adjust the angle too, to match the background in thew skybox). I'll try it at 140-150 next time.

I took these shots late last night (about 3:30), and had to stop working to get sum sleep!

Damn thing takes about 20 mins to compile (fast vis, normal light), so its a pain to tweak the settings. Im trying to go for a dusk type feel. 
If You're Using 
my Light util, don't forget to add -fast -gate 1 to the cmd line to speed things up considerably. You can also tweak indoor/outdoor lighting separately using -sunlight 0 and -nolight respectively.

And of course you don't need to vis just to check lighting ... 
-fast -gate 1? 
Does that affect the quality of the outcome?

I have been using the -sunlight (115 - was the last I tried), what will '0' do?
What does -nolight do?

Im also using -light 50 to set a minimum light value for dark areas.

BTW I LOVE your engine. I was in a panic when fitzquake wouldnt run the level (un-vised I think at the time) and I tried a few other engines, with a bit of a sweat on, finally got to yours - it worked! I was sooooooo relieved.
I have set it up now so most of the monsters spawn as player progresses through level, I think that helps too.

Vis-data size is 7-8000k on a fast vis, what might it be after a full vis. Should I use -fast -gate 1 for the final full compile?

So many questions for tech people!! 
RickyT23 
Again, read aguirRe's documentation!

http://user.tninet.se/~xir870k/

And his engines will handle almost anything you throw at em. I managed to break them once or twice but that was with a leaking Warp map. 
Also, 
The map is looking very nice. 
That... 
looks fucking cool. :o 
Documentation A Bit Confusing... 
I ended up reading the aged qmap forums, but Im gonna be reading it forever - three years worth of entries with void links (what happened to planetquake BTW?)

Seriously - I dont know what -nolight does
I can use trial and error to get sunlight right
Anyone wanna point me in the right direction with using Quoth sound function, i.e. what bit-rate and sampling rate can they be (Ive got some cool metal music stuff to put in the level!)

Sorry Im not brighter!

P.S. Im glad you like the look of it. 
Oh Also 
Im scared to put strobe effects in the level. Is my reluctance wise? 
 
Ricky calibrate your monitor. Those pics are way too dark, brighten them up.. I know it's quite complicated but give it a try.

About the map, it looks a little messy. Overdetailed, badly lit, bad texture alignment. I see you're trying to push engine limits, but that's no excuse for no visblockers at all, that's just bad construction. Use your brushes wisely (e.g., the railing could easily do with a lot less vertical supports). 
Ricky 
I'll answer in the Mapping Help thread. 
Strobes 
Im scared to put strobe effects in the level. Is my reluctance wise?

Yes, yes it is, I nearly had seizures in multiple places in your last pack. flickering/blinking lights are okay as accents, but don't light an entire area with them. an entire 19" monitor flashing in your face is not pleasant. 
Lunaran: 
Use vid_vsync 1

Then at least you won't see tearing as you have your epileptic fits. 
 
Ah hmm maybe it was my monitor... sucky work flatscreen.. my bad 
Ricky 
Truly, avoid minlight. There's no excuse to use it! 
I Like Minlight! 
Perfect excuse to use it:

It get rids of totally black areas of your map! 
Ricky 
Fine if you don't use -nominlight option in your litgh tool :P

This option allow you to have complete black areas if you use antilight (i.e light with negative value), while in other places, the minlight value allow to limit shadow darkness to something less "dark"... check if aguirRe's light tool have this option ;) 
-nominlight 
... can also be a -nominlimit option... depending of the tool... :P 
JPL Makes Me Wonder... 
Has anybody ever done a completely antilight "lit" level? Start out with a high minlight, and use the technique he describes to refine it?

Of course, it would probably be a stupid idea to do it arse-backwards like that, but hey, you never know till you try. If nothing else, you could do it just to say you did it! :) 
 
pics look great ;) keep the good work! 
Yeah 
vis blockers, guys. It's quake, not a flight sim. :)
Looks grand, Ricky, I hope it will be playable. 
Antilight 
Haven't really gone into using them properly, or even local minlights. Davinci painted on a black canvas because light creates what you see, what comes first is always darkness.

Following that idea you could antilight a high minlight / sunlight map or else try local minlighting the whole map with sunlight for outdoors and occassional point lights only for highlighting.

As opposed to chucking torches everywhere.

It'd take a long time but produce a very hand crafted and lit map. 
Minlight 
It get rids of totally black areas of your map!

Wow, why not just set it to 255 then? You wouldn't have to light the map at all!

It's lazy. You can never use shadow to intentionally hide things or direct attention elsewhere, you reduce the contrast of all the lighting in your map, and unlit areas wind up looking worse because all the textures are rendered at the same flat value instead of just being black. If a part of your map is dark, light it yourself. It's guaranteed to be better.

Look at efdm12 - it's gloomy and there's a lot of cool things done with light and shadow, but Frib avoided blackness with his actual lighting, not with minlight. 
Multiple Level Demos 
You can start recording a demo, play through multiple levels, and then use demtool to split it up into individual .dem files to play in your engine of choice. SDA marathons are recorded this way afaik. 
Contraversial 
Ive been using a minlight of 35. I think its good cause the sunlight is really low to, and I have the sun mangle set so that the sun is going down and the shadows are really long. I dont know if you have ever spent a lot of time running around as dusk out in the country but I think you'd find that the contrasts start to fade, and gradually your eyes start to adjust to the darkness.

I have put a lot of lights in the map as-well as using the sunlight settings, I dont think I would be able to get the desired effect using light entities only.

'Wow, why not just set it to 255 then?'

Because it would look shit, and we wouldnt want that now, would we?!?! 
 
seems like you do 
Sniping 
35 = 255? 
 
Has anybody ever done a completely antilight "lit" level? Start out with a high minlight, and use the technique he describes to refine it?

Of course, it would probably be a stupid idea to do it arse-backwards like that, but hey, you never know till you try. If nothing else, you could do it just to say you did it! :)



Awesome idea... It'd be worth a try as an experiment anyway.

I agree that minlight sucks, but it's great when you're speedmapping (or I guess, just lazy). If you have more time though and want a similar effect, low level lights with a huge range work better I find, eg light 50, wait 0.05. Put one of those lights next to a normal 200 brightness light (which you placed near an actual light fixture hopefully) and you'll get subtle light that extends into the darkness but doesn't look bland. 
Anti-light... 
I did use antilights in a few places in rubicon, but since then I haven't becuase they are very hard to use in a natural way. It always seems to look like a bite was taken out of the lighting or something. Maybe I haven't found the optimal way to use it (i think i was using it to darken spots in a sunlit room, which might be the problem. Maybe in a room where the positive light isn't so flat, the negative light would fit in better. 
Could Be Used 
to create some interesting results if approached conceptually like with dodge and burn painting in photoshop and gimp. You normally start off with a canvas at a medium point (128,128,128 - gray) and from there your dodge setting creates a light contrast and your burn setting creates dark contrast.

Say you start with a min light of 255, and you use antilight for darker contrast and additive light entities for brighter. At the very least, it would eliminate the problem where vertices with slight angler differences create a huge light/dark contrast that look unrealistic and you have to place ambient lights to soften the results.

Thanks, Mr Fribbles for this idea. I don't know how realistic it is to go this route as of yet, but it is something to think about. 
I Created A Quick And Dirty Test 
I took a chunk of a current map I'm working on, and created a gray texture using a color from from the mid grays of the Quake palette, as well as a gray sky texture. I replaced source lights with anti-lights under the beams above the stairs. Minlight was set to 255.

http://mortisville.quakedev.com/quake12.jpg

One obvious problem you'll see on the side walls, the anti-light created shadows create their own shadows, but it is likely a problem that can be minimized with some tuning of the entity settings for falloff. 
On Minlight 
i agree with lunaran on this. i used minlight on all of my early maps and the major complaint with them from everyone was usually the poor lighting (sometimes my penchant for horde combat though :P).

my later maps i used less and less minlight until i did one without it completely. i found the extra contrast you get from not using it is very desirable. it's more work, but it pays off in the end because it looks so much better. 
A Slower And Cleaner Test 
same scene but done with -extra4 -soft and the addition of two lights in the fore using FitzQuake instead of WinQuake. What is interesting here (at least to me) is the softening effect where the vertical line blends and where the faces receive multiple lighting/darkening sources. It's worth exploring as a potential lighting paradigm. 
I Dont Know About The Tech Stuff 
but headthump that shot looks very cool. 
That Reminds Me Of 
the glquake bug where all lightmaps are inverted when gl_texsort is 0 in 32bpp mode. (or was it gl_texsort 1?) 
IIRC... 
...XeNoN did the lighting in one of his levels using the high minlight - antilight combination. I think it may have been his "outside of competition" 100 brush level Centurion. I may be completely wrong of course. 
More Minlight 
Yes, I know about eyes adjusting. :)

At dusk when the sun is at a low angle you're getting a lot of scattered ambient light from the upper atmosphere. So, yes, there isn't much contrast between what's in direct sunlight and what's shaded from the sun, but to reduce all the other light contribution to the scene other than the sun to a single universal value is too broad an assumption to jump to. Nooks, crannies, and gaps where geometry meets other geometry, and areas farther from the sky, will all be darker than areas that are more exposed to open air. You get a lot of soft gradation between the two, soft enough that any minlight contribution will throw it way off. Having it makes a scene really pop with realism. Replacing it with a flat value will ruin it. 
Hey... 
would ambient occlusion be possible in a quake1 light compiler? o.o 
And What's Nice 
(that probably most here know) at sunset is that the stuff in the sun is orange (direct sunlight) while stuff in the shade is blue (scattered sunlight from the blue sky). You can notice this in the real world if you play close attention. 
Necros 
How much minlight did you used to use? 
Who Wants To Test It? 
Its by no means finished, but I want some feedback.

Finished version will incude:

Some sort of perimeter for the complex
Music!
Extended start
Start map

Anyone wanna test it and make me aware of any other issues than those above?

BTW, The lighting prob needs some adjustments too!!

Ask me to mail a copy. 
RickyT 
How much minlight did you used to use?

Personnally in a range of 25 up to 35, depending of the ambiance I want to have... And also with sunlight set into the 100-150 range..

And I don't forget to add -nominlimit/-nominlight in light tool command line ;)

Well, you have to experiment to find your way: it is just a question of taste... 
Necros 
would ambient occlusion be possible in a quake1 light compiler?

I don't see why not. I wanted something like that in q3map2, which would basically do an occlusion test against skybrushes to get exactly the effect I described, but q3map2 is nearly impossible to compile since ttimo decided to add nearly functionless dependencies on very specific releases of all kinds of random source libraries (like PNGLIB ...) 
 
i don't have my really old maps, but my first ones had pretty high minlights... probably around 40-50 or something.
i think i lowered it more and more every time until i got to nesp09, which has 35.

marb and deadcity had 0 though.

as for ambient occlusion, would it be easier just to test how close a face is to other faces and just give a light value based on that alone? might not work well with huge faces vs small ones though.
i don't really know the first thing about light programs though, just tossing it out there. :P 
Minlight 
I still don't understand why anyone uses it. As Lunaran pointed out, it makes shadows less shadowy, and washes out the whole visual experience of playing the level.

It sucks. 
#3883 
just realized I never posted the second shot intended for #3883

http://mortisville.quakedev.com/fitz0000.jpg

same scene (using minlight at 250 and anti-light entities as subtractive value) but done with -extra4 -soft and the addition of two lights in the fore using FitzQuake instead of WinQuake. What is interesting here (at least to me) is the softening effect where the vertical line blends and where the faces receive multiple lighting/darkening sources. It's worth exploring as a potential lighting paradigm.  
Q3map2 Already Has An Ambient Occlusion Hack 
It doesn't trace against skybrushes though, simply nearby geometry. Look at -dirty, -dirtscale, etc. It also have skylight, which is very similar to what Lun describes.

So I dunno what he is bitching about. Unless it's the q3map2 source, which seems all kinds of fucked up. 
Oh, 
thanks Nitin, and Metlslime, I recall that error as I managed to generate it one time when screwing up a tutorial posted on Quakesrc. 
Blackdog 
Neither of those are quite what I wanted. I don't think skylight gives you attenuation control, or something. I know I panned it, I just forgot why. :) 
Because I Can... 
Fern 
lighting still looks flat, dont know if its lit properly yet but that's one area in most your maps that seems to be consistent.

otherwise, nice texture choices. 
Fern 
really interesting texture combination, I like! I agree with what nitin said about the lighting, but presumably it's just not done yet.

Architecture looks good and the overall look is very neat, but maybe a bit boxy in the first shot, there's a lot of right angles. Good work so far though. 
Yeah.... 
the lighting is bad because there is none :P
Thanks tho :) 
 
That blue door looks cool 
 
OOOooooohhhh 
Looks cool ! 
Looks Pretty Awesome... 
...at first glance and after a few seconds it looks a bit of a hodgepodge... still love to play it though. :) 
 
looks great man, god job!!! 
Seems That 
it's technieval. I wonder if the tin panels rattle if you shoot at them. :) 
 
That's true it itended to be a conservative medival map but, now there are not really medival elements

But don't worry the final version won't have any medival elements or textures. ;) 
 
But don't worry the final version won't have any medival elements or textures. ;)<\q>

Aww, why not? I'm getting tired of all the base maps (trinca). I want to see some medieval stuff! 
Whoops 
forgot its a / not a \ 
That Looks Mad! 
Hell, I say go for it! Enforcers v Ogres, Grunts v Knights! Quake was always a fusion of eras anyway. 
Yeah 
Looks really nice.

I'd suggest going for the fusion style as well . . . 
I'd Suggest 
using some lights with lower brightnesses and much bigger radii. In that shot I see a dark map with a lot of tiny lights highlighting a bunch of spots that aren't really visually contiguous. 
 
that's probably because I'm playing Doom3 at the moment ;) And there will we also be a lot of viscera and blood.

but I think the high contrast gives a little bit more atmosphere. And making the outside lighter results in a reduced contrast with the skybox
But the interior will be lighter.

fusion-style yes/no well I haven't descided yet I'm consider putting some Nehahra ents in it
The other reason is that you don't need to download the skybox, because it's from Nehahra 
70s Are Back 
Friction 
It's Doom3 textures for sure, but I'm not sure if it is Doom3 game: is it ?

In anyway, the sky outside looks disco ! 
 
but I think the high contrast gives a little bit more atmosphere

okay, fine.

can we rename this the "unquestioning praise for screenshots" thread? 
Rudl 
black and white texture is wierd, kind of ugly, and doesn't fit with the rest of the textures. also, the use of the yellow and white 4box lights is not good. consider using the square, white lights with the copper trim and the yellow version for the yellow 4box lights.

also, lighting d3 style is not a good thing. the major problem with lighting a d3 map is to get nice contiguous light sources without overloading the video card. q1 doesn't have that problem, so you should take full advantage of it.

the brushwork itself is kinda neat. something that's not seen much, sort of like a techy castle. i think when the textures are fixed up and the lighting is smoothed out a bit, it could look pretty cool. :) 
Seventies...? 
thunderbirds are go..., that great modeller, Gerry Anderson.

http://members.home.nl/gimli/tb00.jpg
http://members.home.nl/gimli/tb01.jpg
http://members.home.nl/gimli/tb02.jpg

Now find me a small island in the Pacific. 
 
wow that is some next level shit madfox! are you gonna make it shoot lasers? 
"Unquestioning Praise" 
...would be a better title than "unquestioning capitulation to Lunaran's criticism." 
. . . 
Everyone want's to see more Quake maps. Encouragement helps that happen. If you can change the mappers opinion on how they're building to what you think is a better design concept then everyone's happy.

But you're not going to do it from a screenshot - you need to betatest. Maybe Unquestioning praise isn't such a bad rename (although very sarcastic) for the thread. The members of func are jaded because nobody, ever, posts screenshots of something that is just ugly and bad.

Granted now and again stuff crops up that needs input by people with more experience, but hardly ever.

rudl - I'd suggest changing the skybox. What you have there is a dark map in the middle of a glowing dusky void. Don't change the lighting; I like high contrast myself, instead change the skybox to something darker. Stars or maybe even pure black void, so that the light in the map reflects it.

It'll make it feel more like a real place and less like a map, immersion being the key. 
By Hipshot 
Ooh 
nice shots for that Hipshot map... is that Quake 3? Lighting from the sky looks very good indeed, how was it done? 
Starbuck 
yep thats q3, you can just make out the RL in one shot. 
Lunaran: 
After your comments about the lights in MY map, I put more light ents in and reduced the minlight!

Did you look at it? (I dont know how up to date the copy I mailed you was, will have been big, un-vised and nasty, but lit)

Its compiling now - browning nicely! 
Yes 
I did get it, sorry I kind of shirked on looking at it. you see, I bought this box, and it's orange, and full of irresistable toys ... 
I Can't Even Buy That 
until this friday! When did it come out on your side of 'the pond'? 
October Tenth 
two thousand and seven 
More Eyecandy 
...continuing the theme of id-mixed with other stuff.

http://www.suspenlute.com/fr3nrun1/Tomaz20.jpg 
 
ohh that looks cool! nice nice... but fix the misaligned wizmet tex 
 
very old school nice! 
Fern: 
that looks like pure id to me...

lighting looks pretty good. 
Link Is 404? 
 
It's Not 404 For Me 
Looks ID1 to me... The blue and red and the button's metal kinda clash but maybe it looks better in game.
Relating to how you think when it was constructed, parts were plastered with dull white and red plaster, partly tiles were left in the open, but what is the blue stuff and what is the runic metal doing there and the riveted stuff in the ceiling... I think it's mixed, but I understand if you are experimenting so that it all doesn't repeat the same old style... 
Ah, Its Working Now.. 
I think it looks cool, v nice brushwork! 
Interesting Stuff 
Looking forward to it. 
How Do You 
make a sound play?

I know how to make a sound play but the sound is always sourced from the entity that is 'playing it', I mean the source of the sound physically in the 3D map. What I want to do is make sound play where it remains audible (at a constant volume) regardless of how far away from the entity you are.

Alternatively I could trigger the same sound to come from a group of identical entities all at the same time, with sound entities positioned in different parts of the map, so that as you moved away from one entity you are aproaching another, so the sound never fades out completely.

The reason is that I want to put music into a level, like in Warp. 
I Did It 
With a Quoth ambient_generalpurpose with attenuation -1 so that it was heard globally. A bug with that is that the position of the music changes depending which direction you face.

To do it in normal Quake I think there's a hack (teaching old progs .dat thread again) but not sure if it'll let you do looping music - just trigger_once ambient sounds.

To make something be heard constantly attenuation -1 is pretty much your only option, unless you burn a cd (Travail) or do some coding (This Onion). Or replace one of the ambient wavs that already exists - you put the same ambient_whatever in the map with attenuation -1 and it'll play like music.

I experimented with having one in each cardinal point of a map, and even though it did work the bug was still discernible and the overflow for sound channels occasionally crashed the engine - even aguirRe's. I could have got it working, probably, but it was too risky and low priority.

Should have posted in the mapping help thread ;) 
Oops 
so:

"attenuation" "-1"

I would have posted in the mapping help, but it seemed to me that this is a hot-spot for mapping help after yesterdays stuff about "Teaching old progs.dat new tricks" cropping up.

Hmmm. Methinks new map pack will be created with my original soundtrack - some guitar only thrash metal that me and my mate steeve layed down earlier this year - was going to put it in my imminent release, only I couldnt figure out how to do it.

If you look at the mapping help thread over the last three weeks you will find me querying how to do this to no avail! 
Sounds Without Direction 
I've read on inside3d if you put two entities emitting sound at '4096 4096 4096' and '-4096 -4096 -4096' then the sound is directionless, so you might wanna try that. Also, you should know that anything more complicated than a single, sourced sound is going to require some custom coding. You can't precache new sounds with the hacks, sadly. 
 
I managed to get my sounds in the level in Quoth, and I was happy with it except for the fact that if you strayed away from the entity it would fade out then be in-audible. So hopefully the 'attenuation' '-1' is what I was missing. I dont mind if the music is coming from one direction, if anyhting that will give a cool kind of spinning effect during gameplay!

To do the sounds without direction, if I put them for example at '2048 2048 2048' and '-2048 -2048 -2048' that would have the same effect right? ie it doesnt have to be 4096? 
Hmm 
That should have the same effect if you never leave that cube within the map, I've not tested the idea out before. 
Ricky: 
please post in the correct thread next time. 
RickyT23 
BTW, a 404 error is different than the server timing out. :) 
Inertia 
It was a 503 actually. 
Work In Progress 
Just a preview of my current project...

http://lambert.jeanphilippe.free.fr/Divers/fd1.jpg

Feel free to comment 
 
looks great!!!

fuck why are your rocks always so sexy? :| you must teach me this one of these days :) 
 
am i seeing tanks or wtf? quake doesn't have tanks didn't you know? 
Ha 
nice break from the ordinary style!
The rock texture is ungood. :/ 
JPL 
I always find your works quirky and interesting and departing from expectations in unusual ways and the screenshot is no exception. Keep it up. :D 
Hrm... 
Relating to how you think when it was constructed, parts were plastered with dull white and red plaster, partly tiles were left in the open,

Maybe it's a basement with partial veneer on the foundation. ;)

but what is the blue stuff

Jam. Blueberry jam.

and what is the runic metal doing there

Looking cool.

and the riveted stuff in the ceiling...

Ensuring that gameplay remains riveting.

I think it's mixed, but I understand if you are experimenting so that it all doesn't repeat the same old style...

Actually it's just that I have awful taste and "like" it when styles clash as much as possible in really horrific ways. That's really what it's all about. 
Nice Shot 
But is that a hl1 prefab tank? Looks familiar anyway.

Looks interesting and I like the low angle sunlight, casting the long shadows. 
I Can Certainly Abide Tanks In Quake 
but ijed makes a good point - they're real-world looking tanks, Half-Life tanks. Where's the idbase tanks? :)

There's an interesting conceptual design question - what would the vehicles of today's games look like if made to fit into the Quake aesthetic? Kind of stumpy and lumbering, with lots of bevels, to be sure. A few cyan-fullbright running lights, with some exposed enforcer-backpack-looking mechanicals in the back. And brown. 
Tanks... 
These are indeed HL1 prefabs I found on the web: this tanks are Panzer (or Tiger.. I'm not sure). I have to modify their textures has they are based on Africa Korps camouflage sand colors... not cool here: They will turn into brown-greenish later, don't worry ;)

And gibbie point is valid, till today, there were no tanks in Quake... however, I'm working on a ww2 theme / project, so tanks are mandatory! BTW I have no idea if quake / Quoth / Quoth2 (??) monsters would fit in such a theme... I'll see that later...

Also, concerning the rock textures: any suggestions to change it ?

Oh, and concerning the sun angle: I spent a lot of time to make somethinng realistic given the position of the sun in the skybox :D 
Rocks 
Also, concerning the rock textures: any suggestions to change it ?

Maybe something with a color palette closer to the skybox you're using. 
Fern 
I looked for that kind of texture, but it quite hard to find a good grey-red rock texture.. Well, like the tanks, I'll have to modify an existing texture to fit better with the skybox... I can't see other possibilities, except if somebody have what I'm looking for, or can direct me to a particular rock texture that would fit.... Anyway, thanks for the help ;) 
The Rock Texture 
in IkBlue in quite good and underused. Maybe try gray scaling that bad boy and see how it fits. 
What Would The Tanks Look In Quake? 
Looted leman-russ tanks, just with less color!

like this
http://homepage.mac.com/james.clay/iblog/B233824576/C1679725847/E20070603214400/Media/malc2.jpg

and ww2 theme in Quake must be banned. Im serious - its a blasphemy!. There are too many WW2 games already 
Rock Texture... 
... I would change the colour of the skybox. The redness is overpowering. 
Shot Looks V.nice 
I like the IDBase crane!

What editor do you use? I was thinking of upgrading to WC 3.3 cause 1.6 is a pain in the arse, texture-lock only works if you dont want to rotate things. The crates I can see in the shot look rotated, and tex are lined up fantastically. 
Dudes 
Just say no to the light sprite. There is a reason why it was rarely used, even in the original game. 
The Hl1 Tanks 
Are Tigers, I believe. And Nehahra had the Humvee's in some levels - I'm going to be stealing it for a current map.

I remember one level in basic q2 (not Lazarus) that had a working tank turret that was excellent, open area with a black parked tank with a dozer blade on the front, you had to open it up at the back (keycard) and chuck a grenade inside to kill the gunner, great stuff. 
Mmmm, Sprite! 
I use 'em

If it wasnt fer sprites, we never would have had polygonal stuff, then there would never have been cool stuff like HDR Lighting, bump-mapping and whatnot, realtime shadows. Spherical sprites are OK, your never gonna see it from the side. Globes look cool with marsh_lights, different colours!! 
So... 
There are too many WW2 games already

I agree on that point, maybe a simple war theme would be enough.... I'll see if I find another tank prefab (Leclerc, T62 or M1 tank would fit better I think).. something more in line with our spatio temporal continuum :P
In anyway, I will tune Tiger's texture to see if it is possible to make it looking better there.

About the editor, I'm using QuArK. It has an embedded terrain generator, but I don't like it: I prefer using Nemesis' terrain generator, and import the terrain file directly in the map.

Oh, and thanks for the texture recommendation: I'll take a look soon to IKBlue texture pack ;)

I also tried with several skybox, and I love this particular one, that looks really cool: thanks Kell for your DragonHeart skybox: it rocks !

Thanks a lot for all the comments and advices ! 
JPL 
I challenge you to come up with a tank that would be used by an ogre. 
Changes... 
Here are 2 new shots of the modifications I did tonight:

ttp://lambert.jeanphilippe.free.fr/Divers/fd0.jpg
ttp://lambert.jeanphilippe.free.fr/Divers/fd1.jpg

Tiger tanks have been replaced by Russian tanks (T62 and T72), rock texture has been changed as well...

Inertia: Ogre's tank is effectively a challenge ;) but I don't want to start it.. maybe in another project :P

Enjoy ! 
Fucking Links... 
 
Stop with the orbs already... :) 
I Agree 
Change the orbs for an orb model or something - they're ok floating in the air but look a bit strange (in game) when supposed to be attached or resting on something. 
They Look Fine. 
 
Ogre Tanks 
The Weapon Factory (weaponf.bsp) had full-ID-style tanks - definitely something an Ogre would drive. 
Thta Looks Cool 
and orginal jpl. 
 
what's with the anti-orb stuff? it's by no means a bad sprite, and it works well for a light source in the shots. 
 
tanks in quake has been done before... remember airquake? the most awesome mod ever, better than nehahra! but they're not really quake style tho 
Tanks.. 
.. are more decorative than functional here... 
Cough 
The Weapon Factory (weaponf.bsp) had full-ID-style tanks
http://img507.imageshack.us/img507/3172/weaponfrb9.jpg
ID-style, eh... 
Hahahahaha 
that's the stupidest thing i've ever seen! 
Heheh 
 
Another Case 
Of memory / imagination playing tricks when dealing with old games - you remember it as some majestic fortress towering into the clouds, populated by vicious slant eyed goblins.

Then you go back and it's a bright pink cardboard box with block green stickmen.

Remember that from an Edge article. 
Yeah 
I guess they're worse than I remembered :) 
Ahahaha 
man, that's gold. thanks neg|ke :) 
JPL... 
...give the rock texture from Hexameron Phase three a go :) 
Distrans 
Hexameron Phase three ? Where can I find this ? 
 
I think he means Hexameron phase one, it's q1 sp map by NotoriousRay. From memory, it's the HL1 rock texture converted to the quake palette. 
Nitin 
Oh, I can check for HL rock textures: I have the wad at home ;) Thanks for the clue :) 
HL Rock Textures Suck 
The rock texture you're thinking of is one of the brown 256x128 Quake 2 ones. 
Czg 
I can also look at Q2 rock textures, as I have the wad file at home as well ;) 
I Have The Wad File At Home As Well ;) 
I have the wad file at home as well ;) 
Here's A Tank: 
 
lol 
Orbs 
Are the new crates. 
Oops... 
...getting ahead of myself there :) Hex One indeed. I sure hope NotRay is doing some work on Hex Two.

Anyhoo, I'll shoot it through to you tomorrow JPL. Along with some others that might suit. 
Distrans 
Thanks a lot, I''l look forward patiently to your mail... you rock ! 
JPL 
I like the way you use minlight and sunlight to light your map. 
About Tanks Prefabs 
Well, I checked the textures placement of the tanks, and unfortunately, they are completely misaligned, so I have to re-texture both of them completely: it sucks...
hhhmmm, at this point I'm able to rebuild them properly (grid aligned) and also to use HL texture set only....
wait and see

Oh, and Ricky, FYI: sunlight equals 150, and minlight equals 25... ;) 
Hmm 
Do you mean the prefabs aldreadt had misalligned textures?

If you just mean the allignment got screwed up when you were positioning them I would just like to say that I had many problems like that in Worldcraft 1.6 but in 3.3 it is all fixed!!

Anyone who is thinking of upgrading to 3.3 ( with the Quakeadapter) I would highly recommend it.

Or am I the only person who was still using 1.6? 
Well... I Am Not Sure... 
The tank prefab I used comes from an HL prefab library, and I guess textures alignment has not exactly the same format in HL .map compared to quake .map.. (not sure...) . so either it was already completely crappy, either the .map import failed somewhere (I'm more "confident" with this possibility)

So now the story is, how much time will I need to realign to grid all polygon corners, and then retexture it properly

Also, when I said I'd like to use HL texture set only it was not only for the tanks, but also globally for the all map.... as I did for SRC and Five Rivers Land that use Doom3 texture set...

I'll see later if it fits or not ;) 
Often If All Textures Are Slightly Misaligned 
you can take off texture lock and move the whole object/assortment of brushes so they match, instead of moving all the textures, which is much more tedious. Then put texture lock on and put the object where you wanted it. But everybody probably knew this trick. 
Bambuz 
It is not enough as some textures have also rotated: don't ask me, I don't know why...
Anyway, I will have some nice tank prefabs at the end: this is the most important ;) 
Tank 
 
sexyyyyyyyyyyyyyyyyyyyyyyyyyyyy 
Jpl 
you might have more luck if you did your tank as a model (mdl) and then just make it nonsolid and use clip brushes to block out the basic shape so the player can walk on it.

mdl can be a lot more detailed, texture alignment isn't a problem, and it won't affect qbsp or vis. only thing is light, as it won't cast or receive shadows.

but with mdl, you could even make it move around and stuff (like if you had some in the distance or something). 
Supertank 
is cool.

P.S. there are a couple of Q2 textures that could pass for tank/catepillar treads. Maybe you could try those. 
Wow 
tank is true! 
Supertank Is Badass 
I propose that we only map tanks from now on. 
WoW 
Really nice indeed ! 
Now That's A Quake Tank 
 
Yeah 
Just as a reminder: SM138. 
MATSP3 - Q1 Sp Level 
vehicle made from brushes - 1st try to make a texture (that part with logo) and I have to align it better in photoshop and add rest of the parts...

http://level-design.org/flyer.jpg

and a part of the map with details (roof have to many brushes - it have to be changed :()

http://seir.level-design.org/portfolio/matsp3.jpg 
Looks Muted 
but that could be good once the lighting is in! Hope it won't be too open in the final version.
The rocks look quite cool too, some nice environments to move around in and kill monsters, with all the passages, ramps and columns etc... that could possibly work in multiplayer too. 
Very Brown 
But looks quite nice - the second shot is an internal?

Looks Q2 style as well. Maybe try using some (subtle) coloured lights to offset the texture set - yellows and reds. 
I Was Going To Say 
...that your engine sucks until I realized it was a worldcraft shot. :) Looks pretty good - the rocks especially are natural and quake-y. 
Yes, 
it's VHE shot ;)

more soon :> 
No Tanks... 
I made some modifications on the map, particularly texturing (I used only HL and Doom3 sets) but this is not the most important...
Is the forklift looking cool or not ?

http://lambert.jeanphilippe.free.fr/Divers/FD_test.jpg

Oh, and thanks to distrans who provided the cool rock texture that fit well with the skybox ;) 
Yummy! 
Fork truck is sooo cute...
Tasty rock texes too! 
Yes 
nt 
Tank And Truck 
Thank for the comments ;)

So now, same map, but with a "4-tubes" Tank and a truck (I had to rework both prefab a little bit in order to be able to build the map...)

http://lambert.jeanphilippe.free.fr/Divers/FD_tank.jpg
http://lambert.jeanphilippe.free.fr/Divers/FD_truck.jpg

wWhat do you think ? 
Hmm 
Quake does fantasy really well, but not "realistic vehicle with human proportions."

I dislike both of them -- make an idbase tank or something like that! (seriously) 
The Truck Looks Nice 
But when you stand closer, it's clearer that the tank's guns look like tiny water cannons i.e. unrealistically narrow. (And the Quake engine doesn't do narrow stuff very well anyway). 
Enforcer Super-tank 
Totally bad-ass, someone needs to feature this in a map.

JPL - what inertia and Fern said. Good otherwise. 
Have To Agree 
The tank and truck look a bit out of place, and probably would in any Q1 map. 
Already Explained On #terrafusion 
Let me explain the storyline (at least my starting point idea for this map):

This is war on Earth (you will hear that ingame...) as Quake armed forces are invading us now... And just back from a new mission, you release your base on earth has been infested as well... and you have to kick these bastards' ass, etc.. etc.. bla bla bla...

Well, the concept is that you are on Earth, with humans, with human military stuff, so why should it be "Quakish" ? BTW, it doesn't mean it will not be Quakey ingame... On the outside area the soldier bestiary will fit perfectly IMHO, and inside the base, it will be another story (Ogres in a surgery room, etc...)..

Wait and see... Five River Lands map was also flamed when I presented the first shots (too dark, too "Doom3-ish", etc...) Let me the chance to finish the map, and we will discuss after the release ;) 
Jpl 
but if it's future earth, the forklift etc look out of place.

But something like the tank that someone lse posted a shot of which look futuristic (and quakey) would be a better fit I think. 
I Think 
the truck looks cool. Particularly the truck. Fern is right about the barrell of the tank, but apart from that they look cool also.

Honestly though I think the rock texture is cool and the road texture looks cool but the texture of grass - the ground in between the rock and the road - I think it clashes a bit, certainly with the skybox. I would try and find a texture different to, but similar colours of the rock texture. Maybe. I dunno, it looks cool! 
Cool! 
 
JPL 
I think you are mapping for the wrong game
try Halflife or Medal of Honor 
Mapping For The Wrong Game ? 
I don't think so..

And I'm very surprise how much people are so "conservative": can somebody explain me why people are so reluctant when new things come? It doesn't make sense, as I try for each map to find new "setup" (texture use, ambience, story,..), to push the game close to its limits, to do in fact things that have not yet done (AFAIK)...

I have to admit Quake has its own setup, that it has its own "world", but come on, something new will not kill the game at all, it will just enlight how much it is possible to do new things with some imaginations...

My 2 cents... :P 
2 Cents As Well 
When people say 'Quake doesn't do realism well' what they mean is 'nobody's done realism well in Q1 yet'. 
 
Well, I think there's something there though. The lighting engine, the movement, and the feel of Quake are all very fantasy oriented. Scenes tend to be dark in Quake and that doesn't mesh well with realism. Also, it generally uses low res textures and lightmaps which further detaches it from doing realistic scenes well.

Quake has many strengths but realism, IMO, isn't one of them. 
Realism 
Its not about 'conservatism' its more about coherency and style. Those HL models look completely out of place in a typical quake environment.
If you want to use the 'realistish' models you would need to use the fitting realistic textures (probably from kingpin, SoF1 or HL as well ) and ditch the IDbase and the 'floating ball' sprites. But then how would quake monsters look in such surroundings? It might actually work...

So Im taking my words back. Try to pull it off in Quake and we`ll praise you if you sucseed (and eat you alive for the realistic vehicles in an e1m1-styled map!)


And 'nobody's done realism well in Q1 yet' because... Quake doesnt do realism well.
Lets see: quake player has eyes in the center of his 'body' and runs at the speed of a car! Thus you can never make a realistic environment that would look and feel right at the same time. Its either huge or super-cramped. The gameplay works much better in spacious surroundings. And the engine/compilers are not really suited for small-scale detail. But then again something like 'realist-ish' outdoors city scene could work. 
...and Just For The Record, 
that new rock texture comes courtesy of Lunaran. There is no doubt...the guy rocks! 
Realism In Quake... 
Quake has many strengths but realism, IMO, isn't one of them.

you can never make a realistic environment that would look and feel right at the same time

So I think this is challenging to prove that it is possible to be "realistic" in Quake (not like in HL / COD2 / etc...), and that's exactly what I'm looking for in this map.

Wait and see now... 
Dude 
Just the let the man WORK! 
I Say 
Go for it! I mean as long as theres enough space around the tanks/trucks to maneouvre in a Quake style fashion, then whats to disinguish a truck from an ID-crate, as far as giving cover goes!

Id really like to se someone do a level with pain skin progs. I had it workin' once a long time ago - pain skins and blood splats/gibs stuck yto walls behind where enemies had been hit. I had five increment pains skins for enforcers, dogs and grunts. That computer died a long time ago, and I couldnt program it anymore.

It would be cool to see pain skins in Quoth / Quoth2! Its easy enough to draw blood onto a skin ythat already exists. I mean its not going to be realistic like Soldier of Fortune style (damage localised to the body part hit) vut it looks cool nonetheless. 
 
"Just the let the man WORK!"

Hey now, I support his drive and desire - if he can do it, that's awesome! I've never seen a realistic or modern scene done well in the Quake engine before but that doesn't mean that it CAN'T happen. Just that it's increasingly unlikely. :) 
It Won't Be "realistic" 
...The guy just wants to put some damn tanks in his level. 
Well 
Realism is quite subjective... What is realism in Quake game ? For Quake it is impossible to be as realistic as COD2 / SoF / HL2 / etc... I have to be honest, it is a fucking hard challenge, but I think the effort on the ambience is the way to go... and alos on the design layout... nice details touch could make the difference (tanks, forklift, trucks, etc...)... For the gameplay, I have som ideas to investigate...
At least I will try to do something as real as possible, with static stuff, trying to repsect the "Quakeness Harmony of the Universe" :P ... I'm also thinking to the purists... :D

And now: let me work ... I go back mapping :) 
Sure, Give It A Try 
Nothing wrong with experimenting and unusual themes. Just make sure the dimensions fit. In Quake, everything is pretty small or stout (models) so small or thin brushes look odd in relation. Realistic vehicles might work, but only if they're not like three times as large as the player. 
Scale Is Key... 
In Quake, nothing is scaled according to real world dimensions. The player typically starts on a 16-unit slipgate textured brush which is > 1/4 of his/her player height, yet he/she can walk up it with no problem -- that would be like taking 2 or 3 stairs at at a time in the real world!

Also, the native textures in Quake don't effectively show detail: a textured wall won't look as good as the skin on the player's double-barrelled shotgun at a very close proximity.

There "may" be a balance though that involves brushes based off of the player height and scaled-down or 24-bit textures, but it would be a difficult one to strike.

Good luck ;-) 
Lighting 
Another issue you might have to contend with is the lighting model, as it's one of the visual differences between half-life and quake, which might explain why "realistic" things suit one and not the other. Half Life does radiosity, which washes things out. That's kinda annoying from a style point of view, quake lets you do great gloomy places with the control you have over where light goes. But it also means that intricate geometry can get very hard shadows in quake. This makes the object look unnatural in it's environment.

An alternative is to make all your detailed things alias models rather than bsp models, but that's a lot of work. And it's not to say that detailed objects in quake can't be lit in such a way that they look convincing. It'll just require care. 
Neg|ke / Generic_maps / Preach 
Thanks a lot for all the good points you mentionned there: I'll try as far as possible to take them into account. 
Oops... 
do I need ID licenses to drive them? 
New Monster 
I tried to make a new Quake1 monster. Pyrogirl.
I remodelled the Atlantis babe and added frames.
I was searching for a good flamethrower code to suit her, but sofar I didn't have luck. I watched the quoth code.

http://members.home.nl/gimli/pyro0.gif
http://members.home.nl/gimli/pyro1.gif
http://members.home.nl/gimli/pyro01.jpg

Now I'm trying with sprites like flame.spr and explod.spr But it still doesn't work out I planned. Also texturing is rather flat. 
 
nice tits :p 
Lara Croft Porno Wonder Woman! 
In Quake!

Heheh, looks good though. But don't use sprites for the fire, they never look good when scaled up. A model could work well. 
It Makes Ruliano Look Like Doom 3 
nt 
Hahaha! Hahahahahahahaha!!!! 
That looks really cool. Reminds me of Malice!
Would go really well with Malice texture set.

I wonder what it (she) would look like with some bilinear filtering? Cant you program it to use the fireball model already in quake - the one on the hard difficulty bit on the Quake 'start' map? Would look better and save modeling. 
Mange Babe Anyone? 
Careful with that style... 
Model 
So far I can make her use the lightning bold and throw a fireball. This in despite she has no weapon. The fireball falls in short distance on the ground though. Must have made a bad coding while using the shotgun loaded with the fireball.

As good as the flamethrower in Quoth I can't get it. Get blocked with a SPAWN_CRUCIFIED error. As far I as I can see it is done with sprites.

Texturing is still to flat for bilinear filtering, although it looks goood in fitzquake. 
Monsters 
I've always thought Quake's style didn't lend itself to babes, that that was more of a Duke-Nukem thing, but if you are gonna have one she might as well use multiple weapons.

Quake's "Femaleness" so far, to me anyway, seems to consist of Vores and Shub Niggurath - monstrous fertility, and all that.

Quake universe seems to me to work with the whole "obsessive asexual male, any biological fact is disgusting," Lovecraft angle. But this is all subjective, I must admit. There has got to be a way you can pervert this monster enough to make it appropriate to fit into the Quake canon (of Ogres, Shamblers, Fiends, etc). But remember: they took the BEST from Texas Chainsaw Massacre, not the worst. 
This Came Out Kinda Funky 
http://mortisville.quakedev.com/sol.jpg

screwing around with the DKT3 textures, I attempted to derive a shape from the arch window at the top. The gray scale image is a quick dodge and burn of the basic shape. The top portion got a bit screwed so I created a symmetrical window frame instead. Several steps later and you get the results at the bottom.

I need to make the metal frame more uniform (probably superimpose a vector of the same shape over it with
some blending), but its all gravy. 
Bedy Bye Time 
now for the crate version of the same texture,

http://mortisville.quakedev.com/crate.jpg 
Monsters 
The pyrogirl I made is for a Hellboy mod. She doesn't fit in Quake because as you say, she differs to much with the other monsters.

I was curious to know if there are other attacks possible.
Something like the trogball in zerstorer.
Or spawning a monster in and out, like in HexenII. Sad Quake's engine won't permit these actions, but I'm sure there more ways.

Only bad thing is, it needs so much coding knowledge to devellop new attack shapes. 
Attack Suggestion 
I always liked the trog's ability to teleport at will, but only when in sight of the player. Kind of like the Quoth Polyp invisibility, but quicker. Unsettling and requireing some quick reactions, maybe that would be good for her. 
More Red Mapping 
 
look great Fern 
And Another.. 
...because someone complained about the lack of contrast in lighting.

http://www.suspenlute.com/fr3nrun1/check3.jpg 
...still Complainin' 
 
Umm 
the light doesn't fall off with distance? Use a different formula? 
Nice Shots 
 
Fixed :P 
Well... 
I think the lighting looks better in that shot^^

You might want to rotate the texture with the grey-ish brickwork on the slanted face just below the ceiling at the back of the shot by 90 degrees, it would make to bricks look like they have all been 'laid' horizontally, just a minor consideration which could be considered to add a minute level of realism...

V. nice texture theme and lighting work though!! 
Speedy's Shot 
does look better 
New Shot... 
... of my current project: the outside is finished.. while missing monsters, etc... Tecture set used is HL / Doom3 / Nature / and rocks from Lunaran via distrans ;)

So is it so bad ?

http://lambert.jeanphilippe.free.fr/Divers/FD_outside.jpg 
JPL 
No it is not. I think it looks great. 
Hrm... 
I looked at speedy's photoshopped suggestion and tried a bit to make it work in the map itself. How's this for starters?

http://www.suspenlute.com/fr3nrun1/check3b.jpg 
 
better! are you using fitzquake? other gl engines don't support overbrighting or whatever it's called so lighting may look a little flat 
Gibbie: 
it says "Wrote Tomaz34.tga" right in the screenshot :) 
LOL :) 
I always use tq148 for screenshots and software joequake for actually playing Q1 
I Know 
metlslmsmie: go map
plant: go fitzquake, take screenie again 
I Know 
metlslmsmie: go map
plant: go fitzquake, take screenie again 
If You Insist... 
JPL 
Looking better and better. 
Orl / Ijed 
Thanks for the positive comments ;)

I'm currently working inside the bunker : new shots will come...

BTW, I'm looking for a base map big boss to fight for the final: any suggestions ? Maybe Quoth2 will have something interesting..

Wait and see.. 
Hmmm.... 
Quoth 2 - ETA?

Would anyone care to say, dare I even axsk? ;-) 
Granito 
Hey JPL, try Granito. It's in your mailbox! 
New Quake1 Monster 
I made a new Quake1 monster. It's rather plumpy because of the odd angle it switches from back to front. It was my intention to make a monster of a elementary cube which comes alive.
But by making it wake up backwards, its walk behaviour has become rather drunk. Maybe I should make it wake up in front, so this strange habbit disappears.

screen:
http://members.home.nl/gimli/granito.jpg
test load:
http://members.home.nl/gimli/granito.zip 
It Should Be Rock-textured And Throw Rubble 
nt 
Ah 
before it should be...
it first has to be...

but thanks for the hint.

It hit me first with accurate placement and verticemeshes rubble.
I thought I furnished it with a decent attack load, still wonder how to avoid that nasty swing. 
Quake Editing Fun.. 
So I started hacking around with Objective-C on my Mac and have come up with the basics for a Quake level editor. It loads standard Quake MAP files at the moment and has a barely functional texture browser.

It's more of a viewer, in truth. But I hope to add to it...

Read about it:
http://wantonhubris.com/blog/2007/11/11/more-quakin/

See it:
http://wantonhubris.com/blog/wp-content/uploads/2007/11/picture-1.png
http://wantonhubris.com/blog/wp-content/uploads/2007/11/picture-2.png
http://wantonhubris.com/blog/wp-content/uploads/2007/11/picture-3.png

Thanks! 
Wow 
nice work! any idea yet if it will be similar in GUI setup as editors that are out there already like gtkr or WC, or if it will be completly different or completly customizable?

i've been thinking of picking up a macbook pro soon and it would be cool not to have to boot into windows just to do a bit of mapping on the train. ^_^ 
A Quick Viewer 
willem: Even if you don't add everything and the kitchen sink to your editor, a simple viewer can be very useful sometimes. It can be nice to just peek around a map without having to wait 5 minutes for radiant to load, or stop everything else you're doing to boot up quake. It will be a universal binary I hope? ;)

necros: gtkradiant runs on mac os x: http://redsaurus.net/gtkrwiki/index.php/Downloads (ignore the wiki spam at the top of the page) 
 
necros

I'm not sure yet. It'll take most of its influence from Radiant I think because that would be the easiest to code. :)

Grahf

Yeah, universal binary. I really want a native editor that doesn't require X11 and other stuff. 
Another Try 
I suceeded to avoid the strange swing in the monsters walk.
It's behaving better now.

Textures of 64x64 are well suporting, I can resample them to 125%.
128 x128 I have to part. But by manipulating the size I think also the gamma changes. If I make the tex more lighter it gets bleached.

I made this screenshot in standard Quake
http://members.home.nl/gimli/granito.jpg
testload:
http://members.home.nl/gimli/granito.zip 
ARSOME 
or did I miss the joke? 
Neg|ke 
It was not a joke :P 
 
 
Granito 
Crate DM anyone? 
Although 
I succeeded to develop a new Q1 monster with more than usual combat tactics, it seem to be rather easy to kill.
Constant shooting at it stop all attacks in pain frames, so it's not such a strong monster afterall.

This inspite of the
"self.pain_finished = time +2"

which ought to give the monster time enough to reach its attack state. 
Pain_finished 
When you say that time + 2 should be enough for the monster to reach it's attack, are you taking into account the length of the pain animation as well? It might be worth making sure that sometimes granito_pain_decide returns without running any pain animation even if pain_finished < time. Although weak monsters like grunts tend to go into pain from any attack, you'll notice that the chance of the more powerful monsters going into pain is proportional to the amount of damage done, you could try adding that code to the granito. 
Nice Shots... 
Trinca. I typical don't think of Mayan as curvy (i.e. 1st shot), but I can't wait to see what you do with the theme. 
Dspdm6 Need Beta Testers 
 
thks generic_maps i hope to make a map you guys remenber! since my last are a litle crapy... 
 
My Shirt Back! 
Nice White Style 
Roman Temple?

I wouldn't use the floor texture in shots 1 and 3 though; looks pretty low-detail. 
Hu Madfox 
what happened? It looks great...

But is the guy noclip flying, or is the scale off? 
 
 
Wow 
Are you really the same MadFox who used to post maps here in the past?
Looks nice so far, lighting seems to require tweaking. Don't mix base textures in. 
To Comply With Spd's Demand Myself 
http://negke.quaddicted.com
Some colorful screenshots, e.g. of my still-WIP vertical map. Most people will probably know the stuff already but anyway.. 
MadFox 
OOoooohh, very nice ! I like the antique Greece style ! Keep it up :D 
Negke/madfox 
looking good.

madfox, needs better lightng but very good start. 
Uh... 
dunnoh, do I realy have that madmapper's hat,
or were my last maps that offcourse...
Screenshots are taken with spirits config.cfg advice,
but it makes the pix look rather fisheye, and turned my gun in a pinriffle.

Trinca, you don't have to judge it.
I'm 'still here with my part in the base-start map,
and wonder why I made it. 
 
for nothing my friend... for nothing... 
Neg!ke... 
It needs more details and a bigger texture variety. Also, quit mapping because you are obviously no good at it. (^_^) 
Not Really 
dunnoh, do I realy have that madmapper's hat,
or were my last maps that offcourse...


The base/mine map I play tested of yours was solid in design. 
Old Mappers Hat... 
Wow! 
Two interesting looking projects!

Neg!ke - Nice map - very clean and stylised construction - Interestiong how you use idbase bindings on a mid-evil theme (also interesting website - never seen it before, I like the look of the 'fleshy' speedmap :P

Madfox - Also looks very nice, nice texturing, good positioning of lights. I would maybe drop the lighting down a bit, and sourced lights (like the flames in the second shot) i would concentrate the immediate light around the flame by adding a 'wait' key with a value of '2' or something like that maybe, or maybe just drop the light level a bit...

I dunno ;-P 
OMG 
Madfox discovers proper texture combinations, the world will never be the same again.

Speedy that looks uncannily like you (the map pics now dude). 
Madfox 
I like the theme. I have some suggestions.

- All but the last shot looks cramped. Also, make sure to lay clip brushes over pointy bits or recesses in the walls. Cramped hallways plus pointy bits sticking out would equal not fun.

- Those textures are good, but very directional. Make sure to align everything. I'm mainly noticing arcus2.jpg, the column bases and curved arch bricks. Because the brick texture is heavily shadowed, it really stands out that it is not aligned to the architecture.

- Similarly, realism in texture choices. In arcus1.jpg, there are horizontal boards across the slanted ceiling that should be wood, not detailed marble. 
Arcus 
RickyT23 - I am just on the point of brushes. Trying to get them aligned. I thought to be smart and imported it in DMM. Now all texures are back in the grid again, but it obviously turned all my lights with a delay - 1 option.

Shambler - Thanks for your command. I tried to email you, but it seems as if your adress will ever be the same mailerror.

Grafh - This is my first map with a skybox. The outer part is very big and I'm fitting the map with small boxes I created in DMM. If I delete the boxsides it won't be so cramped anymore. Also by importing and exporting in DMM some textures get substituted. 
Little By Little... 
Awesome! 
 
 
Awesome! 
Awe 
some! Just what do we see?
Also if that is dissp6, where are the other five?? 
Distrans 
Looks cool... is it really Quake ? 
Some Shots!! 
OK, er - here are some shots of my latest project. Hoping to get it out within the next couple of weeks.

Non action shots:

http://shub-hub.com/files/images/RickyT23sp1.jpg
http://shub-hub.com/files/images/RickyT23sp2.jpg
http://shub-hub.com/files/images/RickyT23sp3.jpg
http://shub-hub.com/files/images/RickyT23sp4.jpg

I have almost finished the gameplay for a first version. Map spans four areas of different ambience. Although it is fundamentally tech/base, there is a cave system and a Fury .wad area also (not as of yet shown)

Comments / advice welcome. 
Looks Good 
 
RickyT23 
Nice shots indeed ! 
 
have to say i like this a lot more than your previous map! 
Wow 
some great great screenshots! Madfox that looks really badass, very nice architecture, how far through is that?

Neg!ke I hadn't seen that map before, very smooth nunuk-style architecture, and that's always a good thing.

Distrans, very tastefully done, would like to see more yes please.

RickyT23, looks very solid, good use of subtle coloured lighting. 2nd shot is the best I think. Architecture does look a bit square in places tho. though 
Too Many Tho / Thoughs 
 
 
RickyT23 - second shot indeed the best. Would place some upperspand in the sky of the first one. Could spare some gamespeed.

Trinca - you're going great, at least suceeded to avoid the blocky look of the map.

Distrance - give me the keys to that vehicle.

Starbuck - first start:
http://members.home.nl/gimli/arcus5.jpg
second:
http://members.home.nl/gimli/arcus4.jpg 
Ta Much... 
..just the encouragement I need to finish that sucker.

As to the previous 5 neg|ke

dissp1: released under my initial net nick palldjon as pdbq_sp1: Recuurent Rumours...the first prequel to Travail.
http://img261.imageshack.us/my.php?image=dissp1xb1.jpg

dissp2: Grendel's Keep, 75% complete, stalled while I explored non-standard lighting, second prequel to Travail, will be completed.
http://img509.imageshack.us/img509/8913/dissp2ye4.jpg

dissp3: Ground Swell, 40% complete, stalled while I struggled with texture conversion, DooM2 skinned multi-arena, will never be finished.
http://img514.imageshack.us/my.php?image=dissp3kp2.jpg

dissp4: Tar And Feather, 50% complete, stalled while I explored horrendously complex chains of timed entities, DTCTD skinned E A Poe horror level, sequel to Usher Recompiled, will be finished for next Halloween.
http://img515.imageshack.us/my.php?image=dissp4vw4.jpg

dissp5: SG1, meant to be a sequel to JPL's level 'CMC', 20% complete, future unknown. May be converted to DM.
http://img258.imageshack.us/my.php?image=dissp5qb4.jpg

Of course there's also been two 100b entries, one coagula entry, sm57 and Rubicondom actually released along the way :)

Oh, and that other thing. 
ohhh, finish dissp3! just include the unpalletized versions as tga for fitzquake!

hehe, i love doom marb so much ^_^ 
Holy Carp 
dssp3 looks amazing. at least share it with someone you trust and then maybe we'll have another e1m3rmx type situation where it eventually gets finished :) 
Hughe 
and tremendous, distrance!
Look promissory. 
Distrans 
Eh eH eh !! Nice screenshots !! I love particularly the Doom textured part: amazing ! go map and finish it soon, I can't wait playing these maps ! 
Dssp3 
the textures dont look so nice i think. they dont look as strong as they do in doom. too faint looking. 
Dssp2 
looks pretty cool :) 
Yep 
24 bit tgas for dissp3 please. Oh and complete the map of course. 
Dissp2 
looks damn sexy. 
Yeah Loving Dissp2 
nice detail. Also, I agree with nitin on the tgas. 
3. 
Looks meh.

2 and 4 are where it's at. 
Yay 
So much potentially great stuff in the works these days! 
Yeah... ...Potentially 
In order to help me realise the full potential of my recent creation, I could really do with some help to have a rigarous playtesting regime!

Also happy to offer my services to anyone else who requires such services.

I have tested my map on Hard difficulty (level 2), trying to make sure it's difficult but not impossible, and have scaled down from there.

Also I have geared this map towards allowing for plenty room to maneuovre throughout, and have allowed some good firepower at an early stage, level 0-1 has a larger proportion of ID monsters, with level 2 containing more Quoth monsters but slightly heavier duty weapons, slightly earlier...

Please let me know if you are interested, any help would be greatly appreciated and is entirely necessary. I understand that patiently taking the time to implement solutions or suggestions can make the end result entirely worth it.

Either request here or mail me! 
Level Error Shot 
..or how do I catch an Orb.

http://members.home.nl/gimli/orbsgate.jpg 
Madfox 
that looks very colorfull :) 
R_speeds 
please think of them. but looks good! 
It's Not Mine 
I thought you could easily see, it's Q3Arena Base in Q1 style. 
NEED TESTERS ! ! ! 
Still have no testers for latest level!!

PLEASE HELP!!

Screenshots - #4120 
Heh 
I could test, but damn I hate base maps and my criticism often is very harsh. If you want send it to me. 
I'll Send It To You Spirit 
I'd rather get all of the criticism out of the way as early as possible. I'm in no major rush to get this one out, so there's plenty time for adjustments.... ;)

Anyone else?! 
 
if you want sent me to ;)

cheers 
If It's OK 
with only a tech evaluation, I'll see what I can come up with. 
Thanks - Ya'll Should Have Mail :) 
If anyone else fancys a go please just ask! 
Alright 
RickyT23 - send it and I will see. 
Hmm 
Nothing yet ... did you send a link or a big attachment? 
Distrans 
dssp4 looks awesome. 
Let's Include A Pocketlight... 
Oh Noes! 
A fleshlight with legs!! 
Haha 
no YO MAMA is a fleshlight with legs 
A Small Ship 
Nice 
Why is there a lava sea though? Maybe put a standard water there with a trigger_hurt - so you don't have to map the ocean, that is.

Reminds me of the Painkiller docks level. 
Enteren! 
Can you really get in it, or is it just solid?
Good design, a little industrial. 
Trick With The Lava 
upscale and rotate so repetition isn't as obvious. 
you could make a new lava texture that's say 256x256 (or use the original one and modify it in a way to make it look good) and then stretch that new texture by 2x.

this'll break compatibility with glquake (i think? or was it software quake/winquake?) as the texture will show up wierd but works in FQ.

i just figure since the lava takes such a prominent place, it would be worth a new texture or something. :) 
Lava 
I like the lava sea, it says Quake fucked-up-ness to me. 
</shrug> 
It was just my first impression that I asked about it, from a couple of screenshots as well. It looks a bit repetative and cartoon next to the real style architecture - to me.

But rudl, do what you like - I didn't mean to dictate or dissuade you. 
That Is . . . 
If you were hanging on my words ;P 
A Big Ship 
http://www.picupload.net/f-2f06c1c30e8a1af5a1c011bccbe24bc0.jpg
http://www.picupload.net/f-dfe12e22c9b643e61271dbbfb45ad9dd.jpg
http://www.picupload.net/f-bafc0c151994e4dae548032e5d0473fd.jpg

@Madfox At the moment it's solid, but It's big enough to make rooms inside it

@ijed No you did not dictate or dissude me.

This time I scaled the lava *4 and it does not look too good. It makes the ship look that small, though its more than 2000 Units long;) 
Nice! 
 
2 More Shots 
Note That 
in reality trusses consist of triangles. If it's squares, it just forms a giant parallelogram that is not a stiff structure. 
The 'real Life' Theme Seems To Be Catching These Days 
and it looks a lot better than earlier times. :) 
 
lava-laval-lava
big ship
big ship
lava-laval-lava-lava

Aaaah! crane, its crane! 
Speeds U So Funny U Make Me Laugh Out Loud (lol) 
 
Another Pic 
http://www.suspenlute.com/fr3nrun1/in3rt14.jpg

If anyone can tell me why the nifty looking floor keeps giving me "healing point" error messages in QBSP and whether I'll be able to fullvis with them unfixed....... I'd be grateful :/ 
Fern 
Healing point are just warnings, and can be fixed as described in aguirRe's document:

http://user.tninet.se/%7Exir870k/tooltips.txt

AFAIK, even if you are not able to solve it, it should not prevent you to fullvis your map.
As example, in SRC, I had around 10 of them (for a ladder, using clipping brushes based on 0.1 grid size), and I was able to build the map without hving any leaks, HOMs, etc...

Nevertheless, I agree it is better to have a warning-clean map... ;) 
Fern 
that looks quite good. 
Looks Good Indeed 
I like unusual color combination these days. ;)

Healing point warnings do not influence VIS at all. They usually come from messy brushwork (even from seemingly okay brushwork if QBSP has a bad day). In most cases you can ignore them - sometimes they go along with portal errors (invisible faces/HOMs) however. 
I Can't Wait... 
to see the texture set you finally end up with on this one, Fern :) 
Yeah 
Nice combinations there, I like the red and blue theme. 
 
look real nice :) now go finish it! ;) i need fresh Quake maps :) hehe 
Good 
shapes there, Fern. 
Shots 
It is still the outside, but the bunker front is ready. I redesign the tank (T72), and I already started the design inside the bunker, but it is far to be ready....

http://lambert.jeanphilippe.free.fr/Divers/fd2.jpg
http://lambert.jeanphilippe.free.fr/Divers/fd3.jpg

Enjoy !

PS: I know HL texture sucks, and that I should go map for other games, bla bla bla... :P 
 
That tank looks really awesome. 
Looks Good, JPL! 
Those shadows are sexy ;) 
 
HUUMMM sexy pics? :) 
And Joying... 
good textures fits, jpl!

I know it reminds me of the yellow Q2 lightning, and there's nothing medieval in a tank, but it reminds me of Quake, somehow. 
That Looks Cool JPL 
Like it, good stuff - does look pretty realistic!! ;-) 
Wanted Beta Testers For Dspra2 
I'm searching people for test and improve my next (second) ra map. If u want/can help with it, please, post here or speak with me on IRC (qnet) #terrafusion or msn 'deadlygm-[AT]-gamersmafia.com'

And help with the title for this map. Actual title is "Arena Tribute", what u think?

Screenshot:
http://dsp.quaddicted.com/beta/dsp...

Download dspra1 beta 3:
http://dsp.quaddicted.com/beta/dsp...


Thanks !!!! 
Anyone Else Try To Download The Above File 
and have "file not found" message? 
Yes 
Because the links have been gently caressed. Relink, Mr. SP, please. 
Fixing Links !!! SOrry !!!! 
New Beta, Dspra2b4 
JPL 
Orbs aren't realistic! :) 
Orl, Generic_maps, Trinca, MadFox, RickyT23, Inertia 
FYI 
Those orbs are attached to things. 
 
on his map, orbs are placed on a "thing" too :)
i say, as long as he is doing the level for himself, he should do it the way he wants, and if someone doesn't like it, well too bad.

they don't look ugly too me, and its just a detail that even if i didn't like, it would not bother me at all while playing the level, unless they get on the way somehow. 
Afterall 
it's just "lights".... there no use to fight there.... 
Jpl 
looks good to me, I think you've pulled it off. 
Maps NEEDS ONE MORE FINAL PLAYTESTER!!!!! 
Sorry I dont have a screenie (very busy, loads of work at work (christmas) etc)

I just need one more person to have a look!

300 monsters (exactly) on hard!
Coloured lighing
Doom/base style with Fury set area
Takes me 35 minutes on hard!
Grenade launcher within 1 minute!!

PLEASE HELP!!!!

VOLOUNTEER MUCH APPRECIATED :-)

Much love x 
Alright, Alright, Here Are Some B@#&*y Screenies 
 
wo0ow seems good :b RickyT23. base map base map base map power ! :D :D 
Those Orbs Are Everywhere 
You're making good effort, Ricky!

http://members.home.nl/gimli/Sjammi.jpg 
 
Madfox - Trinca 
You're maps both looks cool!
(Deadly_sp - So does you'res)

Madfox - Loads of detail 0_o A skybox would help methinks! 
Yes 
madfox, find a good skybox for sure. 
New Shots Here 
http://lambert.jeanphilippe.free.fr/Divers/

Check out fd4 to fd8.jpg

It's dark, but these are preliminary shots ;) 
Death 
I hate minlight. 
JPL 
Looking good. What texture pack is that? 
Texes Pack Used Are 
.. Half Life, Doom3, and Fury (for concrete essentially) 
Hmm 
I see the kind of style you are going for but I really think it could use some more colour and less minlight. Get some more static light fixtures mapped into the halls and rooms, the whole thing will look 10 times better with some contrast provided by sourced lights imo.

Also, if you really want to up the "german ww2 bunker" style you have going on I would suggest adding some red into the mix somewhere :) 
I Think It Looks Good... 
...but the small lights in the darker areas (i.e. the spotlights in the entrance to the bunker and ones on the cieling of darker corridors) - hmmm... I think it can be a pain in the arse to get right!

I mean if fullbright textures are supported in the engine being used (like fitzquake) you can have a fullbright texture on the light, with a spotlight entity underneath it, and then below that have something like:

"classname" "light"
"light" "65"
"wait" "0.3"

underneath it, about halfway between the cieling and the floor.

OK

But if fullbright textures arent supported then you have to makesure that the texture used on the light itself is fully lit, with another light entity close to the light itself, maybe with "wait" "4" and quite a high light value...

My (rather badly explained) point is that I dont think it looks good when you have light cast around the edges of the light brush on the cieling, cause in real life it wouldnt be there! 
Well 
These shots are preliminary shots, and I still didn't really focused on ligths... I know it has to be reworked.. don't worry ;)

Thanks for the comments. 
Maybe 
A harsh industrial warning stripe trim could help indoors - either red or yellow could help.

Are you going to be putting prefabs / hl textures inside as well? 
JPL : For A Reference 
Ijed / Speeds 
ijed: yes indeed, I will add it later ;)

Speeds: Nice reference shots! Thanks 
Has Fd6 Got Two Panes Of Glass In It ? (!) 
 
Speeds 
Good reference shots indeed, I think looking at JPL's style and textures, those shots contain just the right ideas to ramp up the designs and details. 
RickyT23, And All... 
Yes, it is 2 pane of glasses.

Also, as I said, these are preliminary shots, and lot of modifications are planned (trims with yellow/black stripes, box of ammos, doors, etc..). This part of the bunker is the first defense line (i.e you can see the outside from this place), so as usually in such bunker: it is very "flat".
A second (and a third) part will come with more details, for sure... and thanks for the shots speeds: they gave me plenty of ideas ;)

Thanks a lot for all the comments :D 
Is That Mod Still Going 
nightwatch that is, I thought they said it wouldnt be finished anymore? 
Wasn't It 
NightFall that got cancelled? 
Quake/Doomish Map 
Doom E1m4/Quake/E1m1

Screenshot
http://www.angelfire.com/mech/mechtech0/tools/fitz0000.jpg
Map
http://www.angelfire.com/mech/mechtech0/tools/doo8sp.zip

.map file included.

Thanks!! Teaching Old Progs.dat New Tricks. thread. 
Sorry About Angelfire 
 
Mechtech: 
Need a place to host your screenshots? Upload them here:
http://shub-hub.quaddicted.com (password is ilovetheshubhub)
 
OK......... 
Mechtech 
I suggest adding more complex geometry to the map. Given your texture choices, you could choose to develop a new style in this level, one that feels like doom, but utilizes the possibilities of quake. 3D! 
Sorry But... 
That map looks awesome in Doom, but it's absolute bollocks in Q1. Like inertia said, you need to make it more complex. You can't just use the exact same lines as the original and expect it to look good. 
I Liked It 
JUST like doom, but with Q1 monsters!
Nowt wrong with that if thats what you wanted to do, you did it quite well!

Progs barrels are cool - shame they dont have a 'dominoes' effect when shot. 
New Shot 
DM Map 
This map took me a little while to create. I'm not all that good at map making, yet, so not near as good as many of you. But I put time into this map. Its a basic DM map I want your honest opinions, any input is good input.

Screenshots:
http://www.mediafire.com/imageview.php?quickkey=1tbzt5ho2tm&thumb=4
http://www.mediafire.com/imageview.php?quickkey=cn0bmekldig&thumb=4
http://www.mediafire.com/imageview.php?quickkey=cx0lyv3g1mn&thumb=4
http://www.mediafire.com/imageview.php?quickkey=edt11fwzvzd&thumb=4
http://www.mediafire.com/imageview.php?quickkey=4mpdmbmz9zx&thumb=4

Map Download:
http://www.mediafire.com/?fmnmycujixm 
Hmmm.. 
JPL - Looks cooler than before, nice details, like the Half-Life textures, conveyorbelt and ventilations shaft details make the place look a l00t more realistic. Still light around the lights though, but I'm sure you said you were aware of that!! Maybe a lower alpha keyvalue would make the glass look a bit better (?) - I'm looking forwards to this map!

Dreadfull - No email address in your ID? Your deathmatch map looks interesting, like the Metal style! A few more detailed textures on the wall wouldnt hurt, or some fixtures maybe with flames on the top or something would spice it up a bit - also the floor texture looks a bit too much like the wall texture, maybe something that contrasts a bit more? The layout looks interesting, and some of the rooms (Quad room, outside area with lava 'fountain') make for good gameplay! :) 
 
http://img81.imageshack.us/img81/2939/c4a868973b6beac53ad2ae6rg6.jpg

^^ Looks like a gigantic undetailed box room. It's nice that you put a lot of time into it but you need look at some existing custom MP maps and put the same amount of detail into your level.

Look at aerowalk for example...not terribly "detailed" but a great layout that looks interesting. You can't just put up 4 walls a floor and a sky and call it a DM map. 
Dreadful: 
i agree with the others that your map seems to need more detailed architecture/geometry.

However, this one screenshot looks cool:
http://www.mediafire.com/imageview.php?quickkey=1tbzt5ho2tm&thumb=6 
Level Preview 
Here's something I've been working on as a test for my level editor. Not sure if this will become something I can feel good about releasing but it's been fun to work on nonetheless!

http://wantonhubris.com/blog/wp-content/uploads/2007/12/levelpreview1.jpg 
 
HEY! I just found out about this on the inside3d forums today. You must release it! As a mac user I am limited to what I can use to create quake1 levels with. And by limited I mean Quiver 1.2 It sucks and is currently part of my problem with development. At least let me get a version of it ;) It looks very well developed and seems to be able to do a lot more than most editors, especially quiver. If you do release it (please) Do you know an estimate on a release date? 
 
The level looks very nice. well done. Did you ever do any editing before you started work on this app? If so what did you use? 
Heck Yes 
Lookin' good Willem. Shots are kind of narrow in scope but I like the architectural elements so far! I say keep working on it so it's more than a test level. :) 
 
Dreadful

Hey, does Quiver run natively or do I need to install X11 and all that junk?

Which compiling tools (bsp/light/vis) are you using with Quiver?

I am definitely going to release it once I work a few more things out. The list of stuff that needs doing never seems to end. PLEASE keep an eye on my blog because eventually I'm going to want to beta test it with some Mac users.

And yeah, I did levels back in the day under the handle "Taskmaster". I also ran the original Multiplayer Quake web site. Those were the days... 
Oh Snap 
Well No Quiver just runs under OS classic, and all you need is quickdraw 3d (Free. If you dont already have it which i think you should, I believe it is on apple's website) and quake.. It is here:
http://developer.chaoticbox.com/quake.php?tab=mactools
And it is equipped with its own compiler built in but it is crap, so I use the tools off of here:
http://www.aegidian.org/gqt/
I would love to get a hold of your app once you let it out for beta. Do you have an estimate on the release date? ^_^ 
 
Hey guys, is mediafire not letting you download the bsp? 
 
Ahh yeah, I've got the Giles tools as well. I compiled my own tools, actually, but they work as well as the Giles ones do.

As for an esimate ... for a beta release, I really only have to get the hard coded stuff out of the editor and add support for mods like Quoth. Once those are done, it should be testable. Send me an email and I'll be sure to notify you once I need beta testers.

I imagine it'll be ready for beta before the new year. 
 
Heh, err ... yeah, I meant by sometime in January - not before the new year. I don't think I'll be ready in, like, 4 days. :) 
Willem... 
Here's something I've been working on as a test for my level editor. Not sure if this will become something I can feel good about releasing but it's been fun to work on nonetheless!

...and...

The list of stuff that needs doing never seems to end. PLEASE keep an eye on my blog because eventually I'm going to want to beta test it with some Mac users.

I like your style: no sub-par release just for the sake of release. I'm looking forward to it. 
Does It Work 
 
I'll Finish It This Time :) 
Hmm 
http://shub-hub.com/files/images/baser1.jpg

that first one is just all right with me.

I like the texturing on and around the side door.

chandeliers are a nice touch in the third pic. Keep it up.

While I'm at it, some love to the dude behind the shub-hub. 
 
necros

Yep, works in Leopard. It's a universal binary written in Cocoa.

I'll add your selection request to The List, but I won't promise it yet since I'm not sure how to implement it at this point. :)

MechTech

Looks good but you might want to do something more interesting with the ceilings. You don't have to go crazy but you'd be surprised how far a few holes or beams can go. 
Remix Of The Damned 
Oh, Yeaahh! 
Kell is kooler than the second koming of kool-aid man! 
 
sexy kell 
Ha 
strong looking. 
Damned The Remix Of 
the orange structure on the #2 screenshot looks weird to me, but the rest is fucking awesome! :) 
Interesting To See 
what they will look like with lighting. 
Hell Yeah 
I was going to do a e1m2rmx to go with fr3n1m3, but yours looks better, :) 
2 New Shots 
 
sweet 
Looks Cool! 
er...

...Looks Cool!! - Put me on the list for tester candidates >8D 
JPL: 
first shot: interesting looking crane puzzle. The buttons are to be pushed to move the boxes, yes? I like object puzzles. But please make the floor and ceiling more interesting, they are very flat.

second shot: ah, now we are looking out into a misty cavern. Very enticing, and somewhat spooky. Not much to comment on, except that it looks like an interesting place to explore. 
Grahf / RickyT23 / Jointss 
@Jointss:
Thanks !

@RickyT23:
Put me on the list for tester candidates
Well, I already have many people that asked me to beta test, so I will have to make some choice.. so please don't blame me if you are not "elected" for betatesting ;)

@Grahf: The buttons are to be pushed to move the boxes, yes?
Not all of them, you will have to discover what's working, and what's not ;)

But please make the floor and ceiling more interesting, they are very flat
Well, it is not visible, but the is a nice curve on the ceiling ;)

Thanks for the comments :D 
JPL 
getting better, go on
try a trim or a texture with some trim or paint on the walls 
Just An Idea 
Seeing as you're converting the textures anyway, but maybe a couple of the classic blood /slime splatter decals baked into a base texture could add more interest. 
Ijed 
Yes, nice idea: I'll try to see what is available.. maybe I will have to do it myself.
Thanks for the idea ;) 
Very Cool Looking Q4 Level 
Those shots look great. I like the moss normal, the low rez compared to the diffuse works well.

JPL - most likely you'll have to DIY it, but the decals will be easy to cut in PS or PSP. 
Ijed 
Well, I hope I will not ruined the texture with too much bloody splashes :P 
I'm 
Doing the same in some maps I'm working on currently, just a few here and there amidst the large expanses of metal / base flooring. It's probably easier just to paint the blood yourself rather than cut up some lo-rez decal.

I experimented with sludgy mounds of toxic waste as well (trigger_hurt attached) but it didn't work too well since its a new-ish trap mechanic and there was no pit - it was just mush heaped in a corner. 
Ijed 
Well, I would like to ad it directly onot bmp extracted from the texture, bot copying/pasting them from something else.... I have to experiment... 
Heres A Link... 
http://www.freeserifsoftware.com/software/PhotoPlus/default.asp

This is a good (free - 'V6' ;D) program for what you want - it has a 'smart select' tool, like Photoshop - a 'magic wand'. Im using it at the mo for a company website!! Might be stating the obvious here, but select the area around the 'splat', click (on the 'select' button) 'invert', then you can copy and paste the splat without a rectangular box around it!!

(sorry if this sounds patronising) :-P 
Nice Architecture Drawings 
Wrong Thread - Sorry 
 
 
 
Ooooh! 
Nice nice nice!!

Haven't seem a good temple style for aaaages - been missing it! 
I Still Haven't Seen It 
 
Yay 
thats looking good Trinca! Maybe have it a little darker on the inside to get some contrast but looks really nice so far! 
Finally Something Non-base 
Looks nice Trinca. 
 
thks guys :)
yes Daz need less light on top 
Trinca... Fan Club? 
Now I've heard everything. 
Trinca For Prexy... 
That outdoor area looks especially nice! 
Yes, TRINCA FAN CLUB! 
Call me Mr. President! 
ToeTag Sample Level 
This is the sample level I'm going to include with ToeTag from the next version onwards. It's nothing fancy - just a small level that lets you choose your skill level and then launches you into E1M1. However, it shows off most of the fundamentals of what makes a map tick so it's a good example.

MAP and BSP:
http://www.wantonhubris.com/levels/TTSample.zip

Shots:
http://www.wantonhubris.com/levels/shot01.jpg
http://www.wantonhubris.com/levels/shot02.jpg
http://www.wantonhubris.com/levels/shot03.jpg
http://www.wantonhubris.com/levels/shot04.jpg
http://www.wantonhubris.com/levels/shot05.jpg

Thanks! 
Looks Very Nice Willem 
excellent detailing. 
Willem 
Looks nice indeed ! 
Ooh, Yes. 
Love the archy stuff, and excellent base usage overall. 
Looks Cool 
going to have a run around it now. Looking forward to any proper maps you might make with your new editor ;) 
Fine! 
congrats with your new Mac Editor! 
 
Thanks all!

Yeah, definitely looking forward to doing some larger, real maps. 
Willem/Than 
Your levels are a similar style - 'v.nice IDBase'

You should make a Pak!!!

Trinca - Your map looks cool!! Hurry up and finish it!! Also, I started making a new map, "IKDoom" !!! Bah :-P 
 
Willem looks fucking hot!!! :) 
Willem 
I am very disappointed by the proper texture alignment on those crates. 
Looks Really Good 
I love the small super detailed maps, there should be more of that I think!

Also Trinca, looks nice, you've got some temple skills for sure. 
 
Hah! 
 
I see my crate alignment skills (or lack thereof) have preceded me. :P 
Fanca Trinclub 
looks pretty good but your floors in the two shots are completely flat, that's what I'd concentrate on changing perhaps? (Or maybe you have done that in the other areas already?) Kind of a macro level thing, a different question altogether from detail and decorations. 
Another Shot 
Second part of the map started some weeks ago (after SK), it remains 50% of the map to finish... and it is already huge...

http://lambert.jeanphilippe.free.fr/Divers/fd12.jpg

Feel free to comment... ;) 
Nice Footlights! 
I wish I could make that effort in short time! 
(Droole...) 
JPL - that looks v.cool, reminds me of 'office complex' from Half-Life 1 (it's the floor tiles)

I'll put a screenie up next week... 
As Promised... 
...here are some shots of my new project

Its sort of gothic base/Q3ish, although is just contains textures from Doom3 and Daikatana (maybe one or two IKBase)

So far un-named...

http://shub-hub.com/files/images/Rickpic0.jpg

http://shub-hub.com/files/images/Rickpic1.jpg

http://shub-hub.com/files/images/Rickpic2.jpg

http://shub-hub.com/files/images/Rickpic3.jpg

http://shub-hub.com/files/images/Rickpic4.jpg

http://shub-hub.com/files/images/Rickpic5.jpg

All comments welcome!!! 
Ricky 
that looks great. Not too sure about the D3 tex though, I dont think they convert that well.

I like the rockwork! 
Copycat !! 
These shots looks good, but what are you copying my latest project shots (same base theme, same rock tex, same skybox... grrrr..) ??
No seriously, it looks really interesting, and the Doom3/DKT base theme is really well implemented: I can't wait to play this map !
Keep it up !! 
Nice 
imo hex tiles in the roof don't work tho.
and be careful with the openness, have good vis blocking. 
Ricky 
Very original texture scheme, but as Nitin said, some of the textures do not transition well, especially the grey metal one in the 2nd screen shot before the stairs.

I really like the build style though and the lighting is good, looking forward to the final product :) 
OK 
Rockwork - used 64 unit deep triangular prisms throughout! It seems a good technique, so far all of that has only one Txqbsp warning!

nitin/DaZ - D3 textures - some of those texes definately converted better than others! Its a shame really, cause they could have been cool!! I might try touching up some of the ones i'm using myself. Or find some better ones...

JPL - 00ps! Sorry if your first impression was that I was copying you (I hadnt even realised about the skybox). I think the overall theme is different, yours seems much more 'present day' whereas mine is kinda meant to have a sort of sci-fi/aliens sort of feel to it! I dont think the rock texture is the same, mine comes from DktE1.wad. I had to fuck around with it something rotten so get fullbright speckles out... I actually was attracted to the Daikatana textures after having a blurt around your Event Horizon map (I've never played DKT)

Vis blocking - The area shown is meant to be a sort of 'hub', the idea being that a network of underground passages interconnects around it, with different chambers and stuff. Maybe some caves. The area shown (1st shot) is likely to be as bad as the vis gets!!

(admittedly its pretty open, but nothing on the Sickbase, or maybe even parts of The Hand...) 
Looks Nice 
Only thing I'd say is have some more outdoor shadows and better spotlighting indoors, otherwise looks good to me. 
RickyT23 
No offense taken, don't worry: and no go map, and release it quickly ! I want to play this map soon :D 
 
looks cool Ricky :) 
The Texture Mix... 
...is pretty slap dash. I doubt you could get DKT or D3tech to mesh well with gothic Q3. Why not try the evil lair tech sets instead. Having said that, will we see a D3 Temple section hidden below the base...please :) Your implementation of the Fury underground in The Hand was excellent! 
Small, Pointless Base-style Deathmatch Map 
http://negke.quaddicted.com/files/negdm1b.zip

Someone please comment on the item placement.
I'm not going to add RL or LG. 
... 
Lush looks for a simple base map, superbly made.

I think without the RL or LG, you should up the numbers of GL or SNG, otherwise it will be a bit of a scrappy fight with lesser weapons, I expect. Or chuck a quad in....or ROS.... 
I Can't Play 
Quake at the moment. :( Can somebody post some screenshots so that I can pretend? 
My Only Complaint 
would be to remove those square heat vent things. They ruin the scene.

Else looks good. 
 
where is lg and rl? :) 
Great Level! 
I like the doorshapes and the round teleporter.
Sorry I'm no dm player, but looks fun to play. 
Negdm1b 
is fucking awesome. this is why i usually stop making, because levels like this make me jealous to and i never finish anything that i start :) 
Typos As Always.... 
making supposed to be mapping. 
 
i now what you mean nakasuhito got 9.000 brushes made that i will probably quit :\ 
Stop Being So Emo Please And Go Map 
 
 
Some really cool brushwork in there! I love the crates being stored under the floor. It's simple brushes but it has a great visual impact.

And that is, hands down, the most elaborate teleporter i've ever seen! 
Negdm1b + Reaperbot(81) = L00ds Of FUN!!! 
Heres a demo of me playing four reaperbots on Neg|ke's "Small, Pointless Base-style Deathmatch Map". I downloaded the map just for a peek. It reminds me of that bloody Aerowalk map everyone's always going on about (only better IMHO), so I just couldnt resist the thought of wiling away a half hour or so....

Also reminded me of Q3A!!!

http://shub-hub.com/files/demos_singleplayer/rickytnegdm1b.dz 
Almost Forgot 
Thanks Neg|ke!!! 
FYI => Demo Doesnt Require Any Mods 
 
Neg!ke 
Kinda big arsch_beads (only noticed because I used a software engine and decoration flickered out of sight).
The things on the ceiling walls look a bit out of place in my opinion. Except for that, super sexy as usual. Can't wait to play it some day. 
 
I noticed that flickering as well. What causes that, tons of func_walls? 
But If 
it's pointless I'll also stop mapping. 
 
Neg!ke: Noticed really high r_speeds as well, I assume this wasn't vised. Nice map, very slick, personally I'd like some more kinks to set it apart from other dual-atrium maps. It seems very modern. 
Thanks 
But what do you think about amount/placement of health and ammo?
Gameplay is supposed to be similar to DM1 (as the title implies) - a.k.a. scrappy and boring, yeah. :D I think having only one GL/SNG is ok here, considering the size of the map. Quad would be too much, ROS could work though.
The map is intended for 1on1 matches, possibly three players maximum - any more are too many, especially when playing without weaponstay, like in the demo.
Damn those flickering funcs, i will have to cut back on them, making the lights textures maybe. They are all func'd to bring r_speeds down. Then again, r_speeds are high anyway (up to 1200) - the map is vised of course, but it's too open/detailed - so those few extra polies won't hurt that much, I guess.. 
 
ROS? Do you mean Ring? I don't like it when acronyms are used when real words are just as short. I bet someone says QD when they mean quad.

Otherwise, I can't find anything to complain about in this thread right now as I don't have quake here, will complain later when I load it up.
(People avoid dm1 because it's not fun, or so I've heard, I haven't actually even tested it much myself, even the layout of dm1 is very amateur style IMO... But this doesn't yet disqualify this Small, Pointless Base-style Deathmatch Map or SPBSDM.) 
Skyboxes 
I suceeded in creating a skybox, and use the same mountains to create an mdl file of them.
They're much smaller in bytes than when I would have made them out of quake brushes.
Each mountain became a 125kb mdl.

So the pictured mountains on the skybox become physical in the map editor. Only they have a kind of slitch, as they are not real.
And texturing is hard, because they get really out scaled.

http://members.home.nl/gimli/skybox.jpg
http://members.home.nl/gimli/skyb0x.jpg

I used Wazat's Voident. 
The Best Weapon In This Map 
seems to be the SSG. But maybe it's my bad aim or tactics with the others. Tested a little with Gibbie.
I still didn't get any tactics since I couldn't yet get a grasp on what is where. 
Madfox 
That's pretty cool. Skyboxes are usually out of scale to the map anyway, so maybe just a plain night sky without the mountains would be better.

Is the idea to box the map inside clip brushes to stop the player exploring the (small) mountains of madness? 
Ricky: 
i wanna watch the demo but whats a dz file? how do i open such things? whats so bad about zip files?

:( 
Nakasuhito 
.dz files are to be opened with DZip.

DZip is a Quake community created program specifically for zipping demos, because it zips 'em up way tighter than any other compression prog.

Don't try to download dzip from the official page though, cause that version is corrupt.
Download it from Signs Of Koth, and rejoice:

http://kell.leveldesign.org/stuff/dzip.zip 
 
http://speeddemosarchive.com/dzip
in here got all the explinacion!!! 
 
Kell: Not quite. 7zip does it even better.

bambuz: I know. I used ROS because Shambler brought it up. At least it's better than using "666" for the the pentagram. I assume you don't like the use of "tp" for teleporter, either? :P
Thanks for testing the map; next time record a demo please. 
People, People... 
Nakashuhito - find your dzip.exe, stick it in the same dir as your .dz file, then run it from a command prompt like so: "dzip -x filename"

neg|ke - 7zip is a powerfull tool, but it will generate archives which you can only use with 7zip. When I was compiling the .zip for Thehand, at one point I had a .zip file which I could only open with 7zip! Top be fair it was a smaller file than the one which got released! When you pick the method used for compression, some are compatible with other zip programs/windows/whatever but some are 'too extreme'.
Thats not to say that Dzip is any better, you can ONLY open dzip files with dzip :P

Madfox - What you have created there looks pretty striking! I wouldnt know where to start making mountains like that! How long did it take you?

Bambuz - ROS, ROS - ROSROSROS!!! stands for (drumroll) "Ring of Shadows"! This saves you TWELVE keypresses! I mean "ring" could be referring to any ring in the level. Perhaps a hoop of some description. Maybe a corridor! Maybe the but-hole of Shub-Niggurath his very self! Haha!! I still think your funny tho ;-D 
Dzip 
Several engines support unpacking dzip "on-the-fly", at least Joequake, Qrack and aguirRe's nehquake (glquake maybe too).

7zip is a great compression I love and support. It is open source thus many un-/packers (could) support it. Quake maps and mods should always use zip (as default) though in my opinion just because it has been standard for more than a decade now. And don't confuse the file extension .zip or even the term "zipping" with the ZIP algorihm itself. :P

Madfox: Those are the best looking mountains I have yet seen in Quake, wow. I wonder how it is performance-wise. 
7zip 
can also be opened with WinRar. Of course, if you're still using that shitty WinZip, you'll have a problem. Yes, 7zip's zip compression is better than regular zip compression too. I've never had problems opening those with other programs. 
DZip 
7-zip is the leading allround compressor in terms of compression ratio, but dzip is almost always much better than 7-zip on normal q1 demos, i.e. demos made in std protocol 15, which is also the only protocol dzip understands.

If dzip can't parse the demo (e.g. any of my custom protocols, DP's or Tomaz'), it'll just default to std zip (or crash), no better and no worse. In such a case, 7-zip will easily beat dzip as it always beats std zip with a large margin.

So for std q1 demos use dzip, nothing's better than that. For custom demos use 7-zip, almost nothing beats that.

The only case where rar is usually better is on multimedia, e.g. lots of wavs.

In my upcoming versions of GL/WinQuake, I've added built-in handling of dzips, same as in present NehQuake. 
Interesting Idea Madfox 
So the mountains are models! And you did them in a modeling program.
The brushwork looks cool too... but quake wasn't really designed for that kind of work. So I think you're limited to a small map that way. 
Ooh - Upcoming AguirRe Quake!! 
:D :D :D :-D 
 
Speeds 
Oooooooooooooooh.... nice polys :P 
Speeds 
Build a map around that :-) 
Skyboxes II 
Ijed and Spirit, just download and tell me again.

Ricky,I have a terrain editor, that shifts landscapes like this. Exporting them to dxf give an huge amount of date. Fortunately I can import them into AM2000, an animating studio, and choose to export them again with smaller, quake friendly data.

Still the amount is 2010 vertices, quake's maximum. I wonder, if by doing this I archive more dataspace, then when I would use real brushes in Quake?

http://members.home.nl/gimli/mount.7z 
Thanks Kell 
got dzip and saw the demo. haha, cool shit! :D
now to find the reaper bots and play like hell. 
Madfox 
I seem to remember that aguirRe's engine has raised limits for verts.

The mountains are excellent - a way to have Quake rocks that isn't like pulling teeth. Shame there's no good way to fake the collision (apart from a big clip brush) but that'd defeat the purpose of a decorative feature anyway.

The upcoming Quoth2 release features spawnable models, as does Nehahra, which should make doing stuff like this allot easier. Hello Q1 mapobjects! 
ToeTag 0.9 Preview 
Just a note that ToeTag is nearing it's 0.9 release. I blogged a few of the new features including:

Entity filtering:
http://wantonhubris.com/blog/2008/02/07/toetag-09-preview/

Vastly improved CSG Merge functionality:
http://wantonhubris.com/blog/2008/02/08/toetag-09-csg-merge-fixed/

Coming, hopefully, sometime over the weekend! 
Willem 
I haven't even read all your updates and features posted about ToeTag yet, and I thought your demo start map was tragically built to the wrong scale, but still...your editor looks so good you actually make me wish I had a Mac to try it out on.
I am a PC user, and I am envious.

Really good job on this, mate. 
 
Thanks Kell!

Was that map to the wrong scale? It felt OK running around in it. Too small you mean? 
 
Yeah, very cramped - I'd have made the areas about twice the size. Twice the width anyway. Look at the id start map for example. The skill corridors are small rooms in themselves, even though their only function is for the player to travel down them once into a teleporter. Yet they don't' feel cavernous, just comfortable.

It's not a big problem though. The map has no gameplay other than skill selection, it looks great, and works fine as a demo for the editor. 
 
Heh, I've always felt the id start map was way over scaled - at least in that starting area. The episode selection part seems OK but I never liked those skill hallways.

I do agree, for the most part, and if the map had any gameplay in it at all I would have made the combat areas much larger! 
Scale 
1. I can relate - my idea of what the right size is for a Quake map changed quite a lot over the last two years. I used to think cramped = good but I'm not so sure anymore. I now think 256 is the perfect width for a corridor ^^ in id maps, they're not even half as wide. I still think you have to factor in the size of the monsters, and the reach of their attack, though. As well as the size of the player model with regard to stairs etc. If fighting area and distance get too large, dodging gets easier, which is another natural limit. The final natural limit is sound; it's rather unfair to not even hear a rocketeer's rocket coming before it hits you. You're simply missing the sound cue.

2. Since I started mapping from the ground up instead of hacking id maps, I noticed things feel smaller in the game than they look in the editor. This was a surprise. You can have a 1024x1024 room no problem. I didn't believe my eyes how normal it looked.

3. The start map corridors, well I think it's just not the smartest design. It's not necessarily the size that bothers me. The concept itself seems a bit simple. And they didn't apply the scale to the whole map, just attached that big front-end to a rather minute map. Like some guys attach big exhaust pipes to cheap cars. 
Cheers For Willem! 
Who made excessus resurface (and boy has his english improved)! 
I Second That 
I wanted to say hello (to Excessus) but I couldn't post on the page for some reason... it just kept timing out or something.

Tell him to come here, he might not even know of this site? :) 
 
I'll prod him. :) 
 
Mr Fribbles! :) Well, I have been always around more or less, I read Shambler's blog from time to time, dive into Pauk's map repository and play some Quake games on one platform or another, even if its once per year ;) Willem software has insuflated new energies into this old hearth of me. :)

... and no, I dont think my broken english is at all better! :D 
Shambler Has A Blog? 
 
 
I had a map idea involving a floating castle against a nebula filled backdrop, with some shub-nigguraths (Perhaps there were more than the one you killed :). I made this skybox a while ago from a hubble space telescope image, and I think it looks really good against shub and some quoth textures.

Screenshot: http://shub-hub.com/files/gfx/skybox_eta_carinae_nebula.jpg

Skybox download: (feel free to use/modify)
http://shub-hub.com/files/gfx/skybox_eta_carinae_nebula.zip 
Excessus 
Good to see the Quake spirit is still alive in you. With any luck you can get ToeTag working for you and give us some more maps! 
Shots... 
 
Are you sure you are mapping for the right game? That screams HALFLIFE so loud.

That ceiling texture is kinda ugly, looks so very comic-like. 
Ericw: 
that looks awesome; very xen-like. i think a xen themed space floater would work well in the context of quake.. *ponders* 
Huh 
That looks great - but yeah, half life. Even so It'd be nice to see more of the same. It's a shame Q1 doesn't support skybox rotation like Q2. 
JPL 
I like the look of it! The texture you have used for the frames of the beds looks very high quality, but I do think the ceiling could be better. TBH I like it! :D 
Excessus Is Cool. 
Shambler doesn't have a blog tho, not that I know about anyway! 
Blog. About. It. 
 
Ericw... 
...thanx cobber, I'm immediately inspired. 
Ok, It Has To Be Said 
'blog' is just about the most horrible word (or non-word, as the case may be) in existence. Second only to 'brunch'. 
 
web log = blog. It's a contraction. It's fine.

As for it being a non-word:

http://dictionary.reference.com/browse/blog

English changes and evolves over time. Catch up, gramps. :) 
Hahahaha!!! 
Ive got a blog.....

http://rickyt23.blogspot.com/

Please feel free to comment. ;-P 
What People Mix Up 
is a blog and a blogpost.

They say "I wrote a blog about it". That means he/she posted weekly, perhaps even daily for years about the subject.

More likely they mean that "I wrote a post on it" or "I wrote a blogpost about it".

More complaints later. 
Hang On Let Me Go Write A Blog About These Findings 
 
Thanks Willem... 
I get it, I just hate it. Not the definition of the word, the word itself. It's like brunch. I mean fuck off, you know?

No personal offense intended to anyone who maintains, err, a column or diary of their thoughts or ramblings on the web, of course.

Now leave me alone to wallow in my irrational anger! 
Fribbles 
There are a variety of those too and maybe the terms will be differentiated better in the future. Some are almost like publishing scientific articles with quite elaborate content that is released only intermittently. And some are just talking almost hourly on how the "author" feels and what he/she is doing.

Hell, even conventional paper publishing differentiates the totally different terms, "magazines" and "newspapers".. And there are "books" and "short stories" etc.

But the word. Do you think you have some only right to that combinatory style, mister Friday Nibbles?

(This is in the wrong thread, I cease talking about it now.) 
Uh Huh. 
Fribblog would rock.


(Possibly) 
Shamblog No Less 
 
Speaking Of Which 
I had a dream a few nights ago where Shambler had a blog. About anime. 
Yes... 
you should start a blog just so you can call it "Friblog."

reminds me, I should add a "strikethrough" tag to func. 
Metl 
This is a winning strategy. I fully support and endorse this suggestion. 
BLOG ALTERNATE 
Blag 
 
Oh Please 
shut up and stay on topic
post more pics of maps

http://www.speeds.quaddicted.com/nt_4.jpg 
Speeds 
What is that? Looks smart, but its not exactly Quake is it? :D 
 
 
Man those are dark. Looks cool from what I can see but I can't see much. :-/ 
 
goldenboy crapy? i dont even considere this pics...

go make some proper ones!!! 
 
There are some very dark areas, yeah. The rest may be my laptop screen, I'll post some with gamma way up then. 
Actually 
when I put gamma way up, it looks all blocky as is normal in software. It looks brighter in GLquake, but I can't run that at enough fps to normally move around the map. And I don't have GIMP installed right now. Plus, the map IS very dark, the last two shots represent that rather well. There are indeed areas where you can barely see the half dozen fiends that rape you :-) not all at the same time though. That is intentional. It is intentionally "unfair" towards the player. In some areas at least.

Trinca, do you find it too dark when you actually play the map? You do have the option to retreat towards the light, it's your own choice if you fight in the dark... you don't have to. There are light sources nearby, and the corridors are well-lit.

I'd prefer to work on the map now instead of screwing around with brightness on pictures :-)

later. 
R-D-R 
 
Goldenboy 
Nice architecture, nice lightning effects, while a little bit dark, but seems OK. Instead of playing with gamma, you should try to increase brightness by 40% and contrast by 30%, it would look better ;)

Keep it up ! 
 
Heh, thanks. Those do seem a bit dark by daylight, it was night when I posted them and I have an old LCD...

I'm installing Gimp then. 
Lol! 
Goldenboy - Honestly, I like dark maps too, I like the idea of it being like a Sci-Fi horror world. Good Metal style, Im sure the map will feel very ID-Quakey.
I thought #4383 was a funny post, cause it seems you were frustrated that people didnt "get" your shots.

I got whinged at for posting dark screenies of the hand, so I did adjustments on the last preview-shots of my current map. I dont know what people thought of it really, but I remember Ijed telling me to 'sort out the shadows around the rocks".

You cant win, can you? :D 
Have You Seen 
the shots for my first map? Dark shots r4wk. 
You Could Try 
just entering
gamma .4
in the console before taking shots. Dunno if it would work for you 
Well 
I think I wasn't quite ready for playtesters (top players) finding this both too hard (to the point of LOL) and too dark and being blunt about it, too.

The map will be better for it, though. I'm rather thankful I get the flak now instead of later.

As for my last post, no, I pretty much meant what I said. I can't be arsed to spend hours doodling around polishing up screenshots. I prefer giving the map to people. I'll just beg them for some screenies when it's released.

I'm not whining or anything, I'd really rather just get my hands dirty than mess with pictures. Seeya. 
 
As a note, I'll just say that gamma correcting screen shots will take less time than uploading them to a server. :) 
Screenshots 
I have an alias in my .bashrc called "screenshotquake" which takes ~/.tyrquake/id1/quake00.tga, adjusts gamma and saves as JPEG to my quaddicted-work folder using imagemagick's convert. Very handy as it only takes a second. 
Bambuz: 
which engine are you talking about? Most engines do not apply gamma correction to their screenshots. 
Oh, Come On 
If you can't be arsed making your screenshots viewable, why bother posting them at all? After all, your doing it for people to view and comment on them which is quite hard if they are too dark. People shouldn't be expected to do this part of your work themselves. Increasing brightness and contrast by some standard values (the same for each shot) doesn't take hours but only a couple of seconds, and since you have to open them in an editor to save them as JPG, doing this little extra step can't be regarded as much of a hassle. 
Besides 
It should be quite clear by now that dark screenshots don't automatically mean the map is (too)dark too. Lighting always looks better ingame. 
Whey-hey For Shooting Yourself In The Foot, GB!! 
In a way I like your attitude, but in a another, I think many wont.

If you fix up your shots by increasing brightness and contrast then people wont look at them and think "huh, that level looks too dark to play, so im not gonna bother with it".

Unless you make your levels for yourself and only yourself in which-case why bother posting on func at all? See ya! 
Huh? 
Ricky: what? ??? I say "seeya" and you flip?

Willem, neg!ke: this is a misunderstanding, I don't have an image editor installed and got a weird bug when trying to, which atm IS more hassle than I'm willing to bear since I'd rather use my limited time for mapping, please understand that I meant that literally, not in an arrogant way that some ppl were quick to assume. I used nview to convert them to jpg, and it took half an hour plus googling and two tries to figure that out because it's badly documented. I tried adjusting brightness with that, which produced a weird grid like effect and that was when I said "OK I'll stop this for now."

Gosh. You live, you learn. 
I Can Relate 
If you take a look at efdat's screenshot in our ZerTM topic, it looks pretty blurry and blendy. It's my fault, but I assure you when I put his pic through the motions in Gimp, doubled the size, added contrast, light, rebalanced the colors and passed it through an Unsharp filter, the results were pretty damn good.

However, in browser, not as much so. I think Gimp resampled the original with the treated version when I saved it to a compressed format. 
Just Took A Look 
out of curiosity, now I'm certain it blended the two because I had the original untreated except for doubling of the size in an alpha channel.

A mistake on my part, my apologies, efdat. 
 
gb: OK, i see. Apparently, you picked one of the most awkward tools available then...

HeadThump: Uh, it's not a science. And you're not supposed to create a Picasso either. Doubling the size?! Rebalancing the colors, unsharpening? WTF? 
Can't Help It, 
it's (literally) in the blood. 
Efdat 
sent a screenshot that was a wee on the small side. I processed it (really, those are only a few steps) to give a better idea of his map, only to fuck that up by shuffling the original into a separate channel. 
Wtfdat Then! 
 
Of My Many Sins 
in life, screwing up the screenshot is not one I'm going sweat much about. Hindsight is something cattle do while chewing grass. 
Big Industrial Complex 
Rudl 
Nice shots!, but I suspect fullvis runtime will turn has "forever" due to the huge wide open area... I faced this issue on CDA. did you already tested fullvis ?

OTOH, the global architecture is very good: I can feel the ambience already !

Oh, just a "bad thing": the water texture is not that good: the square limits of the texture are is visible... just change it to something else like *water1, and it wil be OK

Keep it up ! 
 
look like a real huge area... looks nice hope it will not take forever to fullvis!!! 
Reminds Me Of Sickbase 
6 and a half days. How long did you say CDA took, JPL? 6 weeks or something?!??!

Rudl - I hope you like the sound of cooling fans trying to escape the pull of gravity. And I would recommend aguirres vis util, cause it has an autosave feature.

GB - I didnt flip. The pen is mighier than the sword. You give a pretty good explanation for you dark shots when put under pressure to, why didnt you say all of that in the first place?
I do like the look of your map tho, a nice dark metal map. I hope the gameplay is scary too :D 
Rudl 
first two shots look nice, but there's no lighting down at the 'docks' type area. same with the second shot, plenty of lighting to show off the top areas but the floor is completely black.

i'm not a fan of the 3rd shot though. those textures don't look good as main architectural textures. maybe use idbase? 
CDA Fullvis Runtime 
How long did you say CDA took, JPL? 6 weeks or something?!??!

It ran exactely during 1218 hours = 50 days and 18 hours... You have to learn how to be patient... 
CDA Fullvis 
Just curious JPL, what was the processor? 
What?! 
1218 hours?! 
 
50 days to do what? VIS? If it's VIS, that's absolutely insane. 
 
Even 6 1/2 days is crazy. WTF are you guys doing? Might be time to optimize a little. :) 
Rudl 
Good designs / look. Textures well busy, not sure how that would feel through a whole map.

Now, the other 40%... 
There's Nothing 
"crazy" about having fullvis processing for days or weeks in a big map, many high quality Q1 maps in the recent years have required that, e.g. Kinn's Marcher took about one week I think.

With an open layout, fullvis time goes up in a highly non-linear manner. It's certainly not an optimal algorithm, but no-one has come up with anything better so far. 
Lost A Post There 
My longest compile time in warp was ~5 hours, including bsp and light - there's always a way to cut back on vistime, through using func_walls or illusionaries, all the old tricks like ubends, doughnut corridors or just basic corners. Warpd which had a massive open area that connected to four others was the quickest compile, at around four hours.

Granted there wasn't much detail in the map but even so, I could have filled it with func's with a negligable compile time hit.

Rudl, I'd suggest using sunlight, but at a very low value. Maybe 20 for direct and 15 for ambient. If you think of it as moonlight or light pollution then it'll probably be a more attractive proposition. It should help you light the map whilst maintaining it's blackness. 
 
A few hours I can see, or even over night in a pinch but any longer than that and I have to think you've done something unfriendly to Quake. That's all. :) 
Goldenboy, Get Xnview 
if nview works, then xnview (a graphical program) should work. It has all image edit needs. Adjust gamma and save to jpeg for example.

It's free and for multiple platforms. www.xnview.com. Associate it with pcx images.

You can even run batch, select multiple files in the file viewer. But you don't need to do that first, you can just do individual files.

Oh and that xnview doesn't mean it's for the x window system or that it's anything unix crap with a horrible ui, it's just a name.

You certainly don't need Photoshop or Gimp (and don't need to endure their loooong start times) for just slightly editing some shots or photos. 
Rudl 
Shot #2 reminds me of the factory from the movie "Joe and The Volcano." 
CDA Fullvis Runtime 
Just curious JPL, what was the processor?

I have an AMD Athlon 2600+ with 768 MB RAM... it is an old configuration bought 3 years ago, and CDA was released in October 2005... So the gap I could obtained with a brand new processor is not that obvious...

I don't think it is insane to wait for 1218 hours to see your "baby" out, when you spent 7 months building it... It was worth to do, I don't regret, cause as of today, I consider CDA as my best map (visulally at least...)

Also, aguirRe was very happy that I used his vis tool, and that CDA proved it was supporting loooooong run, and was not buggy at all at the end ;) 
 
I think I have to wait for a multithread vis tool to vis it. 
 
Well, I posted this before but here is my code for multithreaded LIGHT and VIS that run on OSX.

http://wantonhubris.com/SrcForJim/

If someone wants to make that work on Win32, go for it! I'm sure the community would love you to pieces for it. 
 
I know that multithreading VIS gives you about a 30% speed up with a second processor in your machine so even with a dual core machine, you'd cut that 1218 hours down to 852. Still an assload, but much less of one.

And if you could find someone with an 8-core machine, well, that should give an improvement that would almost bring it into the realm of reasonability. :) 
AguirRe's Vis Tools 
Automatically save the vis data every now and then, so you can stop vis and resume later. I've never had to use that particular feature, but I can't imagine JPL or Kinn not taking advantage of it... imagine if a thunderstorm made the power go out 45 days in!

My maps have never taken more than an hour or so to vis, and my old maps took around the same time to vis on a p200 with 64mb ram. I, however, am not throwing around these big open spaces quite so much as other people seem to be doing these days. If you look at Marcher, you will discover that the main outside area of the map takes up half the available area for making a map in Quake. It's fucking huge.

I wonder how long czg_hate was taking. Care to enlighten us, czg? 
Ch, Chek... 
...skill set beta locked and loaded. Now we wait :) 
Rudl... 
...computer panels as exterior structural elements just doesn't make sense, even in Quake. 
Wow - Good Discussion! 
Several things:

1 - Somebody PLEASE do a multithread vis for windows. All of you Mac users are getting off on this and rubbing your cocks in glee. We need to make a stand!!! I would do it, but I aint no computer science student, I cant even do QuakeC, and I dont know where to start with compiling from Willems source code. (Did you create that youself BTW Willem?)

2 - Than, your too smart to need a long compile time. Your maps are soo fucking good that you dont need to resort to trying to blow peoples mind with the biggest wide open space. Your maps are just classy.

3 - JPL, Sickbase took 6 and a half days on an Athlon XP1700! CDA would have taken longer on my machine! What did you do for 2 months, aside from tear your hair out, and try to block out the sound of the CPU fans?

4 - Willem, Sickbase was not nice to Quake. Its not nice for anyone! For starters you cant play it, cause it only runs in AguirRes modified GLQuake, or his NehWarp engine is better. I dont think its OSX compatible ATM. Also, the only person who managed to do a Nightmare Hundred Percent run was Sielwolf, who, from what I can gather, has been in hiding ever since. And I have the demos on my hard drive(s), but he told me not to post them. He didnt say anything about not emailing them though....
What I mean is its too hard for you, Willem.

5 - Rudl how long is Fast vis? What is your processor and what vis tool do you use? 
 
All of you Mac users
All two of them? 
RickyT23 
JPL, Sickbase took 6 and a half days on an Athlon XP1700! CDA would have taken longer on my machine! What did you do for 2 months, aside from tear your hair out, and try to block out the sound of the CPU fans?

What I did ? nothing with my home PC (except internet and email accesses), but fortunately I installed QuArK / Quake / etc... on my office laptop, in order to start something else.... Did you think I was just waiting for 1218 hours in front of my PC screen doing nothing ? Come on, be serious ... 
 
" (Did you create that youself BTW Willem?) "

I didn't do a whole lot in reality. I just fixed up the function calls and type names that Carmack already had in the code so that they worked on OSX. I don't know/think it would be that easy on Windows but it would certainly be worth someone's time to do it! Many people would benefit. 
I Dunno 
But if a map takes more than 24 hours to compile there should be a good reason for it. Marcher had probably the biggest area yet in Q1, outside of a test or beta map and it took a week.

Noclipping around you can see how well optimised it is, whereas eg. Sickbase wasn't so much. I'm not having a go at you Ricky, because the improvement in the Hand was obvious, in all ways.

I think its worth remembering that good mapping isn't good visuals and gameplay alone, but also the technical side of using the tools efficiently to produce the best results.

I know alot of the old Quake sites are 404 but even so a Google for bsp tutorials will still turn up a lot of the old stuff which was thought through back when people were compiling on 486's. Granted we've moved on in the amount of processing power available, but that's not to say that the old methods are now invalid. 
 
I agree. It's still the same engine at its core and since nobody is rewriting QBSP or VIS, the old techniques and optimization rules still apply. 
 
5 - Rudl how long is Fast vis? What is your processor and what vis tool do you use?


Several minutes.
Processor is an AMD 6000+ X2
and I use aguirRe's tools 
Marcher had probably the biggest area yet in Q1, outside of a test or beta map and it took a week.

*cough* qte1m1 and m2 *cough* 
Aardappel 
made already in 1998 a DM level Kasteel that allegedly took five weeks to do a level 2 vis on a sun ultrasparc 300MHz.

Some years later I did a level 4 vis of the same map in three days on a PIII 600. On JPL's system it'd probably take less than a day now ... 
 
Bambuz: Thanks, I got gimp running fine now. Xnview is rather good, but the convert part of it is badly documented. With gimp, at least I know how to use it.

The problem is, even when I raise brightness by 50 and contrast by 35 percent, you can't really see any more in the shots. :-/ A tiny bit more, perhaps. It may have to do with the fact that I'm using software rendering with its smack-dark shadows. GLquake looks almost drastically different.

I'm also using tyrlite which seems to enhance the shadows, not the brightness, which I like for this map... using Lord Havoc's light tool for example, it's radically different, almost a radiosity effect like in Quake 2. I could play with different falloff settings etc I guess, but if I did just for the screenshots, they would look nothing like the actual map, which kinda defies the purpose :-)

When it's time, I'll organize some good-looking shots. 
Screenshots 
Do not tinker around with Brightness and Contrast, that will look like poo (or take too much time). Instead use the layers -> curves tool. You can save the curve for later usage to save more time. 
Multithreaded Vis 
Seriously, if you guys code up an EM64T-compatible linux multithreaded executable, I'll run it on our supercomputer. I'm curious to see compile times! 
Sickbase Had Really Bad Speeds. 
Practically 0 vis-blocking.
I'm learning still. New map also hs some high detail wide open bits, but I'm trying to bend all of the corridors leading away from it. In Fitz I type r_showtris 1 then run around the map, seeing where the slow spots are.

Rudl - I think my 6 and a half day spout was a 6-7 minute fast vis. I think.

Inertia - trying to get people to code things for us is not easy. I ask all of the time. The ones who are capable just dont listen. I guess they think I'm lazy or ignorant or something. I'd like to think that some coders are working on some new stuff which we would like, but are saving it for a surprise.

I'd like to hear what a supercomputer can do to vis times too!!

AguirRe - I'm glad I didnt make Sickbase on a p133 with 16mb ram. 
Distrans 
I forgot - need to play again. 
 
Hey would someone be willing to send me one of these ridiculously huge VIS time maps so I could fool with it in ToeTag? I would need the WADs as well of course.

If not, that's cool, but I'd be curious to see what could be done to improve VIS times without huge restructurings. 
Willem 
I have a map that takes over 30 hours to complete. Do you want just the .bsp and wad file? 
 
Well, I would need the MAP file so I could look at the brush work. If you're willing to send that and the WAD files to me, that would be awesome.

willem at wantonhubris 
Let's Do A Vis Benchmark 
 
Willem 
For some reason, I am unable to send you the email. I have tried to sent it twice already, and each time I did I got a "Undelivered Mail Returned to Sender" a minute later.

Is something wrong on your end? 
 
Not sure.

try warren at wantonhubris if willem isn't working. 
Rudl 
Upscale the water texture 
Nope 
Still isn't working Willem. warren at wantonhubris gives me the same error. Any other methods we can try? 
Willem 
The warp .map source is available at the shub-hub:

http://shub-hub.com/files/misc/mapsource_080507.7z

With the zip password - warpspasm

They're fairly big maps but the vis time isn't over five hours, warpc is the longest at around that, just because its alot of connected stuff with some dodgy vis-blocking thrown in.

If you want to experiment with it then let me know which map and I can extract a Wadfile tonight. 
 
Orl

I dunno, I sent myself an email just now and it hasn't bounced. Not sure what to tell you.

Maybe do the shub-hub thing that ijed did. Post a link and I'll grab it tonight. 
Okay Willem 
I uploaded the map onto my web space temporarily. You can grab it here: http://orl.fvfonline.com/misc/oms23.zip

Let me know when you got it. 
Willem 
Perhaps you need to specify a root domain name there :) 
 
Orl

I won't be able to grab it until tonight, so please leave it there until later on.

Thanks! 
 
Hey, Orl, all 3 of your emails did come through. I'm not sure why you were getting failures on your end.

Yours too, headthump!

At any rate, thanks! 
Hmm 
that's weird. Well, at least you get em. 
Some Nice Work Being Done 
Oooooohhhhh 
Very nice ! 
Ive Got The Sickbase Src Do You Want That Willem? 
You can get a wad from the BSP, but its mostly IDbase tex and fury.wad.

AguirRe, do you still have the version of the map source from Sickbase after you altered the solid ents? I think I might have it at home, but I dont have it here at work... I do have the one before you altered the solid ents, i.e. the exact file I sent to you.

Willem - this took 6.5 days to vis!! On an Athlon XP 1700 that is. All that is wrong with the version I have is there are a few flickering ents, cause my solid ents fall into to many places around the map. AguirRe broke them up a bit by hacking the map file. (What a hero!!) 
Warpc 
bsp: 7,28
light: 10,15
basevis: 1.10
full: 39,28 minutes 
Hm 
Better machine than mine then, but that's not saying much.

By basevis you mean full?

I used a few lighting options like -extra4 and stuff, but also the -gate option that would counter balance any slowdown. 
 
I thought I had time for VIS research but in reality, I probably don't. :P I have a few maps that people sent me if I DO get time though, but thanks! 
 
---- Vis 2.31 ---- Modified by Bengt Jardrup



File: warpc.bsp

7341 portalleafs

20038 numportals

testlevel = 4



average leafs visible: 174

max leafs visible: 594 near (-2560 3968 512)

c_chains: 147877441

visdatasize: 477 kb compressed from 6581 kb



Elapsed time : 39:28

State time : 0:07 
Hehe 
The Hand had something like 3000 max leafs visible.

My new map isnt far off the same!

This is a reflection of speeds, isnt it?

So Warpc is a pretty fast running map, innit.

Its over the lightmaps limit tho, so Ijed makes biiiiiig maps with simple enough brushwork that they run at a good speed. 
 
Is the max leafs visible thing eqivalent to r_speeds? 
I Dont Really Know But... 
...I think they're fairly relative.

TBH I dont really know what a leaf is. I sort of assume that it's an "area of the map". The more complex the geometry of the map, the more leafs there will be, right? (somebody help me out here...)

It all equates to more triangles on the screen at any one time which is basically kinda what r_speeds is a measure of?

(its very shady around here...) 
Ricky... 
you're not too far off.

qbsp divides the worldspace into many small, convex volumes, some solid (inside a brush) and some non-solid (air, water, etc.) A leaf is a non-solid volume of space in your bsp. As you walk around the level, your viewpoint is always inside a leaf. And vis.exe figures out what other leafs you can see from the leaf you're in, and the game will only draw polygons that are touching one of those other leafs. (each leaf has a list of polygons it touches.)

r_speeds actually counts those polygons as they are being drawn.

If you want to visualize a leaf, imagine the simple case of a cube-shaped leaf. It has 6 sides, and some of those sides will be touching other leafs -- these are portals. Other sides of the cube will be touching solid space -- these are polygons (since there's a visible surface anywhere air meets solid.) For example, a leaf in the corner of a room might touch a floor and two walls, and the other 3 sides are portals. 
Do I Understand Correct? 
The number of triangles shown (=r_speeds) is a lot higher than the number of leafs? 
Rudl: 
Not necessarily -- some leafs have no polygons (if they are floating in the middle of the room, for example) so they would increase the leaf count but not the r_speeds.

Also, r_speeds counts polygons, not triangles. Each polygon is made up of 1 or more triangles. (square = 2 triangles, hexagon = 4 triangles, etc.) 
Something Else 
I knew the outlines of that, but is it also right that polygons are split by textures - so a 256 square wall with a 128 texture becomes 8 triangles instead of 2?

Also affected by scaled up / down textures? 
Ijed... 
it's true that there is a max size to polygons, based on the amount of texture/lightmap space taken up by it. At texture scale 1.0, the max size is 240 in world units, and anything larger gets split.

But all that splitting happens in qbsp, so when the engine is rendering, each polygon is already verified to be 240x240 or less. 
 
You can visualize that pretty easily, FYI. Just build a large hollow box, compile it, and load it in Quake.

"r_drawflat 1" will show you the BSP splits and where QBSP cut everything up. 
#4467 
Probably the most concise yet useful explanation of the process I've ever come across. 
Yup, Thanks Metl... 
I now know what a portal is! As well as a few other interesting facts...

...next time I compile I will read the log from a slightly different viewpoint.

So "r_showtris 1" in Fitzquake is showing the triangles which comprise the polygons.
I will try "r_drawflat 1" later and see what that looks like. Are there any other things you can do? Like to see the leafs for example?

I am learning the need to know about these things from a mappers point of view. I want my level to be as big as possible but not limited to certain engines. So I'm always looking at the info in the Qbsp log to see how many marksurfaces etc I have got. Also AguirRe's Bspinfo.exe is usefull to me for the same reason. The only way I can find out how many lightmaps I have is by loading in AguirRe's engine, and typing lightmaps on the console. 
 
Well, "r_draworder 1" is a fun one because it draws the world backwards so you can see exactly what is being drawn from your current location.

I think that about covers it... 
Notes: 
r_draworder is only supported in software engines (winquake, etc.) i believe.

also, you can see lightmap count in fitzquake using "imagelist" command -- they are numbered starting with lightmap00. 
 
Sorry, I'm a software guy so that's how I roll. :) 
Willem Doesn't Code On The Shabbos, Either. 
Shomer fucking Shabbos. 
Uh, 
...how many dudes you know roll like this, how many dudes you know flow like this, not many, if any, not many, if
any,

how many dudes you know who got the skills to go in and roarck, a show like this, uh uh, uh uh, I don't know any body.

cept Willem, uh uh, uh uh. 
And Than 
he likes software... Im sure I saw a load of shots with pretty square pixels somewhere.... 
 
biff, you're out of your element. 
I Like Fitzquake 
with GL_NEAREST_MIPMAP_NEAREST...

So there's no way to visualize the current PVS in FQ? Maybe a lockPVS like in q3 would be a good addition if you have the time/desire? 
 
What is/are PVS?
Darkplaces can show portals (r_showportals 1) and surfaces (r_drawsurfaces 1) (might be slightly different cvar names, from the top of my head) in a very appealing way. And thanks to metl's post I have now understood what portals are. 
 
Spirit

PVS = Potentially Visible Set

Basically, he's asking for a way to freeze the rendering engine so that he can walk around and see what the engine was seeing from the spot where he was when he froze it. This is pretty useful to see, in the wild, what Quake is drawing. 
Yeah Well Bear 
I dunno, except that r_showtris is the closest and it prettymuch makes r_draworder obsolete too.

http://g.photos.cx/fitz0025-3a.jpg

http://g.photos.cx/fitz0024-38.jpg

(tuhnu2.bsp by Zaka, recommended for duel) 
 
Tyrquake has r_lockfrustum and r_lockpvs IIRC. 
 
155.207.113.227 
 
MAN


IN


SPPPAAAACCCEEEE 
Uh 
Now how did someone manage to have a 127.x.x.x (localhost) IP logged for that post? 
 
Anonymizer? 
The Posts! They Are Coming From INSIDE The Server! 
 
OMG 
Czg is inside the intartubes. Beware, he might come out of your socket at night. 
 
gg turning this once good thread into generic flame and offtopic banter 
All It Needs... 
...is Speeds to pop up being a moany cunt, and it's the complete Func_thread :) 
For RickyT23 And Who Wants To Look 
Hrim 
I support those ikbase shots. The lighting in the last shot looks a bit plain, but you probably know that already... keep it up! 
Ikbase 
I really dig the second shot especially, cool supports, and a mix of a lot of elements in the room. 
Hrim 
Yes please. 
Good Work 
Very interesting looking maps. 
Thanks Hrimfaxi 
It was about time somebody posted another screenshot or two on this thread!! After all it is meant for screenshots!

What can I say? Both maps look, er, cool!

After your previous titles I see you have decided to try other styles than the mid-evil one. IKBase is always cool, and it looks like your execution of an IKBase map is promising!

Looking forwards! :D 
Hrimfaxi 
Looks good. Very interesting shots... go map ;) 
Hehe 
...is Speeds to pop up being a moany cunt, and it's the complete Func_thread :)

It's funny because it's so true!

p.s. make sure you post using nerdux or inertia will be very cranky! 
Hrim 
Totally sexy.
Pics look pretty awesome too. 
 
sexyyyy 
What 
p.s. make sure you post using nerdux or inertia will be very cranky! 
Yeah 
Fuckers posting on windows and macs. Just like those coders who deliberately don't release linux versions of their compile tools. 
 
BeOS is superior. 
 
"BeOS is superior."

Amiga Workbench fo' lyfe, yo! 
OS 
I suck bill gates cock.

It tastes like chicken. 
 
I would have guessed it tasted like shame. 
Amigas 
are worthless pieces of shit. Atari STs are where it's at.

And Roxette, and Michael Jackson. Uh! 
 
YOU ARE KILLIG QUAKE COMMUNITY! 
Qonquer - V1.0 Released 
I released the first version of my mod, Qonquer today.

http://wantonhubris.com/blog/2008/03/01/qonquer-v10-released/

Let me know if it works for you and/or if you had fun! :) 
Qonquer 
Cool mod. Feedback to come. 
Good Going, Willem 
definitely a great variation on the monsters in death match theme. 
Willem 
There's also a "submit news" button on the bottom of the main page. Cough. 
Willem: 
if this is not a beta release, you could submit it as news. 
Hungover, Opinions Arbitrary 
Minion - nice idea, sometimes got in the way, trapping me in cubbyhole or just being annoying. Player gets close = minion buggers off (when not fighting)?

Qonquer is a strange name, since the player can't Qonquer the maps. I get the arcade form but some progression would be nice. The doors that open the weapons are good - I'd expand on this, maybe have tougher monsters emerging from newly opened areas, and maybe on wave 30 have an exit teleporter open, returning to the hub and giving the player a rune. Finally they unlock the fifth arena (based off Shub's pit) and face the final battle, but nothing stops them from re-entering an old arena to refight it. Just an idea.

Seemed very easy on hard skill at the start of each arena, maybe increase the monster quantity earlier on.

Pretty good, but without the progression of areas I got bored quick, but maybe that's because I need asprin. 
Forgot 
I got the walkmonster in wall error every time a monster spawned in - I think this is a classic spawn bug where the engine checks if the monster can move or not, and returns an error if not. 
Yeah 
Walkmonster in wall fails because your monsters are not onground when they spawn, so they can't walk anywhere, which is the way the qc checks if it's stuck in a wall. You can make sure that droptofloor() is run on each of the spawning walkmonsters, but that would make it impossible to spawn them in the air if you wanted to - even if they weren't stuck there. Probably better to make an exception to that bit of code for monsters which are spawned in. 
 
The better solution would be for you guys to play with "developer 0". :P 
Willem - Try Brainwashing Everone First... 
...then release mod! Hehe... this is exciting, I will check it out ASAP! :D 
Good Screenies 
hrimfaxi!

I'll dive into conquer, willem! 
Willem 
make a zip that has the qonquer directory not qonquer/qonquer. It's redundant you know.

Will test before complaining more. 
Tower Of Dal Gurak 
i made a map 'tower of dal gurak' remake of 'Blade of darkness' game, maybe someone wanna beta test it?
note: you need kinn's marcher fortress to play my map
p.s the rocks/cliffs are suxx 
Ill Test It!! 
I haven't ever heard of "Blade of Darkness", but I'll happily test it. Ill do it tonight if you mail it to me within the next hour!!

trowbridge (dot) richard (at) googlemail (dot) com 
No Title 
RickyT23, check your mail 
No Title 
and DON'T FORGET to put the map in marcher's maps directory or you can't play it 
OK, I Got It!! 
So its a map for Marcher progs then? I'll use Marcher.exe.

Feedback tomorrow! :-) 
Spy 
 
 
>So its a map for Marcher progs then? I'll use Marcher.exe.

marcher.exe is outdated glquake by aguirre, version 1.26 or something, i suggest you to use
lastest version 1.32

the map is long time ago ready to release but these fecking rocks/cliffs look like shit i can't properly make 'em, maybe i should play around with terrain generator by nemesis 
Blade Of Darkness 
Top game. Steep learning curve and harsh in places but great atmosphere & combat potential.

Good luck with map. 
Yea' 
BoD was great. I never understood why other developers didn't pinch its melee system. Instead we're still stuck with 'mash button to swing sword in generic arc' systems about five years on! 
Blade Of Darkness 
Looks intersting, will give it a look. 
BoD 
I have to say, there were numerous times where I just resorted to button mashing out of frustration, so I dont know if I agree on its melee system :) 
Now... 
...siewolf has done his duty by hammering my level into the ground, and following this humiliation I've made some changes. Now, who else gets close to Mr S for arse-kicking Quake play...I need fresh HARD meat to test this version. 
Distrans 
>I need fresh HARD meat to test this version.
if you want i can send fresh hard meat to you to test:) 
Oh God. Distrans 
I'll do it. Send it to me and I'll try my hardest. 
RickyT23 NEEDS A PLAYTESTER ! ! ! 
Who wants to smash some crates? 
Shots For My Upcoming Maps 
You've Been Busy 
I like your style there Orl! You can almost tell its your maps even if nobody said who it was!

These maps look to be interesting to say the least, some very massive buildings and wide open spaces. Classic Quake enemies?

Is there some sort of ferris wheel in one of the later shots?

And as for carving - check out Deja Vu for what NOT to do with the worldcraft carve tool. AguirRe is about the only person who looked at the source, but it's really quite embarrassing. No wander they wouldnt fucking vis!

Not now though - it's triangles all the way for me. Everything must be on grid! ughh.... 
You Did 
great work, Orl! 
 
I like your style there Orl! You can almost tell its your maps even if nobody said who it was!

My maps are that obvious huh? :)

Classic Quake enemies?

Yeah. I know Quoth2 was just released and, while I do enjoy it, I just prefer the classic.

Is there some sort of ferris wheel in one of the later shots?

Some kind of ferris wheel. It's giving me a heap of problems though, it may have to be removed in the end, but I'm hoping it doesn't come to that.

And as for carving - check out Deja Vu for what NOT to do with the worldcraft carve tool. AguirRe is about the only person who looked at the source, but it's really quite embarrassing. No wander they wouldnt fucking vis!

Heh, I know about all the evils of carving. I used to abuse it so much in my older maps... Now I use it rarely. But again, that picture is just a joke :) I'd like to see Deja Vu's source though, just to look at how you made it, if it's alright with you of course.

You Did great work, Orl!

Thanks :) 
Looks Good 
But the shots seem a bit washed out, a contrast filter might help.

Also shot4 (the green base) they're your textures? I'd maybe sharpen them up a bit to retain the Quake grittiness.

Looking forward to the pack. 
 
 
Nice Orl 
Good to see you're still working with the complex structures like the wheel and the dome despite all the struggles. One totally unique map, that's for sure.

And thank God for the classics ...

Ricky: Your Deja Vu pack wasn't bad at all, I liked it. And the maps basically only needed sealing, you should've seen some of the mess I've cleaned up before ... 
RickyT... 
...thanks for the offer, I might keep you on the reserve bench if that's OK...a couple slipped in before you.




Yes, I know...this particular build process has been one long double entendre. 
Ricky 
you should've seen some of the mess I've cleaned up before

He means me :) 
Present Parties Excluded 
of course ... 
Hehe... 
Can I send you a link to my new map AguirRe ?

I get a couple of warnings . . .

Managed to keep track of all my monsters this time though! 
I Still Need More Testers... 
...I've got two. A couple more would be very helpful please!

Please? 
I Can Do It 
But I'm in NZ (so funny) and only around for the next couple of days before being away for a week or so.

Email in profile if you like. 
Er 
so funny *timezone issues*.

Dammit. 
Mwh 
I don't get it 
Ricky 
Sure, I can take a look. 
Orl 
Oh, c'est joli ;) 
Ricky 
i can do the beta test, if you please:) 
AguirRe 
I sent it to your gmail account. They're links to mediafire.

Cheers ! 
 
I'm Looking Forwards To This Map Trinca ! 
Looks like fun 
 
 
Looks Good Trinca 
It's gonna be a slow two weeks :)

And I'm praying that this is the last base themed map we'll see for a long awhile. 
If You Need Another Round 
of beta testing, Trinca, I'll be glad to take it for a few spins this weekend. 
Doh 
And I'm praying that this is the last base themed map we'll see for a long awhile

I don't want to be pessimist, but I think this is only the beginning...... 
 
thks HeadThump already got neg|ke and ijed help they are great testers ;)

but neg|ke is evil he is never happy :p 
Nice RickyTrinc Map 
but trinca is good and is always kind. 
 
"but trinca is good and is always kind."

what do you mean? 
Qonquer Map Beta 
Looking for 2-3 testers for a Qonquer map, specifically gameplay and visuals. 
 
I'd love to give it a go but won't be able to until the weekend. If you can wait, count me in! 
Zwiffle 
I would do it too. 
Spy 
 
Sielwolf 
i got your mail (bernd templous) today, i dont understand why you can't reach me? is it your or mine email glitches? did you receive the last beta i sent you yesterday?

> - the two changed outer areas near start look very bland (big scale),
maybe put some more trees/ruins etc. there

there is already almost 7000 brushes, so i don't know should i add something more (ok, maybe trees)

>- the tele texture at the MH secret seems to be too close to the walls
i never noticed 'bout first one (tnx)
the second is fixed now

>- it&#180;s possible to telefrag the first shambler at the SK
yeah i know about it (is it bad or good?)

>- the big battle before the final lift - why do you keep the doors open
it's fixed now (when you enter in the room, the door closes, after the battle the both of doors are open now)

>the last boss door(ditto)

ps. sorry for a long post
pps. thank you for suggestions
ppps. i'll send you new beta tonight ok? :)) 
Feeling Better Sielwolf? 
 
Ricky 
i missed you :) 
Spy 
 
Sielwolf 
sent it to ounij@------ is it right? 
Kiddin' 
trinca,
i know neg!lke can be mean, but that's why he's a beta tester.

Here's another one of my map,
it is getting to wide again...

http://members.home.nl/gimli/fitz0006.jpg 
MadFox 
Love the way the lighting looks in that shot, in particular the way it picks out the architectural details of those towers. I think it would really help if the floors had a different texture to the walls, at the moment it's not very defined. Also, the water texture does not suit at all. If you're trying to capture the reflection of the sky, your best bet would be a golden brown colour, which would also look okay as dirty water under the archways. At the moment it looks like a huge portal to the unknown - I'd jump in that and expect to be teleported. 
 
look nice madfox 
Jigsawing 
The water texture is indeed out of order. I get some strange effects on the pillars, some of them seem to noclip, others don't.

I was glad, because the map only gave me 6 warnings. Then I decided to rebuild this part nice on grid and then suddenly the warnings went up over 300. 
Looks Good Madfox! 
Er, good luck with the warnings! 
Warnings 
The compilers warnings... I mean, when a map compiles, it is playable.

Will avoid or correct these warnings make a better gameplay?
Let's say, I've got two maps of the sanme subject, one with 6 and one with 300 warnings.

Both maps play good, what's the difference?
Or is a warning a caution or a breaking compile rule, which affects the playability of a map? 
 
If the map lights and gets through VIS without a problem, odds are you're good to go. Many of the messages that QBSP spits out are harmless warnings. 
 
some warnings make leeks and this is not good... my older maps had warnings now they dont have any... 
Me Too ! 
Well ATM I get:

TxQbsp - 3 warnings
Vis - 1 warning
Tyrlite - 3 warnings.

I used to get a lot more! THTFY had 15 TxQbsp warnings...

The vis warning scared me, but it still works so no problem :-)

Warnings are getting less & less with every map!

Deja Vu had loads of warnings and every map was boxed. I've learned a lot since then! 
Just Wondered 
Making a map is great, sure when there aren't much warnings.

It can feel such as a waist, when adding a new part which is mapped fine, suddenly raises these warnings. 
 
Well, Quake is an ancient game engine. The fact that we can make maps for it at all is something of a miracle. :) And yes, errors can be disheartening - especially considering how little Quake does to help you fix them.

"new portal clipped away"

Oh thanks! Yeah, I'll get right on fixing that. Sheesh... 
True That! 
Yeah, it's pretty amazing that the engines and tools still run and are fairly solid (and we have some nice new versions to play with as well).

The mystery errors and (at times) seemingly unfixable problems can really break your spirit though, at least when you're starting out with the Quake stuff. You learn real fast that you need to get it compiling ASAP, and do regular builds to make sure QBSP and the other tools are still happy. At least that way, when the compiler does choke, you'll have a pretty good idea what killed it (likely something you recently added).

The best error I ever had with QBSP was some crap like CHECKFACE: BUGUS or something similarly cryptic. I wish I could remember exactly what it was (not sure if that's it). Anyway, after hours of searching on the web, all I could find was one post or webpage about the error... some guy reckons he asked Carmack about it, and he supposedly walked away muttering and shaking his head...

Not sure if that's true or not, but it makes for a good story. :) 
 
Yeah, that reminds me of when I started out. I would build 2 or 3 rooms before compiling. This was before editors would load the pointfile or any of that helpful stuff. What a nightmare.

You really do quickly learn to get the new area into a sealed, compilable state before adding all the trim and detail work. It's just not worth it to fly blind. 
Noob 
real bad with maths, but if I compile two maps without errors, the both still can give a lot of them.

that's what made it so diverse. I used to make maps from one room to another, just watching where the error count goes.
Now I compare parts and put them partly together, arised with that error count.

I'm not using prefabs, probably the reason. 
I Seem To Have Developed A Technique... 
...just watch yourself when your making something. Rectangles and cubes are no problem to keep on the grid, but when you start messing around with triangles or wedges, just make sure its on grid. Also, we all know you can overlap brushes in .maps, but the point where the lines cross - that has to be on grid! I think this is a big causer of errors - lines overlapping off-grid. Cause you KNOW Qbsp is gonna put it on the grid, and it might no necessarily go where you wanted! All of a sudden you have a bad bsp. 
 
"Also, we all know you can overlap brushes in .maps, but the point where the lines cross - that has to be on grid! "

I really doubt that's the case. QBSP doesn't snap the intersection points to the grid, just the brush vertices.

I might be wrong on that count as I haven't studied the code in-depth but a BSP compiler that snapped every resulting vert to the grid would be extremely limited. 
Hmmm, Interesting! 
Well, ha ha! It occurs to me that I dont know what a vertice is!

http://www.mediafire.com/imageview.php?quickkey=01ftmszvgzm&thumb=4

But heres an image, possibly better explaining what I mean (you may have to make sure you are viewing the image full size)

I know that the Doom3 engine allowed things to be ultimately snapped onto a 0.125x0.125 grid...

I assume, I suppose, that things have to be on grid. I dont really know.

It would just certainly explain a lot of the problems and issues I have run into while mapping. But I do strive to understand it better, so please, explain... 
Hmmm 
you might have to download that image to view it! click the link and then select "download image", on the website... 
 
Your image link isn't working but my basic understanding is that the brush vertices really should be on the grid for best results. What happens after they get chopped up by BSP isn't necessary to be on the grid since there's no danger of floating point creep there. It's compiled once and saved.

There -may- be some sort of snapping that occurs during processing but whatever it is, it will be way smaller than a 1 grid unit.

But there's no harm in lining up your brushes like you are if you want to, so really it's a personal choice. 
 
Pretend my post was written in comprehensible English and it reads much better. Sheesh. Is it Friday yet? 
Nope, Thursday! 
What's floating point creep? 
 
It's technical but if you save a float value over and over again in a text format file, for example .MAP, the values will change slightly each time due to floats only having a set number of decimal points. You lose a little precision each save and eventually the vertices drift apart ever so slightly and you get leaks and errors in your maps.

That's why the early Quake editors had so much trouble and eventually everyone switched to storing vertices as integers for the most part. 
It's A Thing In An Argument 
it's the evil twin of the counterpoint - you can't counter it since it floats. 
Cavey Mountains 
I tried some more with the mountain.mdl as some terrain mapping. It appears as the triangle methode is worth its effort.
Texturing and lighting are undone, just to see it would vis well.

http://members.home.nl/gimli/gimli11.htm 
Monster_func 
I have this map with a monster in the wall. When player enters it triggers the monster with a trigger_once. Because the monster is in the wall it takes 5 sec to leave its place. So this place needs to be sealed. It takes a func train with 5sec delay to seal the wall again.

Is it possible to give the monster a target to the func_train so it opens the wall again when it dies?

For now I can only make the func_train wait for another 30 sec untill the monster is killed. What of course is only an approximately moment. Better would be to connekt it to the monsters death. But I can't see how. 
 
If the monster is angry at the player automatically when triggered (not targetting a path) then you should be able to target it to a trigger_relay, which it will fire when it dies, AFAIK this can be pointed at the train. But I'm not sure.

There's alot of bugs in these kind of setups (you can't killtarget and target from the same relay, for example) and the methodology isn't very clear.

I assume you've got your own code base - compare monsters and triggers with other mods that have a much cleaner trigger system - Quoth1 and 2, for example. 
 
AFAIK this can be pointed at the train

but a trigger_relay won't fire a func_train to a destiny point.
Already tried. I guess I got to keep it to a timelimit. 
Ok 
I get the idea.

You could always use two trains and killtarget one whilst the other moves into place.

A hack, basically - but it'd probably work. 
Soon 
That Looks Freaky 
interesting combination of textures
nice lighting 
Soon? 
Good! 
 
look nice! 
Looking Good Except 
 
Speeds 
Cool architecture, but flat lights (I guess it is not yet lighted ?) More shots please !! 
 
its not flat its realistic
besides this map is not for looking at 
Good. 
Cos I'm going to play it with my monitor turned off. 
So.. 
why are you posting screenshots?

Oh well. Looks pretty good anyway. 
 
ok I wont. map`s cancelled. have a nice day 
 
/phait 
Speedy 
You are a beautiful flower. 
No Vermis 
Goddammit Negke 
statistical significance of sexiness is overwhelming 
Wow 
that looks great 
 
That looks -sick-! Nice work. 
I Like The Look Of It Too... 
...what theme is it? 
Neg|ke 
Looks really nice !! 
Negke's Mapping 
...defies themes and other mundanities. 
Nah 
That theme is called "Negke's New Theme".

Looks great by the way, most interesting looking map since Aderlass?

But please post no new shots until it's released. 
Heh 
No name, just a semi-arbitrary mix of green, red, brown (surprise!), bits of blue, and beige trim. Or something. 
 
 
Dunno What The First Link Is Speeds 
Firefox wont let me open the php file. But the second shot looks cool. It doesnt offend me at all. I love the green walkway and the sinister blue lighting, very atmospheric-looking :-O 
It Is 
offending. What are those things? Is the lighting broken disco style? 
Speeds 
is turning to disco gay quakey :P 
 
hey look, a shitty map in a shitty quake engine. 
Monster 
Finally have it straight. Attack0.
Pepakura has its own oppertunity.

http://members.home.nl/gimli/Applet3/index.htm

Don't mind the logo. 
Madfox 
you are barmier than a bag of carrots

nice origami though 
Kinn 
everyone loves parfait.

are your carrots really having a bag? 
Java? 
cant you just upload a vid to youtube?
for ppl who dont have java 
I Have Only Just Realised What The Hell That Was!! 
Was it a model dinosaur?

Tell me that this is what has happened:

You have made a model dinosaur out of wood or cardboard or plastic or paper or something, then taken pictures of it from loads of angles in a circle around it, then used java to make it so a PC viewer can scroll around it by dragging the mouse.

Brilliant! :D

You could have made it into a GIF, but then it wouldnt have been interactive.

Why not make it into an mdl then animate and program it as a Quake monster? 
It Is Already A Quake Model 
It's a papercraft of a Quake model. 
Heh, If You Keep Spinning It To The Right It Gradually Zooms In. 
 
RickyT 
It just happened when I watched Discovery Channel. Suddenly there was this dot of paper with a hand. Then the hand drew back and left an origami elephant of the paper.

It was just a second or two, but I couldn't get it out of my head.
Then I found Pepakura, a chinese site to turn dxf models into a flat paper match.
So I decided to make one of my models, and of course it went wrong. Untill my next attempts.

The Java applet comes with PhotoVista, a program to make 3D scenes of your house and show objects. I already tried some Quake maps which gives a Atlantis-like feeling. Pity the java plugin needs credit.

Here's an example of the monster:
http://members.home.nl/gimli/gimli08.htm

and here's a gif of the file:
http://members.home.nl/gimli/steg.gif 
Basepack Map Status 
Still quite a lot to do but the end is in sight. This got a bit out of hand and has turned out a much bigger map than I wanted to make initially. It's about 8200 brushes at the moment. All the major areas are now in but there is still a bit more detail and tweaking that needs doing before I sort out all the gameplay, which is currently in a really early state.

http://than.quaddicted.com/files/thanbase_prebeta.jpg

Note there are a lot of funcs that are added for detail that are not visible in the shot, so some areas look rather empty. They are not, I assure you.

No proper shots for now, but here is an overview of the level. There are a couple of old shots on my temporary site here: http://than.quaddicted.com/ 
Than 
That looks really smart! Hurry up and finish! 
And While Your At It 
ASP3 looks great too :)

Halt your life please and finish it for us, you owe it!! :) 
Than 
It looks indeed very big ! Nice work: now go map and finish it please ;) 
 
/me loves than :) 
Mase Back Pathos 
I will get bastardmap status anyway than 
 
(it really is quite remarkable isnt it ^^ ! ) 
Than 
Rad shot dude. Can't exactly get the full flavour but it's a cool way to present it. And of course we trust your mad skillz :) 
Screenies At Bottom Of This Thread 
Tech Proto 
http://www.speeds.quaddicted.com/dp000011.jpg

exported meshes from MAX, blended terrain, foghull culling. ~30k tris onscreen 
 
 
Oh hey, that's a neat map idea! Very cool! 
 
So I think I've finally found a method of mesh deconstruction that looks like it might work in the end. It's almost there. I've tried a lot of different things and finally have this much working at least:

http://wantonhubris.com/blog/wp-content/uploads/2008/05/deconstructionexample.png

It's getting there. It messes up on complicated meshes still but I'm working on it!

http://wantonhubris.com/blog/2008/05/26/oh-so-close/ 
Cool But 
why not mod the compilers to support meshes?
qbsp is the main problem, not the editors 
Willem 
I can't find the source anywhere on your site, did you forget to upload it? 
 
Speeds

I tried that. It's harder that it appears to get QBSP to accept meshes. For me, anyway. It really, really, really wants convex shapes.

inertia

http://wantonhubris.com/ToolSrc/

It doesn't have my latest QBSP, however. Once I figure out what I'm going to do there I'll upload it as well. 
Willem 
I mean the source of ToeTag. 
So... 
How long until I'll be able to use UE3, export my level as OBJ, import into ToeTag, compile and play it in Q1?

:) 
 
inertia

Ahh, no, not yet. I'm not sure when would be the best time to do that. I might set it up as a download once the 2.0 release is done (which is the one I'm working on now). Maybe in a few months.


Scampie

I hate you. :) 
Unspeakable Horror 
What The Hell Is That Suppose To Be ^^^ 
Firefox rejects it.

It's just a load of jibberish weird characters?!?! 
Judging By 
the url containing "session=" and nothing else, methinks speedy copy-pasted the wrong link 
<- Uses Telepathic Force 
Spirit 
That's a pretty good psyhcic attack there.

Than, that looks the business. 
That Looks Like 
one of the old unreal dm maps. 
I Just LOVe That Coloured Lighting! 
How tremendous! 
I Love 
the exit sign on top of the tele. The real universal exit sign.
How handy would those be in buildings on fire!

It should have fullbright green glow tho. So I think that shot is not perfect because of that. 
Than 
Yeah I thought it was built in original Unreal at first. Then I thought "No, that's a really colorful Portal map." Then I was like "Oh my that's Quake." 
... 
that lighting is way too subtle 
Holy Shitballs 
Well it's not called ImagePILE for nothing I guess. 
Death Is Not Final 
Mother..... 
:-0 
That Enforcer Is Purple 
 
It Must Be Wash Day 
 
It's The New Breed 
shooting love in cans 
Non Washday Comments 
Love all the work with the trims, the way all the girders have that exposed metal edge to them. It could just be the angle, but the barrels look really out of proportion to the enforcer. Perhaps making them shorter and about twice as narrow would be better. 
Death's Final 
... 
I really like the enforcer shot, the details are really big and solid looking. Those barrels are big though, unless you're going for huge silo things that aren't normal map barrels. Make the blue sky lighting just a tiny tiny bit more subtle and it'd be perfect. Not sure who posted the shot though, was it you MadFox? 
Nope 
me was death,
myself also,
and I already. 
<Friction> Repppossstttt: 
<Friction> http://www.kolumbus.fi/ville.nieminen/piston1.jpg
<Friction> http://www.kolumbus.fi/ville.nieminen/piston2.jpg
<Friction> because everyone loves crushers 
 
Good feel in that second shot. 
Fric 
Hurry up and release that thing!! It's been what, 3 years? 
What's The Rush 
You're harshing my mellow. 
Friction. 
Is this the same fucking Doom3 map you were making like 5 years ago?? 
Hmm 
Jesus, he still hasn't released that?

Nice to see some things don't change 
Mapping For Doom3... 
...one uniquely detailed, dramatically lit, wall panel at a time. 
Lol 
I gotta say, some of these maps are dropping into legend :)

Friction, Kinn, im looking at YOU!

(go map) 
Oh And Thanks 
for the ftp links! 
Pot Calling The Kettle Black? 
How long since you released a map, DAZ? :D

(Not saying you're wrong!) 
The Dnf Of Maps 
http://www.disenchant.net/maps.html

I hope he releases it one day, because the beta from th 10 year anniversary qexpo was really nice. 
Beta 
Nice Texturing 
The door seems shifted to the left (different floor) and not yet "cut out" though.
I like the subtle colored lighting too. 
 
 
 
Why make an official cut off of mapping, though? Just put it on the back burner and do it as time permits. I don't see the reason for announcing an official cut off point unless you're trying to quit an addiction or something. 
 
 
 
Then STFU and take it to email. This is a public message board in case you didn't notice. We can all see your posts. 
Calm Down Trincoa 
 
 
many people in this community need to growup...

do u think i got nothing better to do then write emails with people i dont like??? get a grip... 
 
Thanks for your fun maps, Trinca! 
 
thks Spirit :) i like a lot of people in this community and i will not forget then! 
 
"do u think i got nothing better to do then write emails with people i dont like??? get a grip..."

No, write the emails to PEOPLE YOU THINK WOULD CARE. Fuck, go take a nap. 
DAMN THOSE OPEN MESSAGEBOARDS! 
NO ONE SHOULD BE ENABLED TO POST ANYTHING PERSONAL!
I DEMAND NAPPING AND A FUCK!
WAIT! 
Spirit You Use Linux And Thus Have No Privacy. 
 
Trinca 
All the best to you in your personal life and thanks for the ride :) 
Trinca 
Come on, you do not need to provide a map each week: Look at me, I'm providing a map each 7 months roughly, and it becomes longer in between each delivery. Nobody is requesting any minimum output level here: I'd rather prefer to see 1 map per year with decent quality (like Kinn provides) rather than a map each day with full of crap.
I just mean I'm pertty sure you can find a mean between stop mapping and being prolific :P
It's up to you
However, I hope we'll get in touch later on ;) 
Joke Of The Day 
Trinca
many people in this community need to growup...

btw Im quitting q1 mapping too 
Negke 
please test this map, especially the quad:
http://forum.ingame.de/quake/showthread.php?s=&threadid=250686 
13base 
First assessment: lol http://negke.quaddicted.com/images/13basewtf.jpg

I like the texture work on the floor tiles/trim. Ceilings could use a little more detail, 'hangar' door, too. There's a clipping issue at the window frame right of the RA.
The Quad trap is a nice joke but most likely annoying in proper games - though it probably could be regarded as a lava/void/hazard-like obstacle.

Let's 1on1 it online sometime soon. 
Negke 
Well, I simply played it and the butt-surprise made me think of you for some reason. Weird and creepy, isn't it? 
Yes 
I wonder what made you think that... 
Trinca And Willem 
Handbags out, ladies!! 
Whassup, Trinca? 
...Just had a quick trip through Tchak. It's easily the best architecture you ever produced, and it does not seem far from complete... Why don't you finish up this one? The old ones will thank you for eternity...

As JPL said, take it easy, anything within the next 50 years or so is good... 
 
Is this the same Friction that made the Iron Yard? 
Yeah That's The Guy 
 
Hi Hipshot 
I'd say welcome to func_msg but it looks like you've been registered for a while :O Post more :) 
Oh Dang! 
well.. with 2 people leaving, I don't think I can anywhere NEAR fill that spot. I have however started on a q1 dm map. I'll post pics and throw around downloads in #terrafusion for playtesting sessions and feedback. Hopefully people actually record demos so I can watch though (I'm looking at YOU inertia ;)

Sad to see you go Trinca, but I can understand not having much time at all (now that I've just recently got a daughter). Make sure you keep in touch in irc like you promised :)

Speeds.. noooo oh well! hehe I hope this means that you will map for a newer game maybe? I hope so! 
 
"(now that I've just recently got a daughter)"

roulfff i got two boys ;)

one with 5 ~years and another with 3 month almost 
Electro 
Email it... and get your damn server working so we can playtest!

I'll see if I can run a non-retarded server, actually... I might have an old kteams mod somewhere. 
To " The Silent" (i Like This Italian Bitch) :) 
 
 
Whatever happened to mapping ... for fun? That's what we used to do in the olden days. We didn't care if anyone was going to comment on the map - hell, in those days, if you wanted to comment on a map you had to send the author an email!

If you're looking for comments and stroking after each release you're doing it for the wrong reasons, IMO. Do it for yourself.

I didn't write ToeTag to hear anyone's oohs or aaahs. I did it because it was a tool that I wanted to write.

Have fun doing it because you WANT to or don't do it at all. I'm sorry that you now feel the need to lump me in with the "bad guys" now but that's fine. I'm one of those old school bastards you seem to generally dislike anyway. 
 
IF U FUCKING PLAY THE MAP YOU HAVE A FUCKING MORAL OBRIGACION TO COMENTS EVEN IF IT USES 2 LINES OR A STUPID DEMO DIEING AT START WITH 10 OR 20 KILLS.

like hell you do. feedback comes at the user's discretion and should never be taken for granted. if i felt forced to leave a comment i'd probably be less inclined to. 
 
"if i felt forced to leave a comment i'd probably be less inclined to."

chif you made me cry... 
My First Map 
anyone interested in checking out my first map?
check it out here:
http://quake3world.com/forum/viewtopic.php?f=10&t=37351

also, im having some trouble with creating the .aas for bots and the map is still not showing up even though i have a .arena file setup. ? 
St3ady 
Hey man - its cool to see a first map, for Quake3!

Looking at the shots I would say that you definately need to texture your map! The lighting looks OK, but I would guess it's hard to judge the lighting properly on an untextured map. But then again what do I know - everybody has a different way of mapping!

Although for me the texturing is always used from the start, it is kind of an integral part of the theme. For me ultimately the textures I use will have an effect on the layout of the map, but others will disagree with me on that one....

nice work :P

I have never made a Quake3 map, and unfortunately I dont have a copy of Quake3, so I cant try it out . . .

Trinca - Your last map is on QuakeOne.com, and my last map isnt!! Your map got some great reviews! Hehe - your a fine mapper! Now go map. 
Well... 
it looks like he's sorting out the gameplay and proportions/scale first, which is actually a good approach since once you make some cool detailed geometry, it can be harder to change/delete it for gameplay's sake. 
Interesting 
No more shots please!

(joke)

Well I've never even made a deathmatch map! So I cant really say anything about that. I'm just not used to things which are som much still WIP, or even to see things which are almost finished but completely one-colored! There goes more evidence of my amateurish approach to things... 
Once You Figure Out 
how to build gameplay, doing the visuals is almost easy. 
... 
says pseudo-mapper 
Trinca 
Sounds like you were mapping for the wrong reasons, and it was a good decision to stop. 
 
how do you know that inertia? 
 
Pretend I am anonymous. 
Hi-dy Hos 
While I can't map with the laptop when on the road, Blender works fine, so I've been doing some more of the next best thing, modeling:

There is a monster from one of the Quake2 mission packs whose design, animation and attacks I have taken a shine too. I forget which of the packs it is from, but I found it repackaged in a mod called XXX.

I'm more fussy about copyrighted material now than I was a few years ago when using Daikatana textures didn't phase me, so instead of just repackaging it in a mod, I decided to ripoff the original with a variation of the design from scratch of my own.

http://mortisville.quakedev.com/snapper1.jpg

The model on the left is the original, the one on the right is the one I made this afternoon. Note the use of edge loops in my baby.

Here are a few more angles:

http://mortisville.quakedev.com/snapper2.jpg

http://mortisville.quakedev.com/snapper4.jpg

http://mortisville.quakedev.com/snapper5.jpg

and a final dramatic render:

http://mortisville.quakedev.com/snapper1_1.jpg

Thank you for your time, you may now go back to discussing our screwed up sapien species and the validity of mental states on a subjective or scientific level (woah, not judging here, you are all beautiful and unique in my eyes, except for you, inertia). 
Headthump 
it's the stalker from the ground zero pack. I noticed you took all the edges/spikes away which made the original quite fierce looking, the head looks kinda stump now.
But maybe you're going for some cute n cuddly monster :) 
Thanks For The Info, Sielwolf 
I'm going for a more organic Quake feel instead of the biomechanical Quake 2.

The overall plan this badboy is to have a one level total conversion ready for the QExpo. I'm working on the animation right now. Modeling and skinning I feel
confident about, but I suck at animation. 
Looks Interesting 
Except that I can't tell what the hell it's supposed to look like right now. I might have more luck once it has a skin... 
I Know What You Mean 
after I do a rough conversion, I'll be able to get an accurate current polycount, and then I'll know how much detail I can add on to the model, esp. in the undefined head area. 
Organic . . . 
Is ok, but the best Quake monsters have spiky claws - Fiends, Shamblers and the Vore's legs.

What attacks are you thinking? I remember they spat poison, swiped with their claws and had some sort of climb along the ceiling ability - but that might have been a mod. 
Pretty Much 
claw attacks, side to side sweeps and paralyzes (slowing the player down temporarily) are the ideas I'm working with. I have no idea how I would do ceiling crawling, might look into it though, there should be some useful code to show how it can be done in Nehara given what the Vore could do in it. 
Nehahra 
wasn't written in qc, though, so good luck with that... 
Code From It Isn't Difficult 
to understand; Pascal is just a stricter procedural language than derivative languages based on C. I could never get that code base to compile with the tools that came in the SDK, though. 
Is This That Thing With The Toungue 
that sucks the life out of you?

Also is it going to be mecha or fauna or both? 
Thing With Tongue Was The Parasite 
the stalker is a spider like enemy, it can indeed run on the ceiling. The behaviour is much like the spiders in Travail (dodging grenades right when player fires grr) 
Stalker Thing 
looks kinda flatter and boxier than the original, despite it containing a lot more polys, maybe that was the intended look I dunno. 
My Lovely Lady Lumps 
Flatter? Take a good look at those haunches -

http://mortisville.quakedev.com/snapper2.jpg

-- and tell me you wouldn't want to put a squeeze
on that backside. 
(more) 
Snapper (not the final name) is progressing at a pretty fair
clip. I even have an in game version of him up and running. The code for this version isn't mine so I'm not going to link the Q1 ready model.

However, if anyone is modding for Quake, need a monster, and know there way around Blender, feel free to use the blend file:

http://mortisville.quakedev.com/snapper1_8.blend

here's a pic of the skeleton rig:

http://mortisville.quakedev.com/boneme.jpg

The heels need to be narrowed for some definition, and so does the back. Also, there are some pincers around the mouth I am not happy that I'll need to rework. They look chintzy compared to the rest of the model. You'll see in the upcoming shots. 
Now For The Fun Stuff 
I wanted to see how well the creature looks in Quake at an early stage, so I made a rudimentary set of animations congruent with the animations set up for this simple QC creature (only 30 frames):

http://www.gamers.org/pub/idgames2/quakec/monsters/spider21.zip

I was also pleased to find upon converting snapper that he was a mere 2044 faces in size which is withing the bounds of the format for Quake. He runs smoothly when I tested in toChris and Dark Places.

some in game shots (the skin is rudimentary as well, it is the fiends face auto splotched over one hundred times and then made seamless), here's a nice sequence:

http://mortisville.quakedev.com/quake09s.jpg

http://mortisville.quakedev.com/quake10s.jpg

http://mortisville.quakedev.com/quake11s.jpg

Snapper fights with an Ogre:

http://mortisville.quakedev.com/quake01s.jpg

http://mortisville.quakedev.com/quake02s.jpg

Poor snapper lying dead on beside an an Ogre:

http://mortisville.quakedev.com/quake07s.jpg

Snapper searching for the Ogre who shot his paw:

http://mortisville.quakedev.com/quake18s.jpg

http://mortisville.quakedev.com/quake22s.jpg

http://mortisville.quakedev.com/quake23s.jpg

http://mortisville.quakedev.com/quake24s.jpg

http://mortisville.quakedev.com/quake25s.jpg 
Looks Like Out Of The Shrak TC 
needs perhaps more Lovecraft/weirdness, the head appears too small imo. 
It Is Difficult To Notice 
with the dark skin, but his face is long like the general in the last Star Wars trilogy. It'll help with the weirdness factor when I do a real skin job for it. 
Thanks For That Input 
now, I know what it needs, those claws should be asymmetrical where the clamps fold in at different lengths and one claw is much larger than the other for a proper Lovecraftian vibe. Thanks again Sielwolf! 
UT3 Lovin 
Working on a UT3 map, some crappy shots because I'm just now getting to the decoration part of it :)

http://img210.imageshack.us/img210/3289/attachmentpd2.jpg

http://img143.imageshack.us/img143/4219/attachmentza4.jpg 
 
Always good to see UT3 stuff in progress! 
 
If you have UT3, my primary mapping influences were CTF-Strident and DM-Biohazard. I helped on almost every map, of course, but those 2 were the ones that I designed and primarily meshed/lit. 
Willem 
Who did Diesel, Arsenal and brownish/gothic'ish 2-4 player DM map (the name of which escapes me)? 
 
I believe Arsenal was David Spalinksi. Diesel is a map that was done awhile back but I can't remember who did it originally. And the brownish map might be Sentinel? If so, that's also Spalinksi. 
Dm-fearless 
<3 
Ps 
tell Epic to make a real unreal sequel, k? :) 
If You Make A Naked Dom Scene In Gears 2 I'll Mention It On My Blog. 
 
#4755 
tell Epic to make a real unreal sequel, k? :)

Daz is correct.

I can't believe that U2 was fairly average. It had the potential to be the Best Game Evar. Sequel to the amazing Unreal developed by the people who did the very good mission pack and the rather classy Wheel Of Time. How could it fail?? Hmph. So yeah, proper U2 plzkthxbye. 
 
Unreal 2 sucked. Unreal sucked. Unreal 2 IS a real unreal sequel, people.

And frankly, fuck a real unreal sequel. Let's see a real Quake sequel ffs. 
Hmm 
Yeh, Unreal 1 sucked about as much as spending years running through dark, brown corridors and suddenly emerging into a brightly lit, outdoor environment with vast waterfalls, caverns and temples that made your jaw hit the floor.

(seriously, I remember getting out the prison ship and looking down at the water fall took my breath away. And then I realised I could jump into the lake...) 
 
I liked unreal
It was scary.

Unreal 2 was too juvenile and felt completely on a rail. It just sucked. 
Unreal 
was phenomenal for its time. None of its followup games have even approached that level of ambition. 
*Nods* 
I concur. 
Yeah 
(seriously, I remember getting out the prison ship and looking down at the water fall took my breath away. And then I realised I could jump into the lake...)

Who DOESN'T remember that! Even crawling along at 10fps with loading pauses and hitches on my woefully out of date system didn't ruin that moment for me, definitely up there in my top 5 gaming moments ever.

Unreal 2 totally missed the point in my opinion, where was the exploration? The wonder of the environments? and the uneasy push forwards into the unknown... Epic failure (to coin a phrase!). 
Hominy, Hominy, Hominid 
the dude (one on the right) I've been working on tonight --

http://mortisville.quakedev.com/alien3.jpg

is inspired by the Berserker from Quake 2. I've always thought the Berserker cut a great figure with those high hips and long legs. Instead of hammer and half of a scissor attachments, this dude carries around a pair of missile launchers.

I will need to change the design of the missile launchers to look more missilelaunchery. The missile launcher combo makes him look somewhat like the heavy MJ-12 troopers in Deus Ex.

I got hammy with the edge loops tonight; I may
rebuild him from scratch. It depends on how well he deforms during animation. 
Hmmm 
 
Are These Gonna Work Under Standard Quake? 
Me like cool monsters..... Me see many polygons and fear DP dependency.... 
Unreal Sequel 
the only true unreal sequel si fan-made mod called operation na pali. imho it is even better than unreal itself. and it free. unreal 2 is short and borring. 
New Q3 Map. 
Looks Cool!!! 
Me jealous! 
Hipshot 
that map is pure class, easily your best gameplay map and the looks are as usual quality. Scale feels just right and plenty of nice trick jumps too.

If I get some time over the weekend, I will give this a whirl with a mate to see how weapon and item layout is.

why is bot support so bad? nothing in the layout that should warrant it IMHO. 
The Bots Get Sidetracked 
admiring the setting. 
Headthump 
Just a couple of ideas from looking at the mesh, but the first thing I thought wasn't missile launchers but that the end of the arm would extend on a rail and then slam back, like a piston, as a kind of mechanical punch attack. Maybe a bit close to the original CC only enemy.

If you remember the Robocop2 bad 'guy' you'll know what I mean.

Mind you, if you're wanting that netherworld alien vibe then maybe the splinter cannon things could work with those blade-looking edges being a slice of the same crystal that the weapon fires, used as a cutting edge. 
 
Mind you, if you're wanting that netherworld alien vibe then maybe the splinter cannon things could work with those blade-looking edges being a slice of the same crystal that the weapon fires, used as a cutting edge.

That's a pretty cool idea. I could put some blue or blueish green colors in the palette to represent crystal surfaces.

Me like cool monsters..... Me see many polygons and fear DP dependency....


I got carried away with the hands as I always do because they are the most challenging part of the anatomy to model. However, I'll scale those back and it should fit the Quake 1 limits fine. I'll test in both ToChris, a nice software rendered Quake, and also FitzQuake. They are both Quake standards compatible, whereas GLQuake isn't. 
Yeah 
At first I was thinking of Q3 type reflection shaderfx, but a nicely painted crystal would work on its own.

Polytrails! Bloom!

->It's Quake!

Heh. 
He, He 
Polytrails! Bloom!

Yeah, this one is going to be completely retro (I'll include 24 bit targas non palette converted files for all of the model skins, and textures as a seperate down load for those who want that), just some additional smoothing, higher polies since no one still uses PII's and gyro physics in the game play. It is really the heart of why I started this little project.

Working title for it is Ferocity, FWIW

Mortisville is still around, but I'm moving it over to Quoth and using the assets for something else in the works. 
If Anyone Hasn't Seen This In #tf Yet 
http://lunaran.com/images/maps/lundm1_1.jpg

thread at some icky other forum:
http://www.quakeworld.nu/forum/viewtopic.php?id=3076

beta:
http://lunaran.com/files/lundm1g.zip

Mainly looking for gameplay feedback, because inertia and I have polished it up as far as a filename that ends in "g", so a wider base of opinions would be helpful. 
Lun Sorry No Gameplay Feedback. 
But a few comments:

1. Sound for the lift is b0rked.

2. Maybe *too* friendly towards slope-jumping, i.e. some of the slope trim makes it a "go anywhere" map and could reduce navigation challenge.

3. Rivets on the orange texture are ugly, and there is perhaps a bit too much orange texture. Smaller rivets and perhaps another texture might be nice.

Other than that I think it's cool. Good design, good build, good theme. Quad placement is genius. Looks very "fast and furious".

Hmmm. What are good bots these days?? 
Shambler 
I would rather ask for a server where the map is downloaded: any QWers interested ? I like when people kick my ass on QW... I'm not that good in DM you know :P 
Shamb 
The lift is silent intentionally, because when it was the only thing in the map that made a lift sound it was really easy to gank anyone using it in a tournament.

And it has less orange than efdm9 which was not too orange for anyone! 
Hipshot: 
looks nice, be sure to submit that as a news item here when you release the final version. 
Hipshots Map 
reminds me of TF2 maps for some reason. I think its the panelled buildings and various windows and angled roof parts that do it.

Looks nice, if I still had quake 3 still I would give it a try for sure. 
DP? 
 
Hmm 
I thought a modern version of "The Doom that came to Dunwich" Fingers made back in the day.

I could load it in Warsow, but then the weapons wouldn't all work :( 
HeadThump 
Is blender a free program? I remember reading something like that a while ago...

How is it compared to 3dsmax? 
Yes 
I think Blender is still free. I'm not an expert on either program, but Blender seems to be very useful/powerful and easy to learn for being free. 
Google Is Great 
http://www.blender.org/

Indeed its still free, and seems very feature complete.

I've only been looking at it for 20 minutes, the interface is very alien to me so far but im sure it will fall into place with time and practice. 
I Haven't Used The Latest Versions 
of Max nor Maya. I have older versions of both on disk but haven't bothered to install on this system as Blender suits my needs. Blender is easier to use than any of the previous versions of Max, and the tools set is modern enough for what I want to do with it.

There is a learning curve with animation, but modeling is easy. I'll give you a quick lesson now that will be useful in 90 percent of what you do in Blender.

See that cube up in the middle of the screen at start up? Notice the interface beneath, it says object mode on the menu bar. Press the tab key, now it flips into edit mode. Press the little hand that you see on menu tab. Now the green and arrows surrounding the cube are gone. I get rid of these first thing for no other reason than they annoy the fuck out of me.

Look farther down the menu bar, and you will see a triangle. Press that, and you are now in face mode (vertice manipulation is the starting point in edit mode). Now press your alt key down and at the same time press the left mouse button. The view point rotates around now. Play with it until you get a good view of the top cube face. Now move the cross hairs over to the face, press the right mouse button. It will highlight that face. Press the E key (for extend), and then you can move the mouse up and down to extend the new poly you have created. Pressing Y, X and Z will alter the direction of the extension.

Other buttons that are useful, 's' for scale, 'g' for get and 'r' for rotate, and space bar menu-ed options. Master these functions and the work flow will flow.

To manipulate the perspective use the 1, 3 and 7 keys, and you will get top, front, and right views. CTRL key + 1 or 3 or 7 will show you the back face of each of those perspectives. The other numbers have similar functions worth exploring.

CTRL + alt + LeftMB will allow you to zoom in and out. CTRL + Shift + LeftMB will allow you to slide the screen like a sliding bar. 
Lun 
 
Beta-testers Wanted 
just about gotten this badbwoi to the beta stage and could use a couple of volunteers to steer it in the right direction. only needs a fullvis (which i'm gonna do tonight)

http://isoterra.co.uk/stuff/e2m5/e2m5rmx.htm

(as you can probably tell from the screenies it doesn't follow the original too religiously, but the base layout is there) 
Mail Is In The Post 
Ijed Im working on yours 
This Board Needs An Edit Function 
i was going to add... if anyone fancies volunteering then let me know what email address to post it to. 
I Am In 
dan.naumovATgmail.com 
Looks 
a bit Insomnia.

Sorry, but can't test.

Look forward to the map though. 
Rj 
oh god yeah. The original is one of my favourite original maps, and that looks amazing.

Not testing though :) 
Rj 
click my nick (!) 
Rk 
looks fantastic! 
Looking Forward To That RJ 
 
Rj 
I will test - my listed e-mail address is the one to use. 
Negke 
are you critiquing my texture alignment under the lava? 
Greet Map Lunaran 
rj, those shots look pretty bad ass :) i like your use of trim and the semi-circlular room (top right shot) looks sweet 
 
fankoo people :D

jago, sielwolf, lardarse.. email on its way :-) 
Received, Preparing Reply Now 
Btw, you'll need DarkPlace to view my firstrun demo. Hope that isn't too much of a problem. 
Wewt 
Lovin' the look of that rj! Should be interesting to compare to the original :)

Some more of my UT3 DM map http://img299.imageshack.us/img299/4326/attachmentid6.jpg 
Lun 
Yes, it's a place players can and do reach. I meant some of the rivets on the slanted edge of the hole. 
I Have 
no clue what I am doing whatsoever: http://jago.pp.fi/images/UED.jpg 
I See 
That red brick wall is the staple. 
 
Hey, looks like a start. To something. :) 
Jago 
Run with it. If nobody ever did nothing would ever get done. 
New Qonquer Arena - Beta 
This probably won't see the light of day because I have apparently broken the Quake engine in some way. r_speeds are high (so don't use the software renderer!) and it's just -- slow.

I think there's either too much detail or I'm not allowed to use func_doors of this size. ANYWAY, download it if you want to take a look at what I've been hacking on for the last little bit:

Doom Arena
http://wantonhubris.com/qonquer/levels/DoomArena.zip

It's textured in Doom2 textures just to prove what a huge hypocrite I am.

Oh and if you don't have Qonquer, grab it here:

http://wantonhubris.com/qonquer/Qonquer.html

Again, this currently runs very slowly and I'm not sure that I'm going to finish it but I thought I'd give you guys a peek anyway.

I've always wanted to do a Qonquer level along these lines. Like a larger structure that slowly unfolds. I also thought the zombie minions were neat. Not all that effective as fighters but the fact that they keep getting up kicks ass. 
Willem 
Finish it ! The way the Doom textures are used and how it unfolds is totally kick ass. Runs a bit sluggish as you mentioned, but it's very playable.

Though it would be nice to have one box of rockets and more cells, these are needed around wave 15 where the multiple Shambler spawns kick in.

The rocket launsher wouldn't seem out of place either with the heavy monsters; it'd be also easily possible to rocketjump to the rafters - collecting the ammo and admiring the infights is fun :)

The detail on the floor is nice, but I hanged a few times there, and some more expansion on the side with the many teles would be great. Cool map. 
Minions 
forgot to say: the Zombies are funny for 5 min or so, but useless. What about Tarbabies as minions, they could cause alot of fun chaos, space is there. 
DoomArena Beta 
1. No slowdown whatsoever (in AGLQuake)

2. Theme and texture is nice. Wasn't sure if D2 textures would work but it's a pretty good look.

3. Unfolding arena is great, works very well.

4. Zombies are interesting. Pretty useful for keeping monsters occupied and preventing further spawns.

5. Difficulty level takes a huge jump on wave 16 with the multiple Shamblers.

6. Finish it. 
Doomarena 
the wierd wooden boxes that come down from the ceiling around wave 12 or something. bugged out because it was crushing one of the zombies and since they're invulnerable... well... 
Those Textures! 
They are from Doom? That's immoral, unethical, illegal and did you ask id Software for permission?

I really don't care and think it looks lovely. Just could not resist posting this. 
Oh 
I didn't read what you wrote fully. (Damn!) Sorry. 
Something 
http://necros.planetquake.gamespy.com/misc/ne_venic0000.jpg
http://necros.planetquake.gamespy.com/misc/ne_venic0003.jpg
http://necros.planetquake.gamespy.com/misc/ne_venic0004.jpg

hl2, sorry :\ would have prefered d3 because of far superior scripting and easier custom model importing, but lack of lightmaps is incredibly annoying. and no water... wtf. o_o

so anyway, i had this idea... why not build a true post-apocalyptic map. a map with no gameplay, and no reason other than to explore... ideally, i'd make nearly every building (except i guess key vis blockers) enterable with a lot of detail in all the rooms, and you could just go in and look and take in the deserted atmosphere.

dunno if it would really be well liked though. i'm sort of nuts about post-ap stuff. to me, the thought of moving through a completely dead and silent city is awesome but i guess to a normal player it would be boring.

any opinions? :P 
Necros: 
Not sure about how succeful a map can be with NO gameplay. Exploration is usually fun because there is a sense that you might discover something, and if there's nothing to discover, it gets old.

Simply dropping a bunch of collectible items would give people something to search for, and then you could say "2/50 collected" or something on the HUD.

Another idea is to put some danger into it, so there is tension as you're exploring. Maybe some ambushes or death traps or something, so you explore a bit more carefully. 
It Wouldn't Hurt 
to drop a few zombies or antlions in surely?
Good idea though, I do enjoy exploring post-ap things myself, I guess thats why I enjoyed stalker so much. But put something in there to find, as Metl said, its half the fun! :) 
 
Siel

Hah, that's funny about the tar babies because I ALMOST used them as the minions. I'll give that a shot for the next version.


necros

Hadn't considered that about the zombies getting crushed! That should alleviate itself once I change the minion type...


All

Well, it seems to be a likable map so I'll give it a shot and try to finish it up. Thanks all! 
 
necros

I think your idea is cool and I've had the idea in the back of my head for years that I would LOVE an Oblivion-like world to simply explore. It would be amazing and you could just look around without real fear of dying (beyond springing traps or falling to your death or something similar).

I would still give the player a narrative though. Maybe they've gone back to their city of birth to find traces of what happened to their family after the Combine occupation or what-have-you. Give them a reason to explore. 
Qonquer Gameplay 
I wonder what could be done to make the later waves in a map more playable/survivable.

Saving is good, but makes no difference if you're surrounded by 6 Shamblers, and then you get 8 of them in the next wave.

Maybe some kind of Powerup spawn system, like, starting with a certain wave a PU would spawn everytime player health reaches 25 (on the other end of the map even).

Another one is to use the minions as Medics ? 
Thanks For The Suggestions 
i'll try to work in some traditional gameplay things.

i was thinking maybe some kind of puzzles and item collection, but they would have to have a good reason to be there, not just like ravenholm's puzzles which were obviously put there.

the lack of any kind of gui scripting like d3's is going to limit what can be done though, and the generic scripting of hl2 isn't as crappy as i though, just very lame and bulky to use. i love d3 for being able to script anything directly into pseudo c++ code and not having to play games with weird ass helper entities. 
Well 
Saving is good, but makes no difference if you're surrounded by 6 Shamblers, and then you get 8 of them in the next wave.

One obvious solution would be to be surrounded by one Shambler. Then in the next wave, 2 Shamblers. Then 3 Shamblers and so on and so forth.

Having said that, I like both the power-up and medic ideas, both could give interesting tactical gameplay. 
Hmm 
One obvious solution would be to be surrounded by one Shambler.

Is that like the sound of one hand clapping? 
More Like A Big Happy Shambler Cuddle. 
All warm and fuzzy... 
Necros 
It could work but you'd really have to fill the place with tons of detail that suggest a narrative. So it could be a little bit of a detective story where you try to piece together what the city was like pre-apocalypse... 
Not 
All warm and fuzzy... and electricky and bitey? 
Probably 
Claw-e as well. 
Necros 
I really dig the post-apocalyptic goal you have. To me, the idea is to make the player morose and empty inside once the level is finished. 
Hah 
To me, the idea is to make the player morose and empty inside once the level is finished.

What if they were like that when they started? 
Quake Induced Suicide 
 
Morose And Empty Inside 
What if they were like that when they started?

Well they can seek understanding and moral support here: http://www.celephais.net/board/view_thread.php?id=60218&start=143 
Trying To Nail Down A Theme 
Jago 
The YZ view looks pretty good - very fresh use of turquoise mesh wireframe - but I'm not really feelin the XZ view. Will the final map have a windows taskbar in it? 
What Is Wrong With You Lun? 
To offer a more constructive criticism: Jago, digging the trendy media player running in the background, and mad props for showing an IRC client chillaxing in the taskbar there. Could do with a few more Firefox windows open maybe. But seriously, what's with the hum-drum desktop theme? Too standard, too "functional", needs more transparency - I'm just not really feelin' it, know what I'm saying? Btw what's that cool-lookin app thingy you got there in the foreground is it 3D-Maxi or Maia or something? 
I Think It's Otherwise Fine 
but the lightbulbs floating in mid-air are slightly too cartoony.

There's that sudden small "bridge" in the walkway. Put a mass of cables and tubes below it so it is there for a reason.

HTH HAND. 
Bambuz 
Those lightbuilds are err, indicators of the location of the light entities/actors, they don't show up in-game. 
 
Jago: I suggest building with additive brushes you subtract out of, rather than a subtractive map. There's little fundimental differance, subtractive maps just come with an additive brush preplaced that is the size of the world, but if you were to even to set up streaming levels, those preplaced additives will get in the way.

Otherwise, not much to comment on, just glad to see someone here making some UT3 stuff. Get that theme nailed down and start jamming models together.

Also, quit using slow viewport move speed (blue buttons on the right side over the viewports), god I hate whoever made that default. I blame Willem. 
 
Yeah, it's sort of a legacy thing. Just change it. It saves it in your INI file so you're good to go... 
 
It actually stems from the early days when maps were smaller. The middle camera speed was FAST back in the UT99 days. These days it's slow because maps have gotten much larger... 
Willem 
Yeah, until a new build comes along, or some rogue programmer updates the INI :( 
Necros 
love that idea; you could easily build in a story like 'you crashed your plane and now you need to find a way to get it working aagin' or something similar. 
Necros 
What game are you thinking of modding?

I know you say traditional mechanics, but for some reason I'm thinking of Portal . . . 
Right Now 
i'm working with hl2 (up to ep2). i would have prefered working in d3, both because it's more powerful and i'm more familiar with it, but it has a few major shortfalls that would totally ruin the type of map i have in mind.

when i said traditional, i meant i'd try to add in a bit of combat too, but i'll try to keep that too a minimum since hl2 monster set is so limited. 
And 
Lua is a pain in the nuts ;) 
Oh 
I thought LUA rocks. A simple straightforward scripting language with no gimmicks. 
That's True 
But most scripting forms are and Lua has case sensitive format, with alot of stuff hardwired to caps or not.

We use Lua now because it's cheaper in runtime than our old scripting system, but it generally takes alot more messing around in order to use.

Lua isn't especially fantastic, but it is universal. Kind of like windows OS. 
Basically 
It's more for programmers than level designers. 
i fuck you 
i fuck you 
i fuck you 
i fuck you 
i fuck you 
Thanks a lot for this great moment of sex :P 
Hmm 
Now we're fucked. 
Fuck 
 
never managed to add a post without logging in.
how do they do it, I mean, spamming without logging in?
Do I have to live in the US for that?

back on toppic, my map. I tried two new monsters, bones and granito. It works well but I get the feeling I learned to much to apreciate it.
I see too many texture mislignments, played the map over and over searching the game flow.

The funny feeling of seeing through Quake's magic left my feeling of fascination.
But alright, I don't have to release a map, maybe just squeeze it for a while like a bunch of cherries, forcing it into wine until I find back my first opinion.

http://members.home.nl/gimli/arcus02.jpg
http://members.home.nl/gimli/arcus03.jpg
http://members.home.nl/gimli/arcus04.jpg 
 
Don't want to pour cold water water on the thing but shots 2+3 look great, with 1 seeming to be something else entirely. Labyrinthian, but without the detailing present in the second two shots.

Maybe add some trims to that area(s). 
Nice 
First shot has interesting architecture but needs texture variation. As for the others, I recommend changing the texture of the rails to something without rivets. Two different water textures ? 
MadFox 
hhhmmmm I concur with ijed and negke, and I add it looks tasty: go map ! 
Thanks 
for your advice!

I must admit I have the feeling it's an example of style-breach. The first pix is a medieval style while the other two are a neat present of a nowadays town.

Point is the bsp has reached 7.2Mb and I can't do a thing to it. I'll have to break it up which I don't like or make the best of it as it is now.

Maybe someone is willing to make quick runthrough, it could help me getting a fresh look? 
Madfox 
i love the look of the architecture. there are some bits where the walls, floors and ceilings are all in the same texture though, i would consider changing them (the floors & ceilings, it works well on the walls) 
MadFox 
Point is the bsp has reached 7.2Mb and I can't do a thing to it

Well, it is indeed very big... but you can handle it using aguirRe's enhanced engine: my current project (not yet finished) is resulting in a bsp of almost 11.5MB... you just need time for compilation, and lot of luck to avoid troubles like HOMs, leaks, etc... sometimes it appears "Lord knows why" and disappear as well... weird...

Anyway, I'll look forward to this map, that remind me a fragtown series a little bit ;)

Go map ! 
Engines 
By requiring specific engines you reduce the "audience" of your map significantly and piss off quite a few people. I wouldn't recommend it. 
Orly? 
By requiring specific engines you reduce the "audience" of your map significantly

- I guess those still playing this game would know how to handle that (it's not like we're talking about a superadvanced engine that requires tons of extra downloads)

- if players can't be arsed to rtfm and follow a simple link - their loss 
Y'rly 
I guess those still playing this game would know how to handle that
If you want to limit your audience to people who know that stuff then fine. But take a look around (the quakeone.com forum attracts a lot of clueless newbies for example) and you will see that there are quite a few "invisible" people that will struggle. Hell, many people use glquake and just don't care about a map that does not run in it.

if players can't be arsed to rtfm and follow a simple link - their loss
If that is the mapper's attitude it's ok. I'm just saying. 
 
People should finally wise up and realize that in order to keep this game alive after 12 years, these kinds of development have to be accepted.
Even the dumbest newbie should be able to get a map to run if the readme explains it properly (optimally also supplying links to the required engines and resources).

If they follow this ridiculous attitude of strictly denying to use anything but their engine of choice or even not wanting to "clutter their Quake dir", then it's indeed their problem.

I could imagine the future of Quake mapping to rely more strongly on new engine features, at least once DP has finally become properly playable. The Doom community demonstrates this perfectly. There are so many maps using ZDoom features and nobody complains about the need to use it. 
Well Yes 
But for that to happen engines must be more polished and working nicely. I mean, what engines are "it"?
The current Fitzquake crashes on those maps.
aguirRe's engine has no full- nor overbrights.
Darkplaces is Darkplaces.

Just look at how awesome ZDoom is. It is no surprise it is being used. Just like ezQuake.

And yes, sure it is their problem. It is totally the decision of the mapper to in- or exclude them (I am saying that without any "weight"). I just wanted to raise awareness of "them" 
Soluce Is... 
.. RTFM...

AFAIK, there's always a txt file in which you'll find all the necesary informations about how to play properly a map... even about engine download link if necessary... so you do not exclude people, you are just warning them about the mandatory use of specifics... though... 
Well 
<rj> the texture thing isn't ready yet. I'm only trying to see how far I can go with adding brushes. But your concern is noticed, thanks.

<jpl> It isn't the size but the lightmap thing. I just went to the moment adding a brush would leave me with the max lightmap default. So the map is alright but a bit plain, which I can't avoid by adding ornements.
And I have already scaled up all outside and unused brushes. 
No. Basically. 
If they follow this ridiculous attitude of strictly denying to use anything but their engine of choice

My engine of choice is exactly that - my engine of choice. I choose to use it because I like it, and for various reasons I actively dislike all other alternatives I've tried.

If there is a map that doesn't run in my engine of choice then in all likelihood I'm not going to be motivated to go out of my way to play it.

Some of you guys seem to be missing the key point here. I understand or can learn how to download and configure the various engines available, sure. But why the fuck should I? I don't enjoy playing in most of the asstacular engines available, and unless the map is the next coming of christ then it's simply not worth it for me.

Naturally if the mapper chooses to release a map that requires a particular engine or mod, good luck to him! Obviously that's the mapper's choice, but you do need to understand that this will limit your audience to some extent. If you don't care, fine... great. If you do care, then ensure compatibility with standard engines. 
Warp was this - you couldn't play it in anything but it's own engines.

I never made it for anyone else, really. It was fun to make it. A labour of love. That some people enjoyed playing it was nice to hear.

If it got missed by, let's say, 90% of the Q1 players because it had it's own specific engines then I'm not going to cry.

We're talking about a 12 year old game - having anyone interested in your map is a bonus. 
JPL, Ijed, Orl, Digs, Spy, Me..... 
I love us all!!! (and AgiurRe)

Someone should port AGLQuake to Mac/OSX, just to prevent lengthy flame wars! Willem?

(This is a genuine suggestion, we all know where we stand on this issue, I'm not trying to instigate another riot...) 
 
Sleepwalkr is a better choice for that kind of a job. I'm just a tools schlub. 
 
I'm creating a racing map for Quake Wars. There will be 2 versions, one for the wheels of war mod and a stand alone level. Its nearly finished so hopefully beta it soon.

http://bp1.blogger.com/_sR6bZBrp_nY/SHPwUEcggeI/AAAAAAAAAGA/drwhxoi62UU/s1600-h/shot00025+copy.jpg

http://bp2.blogger.com/_sR6bZBrp_nY/SG9il2o6FmI/AAAAAAAAAFA/ooeWPbxbJNY/s1600-h/Untitled-2.jpg

more pics on my blog.
http://quakewarsmapping.blogspot.com/ 
 
the 2nd shot reminds me of a part from san andreas! :)

looks great though. it looks like a cool place to drive in :) 
More Randomness 
Woot 
I like it! Looks like you're making some good progress with the editor Jago :) Stick with it! 
Progress 
http://daz.quaddicted.com/

Perhaps a qexpo release if I pull my finger out :) 
 
(drool) 
Daz 
some of those unfinished maps look really good. Finish them off! 
All Your 
base are belong to DaZ 
Daz 
I am calling your bluff - those are the only rooms you've built! Prove me wrong. 
 
cool Daz you invested already to much time on it _;) please finish it!!! 
Inertia 
Lun will back my up, I hit max visleafs when I compiled the other day, so either those rooms are way overdetailed or there is more :) 
You Said That's Because The Map Leaked 
you sealed it and the error didn't go away? 
Whatever 
Glad to see you're investing more time. Still looks rad. 
 
 
Trinca 
you should use hertetic2 texes 
 
thks, i will see ;) 
Not Finished 
Just a small shot of my current project: this should be the end area, and I still need to finish the central power plant.

Lightning are not finished as well ;)

http://lambert.jeanphilippe.free.fr/Divers/shot1.jpg

Any comments ? 
Hmmm 
JPL - Good to see this one still going strong!

I think the area you have shown could benefit from a few sourced lights inside the silo. Perhaps a a little more trim here and there....?

:-) 
Looks Exciting. 
I think you need a more subdued lava texture though. The repetition in that one sticks out like a sore thumb. 
Thoughts 
It definitely needs more variation in the texturing, big grey walls = bad usually, perhaps if you had a very varying shades of grey and built out some geometry with the different shades it would look cool (kinda like a geocomp map).

Lava has been mentioned but you can see the square repetition a mile away :) Perhaps try scaling the texture up a lot or find something new :)

I was gonna comment on lighting but I see its not finished yet :) Looks promising though! 
Far Concern 
Took some time before I saw the tin rail carried a kind of liftcage. It's rather small in scale to the other dimensions.
Can't hide the feeling it is rather big for Quake1 attitude, but that's your way of mapping.
I would try some ridges on the long big sides to break them.

Looks promising! 
I'm Happy With It. 
 
Thanks.. 
.. for the encouragements ;) I'll try to finish this map before the end of the year :P
It will be Quoth2 based, with 250 monsters in easy (that's my target), there are already 11 secrets, and you will need aguirRe's engine or an enhanced engine to play the map, as I exceeded already max marksurfaces and max visible leafs standard values... shame on me >) 
 
 
 
 
Looks Cool. 
Nuff said. New temple maps, long overdue. 
 
problem is that is the kind of map that eat loooootssss of time :\ but i will try to aim this year... uf uf uf

i hope... 
Well I Sealed A Bit Off 
I'll try and light it... 
Is That A Rocket Up Your Arse 
Trinc? 
Yooo, Trinca! 
So glad you kept this up!!!!

Go, go, goooo! 
Aye Looks Neat 
reminds me of dazsp2 in a way, with the open plan city feel to it, I like :)

I would make it darker though, with more torches and stuff :) 
 
I think I leave the board, because trinca doesn't know me anymore 
 
dont cry madfox you in holland right?

SENT ME SOME DOPE AND I FORGIVE YOU!!!!

PURE MARIJUANA PLEASE!!! 
There We Go Again 
isn't the dopefish enough for you?

I thought the land of Cervantes had better intents, Sancho. 
 
 
But They Are Fucking You? 
tchak yo! 
[Prefab] [Q2] [Quark] X-Com UFO Skyranger 
This isn't an upcoming project, but I didn't think it needed its own thread.

I've been playing alot lately so it's had time to wiggle into my brain :-*
I'm very pleased how the wings turned out ;D.

[url]http://www.mediafire.com/imgbnc.php/7ec27c1ee0fac757def5167db4403f194g.jpg[/url]
[url]http://www.mediafire.com/imgbnc.php/c256797bea44d0a82bf535afc6578c654g.jpg[/url]
[url]http://www.mediafire.com/imgbnc.php/5e99fc851c1497ce77b5d454c97171cc4g.jpg[/url]

[url=http://download360.mediafire.com/emyyxcjptjog/xz0yyymk0yk/xcufo_skyranger.zip]http://download360.mediafire.com/emyyxcjptjog/xz0yyymk0yk/xcufo_skyranger.zip[/url]

- Mike 
Er.... Yeah! 
 
Sorry, I'm New 
Does Anyone Else 
only get a file-save dialog instead of actually seeing any of those images in-browser? 
Yeap 
 
 
ugh just save and open them. 
 
Mike 
looks more like a regular aircraft than a badass strogg freighter. Nice work though, but next time please decorate your screenies with some nice red bow for our more demanding customers. Thank you. 
Mike 
what Sielwolf (and Scampie) said, the wings could look a bit more massive and spaceship-like to match the Quake 2 theme.

Unless you want it to look like aeroplanes, in which case you succeeded. :-) but Strogg tend to use spaceships. Those typically look more massive than planes.

One of the Citizen Abel maps has a cool starship, I think. The Reckoning also has a space fighter, which you escape in at the very end.

I think Ground Zero also has a space fighter, in the Hangar/Anti-aircraft cannon unit.

Don't stop, Quake 2 needs mappers! 
Er 
That's hardly a Strogg freighter. 
 
That's hardly a Strogg anything. It's a personnel transport ship from "X-Com: UFO". It's just something I felt like making in QuArK :).

- Mike 
 
Which is quite apperent as its X-Com counterpart is displayed right next to it. Is it for a X-Com Q2 mod? Might be something for pope and bambuz. 
 
Well, there is a redone version of X-Com using the Quake 2 engine already. I tried making an open field like one of the levels but it never VIS'd. Though I do have notes on how it could work using default Quake2 (No mod).

- Mike 
Mikemc 
There's no need to sign your posts, the board already let's us know who posted.

-Scampie 
Hey Scamp 
You ain't doing it right.

- Mike 
Is "-Mike" The New "Bees"? 
something to think about

- Mike 
FMB_BDG Probably The Final Re-Resurection Of The End Maybe 
Epic 
 
Mike Hamwood 
the brick texture you're using in most of those shots is a little too intense. 
 
look real nice zomggg this will be a hard bitch to fuck :)= 
Morning Woodham 
I like the rockwork in the third shot. Good to see you're trying to finish the map after all. 
Shallot 
Motherfucker yeah.

I had an idea you were going to do the sequel Mike, good going.

Really looking forward to this. 
FMB_BDG 
looking forward to this one for sure.

Now I don't want to sound demanding, but it'd be great if the gameplay would match the looks: dark/evil/hard etc. meaning the first part had far too much ammo, which took off some of the mood for me. 
He's Back! 
*does the happy Quake dance* 
I Don't Think Mike Ever Went Away 
but he does get too low key at times for those of us who think of him as the cool, older brother the func board. Wicked nice pics, too. 
Oh, And That Lava Is Fantastic! 
 
Whoah!!!! 
 
Yeah Looks Good. 
qexpo? 
With Lun 
on the brick texture, stands out too much. 
It's Funny 
to see all the effort people put into making Quake 1 look awesome, and yet the gun is still sticking out of your chest.. :P 
 
I think the guns actually come out of the Quake guy's mouth, due to them being so close to his eyes and you have to only point the guns where ever you look. 
Don't You Change The View Weapons! 
Don't try to make quake look any "better" or you'll have to pry the viewmodel out of my cold dead mouth. 
I Must Admit 
I quite like having a shotgun sticking out of my mouth.... 
A Favor 
< ctchtchhcg> someone go post a guns == dicks joke here:
http://www.celephais.net/board/view_thread.php?id=3&start=4920 
Mike Woodham 
The end of the first map was completely tantalizing and I was really hoping you'd do map two - in fact I was actually lamenting the fact that I'd never see it just last week - and here's a bunch of new shots. AWESOME. You've really mastered forcing Quake to do curvy terrain, not to mention huge maps, technically you're one of the best Quake mappers and you've always had the ability to set up and efficiently link dramatic setpieces. Very much anticipating the map. 
What I Like About Mike... 
...he's the quiet workhorse of Quake mapping. You don't seem him much, don't hear him much, and pretty much every map is supposed to be his last, but he's still there, covertly beavering away on something that will appear at some point when you least expect it.

*raises glass*

P.S. All you other mappers are cool too of course, well the ones who release stuff anyway ;) 
 
 
Yeah But Trinca 
You aren't in the same league.. I mean, when was the last time you did any covert beavering. 
Water In UT3 
Does anyone have any idea how to make the water make visual splashes when you jump into it in UT3? I have a working UTWaterZone and it makes a proper splashy sound when I enter it, I also have a sheet-brush with the water texture, but quite obviously since they are separate entities, entering the UTWaterZone does nothing to the sheet-brush surface.

How do I make a visual splash effect? 
Drew 
i start to be a lover, now i love everyone even nasty czg :)

/me wants peace and love!!!

/me want to finish tchak and make some in here to reconize that my mapping skills are not as bad as some in here think!!!

god bless you all 
LOL 
Is Trinca Junior behaving a bit better at the moment then?? ;)


P.S. I don't think your mapping skills are bad, your maps are good and I've definitely enjoyed playing them. 
Argh 
That was supposed to go into Mapping Help 
Dear God 
I really wish I did not think about the ambiguity of Shambler's post.


Anyways, now to make this not yet another "chatting on a message board" post:
Are there any Quake maps that feature nice visual illusions/tricks? I mean stuff like geometry that looks like something else if look at from a certain angle (not simply "hallway hidden with shadows" stuff)?

You could make a level that looks innocent, but if you look from a secret place it spells "you like sheep".

Like that art thing where there are stripes in a room and from a certain angle you see geometric forms from them (can't be arsed to search the links). 
In The UK On TV Channel 4 
they have an advertisement scheme which does that with all sorts of stuff - coastal rock formatons, cityscapes, ornamental gardens, industrial areas and stuff like that. As the camera moves you see a "4" appear from the stuff in the shot, then dissappear again as the camera nangle shifts...

http://www.youtube.com/watch?v=-CVdllN67OQ

this link ^^ the first clip is a good example, the next two aren't but the rest after that are....

http://www.youtube.com/watch?v=sbZ505w3U_k&feature=related

this one ^^ is cool! Although you can only see the "4" for a couple of seconds

http://www.youtube.com/watch?v=jGniDcglBHM&feature=related

...ahh, you get the idea. There are loads of these.... 
Well... 
go map! 
Hmm 
You're playing 4od, the best place to play the custom maps you want, on demand.


Part of me does intuitionally revulse at the idea of art/creativity inspired by advertising gimmicks... 
Cs_starling Public Beta 01 
http://www.grayheaven.net/cs_starling_pb01.bsp

Cubemaps might be fucked, lighting might be fucked, the whole damn map is most probably fucked.

If there is no func_ cs:s server running custom maps, I might be able to host something for us to playtest maps on. Might.

Comments are unwelcome, expected, probable, and will of course go ignored. 
I Think There Was A Map Called The Fly 
by markus klar. 
I Could Have Almost Made It 
immortality would have not been so difficult to adjust to, the chasm of time would have been a cinch if not for bees, markus klar fly references and Sunday Afternoons, things that I refer to as the long dark tea time of the soul. 
Spirit 
You mean like in Doom, where e3m2, The Slough of Despair, is actually in the shape of a hand?

The Fly is the only one I can really think of for Quake, although nowadays with the ability to rotate textures and keep them aligned (lol the sideways section must have been a bitch for him), it'd be much easier to do.

One time I was gonna make a Heretic 2 SP map, in my usual Arabian theme, and have the whole map be the shape of the heretic sign, that the player would see when he exited, and flew above the city (it'd be a spacemap) 
I Mean (for Example) Stuff Like This 
http://www.quaddicted.com/stuff/spopti.jpg
But actually pointing at something. It's a load of work making it point properly.

Maps whose overall shape is something are nothing "special" for the player (except for rpgsp1 of course). 
Headthump 
I call it the Brunch of eternal misery.

Now there's a speedmapping theme. 
Oh Yeah, 
Wrath, if you don't want or care about comments, why are you posting on a messageboard? 
Ijed 
Are you retarded?

I'm not asking to be mean, or to imply anything, I just think it would be good to know for future reference.

Are you an intellectual infant? Are you slow-witted? Have you gone soft in the head of late or were you born such? 
I Was Dropped As A Child. 
Fuck you. 
He Doesn't 
care about comments because he doesn't understand them.

Also Wrath, some screenshots would be spiffing, especially as Func_ doesn't have a huge CS:S following and therefore you'll have to make an extra effort to get anybody interested.

Aside from the fact that I do happen to like CS:S, absolutely nothing you've posted has enticed me towards your project. Shame. 
 
"especially as Func_ doesn't have a huge CS:S"


roulfff if we got any someone shoot the bastard for playing faget games... 
Lol 
What kind of wankers play CS anyways... 
 
Aside from the fact that I do happen to like CS:S, absolutely nothing you've posted has enticed me towards your project. Shame.
Yeah, I was so looking forward to your specific input.

Screens are at http://www.grayheaven.net/starling/ 
Bal 
you french sausage-rider, what say you get yourself unfucked post haste and join the program?

Anyway, I'm the kind of wanker who play cs:s. Or rather, we play it on our lan-meets. So it was either a cs:s map or a q3ctf, and the q3 editors all suck more than shambler used to do.

You know, when he still had most of his teeth and only whored himself out for money. 
Ijed 
I Was Dropped As A Child.

Although not from a great enough height.

Are you telling me that you didn't understand what I meant in my original post or are you just trolling for a fight? 
Trolling 
My point was that if you want feedback, the normal way to go about it is not be a cunt.

But hey, maybe your method will work as well. 
It'll Fail 
because there seems to be a func_wide aversion to cs:s. Fine. Be that way. See if I care. Fuck all of you forever. 
Yay 
wrath is back. 
Func - 1 Wrath - 0 
...and the Quest for the Holy Crate continues. 
What The Fuck Id CS:S?!?!!?! 
forgive me bt I dont know...

btw those screenshots looked cool (eh? megaman)
nice map.... 
Camperstrike? 
You have to wait for the entire round to end before you respawn? The fuck? For that reason alone I have never played and will never play camperstrike.

p.s. screenshots look good, ignoring the vaguely homo-erotic man-on-man action that seems to be taking place with the human figures inside them. 
Seriously 
I want to kill you guys on q1 DM. even if its that DM Q1 level which is METAL with the lava and the RL....

I'm completely in=experienced at doing it with Q1

tell me what to do and I will do it. 
Washing The Map 
Run my map through deathmatchmaker to fit all textures again. Then the map got broke because of it's size. Imported it in Qoole, which was the only one that would import it.

All lights were damaged, and all the funcs got a delay=1, even the lights. Now i"m back on trace, at least all textures fit. Now I exceeded the lightmaps again.

What is this nasty habbit of recompiling a brush with just a thin 1 size brush around it?
Can't see the meaning of an empty brush as that it consumes massive lightmaps!

http://members.home.nl/gimli/haku00.jpg
http://members.home.nl/gimli/haku02.jpg 
MadFox 
Deathmatch Maker is an absolutely terrible editor. I'd avoid it at all costs.

And to the CS:S haters: Sorry it's not Quake and sorry it's so popular everywhere else, but it is still quite a fun game. 
Er 
Im serious

I dont know what CS:S is.

Cascading Style Sheets?

Counterstrike. I suppose. That's meant to be a well popular game isn't it!!! Hehe - never played it... 
Counter Strike: Source 
But yeh, you've got the right idea.

Give it a shot if you get the chance, it's a fun way to while away some spare time. Provided you find a good server -- a lot of them get trolled by people like Wrath. 
MadFox 
the second shot looks nice, but the castle is only one texture. Some variation would look much better (wooden trims, metal buttresses...).

Looking forward to play. 
... 
Give it a shot if you get the chance, it's a fun way to while away some spare time.

I'd rather watch paint dry tbh. 
Wrath 
Nice that it's got lotsa different styles and colors like in real world. 
Ricky 
get quakeworld.

Nquake is a good package for beginners:
http://nquake.com/

Ezquake is the name of the quakeworld client.

Then when you have quakeworld go to www.quakeservers.net, find a uk server from the list, copy its ip address, then open up ezquake, type "connect ipAddressHere" and you're there.

Or that's one way to do it. 
I Mean 
ezquake is the client provided in the nquake package. 
Also 
you can paste to qw console with ctrl-v 
Thanks For The Tips 
Trinca just blew me all over Quakeworld
Aerowalk, dm2 and dm6. Heh - was fun
ezQuake is very easy to use.....
now I know how, I intend to try and kill you ALLL!!!!!!! 
Map It To The Wall 
texfish: I use DDM because it instantly retreats my textures back on grid. I never noticed texmislignments.It also stamps all my brushes back to integers which makes it easier to find the "sick" brush. And despite of all other errors, like crazy broken patterns as it was winqbsp, it never returns with HOM's.

Sielwolf:The original map was at the same max lightmaps, and although I compiled it as good as I could, it caught Hom's and leaks (aargh).
reason I tried this rather stupid way of converting the map to compare the right parts.
Point is I always need to stuff things up when I ain't got brushes left. 
I'd Recommend Worldcraft 
if texture alignment is your main problem. I've never come across a more user friendly texture system. It won't just do it all for you, but to be honest I can't understand why you'd want to hand control of texture alignment over to the software anyway. 
Worldcraft 3.3 
Select all brushes => select "texture application mode" => click on "fit" or "bottom left" or "center" => "Voila!!" 
QuArK 
Quark's texture tools are amazing too. If only the thing would not be so slow. 
QuArK 
I second that, QuArK has modern texture tools and the possibility to set the texture scale, rotation... manually like in bsp. 
So... 
Why do you mappers not like GTKRadiant? 
GTKRadiant 
is difficult to break in to. I've had it installed for years, but every time I open it up I just find myself questioning whether it's worth finding my way around it. It's not very straightforward for beginners. 
 
GTKRadiant = pain in the ass to start!
Quark = pretty easy to start... 
 
GTKRadiant, bsp, ogrier are very similar in my opinion. Once you learnd one it is not that difficult to learn another of these.

QuArK is completely different 
Yay 
Never leave us, wrath. 
Tex Mislignments 
I'm just mapping brush for brush, so it is evidently I break up in a total texture mess. I never noticed untill someone made me aware.
Even now i find it frustrating to spend houres matching all those creepy lines.
I only used this DMM because it also returns a map without HOM's or leaks. At least that's a positive thing of the programm. I can throw away all garbage and keep the the good part.

I tried worldscraft to see if it has a easier way to convert them,
thanks for the tip.

I'm so convienent with Quark that other editors always make me wonder how to use the buttons.
I tried NewBsp but I couldn't import maps, only make them.
QRadiant made me search for houres to even start.
I know, they're good editors, only I am a impatient manual reader. 
Madfox 
Also there are two boxes "to world" and "to face".

Select all brushes with messed up textures

then

Press texture alignment button

then

Tick box "to world" and set scale 1 and 1, also alignment 0 and 0, then ENTER

you can select textures by clicking the 3D window (yeah!), [shift] + select lots of textures!!

then quick button - bottom, top, left, right, center, fit. 
 
in Worldcraft 3.3, not 1.6. Also move, rotate brushes and the texture NEVER goes wrong. Texture lock is perfect. 
Nevermind 
just finding my WorlCraft versions.
Aargh, why did I never got the official version.

it's like with Qoole, I can download all the updates but they all go wrong on 300 brushes limit version. 
Yet More Randomness 
Worldcraft 
1.5 works, but 3.3 only install the halflife version. So my tex is still offline. 
OK, Solutiion: 
http://www.quakeone.com/qadapter/

install Worldcraft 3.3 to "c:\program files\woldcraft\" (default)

if you put it anywhere else this wont work

install quakeadapter, linked to above

your textures must go in "c:\program files\worldcraft\textures"

it will now convert any textures in this folder everytime you startup Worldcraft, all ready to use... 
Also 
Aguire's TxQbsp.exe will work with the converted half-life textures.

in Worldcraft, click tools => options => build programs to see the set up for build programs.

F9 is the button to compile and run, but you can use a command prompt.

"csg" is set to "nomapversion.exe"

what this does is remove Half-Life KEY "mapversion" "220" from .map file.

this can be also removed in a text editor but its a non-critical error. 
I Concur; WC3.3 Is Very Powerful 
it's worth the trouble to get it working. 
Dust In The Air 
Here is my attempt to create another theme not normally seen in Quake. A desert theme complete with cacti, buffalo skulls, and a saloon.

This map is designed to be played with midair mode, a mod where the object is to launch the player off the ground using only rockets, and then blasting him while in the air.

This map is also practice of my mapping skills, and to see just how precise txqbsp is. Many of the small details in the map like the cacti and skulls are off grid, and txqbsp does a nice job and putting them all together.

Be forewarned though, if your computer isn't equivalent to that of a rocket engine, you won't have stable fps. Small as it is, this map is very heavy on framerate, especially when looking down from the sky.

But again, its just my attempt to try something different. I doubt it will get any gameplay because of the performance drop, but it's nice to look at.

Screenshots:
http://orl.fvfonline.com/misc/omsair1.jpg
http://orl.fvfonline.com/misc/omsair2.jpg
http://orl.fvfonline.com/misc/omsair3.jpg
http://orl.fvfonline.com/misc/omsair4.jpg

Download with .map and .wad included:
http://orl.fvfonline.com/omsair.zip 
 
 
 
 
Hmm 
Oooh, desert theme. Wasn't there a Q3SP mod with a similar setting?

(Go on, 'how dare you mock my inability to finish projects' and quit, go go go ;) 
I Think It Was Called 
Coriolis Dune

heh


heh heh

heh. 
Hmm 
Heh heh.


Gotta love the fact Lun's just a joke these days...

Go on, quit >_> 
Be Nice To Lun 
I like him now. He's consistent and honest. And his maps and textures are really cool.

ORL - That looks fucking cool. It would make a cool part of an episode, say if you went through a base map and the slipgate at the end was malfunctioning. Then all of a sudden

BOOF!!!!

You fall from the sky and land in the middle of a desert. That would be a cool moment. The cactuses and buildings look really well done. 
Cool Cool Cool Cool. 
I need a new word 
Not Taking That Bait 
because I'm quite confident in what I've been working on this month. 
Hmm 
Are you implying that if we catch you on a bad day we can make you quit? :Awesome face:

What you been doing anyway? 
It's Happened Before 
I just didn't give anyone the satisfaction of a fiery last post.

I've been working on lunsp2. 
 
GrindEntity: How's your new map coming along? 
Hmm 
Map?

You're tripping, I don't map. Like I said in the Mystic Gemini thread, I spend more time in photoshop these days. But if you mean how's my latest commission coming along, it's fine thank you, I've got the concept/art finalised and am now abstracting it into various horribly corporate mediums (I'm such a hack).

And I think Grintity is probably the best portmanteau tbh.

Sweet news Lun, don't let the evile last 5% stop a release plix :) 
Worldcraft 
RickyT #2007 Thanks for the link! 
And 
when I lie in moon eclipses
patiently watching sun's wink
reflecting on her moon shape whispers
http://members.home.nl/gimli/jetlag.WMV
that duke3 moon jet laggers me kink! 
I Ment 
why are those links such a shrink. 
 
there once was a mapper named madfox
whose maps were all leaky and badbox
his posts make no sense
a masterpiece which you whom
the twinge comes to get follows, arranges screenshots of places and or accurately completes it from the order as people, kindly there is entrusting 
 
I comprehend the feeling of rime you reply and won't argue the reason why you (as always)want to intrude me, as I still need a dictionary to understand what YOU mean..., but

I can't see why you turned on the fourth sentence. I won't call you a Buthead for you explained well my reaction when you piss me off. Good article from IRC.

http://members.home.nl/gimli/060808.WMV 
Lunaran 
thanks for the texture help in Qmle. 
Madfox 
I do like you.

coincidentally, where is that papercraft program again? 
Rolling On My Ass 
coincidentally, where is that papercraft program again?

Seriously, I had to go get a cough drop for my throat after laughing at that one. 
Lunaran 
Orbfacts 
When I was trying to construckt an Orb base I came to the point I had to work with parts of the model. This for a construcktion scene.

So I reconstruckted the model with brushes, but when I was ready the model needed so many brushes I could only use a few in a small map.

http://members.home.nl/gimli/orbqu.JPG

Then I remembered the voidents from wazat, which includes mdl files, so now I'm using parts of the model in facts. They tend to use almost no data. 
I Guess James Cameron Was Right After All, Back In '84. 
This is how the world ends.

It has been...emotional. 
No Fate But What We Make 
 
 
Speedy: 
since you're back, maybe you should tell us what's happening with the rmx contest. 
Yeah! 
Whats that all about? 
 
tomorrow 
A Few Shots 
alright I made a Qexpo booth, and posted some shots of my upcoming projects

http://qexpo.tastyspleen.net/booth.php?id=164

There is (what may be) a surprise at the bottom

Not all of the shots are great, I could have posted less shots, but whatever. 
Re: Shots 
arcanum shot2: badass
roman shot 2: badass
roman shot 4: badass

n1! ^_^ 
Seconded 
 
 
arcanum, all shots look badass.

others look good but not as good as Arcanum. 
Lol 
arcanum and roman look great! dunno what else to say other than arcanum and roman look great! cousin roman!

this makes me hate myself for never finishing anything! i need some extreme inspirational text/video to get me into mapping for more than 1/2 hours. 
 
Awesome! I can't wait for all of them, but especially A ROMAN WILDERNESS OF PAIN. I think I once downloaded your scraps for that aswell (when you put them all on your website) and was gonna do something with them. About an hour in, I changed my mind :D But I loved the theme. 
Yesss 
the scraps! that's why that name sounds familiar! iirc, you seem to have moved away from the extreme red blood + white stone motif... or is that just not in the shots you posted? i loved those scraps. ^_^ 
 
haha nakashuito, if I can finish stuff that's been unfinished for 9 years anything should be possible - and I am finishing this stuff, these projects will be released this year (except unforgiven).

Re: Roman Wilderness
Pretty much all of the scraps are in the 4 maps in some form or another - the white stone stuff is in map four, the roman shot 4 is the start of map 4, so there's more of that type of stuff in there that isn't shown.

Re: Arcanum
I tried not to show too much - frick I'm retarded, even now I'm rebuilding my maps to a degree (lol) - Arcanum shot 2, shows part of an area that is my favourite area out of all my maps, so I don't want to give it away really. Lighting that area has been a horrible bitch (although I suck at lighting generally, being used to doing maps almost totally set outdoors) 
Impressed 
Fucking shit that looks amazing.
I used to play the roman scraps all the time, so I practically pissed my pants when I saw that you're working on it. Arcanum of course looks badass. I'd like to thank you for being such a fucking workhorse! 
Anyone See Matthias Worch's Qexpo Booth? 
h;s making another map. 
I Like This Guy! 
http://www.worch.com/2008/08/24/bbelief2008-level-flow/

He "plans ahead" the same way I do - I dont! 
Fuck ME!!! 
http://qexpo.tastyspleen.net/booth.php?id=169

I really hope this guy finishes his map - @The Nightmare@ - bathed in blood baby! 
The Nightmare 
has giant peanuts! (1st screenshot).

just saw arcade quake and it looks funky as hell :)

http://qexpo.tastyspleen.net/uploaded/124/aq10.jpg

http://qexpo.tastyspleen.net/uploaded/124/aq11.jpg 
Oh The Fullbright 
OH THE HUMANITY 
That's The Worst Map I've Ever Seen 
 
 
i thought it looked cool :( 
It Does Look A Bit 
'busy' architecturally. Hard to see what's what. S'pose when they get some lighting in there the contrast will make it easier to pick out relevant details. 
 
Yep 
that's a Kona map. 
 
looks evil :) 
Scampie 
if all you have to contribute is trolling then stop posting on this board. 
Reminds Me Of 
Grindmill - which always felt like it a should have been a q1 map ;) 
Kona's Maps 
Were among the first usermade maps I played and I just thought I want to make maps too.

Can't wait to play that map ;) 
Hmm 
that's a Kona map.

Pretty much. 3rd shot looks particularly kewl tho.

And kekeke@Lun 
Hmm 
Hang on...

I'm confused, is that now a map in progress or are you just duplicating the scraps screenshot from the QExpo thread? 
 
nah i want to finish it, one day. might change the textures though. 
Bump 
well its not exactly anything to get excited about atm:

http://shub-hub.com/files/images/rickytease.PNG

Im going to South Africa for three weeks on the 15th. I honestly dont think I will have any gameplay in place at that time, although when I get back it may be fairly imminent! :P

still this is the first map of the episode. or atleast the first one I will have made for it..... 
 
Re: Arcade Quake 
Is it done by the same people who made Target Quake? 
Nope. 
 
 
Vague, wireframe editor shots really aren't very imformative, or let us offer any critism of the map Ricky. Not really exciting. 
I Know Scampie, I Know... 
I just didnt want you guys to think I wasnt busy! Atleast you can see roughly how much I have dont since 'RMX :P 
Trying Skyboxes 
 
Your doom1map1 is coming along pretty well. 
Madfox 
yeah but i hope you intend on putting a little more detail into those rooms 
Ricky 
you do use visgroups right, just deleted em for this shot? 
Sort Of - Half Correct :P 
I group things all the time, and I used to use coloured visgroups in WC, then hide some when I was working on a specific part, but I prefer just to have all of the lines in the 2D windows white, and I dont bother hiding anything anymore.
My vis-"blocking" is a lot better than it was :) 
I Never Use 
visgroups either, but I think I'd need to learn to before building anything that complex! 
Opinion Please. 
Which shot appeals to you more, and why?

http://www.grayheaven.net/de_somersetA.jpg
http://www.grayheaven.net/de_somersetB.jpg

In four hundred words or less. Please include references and a bibliography. 
Because it has warmer colours. Like 0.0001%. 
Because it doesn't have warmer [or more uriney] colours. 
Because I don't like yellow taint on B 
Eh 
That's a really fucking gay custom Quake engine you're using there... 
Wrath 
it doesn't make any goddamn difference at all. "warm" or "cool" is a much bigger decision than "50% saturated" or "60% saturated." quit obsessing over it. 
 
Thanks everybody!

Shamb,

Yeah. But then again, fuck your mother.

Lun,

The difference is more than simply ten percent saturation. It's desaturated and then color graded to drain the blue out of the picture. I've also adjusted the levels slightly.

A is completely undoctored, by the way. 
Duh 
clearly the next-gen solution is to desaturate it and hue-shift everything to brown, so B obviously.

After all, that's what sold the bazillion copies of Gears of War, not the fun visceral combat or anything.

Keep tweakin' those colour levels! 
feels cleaner 
 
wrath stop mapping for crappy games!!! go make a proper Q1 map :)

peace!!!


ps-> i cant coment on a engine i dont know ;) 
Post Processing 
covers up poor art direction and bad lighting.

Can't coordinate a project well enough to pick colors that match in any given scene? Fix it in post!
Your lighting model (or your lighters) too shitty to make a scene look halfway believable? Fix it in post!
Blew your texture budget so hard the entire scene devolves into visual noise? Fix it in post! 
 
Are you upset that Aliens: Colonial Marines post processed over your stuff? 
Uh... 
The color difference between shots A and B is less than the color difference between two randomly chosen monitors, so it's pointless to worry about it. 
Hmm 
Trinca, why can you not comment on the aesthetic appeal of two comparative images? Imagine they're actual RL rooms, I assume you can deal with that concept (unless you continually walk into walls in your house because it's the 'wrong engine')

A btw, it looks more realistic, less game-y. But as Lun says, it makes little difference. Either would look good if I hadn't seen the other. 
They Look The Same To Me! :P 
The level looks quite cools though. I like the organic element to it - like it's genuinely a bit fucked up because its a bit old n' stuff. Nice work!
Also: - you must have a massive monitor.... 
Lun; 
Can't coordinate a project well enough to pick colors that match in any given scene? Fix it in post!
Your lighting model (or your lighters) too shitty to make a scene look halfway believable? Fix it in post!
Blew your texture budget so hard the entire scene devolves into visual noise? Fix it in post!


I have no idea who pissed in your cornflakes, but it wasn't me, alright?

There is no project, there is no texture budget. It's just me and hammer, so take a deep breath and suck my cock. 
Wrath 
Lun loves you really. Everyone pissed in his cornflakes. 
Uh Yeah 
I liked B better, looks warmer and more natural. 
I Think He's More Offended By Post Processing 
than he is by Wrath's shot. I guess I can see his point - it's the same theory with minlight. Less colour-diversity I would imagine.

Still; popcorn at the ready!! Sunglasses. Bad Afro haircut. No, wait, thats an Alien Ant-Farm music video..... 
(A Is Better) 
 
lighting looks better in it. 
 
B has better contrast but oversaturated colour. 
 
wrath, they're exactly the same. I can see they're different, but no one in the world will ever know or care when it's in motion.

And if the lighting was a bit nicer with some better contrast and mixture of cool and warm colors, that version would look infinitely better anyway. 
 
what scampie said... plus that scene is kinda boring.... 
 
So was your post. I for one want my money back. 
Metslime 
Charges you to read func? 
Wrath 
what game is this? and yes, your monitor is fkn monstrous 
Looks Like Counter-Strike: Source 
If you can call it a game, that is... 
 
It's counter-strike:source, yes. And my monitor is a 20 inch wide, nothing monstrous. 
Unlike Your... 
 
Nah, you don't want to scare the ladies. Mine is fascinating and friendly, yet strong and reliable. 
Not As Bad As Worch's Shot: 
http://www.worch.com/wp-content/uploads/2008/08/bbelief2008_flow.jpg

He must have a bigger monitor! :P
But you know what they say about a man with a big monitor..... 
 
That is 1600*1200, no? I actually run two 20" wides next to each other for a total of 3360*1050 of screen real estate. So, you know, neener neener.

But you know what they say about a man with a big monitor.....
He needs a powerful graphics card? 
No Worch's Shot Is 1080x1920 
and if we're having a competition
I'm using 3 monitors - a 22" 1680x1050 (or whatever it is) a 19" 1440x900 and a 19" 4:3 1200x1600 :P

And what they say is that he's mprobably compensating for something.....

(ooooh) 
BSP 
Editor does look pretty nice. I have to get round to installing it. 
Some Screenies From My New Q4sp Map 
PuLSaR 
Looks interesting ;) 
 
ohhh fuck PuLSaR took the wrong side of the force :(

anyway looks nice... now comeback to Quake please :) 
Trinca 
don't worry, i think you'll see my new quake release pretty soon 
AAAAAAaaaaaaaahhhhhhh 
Goood !! 
 
fucking great!!! :) 
 
q4 - awesome :D

quit with the indoor tech though - try to do some outdoors stuff at least.

just about every single bloody doom3 custom level i've played is the same indoor shite from doom3.

just played the haunted house custom level for serious sam II. now this is a game with HUGE variety in design and themes, and yet this guy went off and created a completely unique theme and setting. this is what the id tech 4 really needs, more diversity.

it's no wonder unreal's engine dominates id's in terms of licensing. 
Outdoors 
Outdoors are the things that i really love to make in maps for any game. My q4 map is divided into two sections, the first one is completely indoor and the second one is a mix of indoors and large scaled outdoors 
A Dirty Vis-skin ... 
 
 
 
petty not pretty :\ 
Lighting's A Bit Too Saturated 
for that texture set IMHO.

What is it? Tourney or ffa? 
 
FFA. It's not intended to be used as a tourney map. 
 
give me src map, Ill make it into q1sp 
Trinca... 
you mean "pity" 
Hmm 
Yes pity.

And for the love of gods, please stop pointing out whenever something isn't for Q1. We know you only play Q1, we don't care. 
 
metlslime yes thks


nonentity i care... stfu 
So Care Quietly And Stop Shitting In Every Thread 
 
 
Shitting is a natural human function we must do, some more than others 
Creutzenberg 
That looks pretty good. Lol @ the German name. It's tempting to do that. 
Care Quietly 
That would be good on a shirt, or a bumper sticker. (Seriously.)

@T.C., that looks really nice, but...wow, it's certainly green, isn't it?

Green sky + green light from the sky (I think?) + green weapon markers + green flags + green liquid (I think?), etc.

Maybe at least make the liquid and sky differ, or if it's just the sky light, maybe desaturate it a notch? Or something?

Dunno, maybe it's just me. 
TF2 Map 
 
looks fucking sexy petty it�s a map for total shit game tf2 :p 
Hmm 
No.


Also;

Looks nice, especially shots 2 and 5. Don't play TF2, so don't know how the detail level compares to stock/other custom maps, but some of the walls/buildings look a bit sparse (shot 3 is a good example of this). Possibly more prop use would help. I'm aware that there is a limit to how many aircon fans you can place, but windows/inaccessible fire escapes/crates nailed to the side of a building mebe. Other than that, the general look of the level is nice, good intersection of buildings to create a varied hull/play space. 
 
Map is far too open, the layout favors scouts and snipers, but doesn't make it fun for them either.

Snipers are powerful only becuase the fog and openness makes any attack angle viable and gives them cover. So either they'll get couter sniped, or it's just shooting fish in a barrel.

Scouts are powerful because all the open area makes it difficult to hit them. But they aren't even going to have fun, as there aren't enough areas of height to jump along or otherwise get advantage.

Most of the other classes are screwed without the choke points, high ground, and tight areas to either fight through or defend.

In my opinion, what needs to be done is to tone down the fog and darkblue light. It is far too hard to see enemies at a distance and tell what team they are. The blue light also gives too much advantage to the BLU team. I'd use a brighter light blue color to still give the 'night time' feel without being overbearing. Fog needs to be thinned quite a bit overall.

http://img409.imageshack.us/my.php?image=mudfarmsuggest1mg2.jpg
http://img510.imageshack.us/my.php?image=mudfarmsuggest2uq4.jpg
http://img401.imageshack.us/my.php?image=mudfarmsuggest3tf6.jpg
http://img401.imageshack.us/my.php?image=mudfarmsuggest4ke0.jpg 
Zwiffle 
I agree with Scampie on pretty much everything he said. Trinka needs to be quiet while the grownups are talking. And it's good to see people branching out to other games. 
 
 
 
Yeah I agree with Scampbell on a bunch of things too. It's very useful feedback.

Scampbell: What exactly do you mean in the first screen shot about moving the spawn up to the doors?

Thanks for the feedback so far everyone. 
Zwiffle 
I mean cut the room circled, and put the spawn there. The existing doorways from the room cut into the rest of the map and now the exits from the spawn. 
 
I actually like the circled room, so I might just cut out the regular spawn room and move all the teamspawn there instead. 
Re #4954 
Megaman just linked to that thing i had in mind: http://de-war.de/eurekacarpark.html 
So... 
Anybody working on anything cool? Screen shots, plz! 
A TF2 Map 
I'm working on it. 
Spd 
BTW, finished your map. Not sure what it's about. I'm in #tf today if you want to stop by. 
Screenshots? 
I reached three days full vising.

73.80% Elapsed 23h30m, Left 24h16m Total47h46m, 49%.

Nothing happened last two days.

http://members.home.nl/gimli/arcus05.jpg
http://members.home.nl/gimli/arcus06.jpg
http://members.home.nl/gimli/arcus10.jpg
http://members.home.nl/gimli/arcus16.jpg

The map plays well, and I'm just below the max clip and vertices.
Only on fast vis, or I'll wait for years. 
Oi 
http://members.home.nl/gimli/arcus16.jpg

I think I see the source of your trouble. Tell me those railings are a func_wall? 
No 
Railings and lamposts are mdl files I added with wazat voident code. 
 
Then what's taking days upon days of VIS time? Is your computer older maybe? Nothing else in those shots looks particularly VIS unfriendly... 
Well 
The map is rather big (8Mb) and fast vis takes no time.
R_speeds are extremely high.
I used no func walls, and hardly vis blokkers. 
Good To See Some Screenies! 
hey madfox nice theme and you've got some nice construction here but the texturing could use a lot of work. if you can't get those big bricks ending in the right place, then i'd use much smaller bricks so you don't notice when they get cut in half. in acrus10.jpg for instance, almost every brick gets cut in half at the edge, which ends up looking sloppy. also things like underneath archways and ceilings don't need to be the same brick texture. the railings i think wood look better in wood too. 
Sure 
I crawled out of this map construction with my first suceedment of texture alignment. And as it was the first mistake I never saw in mapping
I experience it as a small improvement.

My first goal was to make the map excist without homs or max warnings.
Reason why I had to take advantage of the mdl files.
And as the texture count grows on 72 it still could have some more archivement.

I'm now on a P4 3Ghz and I never had a longer vising count than 8 houres. After boxing the map the vistime just raised dramatical.
And I can't delete that because the map immedeately starts leaking. 
MadFox 
Are you trying to beat the CDA fullvis runtime ? :P
Wide open area needs long time to compile, and regarding the shots, it looks awesome, plenty of details everywhere... You will certainely have to wait for almost the same time before seeing a 100% fullvised map...
Anyway, good luck, be patient, and we all hope to see the release soon..
Keep it up ! 
After boxing the map

are you saying you built a giant box around the entire map to get it to vis? because that would certainly explain why it's taking so long. 
Reminder 
fullvis runtime to beat is 1248 hours... As of today, CDA still wins :) 
 
Oh yeah, OK, if you can't get it to VIS without boxing that would explain your VIS times. Having the process all of the outside stuff that QBSP would normally cull away will double or triple your VIS times easily. 
I Reckon 
You need to find the leak, MF. Boxing stuff makes baby Jesus cry. 
Ijed Speaks The Truth 
 
Or Rather 
muh_bad 
Ok, But 
'Boxing stuff nails baby Jesus to a wall' doesn't have the same ring to it. 
 
And on the road the map has crossed was a point where the box wasn't necessary to compile it, but then the max limit was reached and it had many hom's.

but that map ended on a burned out mobo, so make my cahsbox smile. 
Just Because... 
Fern Is Back !!! 
Hey ! Nice shot ! 
Fern Never Leaves... 
"He" is just slow and busy as hell. 
LEAVES! FERN! 
hey, you can take all the time you want as long as you're branching out! it's good to see you've still got your roots in the community! it wood be great if you posted more shots! 
 
Shoots. 
Actually I Should've Posted This One Instead 
http://www.suspenlute.com/stuff/bigger.jpg

kind of my take on the "r_speeds be damned" concept (though on a much more subdued scale) 
Abstract Level Preview 
http://wantonhubris.com/blog/wp-content/uploads/2008/10/abstract_preview1.jpg

Something I'm working on involving custom textures and a sort of abstracted look for a level. This is the general look of the level. I'm keeping the more interesting things to myself for now. 
It Looks Like Piet Mondrian Started Mapping 
pretty cool idea Willem, although now I'm really wondering what the textured version will look like. 
That Reminds Me 
of this doom2 level i was doing a while ago, but never finsihed because i had no ideas. just made because i was bored :)

http://pablo.kotogoto.com/cymk2.png
http://pablo.kotogoto.com/cymk1.png 
 
Neat, I like that! Could be some cool possibilities there. 
Hehe 
Those shots remind of me of p0rtal :) 
Hmm 
I like the cel-shaded style Willem, reminds of Warsow a bit.

I actually like Fern's Mondrian 'suggestion', possibly add some random primary colour surfaces (ie, keep the majority as white squares with black outline, but replace a few of the white squares with red/blue/yellow/etc (still with black outlines ofc)) 
 
I'm reserving color for specific purposes. You'll see! It's all part of a plan... 
Yes 
I was going to say, use color for a purpose, not to just to make the map more colorful. 
 
Add more rainbows. 
 
But... 
.. where are the sharks ? 
Where Are The Planes? 
How'd They Get The Planes Through That Tiny Door? 
 
Lunaran 
I suppose the door for planes are in the back of the shot... though... 
Ha! 
Remarkable enough there were a lot of people complaining there were no planes in Doom's Hangar.
Now you're worried how to get them out!

I wonder if there's no func_train to make them fly and shoot them out of the air with a trigger_multiple spawning the pilot . 
Heh 
shoots look cool

Lunaran:
They used the secret where the wall lowers and opens to the courtyard with the slime pit/armour in the middle. 
Heh 
"Charlie 9er, you are cleared for runway 2 over"

"Charlie 9er confirm, opening hangar doors now"

*dozens of attendants begin grunting against the walls until someone finds the trigger* 
Dooming Birds 
are go!

Now I'm obliged to get some doors in. 
Lol 
awesome takeoff procedure 
Abstract Level 
Looks like my placeholder textures (though mine are coloured). I've been half tempted to actually do a map like that rather than adding "proper" textures, since it does look kinda cool (hey, it worked for Warsow anyway). 
Wasn't There 
A 'The Cube' theme being talked about a while back - lots of func_train rooms. Could fit the texture theme. 
Melee 
still working on this melee mod. :P

http://www.youtube.com/watch?v=Eqj-NpgeSLk

so, just a little intro here:
max health = 500 now
regeneration: 100health + 200health over 12sec
invisibility: monsters can't attack you (for 10sec)
shift: teleport forwards (through monsters or telefragging them) 384 units
bind: make either a fiend or scragg your pet (they get stronger attacks, follow you and attack normal monsters)
damage you take is also split with the minion, although atm that's not very useful since they only attack monsters.

at this point, i have two choices:
1. combat based around hordes emphasizing positioning, crowd control, AoE and maneuvering
2. combat based around 1 or 2 monsters emphasizing debuffing, good footwork, cover and spell/energy conservation.

pets work for either large or small group combat. for example fiends hit multiple targets, scrags poison huge groups.

testing out horde combat atm, even without any AoE attacks. just lots of moving around, scrambling for cover as well as trying to stagger cooldown use so you always have a 'bailout' available.

the idea i'm going for is something like diablo where you're given a framework of spells/abilities and then thrown in a situation where you need to work out how best to use said spells/abilities. ie: this test map which is just about 15 shamblers and 20-30 hell knights in a small room with moderate cover. 
Woah 
What song is that, I love it!
It's kinda hard to see what's going on but it sure looks fun. 
 
that's Beauty Never Fades, Junkie XL. it's the animatrix version.

and yeah, it's hard to see what's happening. i had to annotate when and what i was casting to help give some more indication on what's going on.

i'm still trying to see if i can balance it around running in normal maps, but it ends up being kind of boring only facing a couple of weak monsters at once.

i suppose i could make the player more fragile (and certainly the inability to pick up armour at all makes it more difficult) but the notion is that you are supposed to be playing a death king who was betrayed and stripped of most of his powers. 
Check It Out ! 
Looks Kind Of Mindless 
I don't doubt there's more finesse than it looks like there is, but if you can't see any it's usually not as deep as you think. 
 
there's room for more interesting abilities, i think.

the thing i'm finding when i test stuff is that if there are a lot of abilities, you usually don't have time to pick the best choice in a heated combat situation.

so it's finding abilities that would be useful in a wide range of situations, don't unbalance gameplay and are fun that's the hard part.

ie: you used to be able to slow monsters down to 30% of their movement speed. it was very useful, but ultimately very boring. you'd get a mass of slow moving monsters in the center of a room. i replaced it with the teleport which, while less useful, makes gameplay faster by giving you really good maneuverability.

but yes, if you would consider a game like diablo or hellgate mindless, than that's definately what this mod would be to you. :) but then, quake itself isn't far off from that either. 
Yes, It Is 
you don't just run up to stuff in quake and click it to death 
 
No, you stand back a ways and click it to death. 
 
oooauu baby 
 
No, you stand back a ways and click it to death.

hehe pretty much. :) i mean, sure you dodge shots and take cover in quake, but you do that in melee too, but aside from dodging shots, you're also juking back and forth to trigger melee attacks while avoiding the damage.
it's at least on par with quake in it's simplicity/complexity.
the big difference now is that item management is removed and placed in the player's hands.

i think what's maybe missing is more variety in the main attack-- the sword itself.

what i think i'll do is something like oblivion where the direction you move affects the type of swing you'll do.
back: normal damage + bleeding
forward: strong single attack (more damage if bleeding)
or there's the option of just making sword hits do different effects and you'd switch them like weapons in quake.

or something.

thanks for the feedback though, i appreciate it. :) very helpful while developing this on my own for so long. 
 
being at range means you have an order of magnitude
- more space in which to dodge projectiles and advancing monsters
- more targets to prioritize
- more attacks of your own to choose from

your video doesn't show you juking to trigger melee attacks, you just wade into two dozen hell knights and start clicking. Occasionally I see a label appear like "regeneration," and the combat doesn't appear to change at all.

movement based attacks would definitely help although there'd have to be reasons to use each one depending on the situation you're in. More than one melee weapon with some differentiation between them would be nice too (ala the warrior class in Hexen). 
Charged Attack? 
Holding down fire charges the sword, when released it does a single strike for more damage.

Thirdperson camera would be good as well to put the dodging back in - but the general reaction to thirdperson cameras in Quake is disgust.

Could work well with the teleport spell though. 
Interesting 
MMO-style combat mechanics generally need to be supported by a really good HUD/interface. Without the proper feedback as to what the heck's going on, it all tends to get a bit messy and confusing. Being in first-person might not be helping matters either, but what the hell, it sounds like an interesting experiment. 
 
your video doesn't show you juking to trigger melee attacks, you just wade into two dozen hell knights and start clicking.

if you're talking about the very beginning, i wade into the monsters because my original plan was to stick with the fiend pet. his melee attacks hit everyone in front of him, so i was going to make monsters swap between me and it but i ended up getting cut off from him and he drops like a rock. at that point, i knew i was in trouble, so i pop regeneration to mitigate some damage. now i'm fully trapped in a corner, surrounded by hknights so i teleport through them in order to get some space.

ijed: i tried it out with the built in fitzquake 3rd person cam. it's ok, but you loose some accuracy esp. w/regards to teleporting (at least for me). it's not something i'd want to enforce on the player.

kinn: yeah, not having the ability to display information is making me run up against a lot of walls.
cooldows are displayed in the ammo counters but that means i can only ever have 4 cooldowns (and the cells slot is used to display pet health %).

i might try to shift this over to doom3, but then that'd be even more work and d3 isn't as flexible as quake before you need to start compiling the sdk. 
 
saw this picture in #qdq anyone know when it will be finish?

http://trinca.quaddicted.com/temp/joequake112.jpg 
Soon 
A month or two I think. 
But Ask Trinca 
 
 
 
 
this is a really great looking map, and i see you've put some good work into the lighting. shots 3 and 4 esp. look atmospheric.

great job so far :) 
Love It 
Yeah I am really looking forward to playing this one!

One thing I will say is that will the bright skybox in one of the pictures the level looks quite dark, maybe adjust the skylight parameters there? Otherwise...Kick arse. 
Necros 
thks to you concerting in lights!!! you gave me 90% help on this issue. i read the Aguire manual just have some dificult on the softangle :\

Daz skybox is not decide iet :\ i must get a proper on...

thks for the motivacion! i will not quit this one and i will not rush it. 
That Looks Pretty Good 
not sure if you can break up the texturing a bit, that would be the only thing I can think of from those shots. 
If It Was Me... 
i'd try using more grassy ground in the exteriors (so it's green and brown instead of just brown.) 
Green And Brown 
I did a remix of two of the original Quake ground textures recently, blending together green vines and leaves and a muddy background.

If it suits your needs, here it is, already palettized:

http://mortisville.quakedev.com/ground_rmx1.bmp 
You Put A Bmp On The Internet 
that is so 2008 
 
Looks good, Trinca! I love the old temple and dirt style. 
Metl 
nooo, the browniness of it all is what makes it stand out for me in the first place ^^ 
DaZ 
www.bmpr.com (beta)? 
 
thks Willem, necros in lights and negke in brushwork are helping me a lot :) i hope the final work will please you all. 
Trinca 
Now go finish this Maya map: I want to play it !!!! 
Looking Good, Trinca! 
I am really looking forward to this release. Just don't let Negke convince you that you need a Puzzles or Traps section :p 
Looks Good! 
nice curves and lightened. 
Bmpr.com 
I don't see the association between me and this site, maybe its cos im topped off with vodka right now? 
Daz 
bmp gone web2.0 ... 
Ahh, Yes 
 
Trinca 
maybe make the floors less even somehow?

love the curves... 
Yet Another (not The Same Map) 
That Looks Very Cool! 
I like the way you have mixed up the themes a bit, it makes it look very ineresting. 
 
looks great!!!

next time take the shoot much brighter please :) 
 
one for stress :\

negke cutesy for this one ;)

http://trinca.quaddicted.com/temp/joequake117.jpg

he made a good option in this one!!! 
+1 TrincA 
Nice dude, looking forward to it. 
 
Like everything in life motivacion is our best friend!!!

thks Shambler for support ;) 
 
shops sorry :\ shambler and all :) 
Trinca 
Now it is time to release it: go finish your map !! 
 
will take much more time JPL ;)

be pacient!!! 
More Time 
on the melting iceberg 
I Need Your Help! 
here's the second beta release of my rgb deathmatch map pack. neg!ke and i have been testing these maps for years - now it's your turn =)

i'm looking forward to your feedback.

screenshots: http://files.efdat.net/efdat_rgb_beta2.jpg
download: http://files.efdat.net/efdat_rgb_beta2.zip 
Better Late Than Never, Eh? 
nt 
Better Response... 
In the "green" map there were a few times when I tried to get the megahealth and got stuck in the corner - literally suck, unable to move, in slime.

Other than that I think they were okay. :) 
 
cool efdat. you should join the 3 together into a big single player level. might need a setpiece or 2 though. i like green the best. 
 
green rockz 
RGB 
While they don't have yaw dropping in your face visuals they do radiate that special quake sex appeal in larger doses than I've seen in a long time. The only reservation I have is the mushrooms in blue, while I normally appreciate the nice forms of shrooms they do come off as too blocky and stiff to be organic and doesn't fit very well in this context.

All in all I'm very impressed just be looking at them and hope I'll get around to playing them. 
Shots Of My Current Map 
Here are 2 shots of my current project...

http://lambert.jeanphilippe.free.fr/Divers/fd16.jpg
http://lambert.jeanphilippe.free.fr/Divers/fd17.jpg

Feel free to comment ;) 
 
looks nice, but arent the ligts to flat? :) 
Wow, That Looks Nice 
 
JPL 
Looks good!

What's that texture set? 
Ijed 
A mix in between Doom3 and Half Life texture set.. I suppose I'm mapping for the wrong game :P 
Don't Think So 
There's still, ten years on, a wealth of unexplored possibilities for this game. 
So... 
.. I hope this map will please most of you.. even the Quake purists ;) 
JPL 
Looks good so far. However there are a few tweaks you should definitely consider:

1) The height of the encircling wall is too uniform, especially if the player can almost see over it. Bring the vertical intersecting bulkheads up further, or add some angles, anything to reduce the obviousness of the straight line running all the way around the top of the wall.

2) It looks like you've used a high minlight value. Please don't do this; it looks very washed out and bland. There are effectively only two light values in the outside area that we see: the sunlight, and the minlight.

The central column/tower in both screenshots looks very cool, I think. I can barely see it. Add some spotlights so we can see the curvy detail.

3) That's the marcher fortress skybox you're using, yes? To my eyes it doesn't fit the textural theme you've selected. You have muted blue and tan rust, which I like btw, but then this intense bright orange sunset on rocks sky. Especially in fd16.jpg, it just looks wrong. Actually, you might consider some colored lighting, if you matched the sunlight color to the skybox color, the problem would be gone. The textures would look more interesting and varied with subtly colored point lights too. 
Grahf 
Some infos about your comments:

1/ The player will not be able to reach this point without "noclipping": I did fly to take these 2 shots, so the flatness of the top of the encircling walls is not visible as the shots show it... But I will take this point into account... and see if I can do something there...

2/ Minlight value is 25, and sunlight is 130.. It is enough to avoid completely pitched black area... and I think I will add mor lights on the bridges betwen the latform and the central tower... it will help to add more contrast here and there in this area

3/ I used this skybox (i.e Kell's dragonheart) because of the start area... it fits well there with the rock textures I used... You'll see that in time ;)

Thanks a lot everybody for the feedback ;) 
That's Some Prompt Refeedback 
It looks from the shots that the helipad platform with ammo and a crate on it is about the same height as the encircling wall. I suppose this could be a perspective illusion though. 
 
Are you using airoplanes or is it just a wild geek of me?

map looks really good. 
To Be Honest, 
I'm getting better results with maps like the Zer_turtle where there is no sky lighting, than earlier maps I made that used it. No matter the settings, sky lighting tends to over blend to the detriment of obtaining nice contrast in the shading colors that make up a good looking scene. 
 
Minlight 25 is very high. You might want to try sunlight3 instead (set it to 70 maybe) and light all interiors with sourced and unsourced point lights. Black shadows aren't a bad thing unless they look out of place for some reason. 
And That Lava Texture Still Looks Ugly 
At least increase the scale or something. 
Well 
MadFox: There are no airplane in this map... OTOH I will be happy to find an Helicopter prefab and put it onto the platform ;)

HT: Regarding the sun position i the skybox, it is obvious that is i the evening, when the sky goes down. Furthermore, the orange color of the skybox doesn't give the impression of a high luminosity of the sun... hence the value I used... Anyway, I think the shot rendering is not as good as what the map looks like ingame...

negke: Actually the minlight is 20, and the sunlight is 120. I also don't like areas that are competely pitched black, and where you see nothing. Unfortunately there are some in the map, and I would not like to have these... If I need an area with no light (and there are some), I simply use anti-light ;)
Concerning the lava, I agree with you: I will increase its scale :)

Thanks for the feedback 
Lighting 
I like that style of lighting. There is a difference if you use minlight because you're lazy, or if you're actually going for that look where the colors seem to blend into one another. It can look very dim, forlorn, and even unreal in a good way. Sunlight3 with lots of sky windows looks better and more natural than lighting the same area with torches or even invisible point lights (meh). I've had enough of torches. I still use them of course, but only in places where they would naturally belong.

I agree there could be some brighter light sources on the walkways/platform though. Streetlights or spotlights. Around the lava, too. Like on an oil rig - lots of small bright lights.

The handrail could be even thinner.

Minlight/antilight is not that different from sunlight3, it's just the other way around ;-)

I'd say you've achieved the effect you were going for JPL. 
 
 
Hmmm... 
I stopped using minlight too. Lunaran bitched at me so much that I tried it with no minlight. And I think it is good to have completely dark areas. However if you do want to light a completely dark area just a tiny bit then put a light like:

{
"classname" "light"
"light" "50"
"wait" "0.2"
}

I'm doing this in my current map with a slightly blue colour. It acts like reflected light from the sky. ;) 
Qoole 
Site has a lot of prefabs! They are qle formatted, but I found the Doombird there.
The whole site is free to download ans there are really a lot of prefabs. 
MadFox 
Link Please !!! 
Ricky 
you can have completely dark with antilights, too. It's just a different method.

Sunlight3 also gives you completely dark areas, just not where you have sky. That's actually pretty realistic.Go to a forest during daytime in the fall or winter, you won't see many shadows despite the fact that most of the light comes from above :) You start seeing shadows only when the sun goes down, and the "minlight" fades away.

BTW. even during the night, it's not completely dark, as long as the room has a window. Completely dark is only a cellar or similar, if there's absolutely no opening to the outside. A bunker for example, or a cave.

Nature doesn't hate minlight. Quite the opposite. 
Gb 
It depends how fast our eyes accomodate with the darkness ;) and I mostky agree with you :D 
 
I experienced that once. We were visiting a cave tour one time and they took you deep into it and turned off the lights. There was no bounce light from anywhere and complete and utter darkness descended. It's eerie. Your eyes feel very strange trying to deal with no light whatsoever. 
Darkness Accomodation... 
... according to my experience (and what I experimented during night rally in the army), generally, an eye passing from light to darkness (by night) needs at least around 15mn to accomodate... 
Lol 
(me pictures Willem on infra-red in a cave, blinking and looking worried cause he cant see at all...) 
Minlight 
I don't think the problem is so much that minlight is unrealistic, because like people say, in reality light bouncing off walls means nowhere ends up entirely black. I think it's more than not using minlight forces you to think about how you're lighting every part of your map, so you're always trying to create some variation in it. Even if it is just creating low wait lights to fill the space, the slowly changing lightmap helps to break up the repetition of the textures. 
 
That's true, good point. 
Jpl 
There are several links to Qoole, I prefer 2.31
Not long ago one could download all prefabs, in fact the whole qoole cd. But the link has gone. So I sended you some to your mailbox.

http://www.volved.com/qsr/download.shtml 
MadFox 
OK, thank you very much ;) 
Agree 
Minlight can be set so that you don't have to think about the dark corners, which allows you to ignore decent falloff and placement.

Generally now I use 5-10 minlight. 
Play Fear PM 
To see how minlight should NOT be used 
More Cubism 
Nice Title 
Looks fucking rad!
I'm assuming it's going to be released when we're all rotting in our graves? Thats when my 9 map remake of Insomnia will be released. 
 
~looks very Quakey... now go finish it!!!

and i go work on mine to :\

that i will not finish for christmas for sure:( 
Actually... 
There's a little story behind this one that almost guarantees it will be released. Eventually anyway. 
Pogostick 
Heh, a Doom platformer in the works:
http://i27.tinypic.com/kc7sn.jpg
http://i31.tinypic.com/jinrlf.jpg
http://i31.tinypic.com/vws7k2.jpg

Now, some news on ArcadeQuake please. 
Awesome 
 
 
looks great :) 
Cute 
Still waiting for The Shores of Zdoom 
Arena_Mudfarm V3 
http://forums.tf2maps.net/downloads.php?do=file&id=811

Link to Arena_Mudfarm v3. Only blue side has any major detailing/gameplay changes to it. Going to try to get that look right before moving on to the Red side. Any/all feedback welcome here, but preferably in the tf2maps.net thread:

http://forums.tf2maps.net/showthread.php?t=3822&highlight=Zwiffle 
 
 
Had 
to turn this one as it had me flat.

http://members.home.nl/gimli/doom05.jpg 
Niet Gevonden 
... 
Quaketastic 
Not a map beta but a beta for a replacement for shub-hub. I talked it over with Spirit and I think I got this about as close as I can to how shub worked.

http://www.quaketastic.com/

Let me know what you think! Same password as shub... 
Auch 
yet found 
Dude!!! 
Thats excellent news!!! You know I'll totally abuse it with screenshots, demos and maps, right?
Although I never posted any betas on the hub, AFAIK, so you wont have to worry about that kind of crap. Ive never had a beta which I wanted publicly available... 
But Seriously Thank You Very Much Indeed! 
 
 
thks Willem and Spirit 
 
"You know I'll totally abuse it with screenshots, demos and maps, right? "

Please do. :) I want to see if this thing actually works... 
I've Got A Couple Of Early Shots To Post 
but I cant log in.
ilovetheshubhub ilovequaketastic nope no nope not that eh. ;P 
Also 
please will we keep the 404 screen? Have you seen it? It er, ... I love that screen... 
 
Hahaha, god I suck. OK, password fixed. Really, it's the same as shub-hub, I swear! Sorry... 
Walop! 
 
Stylin'! Nice shots too - love the bridge! 
Willem 
I sent you a mail ~12 hours ago, did you get it (got some weird relay errors when trying earlier, that's why I ask). 
 
Yep, I got it. Will reply... 
Very Nice 
but I must say, is that the q2 rock texture? Its horrible :(

If you can find the texture wad that is floating around from the game "Rune" it has some great rock textures in it, I've been using them exclusively in my maps for a long time. 
DaZ 
will check it out... ;P

Willem: Thanks :-) 
Great Ricki 
show r_showtris 1 fitz shot from that rocky area!
Reminds me of your earlier stuff and terra's first maps too, which means it's great... 
I Like That Rock Texture 
I guess it could use some scaling it up or whatever, but I think it looks fine. 
More Monsters... 
 
arghhhh i always hated this one in doom :\ 
That Idle Sound 
that they make used to really piss me off/freak me out 
Grmpf 
I can hardly relate them to any sound, that's a small problem to me.
Sofar I can make them visible in Quake, but Doom has that 16bit texture that's horrible to substitute in Wally.

Further I get the nasty habbit, that when I export them to a modelling studio they immedeately start with vertices mixedup.
So I have to counterpart all loosing frames.
Most important is getting a good base/tex frame. 
OK... 
So who is working on stuff? I'm doing a medieval map at the moment that's already running me over an hour in VIS time - not sure why, but it is. I don't intend for it to be massive though.

Anyone else? 
Working 
On playing with textures for a project I'll be starting based off whether I can get the textures to feel/look how I want them to. 
 
release soon... :\ i realy want to start a fresh no stuff 
 
just my tower map atm. i seem to be stuck though. :P 
Working On Something 
until I start to hate it all over again, and then I'll go back to the thing I haven't put up in the editor in over a year and if it looks slightly less repulsive than I remember, I might get that one to Alpha. 
Modelling 
I'm working on the doom monsters for quake, but it's hard to substitute their sprite attacks. Quake won't give me more than one frame mdl seq. 
RemakeQuake 
Long time finishing, but what's already been completed is a great incentive. 
RemakeQuake 
How much is finished so far, ijed? 
Hm 
~9 maps in beta.

We're basing all the code off the gameplay needed in the maps, meaning as the maps get closer to completion more entities will probably be introduced.

The basic stuff like old, known bugs and a completely reworked multiplayer system is close to finished.

New enemy list:

Axegrunt
Nailgrunt
Berserk Ogre
Nail Ogre
Vomitus
Lavaman (subject to change)

New Behaviours:
Spawning (Quoth style)
Sleeping
Dodging (mild)
Flagged 'Wargear' (some monsters can carry extra stuff)
General AI improvements
Monster grouping

And lots of stuff in the works. 
 
Lavaman (subject to change)

Is that, like, the miniature Chthon? I didn't like those a single bit. 
Yeah 
That's why we're thinking to change them - a scaled down chthon doesn't add much. 
Meltpod 
I was melting some archville mdl.
What a creep that qmle and verticecounts.

http://members.home.nl/gimli/archville.wmv 
He's 
Not going to blast the player in place?

Like the walk animation. 
He Crawls So Hard I Couldn't Make A Demo Before He Grabbed Me 
It's a tryout for seeing how far I could imitate its original sprite.
For testing the walk scene I just put notarget. 
Woah 
That looks great. What a creepy bastard! Textures/Skins are always the "yay or nay" parts, it definitely is on a good way. 
The Zdoomgl Models 
 
Woo 
just started mapping again for the first time in AGES and managed to get a nearly finished base map to very nearly complete. I imagine there will be a beta ready soon. Anyone interested in testing? It's my v.late basepak map ;)

http://than.quaddicted.com/ < old pics here

On another note, I looked at another big nearly finished map I have and had loads of ideas for fixing it, so maybe I will finally get that out early next year too :) 
 
ye, keep then coming!!! 
Sweet 
Been looking forward to this one for a while. What's the status on APSP3 btw? 
Yeah Yeah. 
APSP3 PLZ KTX LOL 
 
than you are a inspiracion to all the mappers...

when i growup i want to map like you!!! 
That's "If" You Grow Up Trinca 
 
Dude.... 
get a move on!!!

Than: I would really love to test your maps should you so wish sir, it would be an honour!

(drool...) 
Than 
I will test base maps. E-mail address is listed in my profle here. 
Than 
Combat Layer looks very interesting. Is it based on Quake? Any (working) link to it? :) 
Than 
Everything's looking good there, APSP3 especially. 
Boner Shorts. 
 
Thanks + Info 
ok, I will send out the first beta to everyone who said they will test once it's ready. I'm just doing gameplay stuff and tweaks at the moment, so it should be sometime this weekend or next week. What I might do, however, is select a couple of people for the first beta and then once feedback from that is taken into account the subsequent beta will be sent to fresh testers too. Oh, and since it's way too late to be in the basepak, it will become APSP2.

APSP3 will probably be early next year. However, lot of it needs overhauling so it might take longer than expected.

Cocot: combat layer is a crappy game I made at university. It doesn't use the Quake engine - just a really basic engine I made myself. However, it does use a .map compiler to generate its level format, though it's not exactly intuitive once you've made the basic level, since you need to add collision detection data in a text editor then compile that with the .map to get the proper level data. Doesn't have sound either.

I guess there is no working link at the moment :) 
Than 
Oh, ok, I see :)
It looked good from the screenshots ;) 
Cold Times 
thought pain would be harder to convert than cacodemon, but it went otherwise.
the blobby thing just crashes verticemeshes.

http://members.home.nl/gimli/cpain.jpg 
Might Just Be Me 
But they look a bit washed out, skin-wise.

Maybe up the contrast and darken (burn) a bit? 
Madfox 
I think Ijed is right - just a "little bit" darker.

Also - totally ace! Really cool. Keep it coming.

Will we be able to map for it eventually? 
Pain Elemental And Cacodemon 
i dunno if anyone mentioned this, but the death animations for all those converted doom/doom2 models have more faces/verts. it was so they could reproduce the death animations on the sprites which often had stuff like an arm ripping off or an eyeball leaking out (like the cacodemon) or like the mancubus where it just collapses and the rib cage sticks out.

come to think of it, i miss the old days where the death animations were very elaborate. i think we've lost something in this age of ragdolls where they just pop the limbs a bit to give a little bit of initial movement. 
 
Chainsaw someone in Gears of War. :P

I do agree though. The move towards realism has sacrificed the arty deaths that we used to see. I know that we were going to experiment with half animated/half rag doll deaths at some point. Haven't had a chance yet though... 
Madfox: 
you should make sure the outer perimeter of your sprite is all transparent pixels, otherwise you get those floating lines and pixels you can see on the top of the flame and to the left of the barrel.

(also, in fitzquake you won't see the pink edges, but you'll still see the floating lines/pixels) 
I Like STALKER Deaths 
They rock!:) 
Doom Models 
ijed - you're right. At this moment I'm only trying to import the ZdoomGL models into Qmle, and so to Quake.
And as they don't understand a word quakes I have to make them understand that dooms isn't the legal arbitary...

No...kiddin, but it takes quiet some time to make them look right with all subroutines that I don't have had time to make the texture part.

I will try to convert the whole pack to Quake so they can be integrated just as the quake monsters. Point is I have to make decissions.
Doom models are, like necros said, split up in different framemodels fore the same monster.
So for the cacodemon and pain I have to relate to the explode scenes like hellspawn.

Fact is that they need some original subroutines what offers a lot of coding, like adding sprites to their acts. And something to make them divide to the costum monsters.

I tried to make a monster explode by tossing its fragments out of eachother, but experienced qmle always errors on not the same vertricecounts, even if they do.

metlslime- I haven't centered the sprite in fimg. In fact it's already a miricle to have a prog that handles these extentions.

A very strange feeling to see that doomguy in Quake.
http://members.home.nl/gimli/trooper.gif 
Fixing Graphics... 
Looks Good Hipshot 
Lighting is a touch yellowy, though: how about a bit of blue fill from the sky to offset the yellow sun? 
 
Hipshot

Fantastic ambiance there. The light pouring in and the overbearing structure built into the rock is a great looking setting.

If this is Quake3, is it possible to get some god/light beams coming in from the cliff edges? Would look amazing! Might be too much work in Quake3 though. 
Second That 
very badass. can't think of anything to add atm, everything looks pretty solid. all the little plants and shrubs help push the terrain into looking very alive. 
 
Lighting is a touch yellowy, though: how about a bit of blue fill from the sky to offset the yellow sun?

Disagree on this, the sky is yellow, so the ambient light from the sky would be yellow too.

Also, nice shots. 
 
"Disagree on this, the sky is yellow, so the ambient light from the sky would be yellow too."

Yeah, but then most of the scene is yellow. 
 
Well, the light is actually a bit more blue in the shadows, than orange. I had a version where the light was actually a lot more blue in the shadows, so it really stood out - looked pretty good. However, I wanted the art direction to be inspired by Quake(1), Quake2 and Unreal(1), so I decided to go with this instead.

About sun rays, I might do it - or not - depends on how good I can simulate the effect. I'm fairly sure I can make it look alright but not sure it will fit in the scene, with the clouds... 
Maybe I Finish Something During Winter Break 
I Refuse To Look At Anything That Isn't Zipped BMP 
(ok, too late. maybe next time, map seems cool, reminiscent of your speedmap, probably da r_speeds though) 
Another Beautiful Day 
...of combine oppression

http://daz.quaddicted.com/images/thegun_v010005.jpg

Been working on this little map pack for a few weeks now, it will require episode 2 to run! 
Yes 
When I think of combine oppression, I think of lens flare. 
Bit Obscured By The Flare 
but looks like an outstanding place to blow some shit up. 
Daz 
not enough bloom. 
Looks Good! 
 
New Duke Nukem 4 Eva Shizzle 
http://www.3drealms.com/duke4/images/DNF_Xmas08_1280x800.jpg

Alternative title: Rejected Gears of War Enemy Designs 
... 
Mine Was Better 
 
 
Yeah I haven't been impressed with any/all Duke Forever stuff that's been released 'recently' (ie, in the last 2 years.)

I smell flop. 
Yes... 
...especially the part where because 3DRealms don't allow hotlinking, I had to copy and paste the url :P 
Well I Still Think It Looks Cool... 
...I guess some of you old-skool quakers are a little bit biast. Which I can kinda understand, after the whole "Quake vs. Duke3D" media circus. Its like Blur v Oasis...

Fashion victims, sheep, trend-followers.....

hah! 
Nope 
They just never finish anything. 
 
Back then Quake was the dark brown ugly duckling and Duke the colourful pop chewing gum glee. It's weird to see such a dark and colourless picture. Made me realised how I much rather like comical games instead of that "next-gen realism". 
I Think That Its Gonna Be Good 
but we'll find out quite soon I predict.... 
 
I don't think they're ever going to release it at this point, honestly. They can't. It'll be insta-shredded the second it hits the reviewers hands as people have been waiting for over a decade in a Daikatana-esque fever waiting to tear it a new one.

It would have to be so over the top awesome to overcome all of that negative inertia that I just don't think it's possible. For any company, I mean, not just 3D Realms. You just can't successfully deliver on 11 years of promises.

It's gone from eagerly anticipated to vapor ware jokes to tired joke and soon to move on to obscure fact featured in a future edition of Trivial Pursuit. It's dead, Jim. 
 
Or an alternate theory I have is that it will come out, people will shrug, and it'll slide into the history books as a foot note.

I really don't see it lighting up the gaming world at this point. 
Like Chinese Democracy 
(the GnR album, not the actual thing, that is) 
 
Yes, exactly like that, actually. It's here and nobody cares. 
Thats Guns N Roses BTW 
for those who instantly thought Galaxy News Radio.

Incidentally yesterday I found the Wazer Wifle, which I didnt realise was a real gun even though I had read about it on Fo3 forums, I just thought people were being silly....
Bethesda are geniouses IMHO! 
Honestly 
if its as good as prey then I will be very happy :) 
Willem 
I don't think expectations are all THAT high. 11 years of promises, maybe, but were we really listening? The fact that they've taken this long makes me think they don't really know what they're doing, and if the game isn't a bit of a mess, I'll be pleasantly surprised.

So I think I disagree with theory #1 and agree with proposed alternate theory : the damp squib. It's not going to set the world on fire and do body shots of success off the cleavage of games reviewers worldwide, it's probably going to have to sleep with PC Gamer's ugly sister to break 80%.

Hope they prove me wrong though... 
DNF 
I think we'll see it released, maybe late 2009 or 2010 I hope, and indeed it won't light the world on fire. What I think is that the original game on Unreal engine, which was probably 95% done, they should have fkn released back 2002 or 2003, and then started a sequel, which is where they would be now anyway. Instead they scrapped basically everything. George Broussard is an idiot who appears to want perfection for the game and won't release otherwise. But he won't get it, he's already using an outdated engine. I would be surprised if they switched to a more modern Unreal engine again.

It's not a good sign when in 2008 they're advertising for mappers and programmers to work on the game. Who knows... maybe the reason for it never being finished is because they have no money. 
 
I think the opposite, actually. I think the reason it isn't being released is because they HAVE money. They sold the Max Payne IP and a few other things so they are flush with cash for years to come. Scott and George are already rich from years past so there's no pressure to release the game. This allows them to tinker endlessly, throw stuff away and start over, etc. All of those things are good to a point - but without pressure to ship you can slip into a state where you are perpetually building and never finishing. It's dangerous and I think that's where they are stuck at the moment. Not sure how to knock them out of that groove and get them back on the shipping path though... 
Hmm 
back on the shipping path

lane surely? 
Merry Christmas 
...and I found this little gem in the svencoop 4.0 for half-life.

http://www.svencoop.com/screenshot_pics/40/it_has_leaks6.jpg 
Heh 
the flying HL monster actually doesn't look all that out of place in there. 
Wow 
is sven coop still the abomination that took existing levels and made them into stinking piles of shit it was for hl1? Looks like it still is ;) 
New Level That Might See The Light Of Day Eventually... 
Looks 
very clean and ordered 
Thank God 
Not a base map! 
 
Or IS it?! 
You PRODUCTIVE Bastard! 
nice work! :P 
Don't See 
That pale wood set much - looks good. 
Yeah Nice, 
Good shots.

One thing though, the texture under the curved arch doesn't match up with the bricks surrounding it - a pet peeve. 
 
yeah looks nice. maybe a diff texture under those arches or doorways? archway on the right of the second shot is a bit plain... maybe add some decals/lights, or give the step that metal trim. then again, i'm a bit of a detailist. 
 
It's still early stuff, but thanks for the feedback! I was considering doing something custom inside of the arches. Your feedback kinda confirms what I was thinking in the back of my mind ... thanks! 
Progress 
Its coming along slowly but surely, working on 3 maps at once at the moment to keep things fresh! They will eventually all be tied together into a little episode

http://daz.quaddicted.com/images/abandoned10001.jpg
http://daz.quaddicted.com/images/thegun_v010007.jpg
http://daz.quaddicted.com/images/factory_v040007.jpg
http://daz.quaddicted.com/images/factory_v030003.jpg 
3rd Shot Is Kinda Bland... 
but overall looks fucking nice Daz! 
Q3 CPM Map 'in Da Works' 
Screenshot : http://www.simonoc.com/images/design/maps_q3/silent_1au800.jpg

The website page has been updated with new screenshots and a list of changes since last alpha. If you have any spare time, please drop by #CPMPICKUP channel and give the map a test drive! All feedback welcome.

Top down map layouts, screenshots and download link are available here:
http://www.simonoc.com/pages/design/maps_q3/silent.htm 
Daz 
2nd shot looks ace, rest a little uninspired IMHO. 
Erm. (re: Daz + Comments) 
I look forward to playing this but personally the second shot is the weakest for me. It may be quite pretty in a conventional HL2 sort of way, but it sort of implies that there might be a lot of 'walk round corner and be impressed by sunlit vista' moments that got quite boring in HL2. Personally I love the idea of veteran Q1 mappers applying their legendary instinct for ferocious combat to games that are more commonly known for eyecandy and scripted setpieces. 
 
I love the first shot. I think a map that was based entirely around that "abandoned" theme would be awesome. A primarily exploration based level - combat could be worked into it but if the main basis was great looking areas in an abandoned factory or something it would be memorable. 
Vistas Vs Gameplay 
Its funny you should bring that up fish as I was thinking the same thing about that beach area, originally it was just a nice set piece to start the whole episode off with, the player simply awoke on the beach and had to make his way around some rocks to the houses at the other side.

Eventually I decided that was quite a weak intro so now currently there are pools of water filled with leeches that the player has to avoid by finding ways around them and various little puzzle "alleys" contained in the rocks with sentry guns and mines and all sorts of other defences before you make it to the buildings. I also had to cut down on the amount of water in the scene as it was starting to bring my graphics card to its knees in some areas, eventually I found a nice compromise by using slightly less water and using a slightly less complex water shader for the scene which seems to have done the trick for now.

I had no issues with the vistas in HL2 though, and its certainly great fun to create some of my own in a game I enjoy just as much as Quake! 
 
"and its certainly great fun to create some of my own in a game I enjoy just as much as Quake!"

Ultimately, that's what's important. If you're having fun, forget the haters. :P 
Incidentally... 
Willem you are spot on with your comment on shot #1, thats exactly the type of level I'm aiming for with that section, I've been tracking down just about every urban exploration site I can get my hands on for reference material!

Loving those shots you posted also, like others have said you don't see those textures very often in a Quake map and I'm liking the clean lines going on there too. Looking forward to it! 
Sock 
Texture set is temporary!? That looks fucking great IMO. Stylized and clean. 
Scampie 
The texture set feel temporary to me. The crowd of players the map is aimed at sort of dictates what I can use, mainly bright textures with well defined edges and no clutter. Originally the map was all gothic and moody, but no one could see anything! :D 
Huh 
i feel the exact opposite actually. the darker maps like hub, pdm6 and ztn feel much nicer in low settings than the brighter maps like pt4. Bright textures are a no go with mapoverbrightbits.

It's important that your GEOMETRY doesn't clutter though. 
Lol 
Nothing 
that's totally awesome. Did you model her yourself? 
 
yeah, i watched wall-e for the first time a couple of days ago.

it's one of the more nonsensical things i've done, but damnit, that movie was pretty good. :) 
Hawt... 
...I would. 
 
Hah! That looks cool as hell. Nice work! 
Dooommodels 
small movie of my QuakeDoom map on modB. 
 
 
Cool video but, man, learn to aim. :) 
Madfox Its Excellent! 
You really captured the feel of the doom monsters.

It would be very cool if you could do the music and the sound effects for the guns too.

Maybe some ambient sounds? 
Divx 
The divx codec made playing a hell because the framerate doubled while recording. I played it on double speed.
So I can imagine it looks cramped.

I'm trying to find the sounds but doom exports things rather snappy.
Sofar I'm glad I have all monsters walking and attacking. Only the texturing is so hard.

Like the DoomGuy, I really would like to see it crouching in qc.

http://members.home.nl/gimli/doomguy.gif 
Sock: 
Maybe the textures are temporary but judging from how it looks now I'd suggest not having that marbly/noisy look in all the textures. 
Anyone Else Wanna Test A Map? 
Doing a full vis now, so you can use whatever engine you prefer (hopefully) 
Hmm 
I'll test it, email address is on profile...

Probably on the lower difficulty settings tho ;p 
I'll Test It Too 
If you want one more tester. :) (email address in profile as well) 
Madfox 
It seems like you've still got Quake shotguns - there's a few weapon patches that change them to their doom versions - just for damage / spread / fire rate.

Everyone is so used to the Quake shotguns that they don't realise how crap they are.

Looking good, by the way. 
Heh 
Vis took 8 and a half hours, but light is finishing now, and I have to go to work already.

Will send the beta in a couple of hours, when I get a break.... :) 
Not Quake, But Whatever... 
http://necros.quaddicted.com/temp/chasm1.jpg

really trying to finish it this time. :x that's lunaran's strombine textures btw. 
So What Are You Gonna Have 
running around down there?

Looks very Half-Lifey, prob the textures help..... 
 
necros

Very cool scene. One of the things that I remember reading awhile back was something from Levelord on level design. He said that one of the things that helps a level really feel 3D in nature is to have long vistas with tall structures in the visual path to provide visual parallax.

You have that there with that column and the curved half of the hallway chunk attached to it. As you come down that hall, that piece of geometry will partially obscure what is behind it and give that parallax effect.

Looks cool! 
Ijed 
They're not actually that crap... 
Is It F.E.A.R? 
 
Hm 
Does anybody use the SG once they have the SSG, apart from sniping monsters from miles away - which doesn't make much sense and isn't very fun.

They made the SG a pistol type weapon, which meant the SSG became the real shotgun.

Just me 2 cents. 
 
looks like q3 to me. where do the monsters go necros? :( nice lighting though, very doom3-esque. 
Thanks Guys :) 
that shot is early in the level (about a minute in or so). this is actually a "spiritual successor" to the venice HL2 map i tried doing before. doom3 meant a change in setting, but the original concept of a very lonely atmosphere is what this is going to be.

there is fps gameplay planned though, but i'm hoping to keep the player moving along without combat for at least a few minutes with puzzles and cool looking areas as rewards. i plan this to be a mod, with my doom3 'tweaks' included so it'll feel pretty much like quake, most likely, just with doom3 monsters.

anyway, that shot was mostly me breathing a sigh of relief as i was able to use 3ds max to model that area. i have some way cooler areas in progress. :) 
Screenshots & 
http://members.home.nl/gimli/hangar.jpg

Well my modelling skills are driven to their aces, but sofar I got the ZDoomGl models. And as always at the last moment one of the monsters doesn't behave as in my testmaps, lostsoul has gone lost bouncing.

It's more a pak to show my results than a real attemmpt for a level. I hope to come to a good confinement of how to handle these monsters.
Textutres look awfull in FirtzQuake. Aguire's engine is better. Glad to have them running!

http://members.home.nl/gimli/Hangar.7z

lol 
Spy, Grahf 
check your mail! ;) 
I Got It Ricky 
 
OK Here's Some Shots 
Meanwhile, Back In The Quake Engine... 
...and in a world where finding and using freeware image manipulation progams isn't rocket science...

Errrr yeah, looks pretty good, looks meaty. 
Thnx ; 
 
Fatty Ass Lights 
The light podiums sticking out of the floor look a bit fat imo, they need a diet of approximately 16 units!

Very nice overall, lighting is a bit flat in some areas for my taste though. What does the map look like in standard gl / fitz? :D 
OK - Heres One For Shambler 
http://www.quaketastic.com/upload/files/screen_shots/smablersgif.gif

Daz - 32x32 base is pretty fat I know, but Im on a strict diet of marksurfaces here and I dont think I can afford it....

you can jump on top of them all though :D 
Looks Nice 
my only complaint is that the 64x32 metal block texture is overused and boring.

also, i don't know if this is intentional or not, but all that bloom makes the map look very damp/humid and sweltering.

on a tangent, it would be nice to see games use bloom for specific effects instead of just globally applying it to the entire game. a level taking place in a sunny but hot swamp would make good use of bloom. 
Actually 
That one for me is pretty cool! 
Now THAT Is My Taste Of Base Map 
Not boring at all Ricky! Change nothing! (OK, rotate the crates in that one screenshot).

Yummy.

... What mod? 
I See 
didn't look at the monsters because I was so absorbed by everything else. 
Bloom Effect 
I'm just messin' hehe!

Thats Rygels 2.7Mb pack there as well guys. I cant put realtime lights on though. It kills the framerate completely. And I have to type some weird crap in because Darkplaces lights appear extremely bright in realtime mode with my method of lighting.

And I get about 8 fps.

But hey - I normally use FitzQuake 0.80 especially to play with. And I have textured the map using a lot of standard Quake textures, but there are plenty of non-standard ones too so as you can see from the shots it looks weird like that anyway because of the contrast between the really low-rez ones and the eXtremely high-rez ones.

Anyway it runs in Winquake, Darkplaces, Fitz, GlQuake, Tomaz, QMB, Joequake, Qrack, etc etc etc...

Thanks for the tips. 
Bloom 
Is a problem. If you apply it on a per-shader basis then it looks great, but immolates the graphics card.

Applying it over the entire game, that is, directly from the back buffer is MUCH cheaper, which is why lots of modern games have that sweaty look.

They want bloom but don't want make the graphic concessions necessary to have it, so instead they have to plaster it all over. 
 
I agree with what necros said, that texture patterns rather ugly. Also there are very dominant (and ugly) rivets everywhere (that might be less flamboyant with the original textures though).
The rest looks very promising! 
It's Still Coming, Honest! 
Why "yournotfoolinganyone.jpg"? 
looks pretty substantial!

any chance of an in-game shot or two? 
Friction 
No one cares any more. Just convert it for DNF when that comes out. 
 
that's a lot of brushwork! :)

i second the request for a proper shot btw. :P 
 
Looks ... massive! Yeah, some in-level shots would be cool. 
I Have Dozens Of Shots 
Yeah Boi!!! 
that looks very professional to me!! :)

Nice lighting, brushword etc, er - I never tried mapping for Doom 3 yet, so I can give any other real input except for I hope the gameplay is as good as the visuals! 
 
Uh ... over 35,000 brushes?! Holy crap, I admire your tenacity. 
I Was Going To Ask What It Was 
till I saw all the pipes :) 
But What About... 
fr3dm2? I'm still waiting... 
Hmm 
I swear down it used to be orange...? 
Friction 
still looking awesome. Might have to give Doom 3 a reinstall. 
Friction 
OMG ! It look so sexy ! Very good ! Very good ! 
Fine Screenies! 
I thought I saw Abe coming round the corner of Oddworld,
trying to save Friction from Burgerworld. 
MDLEd Preview 
My model editor program is moving right along, fully supporting frame and skin groups (mega thanks to Preach, as always, for info freely shared).

http://www.quaketastic.com/upload/files/screen_shots/MDLEd_01242009_A.jpg
http://www.quaketastic.com/upload/files/screen_shots/MDLEd_01242009_B.jpg
http://www.quaketastic.com/upload/files/screen_shots/MDLEd_01242009_C.jpg

Probably won't allow you to edit the vertices in this program (but maybe in the future), but you will be able to export/import frames, export/import skins, rename frames, change flags, etc. 
 
looks pretty sweet, man.

what formats will you include for exporting? qme allowed dxf, and it worked well for 3dsmax (which imports and exports dxf) but different 3d packages are notorious for having all sorts of formats. :S 
 
Since it's just Quake models, I was thinking of something text based and simple like OBJ - plus OBJ is one of the most widely supported formats. I'll probably start there and see what else might be required... 
Hey 
Looks pretty sexy there. Is this just to manipulate already-built models or to create new models? 
Ohh 
that would be nice, it's a better format than dxf for sure! 
Cool... 
(waiting for a windows port) 
 
Zwiffle

Both. You'll be able to load existing MDLs as well as create new ones. I don't plan on including modeling tools so you'll have to create the frames themselves in something external and then import them as OBJs into this editor.

The editor will then allow you to set flags, rename the frames, create groups, import skins, etc. 
Willem 
What Metl said :)

Very cool btw. 
Friction 
Aren't those the same five shots you keep showing us every year since you started the map? 
 
lol
they look very cool nonetheless. when will it be finished friction? the quality of doom3 maps is really fukn good to be honest, and it doesn't look easy to do. 
Negke 
Seven shots, seven. 
Long Time Since Someone Showed Pics 
So here are something I work on

http://www.hrimfaxi.dk/WIP.htm 
Fucking Love It 
silver/grey door textures stand out a bit compared to the rest, but thats really the only niggle I can find.

Beautiful otherwise, bring it on :)

Is it SP or DM? 
Yeah 
That first shot in particular is incredibly boss. I can see what DaZ is saying about the grey archways, although that kind of grey looks fine in the demonic head wall textures. Maybe an outer ring of trim in the green-grey metal would make them look better defined? 
Oooh. 
I love the lighting. Those high up shaddows look very forboding. 
 
your evilness is fucking hugely great!!!

:)

bring it on. 
Ssssweet, Hrim.... 
...My pants suddenly shrunk...

When will you release it? 
Hrim... 
Go map and release it ASAP ! I can't wait to play it now ! Good work ! 
Shots Look Excellent 
but where's that RL from? I'm assuming it some high poly version, but it looks surprisingly decent. 
Hrim 
Imo a bit too detailed and thin stuff there, but that might be just the old school me... 
Some Information... 
It's SP. Not many monsters yet though!

The archways change color now and then 8-)
As you can see on the pic it has one color on the top and another at the buttom. I change the hue and color now and the to find something that fits better!
Maybe a trim as Preach says!

Release? Can't really say guess the map is 85-90 % done, and going fast these past two weeks, but things can easily change if mappers block strikes! 8-).
Anyway Release is not that soon!

Thanks for your comments! 
 
Hrimfaxi your maps always worth the wait!!! :) 
Nitin 
Thanks Spirit 
I quite like that RL. 
Coming Soon. 
Really Like It 
Just a few nitpicks though.

1) I always thought those faked lens flares from lights in q3 looked awful :(

2) The sky is perhaps a bit busy with all those stars, but I suppose that is personal taste.

Really like the lighting in the 1st & 2nd shot, what is down that brightly lit pit in the 1st shot? Looks interesting :) 
T_Creutzenberg 
Looks cools :) 
T_Creutzenberg 
looks fantastic, I love the atmosphere. 2nd shot is money. Agree with Daz on the lens flares, but I actually really like the sky, don't change it! 
Lens Flares + Sky 
Cheers!

I actually really like the lens flares, and I know some poeple won't...

And the sky will be a reason to argue, too. The Starfield is moving really slow, but but there are fast moving clouds, too. Well, there is always the option to fastsky it ;) 
 
Looks great, man! I like the Quake3 levels that have that solid look to them. It's a "thick" sort of look and feel. The place feels like it could absorb rockets and not even feel it. 
2nd Shot Reminds Me A Little Of Qfraggel2 
is this a similar sized map or something smaller? 
Size 
Playerload is about 3 to 10 people, the "playable area" is about as big as q3dm7, but much more vertical.
It is also very VERY interconnected. You can run in a straight line from one end of the map to the other end from many points in the map, you just have to cover height differences to do so. Still, r_speeds do not top 9800 in the worst spots (with geometric detail set to low).

PS: I used an improved version of my old texture set from qfraggel3 with a few new ones as nobody seemed to use it and I can't find the time to do a new texture set ;p 
Sorry, Last Post Was By Me 
I did fill in the wrong textfield ... sorry nitin.

Oh, and there are nearly no hallways in the map, I tried to keep it as open as possible. 
 
great map, petty Q3 dont have SP ;)

but map got a real nice atmosphere, nice work 
Hmm 
I'm sure there was some SP Dune mod in the works for Q3...

Whatever happened to it? 
Coriolis Horse 
 
Creuzenberg 
looks nice, maybe a bit too brown ;) Otherwise, I think i like the textures a lot. Need better shots/maptest!

The lens flares look weird, but i love the sky. Be careful with too many interconnections. 
Back To Quake 
After a few years of mapping on and off for Doom, I started something for Quake. It will be my second Quake map ever... and first in 11 years lol

This is what I've done today and I'm 95% sure I'll actually finish this one!

http://i258.photobucket.com/albums/hh266/KJC1982/qmap1.jpg 
 
 
 
More detail and texture variation wouldn't hurt, but welcome to q1 mapping 
 
hah! Nice to see people returning to the scene. You can definitely see the Doom influence on your level with the thick pillars. :) Looking forward to seeing what you come up with! 
 
That's funny.. people in the Doom community said they could see my Quake influence in my Doom maps because of the "chunky architecture". 
That Map.. 
looks definitely like doom to me ;-)


Anyways.. more detailing:
http://www.haukerehfeld.de/blog/2009-03-03_megadm4-detailing 
 
Hey Megaman, that looks pretty slick!
Looks "smooth" but with detail.

--

Might get this out before this weekend, it's kinda done already...
http://zfight.com/misc/images/maps/m13/shot0970.jpg
http://zfight.com/misc/images/maps/m13/shot0972.jpg
http://zfight.com/misc/images/maps/m13/shot0978.jpg 
Havent I Played That Before 
did you put out a beta ages ago hipshot? 
Not The Same Level Dude. 
Few Shots 
 
It looks nice, i like the egptian style. The lighting could be a bit cooler, it seems very bright in places. It need to be kinda moodier - maybe some more sourced lights like torches would look good. Also there are some parts where you have very dark shadows on the ground - remember that enemies will appear at the lighting level of the ground they are above, so the enemies on 100% dark areas will be 100% dark. 
 
when i took the shots they looked very dark, so i brightened up the image in photoshop by 30% so everything could be seen easily. maybe this wasnt the best idea thinking back.

I intend to brighten up the ground in the last few shots, was just a bit eager to see what people thought about the shots so far.

cheers 
 
Textures give a high Hexen2 mood.
Good atmosphere.., map on! 
Looks Great 
Really like the look overall, a few things that caught my eye..

In shot 3 the walls are quite flat, the texturing suggests a buttress or some-such coming out from the walls, maybe try and work on that a little.

In the later shots of the courtyard it looks quite dark at the bottom, some sort of flame holders or torches would do the trick I think and add to the atmosphere.

Perhaps more of a personal preference, but maybe the map would feel more atmospheric if it was set at dusk/dawn with more torch light and a lower angle on the sunlight. But then again im a sucker for the darker egyptian stuff :)

Looking forward to seeing this one :) I'm guessing its single player??? 
Hmm 
Aye, as said, it's looking very promising. Good work.

My only criticism is similar to Daz's first point, a lot of the walls look very flat/vertical. They look like they're already divided into seperate brushes for texturing, possibly add some variation to the angles (pitch?) of the walls.

But yeh, look forward to seeing more... 
 
looks like a daz map 
 
in a good way that is :D
those first two shots the ceiling is too low, i'll bash my head if i jump 
Funny... 
...before I read any post, I was about to say that the screens screamed [Kona] to me!!!

The low ceilings and all!!!

Well, I guess I need a good romp through the alk series!!!
;P 
Deathmethod 
I like the texture choices. The Q3 blocks go quite well with the egyptian detailing; I don't think I've ever seen that particular combo attempted before.

I agree with what others have said about lighting contrast and flat walls/ceilings, but it looks interesting so far. 
 
very very tasty ;) cant wait to put my hands on it!

keep the good work! 
DeathMethod 
It looks indeed very good ! Just a question: will it be DM or SP ? 
 
The level is going to be both sp and dm.

will see what i can do about the flat walls, im surei'll come up with something.

i did originally have the level set at night but couldnt get the lighting looking right so made it daytime. might give the dusk another try.

hoping to have a beta very soon 
I'm Up For Betatesting! 
... If you ever need a hand... 
Yes 
flat walls but otherwise looks good. 
Done. 
Hmmm 
just a list, no time:

- weird flow. some parts i just don't know where to hop next to, others i discovered nice ways after a while. The water doesn't really help with that,
- i love the water before/jump to the teles, and the wood thing at the ya that you're supposed to jump up to,
- the color scheme works well, but is a bit monotonous -- could use some more variation over the map.

hmm, is there a way to do something against the washed out look of lighting with q3map2? i have the same issue in my current map -- it's either too dark or looks washed out. 
Megaman 
- Maybe it takes a few games to learn the flow, me and my friends have played probably over 50 times by now.

- The major reason why I kept myself from adding more variation and detail to the level is because of the file size and the r_speeds. Even though it looks pretty close, it is pretty open. And I wanted to keep the speeds just not to much over 10k at the peak place.

- If you don't use the -gamma parm (or any other "new" special ligth stuff), then there should be no difference between q3map and q3map2s light. I used gamma in this and -dirt. And for the first time, a very low blue overall ambient.

This is what the level looks like w/o my current -gamma and -compensate. Thus, just normal light.
http://img21.imageshack.us/my.php?image=shot0995.jpg
I was seriously considering going for this and "fix it" so it would look good (not to vibrant, not to dark), but in the end I choose to use what I "always" use. The next map I do, I'll probably skip the -gamma value. 
Deathmethod... 
...reminds me of the old skool temple style custom DM maps I used to lose badly to people on "back in the day".

That is a good thing. 
Hipshot 
interesting. I'm using -gamma, too. i need to try disabling that. The washed out look is great for realism maps, but for my project its bugging me.

how did you get the bots to jump over the wooden thingie @ ya? :) 
FireCult Betas For Your Perusal 
Hay guys. I've been working on some Quake SP maps lately and was wondering if you would like to take a peek at them real quick and offer some feedback. The series I've started is entitled FireCult and currently has just the startmap and one single player gameplay map. Both are pretty close to completion, (the gameplay map just needs that last room finished). There are 2 more maps currently in dev for the series with some more slated. I'd like to get really into this project and would like some ideas as to changes I need to make for what I already have. Thanks guys :)

http://carbon.fragsmack.com/projekts/firecult_beta1x.rar

This .rar contains 2 bsps, 2 .lit files and the readme. 
Very Sweet 
i like it 
Beautiful 
A short but very nice map. Having a horde fight at the end would ruin it for me though, the map deserves better. The atmosphere is amazing. Make it 2-3 times the size/length and it will be perfect!

There is one major issue: Rogue fullbrights on the textures. Try running the map in Fitzquake or a software rendered engine (eg winquake.exe). Some screenshots:

http://www.quaddicted.com/stuff/temp/reQuiem006.jpg (sure the "orb" should stay fullbright)
http://www.quaddicted.com/stuff/temp/reQuiem007.jpg
http://www.quaddicted.com/stuff/temp/reQuiem008.jpg
http://www.quaddicted.com/stuff/temp/reQuiem009.jpg
http://www.quaddicted.com/stuff/temp/reQuiem010.jpg

Maybe cut those centerprint "comments" they damaged the atmosphere/immersion for me.
Nice idea with the different twist in nightmare skill (the key appears on normal skill too though). I also like the vore surprise, heh. Is the secret available? I did fix the masonry but nothing happened (that I noticed).

PS: Please use a plain .txt file for the final readme. ;) 
 
I dunno what to do about the textures exactly, outside of changing a few of them. they bloom nicely in modern QW engines.
How many people really run in software mode?

I suppose I could clean those up a bit in PSP and rebuild the wad if it's a major issue. The lava textures are really supposed to glow though. It's a tough call.

The secret is available and is right when you spawn in ecfc1 in the lower area. :P the bricks thing isn't a secret, just a fun thing i put in there.

.rtf converted to .txt for future release.

thanks for the input :) 
 
It's not really a software thing, it's more a feature from original Quake that glquake was missing and not all later engines fixed (Most majors ones except for aguirRe's glquake do though). Definitely a thing to fix. I think Wally might even have a feature to eliminate them (or I mix up things in my memory).

That secret is well hidden, heh.

I just remember two more things: The wooden beams need some texture alignment fixing. And for me the rusty metal lights look out of place. 
 
"How many people really run in software mode? "

I will from time to time. It captures that original "feel" that modern engines just can't quite hit. FitzQuake comes closest to matching it though. 
 
Ok and yes I've been looking to remove those in Wally without ripping those textures up too bad. It's definitely a considerable change. I think one thing that may be a problem is that texture matching may differ once those are remipped, so the textures won't look right when tiled to each other eventually. It's worth some work and investigation. I don't want to take the ambience out of it by replacing the textures, but that may be a final solution if all else fails. Thanks.

Also, I don't want to give the impression that I'm dismissing the use of software run Quake. I think I left that statement a bit vague...I respect the crap out of what John and others have done to take the code to higher standards, I just need to test these out in a ton of engines before release... (that's why i'm still in beta) :D

Also, Spirit, That wood tex is getting replaced and aligned. I had texture lock on when i moved a bunch of them around :\ I'm also adding a ton of loose bricks to both maps for ambience.

The centertext triggers are going to be key to puzzle solving in later maps, so I want to keep them atm. I just won't overdo it, may tone them down a tad as far as wait times. Come on nobody laughed at the 'Djinn Antonic'? At any rate, I want this to be very un-Quake but a combination of Quake and H2 puzzle styles. The text is a fun part of that and allows for an immersive story which I feel Quake lacked, but Hexen II 'tried' to hit on.

The floor stones are meticulous enough in the lower aread to give you an idea as to where the secret is. I know it's a bit dark in that area and I didn't give it any clues on the texture. I hope people won't hate me for it ><. 
I Love The Style/theme 
Basically this map rocks!

Maybe another room on the start map.

Please leave the stained glass windows as they are - the fullbright textures there look sweet IMHO.

I like the fact the you get mobbed by dogs if you dont start off shooting. Leave that in too.

Get in touch with Ijed maybe when you've finished this and do a map for the Remakequake project (thread is in the dicussion section of func_)!!!

nice work 
 
Ooooh, I only meant the "uh-oh" and that other one (was there, wasn't it?). The messages on the tomb are very nice! 
GL_TEXTUREMODE NEAREST_MIPMAP_NEAREST 
GL_FLASHBLEND 0 and so on... and I dunno if there's any software charm to capture 
That's Pretty Nice 
Definate Koohoo and then This Onion influences.

I wouldn't make the tombs cause damage though - its only low but I was pissing about to read the text before I noticed my armour draining away.

Might be good to complicate those with some zombie spawns instead.

You could probably replace half the Vores with Shamblers.

For the finale It'd be nice to see lava bit open and a load of spawns. Just an idea. 
Lava Pits 
 
 
looks awesome, this texture set is very good and the lights are nice! keep the good work! 
Btw 
this reminds me that old norvegian winter pak :) 
Spirit 
Very good use of DKT3 texture set there... Shots are very nice ! 
Nope 
The texture conversion issues are glaring. The glass windows look really bad with those spotty/discolored areas. It's not just stray fullbrights, it's the pallette change from Daikatana to Quake.

I don't think using 100% "alien" textures for a map is very good. The screenie with the HK and ogre infighting looks very much like "Quake monsters having a field trip in Daikatana".

Their skins use the Quake pallette as intended, while the converted textures come from a different pallette. Thus, there is a mismatch. Textures and monster skins were created for different games, and it doesn't go together.

It's something else if you hand-pick Daikatana textures to go with original Quake ones, though. It's also something else in DM maps, because you don't see any monsters. So it can work - until you see Quake player models in the map, which again creates a misfit.

It often happens that a mapper becomes so fascinated with a game's textures that he wants to use them for the entire map, forgetting about all the issues that he is creating, because from his subjective perspective (through his momentary glasses of excitement) the map looks great.

But the map is only a part of the game. Quake monsters in what is practically, artwork wise, a Daikatana map just look shit. Smoothing over problems with bloom effects using certain engines is kinda dirty, too.

It's simply bad/no art direction.

Sorry for raining on the parade. But that's simply how it is. I'm sure they are great maps, but I could never get over the art direction problem.

This is only personal, of course. So... feel free to dismiss this comment... 
That Horse's Legs Much Be 50 Feet 
I love the art direction of the map. I think it looks incredible and quite unique. I wish more maps will pick up this dark and evil medieval theme. To me the textures are very very much fitting Quake.

JPL: Not my map. ;) 
 
I wasn't talking about only the map, I was talking about the map as part of the game (monsters, items, everything that is on screen). I think saying that the glass window textures look "incredible" is a bit questionable. Need glasses?

I was not even trying to be mean, just honest.

But anyway. It's UPG like much of what I say/post/write. 
 
10c 
 
don't agree with everything gb said, but yeah, saying the glass texture looks incredible, let alone even 'decent' is ludicrous. the errant fullbrights make it look like complete shit.

once those fullbrights are cleaned up, i'm sure it'll look fine. plenty of maps have been done in completely new textures, and they look great. doing a map is all (or most) DKT textures isn't the problem. it's just the bad conversion that is. 
 
i said it looked freakyy 
Well Ok I Said It Looked "sweet" 
http://www.quaddicted.com/stuff/temp/reQuiem009.jpg

its just too beautiful your minds cant take it in. neither can mine. reminds me of my velux bedroom windows :S 
Now I Want An Eyebrow Smilie 
I DID mention that those fullbrights should be eliminated, didn't I? 
Gb 
While on one hand you're completely right, on the other hand Quake itself is such a mish-mash/hodge-podge of stuff that sometimes it may not matter anyway. (Not sure how it is in this case, haven't looked).

That window texture is definitely ass though, that has to go. (Fix it or get rid of it!) 
 
replacing window textures for next release... thinking about making my own...

and patched up the lava brick textures to eliminate fullbrights. 
For Spirit 
|:) 
Megadm4 Beta1 
screens & download: http://haukerehfeld.de/blog/2009-03-17_megadm4-beta1 :D

comments on architecture appreciated! 
Megaman 
Look like a map. As far as architecture is concerned (and I am no expert on q3 maps) it looks like a lot of other q3 maps - pipes, support beams, curves, etc. Not saying it looks bad, because it doesn't, just that it doesn't stand out either. 
 
enki

A lot to like in your map, good atmosphere and nice theme. Gb is right about the theme/monster mismatch, but that's something we've been getting wrong for years now, not sure why he's picking on you in particular :)

My favourite architecture was in the start map, very nice. The beginning area of the actual map looks a little sparse, could do with a little extra detail. Nice use of coloured light, are you a Quake 2 mapper primarily?

In the upper area, I think if you fix/replace those window textures it'll look good, although there's quite a lot of windows, maybe losing one or two would help. Have you thought about shining light through the windows using skylight? I think it works if you put a sky texture behind the window brush, and attach the window brush to a func_illusionary. Looking forward to the release!

Megaman
Looks kinda like cold plain oatmeal tastes. You need to add some maple syrup. 
Oh Hay... 
starbuck, thanks. A majority of the problem is replacing those fullbrights in the used textures. I'm mid process of cleaning those up via color replacement in Wally / PSP, and losing one of the window textures in favor of the other, and yes I've considered adding skylight to the larger round windows as well. Also, I've done some things for Q2, but years ago. Most of the work I've done within a similar to Quake vein was for non-Source HL mods and more recently Q3 and some D3 engine. I'm one of the (probably) very few that prefer Radiant to WC/Hammer when it comes to Half-Life.

gb, I don't think it's a lack of art direction to put Quake monsters in a different texture set. ie: the Dtk3E wad isn't that far off the mark in Quake. As I stated in the readme and on our projects page many of the monsters are getting replaced / reskinned if I decide to make this more than just a SP set of maps specifically for Quake. The idea that it looks like a field trip to Diakatana for Quake monsters is a little unfounded to me in a game with teleporters and rapid loading / firing rocket launchers. It is what it is, I've always believed using the 'same old' .wads seemed a little uninspired after 12 + years. =/.

At any rate I'll have a better beta available by the weekend if anyone's interested. Thanks for the input guys :) 
Enki 
in texmex there is an option to remove fullbrights 
 
enki

Different texture sets are always welcome, IMO. The id textures are great but they're getting a little long in the tooth.

I think the Daikatana ones, especially, look great in Quake. The palette shift is not so great that things look out of place to me. Medieval is medieval - it generally works. 
Hmm 
yeah, the greyness of it.. ;)

zwiffle: well, it's for competitive gaming, so it mustn't stand out too much. It needs to be easily recognizable, with distinct areas, and architecture that gives the gameplay focus. No chartres allowed :(

thanks for the feedback ;) 
TexMex 
I used TexMex when I was putting The Onion wad together and it often missed one fullbright - there is a reason but I can't remember what it is. 
Megaman 
I think that looks great, the lighting and texturing look lovely. 
Oh And Is That Fog? 
or some spiffy shader for the bloom-ish light effect from the roof? 
Beta 
just wondering if anyone fancies beta testing my new map. would appreciate any feedback anyone has to offer.

thanks

http://www.quaketastic.com/upload/files/misc/toabeta.zip 
 
DeathMethod

OK, some quicky feedback:

- love the look of the map! It's simple but man do those textures work well! Some annoying fullbrights here and there but nothing tragic.

- the zombie pit/cave is awesome. nice telegraph and it was fun clearing them out.

- I think it needs more ammo. I ran out a few times and had to cheat.

- needs a little more health as well, IMO.

- the blue and gold key doors/grates really need to be marked. I had the blue key and was wandering around thinking, "I don't remember seeing a blue door...?" And then something opened for me that wouldn't previously.

Nice map though! Must VIS like lightning! :) 
 
Nice looking map. For me it was a bit to easy. In the first half the fight feels too static for me. I think you should challenge the player to move a bit more (more scrags, some more ogres in close combat, one or two surprise fiends). The look is ok even if I don't like the Egyptian texture set that much. Layout is also nice but as Willem said you must mark the key doors. Ammo is tight but not impossible on hard skill.

Here is a first play demo recorded in joequake.
http://www.quaketastic.com/upload/files/demos/toa_ankh.zip 
 
 
Nice Looks. 
Lot of space for improvement, though.
Some tex misalignments especially around stairs edges and on the slope leading to the 1st vore.

Gameplay is indeed a little on the easy side, I suggest you'd remove the last shambler and have him teleport in when you get the gold key. After that, a huge monster+ammo+(item) spawn may start a battle royale to round things off. Otherwise, after the gold key, the action's over...

Sk3 demo.
http://www.quaketastic.com/upload/files/demos/toabeta_1stnm_thesilent.zip

Nice work overall... 
Ah... Trinca... 
STFU!

;) 
 
 
LOL!!!! 
You're killing me...

My fave mapper!

;P 
DeathMethod 
I love it, but I've always been a sucker for that texture set. Great brushwork, very nice use of textures. There are a few places in the floor grooves i got snagged up and had to noclip out of tho. I can make screenies if you can't find them. Some clip brushes should clear those up nicely. Maybe consider moving that SSG a little closer to the player spawn if it doesn't throw off gameplay all that much.

Overall it looks like you invested a lot of time in this. I'm a fan of the loosely placed bricks myself, it adds a real nice ambiance to the map. 
 
DeathMethod very good use of textures and gameplay never to much hard... nice ambushes!

id1 size of map stile very short and very fun to play! 
Coag3 Beta 
I uploaded my map for the coag3 pack:
http://www.quaketastic.com/upload/files/misc/coag3_ericw_beta.zip
If anyone feels like doing a quick beta test (it's a small map - ~50 monsters) I would greatly appreciate it :) 
Ok 
i'll try to do it 
Eric 
check your mail 
 
 
 
Nice and very hard in the beginning, a health pack or two right at the spawnpoint would be nice (at least on skill 1). 
 
 
Oh, Trinca 
shut the f. up 
 
trinca accepts spy's shaft 
 
Spy i was ~DM player after i play Q1SP...

My shaft is better noob!

Fry bitch!

:p 
Trinca, I'm Sure Your Shaft Is Better Than Noob's Shaft :) 
but you accepts my shaft still
btw. where is my quad shaft? 
 
 
Get A Room You Two 
 
Hmm 
trinca, i wish i could met you in real life:)
i'd buy you a bottle of russian vodka, maybe a two bottles, i know you're prefere a wine :( 
 
wine and beer owns!!!

but with friends few times a decade!!! why not? :) 
Spy 
Trinca is a nice guy, but he would absolutely slaughter you at Quakeworld. I promise. He kills me about 50 times for every time I kill him :(

The only reason he dies on Q1SP is because he is impatient, and doesnt know how to do the caustious approach. A bit like Nahkihir only not quite as good a shot :P 
Alcohol + Women Are Own :) 
shit, today is my lovely ex gf Yana's bd, so i'm fecking drunk, hb Y where ever you're would't be 
 
 
Mr.richard 
if i wouldn't drink so much, i sure i'd kill Trinca with my gl/rl/lg combo, in NQ, i'm pretty suxxx at QW though..... 
Trinca 
I know, but the last year was though for me, i lost my wife, lost my gf, shit, i lost almost everything i had. sorry nostalgia here :( 
Though=tough 
 
Well Your Still Kickin' 
My freind was a blackbelt in Tai Kwon Do, had a good job as a machinist, lots of women liked him, he had many freinds, his own place, family etc.

Hung himself.

My sisters boyfreind has very bad chromes disease and suffers unimagianable pain a lot of the time. but he is a nice guy and would never do that to us all.

Go figure. 
 
 
Yeah 
Ricky, i heard about your friend, life's sux sometimes(always) :( 
Sorry For Clogging Up This Thread With Nonsense (sorry Ericw) 
Spy life is not so bad! Atleast you have food to eat, live in a country with healthcare and technology, have the option of drinking alchohol.

I personally feel angry with my freind. His self pity consumed him. I dont believe in depression. Well, unless a doctor diagnoses you then you take pills and get councelling and get better.

All problems are gifts, opportunities.

Life without pain is not real life. There could be no good feelings without bad ones, or else who would know the difference. Everything would be sterile and flat and boring. It would be like being numb.

A person with nothing has something very valuable - something to gain! A person with everything has nothing to gain.

You have a talent for something. Dont waste it! 
Hmm 
i lost my wife, lost my gf

I think I see the problem here... You're not supposed to have both.


But in seriousness, take care Spy, ex's bdays are shit. Drink until you pass out then wake up tomorrow with a new day... 
Every Time I Wake Up 
i wish i'll have a new day/life but my past is chasing me... [shit], once agian forgive me please.. []it's just a fecjing nostalgia... 
 
Feel better, spy. Time is the greatest healer for this sorts of things. This will pass. 
Hmm 
Time is the greatest healer

Also Paladins 
Healer Paladins 
Are gay.

They should be smiting undead and burning heretics. 
Like 
In Left4Dead where they give each other a shoulder massage and a quick feel up after the zombies have attacked. 
DeathMethod 
Release? 
Ijed 
"Are gay.
They should be smiting undead and burning heretics."

^ This 
MDLEd Works! 
No screenshots yet because I ran out of time but I'll post some this weekend. I got MDLEd to write out an MDL successfully and am now able to get custom models into Quake. It doesn't handle skin or frame groups on the writing end yet but I'll add that on the weekend as well. The basics are in place so I'm happy!!

Man, MDL stuff is WAY more complicated then it has any right to be. Sheesh! 
Ricky 
I dont believe in depression

Spoken like a person who has never been truly depressed. Don't be so ignorant, please.

Everything else you said in #5587 makes a lot of sense though... are you feeling ok? 
Enki 
Nice.

Willem, all we need now is a windows version - there seems to be alot of discrepansies in the versions of Qme - framegroups yes / no different model formats, uv formats etc. 
 
Spoken like a person who has never been truly depressed. Don't be so ignorant, please.

That's like telling someone who doesn't understand love because they've never fallen in love not to be ignorant. How odd. 
Zwiffle 
He's not saying he doesn't understand it - he's claiming it doesn't exist. It's a very different thing.

It's like saying you don't believe in Japan because you've never been there yourself. 
Negke 
Will be released soon, adding a bit more onto the end as everyone said it finnished too sudden 
Mc Kri Szaree Alias Gyrizmanics Kula Edition 
Hello!

The legend of continue:
gyrizmanics kula edition maps extended pharse continue

info@kriszera.hu 
Alternate Mc Kri Szaree 
kriszera@t-online.hu 
I Dont Really Think I Understand What You Mean Mate? 
You want us to email you for information on what exactly? 
Viagra, Obviously. 
Duh. 
Heh 
 
 
I think he has between 20 and 40 million in the name of a prince who needs someone in your country to transfer it for him. You'll get a cut, obviously. 
 
extended pharse

wins Shambler's Goatse Seal of Approval. 
Hmm 
Isn't the entire of func_ an extended farce? 
Level Is Finally Complete (again) 
level has been fixed with everything i was told about in the previous release and i added a bit at end of it.

feedback would be greatly appreciated thanks

http://www.quaketastic.com/upload/files/single_player/toabeta2.zip 
GREATLY IMPROVED. 
The end game though, could be more challenging. Easy to pass by monsters infighting.

Which is not necessarily a bad thing.

The shambler near the gold key is still easily killable from behind the bars.

Great improvement in layout and nicely implemented multiple routes...

Good job! 
Deathmethod 
if that is final release, post a news item (or just post a comment confirming and one of the mods will). 
Nitin 
It says beta in the file name and a textfile is missing. ;)

Can't wait for the release! I so want to play this. 
 
It wasnt a final release, will add a bit more and release it tonight. 
 
then i will wait untill tonight :p 
Small 
Anyone feels for betatesting small Quake1 level? 
Beta 
Madfox 
i'm glad you didn't abandon that map 
Madfox. 
Interesting map. Very promising, a lot going for it, but needs a lot of refining too.

Good:
+ Strong theme
+ Consistent textures
+ Good and interesting layout
+ Interesting exploration
+ Backtracking is well covered
+ Some great scenes and some good architectural themes
+ Generally good, well balanced gameplay
+ Layout (water + backtracking) makes fighting more interesting

Bad:
- Architecture is sometimes scruffy.
- Not always a strong link between different sections.
- Some sections e.g. underwater are pretty plain, also underground cave section looks plain
- Underwater section underused
- Could do with more monster variety, how about some lesser used ones e.g. spawn and dogs
- Item balance a bit funny, not always items in the most useful place.
- A few too many shotgun shells and not enough rockets

Needs fixing:
!! Many doors upon upwards when they should open sideways
!! Lots of trim textures are b0rked and don't match the section they're on
!! Stretched windows and textures need fixing
!! Skeleton is a decent model but needs improving: Looks too puny, weak animations, CC animation almost entirely lacking, shouldn't be firing lasers in a fantasy setting
!! Shouldn't be enforcers in a fantasy setting
!! Boss monster looks ridiculous, texture and idea is good but looks like a giant cookie monster, also pretty easy to defeat.
!! In underground section, switch, key, and doorway to bridge need more lighting up
!! Various sections where it feels a bit easy to get stuck on stuff
!! Skybox has obvious corner seams and crude ground sections

Keep tweaking and polishing this, it's a potentially excellent map, just in a crude form at the moment. 
Great! 
Thanks for your commend shambler!

Architecture is a little rough because I spend most time on a few hom's that wouldn't get away. So I started from start and succeeded to construckt it again without a big box around it.

The way I transported Bones to Quake1 was a bit difficult, as the head had so many vertices I had to simplify it. And indeed it looks a bit thin, from a distance it is hard to hit. First I made its encraving touch on 4 units distance but than they glided away between the edges of bad polygons.
CC animations don't sound familiar, but wakes my interests.

As for the end boss. I know it looks stupid, yes. But I had this queer idea to make a thing coming out of nowhere breaking off space to escape along. So I ended up this way. My most concern was to make the textures right. They seemed to change from normal textures, as the lightning is supported otherwise.
I am changing its cube outfit more to distracted one.

So it all is in a half way state only to see if it's working.

Is there noone who can make a hom monster? 
Madfox 
Bones - needs to be beefier and ideally made more Quakier. Give him a Nailgun type thing maybe, and some brutal claw for CC. Maybe a slightly bestial skull, something like that.


End Boss - the idea is very good, something coming out of the walls, it's just the model looks silly for it, keep working at it. 
Yes 
On Tarspleen was a version of Bones who had the claw attack, but I had to delete them. They made the model spawn away. I still have the animation frames of bones, but the transport to Qmle is so hard due to verticemeshes.

I still don't get the convertion idea to Max3D.
In some way the model always returns with an altered vertice count.
But I can make the End Boss more like a crunchy rock-type. 
Looking For Quoth Gameplay Beta Tester 
I look for a beta tester who likes quoth monsters and would like to test new gameplay on one of the id maps. Brushwork and textures remain in 99% unchanged but gameplay is teh rock :) 
I'm In. 
Love to betatest.

Address in profile... 
The Silent And Negke 
I have sent a mail with the map to you. thanks. 
 
sst13 release beta versions of Q3 map remixes in Quake style: http://quake.ingame.de/forum/showthread.php?s=&threadid=261994
Damn nice, especially the "jumppads" on dm17. 
Bones Melee 
tried a melee attack for Bones with a sprite.

http://members.home.nl/gimli/bones.jpg 
Result 
satara 
Result 
satara 
 
Anyone know what the result was? 
Argh 
which such name, this guy is for sure from India, or somewhere around... I guess it is an idiomatic expression from his country... Slumdog bastid :P 
I Think 
Bones scared him or something... 
Hmm 
Well... That's only mildly racist... 
Nonentity 
It is not midly racist.... it is obvious this guy is a moron :P 
Hmm 
So from one individual's perceived idiocy it follows that you can call his entire (assumed) nation poverty stricken, semi-homeless illegitimates using a term that already has racist and caste connotations?

smrat 
 
hatton down in 2nd 
Come Off It 
Racism is where you find it.

There's all the old standbys shouted by the real racists but at the same time alot of british are in a real blind spot.

The most racist people on the island are pakistani muslim. Indian pashto (?) hate thier fucking guts because they get painted with the same brush.

Cross the divide and you realise how little the difference is.

Then cross the equator and see brown nazis doing the same stupid shit and you realise an innocuos comment like JPL made in the grand scheme matters SFA.

Tob be honest the only bit of those posts that my peripheral thinking didn't filter was the result. I still want to know what it was. Gouranga? 
Calm Down 
What you name racism, must be named intolerance... Racism is much more considering that there are better races than others, hence the nazi concept of Arian superior race...

I'm not racist, and BTW I'm working with Indians all days in my company.. Also, using "slumdog" was much more a provocation (regarding the posts #5629 and #5630) than a racist act...

Sorry of some people think I am racist: it is not the case, else I would have chosen a French website, not an international one as it is here: think about it ;) 
Jesus 
its sensitive func at the moment! 
Hmm 
1) I found the comment racist, not the person (hi JPL! ;)

2) From experience my Indian friends tend to be more racist against the 'pakis' and 'bangos' than the pakistanis (altho I'm hardly denying that there exist racism within other, if not all, minority communities). But yes, I'm aware that rastafarians support black supremacy much like the nation and many other equally heinous groups around the world. That still doesn't justify any form of racism. It just makes them wrong too... 
Nonentity 
Well, I think you understand correctly my comment now ;) 
No 
Wasn't saying it justifies anything - just pointing it out.

What I mean is that there's typically racism all over the place to some degree, no matter how politically correct the society. Weather its positive or negative racism is another matter, but the lowest pack mentality typically surfaces in some way. 
Not 
Directing that at you, JPL. 
Ah.... 
I didn't feel myself offensed: don't worry :) 
Proxmap6 Screenshots 
Electro has released the latest version of his Pro-X mod (QW RA/CA with multiarena support). More info and download link here:

http://www.quakeworld.nu/forum/viewtopic.php?pid=47011

This release includes a new map I've created (proxmap6) in the usual format, with a hub, 3 "duel arenas" and one large "teamplay" arena.

Below are some screenshots, 1 from each arena.

Firstly, the hub (choose your destiny):
http://www.quaketastic.com/upload/files/screen_shots/proxmap6_hub.jpg

1st arena:
http://www.quaketastic.com/upload/files/screen_shots/proxmap6_arena1.jpg

2nd arena:
http://www.quaketastic.com/upload/files/screen_shots/proxmap6_arena2.jpg

3rd arena (using some czg scraps as a base!):
http://www.quaketastic.com/upload/files/screen_shots/proxmap6_arena3.jpg

4th arena (yes, it's just EFDM12 with some minor changes):
http://www.quaketastic.com/upload/files/screen_shots/proxmap6_arena4.jpg 
P.S. 
Big thanks to Willem for giving us access to the Quaketastic server. 
Nice One Fribs 
3rd arena is teh s3x. 
 
humm will download then tonight!!! 
Don't Forget... 
The version includes all of the previous maps too, 5 other arena maps by NotoriousRay, BlackPope, [Kona], Speedy, and the Polish connection MisYu+QurneL. Even if you may not get the opportunity to play it, the maps are well worth a look if you haven't seen them before.

And of course, the mod itself is pretty damn sweet! Thanks Electro! 
But... 
...Isn't this a News item? 
Nice 
I'm gonna download the stuff ASAP !! 
W0W!!!!! 
They look really really awesome! What fantastic brushwork, texturing and lighting! Quake 2 textures used to maximum effect right there! 
Start Map Screenie 
love the angles frib! 
 
 
Hmm 
Very nice Frib 
Yeah Wait... 
why did you post news in the screenshots and betas thread? 
Hah 
Thanks guys. I posted it here because I just wanted to show some screenshots of proxmap6, since it is quite likely nobody will ever actually play the map.

Of course it doesn't hurt to pimp the mod a bit, but I know it has a very limited audience here (and I don't want to steal Electro's thunder!) 
 
i will play a little for sure... last night was trying sauerbraten :p but today i will try this for sure! 
Nice... 
check this, i was just searching around some of the defunct Q2 mapping sites, and found this non-defunct news entry on Musashi's page:

http://musashi.planetquake.gamespy.com/index.html

This guy's making a Q2SP pack and the news post is from 2009! 
Wowz!... Just Got Back 
from a full replay of the original game+mission packs! Enjoyed it greatly and went on search for some new stuff.

Found some garbage on Tenfour forums(they still keep track of all releases for several games) and was thinking about why noone does not map anymore for Q2... With acceptable quality, I mean...

This stuff rocks!!! 
I Sent Him An Email About A Year Ago 
thought that project was dead. great news!! 
 
I never played Q2... maby i should one of these days?

I think I just played the first and second level then got bored :| 
Q2 Rocked. 
Total classic game. Solid feel, good gameplay, good styles. 
I Knew That. 
Trinca is a sissy. 
 
ok, i will reinstall this weekend... 
 
Start QW in 1997 untill 2004 and only start playing Q1SP in 2004 :p so i miss Q2 in the time...

:) 
 
I never played Q2... maby i should one of these days? you shouldn't bother at all 
 
It will seem dated and fairly horrible if you're walking into it for the first time in 2009. It was AWESOME at the time when it came out but now ... well, it's been surpassed many times over by other games. 
I Wouldn't Say That Quake 2 In 2009 Sucks... 
... in the same way that I still like Jack Kirby far better than, say... Joe Madureira or Jim Lee.

I think that it can be enjoyed greatly even now, to me it's just a solid piece of action/storyteling with great interconnection and replay value, plus the "athletic" gameplay that only belongs to old school FPS.

To be honest, I'm not an heavy game player, I play almost exclusively FPS, so maybe I don't have a broad range of examples to compare Q2 to, but I think a good Tank/Gladiator/Gunner brawl still holds his own in his league.

Ah, Trinca, Q2 is WAY easier than Quake, turn up the skill level. 
Q2.... 
if you still like quake1, then just think of quake2 as a really polished total conversion with its own custom engine. There are cool new textures, some great level designs with neat chunky architecture (the cooling facility and waste levels were my favorite, you can clearly see that they are the successors to tim willits' e3m5 and e4m1 maps in quake.) Also jail4 (i think?) was a really cool moody stone jail map with heavy angled architecture, and the city levels are great, and there's a low grav secret level, etc. etc.

Probably the big area of dispute is whether the monsters were as fun/well designed to fight as quake monsters, and whether the weapons were good compared to quake. 
Quake2 
 
<- Time To Dust Off This Icon 
I really should play Quake 2 again. Never finished it actually. Well I'm sure I stored that CD in a safe place, finding it will be easy I bet. 
Good Views Good Views... 
I agree it's now a very dated FPS, but...

great interconnection and replay value, plus the "athletic" gameplay that only belongs to old school FPS.

...this really. Characterful enemy too. 
I Like It A Lot 
Look up the Berserker mod - the best mod for playing Quake 2 on a fairly modern computer - shines up the visuals very nicely!!! And more.
Doesnt alter the gameplay much though, basically like playing Quake 2 but with much sexier graphics.... 
Starbuck 
I think I've only completed it once (on easy, admittedly). I've only completed one of the mission packs, though. 
Q2 
is a timeless FPS with some real improvements over Q1.

Especially Mission Pack 1, The Reckoning, is a real gem and contains some top-notch level design from guys who really knew what they were doing. The Reckoning is one of the top 10 FPS of all time.

The catalog of games which use the Q2 engine, or parts of it, is amazing.

Q2 has seen, is seeing, and will be seeing great custom maps, both SP and DM. *_*

Although it'll be obliterated by Q1 soon. 
Well, 
Download Q2Max if you want glitz, and there's loads of mods out there - Lazarus was always my favourite, but that's a mappers POV.

But the core gameplay ruined it for me. 'Great, now the Quake guy moves at a realistic speed.'

And why most of the enemies humananoid? Apart from the bosses there were the Parasite, Gladiator and Medic - the best enemies in the game.

Other retarded decision - the player has run out of grenades but walks over some 'WEAPONSWITCH' and don't let them turn it off.

Weapons were shit. Compare them to the Awakening mod - light is a good sp example that uses that set. Railgun was excellent, but the rest just felt uninspired.

Ok, sour grapes that it was Strogg Wars 1 instead of Quake 2. 
True Colours 
Ok, sour grapes that it was Strogg Wars 1 instead of Quake 2.

That'll be the one. 
Nigga Plz 
It's a good game. Well, as far as good goes for someone playing a technically and conceptionally worse one. With a decent source port, Quake 2 is enjoyable every now and then. Q2XP is neat, for example, as it spices up the visuals in subtle ways and also increases the movement speed to almost Quake level. 
Well 
Q2SP sounds better then.

Although it also sounds like you'll be moving on to Strogg Wars 2 (or Quake 4) negke - don't go. 
Some (small) Progress 
Top of the architecture is not done (hence it is completely flat), and I think a kind of platform will be there: with Ogres firing grenades, or something like this... The map will be a kind of Quoth-agula concept... and a CDA sequel BTW.... maybe too dark... though...

http://lambert.jeanphilippe.free.fr/Divers/GTH1.JPG 
 
looks good so far. i like the detail with the broken tiles all along the edge. if you can keep that level of detail up for the whole map, it'd be pretty sweet.

are those undying textures? or like hexen2 or something? i like the gray stone and metal detail texture a lot. 
Necros 
i guess its the daikatana episode3 textures 
Yeah... 
I never cared much for Q2... 
Doesnt Look Too Dark 
and Maric!! 
Well 
Thnaks for feedback, and I used a mix of Daikatana episode 3 and Doom 3 Hell level textures :) 
 
Seconding what necros said ... the broken tiles look -sweet-! Really adds a sense of grim reality to the place. Gives it substance. Well done! 
 
This is a preview of the level I'm currently hacking on. It's going to be in a temple environment and feature specific combat arena areas.

http://wantonhubris.com/blog/wp-content/uploads/2009/05/previewshot_05172009.jpg 
Willem 
Thanks for the encouragements ;)

Your shot looks very nice as well :) 
 
very nice both maps!!!

go map ladies!!! 
Willem 
looks cleanly built so far. 
Hm 
If homoerotic (and wtf was a sheep doing at the start?) games aren't your thing then the Japanese also cater to the opposite end of the spectrum:

http://www.youtube.com/watch?v=YHCw3MZdm0I 
Lol 
some killer animation at 1:11. Just moonwalkin up and down those stairs. 
Yeah 
If you don't have that sort of stuff implemented then why put it in the environment. Oh yeah, because your target audiance is 14 and will one day be a 40 year old virgin.

The original video I saw had a character selection screen - they probably spent weeks getting the bump and grind animation just right, find it and you'll see what I mean.

Mind you, girls in bikinis chopping up zombies?

-> they'll make money. 
Or You Could Just Make The Two Games Into 
onesuperultraextracrapyoudontneedmakinglowfpsbutwhocaresitlookscoolandyoudontuseconventionalcontrolscositsonthewiisofuckyaeahbitch
but then again there was some thing with 'omoz and moonwalking and zombies already...
http://hg101.classicgaming.gamespy.com/moonwalker/moonwalker.jpg

you know it you know it

and i know this most likely didn't make any sense but ...meh 
Wot Trinca Said... 
Nice looking maps, good to have some quake to get excited about.

JPL, great atmosphere and tile details.

Willem, nice designs and style. One thing, please fix the texture under the arches so it actually looks like proper stone blocks (i.e. should match up with the blocks the wall is made of) </pethate> 
Willem 
I love your brushwork style, very clean for lack of a better word. 
 
Shambler

Thanks! And, yeah, ignore the texturing. There are tons of misalignments that I intend to go back and fix up later. Just trying to get the layout and a basic texture pass done at the moment. 
I Like These Shots 
Because they look awesome, and because you two both tend to finish what you start! 
Not Dead Yet 
Haven't posted anything in a long time. Just a reminder I am still here, and am still currently working on my next SP maps.

All work in progress:
http://qrf.mine.nu/~orl/misc/oms221.jpg
http://qrf.mine.nu/~orl/misc/oms222.jpg
http://qrf.mine.nu/~orl/misc/oms223.jpg

They aren't much, but its what I have so far. I can't say how soon I am to finishing, I am a very slow mapper. But it will get done. 
Turtle Sign Allowed 
Good mapping skill on terrain area, almost fell through a McGee's level. Fine to see that cavey part well done. Lightning can bloat some texture, but that aside, screenies do own some atmosphere.
Keep on the good job! 
ORL 
Cool, I like, the rock texture is a bit grim tho. Tried the Armagon one?? 
Nice 
I think the lighting needs some work though, way to bright in most areas!

I like the 1st screen shot especially, more of that please! :) 
Thanks For The Feedback 
MadFox - It's hard to try to get the entire cavey part into one screenshot, but I can assure you that there is more to see. :)

Shambler - I had a look through the Armagon .wad, but I couldn't find a suitable rock texture replacment. Think you can point me in the right direction?

DaZ - I manually brightened the screenshots after I took them, since they were originally very dark, and almost impossible to see anything. Lighting levels seem to vary from different monitors, what may appear dark to me, may seem bright on someone else's monitor. I can tell you though, the actual lighting is darker than shown in the screenshots. Also, the 3rd screenshot has no lighting at all, still under construction.

Thanks all again for the feedback. :) 
Orl 
there are some sweet rock textures in the rune wad, er somewhere in quaddicted. I recommend you check it out too :)

Nice shots btw :) 
Yeah, 
looks good. Interested in what kind of wizard/city hybrid textures you've developed. the pink bricks look better than I would have thought actually... 
More Shot 
http://lambert.jeanphilippe.free.fr/Divers/GTH2.JPG

Other side of the broken area is done... to be continued ;) 
Jpl 
i think some statues of knights and/or hellknights in that broken courtyard would be pretty badass.

maybe broken statues, even. just like, delete half an arm or the head and seal up the hole created. 
Necros 
I was thinking about it, but it is quite complicated to either find good statue prefabs (I didn't look for deeply on the internet so maybe it exists), or to create it from existing monster...
It could be a good idea to add such things in next Quoth version... :) 
Hmm 
I like the pillars...


Also, seems to lack a ceiling ;p 
Nonentity 
yep, ceiling is not done yet... normally there will be a platform placed onto the pillars... it is not finished :) 
JPL 
This is code from starkmon for the dead player models:

{
"classname" "func_illusionary"
"frame" "82"
"model" "progs/player.mdl"
"origin" "848 2456 -1344"
}

You can change the player.mdl to one of the knights, and find the correct frame-number for a normal stance, like a statue...

There has to be a monster in the level already though, of the same type as your statue, and it has to appear higher up in the map file entities. 
JPL 
If you are using Quoth (*recommended*), you should be able to include the knight MDLs from Rogue's Dissolution of Eternity Quake mission pack and use the mapobject_custom entity.

That is, of course, if you do not want them to spring into life at some point. :) 
RickyT23 / Generic 
RickyT12: It works fine indeed, I just have to find the correct frame number that correspond to the effect I want... cool !

generic: Thanks I have to experiment this stuff, I completely missed this one, and I was not aware it was possible to use it for statue generation :) 
Generic 
Fine, this mapobject_custom works like RickyT23 hack, except it does not generate a warning during compilation :)
Thanks a lot for the information ;) 
Cool! 
Cheers to Preach for making it so easy to include.

Were you able to select the "statue skin" for either the knight or the hell knight? Just wondering. 
Generic 
I tried with hknight.mdl, but I have to experiment more with different models, just by curiosity :)

Anyway, thanks a lot for the info: you rock ! 
Generic 
Oh, I see: hknight.mdl has skin0 and skin1 (i.e Hell Knight and Death Knight)..; and I'm wondering know how to select in between the two skins... how can I do that ? 
 
"skin" "1" 
Hmmm... 
If you use the Rogue Hell Knight and/or Knight model, "skin" "1" gives you a nice statue skin. There are even some added frames for these MDLs that aren't in vanilla Quake or Quoth. 
Lardarse / Generic 
Thanks for this: I'll try it ASAP !!! 
New Quake 4 Level 
OOoooooohhh 
Looks Very Doom3-ish: good !! 
 
First shot looks good, but I see the cliche "floor panels ripped off the floor" and the walls are really flat - some angles in those walls could really make things pop.

The second shot also looks good, the orange lighting I like especially. Again though, things seem really flat.

Third and fourth shots aren't spectacular. It seems there is a lot of small detail (floor panels being different and so on) but nothing that really catches the eye - I think it lacks the big sweeping details.

Another way of saying it is, if you know art theory, is that there's no place for the eye to rest. It's all tiny panels and stuff, and no central ... thing. Does that make sense?

Otherwise it looks technically good. Is it SP or DM? 
Hmm 
Axial 
Cool! Q4! 
Looks pretty solid, but also, what others have said...it's pretty flat and square-ish and sorta samey...

You could probably stand to subdivide those arch curves a bit more--they're maybe a bit blocky.

The first shot is the most interesting to me, so some set dressing and models might help, but...yeah, axial. 
Yeah. 
What PJW said. 
 
I want to map but i dont have time and inspiracion :( 
 
thanks for the feedback, i've made the walls slope as well no so everythings not at a right angle and added a bit more detail. hope to have some new screenshots soon 
Wasting Time With Worthless Things 
Converting the md5 monsters of http://monster-clip.com/maps/castle/castle.htm with http://icculus.org/~riot/doom2dpm.zip for Darkplaces for fun.

Scale of 0.7 might be right. Save the resulting models as .mdl and put them into progs/.
Darkplaces will tell you where to put the textures (I used the _d ones, only leave the name and .tga, eg qvore.tga). Rename the normal and luma(?) maps as usual for DP.
They will float in midair and of course the animations are wrong. But hey, it works.

http://s1.image.gd/o/f8/f8cb6f27c2c0cccedc9e145746c18b4c0b4008bf.jpg
http://s1.image.gd/o/b9/b93f2b3a0bd133a5bbc394d78596ce494e6ddd61.jpg
http://s1.image.gd/o/17/17f82e0dae47d88193351de0a4efa53fdb8e9741.jpg 
Forgot Normal Maps 
That Shambler Looks Like A Skaarj 
 
Agreed. 
Needs more hair and less shoes.

And the Vore needs diertier teeth and less Disney crab pincers.

And the Scrag needs less symetry.

But I never really liked the Doom3 Quake thing much anyway to be honest. Too shiny. 
Yeah Vore Needs Needle Teeth 
||||||||||
|||||||| 
Shambler Looks Dumb 
the vore looks pretty good though, and the scrag looks great, I think. 
MC Shambler 
 
Q3 Doodle ... 
 
that looks lovely, really nice substantial ancient look. I don't think the q3 door texture fits in with the theme though, that could be changed. Also, not a big fan of the pentagram lights. Apart from that, pretty stuff, nice work. 
 
agree about the door texture. maybe a wooden one?

i like the windows a lot. the outward slanting is usually connected with high tech stuff like space ships or outposts. having it made out of wood, surrounded by stone is a nice change.

the first shot reminds me of like those big stone meeting halls like for vikings or something, what with the thick wooden beams.

i wouldn't mind seeing a q1sp with this kind of mood either. :P when q3gothic is used in q1, it usually focuses on the more stone/metal aspect of it. 
 
I agree with necros. Convert that to Q1 and you have yourself a deal. 
 
First shot looks like a Strogg freighter with medieval textures. With the spotlights and the windows, and the central platform running down the room.

Granted, the look out of the window changes that impression.

Spotlights in an otherwise "medievalish" environment gave me the creeps for a long time, but you probably gotta go with what works. I was too dogmatic there. Torches are super limited, and games don't have to be realistic.

Pentagrams are most often really cheesy IMO.

Looks cool. 
 
I want to have sex with your windows Simon. :o 
Inspiration Sources 
I suppose the tech feeling comes from the use of base lights but it was never my intention of just creating tech structures and painting them stone. I did not want to be side tracked with creating textures so I used generic Q3 stuff instead so I could concentrate on the architectural shape instead.

I recently went on holiday to Barcelona and took alot of pictures of Gaudi stuff. I wanted to create something 'off angle' and branching upwards like a tree. (The black 3 prong structure in shot 1 for example) The interiors of his famous church has good examples of this. http://www.simonoc.com/pages/photo/barcelona_church/image_05.htm

The park he also created has awesome examples of sloped angled stuff which I was trying to create an architectural theme from. http://www.simonoc.com/pages/photo/barcelona_park/image_13.htm 
Nice Shots Sock.... 
and, unlike everyone else, i approve of the mix of tech elements like the spotlights, doors, and especially the window frames, with a medieval setting. This is quake3, the mashup of themes is core to the game. 
That Looks Great 
I also like the windows, and I like the view in shot 3 as well--that sort of background eye-candy is neglected too often (and when it is, and you stop killing long enough to look out the window it's all bleh and boring).

My only suggestion would be to add some sort of divider in between the stone block texture and the black-ish bumpy stuff--it looks odd to me to have the one on the bottom going directly into the other on top. I'd like to see an actual plate/shelf/something in between. 
Those Shots Make Me Smile 
Why not map for q1sp? All the 'cool' kids are doing it. 
Q1 Mapping 
I did Q1 mapping years ago but my PC went up in smoke and I lost all my data. After getting a new PC I never really went back to any of my old stuff, I just moved on to other games. I understand this forum is mostly Q1 centric but I know there are Q3 people that lurk here as well.

PJW, yeah I originally had a gothic trim below the black texture but it started to bother me because of alignment issues so I started creating new trims but stopped, because I wanted to shape doodle more than create assets. In game it is not too bad because the brick pattern above has a defining lower edge but I know what you mean. 
Sock 
looks great, have you made more than that room? 
Anyone Interested In Beta Testing? 
that green brick map i started a while ago is almost done now.

just need a couple of opinions. it's for quoth2, and you need an engine that supports -quoth (fitz 0.80) because it's a pak file that goes in it's own directory.
i think you can get around it by renaming the pak file and dropping it in your quoth folder, but it overrides a stock quake sound, so that's not optimal.

just leave a message here if you're interested. :) 
Sure 
Send it on over.

voice DOT of DOT the DOT nephilim AT gmail DOT com 
Thanks, 
info sent. :) 
Totally Interested. 
never tested before, but definitely down to give it a go! 
 
ok, thanks. that should do for now. :) 
Necros 
The vertical map? Cool!

Btw. the "work" link on your website crashes my FF. 
 
i use firefox myself, so maybe it an addon you have? i don't know enough to be able to try to fix it though. :S
i've been thinking of building a simple html alternative though. 
 
No idea. The only plugin I have is Adblock Plus. Latest version of Flash player. It's weird since all the other links work. Html alternative sounds like a good idea. 
'work' Works 
for me. 
 
 
Sockage! 
Looking excellent there Sock :) Where've you been hiding lately? Come back to #tf! 
Gently Poking Cardo 
OMG its cardo!!! :D umm I am not sure I want to find #tf again, does anyone talk there? I always got the impression of IRC that it is just a bunch of nerdy channel lurkers! ;) 
Hey Sock =) 
tf is still alive and kicking, quite a good laugh usually! 
Cardo ? 
Here ? OMG ! 
 
#tf just have a problem sock

scampie... 
Late Night Doodles 
Nice 
 
 
evocative brushwork. :)

2 and 3 are my favourites. 
Marvelous 
these shots make me feel an ansolute beginner! 
 
antsolute maybe, I mean absolute. 
Thats Fantastic 
love shot2. 
Fucking Sick 
... 
Ow 
Email me about RemakeQuake. 
 
sock just four words

YOU HAVE TALENT BITCH!

outstanding dude! 
Just 4 Words 
Can't view the screenshots. :( 
Just 4 Words 
The shots are very nice !!!

Go map ! 
Thanks 
Shot 1 is cool for me because the corridor leading into the room is angled and feels like its leaning over. It makes me want to tilt my head to the side.
Shot 2-3 is the lower area of the room with big blocks and solid supports, split levelled with a lower section curving round like a little gully.
Shot 4 is the birds nest with windows all around and a tree silhouette top window design. Building materials get lighter as they progress upwards to make it feel more structural.

JPL, The weather is too hot and I can't sleep at night at the moment, hence the doodle / mapping thing.

Mr.Fribbles, not sure why, I checked and my site and it is working ok. 
Looks Cool, Yeah 
The wood/stone combo (and the corresponding architecture), or at least the way it's used here, adds a whole new thematic dimension to Q3. Well, I'm sure there've been similarily themed maps before, but I haven't seen them, so kudos to you for this approach. 
Very Nice 
Working for me now - and looking very sweet! :) 
 
#4 is awesome, man! Love the look of that area. 
 
Building materials get lighter as they progress upwards to make it feel more structural.

this is something i never really think about when mapping. thanks, i think i'll see about trying to incorporate this kind of attention to detail. 
 
 
Looks great 
Big Machine !!! 
Nice ! 
Haha! 
thats great. I have some photos of that machine, its epic! =) 
Hmm 
Heh, I remember that thing... 
Cogs Are Turning In My Head 
Hmm 
I'm assuming that's a static mesh, making those teeth out of brushes would be madness... 
 
Killer! Cogs are the new crates. And I LOVE it. 
Yay Cogs! 
I don't really like the texture on the cogs. It looks very grainy and blurred. Maybe something with less structure (or higher resolution) would look better. Also since they are functioning, I'd make the parts where the teeth touch a different, slightly less rusty texture. 
Cog Madness 
The cogs are created from brushwork and on the grid as well ;) Here is the source file if you want to check them out or used in Q1 projects.

http://www.simonoc.com/files/misc/cogs_source.zip

Spirit, yeah the texture is not too good but I did not want to get too distracted with texture choices. 
 
Well, the MAP file is most definitely not a Quake1 MAP file so you'll need to convert it first. 
Q3 Map File 
The map file contains mostly brushes and some patches but I imagine someone here will know how to convert it to Q1. The file I have uploaded is in native Q3 format, sorry if that was confusing. 
 
It's cool, I was just making sure that people knew it wasn't native Quake1 format. It crashed my editor when I tried to load it. :P Which says more about my editor than anything else, really... 
Thanks Sock! 
Which is easily done with a texteditor and a bit of patience.
Quick and dirty, single texture, some broken brush: http://pastebin.com/m5ad77ed6

I think they might be too detailed for poor old Quake though. 
 
Converting I mean. You just have to change the texture bits (I guess, the stuff behind the faces) and of course remove the patches. 
Hmm 
Surely you can just run it through mapconv? 
This Is What I Got 
after loading an original src file in the hammer editor
http://img33.imageshack.us/img33/8534/cogs.jpg 
Sleepwalkr's Java Map Converter 
had to poke around a bit to find it, but it's here:

http://ftp.heanet.ie/disk1/sourceforge/i/in/industri/mapcon_java.zip

Works for me from the OS X commandline. Converts q2/q3 to q1 map format and back again, adds or removes texture paths, etc. Quite a useful tool at times. 
Now 
THAT is badass.

i love a good cog setup ^_^ 
Good Work! 
Spirit! Looks Great. 
Trisoup Soup 
http://necros.quaddicted.com/temp/outdoors1.jpg

aiming for 50/50 terrain and structures but trisouping seems to eat up more clipnodes/nodes and such. :(

also, if you go over nodes, it causes seriously bad stuff to happen in aglq, and fitzquake just closes without even bothering to yell at you. 
Btw 
skybox is hipshot's 'stormydays' 
Necros: 
care to send me the map? I thought i supported excessive nodes (of course, i also thought aguirre supported them, since otherwise what's the point of adding it to his Qbsp ports?) Does darkplaces crash too?

Only thing i can think of is nodes + leafs > 65535 wouldn't work at all, but then, i assume the compiler wouldn't build a bsp in that case. 
Oh 
sorry for the misunderstanding, i meant going over the *new* nodes limit.

i meant that fq will simply close when nodes are over 65k and aglq exhibits garbled bmodel geometry.

i'm actually a little curious about what plain 'nodes' are, and what creates them. if there's a way to reduce them like how clip brushes reduce clipnodes, that would be pretty sweet. 
Nodes... 
A node is a volume of space, and if it has children then those children are subdivisions of the parent space (divided by a plane). Starting with the entire world space, you keep subdividing until you get leafnodes, which have no children.

Each leafnode is either solid, water, slime, lava, sky, or empty. The non-solid ones are called "visleafs" and have a list of other leafnodes they can see (calculated by vis) and they have a list of marksurfaces contained by the leaf (to draw whenever the leaf is visible.) 
So... 
less complex geometry gives fewer nodes :)

Perhaps geometry being more axial would help too, more weird angles creates more unique planes i think. 
Hmm 
Make a slightly (or greatly) simplified version of the floor out of clip brushes and make all the trisoup malarkey func_illusionary/wall? 
Hmm 
Look pretty btw, lot more peaceful than you normally get in Quake 
More Rock 
necros, looking good is there anymore to see? A more panned out view? 
 
http://necros.quaddicted.com/temp/indoors1.jpg
here's an indoors shot.

i had originally planned to use the hipnotic white brick textures, but instead settled on q3 bricks instead (smblk3b3dim_wall but i've bleached them a bit in photoshop). the hipnotic cathedral bricks were way too clean. 
Necros... 
...for president 
 
GLQuake's linear filtering makes sprites look very :( 
.tga Format 
Downside is that everyone with external tex turned off will be looking at crap.

A hybrid of the sparks and Quoth's marshlight with a simple 3d model could work. 
I'll Take A Crack At It 
When I get back to e3m4 - not happy with the textured lights in there. 
That Is 
If you can give me a hand with the sprite. 
Externals 
don't help either: http://www.quaketastic.com/upload/files/screen_shots/marcherjagged.jpg

That looks remotely good because it's circular like the id1 lightglobes. The problem appears when the sprite is not a circle nor rectangular, like the quoth2 reed, or even better, http://www.quaketastic.com/upload/files/screen_shots/lightrunetest2.png

I am certain that I have enabled external textures in fitz 0.85... 
But Enough About Sprites... 
Necros, that map looks pretty, are you aiming for a primarily vertical map again? 
 
 
Sod Sprites 
The pic link is down - I scanned it before but can't remember well enough to comment. 
 
nah, no more vertical. it was fun, but i don't want to do that again.
it'll be similar to cda, i think. 
Note: 
sprite and skin replacement is not supported by fitzquake (yet) 
Extra Glow 
Necro, why do the torch bases glow so much compared to the rest of the environment? 
Sock 
The torch bases are a model. He used quoth entities. 
Something In The Works 
Down The Rabbit Hole 
More sleepless nights carving wooden pointy teeth. Ive included a brief one liner for each image, its something I do on another site and thought it might be more interesting.

A contracted wooden iris blocked by chains
http://www.simonoc.com/images/design/maps_q3/moteof1an1l.jpg

A sky light framed by a circle of chains
http://www.simonoc.com/images/design/maps_q3/moteof1an2l.jpg

A gaping hole lined with wood teeth
http://www.simonoc.com/images/design/maps_q3/moteof1an3l.jpg

A dark connection with plain wooden cross beams and warm left-hand light - http://www.simonoc.com/images/design/maps_q3/moteof1an4l.jpg

Plughole kaleidoscope - http://www.simonoc.com/images/design/maps_q3/moteof1an5l.jpg

Down past gaping steps and angled wood lies helping metal hands - http://www.simonoc.com/images/design/maps_q3/moteof1an6l.jpg 
 
I love the one-liners. It gives every shot a sense of place before you click.

Lovely work, sock. The level is looking better and better all the time! 
Err 
that looks fantastic, lovely lighting. 
Yeah 
That looks too good for games almost - excellent stuff.

Aenoch - the link seems broken. 
 
Dreamhost is having a switch/router issue at the moment so Quaketastic is temporarily offline. It's being looked at... 
 
that looks fantastic ^_^ 
Sock 
Looks excellent. The chains are a bit primitive though... Maybe use patches or, even better, a mapmodel, instead. 
Sock 
Nice gaping hole, dude o_O 
Progress 
3,800+ brushes and it's finally sealed. Now to start detailing and finalizing gameplay...

http://wantonhubris.com/blog/wp-content/uploads/2009/07/map_preview.jpg 
 
looks fucking great!!!

i want this :p

go map! 
 
Time to START detailing?? Looks pretty detailed to me! 
 
haha no kidding. it looks great already ^_^ 
 
Not a fan of the texture set, but it's a taskmaster map, so weather it's good or bad it will be well done.

Good or bad being relative to whichever gameplay angle you're exploring.

Is that id basic sky tex up top? I'd always vote for skybox, but there you go.

The only question that remains . . . when :) 
Willem 
wow very cool I like the brightness of the textures and vaulted ceiling, gives the area a regal/palace feel. What do you mean by start detailing? Is 3800 brushes alot? sorry for stupid questions, not a q1 mapper anymore. 
What Others Said 
Very promising shot :) 
 
Wow, thanks all! And, yeah, that area in the shot is pretty much done but there are others that need detailing (box rooms). :) 
Hmm 
I like the cathedral-esque up lighting on the ceiling, gives it a sense of grandeur.

Not sure about the square windows/light fittings tho, especially the stack of 3 on the left. They just seem too square/blocky. Possibly have one tall window instead, would flow with the lines of the room better and help emphasise the height
(altho all that may be based on the low angle of the screenshot)

And I'm all in favour of more detail, I reckon you can push a few more polygons out of the Q1 engine (altho it does look very nice already, I'm just a fan of adding modern engine-esque levels of small detail into Q1 ;) 
Good Stuff Willem. 
Looks very nice. 
So What Do We Have To Look Forward To Right Now? 
i know necros has some map that goes outside the 8192 cube, willem has the above-mentioned map, sock has that q3 doodle, gb and others are working on remake quake (or "re-quake").

Anything else? 
Metallschleim 
 
!!! 
 
nsoe4 much? 
Negke! 
Sweet! 
Neg 
i really like your mapping ^_^ 
We'll 
Be doing a demo sometime soon, just ironing out the last few issues and preparing stuff. 
Negke 
That looks fucking great. 
 
just glued all the different sections together; haha i'm fucked.

*** WARNING 34: Nodes 51370 exceed normal engine max 32767
*** WARNING 30: Clipnodes 154267 exceed normal engine max 32767
*** WARNING 36: Vertexes 100497 exceed normal engine max 65535
*** WARNING 37: Faces 89958 exceed normal engine max 32767
*** WARNING 31: Marksurfaces 100194 exceed normal engine max 32767


even aglq crashes.
i don't know why i always do this. >_< 
 
FFS, you were THAT far over and didn't realize it? :) 
Necros 
Try upping the -heapsize to 262144 or higher. 
I Don't Think That's Gonna Help 
 
Heh 
Hey necros, I like your mapping, too - if I can play it in any engine, that is... 
Smashing Limits 
OMG talk about breaking compiler/engine limits, but I can understand. I often go days or weeks without compiling and just work endlessly in the editor building stuff. :) 
Necros 
That map isn't sealed yet, right? 
 
spent some time sealing the map, and i'm still way over.
*** WARNING 30: Clipnodes 59235 exceed normal engine max 32767
*** WARNING 36: Vertexes 69984 exceed normal engine max 65535
*** WARNING 37: Faces 58181 exceed normal engine max 32767
*** WARNING 31: Marksurfaces 68767 exceed normal engine max 32767


even if it weren't for the over the limit 65k vertices, 59k clipnodes only leaves like 6k left to build and here's the punchline: it's only half done.

i don't think there's any way at all that this can be streamlined to work in a single map. right now i'm looking at using the info_mapgate stuff to try to make some kind of hub map setup as i don't want to just throw entire sections away. :S 
Oh, 
you've already got the player route so locked down that you can't eliminate backtracking to previous maps? 
 
i think that's a good idea. the big problem with a hub map which contains monsters is that depending on where you are emerging from, a different set of monsters would have to be spawned in.
you would never be able to get 100% kills, which kind of sucks. then there's all the jiggery pokery with having to keep track of all the different states of the many lifts, doors, machines etc which would be, probably, impossible without creating a new mod. 
Yeah... 
better just to break it into isolated levels and if you need to add connectors and re-work the player route in each level, do it so they can be self-contained. 
Fuck All Of You. 
taking your maps to new levels and shit.

anxious as hell to play them. I am jealous of your superior skills/ hopeful they exist because your social life is crappier than mine. 
Necros 
You could kill the unneeded (remaining) monsters with hurt triggers in the spawn rooms and determine which monsters teleport in by staggering multiple teleporters for each one. It's not the most elegant way, but it should work.
I once had an idea for a hub map that would have three or four interconnected canyon/caverns-like maps center around a central hub with a temple entrance. The player would have to collect runes in each of the canyons and return to the temple to open the gates. Then the actual map would start. There wouldn't have been many monsters in the canyons, just a few fiends and tarbabies and the like scattered about and moving along their paths - the natural fauna so to speak - so it's not a big deal if they were alive again upon returning to the level a second time. Then again, this idea doesn't really require a multiple-map hub structure unless each of the parts is fairly large. 
 
it would have been ok if i had started making this with a hub in mind. :S

i like that idea though, you should give it a shot ;) 
Bravo Necros 
;) 
P.S. 
"natural fauna" LOL. No wonder your mapping is bonkers, negke! 
 
If i owned a game company necros and negke were the first people i hired :p

If i win Euromilions i buy ID Software rights of Quake and start a new mission pack. 
Brushwork Prefabs 
I was stupid enough to think my mapping stuff is artwork and I recently posted it to an art portal, it got banned I was told to stop using prefabs and make my own stuff!

So here it is, my crappy artwork made from brushwork prefabs! :)

Inactive Generator - http://www.simonoc.com/images/design/maps_q3/moteof1av1l.jpg
Dormant Power - http://www.simonoc.com/images/design/maps_q3/moteof1av2l.jpg
Crackling coils - http://www.simonoc.com/images/design/maps_q3/moteof1av3l.jpg
Switching current - http://www.simonoc.com/images/design/maps_q3/moteof1av4l.jpg 
 
Those sure are some excellent prefabs... 
 
Awesome++, man. Really sweet looking! 
I Clicked On The Links And I 
JIZZED IN MY PANTS 
JIZZED IN SOCK'S PANTS. AND SOCK'S SOCKS. 
My Eyes ... 
... are blending from all the CAPS!!! :P

I can assume by the shouting 'you like?' Anyway the images are of a 3 stage generator puzzle which opens up and needs to be switched on via various levers around the room etc. I don't want to tell too much because the few people that will actually download my map are actually reading this forum! 
My Eyes Blend Sometimes Too. 
That looks awesome.

Don't know if it's actually "art" though... ;)

*ducks* 
 
wowzers. 
I Love Sock 
[nt] 
 
phantasm11's really great looking q3 map using sock's textures and some of his own :

http://i4.photobucket.com/albums/y138/phantazm11/Level%20Design/temple_10.jpg 
 
That DOES look nice! Wow. 
Yeah 
Cartoon is too strong a word, more like 'well drawn'.

Need more coffee. 
Wow... 
that looks really nice. 
 
the few people that will actually download my map are actually reading this forum!

No, i'm not! 
Q3 Temple Map 
the architecture looks very nice and solid, but I'm not sold on the tree roots. I like the idea, and I've always wanted to do something similar myself, but I think they could be higher poly and more twisted to be more convincing.

Not to be anti or anything, just sayin'. 
The Mortewood Plaza Mod 
http://media.moddb.com/images/mods/1/12/11671/RenderTestMortewoodNew1.jpg

Now, that's a shitload of weapons to kill zombies with. 
Some UT3 Shot 
Heh 
I love the knife with the grenade strapped onto it. 
Re: Some UT3 Shot 
that looks awesome ^_^ i love maps where you're suspended or floating above stuff in that way. 
Progress Shot 
Castle helmet : http://www.simonoc.com/images/design/maps_q3/moteof1bn1l.jpg

Im happy with the outline, just need to finish off the lighting and texture density/alignment. Add '_1024' to end of filename for larger image. 
 
The lighting on the front looks a bit sketchy.
The roof and floor textures are too blurry scaled, I guess you mean that with "density" though.

The different heights of the rooftops look great. Gives it a mushroom/dwarf like fantasy feeling (in a good way, heh). 
Hmm 
not too enamoured with that sock, looks too cartoony to me. 
I Like 
the architecture. Personally I think the roof and outside floor are the only problems. I'd choose a wooden shingles texture for the roof and maybe add some more detail to the floor by removing the odd floorboard here and there, or making them slightly crooked, or perhaps just add some darker wooden trim between the wall/floor joint to add a hint of structural realism to it. 
 
I like the style! I like the layered look to the architecture. 
Good Feedback 
Yep, totally agree the screenshot does have a mario/soft focus look about it, but that is partly to do with the phong shading (far too high)

I will work on the location a bit more tonight, rework the trims, add more wood and try and give the structure more detail. W post another screenshot later, thanks for the feedback. :D 
 
I like it. It's different instead of the same old same old. 
I Like It Sock 
the outlines remind me in some strange way of the Goetheanum: http://en.wikipedia.org/wiki/Goetheanum 
Another Shot 
I changed the textures on roof and trim, a bitch to setup the top wall trim, too many weird angles but it does make it feel a bit better. Toned down the phong and increased the shadow map density so less jaggered/rough edges.

http://www.simonoc.com/images/design/maps_q3/moteof1bo1l.jpg (_1024 version avail)

Ive switched the floor to stone for the moment until I decide what to do with it, detail wise. The above shot is panned out alot, the player will never see that much. So here is a couple of shots from the floor at player height, the building feels different to me from the closer angle.

http://www.simonoc.com/images/design/maps_q3/moteof1bo2l.jpg (_1024 version avail)
http://www.simonoc.com/images/design/maps_q3/moteof1bo3l.jpg (_1024 version avail)

Does it still look cartoony? Roof trim, like/dislike? upper roof leave or same trim style? 
That Looks Much Better To Me 
especially the close up shots.

From far away it still has that cartoony look but not as much as before.

Roof trim looks fine to me. I dont like the upper roof tile texture though. 
Impressive... 
.. I'd really would like to have the .map to see how you made this curved corners.... 
 
Patches 
Sock 
The angles on the outside wall just look too soft! I don't think the brickwork would naturally decay like that, if it's old; if it's new, it would be a very sharp angle. 
Also 
This thread is like tumblr for mapping -- I love it. 
Sock 
the building looks much more imposing from close up. i don't know about 'cartoony' but the panned shot lacks that imposing feel.

the flared out upper part of the walls make it feel powerful when looking up at it from the ground. 
Hmm 
agreed 
Hong Phong Phooey 
@nitin, I will changed the texture density for the roof tiles, they are far away and look alot different from the ground.

@JPL, when the map is finished I will release all the source files, so all will be revealed soonly! (The curved corners you are looking at are brushes with a 60 phong value on them.)

@negke, the phong lighting and texture alignment/density is the illusion.

@inertia, ooo never heard of that place before :D Yeah this place is a cool mapping blog/home, lots of different people.

@necros, yeah the panned out shot was really so everyone could see the overall outline, but yeah it feels alot different up close. Most people rarely look up in games so alot of high detail will be missed. 
 
Most people rarely look up in games so alot of high detail will be missed.

solutions:

1. spawn in some annoying flying bad guys with low hit points

2. shootable buttons near ceiling to open doors

3. game mechanic that rewards taking photos of rare objects or creatures, requiring people to look around more

4. cutscene that takes control away from the player and shows your preferred backdrop while "plot" happens in front of it

5. a tantalizing secret item that you can see easily but can't tell how to climb up to without looking around 
Cool! 
I'd go with the same trim style on the upper roof. It looks unfinished to me now, with the trim on the lower.

I'm not sure if the floor texturing was just unfinished in the first shot, but I kind of liked the look of that better. In that first shot it almost looks like decking...some sort of rough-hewn planks or something. Much more interesting than that square-cut stone in the new shots. 
6. 
Get a job making drinks on the beach instead. 
Re: Tumblr 
I mean sock you are basically livemapping. It is awesome. 
Already Shown On #tf... 
.. just posted it to show the progress f CDA sequel :)

http://lambert.jeanphilippe.free.fr/Divers/GTH03.JPG
http://lambert.jeanphilippe.free.fr/Divers/GTH04.JPG

Top of the destroyed castle is yet finished, I hope to start next area soon :) 
 
That map is definite hotness! Can't wait to play it... 
Looks Very Nice JPL! 
go go go!!! 
 
zomggg i need inspiration ~:\ havent mapped for weeks... not a single brushe!

look very cool JPL, keep the good work! 
Fine! 
I hope any light dwells on buttom of these dark caverns. 
JPL 
Can't tell, are you using minlight? 
Inertia 
Yes, minligth = 20, and sunlight = 110... light compilation has -nominlight option in order to obtain some complete pitched black area with antilight...
What's the problem ? Do you have problem with your screen setting ? 
 
Minlight and those textures don't mix too well. 
Well 
I made a try without minlight, and it is completely black-ish darkness-ish in some area where there are no light sources... hence my decision to use minlight... just a matter of taste afterall... though... :P 
Jpl 
the floors look washed out, the shadow areas don't. 
Sock 
I'd try a browner color instead of the white trims to lose some of the cartoony feel. 
JPL 
Are you using 16 bit or did you change the gamma or brightness a lot? The colours look awful (not the map, but the screenshot). 
Screenshots.... 
... does not reflect the map ingame guys ! Please remind this... Actually gamma is set to 0.55... (default value I think)... I just reworkd brightness and contrast by increasing the values respectively by 40 and 30% before posting... as I do all the time :/ 
Arrrrgh 
Gamma 1 is the default. 0.55 is like HELLO LET ME EMULATE A NUCLEAR BLAST RIGHT NEXT TO YOUR RETINA! ;p

Set your monitor to sRGB if you can and calibrate further if needed: http://www.normankoren.com/makingfineprints1A.html 
Spirit 
Well, it means that the map is darker than it is seen ingame... hmmmm seems that I have to check that now... but I fear that the main problem will then be to provide screenshots with something visible... bad... 
Spirit 
Actually gamma value is directly linked to the brightness set in the Quake setup menu.... So if gamma is set to 1, it is very dark... then if gamma decreases, it is brighter...
Also depending on your screen (CRT or flat), the rendering is different... it then explain why it is impossible to satisfy everybody with shots: better is to wait for the release, and play the map ;) 
Jpl 
looks awesome.
http://necros.quaddicted.com/temp/GTH04_crt.JPG <-- for you guys who think it's too dark.

a suggestion: i'm not really a fan of the 'small bright pinpricks of light spaced far apart' style of lighting. i like it when that is mixed in with larger, longer reaching lights.

if you can run in fitzquake, turn on r_lightmap 1. ideally, you should never have any surface with uniform light on it. it should always been ramping up or down.
obviously, this is only an ideal and it's impossible to actually do that. still, i feel it's something to strive for anyway. 
JPL 
I've noticed that in your maps, you tend to use almost entirely short-distance & high-intensity lights. Have you thought about having longer 'wait' or 'delay'? 
Yeah 
minlight is a lot less necessary if you use delay 2 or 3 (1/x and 1/x^2 falloff formulae, respectively).

Input those functions into a graphing calculator program, and you can see what the light intensity falloff looks like. There is a tight core of high intensity light, and then a long tail of slowly dimming light. Just a couple of those lights can just about light a whole room.

In fact, the light will be fullbright at the center (see the graphed function, which goes asymptotic as it approaches zero), unless you use aguire's delay 4 fix that doesn't allow the light intensity to exceed the value of the "light" key on the light. 
Grahf 
just a correction to avoid confusion,

1/x = delay 1
1/x^2 = delay 2
and aguirRe's capped version = delay 5

i think jpl is using delay 2 lights, but the wait setting is set way up (like 2.5 or 3+) 
Thanks Necros! 
my post was both obfuscated *and* incorrect! 
Light Settings 
Actually I'm generally using

delay = 1 or 2
wait = 1
light = 80

Fait enough to obtain the desired effect, at least on my screen ;) 
 
settings i've been using lately which i'm pretty happy with as a standard light caster:

delay 5
wait 1.25
light 450

gives a fairly long range light but with a nice bright center. i hardly ever use delay 2 anymore. i find delay 5 is a 'safer' option because of the way the capping works, it creates a nicer falloff that's more forgiving when going up high with light values. delay 2 is kind of touchy.

if i've got multiple braziers or torches in close proximity (say 128 units apart), i'll pump the wait up to 2 or 2.5 to prevent over saturating the area with light. 
Good Info 
 
Hmmm 
So is linear falloff ever useful anymore? Maybe only good for small rooms? 
Actually 
I'm trying to have "real" light rendering. Any light that is not a laser, is non coherent, and generally not "directed" (i.e meaning that without any parabolic mirror, there is no way to direct it), So a non laser light is emitting in all directions... Also, the emitted light power is fading out by the square of the distance... so using wait = 1 and delay = 2 is then the most obvious way to have something close to reality... BTW, AFAIK, wait is only providing a multiplying factor to the light field.. i:e the formula becomes then

P(x) = wait * light / (x^2)

Anyway, depending of the effect ingame, these values can be tuned as desired by the mappers, and each mapper has his habits / clues... ;) 
More To Say 
This formula is "true" if the environment is wet air... it has to be tuned according to humidity, temperature, fog presence, etc... and then delay can increase dramatically.. though... 
Sockbler 
I like the wonky look :) 
 
I experimented with Delay last night. I had never really used it before except for simulating sky light (Delay 2, Wait .25 - .4, Light 25-50). A few of those up high can give a soft skylight effect over a large area.

Maybe I'm just too used to the way the original Quake levels look, but when I tried Delay 2 for indoor lights it just didn't look right to me. The "hot spot" was too hot and the fall off extended too far causing a sort of "minlight too high" effect.

Delay 1 was a lot better looking to me, I can see using it some, but the hot spot effect is still distracting. There just seems to be too rapid of change in light level between the core and the falloff.

I tend to make mostly indoor type maps with relatively small rooms and lots of obvious light sources, so that probably has something to do with it.

What ended up looking best to me was Delay 1, Wait 2, Light 80, but I'll probably end up sticking with my usual 200-250 (sourced) Lights with lots of 125-175 (Wait .5-.8) fill lights to simulated relected light and such. 
 
Everyone who plays with lights, make sure you use an engine with Overbright support like Fitzquake. 
Need Someone With UnrealED3 (UT3) 
Crossposting from the Mapping Help thread:

I need someone with UnrealED3 (the UT3 version) installed to take a brief look over a map I have been slowly working on for a loooong time now to help me decide whether I should continue slowly building upon it or whether I should just put it out of it's misery.

Download it HERE
DoW2 Map In Progress 
http://h.imagehost.org/0281/Mirage_1.jpg
http://h.imagehost.org/0576/Mirage_2.jpg
http://h.imagehost.org/0484/Mirage_3.jpg

From the other day, just showing the layout
http://h.imagehost.org/0454/OasisOfWar2.jpg

Much detailing still to be done, but it's coming along quite nicely. It's theme is unique to DoW2, being a mashup of Desert and Jungle enviroments to make a somewhat Tropical Paradise. This will be me entry to the Community Map Creation Contest run by Relic.
http://www.gamereplays.org/dawnofwar2/portals.php?show=page&name=dawn-of-war-2-map-competition 
 
lol i dont even know what is doW... doW2? roulf

look like a far cry map but with no details! 
Hmm 
Dawn of War 2.

Looks nice scamp, good fusion of themes. When I saw the game screens I was imagining something more beachy tho (compared to the layout shot), I'm aware you need to keep gameplay balanced between sides, but possibly have sea as one of the shared outer edges of the map (ie, top or bottom). Sand/beach in the middle of green hills seems strange...

And good luck with the contest :) 
 
Oh I fully relieze the strangeness. Originally thought of making the entire map an island, but a problem I would've had to deal with was hiding the edges of the map if you tilted the camera to a low angle. Instead, I decided 'fuck reality' and went full bore with something as unearthly as a landlocked beach. 
Probably In The Plan 
But more buildings - stuff without human sized apertures / dimensions. 
 

look like a far cry map but with no details!

Haha, indeed.

So just make it an island in a crate! Like that toilet map of yours, only 'used' this time.
(Ok, if you must, maybe in a Borg cube then, to comply with the scifi setting...) 
So 
Noone has UnrealED3 (UT3) installed? 
 
jago what for?

pure crap ~:p

please come back to Quake

enought of wasting your time! 
Trinca 
Sure, when it does 80k tris at 100+ fps on mediocre hardware and comes with a nice assortment of prebuilt meshes. 
Jago 
I have it installed, and I could run it, but I haven't used it in quite a while and am not really inclined to since I have no plans to map for or play UT3. My condolences. 
Last Time I Checked 
the world was pretending UT3 doesn't exist. 
I Quite Like The Game 
 
I Don't Get It. 
All the weapons feel flimsy and the visuals have so much 'cyber-punk' grime and lens flare shoved on top that it's nigh impossible to tell what's going on. 
 
maybe screenshots for us who don't have ut3? 
Screenshots 
Alright then.

Note that the red brick texture obviously isn't final, its something I just use to block out things, there isn't any real lighting, its all in-editor and very very WIP, well you get the point:

http://jago.pp.fi/images/wip/ut3test001.png
http://jago.pp.fi/images/wip/ut3test002.png
http://jago.pp.fi/images/wip/ut3test003.png
http://jago.pp.fi/images/wip/ut3test004.png
http://jago.pp.fi/images/wip/ut3test005.png 
 
I like the basic structures and things. Looks like some fun fighting areas there. As you said, very WIP but promising! 
 
i don't think the red brick is that bad, honestly. is there a dirtier version of that texture though? the metal looks pretty grimy but the bricks look pretty new. course, it depends on what look you're going for. full on tech, yeah, you probably want metal walls but if you want industrial, bricks aren't a bad choice.

second and third shots have a nice look to them. i think keeping the amount of symmetry low would be good (but shot 3, for example, should stay symmetrical for contrast)

my only beef is that the map is so full of mesh objects it's hard to see what the underlying brushwork is, but on the other hand, i know that's pretty much how all modern maps are made these days so it's not really a valid complaint. it's just that, for example, shot 1 is basically a square room. the machine mesh objects don't really seem part of the room. 
 
 
Yep 
just need a dirtier brick texture IMHO. DOesnt have to be red but something like a higher res kingping texture. 
Kingpin 
that's exactly what i was thinking about, now you mention it :)
like it's got 50 years of soot and grime built up. 
Nice Shots ! 
I love the architecture, particularly the mix in between old school bricks and techno-pillars... I'd really like to see it ingame with the real lighnings now ;) 
UT Stuff 
@Jago, I like the first screenshot, are those standard mesh objects or something you have created yourself? Sorry not that familiar with UT yet.

@Scampie, Are you going to create any building objects yourself or just terrain and prefabs? 
@ Sock 
All the meshes are from stock UT3.

It's actually kind of dictating the way I have to build things. If one is capable of making his own meshes and textures, it's quite easy to just map out the entire raw layout with very few CSG brushes and then just fill out the entire map with custom meshes as you see fit.

However, if you are incapable of making your own meshes and have to rely on the ones available to you, this doesn't quite work. You need to have every room and every corridor filled with at least SOME major mesh detailing pretty much from the start, because they will give you a sense of scale and since you can't make your own, you will at times be building your map around the available meshes instead of building custom meshes to suit your map. 
Sock 
The editor is lacking a ton of support for custom assets, so I am limited to the assets that came with the game, and also limited by the terrain material shaders to an extent (the terrain shaders are combinations of a 'dirt' texture for horizontal areas of terrain and a 'cliff' texture for vertical areas of terrain). It's fine for this, being that I am limited on time as I intend to enter it into a contest, but I hope in the future they'll extend the tools a bit so I can do some custom models or could give a better texture selection for a more unique theme.

http://h.imagehost.org/0313/Detail.jpg

As you can see here, I stick to grass around the grey cliffs, as there is no blend shaders to go from sand to that specific rock (only to rather ugly brownish red desert rock cliffs) but the grass and grey rock have blends.

Also, started to add more little details with decals, which are quite nice since I can modify their opacity and color on a per decal basis. Also help alot in hiding some of the 'pixelation' of textures blending between each other at odd angles 
 
"The editor is lacking a ton of support for custom assets"

Sorry, but what do you mean here? UT3 doesn't support importing of custom meshes? I'm 99% sure that it does. It won't let you create those meshes inside of UnrealEd but that's not unreasonable. 
 
Oh, sorry, you're talking about DoW2. Never mind. :P I should have clicked on the screen shot... 
Actually :) 
It won't let you create those meshes inside of UnrealEd but that's not unreasonable.
Actually it will and can. You can convert a bunch of brushes into a mesh inside UnrealED. Never had to use that feature but it's there :) 
Yeah 
Willem: worked with UE3 for the past few years, know all about the wonderful pipeline you guys made for it. Sorry for not calling out that I was talking about something radically different than the subject at hand.

DoW2 editor... it's really just a terrain editor, which I'm suprised to find is actually quite limited (no per vertex editing to make cleaning up edges easy? come on), with features to paint materials and place models and decals.

No nice asset pipeline like UE3... haven't really done much real investigation into how they handle any of that, though I likely will after this map is finished, since I suspect I could at least hack around with their files, which shouldn't be too bad for publishing a completed map either, since maps are considered 'mods' and are loaded much like a Quake mod from their own directory (which does limit the ability to play custom maps in the game quite a bit as you have to start the game with "-mod XXX") 
Jago 
There's really not all that much use of making models with brushes in UE3 except for prototyping things (or if you just need a simple model for an interpactor or something) 
Jago - Brutal Honesty 
Shots 1 and 2 look pretty nice but the others exemplify what I don't like about UT3 and similar games - architecturally bland, conceptually dull, with some meshes slapped around the edges to hide it. Let's see some actual brushwork, eh? Or something that will actually stress the engine. As it is, you could build it for UT99 and I'd hardly tell the difference.

Of course, that's just my crochety old-schoolness talking. 
MisMash Views 
@Jago, cool thanks for the info. The brush export thing is something that was added to D3 and was perfect for artist/modellers to get the scale of things right. Sort of standard practice nowadays to export blockout brushwork for artists to create meshes from.

@Scampie, I imagine like most games nowadays, the modding is something of an after thought which is probably why the loading system is so awkward. With decals thou the terrain should really shine and look good. Decals are awesome for covering up crap terrain edges.

@Grahf, I really don't understand the mesh hatred because even good old Q1 had meshes/map models (torches) which I see constantly used in screenshots from others work. Bashing someone because they detail their rooms with meshes is crazy and infact using meshes is more efficient in most engines because of caching/draw reasons. I understand there is a certain pride with creating things from brushes the 'old school' way but the end results are the same, IMHO it seems pointless to argue about the method. 
I Think 
he's talking about how the amount of meshes makes everything look too uniform and doesn't allow for interesting room layouts?

e.g. if you'd want to have a torch on every wall in your level, you couldn't do angled stuff (well, i'm oversimplificating here). 
Hrm 
actually looking at the shots, maybe he's refering to the contrast of meshes to walls. it looks basically like a box map with some models slapped in :) 
 
I get the impression that people are thinking that having to use existing meshes limits creativity. I strongly disagree. I don't create meshes from scratch - I use whatever the art team comes up with. All it takes is some imagination and creativity and you can come up with stuff that the art team never imagined.

"Huh, so you turned that light fixture over, scaled it up 3X and put a flower bed in it? Neat! That looks cool..." 
It Doesn't Limit Your Creativity 
but try creating a roman style castle out of that sci-fi light fixture :P 
 
Oh well, sure, if you want a completely different style of map I agree. But that's true of textures as well. :P 
I Think Megaman 
makes the point, or rather thats what I see to be the problem. In lots of screenies for newer engine games, rather basic architecture seems to be made up for by inserting lots of meshes when I think (purely from a non-mapper view) that meshes should augment the architecture rather than replace it. 
 
Meshes ARE the architecture these days. I understand that as Quake fans we are brush fiends but that doesn't fly for current gen games. Meshes are what allow you to add the necessary detail to a scene. 
Vising Woes 
http://necros.quaddicted.com/temp/cath2_1.jpg
after turning about 25% of the map into func_walls, and cutting off about 250 hours from estimated vis time, this map will still take about 700 hours. :(

looks like i will be forced to split this map up again (it was already split into 3 before this) to separate the outdoor area from the indoor one.
such a shame because it's really cool being able to see tall landmarks while you're exploring the cliffs and such, but the map is pretty much unplayable without proper vising, so fast vis only isn't an option. :S 
Is 
The sky cut off - the brush touching the tops of the geometry?

Even if the towers in the background are higher maybe use an angled brush to close everything in.

Only seems dumb when firing rockets or grenades into it (or bumping your head from a RJump) but concessions always have to be made . . . 
 
Um ... that looks ... how do I put this? FUCKING AMAZING! Holy crap, man!

I assume you've tightened up the sky as much as is possible to reduce the amount of open air? 
 
Or, what ijed said. :P 
 
i've been trying all sorts of stuff and yeah, sky brushes are as tight as they can be, unfortunately, i think it really just comes down to the nature of the map itself.

in some places, you can literally see about 16000+ units far. (the default fitzquake gl_farclip of 16384 was creating gray flash).

i think i've pretty much isolated the main problem though. behind the camera in that shot is a very tall and wide tower, which has a complex interior. unfortunately, fastvis doesn't discard that interior when you're outside the tower. after my previous post, i started to realized that it's pretty much impossible to split this map up without redoing the entire thing so i'm going to try a few more things to try to block out the interior area...

in order for me to do this map, i need to have my vis time to about at the maximum 100 hours. some previous maps i've done had vis times in multiple weeks and i refuse to work like that anymore. what happens is the vis process takes so retardedly long that you just don't have the guts to make any changes and fixes even when you notice some serious problems because you know it will be another 3/4 month before you can take another look. 
Scumbag Trick . . . 
Make the tower door a teleport?

If it's already a doughnut corridor or c-bend then it shouldn't be causing so much trouble, but vis has mysterious ways.

If it's not using such a layout I'm guessing it'll be a headache to change because of the limited space. Taller with a spiral staircase maybe, although a ramp / stairs will still kick you in the vis sack.

And yeah, looks very nice. 
Oh That Looks So Nice 
could some "floating 1px away from surroundings" tricks help? I never used that as it seems a bitch with lighting but maybe if the seams are in hardly visible places it might help. 
I Mean 1 Unit Of Course. 
 
 
looks like i will be forced to split this map up again (it was already split into 3 before this) to separate the outdoor area from the indoor one. such a shame because it's really cool being able to see tall landmarks while you're exploring the cliffs and such

After you split it, you could re-create the distant landmarks in less detail for the indoor map, then when you arrive at those same structures in the outdoor map, you will recognize them. 
Willem 
this may sound confused, I know nothing about the technicalities of mapping, but thats what I was kind of saying, meshes should be used to add detail. Which means the architecture its supporting would still effect the end result (ie a detailed box vs a detailed non-box). 
@ Nitin 
"this may sound confused, I know nothing about the technicalities of mapping, but thats what I was kind of saying, meshes should be used to add detail. Which means the architecture its supporting would still effect the end result (ie a detailed box vs a detailed non-box)."

It's obviously all up to the way a mapper prefers to build his things, but in a lot of games/maps, 99% of the architecture you see is actually meshes, there are several large UT3 maps sporting a grand total of 20-30 BSP brushes. In cases like this, meshes are used to add detail to the underlying architecture... which is made entirely of meshes as well. 
@ #5943 
are you referring to toilet4 - saniflush the quake multiplayer map?

i LOVE THAT MAP :D 
Could This Be A Good Stress Test 
for parallel vis? 
Haha 
probably. if you get to a point where you need some ridiculous vis testing, let me know. :P 
New Level. 
Those that frequents the Q3W boards have seen this before I guess. I'm not sure I've posted it here before, I was to have a beta out before the end of this month, but things rocked the schedule, so I don't think that will be possible.
http://zfight.com/misc/images/maps/m8/m8_8.jpg
http://zfight.com/misc/images/maps/m8/m8_9.jpg
http://zfight.com/misc/images/maps/m8/m8_10.jpg 
Shot 3 == Badass 
 
Necros - Visible Distance 16000+ 
So I'm guessing that you've experimented and found that putting architecture outside quake's usual +/- 4096 bounds poses no problem as long as the player can't actually get there? I find that quite interesting as I'm not aware it's ever been done on a released map before.

Also, did you know aguire's vis has a -visdist # option? That might help cut down on those extremely long traces. You would get HOM past the set number, which a light fog could hide, though I guess it would hide the skybox too which would be a shame because it's a really nice one.

Regardless, the map looks crazy cool and I want to play it. 
Necros / Hipshot 
@necros: I think the 700+ hours of vis run is not the problem, it is rather about your patience... The shot of your map look really amazing... So I would really like to play it one day ;) So what would be the problem to deliver the map in fastvis version only, as I did for "Fort Driant" ? If you don't want to wait "endlessly" for vis process, it mayight be a solution as well. Else, as suggested by inertia, parallel vis will be your friend here: you just need at least a quad core to really speed up the runtime... though... and you are not 100% sure to be freed from any HOM problem... Anyway: good luck :)

@Hipshot: nice shots, 3rd shot is indeed "badass", keep it up ! 
 
could some "floating 1px away from surroundings" tricks help?
what's that? o.0

anyway, i've walled off a large portion as well as removed a bunch of windows. it makes the map less open and kind of boring at times, but the changes seems to have made a huge difference so far (64h @ 28%). i just hit a string of difficult portal calculations though, so the next estimate update may be much larger...

i didn't specify, but the 700h estimate was only at 25%. it's reasonable to assume that that number would at the very least double before it hit 90%.

as for a fast vis, the problem is average 15000 wpoly + >25000 epoly in all the outdoor areas and with flickering lights, it means hundreds of lightmaps being uploaded every few frames which brings even modern machines to a crawl.
there's a lot of combat that takes place in outdoor areas too, so it sucks trying to deal with monsters when you're getting 10-20 fps with dips down to 2-5 fps whenever lightmaps change.

with fort driant, i don't really remember any really bad areas. i remember, i think it was ricky's sickbase which ran pretty bad with 12k wpoly average in the outdoor areas along the edges and that's about as slow as i think would be acceptable.

in anycase, i really don't want to can this map, so i'll keep closing off areas until it can vis with a reasonable amount of time, so you'll play it eventually, you just won't get as many cool viewpoints. :S 
Necros 
So parallel vis will definitely help you to reduce vis process runtime, definitely and drastically...
Unless if you want to beat the CDA's "Worst Fullvis Runtime Ever" and get your name in the Guinees record book ;) 
Necros 
The 1-unit trick involves moving detail geometry one unit away from adjacent faces to avoid or reduce their splits/polys. An non-bmodel alternative to func_walling stuff. It's not universally recommended, sometimes the end result can have just as many or even slightly more polys than without the trick.
This doesn't help with VIS, just an attempt at lowering the wpoly count. 
Oh 
How come? I always thought less splits = less polys = easier VIS. 
 
won't the 1 unit gaps will just make more portals? portals are what's killing me atm. 
 
Spirit: No. VIS uses portals to determine what can be seen from where. Polys are the splits on surfaces, portals are portions of space and thus not directly related.

necros: Yes, but usually they can't be seen my many other portals unless, of course, it's a wide open and flat area. 
Jago 
fair enough, didnt realise that. 
 
necros

Is that 700h estimate with the multithreaded vis? If so, yikes. :) 
Necros Broke Quake. 
...AGAIN *rolls eyes* 
 
willem: yes, and thank god for it too.

shambler: on the bright side, you get about 4 or 5 maps instead of one! 
What Is It About Quake's Rendering Model 
that makes Vis take so goddamn long? I never really grasped that. 
 
Quake is meant for small to medium sized enclosed levels made of rooms and hallways and the technology was optimized for that. It's not a general purpose rendering engine, really.

So, deviate from that spec too much and you get pain. 
Erm 
I understand that (from painful experience). I'm seeking technical reasons beyond "it was designed to do x not y" :) 
 
i also think that when qbsp is creating portals, it can't seem to deal with angled floors so it creates a bunch of small portals to approximate the shape.
when you consider terrain where you have pretty much an infinite amount of different slopes and what-have-you, you can imagine how bad it can get.

had a brief chat with aguirRe and what i understood is that you should be aiming to do all your major vis-blocking with a fast vis.
fast vis discards massive amounts of calculations that won't have to be done when you're doing a full vis.

unfortunately, a canyon, for example (or a high cliff wall that isn't flush with the ceiling) isn't enough for fast vis to work with, so it then delegates all that calculation to the full vis process which then has to iterate through everything bit by bit. 
 
"I understand that (from painful experience). I'm seeking technical reasons beyond "it was designed to do x not y" :)"

Well, the two seem sort of hand in hand. The technology was designed around a certain level design style (highly occluded environments with simple geometry) so it would stand to reason that any inefficiencies that didn't conflict with that goal would be left unoptimized as it doesn't stop them from shipping.

I don't know specifics but the overall gist seems fairly clear. :) 
 
take for example a simple square 128x128 hallway.

from what little i understand, the interior of this completely square hall is 1 leaf.

if the hallway had a 16 unit deep and 64 unit wide trough running down the center of the hall, that would be either 2 or 3 leafs.
if 2: 1 leaf for the 16x64 trough space + the hallway leaf.
if 3: 1 leaf for each side of the trough and 1 leaf for the trough from floor to ceiling.

each time there's a leaf, vis has to figure out if it's visible from another leaf.

the more complex the geometry, the more leafs there will be, hence the more calculations required.

in the case of some funky canyon with all kinds of angles everywhere, there might be say 50 leafs for a small cross-section of it. (totally guessing with arbitrary numbers here, but you get the point).

now, say you had your 128x128 hallway with a 90 degree bend in it. calculating what's visible around the corner is simple as there's only 1 leaf for each part of the hallway split by the corner.

if you had a same 90 degree corner on your canyon, vis will have to take into account the 50 leafs on one side and test each leaf against the other 50 on the other side of the corner. that's 50x50 = 2500 checks.

i don't think i'm entirely correct here, but this is the gist of it, afaik. 
Append 
there must be an engine port out there that will display leafs in-game? i know hl2 can do that which helps when optimizing with details. 
I Love All This Quake Mapping Tech Talk. 
I understand very little, but it gives me some idea of what you guys have to wrestle with. 
Necros: 
darkplaces can display portals, which is similar (you can infer the shapes of the leafs based on the portals) 
Oh... 
and as for the question of why vis takes so long...

First, imagine shaking hands with everyone in the room. With a room of 10 people, there are 90 handshakes needed. With 100 people, there are 9900 handshakes needed. So the cost of adding a person is greater with more people already in the room, it's not linear.

Vis is even worse than that, though....

Imagine you have to pass notes to everyone in the room. If people are far away your note has to be passed between many people to get to the recipient. So in a room of 10 people, 90 notes need to be passed, but each note requires an average of (say) 5 passes, that's 450 passes.

With 100 people, that's 9900 notes to pass, with an average of 50 passes per note, for 495000 passes.

Okay, but Vis is even worse than that....

Now imagine you need to send a note to everyone in the room and you need to send a copy of that note through every possible route that connects you to the recipient. That's pretty much what vis does.

This exponential growth far outpaces the geometric growth of CPU power in the last twelve years.

This is why vis seems best suited for smaller, less detailed, less open maps. The exponential growth can take something that seems trivial (2 minute vis) and turn it into something insane (200 hour vis) over a relatively small growth in map complexity (say, 4x the geometric details.) 
Big O Notation 
For people who know some computer science, particularly complexity theory, it's worth considering just how complex vis is to process. If you have n leafs, then you need to make n*n visibility tests. But don't be fooled into thinking that makes it O(n^2).

The problem is that one visibility test consists of seeing if ANY of the other n-2 leafs lie in-between the two leafs you are testing. The two bits of good news:

1) If you find any leaf which totally separates the two leafs, then you can stop. Obviously this is more beneficial in maps where line-of-sight is blocked.

2) You only need to look as far as the common node of the two leafs in the bsp tree. Anything on the other side of the separating plane at the node above can't come between the two leafs you are testing.

The latter point is helpful for leafs which are close together, as it should mean that they also near on the bsp tree. However, the problem for open maps in 1) is made worse by 2). Once you start having two leafs which can see each other from a great distance away, you have a huge chunk of the bsp to test in order to verify that they can see each other, and you have to test it all.

So I think in the worst case, like a big open subdivided cube where every leaf sees every other one, you have to conclude that vis is O(n^3), which is why it gets so much longer as you make the maps larger. In the worst case, that means doubling vis time every time you increase the leafs by 25%.

Disclaimer: I did not refer to any of the source code for the above code, it's all just off the top of my head, so correct me if anything is inaccurate 
Or What Metl Said 
 
 
ah and Scapie you never been a good Quake mapper why try wo2 or what the fucking name is?

quit?
get a life out of the internet?
stop been a stupid fuck? 
Hmm 
Don't rise to it. He's clearly drunk and been turned down by the mrs for the 700th day running... 
O(n^3) 
Holy. Shit.

How does that play into parallelization? Would a map consisting of one huge open area not benefit much from multiple threads? 
Trinca: Wrong Thhread :P 
 
About VIS 
metlslime explanation is quite clear, and well depicted: vis process is a recursive algorithm. checking the code you can easily see it... However the stop condition is pretty unclear to me, still today.
It explains why it is exponentially runtime consuming regarding the map geometry... the more portals/volume you have the worst the runtime will be. The only way to improve it is "donuts" vis blocking, and map occlusion, in order to cut the map into pieces, and limit the number of branches in the recursive tree... though...
I don't whether it would be possible to rework the Quake engine to make it working with 3D GFX in order to let it in charge of the map rendering.. As far as I understood, today the Quake engines are software rendering only.. or am I wrong ? Please correct me if so..

PS: Please read me correctly, I don't want to port Quake up to nowadays engine level complexity... The fun with Quake is that it is easy to map for. Being able to build beautiful maps with lot of limitations inherited from the game engine makes the fun, else if it would have been possible since the very beginning to do giant wide open map, I think it would have been that fun... my 2 cents ;) 
Errata.. Sorry 
...I think it would NOT have been that fun.... 
Shambler, Go Map 
yes yes 
Yeah 
Shambler, i don't even understand half of what they're talking about myself, and look how many maps I made. it's no wonder they were all so small. 
The Devil Is In The Detail 
Really I don't understand why it has not been done for Q1 yet, DETAIL BRUSHES!

All these crazy VIS times would just go away as the compiler would work with simple shapes again. Lets face it, all of the latest Q1 engines everyone uses are so far away from the original Q1 spec, why not just add a special new detail brush switch? So people can go nuts and create crazy angled stuff.

@Trinca, terrible comment. >:( 
 
 
 
"Shambler, i don't even understand half of what they're talking about myself, and look how many maps I made. it's no wonder they were all so small."

Well, that was part of the beauty of Quake. You didn't HAVE to know any of that stuff to produce a map. As long as you had a copy of VIS.EXE, you were good to go. :)

"All these crazy VIS times would just go away as the compiler would work with simple shapes again. Lets face it, all of the latest Q1 engines everyone uses are so far away from the original Q1 spec, why not just add a special new detail brush switch? So people can go nuts and create crazy angled stuff. "

It's not the engines that need to support that, it's the tools. I tried to add detail brushes to QBSP but that code is, quite honestly, a god damned nightmare. It's a horrid mess and I wasn't able to figure out what to do to make it work fully. 
Hmm 
I wasn't able to figure out what to do to make it work fully

I believe the solution involves a large mallet... 
Detail Brushes 
Would be like mapper crystal meth. 
Compiler Tools 
@Willem, the source code for the Q3 compiler tools is publicly available, can't it help with the detail brush problem with the Q1 tools?

I still think the engine will need some changes, the AI will certainly need to know about the detail brushes, with maybe some monster clip so they have a simple brush hull as well.

I know Q1 mappers want to create crazy angle stuff but waiting 700hrs for a compile to finish is just barking mad! :P 
I'm Sure Somebody Must Be Getting Tired Of Me Saying This. 
But, detail brushes have been done in Quake. Firstly, the Quest compilers have them. They would feel incredibly primitive compared to aguire's tools however.

http://quest-ed.sourceforge.net/

If you have a PowerPC Mac (hah!), then there's a port of said tools with some added features:

http://quake.chaoticbox.com/downloads/equakeutils.sit
http://www.quaketastic.com/upload/files/tools/mac/misc/eUtils_r10.zip (same tools, just more compatible compression)

I'm guessing that Willem was looking at the source of one of these?

Finally, here's a fascinating possibility I found, from the q3map2 readme:

2.5.4 (2003-04-01)

- New: support for Quake 1, Quake 2, Half-Life, Unreal, and UT2K3.
On BSP/-light/-vis, use the -game argument: -quake1 -quake2 -hl -unreal -ut2k3


I have not tested this, and I don't know what it actually means, but there it is, q1 support in q3map2. If it could actually output q1 bsp format, and not just take it as input, then that would almost certainly be the best solution for cutting compile times. 
More Vis Stuff 
estimate jumped up to 260h last night so i canceled again.

going to try something else now. i've selected clumps of terrain that are roughly the same height and i chopped all the tops of them off and turned them into func_walls.

this should hopefully preserve shadows a bit but will make the terrain have common planes instead of all different slopes.

if this isn't enough, i'll do the same for all the ground terrain which will be probably 10x more work but should yield good results. it also won't really affect shadows as it's the floor. 
 
At which percentage did it jump up? Just asking because VIS tend to get slower the further it progresses.

Autist optimization tip: load the prt file with Gtkradiant's prtview plugin and arrange the brushes/portals orderly. 
Sock: 
I think, since the main issue is vis times, the best approach is making changes to the vis process in ways which result in a backwards-compatible bsp file. Rather than making a new bsp format. 
DoW2 Map Beta 
Screenshots:
http://h.imagehost.org/0820/MirageDetail1.jpg
http://h.imagehost.org/0386/MirageDetail2.jpg
http://h.imagehost.org/0679/MiageDetail3.jpg
http://h.imagehost.org/0580/MirageDetail4.jpg

DOWNLOAD!
http://www.mediafire.com/file/qmgnjmemjqz/2p_mirage.zip


To play the map, follow these installation instructions:

Download the Zip file.

Extract the contained 2p_mirage.sga file to:
C:\Program Files\Steam\steamapps\common\dawn of war 2\GameAssets\Mods\

Make a new shortcut to play Dawn of War 2 (in steam, right click on DoW2 and go to 'Desktop Shortcut')

Go to the properties of the shortcut and add
-mod 2p_mirage
to the end of Target section.

Play the game with this shortcut and you will see the map in the drop down list when creating a game.


A few notes:
Base areas are not detailed yet, I'm lazy.
Much of the surrounding terrain isn't detailed yet either.
Haven't done an optimization pass or a fully baked lighting pass yet, which may increase the framerate of the map, but shouldn't really matter much since it's not that bad at the moment anyway (that I've noticed!)
Minimap needs some work.

Not sure how many radical changes I'd be willing to make, but it'll likely be few. Most of the time I hope to spend between now and the Sunday night deadline is cleaning up major issues, finishing up detail work, and baking lighting. 
Didn't The Competition Rules 
State 'no sharing this outside of relic' or similar? 
No 
The rule was clarified to be "Any map published and shared previous to the annoucement of this contest isn't allowed".

They fully expected and wanted people to have their maps tested. What they didn't want was anyone taking an already finished map previous to the contest and entering it. 
Fair Enough 
 
Full Circle 
@scampie, The screenshots look really cool with all the plants and cliff sections but I have to confess not having played the game (DOW) I have no clue what stuff in those screenshots are your creation. Which nicely brings me to a nice tangent or 'shoe on the other foot' situation.

I recently posted screenshots of map stuff on an art portal/site, they branded me a cheat for posting stuff which they thought belonged to others and cast me out. Fair enough I suppose because they did not understand or could not work out easily from my screenshots what was my stuff. It is certainly strange seeing this situation from their perspective with your DOW screenshots. 
Scampie 
that razor sharp waterline hurts my eyes but I guess there's nothing you can do about it? never played dow. 
 
Hipshot 
Looks nice ! 
I Want To Lick It 
 
Awkward Angles 
 
I want those textures. 
Sock 
The cracked, semi-dry ground in that second shot is awesome. Haven't seen that look pulled off so well in Q3 before. 
Litter Problem 
Another update on detail:
http://www.simonoc.com/images/design/maps_q3/moteof1bw4l.jpg

@zwiffle, the textures are mostly standard ID, nothing special.
@pjw, thanks :D 
Floor Looks Amazing 
in last shot. 
Upstairs Downstairs 
The room above previous teleporter pit:
http://www.simonoc.com/images/design/maps_q3/moteof1bw5l.jpg 
 
Given the aesthetic quality of the rest of the map, that brick / diagonal cutoff as the floor wraps around the octagonal hole bugs me a lot. 
Well... 
there is trim there. Maybe it should be raised up to imply the diagonal-cut stones are covered by a strip of wood.

On the other hand, go map! 
Stone Alignment 
That sort of minor misalignment used to bug me too, then I looked at laid stone in the real world and realized that it almost never matches up perfectly like a power of 2 sized texture... It's not that hard to cut stone to fit. 
New Stone 
Cool 
Just make sure to clip it :D 
 
it's amazing how little things like that end up looking awesome. :) 
Oh My Gosh 
i wish that would be converted to q1sp 
 
http://necros.quaddicted.com/temp/cath4_1.jpg

clockwork droid textures are fun. :) 
Love The Door-arch 
:) 
Criminally Underused Textures 
But you've done them justice with some very clean angular curvy brushwork. I can visualize how it all fits together and it is a thing of beauty. The grating in the middle is a nice touch, even if its color does clash a little with the muted speedbz trim around it. I would love to see another sublevel below where the floor of cabling is now, just to really drive home the feeling of vertigo, but perhaps that would be pushing the portal count a bit. ;) The only thing I don't understand is the square rods seemingly coming off the ceiling; maybe they make more sense from a different angle, I just can't see what they are doing.

Altogether, it looks sexy and I want to play it. You are a mapping machine, necros, and I'm glad someone is still holding the torch for q1sp in 2009.

Also, it's my new desktop background. 
Necros 
Nice shots ! The architecture is cool ! Go map and release it ;) 
Hmmm. 
I find them a bit....a bit blatant? Like they're trying to be too industrial...

How is this map breaking Quake then necros? Or is it the same one? 
 
my major complaint about clockwork droid is that they're a little limited. it's either trim or squares. no rectangles or triangles. i really love the ikbase set for that.
as a result, i've mixed in metl's obtex and speedbaze. the borders between external tgas @ 2x res and normal 1x res palettized textures is sometimes a little obvious, but i can live with it because i find the oblivion textures too blue and the speedbaze textures too dark and brown on their own.

in anycase, this map was originally going to be the second map of the three i was planning to do.
i'm working on this while i perform some vis tests on the other one. 
Clockword Droid 
beautiful textures but I have to say that most maps that I have seen with them tend to look the same. That might be because of what necros says above but it does seem like they were textures created for a particular map already built. 
Background 
necros, what is the idea behind the map? is the structure part of something? 
 
it's a giant machine. the area in the screenshot is the very top (or back) of the machine and it's purpose it to drill into the ground.
after the drilling has been done, and the machine moves downwards, workers at the top would then build a smaller metal passage way anchored to the sides of the shaft that was dug. (you can see the rebar of the unfinished metal tube that grahf was asking about)
it was built in a hurry by mercenaries hence the exposed machinery and wiring. 
Background 
Necros, OMG that is awesome :D I was half expecting the usual 'oh its just a series of platforms with a hole in the middle' but you actually have a reason for it all, total respect :D I love the history to it as well. 
 
yeah, i normally don't really do that, but i was reading WoT when i started, and i felt it could be interesting to come up with a history and a series of events before the player even gets there. 
I Always 
Try and come up with something to stop myself losing interest - just laying brushes. 
Every Map Should Have That Kind Of Backstory 
makes the environments feel so much more believable. 
 
The trouble with back story is how to tell the player about it. Players don't read text files and they don't like text on the screen so you pretty much have to tell it visually these days. Give them information via environmental clues and let them fill it in, IMO. 
Hmm 
I'm not sure I approve of pandering to idiocy and an inability to process non-spoonfed concepts... 
 
I think we're off track. What I'm saying is that people like to process things visually. Show me blood splattered on the walls, some dead bodies, a shattered computer monitor and a word scrawled in blood - I'll figure out what happened. I don't want to read a text file explaining what happened in that room, necessarily.

How is that pandering to idiocy? 
I Wrapped 
What I had for warp up and bundled it anyway. The kind of elaborate set pieces you describe were missing though. I'd see that as more Doom3 territory - drag marks and so on.

Having said that I'm experimenting with some npc ideas, and map objects are always useful. 
What Do You Think ... 
Large screenshots so you can have a good look.
http://www.simonoc.com/images/design/maps_q3/moteof1ca1l_1024.jpg
http://www.simonoc.com/images/design/maps_q3/moteof1ca2l_1024.jpg
(take off the _1024 for smaller)

What do you think the central object is?

I ask this question because the object does have a function as part of a puzzle but I have been trying for several days to make it graphically recognizable to its purpose. (This is version 3 btw)

So what is it? What do you think it does? 
Err 
My guess would be that you need to "use" or shoot the 2 generators in order to open the door?

Still looking nice sock :) 
 
Clearly there's that little plus sign up top, is that an electrical thingy? So you have to turn off the other Frankenstein thing on the side to make ...something... happen?

My advice is to make it as fantastical and devilish as possible. Unfortunately, most interesting generating equipment is behind a steel plate or in multiple levels of containment (fission reactors) and they just don't look exciting! 
 
looks like some kind of battery or something. i can see wires from the other electrical things going into it, but it's hard to see in just a screen shot. sound effects and any animation helps a lot on puzzles.

i see another wire going to the big portcullis so i would assume whatever the machine is, it controls the door.

the texture on the central battery is very dark so i can barely see any details on it. consider a lighter shade of gray metal? 
Gas Oven 
 
Re: Backstory 
i think it isn't important if the player "gets it". It's important for the mapper, so he doesn't just throw random shit around. Makes stuff way harder though. 
#6078 
Exactly, and the player does actually benefit from this, because the world is coherent even if it's not all explained directly to the user. This coherence makes the immersion stronger. 
Guesswork 
Umm, I was certainly expecting some odd comments but no one really hit the nail on the head and said battery, which is what I was aiming for. I am really tempted to take my gf suggestion and simply write 'Duracell' down the side in a gothic font, but I will try some more visual clues instead. 
Doh 
It seems I am going blind and necros mentioned battery, oh well maybe time for some fresh air and a walk outside my cave ... 
 
http://zfight.com/misc/images/maps/m8/m8_15_hq.jpg

Style's on the inside is pretty much locked now. Palette and color-vise that is. problem is now, that the outsides looks pretty so-so, mostly because of lightning, that's is what's holding the public alpha off release.

@ Sock, you know, why don't you create a small Duracell rabbit, in your color style and place it on the batteries? =) 
Wagh 
That looks good.

And Sock, maybe make the batteries at the back wider, with more of the vertical slat pieces on the front - to suggest car battery more.

Just an idea. 
Hipshot 
That is the best Quake 1 Singleplayer episode I think I've ever seen. Good work. Because it BETTER BE A QUAKE 1 SINGLE PLAYER EPISODE. No more Quake 3 maps. Thx. :D 
Zwiffle 
Haha, don't worry- Good thing I don't post that often =)=) I guess =)
To be honest, it feels a bit bad posting Quake3 stuff here, it's like posting HL2 stuff on a HL1 forum... 
Nah 
i mean, a lot of us would prefer if it was q1 because then we'd actually be able to play it as opposed to just looking around, but it's always nice to see well-made stuff, regardless of what game it is. 
It'll Be Going 
On my office lan 
Do Not Stop Posting Q3 Stuff Please 
Now how do we manage to make Hipshot and sock a couple? 
I Assumed 
they already were <3 
 
Yeah, maps from any game are fine really. As was said, it's fun to look at nicely made stuff regardless of what engine it's in. Quake1 is preferred, obviously, but not mandatory. 
\o/ 
Quake1 is preferred, obviously, but not mandatory.

I love that there's a place where that's true! 
A Map Yo 
Oh Interesting 
I like the arched window detail.

That's Q1 rite? :P 
Looks Super Clean 
and kind of like, drab in a good way. 
I Was Gonna Say 
Put some rubbish mapobjects in the corners - rotting wet newspaper, piles of ash and stones, maybe a scorch mark here or there. 
Indeed 
Very nice ! Add details here and there (crates, pipes, barrels, etc... ) and it will be top notch :) 
 
Kind of has an Unreal Tournament kind of feel to it. I forget the name of the map, but I'm thinking of the one in the parking garage... 
From Yesterday EVEN BEFORE YOU POSTED HERE HARR! 
2009-09-08 00:39:25 (@megmn): http://student.cs.appstate.edu/freemancw/junk/shot0031.jpg
2009-09-08 00:39:36 (@megmn): kaz's latest stuff looks nice
2009-09-08 00:39:40 (@megmn): so solid
2009-09-08 00:39:41 (@Zwiffle): that's pleasant
2009-09-08 00:41:12 (@Fjoggs): looks rctw'ish
2009-09-08 00:41:18 (@Fjoggs): *rtcw 
Be Careful 
with the details though. i like the general sizes of the larger brushwork-the solidness-but the details have a bit of the 'brushes that don't look right' feeling. If that makes sense et all. 
What Texture Set Is That? 
reminds me of a cementized version of q1met. :P 
Thx For The Replies! 
The horizontally ruled cement is from ET, the wood is from RTCW, the rest are mine. Anything not mine will be replaced before anything is re-done before I release anything, I just need placeholders because texture stuff is tedious! :D 
I Can't Type 
"will be replaced before I release anything." ..... 
Thanks For The Vis Explanation Way Up There ^ 
I'd always wondered why it was such a cause of pain. 
More Wood ... 
Sock 
u rock btw, awesome warm looking woods and pro shading 
 
The second shot is -spectacular-! 
Now 
That's nice! 
How Much Of That Is Modeled After Reference Photos? 
 
Woodwork 
Started with a lift shaft and a junction room and merged them into each other. The woodwork design is based on my memories of wood beam structures in cellars and under floor boards. Took me a long time to find the look I wanted and lighting, many versions. I know it is not perfect, but it is interesting enough for a connecting space. 
I Can't Find Any Fault With That 
Except maybe having a hanging lamp type thing in the centre. 
Lovely Lovely Texturing There 
 
Another Puzzle Room 
Something For Fun... 
http://necros.quaddicted.com/downloads/ne_qep1.zip

did this on saturday, it's e1m1 -> e1m7 glued together in one giant map (minus e1m8 because it would have required a mod to get the gravity to work).

i kept my own mapping down to a minimum and only built two very small areas to help connect the maps together, but apart from that, the exits from previous maps connect directly to the entrance for the next map.

in particular, it's cool to be able to run all the way across e1m2 to e1m5 and back.

eventually, i want to paste the medieval and metal DM maps in as well and connect everything into a very non-linear single map and basically double up on monsters to bring it more in line with modern difficulty levels or something, but i wanted to put this out first in it's original form.

have fun. :P 
Necros 
Should have required a dedicated news thread !!! 
 
well, it's nothing new as it's just the maps we all know. i just thought it was cool to be able to move freely about between them, but i guess it's less cool to everyone else, lol ^_^ 
Dang! 
Looking forward to play this!!!!

But I'm @ office and Fruitz Of Dojo's Gl Quake crashes badly. Fitzquake 0.80 the same.

Can't wait to get home! 
Yeah 
you'll need fq 0.85 atleast :(

goes over quite a few limits, clipnodes, edicts, faces, etc...
the funny thing is that it only takes 7 minutes for a full level 4 vis (the whole thing is about 7300 brushes). just goes to show how huge a difference it makes when you have maps designed like id vs maps with outdoors or terrain or whatever. 
*gives Necros A Facial* 
haha this is really cool necros!!! i played up until the third map, got kinda boring - same old thing we've played 100 times already. but it was neat seeing each new map joined up. goes to show how far we've come that we can glue an entire id episode into 1 map!

if your joining more up, you should do a mass find/replace on the textures and replace them all to more modern textures. that'd look cool. 
Noticed A Few Bugs... 
perhaps these bugs are actually in the source .map files as well, but i noticed a couple of wrong textures (e1m1 first platform down, floor of e1m2 hallway with quad) and some misalignments (e1m1 slipgate front.) 
 
any misaligned textures that are off by an even amount (like 32 or 64) are probably caused by me.

the import map function in sikkpin's editor is kind of iffy. it's supposed to import a map into the same position as it's source is in, but sometimes it picks random positions to import to.
this means that just turning on texture lock isn't enough because the map is imported with incorrect texture coords.

also, e1m3 was rotated 270 degrees. it's the reason there's a hallway between e1m3 and e1m4.
rotating the map screwed up all the doors and func_trains (of which e1m3 had a few iconic ones) so when i came to e1m4, instead of rotating it, i left it alone and made the hall.

anyway, yeah, it gets boring after a while cause there's nothing new.

anyway, taking a break on my other q1 maps, so now, using this as a base, i want to do something similar to the kind of thing we saw in doom maps like e3m9 (which was e3m1 reversed) or plutonia map 32 which was map01 from doom2 but with added areas. 
 
someone make it news!

You are an ass, necros. At least you could have said "this took a month and was really hard work". Or screw up something (the secret lift at the start of the underwater houses map did not work for me). You are awesome.

Skill 3: http://www.quaketastic.com/upload/files/demos/ne_qep1_spiritfirstrun.zip 
Andtheyevenbodoredtodoso 
 
 
"I lost all my interesing on mapping, plus people dont like much my maps anyway(to dark, to blocky, to linear) so why loose time with then?"

Because you enjoy it? Don't map to please other people, map because you want to. 
If 
You're mapping for others you will lose interest. 
In The Beginning 
most people create maps for themselves and friends and usually have a blast showing off their new found skills, but mapping is no easy journey. If you don't listen to feedback from others, accept changes to your maps or want to learn new ways to map (design and visually) then it will seem tedious after a while. 
 
 
Necros 
Actually fitz0.85 does not work, as I have a Host error: too much edicts, as edicts exceeds 1024...
aguirRe's GLQuake (v1.31) is working fine OTOH) so I've been able to play it :)
Anyway, thanks a lot for this cool stuff !!!

PS: I'm just wondering how interseting it would be to group map per theme (base / medieval / runic) using the same idea you used for episode 1... Maybe using Quoth for gravity change and new monster add-on.. a kind of "Quothed" Quake Theme Remake ;) 
Jpl 
you must manually set max_edicts in fitzquake.

start fq085, go in the console and type max_edicts 8192, now you should be able to load the level. (this also means you need to use sv_protocol 666) 
Iwonteventodotrythen... 
peopledontcaretounderstand

but I tried it and must admit it is good first stage of level mapping.
I found a leak and 73 warnings and deleted the leak.
And one thing stands..., map only when you're in love with it, not for others. Otherwise you'll loose.

here's the demo and map:
http://members.home.nl/gimli/njew.zip 
 
Madfox this have to do with versions...

The map dont have warnings and leaks I garantie you this :) 
Necros 
Thanks a lot for the clue: I was not aware it was working like this ;)

Note for myself: add set max_edicts 2048 in my cfg file :P 
Necros 
I love quake id maps. Thank's for this compilation :)
I have a demo if anyone bothers.
http://www.quaketastic.com/upload/files/demos/ankh_neq1p.zip 
Yeah 
that's what i have in my main autoexec in id1. i always force sv_protocol to be 666 as well as max_edicts. (a few other things like gl_farclip and other things i can't think of)

tbh, i don't really understand the point of max_edicts... why not just have maximum edicts of 8192 be attached to protocol 666, since that's probably one of the reasons you're running 666 anyway, instead of 15. 
Fuk 
Did E1 always have this many Fiends on skill 2? Being trapped by four fiends between E1M2 and E1M3 with the lousy early weapons, and no Quad, was pretty refreshing... 
Max_edicts 
- you can go all the way up to 8192 edicts with protocol 15, it's only when passing that number that you need a new protocol (actually it can still work in protocol 15 but you will only hear sound effects from the first 8192 entities)

- fitz 0.80 can handle edicts up to 8192, 0.85 raised the limit to 32000

- the reason i didn't just set a really high default is there is a memory cost to having a huge edicts array even if it's not all used. it's not a big deal for modern computers but it does mean increasing your heapsize, which not everyone knows about. 
I Also Noticed... 
...aguirRe's GLQuake v1.33 crashes my laptop at office: it enters an infinite loop somewhere and stuck the game (screen frozen, and buzzing sound).
fter some research on the internet, it seems it comes from the video card that does not like that much GL stuff... but why is it working fine with FitzQuake, and why is it working fine with GLQuake v1.31 ? Mystery.... 
Yeah, ATI Sucks. 
 
 
That sounds like the choke that newer versions of FitzQuake (higher than 0.80) perform on my Macbook. After a few seconds, hard lock. The Macbook has an ATI card so that might explain it. 
 
 
Grates And Swirly Things ... 
 
Sock / Spirit 
@ Sock: Looks nicer and nicer everyday day !!

@Spirit: Am I dreaming or are there shots using Doom3 textures at the bottom of the thumbnails? 
Jpl 
these textures: http://villsa.files.wordpress.com/2009/09/quakepack15.jpg ?

they look like ogro textures or something similar to them, anyway. definitely not d3 though. 
Trinca 
 
Screenshot Overdose 
Don't seem to get much/any feedback here nowadays, not sure why, maybe you are all sick to death of my screenshots, who knows!

Anyway someone requested a look at the gameplay logic for the puzzles I have created so here is another screenshot to confuse everyone, again.

http://www.simonoc.com/images/design/maps_q3/moteof1cq3l.jpg

oh the silence :p 
 
sock you editor is like chinese language but your map rocks...

go finish it! 
Sock 
I like the shader effect in the second pic, like some sort of beaming device. 
 
tbh, i *hate* the purple electrical shader. it doesn't go with anything at all. and not in the 'it makes a contrast with the wood and stone' way but more in the 'it looks like shit' way.
sorry. :S
(the light blue looks fine though as it works well with the yellow lamps)

also, in order for me to make those comments i had to copy/paste your images into photoshop and use the following settings for Levels: 0 1.0 100
they are nearly pitch black to me otherwise.

also, is it sp playable? you said it was for (and i can see that it is) q3. 
 
The brightness is fine but I agree about the purple colour. It does not fit very well. 
 
i only commented on brightness to explain why i hadn't bothered to comment. 
Good Feedback 
@necros/spirit, no need to say sorry, this is exactly the sort of feedback I want. Visual problems, things people don't like or like. (really interested in the stuff people don't like more)

I have switched out all the magenta stuff (these were the original ID textures). Toned down the reds and switch more to pastel blues and light yellows.

The blue stuff is really a visual clue/highlight thing for the player so they know exactly what they should be looking for. This is especially critical for the puzzles because the majority of the level has a brown/yellow palette.

This is not designed for bots, there is no bot file, no DM setup, no multiplayer weapons or item balance. This map is purely about puzzles (sadly a bit simple due to entity restrictions) and level exploration. There are 5 puzzle machines, based on timing and sequence order solving. There are 10 secrets and a small story (readme style) for anyone that cares to open the readme file. The map has a full ambient soundscape with alot of custom made sounds to fit the workings of the machines and environment.

I tried the screenshot settings you suggested and it was like glowing to me but I am on laptop in a room without no direct sunlight (not a bright office). I will produce two versions of the map, a light and dark version. One probably for me and other cave dwellers and one twice as bright for everyone else.

If anyone else has more visual feedback please say so, good or bad, but more bad if possible. 
 
my comment about screenshots being dark wasn't that you needed to make the map brighter. i was just explaining why i wasn't commenting (too much work to bring it in PS all the time).

in-game, we have gamma and brightness settings for that, so if it's dark, i can easily pump that up. no need for 2 map versions. sorry for the confusion. 
My 
Comment before aobut having a chandelier type structure was to avoid the classic hex light textures you've got there. They don't look bad, but I've seen them so often that the make me think 'basic map' when the geometry you've got says exactly the opposite.

Maybe just changing the texture would work - how about Q1 runic ;) 
Cosmetic Textures 
Just a quick update on the visuals, trying to reduce the overall brown/dark palette of the level with lighter stone and make the cables more obvious so that the player can hopefully realise they are a visual clue. The level is mostly finished at this point, just need to fix up all the cosmetic stuff before a public beta.

http://www.simonoc.com/images/design/maps_q3/moteof1cy1l_1024.jpg 
 
Brilliant. I like the contrast in texture and feel. 
 
Still looking great, but I think the wires are too thick. Maybe they're meant to be like huge thick bundles of wire or something but they look a bit odd. 
Large Is Better! 
@zwiffle, I know you are going to groan but the cable size and the oversize giant machinery is all by design. I wanted to create something where the people that built the place have worked out high tech but not been able to shrink anything down to micro sizes. Door, switches, pipes are all crazy big and made of large amounts of wood!

@willem, thanks :D 
Zwiffle 
What, those wires transport some fuckton of energy. I guess you are just jealous seeing those thick lines. 
Excellent 
i can see everything clearly, whether it was intentional or not. :)

i have no problem with the thick cables and i'm a big fan of the sort of 'old stuff and someone built new stuff in it' type of theme.
great detailing on the bricks, having them broken up and different heights like that.
is that a cave under the wooden circular floor? 
Wooden Holes 
@necros, yeah there is a cave like area below with broken walls, plants and a strange blue glow from a portal device at the far end... 
No 
that new stone wall doesn't look right, you lost the brown wood feel. 
YES 
it looks great, you haven't lost the feel at all in my opinion, the thick chords look good - it would look dumb with skinny little wires.
And I totally hope that is a cave. 
Count Me In 
as one of those that preferred the more wood feel. hmm, that didnt come out right. nor did that actually :) 
As Long As 
the barks don't touch! 
Terrain 
I'm trying a terrain map with dxf.mdl as hillows.
http://members.home.nl/gimli/terrain.jpg 
Yep 
that definitely looks like a madfox map. 
$Null Posted At Q3w 
Idle Switches 
Some changes in lighting and detail, I think the map still maintains a nice warm colour palette even with the white stone.

http://www.simonoc.com/images/design/maps_q3/moteof1da1l_1024.jpg 
 
Nice, sock! The broken floor is a nice effect. 
Different Direction 
Trying a new art direction with some higher resolution photo sourced textures. Any good?

http://www.simonoc.com/images/design/maps_q3/moteof1db1l_1024.jpg 
 
wood is good
stone step texture is good
square stone floor texture is not. i felt that the orange floor was an integral part of the theme you had going. 
Square Stone Floor Texture 
is good but not for this map IMHO. The standard one worked just fine. 
 
wish i lived there 
Madfox 
I'll be your BFF if you can get that to compile. 
Mountain Air Freshness 
A quick experiment with Terragen and cloud layers.

http://www.simonoc.com/images/design/maps_q3/moteof1db3l_1024.jpg

necros,nitin: I sort of liked the fact is was not brown! but the photo source had a lot of visual errors so I will create another version. 
 
Those mountains always look like they are from cheap 90s music videos. :(

The clouds are nice though.

The floor might work the other way around, bricks lower and wood on top of it. 
Venividifutzi 
 
 
Those mountains always look like they are from cheap 90s music videos.

yes. :( using the stock procedurals on the heightmap is easily identifiable as just that. 
Its The Edge Of Forever 
put nothing there but sky ... maybe 
Sock 
you are too good, please stop. I actually liked the new stone texture too. Spirit is right about those mountains though. 
Cheap 80's Videoclips... 
...gotta love them! 
Tjeap? 
HAHA 
that is so fucking awesome 
Madfox 
should make movies with peter jackson! 
Yeah 
Thats a madfox video alright...

Love it 
Tarantino 
reservoirdogs - shot in stomach didn't do it
pulpfiction - cleaning up the body garage
city of sin - the quark thing castrated
hellboy - wait my ceberius gets kittens
http://members.home.nl/gimli/q3atrium.jpg
undead knights have foun my OrbFactory! 
Is That 
a tron bit in the teleport? 
Cool 
I like how what you're gonna do next is so unpredictable Madfox. Looks cool, vaguely doom1ish scifi (perhaps influenced by your hangar conversion). 
Grrl's Place 
After a big round I took the startlevel of Quake3 and converted it into Quake1. So in fact it is only the place where the first income of Quake3 starts.
This with the thing in mind, that if I want to use Orb, it must have found a way to get to Quake 1.
In this way I use the Q3 start level (make it more look like Q3 but those low bit tex), to get to the orbetrayel Q2 start level into Q1.

In addition I made a kind of factory where the Orb is constructed in parts. (thanks Wazat!)

@meTch- that's an nanimation with stars, no teleporter. I know it looks that way, but I admit it is hard to recognize the Q3 startlevel with other textures. 
 
I really like the look of this.
Its a style that I would like to perfect. 
Sock. 
Sock, there's a couple of points where the joins on the front of the step textures don't match up with the top of the step textures. Just FYI. Obviously it looks great in general. 
 
Screen shot of where the new version of my editor is headed:

http://wantonhubris.com/blog/wp-content/uploads/2009/10/Screen-shot-2009-10-20-at-6.02.12-AM.jpg

Floating texture browser and additional control schemes are my current focus... 
Now That Is Good News! 
Ssssexeee!!! 
 
additional control schemes will be nice :) i had a hard time getting used to the default one and never really liked it much. 
Just More Experimentation... 
http://www.youtube.com/watch?v=VK2BNn9Qk-I

this is actually the same ne_melee mod from before with the sword. there's 3 classes now, this one is of the archer/healer. 
That's Pretty Cool. 
Awesome how the gameplay feels so different than q. The player model has nice animations, just the walk-in-a-circle animation sucks ;-) 
Nearly Finished ... 
Hi, here are some screenshots of the map I'm still working on from time to time.
It's nearly finished.

Tower 1

Plasma Gun area

Yellow Armour area

Rocket Launcher area

Haste area

Red Armour area

Railgun area

Tower 2

It's a FFA / TDM map for 3 to 12 players. 
Qfraggel4!! 
looks ace, although very reminiscent of qfraggel 2 and 3. deliberate?? 
Textures 
:) Yes, nobody else is using my texture set, so I thought I'll reuse it. I pimped the textures a little bit though and created a few new ones. I just don't have the time to do a totally new texture set at the moment ... 
That Looks Fucking Cool :D 
Nice work 
Comments On Above Map 
The brushwork looks cool, the color choices I pretty much completely disagree with though. 
True 
I think I've only seen one other map with that texture set apart from qfraggel3.

But some of the brushwork reminds me of qfraggel2 too. 
 
looks good to me, but i'm not a fan of those light sprites that simulate lens flare. :S 
Cheers 
Jago: Yes, I know it's not everybodies taste, but mine ;)

necros: The lens flares only show in lightmap mode. 
Wut? 
it's quake 3 right? what other lighting technique is there? 
Lighting? 
Necros: It's just vanilla Quake 3 Arnea lighting (q3mapo2 though). Nothing else. It's just the textures with prerendered lighting. And they are quite a few years old. 
I Think He Was Referring To Your Comment 
that you only see lens flares in lighmtap mode and was asking what other mode of display there is in q3. I assume you were referring to vertex lighting or whatever the crappy lighting mode is in which the lens flare wont show. 
Oops ... 
Thanks nitin, you're right.

necros: Sorry man, and yes, there is lightmap mode and vertex lighting.

I'll post a beta on quake3forum the next days I think if somebody wants to have a look. 
Texture/lighting Update 
Heeh 
Looks like a UT map now, thats a good thing :) 
Those Broken Bricks Are A Nice Touch 
thats not texturing is it? 
Confused 
@Daz, Im not sure I understand, it looks like a UT map? because of the textures? architecture? lighting?

@Nitin, Im confused again, what broken bricks? Are you talking about the last screenshot I posted? 
Sock 
wall to left of archway. And it's also in the wall behind the archway. 
Nitin 
Yeah that is texture detail, I have nearly replaced all the ID textures with my own photo sourced (they are not from cgtextures) ones. A new collection of stone, metal, wood and marble. I just got a couple left and the 2 light fixtures. 
Mmm 
i'm digging your photosourced textures, very crisp and fresh. I wanna bang that screenshot like a screen door in a hurricane. 
Hmmm 
I think its a mixture of the lighting and textures, it all looks very Unreal Tournament alike, hard to put a finger on what it is exactly, but when I look at screenshots of a map without hud/weapons shown, I can pick out the UT engine map before any others, as they have a certain "vibe" to them.

Your map has this vibe also. Its like its clean and clinical while still having broken and rough edges.

Looking forward to having a run around 
 
clean and clinical while still having broken and rough edges
that doesn't make sense, lol! :D
but to me, the map looks well-made, and cleanly contructed (which is maybe what you meant, daz?).
even though there will be nothing to kill, i'm eager to play it in q3 anyway just for the puzzles and such (and to see all the cool sights, of course) :) 
At The Clinic 
Ummm, well the map does not have any litter or dirt in corners, so I suppose it is clean for a castle environment. Partly my own fault by changing the textures to something more realistic, the colour tone and detail has changed the mood of the map. Maybe it is time for me to start creating decal textures! :)

Yeah there is nothing to kill, just puzzle machinery and exploration. It certainly won't be everyone's cup of tea but hopefully there are a few people here who like puzzle stuff. 
More Stone 
 
i don't know why, but the wood under the windows in the middle looks awful to me. like it's really low rez and fuzzy or something.

either turn it into stone, or make it look more weathered/old. 
 
I don't mind the wood under the windows so much as the windows themselves. I don't think they fit stylistically.

The roofs and the trim under the roofs are bad ass though, very cool. 
Hmm 
Good eaves.

And I like the windows. A bit square of frame maybe, but the style works well. 
Yeah 
i didn't mention it, but the trim all around the lower edge looks great. i love that kind of technical attention to detail. 
I Love It 
Thats all I got to say. Great work sock. 
Give Me That Thing! 
something yells inside me for that rich detail you come up with that Q3engine and the perfekt way you make profit with it sock!

otherwise I thank myself for permitting me only to Q1 mapping because for the benefit of getting that final touch I blame myself a lot of learning before giving advise.

uh..., pfew..., Gaudix? 
Yeah 
I agree with Orl and Madfox :)
V. nice work. If anything the wood could look as old/dark as the windowframes. But really it looks fantastic. The Tudor style architecture looks fantastic 
Thanks 
Wow a lot of comments, this screenshot for me was about the new stone bricks, the rest of it I've seen for a while now.

@necros, The bit under the windows is seating, can't really see from this angle, but at player height it is a lot better, less fuzz.
@madfox, I am not sure what you are saying, you seem excited about q1? /shrug
@nonentity, yeah the eaves are a good design, probably the strongest part of the screenshot.
@rickyT23, yeah I like, Tudor style :D 
Sock 
the new stone texture (which is very nice) makes the roof texture look too low res now IMHO. Unless thats a placekeeper texture for now. 
Sock 
I'm excited about your map and its clear way of evoluation.
It bleaches my own Q1 tryings which is, of course, is my own fault. 
Shallow Angle 
@nitin, both are the same size (512x512), the roof angle is nothing too steep (about 30 degree's) so not sure what to suggest. All textures eventually mip and compress into mush at the right viewing angle. The screenshot was setup to show the wall texture and little consideration for anything else. 
Sock 
another shot from a different angle of the roof tex? 
Guardian Room 
 
i wonder... would it be possible to get that map working in one of the quake engine ports that supports q3 bsp format like DP? at least then it will play like a normal map and still look like it was originally made to look. 
Heh 
those screenshots certainly have a UT(99) vibe now in terms of style! There was a custom ctf map that reminds me of, cant remember the name right now... 
Sock 
The area shown in those 2 screenshots needs more color variation, too much grey. 
UT Vibe 
'those screenshots certainly have a UT(99) vibe now in terms of style!'

I am not sure if this a compliment or an insult, what is a UT(99) vibe?

Jago, yeah very true, but there is some more to do yet, this is just a first pass. 
Guardian Room Shots... 
...looks sexy as Hell !! Very nice ! 
Sock 
neither, its just that it reminded me of a UT99 map stylistically in those shots than a q3 map. 
UT99 
Is a compliment in my eyes. There's always been some really nice mapping and map vibes in the Unreals.

The open window made me do funny and inappropriate things in my trousers. 
Venividifuzi 
Madfox 
That skybox is weird as shit... I love it! 
Portal To The Past 
http://www.simonoc.com/images/design/maps_q3/moteof1dx2l_1024.jpg
http://www.simonoc.com/images/design/maps_q3/moteof1dx3l_1024.jpg

@nitin,Shambler : I suppose I was a bit shocked to be told my stuff looks like something made 10 years ago, but I understand what you mean.

@MadFox, I like the ogre strolling by the canal, I dread to think how crazy the compile times are for that. 
@sock #anachronism 
It really does look UT99-esque! Too bad it doesn't look q1-esque ;-) 
UT99 
i think i can see what people are getting at -- the thing that strikes me as most UT99 about these latest shots is the monotonous color tone of the textures -- they are all very desaturated and about the same value, all you need to make it even more UT99-esque is to add very high saturation light sources.

Quake 3 generally has more saturated textures, with lots of orange, brown, green, and pink, and stronger variation in value (dark trims on light walls over medium floors, etc.) 
 
I prefer Q3 over UT99 by a fair margin, largely because the world was a lot funner. It just drew me into it better and I felt it 'fit'. 
I Think Metl 
has spelt out what I was seeing. Its the texturing really, but the lighting is also like more recent UT99 custom levels (ie not as saturated as original UT99 maps). 
Desaturation 
Yeah I can see what you mean now, I created a new stone trim texture and was loving it so much that I painted it all over the new architectural shapes and forgot I was creating something all the same colour.

Try this one:
http://www.simonoc.com/images/design/maps_q3/moteof1dx4l_1024.jpg

Ive tried adding colour back to the top of the image with the classic redish/white marble combo. I want the place to feel slightly old and worn out colour wise, obviously no floor details yet. The blue is suppose to be the focal point, very strong contrast to everything else around it and the lighting is soft yellow diffuse inside the room and bright sky outside.

I really like how the architectural shapes all fit together with the classic barrel ceiling support and wooden square windows contrasting at the top. The only nitpick for me is the columns are not tapered at the top like in the real world, so it sort of lacks the solid feel you get when looking at the inside of a church.

Ironically someone did mention to add more blue colour lights but the yellow and sky are so strong (the room is a glasshouse) that not much is going to counter the yellow, unless of course it is strong saturated lights! Oh I feel like I am slipping into a UT99 timewarp!

@inertia, OMG that is one cool word! :D I am not sure if you are talking about the UT style on a Q1 forum being out of place or that I am using a strange mix of gothic and classic architecture in my screenshots. Plus the strange woodpunk thing I got with technology items in my map. 
 
Whatever it is, sock, I like it. That room is great. Nice lighting, good solid construction - well done! 
I Like Both Versions 
lighting is ace in both shots btw. 
Sock You Rock! 
The map looks great, keep it up! 
Sock 
I have to give it to you, that last shot (especially the "after") looks brilliant. Perhaps the only thing I'd change is adding yet a bit more color - to the 4 high pillars. 
 
I like them both. 
I Prefer 
The higher contrast (2nd) version . 
Contrast ?? 
I didn't notice a single change in between the two shots.... weird... 
JPL 
What's wrong with you? :P Look at the colors used right above the 4 high pillars. First shot is grey, 2nd shot is reddish. 
 
I love the second shot too. Stands out pretty nicely. 
Jago 
There's nothing wrong with me, I didn't notice this color "change", that's all.... 
Bleh 
don't hand me that colourblind test with that coloured points asking which number I see...
no difference. 
I Have To Admit... 
... there's a small color differnce that can be noticed... when you know where to look for ;) 
Theres A Big Difference 
in light level generally isnt there? 
Depends.... 
..on screen I guess.. or am I completely blind ? :P 
And I Thought 
Quake1 players saw a different spectrum - 64000 shades of brown ;) 
Ijed 
It's Missing 
Ogre Shirt Brown
Ogre Teeth Brown
Fiend Hoof Brown
e4m1 Brick Brown
e4m1 Mortar Brown . . .

I could go on, not forever, but at least up to 64000 
Hhhhmmmmm 
This theme could be a good Speedmap theme.... 
I Tried 
Making a small .wad that I called coffee.wad that was just pure colors of brown. That was it. I took each shade of brown and made it an entire texture. I was going to make a geocomp map out of it, but then I ended up not doing that. 
So Speedmap Theme 
'only one colour' ? 
Let's Say... 
... only Brown color 
Sounds Like A Shitty Idea 
 
Sock: 
that is progress, the two textures you changed do seem to pop more and have more color, which makes the map feel more alive. However, I would follow through with the rest of the scene, to the extent you are comfortable. For example, the columns, the column trim, the brick walls, and the window trim are still basically all the same color. You could try making the brick texture more pale and bleached out, and/or making the window trim darker. You could also try making the column trim darker and the columns paler too.

Also, you should try turning on anisotropic filtering, that floor is blurry as hell from this angle :) 
Wood Panel Of Delight 
Slowly I have been going through all the map textures and replacing them with photo source stuff instead. I knew I needed to find a replacement for the old ID pentagram light and after a lot of pavement wandering I came across this gorgeous wood panel I found on a street door.

Initially I took the central diamond shape and extended it downward slightly into a shallow pyramid of light, but at a distance (floor to ceiling angle) it just looked flat. So here is version 3, the texture outline is stil present with the shape heavily extended outwards to create a better profile and the actual light source is now sitting in a gem socket. (Damn you torchlight!)

http://www.simonoc.com/images/design/maps_q3/moteof1dz3l_1024.jpg

@Metl, oops I totally forgot about anisotroic filtering for screenshots. It makes a big difference for texture compression at low angles so new screenshots should be a lot better. :)

Been busy fine tuning all the portal shader effects in my map and replacing the low res crap stuff I created years ago. Had a nice cloudy day recently which was ideal for some moody portal clouds. Also spent a while playing torchlight and taking note of their portal shader construction. This is an old screenshot angle but has all the new sfx candy present on the portal front, plus some minor cosmetic changes to the underside.

http://www.simonoc.com/images/design/maps_q3/moteof1dz2l_1024.jpg

@Scampie, I can't believe it, you just said Quake 1 (brown palette) looked like shit!?! :P 
Sock: 
gem lights are cool.

in the first screenshot, top right image, you have concentric octagonal rings of wood strips on the ceiling. Might look better if you had eight thin strips of raised wood radiating out along the 8 kinks in the rings. 
Props The Modern Day Litter Problem! 
http://www.simonoc.com/images/design/maps_q3/moteof1ee2l_1024.jpg
http://www.simonoc.com/images/design/maps_q3/moteof1ee3l_1024.jpg

A slow week for me, still trying to get rid of a flu bug and my head feels like it is full of concrete! Been busy creating props to fill up the corners and floors of my map with. Still got more stuff to make but at least the look of the level is starting to come together.

@metlslime, yeah I will add that to my list of art things to do. The ceiling is really high so you don't really notice the seams but a trim would certainly look better. 
Maybe It's Just Me 
because the frame of reference is vague, but those books look gigantic, like 2 feet tall. :P 
Big Books 
Are great books... 
Curse You And Your Tiny Hands! :P 
Umm this is going to be a difficult one because everything else in the map is built Soviet Russia style (giant) so making the books realistic makes them look weird.

Here is an example screenshot with the bookcase and books scaled down by 50% next to the original scale. The scaled down version just looks weird to me, squashed and flat.

http://www.simonoc.com/images/design/maps_q3/moteof1ee5l_1024.jpg

Here is a screenshot of the room:

http://www.simonoc.com/images/design/maps_q3/moteof1ee4l_1024.jpg

I will try some other scale values and see what I can do, be back later. 
Agree 
Giant books are better. The screenshot with the smaller books reminds me of all those horrible "realistic-looking" games' attempt to have "scale". 
I Like 
Big books and I cannot lie - eldritch tomes are cool.

But here it's almost the opposite. By having a human-hand sized item in the level it gives the player a reference point in the otherwise distorted dimensions they're looking at.

What I mean is the smaller books give the player perspective on how wierd the restt of the place is.

Probably will need to find a decent balence between real size and good size though. 
Soviet Scale! 
Well I tried the bookcases at 2 different sizes and both did not feel right to me. I needed to try this because part of the reasons I post here is I want feedback on my stuff.

Scale 50% - (16 unit high books)
http://www.simonoc.com/images/design/maps_q3/moteof1ee5l_1024.jpg
Scale 75% - (24 unit high books)
http://www.simonoc.com/images/design/maps_q3/moteof1ee6l_1024.jpg
Scale 100% - (32 unit high books)
http://www.simonoc.com/images/design/maps_q3/moteof1ee7l_1024.jpg

I am going to stick with the original scale because everything else in this map is large already and small stuff looks squashed next to it. The overall scale of the map is certainly strange and it will never be HL style real world scaling. Currently the player is 72 units high, most doorways are 192 units tall and corridors are roughly 256 units wide. The scale is certainly funky and beyond repair at this point.

I think the problem with the original screenshots is I went a tad bit crazy with the variable scaling on individual books, so will go back and tweak them down a bit. I blame the antibiotics, they are doing crazy stuff to my brain! :P 
 
I quite like the big books, it adds style. 
 
I'd need to see a player standing next to them to really tell you. It's almost impossible to tell from those shots what looks right and what doesn't.

Then again, fuck it, right? It's a hall of giants and they need large books. Done! 
Map For Giants 
The scale of the map is big, probably three times the scale of real life. Here is a screenshot showing 2 area's of the map from the players POV and then thirdperson with a 256 unit camera range.

http://www.simonoc.com/images/design/maps_q3/moteof1eescale_1024.jpg

Quake player/thirdperson angles have always been strange and making them exact often ends up with alot of pain. Same with 1st/3rd weapon views for fps games. Originally I made the stuff small but hitting small triggers to operate stuff is frustrating so I scaled everything up to help with the gameplay. (puzzle operated architecture) 
Scale's Perfect! 
Anyone who wants realism needs to play a different game tbh because scale's going to be the least of their problems. 
Sock 
been checking out your updates of screenshots here for a while - damn nice map, seems like a frankenstein-castle meets e1m2 meets mountaintop temple vibe. Great stuff, atmospheric and good title to go with the style. 
Love The Soviet Scale 
in Soviet Russia books scale you! 
 
Nobody wants realism, they want consistency. Very different things.

That said, it looks fine. Ship it. :) 
 
yeah, my comment wasn't about realism, it was about the lack of a point of reference and that huge books look goofy to me.

i'll elaborate: it's not that huge books look goofy, but that all the books are huge. ledgers and such might be large, but having small, normal sized books interspersed with the oversized ones will do two things: 1. let the player know you did the sizes on purpose and 2. underscore the difference in size of the large books by giving something to compare with.
also, i liked that the 50% book cases allowed 2 rows of books instead of just a single row with the 100% model.
more books = more awesome, if you could make a huge towering bookcase that reached to the ceiling, even better. :P 
Hmm 
Personally I want a socialist utopia, ice cream and Kate Beckinsale, but there we go.

On a more helpful note, I like the 50% scale books tbh, although maybe mix it in with some '100%' scale books. Most old books (which'd fit with the theme) are kinda giant anyway (think ancient tomes rather than a paperback novel).
The advantage of the 50% books is that you can make them into two shelves, so you still have the same space filled but with a less strange scale. 75% just looks wrong since the bookcase/shelf doesn't match the space under the window.
Depends on how extreme your poly saving gets tho, obviously two shelves of half size books means twice the polys, but I can't see them using that many if build properly...

Oh, and I think you've gotta work from 1st person view, as already stated, the player models always look so wrongly small compared to the view from the first person camera that you have to build 'soviet scale' (great phrase btw)


Oh, and why do totalitarian regimes always have such good architecture? (retorical, same reason churches are giganto ofc... not that I'm comparing religion to totalitarianism at all ;) 
Hmm 
How dare you steal the useful half of my post while I was typing? ;p 
Hmm^3 
Oh, and does anyone else feel sock is making a WoW instance? 
Lol 
lol at the first part of your first comment nonentity. If only...

for me the question is do the giants who built this place happen to use bigger pages because they're comfortable handling bigger books (2x the words per page)...? 
Big Books 
looks better to me too. 
Well I Noticed You Said Church As A Refrence 
but what i noticed is that the Egyptian Scale and the Soviet Scale are similar, same for of government, i though Egypt more as a Monarchy kinda deal...? 
For = Form 
Sock 
I want to live in your map.

Also I think the 50% books look fine, it just makes the windows look more grandiose. 
Ancient Scale 
@necros, yeah that is the problem I made everything the same size. I was too excited about having books as props that I did not tweak the relative sizes. Certainly will add smaller books as well.

@Tronyn, wow thanks :)

Large structures always feel awe inspiring to me, which is probably why I love most ancient structures. The same with churches, got to feel the awe of god and he does need a big house, apparently.

I will try and stick to the same scale for all the props so at least they will look consistent next to each other. Need to build some smaller props so scale is more apparent. Time to build some candles and stools with books on them!

@nonentity, yeah I would love to build a wow instance, I so love that game that I could easily live 24/7 playing it. 
Props 
A big thing about Quake, for me, is the feeling of foreignness. Inserting comfortable objects, like books, reduces that a LOT for me. If it's on the edge of forever, who is going to be reading books there? It's meant for more important things :-) 
What If 
The book is bound in human skin, inked in blood and rips your face off if you open it? 
 
Yes, yes, I like where this is going... 
 
"Hasn' anyone bin able ter open their books? Yeh've got to stroke 'em." 
No Those Kind Of Books Spirit 
 
Hmm 
If it's on the edge of forever, who is going to be reading books there?

Ever read The Bridge by Iain Banks? (I think I mean The Bridge, it might be another one of his (non-sci-fi) books). The bit with the old man and woman constantly playing board games in some giant castle/tower in the middle of icey nowhere. It's kinda like that.

And some of the later WoW instances, especially in the expansion packs, are masterful pieces of gameplay/level design. I'd be proud to have made one of them. (I love that game so much I had to go through rehab ;) The puzzle element and graphic style are very reminiscent (especially those exterior shots with the eaves). 
Hmm 
Actually, I always wanted to make a level based on the bridge city from The Bridge. A section of an infinite bridge covered in art-noveau/retro future style houses/stores/buildings... 
Walking On Glass. 
Along with The Bridge and The Wasp Factory, his best non-SF books. 
Forever Wow 
The latest expansion pack of wow has some jaw dropping amazing instances, the art and style is just perfect. Everything is large because of gameplay reasons (no one wants to fight bosses in cupboards, plus it be would exploited like crazy) but yet there are small alcoves and sections with details that bring everything together on consistancy. The instances are where wow shines the most for me, the huge game world is cool but the real wow factor is indoors.

Last weekend I had a small mapping break from my forever map and decided to try an experiment with rich coloured lighting, decals and sky portals.

http://www.simonoc.com/images/design/maps_q3/focal1ac1l_1024.jpg
http://www.simonoc.com/images/design/maps_q3/focal1ac1l_1024.jpg

The above screenshots feature simple blue panels wrapped around geo architecture and accented with gold and blue lighting. Most of the time was spent with the animated item marker on the floor. I really wanted the decal to maintain edge shadows, have solid fill colours and yet be a decal at the same time!

Something I always find lacking in my maps is the connection between world geometry and skybox, so the next experiment was connecting this together with various shaders, models and a portal skybox.

http://www.simonoc.com/images/design/maps_q3/focal1ac3l_1024.jpg
http://www.simonoc.com/images/design/maps_q3/focal1ac4l_1024.jpg

The blue light beam flows upwards to the portal sky and the models in the portal sky then carry on the illusion up to multiple swirling cloud layers which gradually alpha away to blue sky horizon. The architecture around the focal point is just to accent the view upwards and make the players viewpoint vertical. 
Wonky Links 
Ooops I messed up one of the screenshot links, so here is the first two again, but correct links:

http://www.simonoc.com/images/design/maps_q3/focal1ac1l_1024.jpg
http://www.simonoc.com/images/design/maps_q3/focal1ac2l_1024.jpg 
 
Stellar, awesome, kick ass! Go go go! Love that look and feel. 
Now That's Craft 
 
Sock 
I really like this style: cartoon-ish but design advanced... it looks like a fan-art map :)
It reminds me a lot the Willem's White Room Q1SP... Good job :) 
I Want 
what willem drinks in the morning! Wow now that must be some serious coffeeeeeeeee! :)

Yeah it just a doodle map, nothing serious or playable, just playing with q3map2 tech. Seriously, why so few people post screenshots of what they are mapping? :( 
Because... 
... either nobody is actually mapping, or current projects are not progressing as stucked in the limbs of Hell (my case) :P 
I Got 6000+ Brushes Of E2m1rq Done :) 
Might post a screenie or two as it gets towards completion.

As for ever getting to play it - well if enough people work on maps for the rest of the project it might actually get released before the apocalypse in 2012 
So We've Got A Deadline Then? 
But yeah, will post some shots today. 
Forgot The Emoticon 
 
JPL - Heeeeelp Uuuuussss Pleeeeaaaseee!!! 
 
 
Seriously, why so few people post screenshots of what they are mapping? :(

i have gotten into the mindset lately of not wanted to 'spoil' any of my maps by posting screenshots. i don't know if that's dumb or not though. :P 
Hmm 
Going back to the mapping process post, personally I work in an iterative way, so if something is close enough to detailed that I could post a shot then it's probably pretty near finished...


(Not that I ever finish a map) 
Screenies... 
 
holy fuckasaurus! 
Indeed! 
 
Some Multiplayer Stuff 
Awwwww... 
..esome! And then some! 
So Many Awesome Screenshots 
So little time! 
 
holy wowasaurus! Mike I did not think Q1 could look that good! Awesome cave stuff and the fog in some of those screenshots is gorgeous. Please post more! :D

ijed, very cool :)

I WANT MORE SCREENSHOTS .... NOW! :D 
Hmm 
Top right in your first shot is beautiful Mike. Love the bridge/underground cavern.

And good, novel theme in the 3rd shot ijed, that hole in the ground is very nice... 
 
mike:

as i said earlier, all those shots are great looking.
i'd suggest reworking that brick texture. it's 128x128 atm, consider modifying it to be 256x256 or even 512x512. just tile it at the larger size and play with the colour shading to add more variety so that it doesn't appear to obviously tiling on wide, open swathes of brushwork (ex: shot2, bottom-right quadrant)
also, epic bridges over lava with detailed terrain around the base = win.

ijed:

shot 1: ok, but really cramped. obviously, that's the point since it's a remake of dm4. i never liked that map in it's original form either. (e3m7 is also cramped like that) so can't really fault anything with the remake version. good on your texture alignment, btw. maybe work some vertical aligned brushwork into the uppermost areas? the horizontal striping is fine at the bottom where it's broken up with hallway openings and such, but it's undisturbed at the top which makes it look repetitive.

shot 2: plain, except for that undergrowth of leaves, which is nice. it's a dm map though, so i guess the lack of detail is sort of par for the course. it'd be great if you could work some trim into the edges of those bridges and some supports and stuff.

shot 3: easily the best of the three, very cool with the sweeping curved staircases and the details up at the top area. too often (in other's maps as well as my own) the top area at the sky is ignored in favour of plain walls or whatever.
it's a tad monolithic with those mini-domes in the far side of the room in that shot.
braziers are nice, are those brush or mesh models? either way, very cool. both the cracked hole and the wheel-type grate next to the gun are nice too. 
Mike 
Maybe add a slight bit of red to the fog so it suggests the lava pools in areas where they're not. Not too realistic, but like there's brimstone in the air. Red brimstone.

Thanks for the comments :)

DM4: Like some supporting structures for the vertical elements? Will give it a try. The level I used to like alot playing on the N64, but it seems like a hated map for most. It's a bit bigger horizontally and a fair bit vertically.

DM7: Is very basic yeah. I was thinking to close off the ceiling and have lots of moss / vegetation hanging down. But I'll try adding some wooden beam supports as well as trim for the walkways. Had beams before in place of whats there now (used to be a void map) but having them as detail as opposed to structure sounds good.

CTF1: The hole is for a special prop I haven't rebuilt yet (2nd version of map). The level is called 'House of Rhogog'. The uppermost tier is for sniping with the Cauteriser since it doesn't allow the player to cross to the opposing side. The braziers are brush - I was thinking to get rid of them tbh - but yeah, theres other stuff to do and they're ok looking. The hole and grate both lead to the underground tier. 
More Time Now 
DM7 is basically a version of the underground ruin from the film The Ruins. Not particularly well realised, so want to bring it more into line - thus closing off the ceiling but leaving a single skylight, also closing up the top floor a little, since our mantle movement allows players to steal the Quad up there too easily.

DM4 is basically as is since inception. Putting in some vertical supports is a decent idea - currently the ceilings are purely decorative whith what's there. And not particularly imaginative.

CTF1 is very much in progress. The reason I was saying about removing the braziers is that I was considering having the stairs in the bottom left and their facing set covered by another sticking our veranda from the top tier, with pillars replacing the braziers. Going to do that anyway, but leave the others in. Need more light sources elsewhere as well, so will keep them. 
 
I have gotten into the mindset lately of not wanted to 'spoil' any of my maps by posting screenshots. i don't know if that's dumb or not though. :P

I kind of feel this way. I'm trying to avoid releasing screenshots of all the cool areass of my maps, otherwise there may be no new cool areas for people to discover when playing. 
Hah! 
I didn't notice Mike's shots were 4 joined together, I was just looking at the top left ones thinking "meh, they look OKAY" ;). Very cool stuff indeed, surely that's quite a way along development.

Metl: that's the thing isn't it. When I was posting other people's shots I was very careful to not post the coolest scenes as, well, even in Quake they can be bloody impressive and an important aspect of enjoying the map. I tried to find areas that were typical and looked good, but not the best bits.

Also I think people are mapping pretty slow these days ;) 
 
That's what I try to do on Quaddicted too and I constantly get bad remarks about screenshots being bad (apart from problems with the brightness/gamma).

I too do not like getting spoiled. Be it a movie trailer where too many later scenes are shown and I am sitting there, thinking "that scene has not happened yet, so X cannot happen to Y" or - well - a Quake map. 
 
Necros 
hmmm steampunk with plain old medieval? not sure how that'll work. the outside brick textures look a little plain to me. using some better textures could spice things up. that's what i'd do anyway - there's way better brick textures than those ones, and the little metal trims aren't very noticeable. like the style and build quality though! 
Cool Stuff. 
Number 1 is ace. 
Oh 
first 2 are the same map, last shot is a different map, it's not all jumbled up together :P

i'm not totally happy with the main brick texture myself, but as that map has a lot of big structures, i needed something that wasn't too varied so it could tile without looking bad. i originally wanted to use the blocks10 texture from q3 (it's the beige blocks set in cyclopean style) but i felt the trim interacted better with distinct bricks better than haphazard blocks. also, the red stripe motif works better with the brighter white of the bricks than the tan colours of block10, although i guess i could have photoshopped block10 to be more white.

block10 and the orange floor tiles are still like my absolute favourite textures. :P 
Oooh 
Those shots really look good, especially the first one. Keep it up :) 
 
Wow, which texture set is the steampunk stuff? That looks great! 
Ok 
I'll try to return the favour :0

Is that a brightly lit cave under the cliff face? What's in there? Is it an Ogre? I MUST KNOW!

The second shot, I'd make the pillar bases part of the second step - it does help with vis, but is almost more realistic, pillars are always on a supportive base as opposed to stairs or slopes. And a big cyclopian block reminds the player (who doesn't look up much) that there's something massive above them.

The third shot, maybe give the stairs a trim . . . not sure what I'd suggest there - the Kona slope I never really liked (sorry K) because of the change in movement when the player shifts left or right. On the other hand that curve will make things complicated for brushes. Maybe just cut the last 16 units and put a trim tex on there. Do the cogs move? 
Willem 
thats a q1 wad of rorshach's (kevin johnston) HH3 q3 textures. 
Necros 
Love the first shot - maybe even influenced by your experimenting with Far Cry? Christ you're taking Q1 to new (yet still, amazingly appropriate) limits that just illustrate the strength of the original art.

Mike Woodham:
hmm, This Onion was one of the best maps ever, and I assume this is the sequel, and it looks even more amazing.

ijed nothing needs to be said your project is crazily exciting.

Nice to see some mappers around with such high technical competence! I tend to just mash lots of shit together and expect Bengt's tools to iron it all out (see nsoe6), lol.

Great stuff in this thread recently anyway. 
Willem 
Its Clockwork Droid by Rorshach (spelling?) and its one of my all-time favourite texture sets!

he also did another ace set called Vendetta. I had a look around but couldn't find any links! :( I'm sure someone here can hook you up though. 
 
Do the cogs move?
of course! ^_^

The second shot, I'd make the pillar bases part of the second step
i like that :) the 'bigger at the top, thinner at the bottom' motif is something i'd like to explore.


on clockwork droid, they were incredibly difficult to find, and i'm sorry to say, i can't recall where i managed to download them. it might have been a backup of rorschach's site on archive.org? my memory is very hazy. i (obviously) still have them, so if anyone's looking for the set (unmodified), let me know and i'll put it up. 
Doesnt Rorshach Work At Epic Still 
if so, willem could just talk to him :)

All his texture sets (not to mention skins) were lovely. His artwork was one of Unreal 2's biggest assets IMHO. 
 
Yeah, he does, but I can't know to talk to him until I know who made the set. I'm not going to walk up to his desk every time I see a texture I like and ask him if it's his. :) 
Surely You Have A Internal Forum Or Something 
 
 
We also have email and instant messaging. The point is, I'm not going to bug him every time I see a texture I like on the internet. 
 
That said, where might one download that texture set? I did a few Google searches but came up empty or with broken links... 
 
I find those rusty textures utterly ugly. They look like dirty bathroom without any clear structure.

kz1on1a looks nice though, I think it uses some of these textures too. 
Willem 
he had hosting on polycount but thats down at the moment and I couldnt find a backup of the old PQ polycount site.

Which is why I was saying you might want to talk to him if you want to get them. I wasnt expecting you to be a psychic or anything :) 
Spirit 
not sure how they look in q1 but every map Ive seen them used in for q3 or UT looked fabulous. 
Rorshach Textures 
Drive-by help...

http://web.archive.org/web/20040625224312/www.planetquake.com/polycount/cottages/rorshach/textures/textures.htm

Most preview pics work. FilePlanet Download links should work if you remove the "http://web.archive.org/web/ 20040625224312/" bit. 
Hadnt Seen Some Of The "newer" Ones 
some of those would make terrific themes, ivory and temple for example. 
can anyone actually download the files off fileplanet? when the fileplanet link loads up, i just get an up area with an ad where the links to the files normally show up on a fileplanet download.

the ivory set looks particularly badass 
Rorshach 
He still posts on Polycount (Under his real name, Kevin Johnstone) if anyone wants to get in touch with him and ask through there. 
 
I shot Kevin an email about those textures. Hopefully he'll reply with either a good download link or a ZIP file. We'll see! 
 
Kevin brought in a USB drive of the Quake stuff that he could find and said I could host it on Quaketastic so ...

http://www.quaketastic.com/cgi-bin/filechucker.cgi?action=listfiles&path=texture_wads/rorshach

That's everything he gave me! Not sure what format anything is in but there you go... 
Shweet 
 
 
Now, whoever converts those to Quake 1, PLEASE keep track of how you rename the files. That would make it possible to later use symlinks/hardlinks for easy high quality replacement texture usage. 
Wow 
that guy's awesome!
and thanks for doing this, willem :) 
Convert 
vendetta, me wants 
My Start Map 
 
bit crap meTch :| 
 
Looking forward to what's next on my list for 2004 games I missed... Farcry, Medal of Honor 2, Painkiller, Chronicles of Riddick, Halflife2. Might play Riddick next I think... high expectations on this one :) 
 
slutbag, wrong thread 
I Know 
its like the third map ive ever made :) 
 
riddick is a lot of fun to play, if only because the character is so much fun. but there's a combination of action and stealth and sometimes the stealth is nearly mandatory (and sometimes action is) so keep that in mind. 
MeTch 
whatever - looks aren't everything (again, ask Negke), as long as the it's fun! 
Laz0r Beam 
 
omg i wanna bang that map 
Interesting Question 
If you could fornicate with one map for the rest of your life, what map would it be? 
Nice Colors 
 
 
Love that look, sock.

One criticism though ... I think the ceiling in that second shot is a little busy. I like the tile on the floor but not so much on the ceiling. I think that would look better with something flatter. 
Nah 
Better question:

If you were stuck on an island with no internet connection, what would be the three maps you'd want on on your hard-drive? 
Easy 
WorldCraft 3.3, Qonverge and aguirre's tools. 
Hm 
I assumed you'd have the editors . . . 
 
If you were stuck on an island with no internet connection, what would be the three maps you'd want on on your hard-drive?

warpc
czg03
k1m10 
 
gearpr0n.bsp 
 
Terra - Shotgun Experiment 2
Castle of Koohoo
The temple level from Zerstorer 
:P 
some good DM maps and a frined of mine in order to play 1o1... better than plating SP I guess :) 
 
Masque of the Red Death
Day of the Lords
Antediluvian 
Random Shot 
And Layout Overview: 
here: http://jago.pp.fi/images/wip/ut3test009.png

So yes it's more than 2 rooms Zwiffle! 
 
Looks like 2 rooms to me. -_-;; 
Hmmm. 
Two big, complicated, interlinked rooms, tho. 
Mmmmmm 
Kaz 
Looks really interesting... maybe too grey-ish... though...
Add pipes and crates, and here is a Quake map ;) 
Nice! 
Another map that reminds me of Unreal! Like the look of this one.

JPL has a point, it is looking very clean and not very "lived-in" at the moment, if its a Dm map then thats fine but if its Sp, then perhaps work on it a little. 
Nice 
But uniform in terms of colour - maybe some trims thrown in as suggested.

For some reason I was thinking PCB inside the stonework. Wouldn't work with the specular effect I'm thinking of though. 
OMG Beta Time! 
This is funny, I actually have screenshots and a beta at the same time!?! :P The map is for a mapping contest, closing date tomorrow. So if you spot any cosmetic/item changes please let me know.

Web: http://www.simonoc.com/pages/design/maps_q3/focal.htm
Screenshot: http://www.simonoc.com/images/design/maps_q3/focal1l.jpg
Layout: http://www.simonoc.com/images/design/maps_q3/focal5l.jpg

Kaz, very nice level, it is coming along really well with the industrial look but I think the lighting needs more colour and contrast. If you any white point lights, replace them with something coloured (even a mild white if nothin else) You also need a strong coloured light source somewhere in the map, either from above, a window or a certain large spotlight.

Are you compiling with any dirty q3map2 settings? you should at least try low values first and start tuning lightmapscale for your shadows. 
Sock, You Rock (tm) 
 
Sock 
That is not the map I am looking for. :(


Yay anyways! Gonna try it. 
 
i'll take a run around this and i'll take a finished version of that other map as payment. ^_^ 
Re: Kaz 
very dark and dull. passing your shots through photoshop and playing with levels, i was able to bring out some colours and actually see what was in those shots.

that said, shot 2 is very nice. i like that it implies there's more to the map than just the area you're in. also, off-axis arches are always cool. i think a bit more texture variation is called for, though. it's got a bit of a q1metal vibe because of the focus on small spot lamps and the one texture with the lines. (which i really like). i think if you aggressively use the lined texture to cut through in different ways, it could add a lot. 
Re: Sock 
took a quick look around. there's a bug in the map when played in ioquake3 1.36. the texture on the wall behind a box of grenades on the first level (roughly the area you spawn in when using /devmap). the wall shows up as just solid colour, but looks fine in normal quake3. dunno if that matters or not. 
Sock 
I ended up browsing your site and noticed that among the list of you design work, you list the Train level from Crysis Warhead. How much of it was your own personal touch and how many people in total worked on it?

I am asking because I played through Warhead only recently, about 2-3 months ago and found Train to be the best looking FPS level ever made, for any game, by far :P 
More 
Definitely... 
... a great improvement :) 
Kaz 
definite improvement. btw, have you got Anistropic Filtering off? textures look very blurry. 
Jago 
I worked on Train at the end of the project, about 3-4 weeks. I was responsible for the main train scripting system and the first action bubble (first valley and station). I did write up a page on my website talking about all the things I did with the map. I was mostly involved in the AI combat (pacing) systems and the main train script, it took forever to test it correctly.

I thought the map was cool because it took a traditional game element (rail shooter) and turned it into a sandbox element. (Player freedom) Unfortunately people either loved or hated the level and that was often linked to how they play games. People often expect something to be the same in every game and when it is different, they sadly (for them) forget to try new ways to play. Some reviews and community comments did not even realise you could get off the train and play the level at your own pace, oh well. :/

My postmortem review:
http://www.simonoc.com/pages/design/games_pro/warhead_train.htm

I even put an easter egg in the first valley across the lake behind the tree's. It was sort of my signature for which levels I worked on. 
Introducing Myself 
Hi evrybdy !

I'm Mic , italian quake player & mapper..

I've been working hard for months and soon i'll show you my first levels (mostly single player.. eheh)

But can you tell me if "Quark" editor is better than "Worldcraft" and why?

Is it true "Quark" lets you modify everything (models, skins, sounds, weapons..) ??

Pleaz letme know : ) 
 
not really the right thread for this, mapping help would be more applicable since you're asking for, well, mapping help. :P

anyway, which editor is better is widely disputed. it comes down to what you like, and it's up to you to try them all out and see.

quark is a good all purpose tool because, yes, it has the capability to modify almost everything. worldcraft and radiant (qeradiant and gtkradiant) are only for mapping. i feel those two have superior mapping capabilities than quark does. 
Hi Mic! 
Necros is right - apparently QuArK is not so good for mapping.
I use Worldcraft for mapping :)

Basically Worldcraft wins in my personal opinion because it has a very good texture lock feature, allowing you to rotate multiple brushes (although you really have to set it to "default to 15 degree rotations"). This makes level creation quite a bit faster.

I have never really managed to try Radiant, but apparently it is also very good.

Which editor have you been using?

Also are you planning on getting your maps tested? If so I would be happy to oblige!

Also: - Screenshot please :) 
 
QuArK can rotate anything just fine without screwing up the textures. You will just end up in floating point hell. It is a fantastic mapping tool if it wasn't for its quirks that sometimes screw up your map. 
Editors 
BspEditor

http://www.bspquakeeditor.com/index.php

Good tutorials as well. 
I'll Be Making The Bay Door Taller 
Library Card Expired! 
In between the food and drink festive excess I have had some time to do some detailing on this old familiar area, which I have featured in many screenshots. (Sort of a benchmark progress screenshot) Getting close to the end of this map, I am hoping to finish it for the beginning of the new year!

http://www.simonoc.com/images/design/maps_q3/moteof1ei1.jpg
http://www.simonoc.com/images/design/maps_q3/moteof1ei2.jpg 
Better Renew It Then 
I am hoping to finish it for the beginning of the new year!

^_^ 
1st Shot 
detailing is fab 
That's Looking Great! 
Love the little skull on the ledge outside.

If you want any more testing, feel free to shoot me a link to the latest. I'm being a lazy bastard until the new year and faffing about doing nothing much.

*raises beer* 
Crazy Idea In My HeadTM 
Ok this was a stupid idea (from a technical point of view), but it was something I thought would be cool (in my headTM) so I decided to try it out. I wanted to have the Guardian portal show where you are going, so I created a special model of the outside of the castle and then pointed the portal at it. After a lot of work trying to make it look good and match it all up to the insides of the building I finally got it working.

OMG it is freakin awesome, the screenshots do the whole effect no justice. As you walk up to the portal it fades into view, a closeup of the outside of the castle and then the camera pans outwards as you get closer to the portal. You can slightly turn the camera left and right by moving left and right and get the whole depth thing of the model. Plus the electric shader effect on the transformer in the first room you can see working correctly through the front window. Need to add some more moving fog/mist layers around the bottom and across the front and it should be complete.

Walking up towards the portal as it fades into view
http://www.simonoc.com/images/design/maps_q3/moteof1el1.jpg

The final view when you are next to the portal
http://www.simonoc.com/images/design/maps_q3/moteof1el2.jpg 
Oh Wow 
A framerate killer for sure, but who cares when it looks that cool.

Sock, I'm perpetually in awe of your mapping skills. 
Framerate Killer? 
In the days of 3 Ghz dualcores and i5/i7 CPUs? I don't think so. 
Dirty Windows 
Here is a an update to the close up of the portal. I have added some dirt and a glass bubble effect to the outer edge of the portal window.

http://www.simonoc.com/images/design/maps_q3/moteof1el3.jpg

The frame rate drops from 125 to 80 on my laptop when I have the portal in full screen view (1600x1200 res) on a 2Ghz IBM laptop. The outside model is only 3K polys and the room has no combat or AI. It is certainly much better visually than a static screenshot for the portal background and it does look awesome when in motion. 
Hm 
Reminds me of Serious Sam.

Looking forward to the map. 
Sock 
great idea and go for it, its not a playable dm map anyway right, so framerate drop in sp puzzle mode is not a big deal. 
Le Sigh 
Well that is a noticeable fps drop, but my point was that it doesn't matter if the map is not-action oriented. Actually I misunderstood about it being just a model, and not the whole map seen from the outside.

Jago, not everybody has uber-computers, especially people who play 9-13 year old games. 
Dead Map Zone 
It is very unlikely my map will work on hardware that is 5+ yrs old. Even if the screen resolution is lowered, all of the textures have been doubled in size and this will strain most old video cards with slowdowns as the textures are swapped in and out of video memory.

There is no bot/dm style gameplay just exloring and button mashing puzzles which should help a little bit with frame rate issues. Most of the rooms are 20k polys with plenty of multi-layer shaders around and a couple of areas even spike as high as 30K polys. This map was designed to have lots of detail with stuff to look at and explore.

The people who could run this map (have good enough hardware) are no longer play Q3 (moved on to better things) and the people left playing Q3 have old machines so this map is really in a dead zone. Coupled with the fact that the 'gameplay' is puzzle based, I fully understand that this map will only played by me and 3 other people (the beta testers). 
Don't Worry About It Man 
I just need to upgrade one of these days... 
Fuck That 
I'll play it. 
Ahem 
So 4 then . . .

Even if it's only played by a handful of people the thought and time you've put into it makes you a better mapper - it's not wasted.

Otherwise nobody here would bother. 
5... 
And counting. I re-installed Q3 to have a take at that map :) 
 
I'm definitely reinstalling Quake 3 for this map. It just looks absolutely awesome. :) 
Um... 
The people who could run this map (have good enough hardware) are no longer play Q3 (moved on to better things) and the people left playing Q3 have old machines so this map is really in a dead zone.

Bullshit. :)

I'm actually toying with the idea of starting a new Q3 map (came up with an odd idea for a very different tourney map layout), and I certainly play newer games.

Q3 is one of those games people will keep playing and/or return to for quite a while yet... 
 
I'd reinstall Q3 just to play the map as well. 
I'll Play It 
heck I'll even review it for Quaddicted if Spirit's down for it, or for somewhere else if not. It looks awesome. Plus I still have Q3 though I haven't played since forever. 
 
Hmm 
Probably not tbh. Method is working on Rage over at iD these days, doubt he has much in the way of spare time/energy for level design outside of work. 
Thanks For The Support 
Well I am certainly looking forward to hearing what people think of this map. I have a ton of stuff to talk about on this map, so the web pages should be full of plenty of development details.

I am nearly finished with the last bits and pieces, just got to do a final detail pass on certain areas and sprinkle some small rock around the place.

http://www.simonoc.com/images/design/maps_q3/moteof1em1.jpg
http://www.simonoc.com/images/design/maps_q3/moteof1em2.jpg 
Sock 
Really nice ! 
 
I have a ton of stuff to talk about on this map, so the web pages should be full of plenty of development details.

I'm personally looking forward to seeing that. :D 
 
it's a shame. those three shots really had a fully developed style that could have been carried on for a full map.

also, sock, if you don't know i want to play edge of forever yet, i don't know what to tell you. ;) 
 
is there any interest to beta test a d3sp minimod?
i only ask because it plays a lot more like quake than d3 but there probably aren't a lot who have d3 installed. 
After January 7th... 
...I'd be up for it. I was planning on reinstalling D3... Drop me a line if you want. 
Necros 
Sure. 
 
I will but I get home tomorrow and have other things to do, not sure where testing would prioritize itself just yet though. 
Sorry 
Reinstalled the other day, but testing'd just have to go on my todo list, so probably no help to a speedy release. 
 
Jago: thanks, i'll send you an email. :)

the_silent: depending on how many changes need to be made, it may work out well that you can't play until later. ;) 
Cave Rubble 
Been experimenting with floor debris the last couple of days and it seems that 5 sided small rocks seem to produce the best results for variety. I initially created a set of 6 different shapes, then a couple of small groups (different shapes, sizes, orientations) and finally sprinkled the groups around the blend edges not the cave walls. Saving the cave wall edge for larger rocks works better. I also used a lower phong value (60) and it really does bring out the cave wall edges better.

http://www.simonoc.com/images/design/maps_q3/moteof1eq1.jpg

@necros, I have D3 installed if you want some help testing stuff, but I won't be able to help till after Jan 12th. Got a city trip planned for next week. 
Best Q3 Rock Floor 
to date. 
 
yeah, all your textures look fantastic. :) 
Safe3 Beta 
Safe3 is now ready for some beta testing if you are interested. It's a small sized Quake 1 DM level suitable for 2 - 4 players. You can send feedback to fikabord -at- gmail dot com. Feel free to comment on anything :)

Download bsp here
safe3beta.zip

Screenshots this way
safe3beta1.jpg
safe3beta2.jpg
safe3beta3.jpg
safe3beta4.jpg

Enjoy! 
Random Thoughts 
Layout seems ok, if not a little too tight. Dunno about item placement as I haven't played it, just noclipped through.
The map could use more detail. It uses almost exclusively one single wall texture. Try to break it up by adding some more wall panels like that machine bit in one spot (needs to be properly clipped through). The ceilings could use some variation too, for example by indenting the lights like you did in some cases and adding some trim around them. The floor edges would also look better with trim.
There's a 16-unit edge near the SSG that blocks movement unncessarily.
Don't forget to add one or two intermission entities. 
 
Similar to neg's really, didn't playtest but ran around:

Build quality is good, style is coherent and consistent, main atrium and LG/water room are both nice features, ceiling pipes are good details, main rooms are spacious enough, Quad is well placed.

Things to improve:

1. Connecting corridors are a bit too corridory, can imagine some rapey kills going on in there, plus visually boring. Try to open them out a bit more.

2. A bit more water would be nice. Try adding a bit in the main atrium plus some puddles beneath pipes to give visual interest plus sound clues.

3. Texturing is too samey! Adding some different but harmonious textures in would look better AND give players useful visual clues as to which bit of corridor they are in.

4. Need to add some trim onto the edges of things, at the moment the floor tiles just disappear into nothing, it doesn't look right.

5. Try to think more in "what looks like a realistic impression of a fantasy place" rather than thinking just about "textures".

Basically a good start that could be a great map with some visual etc tweaking. Work with the theme and try to enhance it. 
I Like The Damp Stains On The Walls 
Very nicetouch!:) 
Some Ideas: 
Just did a walk through so these are all about visuals:

- on 45-degree walls, set the horizontal stretch to about 0.7 to get the texture to appear normal (right now those blue lights don't look square on certain walls because of this)

- put a second light source inside each of the sunken 64x64 ceiling lights, to brighten them even more without brightening the rest of the ceiling

- downward or upward-pointing spotlights on walls can help add pop to your lighting and add variety (if only used in some places)

- good use of trim at the water's edge, try doing more of that elsewhere.

- also mostly agree with others' suggestions. 
Necros 
yay, would love to see some interesting d3 mod. 
Progress 
Thanks to everyone who took time and gave feedback. It helps a lot. I agree with pretty much everything you have mentioned. However, I'm not sure about the trim stuff. I've added trim to ceiling lights but it's going to be a pain to added to those curved areas. I might take a look at that later :)

Stuff that I have done:
- Opened up areas to improve visuals and gameplay.
- Added more pipes and other details to make areas look more interesting and diverted.
- Added decals to the textures.
- Added trim to ceiling lights.
- Exchanged place on MH and GL.

Todo:
- Add more details to improve visual quality.
- Continue to add trim to ceiling lights.
- Add some more decals to textures.
- Add "sky" being teleporters.
- Tweaking lighting.

Will try to have the next beta ready by Saturday. I also finally had a chance to play it and I think it plays really well. But I might not be the right person to ask ;)

Thanks again!! 
Ziffon: Woah, Surprise Return From Nowhere! 
 
Bear!! 
weLl, hello to you to sir :) Nice to meet you again mate. What are you doing these days? Not sure when we spoke the last time, but I'm still at the same place I've been the last 7 years :) Are you doing any levels?

Shump?
Feels really old.... 
 
ops missed a "/" before "Feels..."
I should really use the preview function.. 
Schmup: 
http://en.wikipedia.org/wiki/Shoot_%27em_up

I haven't really done any levels in a long time. About to start my last art school term. 
Ok :) 
yeah, well I did a GBA demo with a friend.

Sounds cool, do you have a portfolio? Would be interesting to see your stuff :) 
Safe3 Beta 2 
Just finished Beta 2 of Safe 3. Need some more playtesting before moving on and feedback on visuals would be awesome ;) Don't really know where to go from here.

Some screenshots here
safe3beta2b.jpg
safe3beta2a.jpg
safe3beta2c.jpg

And the BSP can be found here
safe3beta2.zip 
 
Please align textures :( And some variety would be nice too. 
 
Please align textures :( And some variety would be nice too. 
 
http://necros.quaddicted.com/temp/ne_action1_outside1.jpg

this started from the rapid map development thread. finished with layout and gameplay, now doing many many detail passes. 
Sweet! :D 
 
Team Quakeness 2? 
 
Rebuilding... 
okej, decided to rework safe3 from scratch. Reasons being gameplay isn't as good as it could be and I'm not sure were to go from here visually. I'll keep the same texture theme and the main cylinder atrium, but I'll be adding some other textures and reworking the architecture a bit to give some more possibilites. Should be fairly quick to get something up and running soon.

I would also like to ask if someone is interested in reviewing more work in progress builds. Posting a beta on the forum requires you to have something which is close to being complete (I assume) and I'd like to bounce a few ideas early. Would be great to be able to send the maps straight to your inbox. Thoughts? Anyone interested?

cheers 
Well 
You can just post screenshots and you'll generally get a few comments.

Of the three posted above the first one could do with the textures being aligned as an anon commented - so the steps match up with the texture trim on the wall.

Just a visual anomaly though - the rest of it looks great. Maybe some of the classic Q2 metal textures thrown in would look good.

Can't really manage any testing at the moment for proper gameplay feedback, just not enough time. 
Odd Shaped Bookcases 
 
Sock, how many sides does the cable have?

nice bookshelves, too :) 
Cables 
@gb, the cable is a patch, the thickness scales up and down depending on the distance you are from it. The bookshelf was an idea for filling the wall space, I thought it worked out really well. 
 
Ziffon dont make areas like this shoot

http://www.quaketastic.com/upload/files/screen_shots/ezquake069.jpg

cuts the bunny jumping! 
 
Looks to me like that's the idea! Slow down access to a powerful weapon and all that. 
 
okej :) it wasnt intentional to break the bunny jump. Great feedback as well. I can promisse it will be gone in the next version ;)
Thx 
Stars And Moons 
 
:O


Nice! 
Sock 
wow... impressive.... 
Hehe 
The shape of the room reminds me of the bridge of an imperial star destroyer.

Or im slowly going fruitbat insane! 
 
Another one of those prefabs... 
 
that... is cool! please tell me it rotates? ^_^; 
Feedback 
@Daz, yes you are going fruitbat insane! it is meant to be an astronomy room based at the highest point of the map.
@negke, what prefabs? I made it myself, it is not from any other source.
@necros, it does not rotate because Q3 draws all rotating objects regardless of location in the map. 
Yes 
but not according to that art forum.... 
 
I think lighting could make it stand out much better. Currently it does not look as impressive as it is (to me). 
Hehe 
In my defence...

Strip out the astronomy spinny thing(tm) and then compare to http://www.virulent.de/FLO/roster/ssd/images/bridge.jpg

:D

Looks great though, Ive been holding off deleting quake 3 so I can have a roam around in this map when its done. 
 
@negke, oh that place! don't worry I will be going back there with my new screenshots when I have finished my map and I am sure they will react exactly the same way again. :)

@Spirit, yep the lighting is the worst part of mapping for q3 and probably the most annoying thing about this map to me. Some people say it is too bright, too dark or too flat and it is impossible to get it right for everyone. Most of the issues with lighting is simply how everyone has their monitor set up and what type. I must of spent hours (probably days) tweaking the lighting and compiler options based on various feedback and I am still not 100% happy with it!

This room is suppose to be very bright, at least 75% of the walls are glass and the chance of high contrasting shadows is slim to none. I call this room the bird's nest and it certainly makes more sense when you can walk around it and see the whole view.

@Daz, yeah the design could be many things really, the inside of the top of a lighthouse, the top of a ship control center, the excessive glass is for viewing purposes. I am glad to hear you are keeping Q3 for a little longer to give this map a look. :) 
Im Hoping 
I fix my comp before this is out. which gives me what, 1 or 2 years sock?? 
Soonly 
@nitin, I have got a few things to polish (VO, clipping and more details) and that is it, no more, it is finished. I will send a link to some friends this weekend for testing and it should be ready in 1-2 weeks time. (if no major bugsTM) 
Sock 
re q3w, I'd advise against a minimod or config fiddling. It would only annoy us, probably. 
Megaman 
Rest assure the map will work 100% with Vanilla Q3 and will not be shipped with any mod. One of the original guidelines I had was the map had to take the original Q3 and push it to its limits. If I had made a MOD, most of the impressive factor would be gone. A strange challenge

I admit limiting my work by the engine is unusual, but I wanted to see how much wow factor I could squeeze into the map just using the default settings. It may seem 'cheesey' wanting a wow factor but this is the impression I want the player to get when they enter this map.

The config idea I talking about at Q3W is a simple command line batch file which switches off most of the useless HUD stuff so the player gets the full screen view and lets the immersive sound effects work better. I spent a very long time trying to compliment the environment with sound and it seems a shame to have the dated Q3 HUD spoil it all. 
 
switching the hud off is a good idea. it's cartoony and designed to stand out which isn't a good thing for this type of map.
man, i really want to play this. ^_^ 
Hmm 
I wanted to see how much wow factor I could squeeze into the map

Already pointed this out... ;p 
Unreal Stuffs 
Messing around in UT3, shaking the rust off my UnrealED skillz ;)

http://i45.tinypic.com/2v1ndqo.jpg 
 
That's cool! The fire is a little "video gamey" but the lighting and the fog look great! 
 
Not enough crates/pipes. 
Blitz 
looks very nice! Did you model the rocks yourself? 
 
Willem: Thanks! Yeah it's been hard to find good fire so far...

Starbuck: Those are are stock UT3 rocks.

It is really nice working with an engine where you can make nice looking scenes with just a couple of hours of work :) I know it's usually blasphemy to post such stuff here but eh... 
Fuck That 
It looks good.

For here you just need to do the same in Q1. 
Blitz 
Those sort of scenes are very welcome to me at least. You've done better with the stock models than I have - I probably don't recognise those rocks because I've been using the limited assets from UDK.

I got a copy of UT3 with a huge Unreal Technology textbook I bought, though. Might install that just to look at all the eyecandy.


On the topic of showing things we haven't spent much time on...

Here's my first attempt making materials in UT3
http://www.quaketastic.com/upload/files/screen_shots/wallpaper-material.jpg

I was attempting to recreate a desktop wallpaper I made previously:
http://img684.imageshack.us/img684/5863/wallpaperwallpaper.jpg 
 
dunno about everyone else, but i love seeing shots of stuff from different games. 
Same 
I'd post shots of wip Duke / Thief stuff, but I don't know if anyone would want to see those. Don't have anything Quake related in progress afterall. 
UT Stuff 
I totally agree, seeing stuff from other engines is always good as it may inspire others to try out new stuff as well.

Blitz, I really like how the diffuse light works with the ground textures and background rock. What did you do in this scene? You say these are original assets, but what it is original and what is you? Did you model anything in this scene? Sorry for lots of questions, I am very curious as I plan to look at UED next.

starbuck, looking good, I have downloaded the UED as well. I am looking forward to playing around with it as soonly. Please remember to come back and post updates. :) 
 
sock:

All of the assets are from UT3, I made the ground terrain with the terrain tool. I still don't really know entirely what I'm doing in terms of getting stuff to look nice other than just tweaking it by sight.

I wish I had better tips for you but I don't really know the ins and outs of the Unreal engine :) I'm sure Willem does though! 
Some Shots 
 
Questionable texture choices imo but it sure does have that Doom feel :) Cool shots. 
Wait 
That's not Doom is it? :O 
 
Hahaha. Yeah, I was thinking it good for Quake but if that's Doom - HOLY CRAP! 
I Thought It Was Obvious 
Stop Trying To Sexually Harass That Cyberdemon! 
I just assumed it was Quake with Doom textures ~_~ until I noticed the lighting didn't look like Quake lighting and then I was like "Whoa that's not Quake ~_~ at all" and I posted about it :o 
Negke 
lol 
Negke 
looks awesome, glad you're following your heart. 
Resurrection Of Evil ? 
Nah: It is Resurrection of Doom !

Anyway: looks promising ;) 
Coincidence 
I recently reinstalled Doom to play/replay and catch up on a ton of wads I missed out. Looks neat, has just the right amount of details and a good texture scheme going on there. I'm worried the first room might be a bit too tight, but that depends on the approach to gameplay. Hopefully it comes out before I get bored of Doom again, looking forward to it. 
Some More UT3 Work 
http://rigel.mirror.waffleimages.com/files/99/9914332b149d7b823d569016e39421276311047a.jpg

I'll probably keep posting these every couple of days for feedback and general comments until I finish it (which should be pretty soon, so I won't spam you into oblivion with these :)) 
Oopz 
Not sure that link will actually work...try this if it doesn't...

http://i46.tinypic.com/6j3ofn.jpg 
 
it's cool, but the 3 buildings to the right are completely devoid of lighting (beyond ambient). drop some in there to get some nice shadows going. 
Does Ue3 Support Baked Lighting? 
i thought it did, but i'm wondering why every other screenshot i see looks so shitty in the more diffuse areas where you need global illumination. And then, it even does support one or two bounces of dynamic gi, does it? At least there were some videos that showed an effect like that. 
 
Unreal Tournament 3 doesn't have a global illumination solution, but the UDK does. UE3, the engine, does but it was added after UT3 shipped. 
Likely Won't Be A Masterpiece 
Combining several recent mini-projects together into a prototype test and decided the best type of test would be a small single player release.

FitzQuake 0.85 (which supports .alpha) + rotation support + mp3 playback + Nexuiz texture set:

http://www.quake-1.com/docs/rotate/wip4.jpg
http://www.quake-1.com/docs/rotate/wip1.jpg
http://www.quake-1.com/docs/rotate/wip2.jpg 
Whoah... 
baker maps! 
Oh No! 
I was real close to finishing the updated "Well of Wishes" and now, because of Negke, I've gone and wasted an entire morning playing my old DooM levels. I even downloaded a DooM level editor! (I hope I can find a copy of that last DooM map I never finished). 
More Wip Shots 
Some more shots of my level

http://i49.tinypic.com/2v3pki9.jpg
http://i48.tinypic.com/14v1zl0.jpg

Really starting to get into this...I could definitely see myself enjoying working on some more Unreal stuff in the future :) 
Something... 
...from me, for Duke3D if anyone (!) cares. Still early stages.

http://img.photobucket.com/albums/v220/deathquakis/townmap05.jpg 
 
Blitz: That's looking great, but the road with cars in the side of the mountain looks out of place with the Shinto temple theme.

quakis: Holy shit that's Duke 3D? Is that like a custom engine or something or does Duke3D just look better than I remember it? 
That Exactly What I Thought 
on both accounts 
 
blitz: i'm not trying to be an ass, but it's hard for me to comment on it because i'm not sure what you created and what was original ut assets... on the surface, it looks really nice, but, for example, did you make the rocks/mountains and the temple? i guess the status on top of the building is a stock model?
i think you really have to know the game to be able to properly critique it because otherwise, you don't know what's new and what's part of the stock game. 
Necros 
With newer engines, it's not so much about what you made yourself as it is reaching a certain level of detail and polish, which takes enough time as it is without having to worry about making custom assets.

You could very easily dismiss someone posting screenshots of a Crysis level and say "oh it only looks good because the engine makes it look good" or "the artists did all the work for you" but that'd be missing the point of what kind of skills it takes on the designer's end to make it look that good. They may not be the exact same skills that it takes to make a cool Quake level, but they're still skills nonetheless.

So yeah, nothing in that screenshot is anything that I made in 3dsmax or anything, but putting the scene together, lighting it, creating the terrain, scripting it, etc. etc. takes a good amount of work :) 
 
that's cool. i guess i was waiting for you to define the boundaries on which you wanted critique. if you're after feedback on the overall composition, i'd say it's pretty good, although i agree with zwiffle in that the tunnel filled with busted cars seems out of place with the temples. if there was a stronger thematic connection between the two, that would really help.
also, why are the windows on the two temples in the first shot different colours? it's kind of distracting, like the further, dimmer one, is less important.

btw, is it possible to upload larger screenshots? they are wide, but not tall which makes seeing details pretty much impossible. 
Rick 
Way to go. Regard it as inspiration or something. Be sure to use Doombuilder 2, it's final word in Doom mapping. 
 
Wow, DoomBuilder looks amazing! That's a far cry from what I used back in the day ... I think it was DCK? Whichever one Ben Morris had written. I thought it was hot shit because it showed sprites in the 2D editor window but man, I would have killed for a 3D view like that. :) 
Zwiffle 
Both really. I use Eduke32 port, which does increase some limits. But stuff like that was possible before any port release, it's just the limits got in the way more often if you went overboard.

Some shots from other projects (on hold at the moment) The former two I'll probably get back to after my current. Unsure about the latter two.

http://img.photobucket.com/albums/v220/deathquakis/exampleproject01.jpg
http://img.photobucket.com/albums/v220/deathquakis/exampleproject02.jpg
http://img.photobucket.com/albums/v220/deathquakis/exampleproject03.jpg
http://img.photobucket.com/albums/v220/deathquakis/exampleproject04.jpg 
DoomBuilder Is What I Downloaded 
And it's awesome. I used DoomCad for the first Doom level I ever did (took like 45 mins to build the nodes), I moved on to DCK for the later levels I did.

I did several levels for a Doom 2 Megawad/TC that, other than my maps, I didn't think turned out all that great. One of my maps was a modified version of Polygon Base, but the other two were never released separately. I've always wanted to that. Now maybe I will. 
Wow, That Duke Stuff Is Impressive 
 
More High Res Quake Textures 
Some of you may remember I released a pack of high-res idbase textures a while back (thread here).

I've been messing around with textures again... my plan right now is to get E1M2 done. Early early days, but in the recent spirit of the thread, I thought I'd show my progress.

http://www.quaketastic.com/upload/files/screen_shots/e1m2_tex1.jpg
http://www.quaketastic.com/upload/files/screen_shots/e1m2_tex2.jpg

The plan, as always, is to stay as close to the style of the original textures as possible! 
Hey Starbuck 
sex meh! 
And Err, Shambler 
You scare me sometimes!



..scrote 
 
very cool, good job on preserving the original look! :) 
Looks Pretty Damn Impressive 
 
Its Like 
the original.....but clearer .... :O! 
 
OMG YES! Now THERE'S a man after my own heart. Those are awesome replacements, man, nice work! Totally true to the original feel but rezzed up nicely. Beautiful! 
Well Done Starbuck. 
In remaining so faithful and respectful to the original game you've done for Quake texturing what Metl did for enhanced engines and Kell & Necros did for enhanced features.

Your Base set was the only retex project I allowed to stay on my HDD and these new ones look set to do the same! 
Nice Work 
 
Nearing Public Beta.... 
I have alot of crap I still want to do to this map but soon I'll have finished replacing the textures I need to to be able to release a public beta...

http://student.cs.appstate.edu/freemancw/junk/shot0133.jpg

http://student.cs.appstate.edu/freemancw/junk/shot0134.jpg

:) 
Starbuck 
Looking forward to those textures!
They look really fantastic! 
Enhanced Textures 
Starbuck..,
You make me feel like having a carwash! 
... 
aww shucks, many thanks for the kind words for those textures. Text_Fish especially - I agree that metl/kell/necros have done a ridiculously good job keeping true to the quake spirit in their work, and it's warm and fuzzy to be mentioned in the same breath.

Will keep some screenies coming! 
Omg, Rubicon2 Leaked 
Heh 
DM only??!?!
Actually looks pretty neat! 
Starbuck 
Those make me want to ... grab them and apply them to e1m2rq, and ... put a Starbuck's logo next to the ferrari one. Awesome, awesome. Motivation++ (much needed)

Keep doing that... 
 
DM1RQ, too. 
 
http://blitz.quaddicted.com/pics/handyj_3.jpg
http://blitz.quaddicted.com/pics/handyj_6.jpg
http://blitz.quaddicted.com/pics/handyj_7.jpg

More UT3 screens, though those will probably be the last I post for a bit as I'm getting close to finishing what I'm working on 
 
lol Blitz I still don't get the point of the cars, but at least the lighting around the highway-tunnel bit is fuckin sweet. Everything else looks top notch, maybe a bit sparse in the first shot (lots of open space it seems.)

Is this just a DM level you're working on? 
 
is there a way you can reduce the light hitting the hedges at the bottom in shot1 (the hedges are also visible to the left in shot2). they seem to be positively glowing, brighter than every other leaf.
i guess that's the just the texture that's bright, except that it draws your eyes away.

i like all the vegetation in shot3 as well as the uneven interlocking bricks. could you maybe take 1 or 2 bricks out of the floor in the center and just leave a hole? or maybe break a couple? you've got the sides covered in dirt which is good, but it seems to me the center is where everyone's walking which is where it would be broken and worn down.

still don't know why the windows on the rear building in shot1 are a different shade of orange from the other two.

overall, very sweet looking map. :) 
Lol 
I know its my view but I just finished Daikantana and I can't help feeling somewhere deep in that pagode Heroshima still contemplates the parting of Mekiko and Superfly Johnson.
In that view I can fit in a broken prisonwall with cars around Alcatraz. 
Blitz 
Shots look very good ! Good job ! 
 
Really slick:
Hardware-Accelerated Global Illumination
by Image Space Photon Mapping
http://graphics.cs.williams.edu/papers/PhotonHPG09/ 
Awesome. 
 
 
Shweet 
 
Impressive! 
 
Cool. 
Retexture in medieval plz and no Quoth monsters xxx 
No Quoth 
 
No Quoth? 
Why the Quoth hate?

I admit I don't necessarily love Quoth, but I certainly don't hate it either.

So what's the deal? 
Because Its 
for remake quake? 
Actually 
it runs Quoth maps, too, but only if it has to. 
Yeah 
I wasn't decreeing that Ricky can't release a Quoth version as well, just that v1 is for Remake Quake.

And we added backwards compatibility for some mods as well - including Quoth - so a Quoth version could be made that also works inside RMQ.

Running it under Quoth would produce a load of errors, but it'd still be playable. 
Ahem 
And I wasn't decreeing that V1 must be for RMQ either... just saying it. 
Whatever 
as long as I get some ricky maps. 
Ummm. 
I didn't understand any of that. I'm just not a big fan of Quoth-heavy maps, especially base maps. I think Quoth does have some cool stuff, but if used sparingly. 
Quoth Rocks! 
But most maps only add the new baddies and little of the other enhancements: simple rotators, breakables, gravity triggers, grills, ladders, etc.

For more of those, I guess we'll have to wait for Kell's next release...

Kell? 
Quoth Monsters 
if used sparingly
QFT 
 
Retexture in medieval plz

e*m1 = base. always was and always will be


can't wait to have a look at this map ricky, obviously before exercising my evile E2 director powahs and demanding any bits i don't like be changed >:) 
 
Gorgeous, those textures are nice. The building in the upper right definitely needs some makeup. If Ricky was around 10 years ago there would have been some nice competition for CZG. I am jealous of those skills. 
 
Gorgeous, those textures are nice. The building in the upper right definitely needs some makeup. If Ricky was around 10 years ago there would have been some nice competition for CZG. I am jealous of those skills. 
Yeah 
Noclipping around I was reminded of Insomnia - lots of clean, big brushwork on both buildings and rocks.

rj - it's on the server ;) 
Ijed 
i know, but i'm not able to look at it yet :P 
Will Need Noclip Though 
At least the last version I tried. 
Yeah 
im working on that! 
E1M2 Retex 
Keeping you updated!
Some textures take longer than others, really happy with this one though.

http://www.quaketastic.com/upload/files/screen_shots/e1m2_tex3.jpg 
Nice 
 
 
superb

O_o

O_O 
He Looks So Happy! :D 
 
^^^ 
because he knows he's a good texture. :P 
 
mint starbuck. you should do comparison shots though 
Starbuck 
Wow, very nice ! 
 
Starbuck Q4 daemon texture?

Awesome!!! 
Gorgeous 
Starbuck, wow! NOW that is a lovely texture. My only nitpick is I wish you cut the wall texture to line up with the brick pattern! grrr, stuff like that drives me nuts. :P 
 
I think that's the fault of e1m2.bsp :) 
Starbuck 
very cool tex, only one concern: his upper jaw' teeth look as proper hollywood smile, i'd add a couple of fangs there ;) 
Thanks Guys 
Zwiffle
haha I'll never unsee the :D face now!
Maybe will have to tweak it...

[Kona]
http://img121.imageshack.us/img121/2559/e1m2tex3old.jpg

Sock
Cheers! I love your texture work by the way. You're right about the brick pattern not lining up to the edge - kind of a legacy problem, but I'll probably fix it anyway... that stuff annoys me also :)

Vondur
If Vondur wants fangs, Vondur gets fangs. This is just one of those life rules. 
A Doodle ... 
Medieval Courtyard

Image : http://www.simonoc.com/images/design/maps_q3/mcourt1l.jpg
Website : http://www.simonoc.com/pages/design/maps_q3/mcourt.htm

There are plenty more screenshots on my website if you are interested in seeing other angles. The images are designed to be darkish and moody and could appear too dark for some people. I tested them with several friends and this was the most popular brightness setting. If you have any favourite images or feedback on screenshot brightness levels, please let me know. The map is just a visual doodle, no gameplay! 
Sock 
Very nice design... and awesome visual :) 
Project Progress 
3 shots from my current project... progressing slowly, but progressing ;)

http://lambert.jeanphilippe.free.fr/Divers/GTH05.JPG
http://lambert.jeanphilippe.free.fr/Divers/GTH06.JPG
http://lambert.jeanphilippe.free.fr/Divers/GTH07.JPG

Maybe too dark... and as usual, comments are welcome :) 
Wow! 
very nice. My favourite shot is the first one, but I also like:

http://www.simonoc.com/images/design/maps_q3/mcourt7l.jpg

and the simple corridor looking out the window one. The brightness works fine on my screen. My immediate impression of the lighting is very good, but that it's a bit too saturated around the torches.

I like how the light is so intense nearer to the flame, but the falloff is a little abrupt. It might be nice to have another yellow light with a wider radius and less brightness, that just adds a touch of that yellow color to the surrounding wall.

Cool stuff. 
 
JPL: Nice. But seriously, don't use minlight. Try it and you will see the difference.

sock: Nice. Glassman'ish. It saddens me to see how you keep churning out new Q3 stuff while I haven't even started making up for my pathetic attempts... 
 
Sock: Looks like Oblivion - cool shit.

JPL: Looks cool but also very drab. Dunno why, but the screen shots look washed out (is it minlight? I thought it was just the Contrast or whatever turned way down.) Maybe it's because I just played through Mirror's Edge but color seems to be the wave of the future! 
Comments. 
JPL, looks good, big up medieval style, keep it going.

Sock, very nice. What's happening to MOTEOF?? 
Nice Shots! 
@Sock: Why not center the windows in the outside shots so that they aren't immediately next to the towers?

@JPL: I think the drabness might be the textures. Those columns against that brick wall over that tiled floor...nothing pops! 
JPL 
to nitpick, please replace that cobweb/marble or whatever it's supposed to be, texture on the pillars. I've always wondered how TF that texture got into the otherwise great DKTE3 set when it looks like something ripped from Duke3d. seriously, go for something more solid looking. Second, and this might be heresy, put the minlight up so that the shadowed areas actually still have some texture - BUT at the same time, add more real light sources. I realize that this is how I do things and I do mostly outdoors, but you've built the architecture now let us see it, and your map does appear outdoorsish. Indoor dungeon/zer/elder world darkness is different but in this case, let us see the architecture. 
Woot 
Starbuck: yey! hope they won't be too big to destroy the original image ;)

sock: that castle is impressive! 
Sock 
Is http://www.simonoc.com/pages/materials/tpmedieval/index.htm not intended for download yet? I cannot find the link but I really want those! 
Oooo Lala 
@Starbuck: Oh I did not realise that texture alignment issue was in the original map. I never really noticed all those years ago. I look at maps a lot different nowadays.

@JPL: You need a bright sky, the black sky + dark textures makes everything too dark and bland. Also can you get higher resolution textures? The existing one's look very blurry. I like the architecture and attention to detail with broken pillars but you need to make it feel outdoors. I am never a fan of the black sky thing, it just seems a waste of pixels when you could create a cool sky vista instead.

@negke: The map is just a doodle, nothing special just an experiment with architecture. Find a photo of something you like and just build it, instead of getting involved in gameplay all the time.

@Zwiffle: Thanks :)

@Shambler: Edge of forever is nearly ready, I have been waiting for the VO to be recorded. If things go right with testers it should be available this weekend! :)

@generic: The windows outside line up with the architecture inside and the original source image of Hampton Court placed the windows next to the outside wall support. Initial position of everything came from the source image.

@Vondur, thanks :) 
Medieval Textures 
@Spirit, I will release the textures once I release the edge of forever map. I have been waiting for the VO to be recorded, everything is finished. The texture pack page is just a placeholder at the moment, I will add the download link soon. 
JPL 
Nice shots - the map looks very evil and hellish.
Possibly the smoothest arch in Quake 1 eva?
As for the textures, well the marble pillar texture looks no worse than the texture you have used for the walls.
I think you could spend a bit of time experimenting with some nicer textures. Or touch up the ones yu are using.
As for the lighting - well I dont think you should use any more minlight - add some very low level light entities with a low (>1) wait value near to any totally black areas which you want to be lighter. Remove all minlight from the map. Thats what I would do.

To be fair the textures I am using are ported Quake 2 textures and I am well aware that I will have to re-touch them all before I can say that they look good.

Sock - you rock. Very realistic architecture.
Just a shame its not Q1SP :P 
Thanks !! 
@negke & RickyT23: I already tried to not use minlight, but the map becomes really really dark.. minlinght value is set to 20 if I remember well, so maybe the fact I increased brightness and contrast of the pictures makes this "washing-out" effect.. though.. Actually ingame it is better (visually speaking) ;)

@Zwiffle & generic: It is intentional if it looks "drab" (I would have said gloomy).. as it is a CDA sequel, and that the map is supposed to take place in Hell, it has to be drab/gloomy.. Also I guess you are right: you played too much Mirror's edge ;)

@Tronyn: You are an "anti-negke" in term of minlight setting :P Seriously, the visual effect I want to achieve is a really a doom-ish/gloomy/dark-ish/evil-ish level... with a really oppressive and scary ambience.. like it I suppose it is in Hell (just missing people suffering here and there) :P

@sock: I understand you point... and the skybox is particularly dark (I am using Doom3's Hell Guardian skybox)... Nevertheless at its bottom, there is a kind of burning lava that is awesome...

@Shambler: Thanks for the support ;)

So to let you know (if didn't have found it by yourself), textures comes 99% from DKT3 and Doom3 converted texture set.

So, thanks a lot for the comments, I'll try to adjust minlight and light value to something nicer... also, I didn't enabled the "extra" process for light tool.. that may explain the lightning does not look as good as you are expecting it... anyway, thanks a lot for the comments ;) 
Sock 
beautiful!

and if anyone finds those images too dark, their monitor is not calibrated right. 
Jpl 
shots 2 and 3 are nice. shot 1 feels a bit bland. 
Tronyn 
It's supposed to be marble I think, but without being able to look glossy it loses the intention some. 
JPL 
I'd Make the pillars a lighter colour than the walls - not white, it should still look gritty. I'd also make them flush to the walls, cos pillars are never placed that close without being attached.

Can tell the contrast of the image has been modified - makes it difficult to make comments, especially since you're seeing a different version from everyone here.

Final thing - why does the arch have so many brushes? Is it mdl? Personally I'd use the faces on (you guessed it) the pillars. Just because they're closer to the eye line - players don't look up constantly. 
:P 
Sorry, I was talking crap - I had my monitor gamma set high. Reset now, and the shots look ok for lighting.

Though maybe delay 5 would help provide softer edges.

Have you tried r_lightmap 1 ? 
Jpl 
Use low-value light entities instead. This will make the map less dark while at the same time making the dim areas not look as washed out, because there'll be very subtle variations in contrast. It's more work, but it'll pay off. Don't be afraid of dark corners.

I agree there's something odd about the marble texture. If you keep it, make sure it's properly aligned on each face. 
Jpl 
Don't be afraid of dark corners.

With spawn hiding in them... 
 
and Shambler... 
And Willem 
looking at your crotch.


I think the shots look great JPL - I really like the lava. definitely agree about it needing to be darker though - and I have pretty mixed emotions regarding the pillars. 
Well... 
... I reused same texture set I used in CDA for sequel consistency reasons (hence walls and pillar textures choice)... Now I have to test different lightning settings (without minlight first) in order to see whether it looks better or not... and I'll try to align the pillar textures (I think it is possible with Quark using a tagged face and the "around pillar" function... let's make a try)

And I take notes abour spawn hidden in dark corners... sounds interesting in term of insecurity feeling >D

OK, so thanks a lot for the comments: you rock ! 
#6604 - Classic Quake Trap 
"classname" "item_soap"
"target" "Shambler" 
Hah 
 
Sunlight 1 And 2... 
Might help in open areas, but you will have to be more creative indoors ;) 
LOL. 
Your new map, negke?? 
LOL. 
You are demented, you know that?? 
ROFL!!!! 
That is the best thing I have ever played. 
 
lol 
Hahaha 
awesome 
Yo Dawg 
Yo Dawg 
I heard you like beta testin' so I put a beta in yo beta so you can test while you test.


Sorry. 
Check It 
Hmm 
I would seriously reconsider that green lighting / fog, it overpowers everything else in the map.

I've never played the mod, so no idea if the layout is good or not, sorry! 
 
i suppose your right, ill get on it :o 
Since It's All Silent Around Here... 
Woot 
Oh Yes, 
Wait a mo, that one was released already? 
 
that was rj's map that originally had q3 block10 textures. 
Yus 
ijed emailed me a while back asking if i'd be up for donating it to the project. i obliged and duly became part of the team :) 4 & 6 are also heavily in progress, maybe 7 too at a later date.. 
Fullbright So You Can See 
Pretty Cool Metch 
put trim around those platforms and put in lots of spotlights? 
Gb 
Neat. The streched tile texture in the second shot could use improvement - mask the c/p transitions. 
A Small Wip 
Looks Great 
Which engine?

Point of fact, which game?

The green tiles look a bit washed out... personally I'd go for a terracotta or something, to tie in with the other details / lighting.

If you're wanting the red/green contrast maybe a bit more saturation. 
 
Those are Unreal Tournament textures ... so maybe UT? Looks good though! I've always loved that set. 
Shanechurch 
havent seen that used in a while.

Needs more saturation though like ijed said. DM or sp? 
It's UT 
It's DM.

Here's another 'wider' view of the area. The area on the immediate left hasn't been touched really so try to ignore that.

http://i853.photobucket.com/albums/ab94/AEnoch29/Shot0007.jpg 
 
Wow, UT 99? Awesome! Love that set... Definitely break that floor up with some tiling variation or something. 
I Suggest 
trying some of the converted WoT floor textures. 
Floor 
I've been looking for some tile variation textures so I can do patterns of some kind on the floors. Floor textures seemed to be over looked in past games.

Not sure where to find the WoT textures. Unless it's quake, finding things for older games is tough. 
Hmm 
not sure either. I imagine if you grab a WoT themed UT map though, such as dm-baal, they would be in the unr? 
Beta Testing 
anyone interested? if i could get one or two testers for a q1sp, that'd be great.
email me at the address listed on func. :) 
Slow Progress 
The courtyard/plaza area is getting close to being completed. Still more details to add.

http://aenoch.webs.com/Shot0017.bmp

http://aenoch.webs.com/Shot0018.bmp 
 
looks like a good place to be! :) 
That Looks Great 
The Mission Landing soundtrack from UT started playing in my mind when I'd seen these screens..

How goes e2m2 Ricky? :) 
Very Nice. 
Put some tables and chairs out, I'd drink a cold beer there for sure homie. 
I Like That Look 
lighting needs tweaking though 
 
If your PC does not melt I highly recommend you enable some Anti-Aliasing. 
Wish I Could 
I lost my PC in the divorce but got to keep the old laptop. Anti-aliasing isn't even an option in the ATI control center. :( 
 
I like those screenshots a lot. Keep it up. And make a quake version from it :) 
RE #6641 
TBH I havent started on it yet, but I have been working on finishing e2m1 since I last committed a version. Its even bigger now :P
Building the last room rly.
I keep thinking of starting on e2m2 but I would have to keep loading different textures into WC and that puts me off. 
 
Some non-quake stuff if anyone is interested, just to update this thread for the sake of updating it and because I'm bored...

Something for Thief 2, slowly getting there. Exterior is pretty much based off of the manor of Ditton, since I really liked the simplicity of its design, but won't be completely the same either. Still very WIP.
Image 1 | Image 2

Ditton photos;
Ditton 1 | Ditton 2

And just something I've been messing around with in DarkRadiant for The Dark Mod. Again very early, but my focus right now is the Thief 2 project, on and off. Image 
Trinca 
How goes the map? 
 
 
Pretty Cool Looking Q3 Ctf Map By Noruen 
couple of screenies. I love the terrain work.

http://www.quake3world.com/forum/viewtopic.php?f=10&t=51&start=4725 
^^^ 
Wow 
looks badass. id games tend to present a coherent art style that can be expanded upon or reinterpreted, in some cases that style is way too narrow (ahem doom3), but it's nevertheless there. in contrast, epic games seem to have map themes totally up for grabs. that has its own strengths, but it's always a pleasure to see new, unique versions of "id hell" like the above shots. badass terrain indeed. 
OK 
What am I missing? These shots don't really look particularly impressive. Admittedly #2 peeks my curiosity, but #1 is just plain bad. 
 
 
 
looks like an interesting mix between medieval and q1met. i'm not a fan of the texture used for the steps, but i always loved the blue/yellow floor tiles. :)
poor jesus seems to be a popular guy in this map. ;)

i don't think rotating the dragon windows 90 degrees is a good idea though, as they are clearly drawn to be oriented vertically.

what could be interesting is if you recolour all 3 of the dragon windows to share the same colours, you could place them all side by side without looking repetitive. the dragon windows look quite cool, imo. well, i also love the sunbusrt/dagger window as well. oh, and the flaming wings/sword one too. ok, i like all the window textures. ^_^; 
Looks Cool 
Can't wait to play it in low-res textures :P 
 
 
Yes, Trinca! Yes! 
I especially like the spotlights and the carved ceilings :) 
Quick Shot 
Lighting isn't done in this area. Just added some torches so I can see.

http://aenoch.webs.com/apps/photos/photo?photoid=80196028 
 
mental screenshot...

you walk into a large room, ikblue room with those interlocking blue stone floors.

there's a massive machine in front of you, suspended from the ceiling. a conveyor belt is beneath it. stacks of blue bricks are everywhere.

you watch as a nozzle moves down over the conveyor and pours some blue slime onto the belt. it's a tarbaby!

luckily, you are hidden, so it doesn't react.

the conveyor starts to move with the tarbaby still on it. it moves the monster out of view into another large machine.

a moment later, out pops yet another blue brick that falls down amidst the piles.

o_o 
Hmm 
Eat less cheese before you sleep... 
 
BTW, necros, I love this compiler UI you wrote. I use it all the time! 
What 
give link =) 
 
I think it was that level efficieny thread or whatever it was ... something about "how do you map?" iirc? I forget.

But yeah, looked promising, wish it got finished. 
Daz 
http://shoresofnis.wordpress.com/2010/03/30/ne_q1spcompilinggui/

instructions on how to set it up with the link on the bottom. (setup takes maybe a couple of minutes but after that the settings are saved in a config.ini file) 
Necros. 
Sounds well cool :D 
 
"max leafs visible: 666 near (208 304 -384)"

Hawt. 
Nice :) 
 
And It's Mine.., Mine.., And Only 
 
hhehe n9ice pic! 
Started Something 
http://wstaw.org/w/5W0/

Granted it's not even a wall and a whole ceiling, but first map I've started outside of work in years. 
No. 
...bricks on beams.

Other than that, cool, welcome back. 
 
:( is not Quake :|

delete and start a Q1 map! 
Heh 
Its got that ProdigyXL style already =) 
Nice... 
... shot, indeed ;) 
Whoa 
a wall and ceiling surrounded by blackness. truly an awe inspiring map. 
Haha 
well, it's a nice section of wall that could eventually be really cool. but yeah, needs more before i can really comment on anything. 
A Night And A Day 
http://qrf.mine.nu/~metch/pngs/gore2.jpg

can you guess the inspiration for this?

hint: its an album cover 
 
What's great about mapping is that it always works best when one should be doing more important things.

http://negke.quaddicted.com/images/fitz0000.jpg 
Interesting... 
architecturally. Not so certain, texturally. Better make it nice and dark but with good, glowy lava :-) 
 
Terrible lighting, makes it hard to see any structure in that mess!


Rusted metal with metal/concrete (I never thought of those as metal to be honest) on the other face looks weird to me. 
you and your amazing off-axis mappery! i always shy away from that because it makes creating brushwork many times harder, but the results are always amazing. 
 
 
My Motto 
"I am the wizmet king, I can map anything." - The Func_Doors 
LOLLLLL This Complain Is Mine... 
"This way at least I don't have to worry about Spirit posting black screenshots!"

:( 
Not Sold 
on the texturing, but I will take that brushwork. 
 
Ijed and Negke are you guys up for some beta? 
L4D2 Shots... 
I've been tinkering with L4D2 mapping for about a week now and I think I've got a good grip on Hammer now. I'm working on a small survival level to get my feet wet and while I don't think this will actually reach a complete state, it's been great fun working on it. The idea here is that the battleground is an old bus terminal (which itself was converted from an old barn). It's got a restaurant upstairs, places to wait for buses, and the usual amenities. Not sure what to do with the parking lot area yet - I was thinking of turning it into a military stand off type thing. Lots of bodies, gore, etc.

This level is a VIS terror, I know. That's why I don't think it'll actually become a real release - but it's fun to tinker with!

http://www.wantonhubris.com/L4D2_Shots/shot1.jpg

http://www.wantonhubris.com/L4D2_Shots/shot2.jpg

http://www.wantonhubris.com/L4D2_Shots/shot3.jpg

http://www.wantonhubris.com/L4D2_Shots/shot4.jpg 
Well 
There are a lot of things you can do to cut down on Vis time, such as func_details and hint brushes and whatnot. There's a lot of things you can do to optimize and give Vis a nudge in the right direction. 
 
Yeah, I know, I've just not really paid attention for this map. It's my learning phase, you know. I think VIS won't be the problem but it might be chuggy to play since the building is full of holes... 
It's Nice To See That Those Chairs Are Being Well Kept 
can't say much for that bathroom though 
 
Haha, well, the idea was that I was going to build the place basically in the state that they would have left it - and then fuck it up some to represent the zombie situation.

It's not working out that way as I'm doing bits of destruction here and there as the whim hits me. The bathroom was the first casualty. 
Bathroom Looks Good 
the rest is a bit plain. 
 
Trinca: If it doesn't include DBSing through hundreds of hell knights, sent it over.

Willem: Who would convert a barn into a bus terminal?! A road diner would make more sense. I agree it needs more chaos - toppled tables and chairs, menus and napkins on the ground etc. The graffiti seems out of place, the toilet a little too worn down. 
 
Work in progress! :) The place will be zombified, no worries. 
One Other Thing 
the outside roof design looks strange in the 2nd shot. Not quite sure why but it looks out of place for the setting you describe. 
 
negke on hard just have 100 :\ so... :) 
L4D2 
Working on getting a feel for L4D2 levels and how buildings should be structured. First attempt:

http://wantonhubris.com/blog/wp-content/uploads/2010/06/BuildingA.png 
Willem 
Looking good so far, quite believable structures. Looking forward to whatever you come up with. 
 
Amazingly enough, I could see orange as a very believable choice for a strong jazz club. Structure's looking good too, though I imagine the top level could use a few more windows (or skylights). 
 
That looks like a really solid building. Wish I bothered to spend time playing around with cool shapes like that. Good show old chap. 
Some Progress 
Good Effort! 
First thing I wondered was, why the pillar stands so close to the wall, as for carrying weight it should have some distance.
But that's just seeking needles in a haystack.
Most of all that gun in the second pix reminded me of my frustration in the original game (/) I could only use it once.
Tiles versus rock very good done. Keep it up! 
 
re 6699: i thought that was the actual texture for the jazz club until i looked closer and noticed they were dev textures. :P like vigil said, it actually wouldn't be a bad colour to go with. you know, faded and busted up a bit, but still. :)

re 6703: been looking forward to this map for a while now. bricks and tile detail is good, lighting is maybe a little flat from sunlight, but there are some nice shadows and contrast now. 
Willem 
cool shapes.

jpl, why last map? 2nd pic looks nice. 
Last = Latest 
.. don't worry ;) 
 
That looks great, JPL. 
But 
that's a Malice gun, isn't it? 
Quoth... 
Plasma gun ;) 
Did Quoth Invent The Plasmagun? 
I thought I saw it somewhere before that release.
(explaining my wondering I lost it after the cells were gone) 
 
the quoth model and sounds are original. of course, there have been dozens of 'plasma rifles' going back to doom's rapid-fire gun which i'm sure everyone is familiar with.

the gun is supposed to be similar to quake3's plasma rifle what with it's rapid fire, medium damage and small explosion radius but more in-line visually and audibly with the 'phased plasma rifle in the 40 watt range' from the original Terminator. 
Shots. 
Willem I like that building outside, the curves look good, need to see more of that style, i.e. cool structures rather than just relying on textures/details.

JPL, looks good, Madfox has a good point tho... 
8 Bit Demo 
Not a map, but a way to demo maps online.
http://qbism.com/_extfiles/ac.html

Will go out of my way for a rotfish, now, something about the sound. 
Whoah... 
pretty cool... and you have transparent water too!

Is this a package that's easy to put together (given map x and demo y?)

Is there a way to set a smaller resolution (so you could embed it in a webpage the way youtube videos can be, rather than fullscreen? 
Geez 
you wouldn't even have to download demos anymore, you could just watch them right in a release thread o.o 
FlashDevelop 
It's not too hard, especially after setting it up the first time.

A wad is made with the map, demo, and data.
An IDE called FlashDevelop combines this with the engine, which has been precompiled to Flash.

The view window can be any size and imbedded in a web page.

The engine is an enhanced WinQuake based on the Makaqu engine and ported to Flash. Can play some big maps but not quite up to Marcher yet. 
Geez 
You wouldn't even have to play the maps anymore, you could just watch them right in a release thread o.o 
Bloody Hell 
thats pretty cool!! 
Proposal 
Spirit adds demo upload to quaddicted (or integrates with willem's upload site), and adds a way to embed flash for any map.

So basically youtube for quakedemos, you'd upload the demo and would get back an embed link.

in a month or two I even might volunteer for some coding. 
 
QuakeTube would be very cool.

Of course it also requires the bsp (and/or the required mod) to also be included in the map.

But if those are already hosted on the server, the user only needs to upload the demo still. 
Also... 
Maybe this is already solved, but there probably needs to be a way for the embedded flash to pass its width and height into the software renderer so quake's video launches with the correct dimensions (so you don't get pixel scaling.) For small embeds (say 320x240) this would be much better than scaling down an 800x600 render, which would be both slower and not look as good. 
 
As it stands, video resolution can be modified, but it's baked into the Flash engine code. The web design and code would need to match to avoid pixel scaling.

To clarify, this Flash demo is a self-contained swf file with all needed data- pak, bsp, dem, progs.dat, etc. Nothing is 'streamed' from the server. 
Yeah... 
So what i was wondering is if there's a way for the flash applet to pass height and width into the engine at runtime (perhaps when the flash initializes it needs to write out a vid_mode into a config file before the engine reads it?) Otherwise i guess you would need to pick a size at the time you are uploading the demo.

And the idea was that the user uploads a demo and the server generates a flash file (which would include the bsp and mod pakfiles if needed) but the user doesn't need to provide them if the server has them already (like quaddicted does.) 
While Being A Nice Techdemo 
Sorry, but it's useless in practice. We had this discussion when the first Flash Quake came out.

It starts with no legal way to do it unless you use fugly FOSS art. And it ends with a shitload of data being downloaded each and every time (maybe some HTML5 stuff could work around that).

Last but not least Flash is cancer and needs to die.

You can simply create things like http://www.quaddicted.com/tips-and-tricks/launching-maps-and-demos-with-a-doubleclick/ if you want an easy way to start demos. Or have an engine that can handle random files tossed at it. 
Flash 
has the advantage that everybody can see it. I can show demos of great quake maps to my father, or my friends. Maybe we'd get more people into quake again ;-)

Legal problem: hm, I'm not into the q1 stuff, but I'm not sure it even is very different from distributing custom maps, so long as we don't allow demos on stock maps. Of course we need the models. Anyway, couldn't we ask ID if distributing the textures and models to play demos on single maps is a problem? There's not a lot of difference to a movie. 
Welll,,,, 
an alternative is to simply generate an actual video and upload it to youtube. If we can magically generate flash applets surely we can magically generate a video. 
 
yeah, cant demos be made to output in avi or some other format? 
Yes 
Extremely fast and easy (once jdhack finally releases his engine). 
Metlslime++ 
Use videos. 
 
Quake demos in youtube will be awesome! 
QDQ Guys Aready Put Their Demos On Youtu.be 
 
Videos Have Drawbacks 
who has the bandwidth and processing power? 
Youtube 
Your problem applies to flash quake solutions more than it does to video, really. 
 
Videos are better for the environment. Encoded once and then people can play them with very low cpu/gpu stress. I am only partly joking. Everyone has the bandwidth. 
Err 
You need a server that generates the video (lots of cpu and disk), encodes it, then uploads to youtube (lots of upload).

Or is the "huge file once" thing not that much of a problem? if a 30min demo recording is 500+mb (is that even acceptable quality?), then you could serve about 50-100 flash thingies for that.

also, does youtube have an API? 
 
You can simply create things like http://www.quaddicted.com/tips-and... if you want an easy way to start demos.

i got four words into that article. 
 
Scroll down to the comments where metlslime shared a Windows version of that idea. 
Not Using Videos 
Is a fail. 
 
I recorded a demo runthrough of one of my maps, used darkplaces to turn it into a video, and uploaded the ogg theora file straight to youtube. Quality was pretty good.

Don't see the problem, really. 
The Raw Swf... 
...now smaller file size. Self-contained.
http://qbism.com/_extfiles/ac-qbS8.swf

It's not getting data from a server etc. Not a 'streaming demo player', not playable as a game, just linear playback of a specific prepackaged demo. Similar to video, resolution is pre-determined and it can't be resized w/o pixel scaling. Although versions at different resolutions can be created in advance.

This isn't a replacement for videos, just another option with pros and cons. 
Qbism: 
I think you misunderstand -- we're describing an imaginary web app that can accept demo uploads from a user and package that demo, plus quake pak files, plus the bsp and perhaps a mod, into a unique swf file. All data except for the demo could live on the server already, and the web app could do the packaging.

The result is the same (a custom swf that plays one demo) but the difference is a web app automates most of the process. 
Anyway... 
nice work on getting the size so small -- did you edit the pakfiles to include only the minimum files needed? Or is it just compressed? 
Web App 
Now I get it! The server could assemble the minimum files needed from a large resource. That is what I did manually to get the file smaller. (Plus they all get zipped.) An automatic system could do even better. 
Client -> Server Keepalive 
http://necros.quaddicted.com/temp/ne_t1_2.jpg

smaller this time. 1600x1200 is probably excessive. 
Allways Have A Shotgun Handy 
when reading ancient lore. 
Necros 
Yes. 
Ditto 
so clean man, looks rad! 
Broke Up Some Floors 
Also 
Shot 1 looks better, but a) pillars standing on a grille look very unbelievable and b) you need to frame that hole in the ground on the right of the shot using some sort of trim, otherwise it looks odd I think. Best thing would be to add the trim to the floor texture that is being cut off diagonally.

Other than that, it definitely looks better than before, breaking floors and ceilings is a very important part of making a map look less bland. It can also help to use different floor patterns / textures in different areas of the map. These can be used as clues so that the player can learn the map more quickly. 
Shot 3 
Has got a Predator in it.

"I seeee youuu" 
 
i think sleepwalkr pretty much said it all. nice looking map and breaking up the floor with different textures is a great idea, but the pipes and grill interfaces aren't very believable. 
Oh Well 
Done 
as far as I can see.
towards which down
under I'll agree. 
Nice... 
How about adding some of the Quake Arcade Tournament (timfixed.wad) textures for a little variety? 
Negke 
hhhmmmm looks really nice.. a bit dark though... 
Negke 
Feels very e4m4... 
Guys 
how you're make that arch rotated at 45 degrees

with 90-180 degrees arch i have no problem, but with 45 its always pain in the ass 
Ps 
btw , negke the screenies look very kewl, cant wait to grab the (finished) map 
 
In Radiant I would just make a special 45 degree arch using the clipping plane tool, because then it fits all nice and comfy. It won't be exactly as the other arches, but most people won't notice/care. 
 
ooo, scaled textures. 
 
timfixed.wad: Hey, there are some nice texture variations in there. But the few medieval ones that would fit thematically don't convince me. I do use that stock red face-trim, though.

The map is supposed to be dark (the screenshot is probably somewhat Spirited). Theme-wise, it's nowhere as epic as e4m4, I'm afraid.

spy: Zwiffle's approach might work. Then again, I could imagine this might as well lead to misaligned brushes.
I usually create a regular arch and rotate it, then snap it to the grid and realign the vertices in 2d mode so the lines are all perfectly diagonal on the grid. It IS a pain in the ass, especially with Radiant, but the result is rewarding. 
Thanks Guys 
i'd hoped there is some easy way to make such arch 
Hmm 
tbh I'd say Zwiffle's way is less likely to cause errors, but it requires being able to 3 point clip accurately (not that difficult tbh) 
Hmm 
Nice map btw, liking the prevalance of 45 degree angles 
45-degree Arches 
You should be able to just build regular arches out of six-sided brushes (where the top view of each brush looks like a box, and the side view shows that the bottom of each box is slanted appropriately) and then skew them in radiant to get it onto a 45-degree angle.

If you use spog/czg style 12-sided cylinder dimensions, you should be able to keep things on a large grid value even rotated. 
So.. 
how do you use the third clip point then? 
Actually.. 
i never use 3-point clipping as it's too awkward to use (always appears at the 0 on the hidden axis, instead of somewhere on the surface of the brush.)

I primarily use edge draging and skewing to make most shapes. Occasionally vertex dragging, but that is only really useful on certain shapes (like wedges and spikes.) 
Omg! 
This isn't actually a map, but it's in Unreal, and it's the closest thing I've done to mapping outside work in a looonng time.
http://born-robotic.net/stuff/platform_01.jpg
All very much work in progress of course, no texture work yet (just normal and ambient occlusion maps). 
3 Point Clipping 
the three points define a plane that clips :o

basically, the first two set up an axis and the third generates the plane through it 
Megaman: 
not sure if you're responding to negke or me, but i know what 3 point clipping is, i just don't use it because the UI is cumbersome (have to either drag all three points hundreds of units until they are on the brush, or move the brush to the world origin before clipping and then back to the proper location.) 
More Messing Around 
http://jago.pp.fi/images/wip/ut3test011.png

yes, still no lighting
yes, I am slow 
 
megaman: I've had it with these motherfucking clips on this motherfucking plane! :P
Bal: Omg!
Jago: What's with that ramp/stairs thing - bricks?
Friction: Isn't it time for your annual posting of the same three D3 shots? 
 
Bal

NICE work. Very Shadow Complex mixed with Half-Life feel going on there. 
Bal 
texture it please, you know it already looks great. 
Unreal Bal 
Makes me feel as if I'm in the Mystery of the Sith's fallen spacecraft. 
Oms2 Shots 
As promised, here are a few screenshots of my upcoming map. The map itself is finished, unfortunately it exceeds quite a few of Quake's raised limits. (marksurfaces, nodes) and needs more time for optimizing and pruning, as well as beta testing.

So here are a few shots that should tease your taste buds, and what to expect.

http://qrf.mine.nu/~orl/oms2s1.jpg
http://qrf.mine.nu/~orl/oms2s2.jpg
http://qrf.mine.nu/~orl/oms2s3.jpg
http://qrf.mine.nu/~orl/oms2s4.jpg
http://qrf.mine.nu/~orl/oms2s5.jpg 
Wow 
that looks really different!
shot2 has great use of trim to highlight the structures and shot4 is impressive with it's melding of organic and inorganic.
the lighting is kind of bland though. not much contrast and very few shadows. with all the freestanding architecture, there should be some really dramatic shadows. 
Interesting... 
I am not so sure about those flame textures though. Looks promising!!! 
Flame Textures 
it'll really depend on what it looks like animated i guess. 
 
Looks really nice, Orl. Please don't make it ridiculously hard. 
Orl 
What others said: really nice ! Can't wait to play it... 
Nice Shots Orl... 
Also they give me an idea: Someone should make an "ikred" map... to go with the ikblue and ikwhite maps already out there. 
Orl 
Nice one, cool shapes. The orange bricks fit well, too. I agree you might want to change the latern texture (why not use a flame mdl). Animated lavafall? 
 
Orl look's awesome :)

Hope release is soon, need to kick some ass on these babys! 
Bonkers. 
That looks really cool. Love the terrain design, the broken architecture, the curves, lanterns and most of the texturing. Not sure about the blue stuff.

One thing - the trim!! Make sure it looks like actual trim that goes down a bit onto the wall, not just like something painted on the top surface.

Also nice to see well lit, clearly visible shots :). 
Orl 
This looks very good. 
Thanks For All The Positive Comments Guys :) 
gb: Difficulty levels will be supported, so it won't be ridiculously hard.

negke: I would use the regular flame model, but apparently I've already used too many of them (too many efrags) so I made the flame texture as a substitute. I'll try to make it more appealing though. And yes, the lava falls and waterfalls are animated. :)

Shambler: Blue stuff? What blue stuff? 
Orl 
looks nice but please tell me that is fullbright lighting.

Also, is that a monster to vis, line of sight seems to be unbroken in those shots.

Architecture looks smashing though. 
 
But if the map exceeds various other limits, requires an enhanced engine anyway, which would take care of the efrags things, wouldn't it? Or do you think it's still possible to tweak it to fit into the standard protocol?
Depending on how many lamps there are and how many free edicts you still have, it probably could be done with info_notnull flames (=dynamic entities). Or a proper lantern texture - illuminated glas. One of the stock yellow-tinted window textures, for instance. 
Blue Stuff. 
The metal trim in the first shot. I take it back, it's not that bad. 
Orl 
looks great, I like the flame texture, it's different but looks fine in the shots. Architecture looks great, a nice twist (uneven/broken/custom textures) on a Quakey theme. Looking forward to playing it. 
 
nitin: Lighting looks different in any map with a different engine, as well as what your gamma level is set to. I took those screenshots in glquake, and when they came out they were very dark so I manually brightened them. Chances are the lighting will look different with your setup, possibly darker.

Also, is that a monster to vis, line of sight seems to be unbroken in those shots.

I'm sorry, but I'm not sure I understand.

negke: Believe it or not, the map currently exceeds some of Quake's enhanced limits (clipnodes are sitting at 64k, marksurfaces at 70k, nodes at 35k etc) and efrags are currently above 2048, which is enhanced glquake's limit. There is no chance that this map will fit onto Quake's standard limits.

As for the lantern texture, I'll try to make it look a bit more respectable, but I can't guarantee :) 
 
If that's the case, then using the hack for displaying flame models would work out fine. It would take two entities for each lantern if you want every single one of them to emit that fire sound, too.

Lantern texture: To specify what I meant earlier - e.g. the yellow region in window02_1, or a modified version of window1_3 (or 1_4?), or possibly something like +0light01. At least those would be textures readily available without additional effort required. 
Looks Good 
I like the rocks a lot.

Shame about the flame models - what engine are you running it in? 
 
negke: I had a look through the teaching progs dat new tricks thread, but I couldn't find the specific hack you are mentioning. Could you point me in the right direction, or re-post it?

ijed: enhanced glquake is what I was using. 
 
i think what negke was thinking of was the trick to get around the static entities limit. however, you mentioned efrags which is something else.

from aguirre's site:
"Too many efrags!"
This console warning is normally caused by having entities (typically torches) too close to or
even partly inside solid walls. Another possibility is too many (or too far apart) brushes that
are included in one brush entity. EFrags means Entity Fragments. Enhanced Win/GLQuake has higher
limits.

as you can see, the efrags problem is not directly related to the # of torches. check your func_ bmodels maybe. 
Other Possibility 
So it can probably be fixed by making the lantern cages into func_illusionary... 
Ijed 
How could making the laterns into func_illusionary help the efrags problem? I'm still not 100 percent certain what causes efrags in the first place. 
 
well, according to aguirre, it seems to me as though it has something to do with a bmodel being in more than one 'vis zone'. i don't fully understand all the bsp stuff, but when you vis a map, each volume separate 'area' which has faces assigned to it (ie: it can be visible or not such that it will or will not display faces attached to it) would be like a 'vis zone' and entities that have a bounding box (anything that has a visible model and isn't explicitly set to be a point entity via setsize() in qc can touch more than one of these zones. this means that the entity has to be attached to more than one zone and in a visually complex area that has been split up many times by vis, that entity could potentially be attached to quite a lot of these zones. these are entity fragments (efrags).
now if you have a big bmodel (say like a really tall elevator), it could be attached tons of zones and if you had more than one of these elevators (or equally larged doors, trains, etc) you can see that it may run over the limits.

but i'm honestly not even sure what i said above is right. :S bsp and vis are not transparent subjects. :P 
Right 
But I suspect that those small cages are causing complicated leafs. Efrags is related to 'solid walls' - that doesn't mean walls, just anything that's a world brush.

This is just an idea, but maybe the flame models were causing the bug because they were too close to fiddly world brushes. If they become entities then there's no more problem since they no longer define the vis tree but are commanded by it.

In other words, they become visible or not as vis says so, instead of causing the vis to be more complex.

On the other hand, necros could well be right... although I'm not so sure for two reasons. Firstly, you've already identified the lanterns as being the problem, for some reason. The second reason I'm just pulling out of the air and half-remembered conversations, but typically when you've got a large bmodel that's producing the efrags bug it's also subject to entity flicker (becomes visible/not) because it's residing in multiple leafs.

The lanterns are small... so I doubt that's the case. But I could be wrong. Those bars though are already producing multiple additional leafs though - the viz zones Necros mentions.

Either way, small brushwork tends to produce these types of problems and bump your compile time. It's a habit but I tend to avoid using such and go for alternatives. With a hack you could put the Nehahra lantern model in there instead. Not sure which hack though. 
In Fact 
Open the map up in Fitz or Quakespasm and use the command called r_showtris 1 (I think that's what its called) which will show you exactly what viz is allowing to be drawn.

If the lantern cages are creating the efrags problem then you'll see wierd effects there in comparison to the rest of the map.

Won't be easy to see though since they're small.

En fin. My advice, so you don't have to do too much work or a visual change, is to group the bars of each lantern into singular func_walls - func_illusionaries being slightly cheaper.

If it doesn't work at least it's a simple change to test, and should speed up compile anyway. 
Orl 
Which flame entities did you try it with - yellow or white? I can't imagine small_yellow to cause problems if the inside of the lantern cages are at least 20-24 units high. 
My L4D2 Bus Depot Of Death Lurches Ahead... 
So much work! It's getting close though. I have to fix the lighting on some of the meshes, especially in the third shot, but I'll lump that into my upcoming mega-epic clipping brush pass.

http://www.wantonhubris.com/L4D2_Shots/busstationofdeath0000.jpg

http://www.wantonhubris.com/L4D2_Shots/busstationofdeath0001.jpg

http://www.wantonhubris.com/L4D2_Shots/busstationofdeath0002.jpg 
 
L4D city environments always remind me of Tony Hawk games. I wanna ollie on that pavement.

It's only missing the bums and destroyable fire hydrants.

Looks good of course. 
Willem 
Lookin really good, can't wait to get my grubby little hands on it. It's scavenge right? Or are you going to turn it into a campaign or some such? 
 
Survival. I don't have anywhere near the time necessary to do a campaign. :) 
That Looks Great! 
... does it mean your q1sp is cancelled or just delayed? 
 
"does it mean your q1sp is cancelled"

To be honest ... yeah, probably. I just can't work up the energy to work in Quake these days. It's too limiting and I find that I'm just plain tired of the monsters. Maybe I'll get that spark back some day in the future... 
Bummer 
oh well, good luck making bus stops! 
Orl: 
Nice shots - your rockwork has never looked better :)
Also the lava falls are really cool looking. And the whole map looks very organic - like it is falling apart. I'm only gonna say that perhaps the lighting looks a little bright. It would be very atmospheric if it was a little bit moodier and darker, with some dark shadows for monsters to lurk inside :)

Willem:
Also cool shots :) I would like to see more of a distinct theme, like a specific location. Although I understand that you are finding your feet with the L4D style. And I also kinda understand that "generic suburbia/city streets" IS L4D style, so, er....... I dunno. Just seems very well built, but a bit samey. 
Oh Yeah 
orl, I really like the looks of those shots and am looking forward to messing around with those textures myself. I love it when people expand on quakey themes like you seem to be doing! 
I Agree With Ricky About Willem. 
Looks okay but I would prefer more visual hooks. I liked that untextured building shown before. I think with all the props and detailing and effects and shit, the importance of impressive structures can be lost these days... 
Yes...............................................................,but 
quake does more with less. 
Bleh 
I Like The Last Shot 
looks cool 
 
the city street shot looks really nice. i like the variations of roof heights as it makes it look like more than just a sky brush on top. 
 
i like the variations of roof heights as it makes it look like more than just a sky brush on top.

i agree, however i cannot say the same about the rock-tops in shot 3.. they seem a bit uniform. otherwise very nice though 
Madfox 
Slowly but surely you are becoming an 'on grid' kind of guy ;)

Nice shots! 
 
Thanks for you're answer!

@nintin - crunching my first terrainmap. It was a big chunk of Quakers outmeal, before I had the hom undom.

@necros - I would like to make them deeper in the horizon to enhance the feeling of depht.
But this map is so large I can't do anything more or I hit warnings.
32719 clipnodes.

@rj - strange, I added mdl-rocks to break up the uniform structure. Someone else complainted about the severence of uniform appearance.

@generic - I'm playing my wits to get it done! 
Looks Great 
Are those hand rails .mdl? Personally I'd remove the blue dots and just leave them black all over - the blue dot looks stretched.

The rocky areas could do with some green stuff - especially in the last shot there's green in the skybox whilst the terrain the player will be exploring is uniform brown. .mdl trees, moss, plants or bushes? Doesn't need to be much, would just be a nice tonal offset. 
Go Ahead 
and play it, see for yourself in the newspost.
My greatest concern was to get the texture of the endboss in the same value as the brushtes.

But as models are lighted different then plain brush texture I gave up. More from the point of vieuw that every engine has its own light specs. GlQuake suits more, Fitzquake less.
Telejanos blackens out, etc. 
 
i would say you succeeded, actually. i didn't notice anything until the thing started moving. :) 
Well 
when you know it is different. It gave me headaches to cover up the texture.

First I thought it would be just making a screenshot of the brushside, and take the same part on the model.
Then the shape of the texture wouldn't fit, the seize started to get smaller, and finally I ended up with a mirrored texture.

Strange that the colour of texture makes that difference on models or brushes. 
Yeah 
I even have it downloaded, on a handful of different machines... look forward to fragging Granito again. 
 
It looked great in DirectQ, my favorite engine of late. 
Titan Map 
 
Space colony with lots of spaceships and International SpaceStation (PlayStation) would make good senarios with that backdrop. 
Looks Goos. 
The ship is the level? 
Goos. 
Textures!! The front ones don't match the side ones at all!! 
It Looks Like Lego. 
 
Me Likes... 
The front texture does match, just customize it so the flat gray beams line up at ships edges. Then wrap the ships side dark gray texture bit about 32 units onto the front (add it onto the customization for the front texture). For the roof, continue the side angle higher to area the grunt is in. Then level off.

For the landing pads, use 4 steel girders like in jets maybe (with angled support struts). If you make it move it could dock onto something and latch at side door. It's a good start for ideas and looks good. 
I Think 
it's marvelous! 
Titan More Screens 
http://www.quaketastic.com/upload/files/screen_shots/titanpod.jpg
This shot shows the cargo pod thing. The idea is a space tugboat.

http://www.quaketastic.com/upload/files/screen_shots/timtanin.jpg
Shot looking out at the space port.

http://www.quaketastic.com/upload/files/screen_shots/titanbs.jpg
Inside the port looking out 
Cool 
The third shot reminds me of the scene at the start of Aliens where Ripley dreams a chestburster coming out of her. Nice Work!! 
 
that looks pretty cool. please tell me those cargo containers move?? pretty please? ^_^;
i really functional space station maps. one of my favourites was the first map in the second episode of duke 3d. i loved that the station was under attack by that one ship that was flying around. what great ambience. 
Yes! 
that it lovely looking stuff. how near completion is it? 
Titan Map/Duke3d 
Necros of course the containers move.

Been playing Eduke32.
http://www.eduke32.com/
http://hrp.duke4.net/
"Come get some":) If you have never played Duke3d or never played on a modern engine give it a go. You need a copy of DUKE3D.GRP

The Titan map is close. I would say 90 percent of the brush work, models and sounds are done. It's in about 5 pieces now. I need to finish up a connecting section then hope it doesn't crap out when combined on compile. It should break many of the OE Quake engine limits but that's what fitzquake085 is for.
I hope to have up for beta testing soon. 
I Presume. 
That 10% includes sorting those textures out? The map style looks very cool but stuff like that makes it look like a block of brushes rather than a spaceship... 
Still Mapping! 
Yet another bunch of pictures from the basemap I'm working on!

http://www.hrimfaxi.dk/prew/index.html 
Looks Good Hrim. 
Looking forward to it. 
Nice 
i like the ikbase textures and you seem to be doing a great job with them. :) 
Ikbase! 
i think i just came. 
Hrimfaxi 
Yet another Quake jewel in the pipe I would say... shots looks really good, and map looks to be quite huge: keep it up !! 
Looks Like My Kind Of Map! 
Really man - very impressive, size and style. Looks to be well on its way too. Looking forwards to this one :) 
Great 
That looks rather huge, with transparant glass!
Monster of a map, how can you reach that polycount. 
Madfox And Others! 
Yes it's a huge map.
I'm over the max for clipnodes and marksurfaces but then again I haven't done anything yet to optimize the map!
So after I've done the last two corridors I will give the whole map an overhaul but I can't be sure it will run in anything other than a enhanced engine.
Time will tell! 
Can't Wait To Play It Hrim! 
I'm sure it'll be a blast - hope it's hard as hell! 
Firecult... Continued 
Hay guys... it's been about a year and a half, and I just started working on this again. I've had some IRL stuff that kept me away from mapping for awhile, but am back at it with this series. The former link is to a site that no longer exists...

Here are screenshots for the work I've done on those maps in the last few weeks. I've decided to keep with the series, but release it as a mini-mod complete with new monsters, new menu art, particles, etc. and a progs.dat. No more betas will be made for awhile. I've got some groovy new ideas for this. Cheers.

http://www.thirteenninetythree.com/index.php/projects.html 
Hrim 
PLEASE let me know if you need a tester


I'm into quake again, hahaha. 
Ok! 
When the time comes I'll let you know!
Going away for the next two weeks so no mapping. 
Good Stuff 
MechTech - that looks great. A bit shiny, but its definately an underexplored style, even if most maps in that style have been great.

Hrimfaxi - Great! Kudos on expanding into different themes as well.

enki - Sorry, have something to do just now, will check later. 
Very Early Shots 
Sorry, no lighting. I intend for this to be a pretty small map, should take 5-10 minutes to complete, so the layout is maybe half done? Depends on how much progress I can make.
The idea being smaller map = more likely to get done.

http://a.imageshack.us/img185/3880/zmm01.jpg
http://a.imageshack.us/img46/7231/zmm02.jpg
http://a.imageshack.us/img163/3200/zmm03.jpg
http://a.imageshack.us/img138/1777/editor01.jpg 
 
shot1: the top horizontal metal brace looks awkward where it meets the vertical metal braces.
try pushing the horizontal piece up 32 units and putting a blank metal square texture in the gap (similar to how the cross lights are for the lower connection). 
Woot 
what necros says about braces.
also, all crosses must be inverted. point lights will make it shine. looks promising. 
Zwiffle Means Business 
Half done already?
Careful with the hellknights this time! 
Shot 3 
Can the water be changed to lava? Something about them being so close together bothers me.

Can't wait! 
Well 
If it gets changed to lava then you would probably die trying to swim through it :( 
 
slime? 
 
red water? 
Blue Lava? 
 
Hot Boiling Water ? 
Or Frozen Lava ? 
Come On Guys 
It's clearly Jell-o. 
Zwiffle Maps Like A Ninja! 
Naturally I can't let that go unchallenged.

http://negke.quaddicted.com/images/fitz0000.jpg
http://negke.quaddicted.com/images/fitz0001.jpg
http://negke.quaddicted.com/images/fitz0002.jpg

Problem is, he's the layout master while I'm just a detail whore - which is a disadvantage at this stage. 
 
metal turtles maps to 25 December? 
Well-o 
The Alice stuff doesn't look like it is meshing greatly but, in the word of Tim Gunn, "Make it work."

BTW, if Zwiffle is the layout guy and Negke is the detail guy, then those guys should team up ;) 
 
fuck, all i have is box rooms. :P 
Oh Wait 
interesting zwiffle,
or is he a map?
can't wait to play zwiffle.

he won't play my map,
or is he a view mapper? 
It Is Getting Dark In Quakeland 
 
cementy brick textures... very nice. :) 
 
Ankh, the word is massive!!! 
Hmm 
So yeh. That stuff enki posted looks really, really nice. Good DKT texture usage (or is that Rune?)

And yeh, zwiff made something, big whoop (altho the metal turtle by december idea has merit... wanders off thinking). 
 
Problem is, he's the layout master while I'm just a detail whore

just struck me it would be interesting to see how people rate themselves regarding strength in, let's say: brushwork(macro), brushwork(detailing), brushwork(terrain), monster gameplay, layout gameplay, lighting, vis efficiency... maybe others, i dunno.

or maybe just do it as a poll and see what the general trend is... 
Meh 
metal turtles maps to 25 December?

i don't like this. release them as individual maps with their own identity - not bundled as a pack with a silly label 
Ankh 
Vondur would say invert the crosses.

nntt: Yeah, I know. :( Also, it'd be cool if it got people making and releasing maps.

necros: Probably average across all fields, or thereabouts.

xen: Same as nntt. 
Hmm 
How dare you fob off both xen and me with the same answer. Especially when to took opposite views of the metal turtle idea (does anyone else get images of people being burned on giant metal turtles? Just me? (see Small Gods)).

That kind of laziness is exactly why you never release a map. And why my mother stopped loving you. 
Ankh 
Loving that! Reminds me of dranzdm6 actually :)

inb4 Vondur "make the crosses inverted" :) 
Yar 
My intention was to get Zwif's attention - tried it this way because he's always so aloof and not easy to approach and I'm too scared to talk to him directly. But rj's got a point, too.

necros: I wish my imagination was more geared towards the bigger picture, interconnected stuff, not single rooms. Though I didn't have a clear idea apart from a few bits, just started placing brushes to see where it goes from there. 
 
Yey 
good progress with crosses, but with jesus you got carried away, zwiffle. i advise you to invert him.
zmm06 - there's that conical (triangular) square brush - not good. 
 
turtle event to 25 dec or not? 
Not 
just go map whenever 
 
A Christmas map pack would be awesome to have, but I'm just gonna work on this map for the time being. If people want to organize their releases around the same time though ... 
Hmm 
Why not? Yeh, metal turtle for 25th dec. Will be a nice christmas present (and gives a reason to map) 
However 
does anyone else get images of people being burned on giant metal turtles? Just me?

if anyone wanted to contribute to a christmas map pack with this specific theme, i wouldn't object to it.

PS. stop posting anonymously!

PPS. xen schmen 
And Erm.. 
isn't 3 months & 18 days a little long to be considered a turtle map anyway?

people used to grind out episodes in that kind of timeframe 
Hmm 
PS. stop posting anonymously!

Glad you said it. I figured I'd just seem my usual grouchy self if I complained about it.


PPS. xen's men? 
Hmm 
people used to grind out episodes in that kind of timeframe

We're old and lazy and have jobs. And SC2 in some cases. 
They're Chained Up In The Basement. 
 
Er That Was IRT #6887 
We're old and lazy and have jobs. And SC2 in some cases.

well yes. but my point was i just didn't really see the point in dressing up any map with a deadline as a 'turtle map', which is really a term for a speedmap refined over several sessions. surely it's just a 'map'...

(not that i'll lose any sleep over it) 
Metal Episode 
It'd be really swell if we could make this an actual episode ... but I'm afraid coordinating might be just a bit too problematic for most people, even if it just involves 'your map exits to this map, expect players to have these weapons' kind of thing. 
Metal Episode 
It'd be really swell if we could make this an actual episode ... but I'm afraid coordinating might be just a bit too problematic for most people, even if it just involves 'your map exits to this map, expect players to have these weapons' kind of thing. 
Sorry For Dbl Post 
 
Hmm 
Remove weapons hack at the beginning of each map?

Altho I don't see that much difficulty in co-ordinating some kind of progression without it. Apart from anything else different people have different skills at Quake and so naturally make harder or easier maps. That seems to lend itself to progression (discussion about more widely seperating the skill levels and not just building for a hardcore constant horde player aside).

And I don't really care what you call it tbh, I just like the phrase 'metal turtle'. 
Zwif 
Do you want e3m7rq?

Inverting the crosses looks wrong unless you modify the texture so the shadows from the rivets are below.

For me, I'd add some red metal structures (with corpses attached) for the water area.

Mapping is fun. Don't make it an inverted cross to bear.

To answer Neros' question:

Brushwork, Macro: 6
Brushwork, detail: 2
Brushwork, Terrain: 4
Monster Gameplay: 7
Layout Gameplay: 4
Lighting: 1
Vis Effieciency: 5

That's just off released maps, nothing I'm working on. 
My Typos Increase With Whisky 
Knew there had to be something. 
 
Inverting the crosses looks wrong unless you modify the texture so the shadows from the rivets are below.

this.

also, i find inverting the long cross lights makes them look unbalanced. maybe if you added a second cross so that the texture was vertically symmetrical... 
Or Maybe 
make the whole map seem upside down. 
Shots. 
Cool. Keep at it guys. 
Will Look Better With Lights 
 
Maybe add some angles/slopes for detail. 
 
I started something and it might be finish in 25 December!

Will Zwiffle and negke try to release in that date or nothing will happened? 
Shot 3 
How about breaking up that big, bland back-wall with a recessed arch or something? 
Thanks 
But I'm not really doing detail atm. Any and all detail at this point is place holder for how I see it turning out in my mind. 
But... 
I thought Negke was doing all of the detailing ;) 
It's Almost Level Design! 
More UDK stuff I'm working for the Polycount Beat-Em-Up challenge.
Screenshots :
http://born-robotic.net/stuff/balbeatemup_07.jpg
Video :
http://www.youtube.com/watch?v=FkV9IC8_0Kc&fmt=22
Still lots of work to do on the actual assets and textures... 
 
has a super weird feeling due to noisy lighting and low contrast/saturation. 
Bal 
it seems like a shame if all the undoubtedly lovely backgrounds that come from this don't get used in an actual beat-em-up. Have you got any plans with what you'll do with your stuff at the end?

I like it a lot so far. The hand-painted/no-high-frequency detail look always sets my heart a-flutter. You gonna make some sort of samurai badasses to fill this place up? 
Yar 
Spirit, yeah I'm having lots of trouble getting it right, looks so different on the 2 monitors I work on (work/home).

starbuck, I'm hoping to make some minigame out of it eventually if I find the time, but I'd actually go for something alot less serious than samurai badasses.
The idea rather would be an overworked japanese business man who has to go make an offering to a temple for luck, before an important meeting. He'd fight ninjas and crazy schoolgirls who have decided to get in his way for some reason, and probably a big buddha statue as final boss. 
What About. 
Used schoolgirl underwear?? 
Hmm 
Probably wouldn't make for a climatic boss fight sham. Mebe as powerups instead... 
Texture Trouble 
I'm pretty sure this is the right board to post this, if it isn't I apologize and will punish myself accordingly.

Now I am no stranger to making Quake textures. I know how they work, I know the color palette, I know they go in .wads, etc. So I know the process of making a new texture and putting it in a map. The problem is actually MAKING the texture. As in, I have absolutely no art skills whatsoever.

I've tried to make what seems to be a simple texture, five times so far, each with a different approach on how I make it, and each time it comes back looking like garbage. I'm not sure what I'm doing wrong. It could be the way I'm going about making it, or I'm not using the right colors, I have no sense of depth, or I just plain suck at texture making.

So I come to you, the humble texture making artists, with a challenge. Do you think you could create a Quake texture, that closely resembles the floor tile in this H.R. giger artwork piece?

http://qrf.mine.nu/~orl/misc/Geiger027.jpg

I understand if it may take a day or two to make it, there is no rush. And in the mean time I will continue to practice making more textures for Quake but for now, whomever would be willing to create that texture, it would be greatly appreciated :) 
 
Can you post pics of your textures? 
 
Well, I deleted the other four because I felt they were just too ugly to look at, but I did save the one that I thought might look decent. It didn't really turn out the way I wanted it to, but it was my best effort so far.

Here it is: http://qrf.mine.nu/~orl/misc/oms_gwall01.png 
That's Not So Bad 
but if you want to do ones like in that picture you'd be better off putting a lot of tiles into one image and putting those small designs on them (like in the picture) and then decide if it looks like crap. personally i think that tile looks good, accept maybe the rivets need to be a bit bigger and more square with the 'flatten' face. 
Good Start 
meTch is right, you want to do a 4x4 or 8x8 tiled texture, so you can get that line detail in an interesting pattern. Also, you want the light source on floor textures to be shining straight down onto the surface, not off to the side.

Good luck, palletted textures are an absolute whore to get right 
 
From the Giger image, I get the impression that those tiles would be 16x16 in Quake, not 128x128.

That's an awfully low resolution to work with, sadly.

I also get the idea that they're almost white, not brown. That's just how I see the image though. 
 
Make them in 128x128, and then resize to 32x32?

Orl, the bevel on that texture is too thick and sharp IMO 
 
Guess nobody wants a Christmas map pack :\

Then I will keep making my map slowly... and someday far will be made! 
Orl 
I did a quick try on skewing the Geiger pix, transformed it to 64x64, added the Q1 pal and imported it into a wad. Here's how it looks.

http://members.home.nl/gimli/giger.jpg

It's just the black/white pix, in Wally you could perfektionise it with some colour. Here's the wad.

http://members.home.nl/gimli/Geiger.wad 
Madfox 
That looks pretty good, and its what I'm aiming for. :) Although, would it seem right to rip out a segment of someone else's artwork to be used for a texture? Wouldn't it be more fair to make the texture yourself from scratch?

Does anyone really care about stuff like that, or is everyone more just focused on "use what looks best, whether you made it or not"? 
Ha! 
Can you steal the King's pie, without using his receipt?
Of course I do care about stuff like that.
But the same goes up by showing me Gieger's example,
you make me witness to art of someone else.
A little plausible, I spent weeks to skin the bitches boots,
after I realized I could import the skin right ahead.

Doesn't mean a didn't learn anything, I made some proofs of the skin gamma textures and past them with painshop layers over eachother.
Evreyone has his own way to deal with it.
I made some textures myself, but it takes some time to get the texture part right, especially with the Quake pal. 
I'm Too Tired... 
Kinda posted this in the help thread not the betas thread :p

http://www.filefront.com/17282658/zqftest03s.bsp/

It's a very linear, combat focused map. Also gameplay only. If you like pretty things it will probably make your face explode atm :/ 
Oh Yea 
Needs fitz/darkplaces and quoth :E

Please give feedback and all that jazz. 
 
 
Sounds Like You're Not Running It With Quoth! 
I should have stated that better. Uses a lot of Quoth enemies and entities. :)

http://kell.quaddicted.com/ 
 
ops guess I miss that.. will try again a record a demo! 
 
Blimey, did I post something so bad no one has an opinion? :E 
I Would.. 
..sooner wait til it didn't make my face explode ;) 
 
That's going to take a while :p 
Well. 
Had a quick look / dick around without Quoth.

Running around the vents and jumping / exploring around the crates and those weirdo industrial rooms was cool. Some good gameplay potential in those. But too many box rooms and not enough of a catchy theme to it - more like stuff just thrown together. It has potential. Keep the more interesting stuff and make it tighter and more distinctive. 
Re: Bal 
Had A Coupla Tries. 
Skill 3, I never got past 2nd room. Boring and unplayable.

Skill 1, Still a little too much, I think... Coupla notches beneath playable. Died in the jump puzzles.

Skill 0, just for the sake of getting to the end with little sweating, lovely idea with the maze/jump puzzles. Nice end battle, lots of niceties gameplay wise.

What Shambler said. Gospel. Don't give up on this.

Hm.
Wanna demo? No fancy stuff. Skill 0. First run.

silent_1steasyzqftest03s.rar 
Still No Lighting 
And the layout is NOT half way done, seems it'll be a bit longer than I thought.

http://img4.imageshack.us/img4/8601/zmm11.jpg

http://img843.imageshack.us/img843/3977/zmm12.jpg

http://img213.imageshack.us/img213/6253/zmm13.jpg

http://img545.imageshack.us/img545/2382/zmm14.jpg

http://img835.imageshack.us/img835/9316/zmm15.jpg

Maybe there will be some new textures in this, which apparently is now part of an episode with nntt and negke (maybe?) and someone else.

I wanted this to be done by now, akshully. 
Hmm 
I said it was an idea. That's all.

And you're the one who wanted to make textures...

;p 
Bear 
Haha, awesome! Hadn't seen this before, definitely alot in common. :) 
Nah, I Was Just Kidding 
Haven't done any serious mapping. The room I posted is kind of meh, should have thought of a layout first. 
Thanks For The Feedback Guys 
I'm currently ripping up a couple of areas or rescripting them so they're smoother or more interesting.

As for the difficulty, I'm not too concerned about people finding it horrific on Hard (although I'm making the starting rooms less dick-move like). I'm one of those masocist players who enjoys the challenge of insane difficulty (I can't think off hand of any examples in Quake, but from Doom things like Plutonia or Hell Revealed), but I don't want to be an ass and flat out prevent others from playing (and hopefully) enjoying it.
So the fact you didn't like Normal gives me great concern and I'm looking into it. I've already made the first jumping area easier on normal. Looking into other areas. Out of interest, how easy did you find easy? :E

Again ta for the comments, will hopefully have another version up soonish. Will have a think about how to make it feel a bit more atmospheric.

PS I wish Nightmare was a seperate difficulty flag :( 
You Might 
Like to try this map:

http://www.quaddicted.com/reviews/sickbase.html

Pump the difficulty up to 2 or 3 and see how far you get :) 
Played It... 
...on skill 2. Died once (the bomb just before the droles. Droles didn't kill me, but bomb left me on 2hp and I blew myself up :P )

Was fun though. Nice to have plenty of ammo and bigger guns for a change :) FPS drops made some bits annoying though, had to try and face away from the centre of the map whilst fighting (and led to further self-harm via grenades).

I recorded my run. Missed a few monsters and secrets, took 28 or so minutes iirc. recorded with Fitzquake

http://www.filefront.com/17294539/zqf_sickbase_demos.rar/ 
Negke 
Son I am disappoint. 
Easy Is Pretty Easy, Zealous... 
And, just to clear things up, I died in the jump puzzles because I generally suck at those, it's not they're too difficult IMO.

I think that maybe it's just the first rooms that are a pain in the ass, having to take out all those Rocketeers and Defenders and Eliminators with a meager shotgun is a bore, not a challenge, from my point of view. It essentially boils down to luck.

There's lot of good here, but has to be dug hard. 
I Too Am Disappointed In You. 
cruel trick. 
ZealousQuakeFan 
Heh - thanks for the demos, just watched them. You've got some skills with the old Quake, thats for sure :) That map was my second ever release, I build it in a week (then it took 6 days to vis, lol) out of pure spite for all of the comments I received for my first release. Im glad you enjoyed it, but watchin it again just makes me see all of the terrible faux-pas I committed with regards to gameplay, and brushwork, and general optimisations. It's basically just a huge arena box style map. Inspired by GTA for sure :)
For a softer but hopefully more entertaining map the maps I built after that one are a bit more suitable I would say.

I had a look at your map on skill 3. I always test my maps predominantly on skill 3. You see the mapper has the upper hand of knowing where everything is. Well, I hope you start doing the same. Test on skill 3. You could almost call this map fair if you gave some armour and a better gun. And by a better gun I mean a nailgun. Or a grenade launcher. Cause at the moment it's like masochism. Just frustrating. If you make it past the four rocket-grunts in the first room (which you likely wont do on your first run) then you get through the corridor into the next room. This room isn't too bad, but if you make it past two more rocket-grunts and the two defenders, then you avoid being killed by two more rocket-grunts, then you probably have very little health left, and seeing as you have no armour, and only a shotgun, the sight of the two health kits in the next corridor is a welcome one. So when you then get ambushed from behind by two extremely deadly, plasma rifle-toting boss-style base enemies AND two more grenade-launcher toting defenders, SIMULTANEOUSLY, well, it's just not fair. So then when you repeat this whole piece over and over again, maybe 4 or 5 times (cause it's barely possible) and you finally get past these four ambushers (with 1 health), and you try to get to the damn health kits, you are teased with first darkness, then you have to kill two more grunts (which you can't dodge their bullets, so insta-kill is likely), then when you do make it to the health kits you are ambushed AGAIN, SUDDENLY, STILL WITH NO ARMOUR OR DECENT WEAPONS - well, I just gave up in disgust. I took it as though you were mocking me, because I am supposed to know where everything is coming from before it comes. It's like "well I can do it, so you must suck, Ricky"

AAAAAAAAAAAAANYWAY (don't despair):

It reminds me of all the terrible mistakes I made with Sickbase. Like the part where you died. Not fair really. Anyone within the blast radius of that explosion would be severely wounded, then attacked by three droles. I mean there is plenty of ammo and health in that map, but that's OK because people enjoy searching for stuff. But things like getting blindly to the top of a lift, only to find you are boxed in with a bunch of fairly tough enemies, most of whom are facing you - well trust me, I got a LOT of bad comments and feedback for that one. And some of the guys who read this forum are true professionals. After I got over the blow to the ego, I actually learned a lot from it, but if you want people to enjoy your map then don't make the same mistake I did. You see, when you get to the top of the lifts in Sickbase, you are likely holding at the absolute minimum a Super Shotgun, with some armour and lots of health. In your map you don't get given SHIT.

The way I see it you have two options. Either give better guns and more armour, or remove some of the really tough enemies and replace them with softer ones. Hopefully you will do both. Some of those rocket-grunts could quite happily be normal grunts. Those plasma-defenders (what they called again - I forget) - well I dont think they should be there at all.

The map shows promise - some nice brushwork, exploding stuff, light effects. Reasonable atmosphere, even for an un-detailed map. I just think that skill 2/3 is too hard, and not really fair, even for the experienced player. You have to remember - EVERYONE who plays your map for the first time wont know what's coming. And skilled players will hate you if they die lots of times. It's just not going to be fun.

I hope you find this helpful, and I'm looking forwards to your finished map, or even if you want me to take another look at your next version you want to be tested, I would be happy to - nice work :) 
 
> And skilled players will hate you if they die lots of times.

All players will, actually. :) 
 
Yeah it the first rooms are a bit too much. I've moved the weapons forward so you essentially spawn on them. The enemy spawns are more or less the same but you have much better tools for quickly killing them.

The main problem I see in making a map truly challenging is that open form or non-linear layouts easily let the player fight on their own terms, rather than the mappers. By this I mean a fight starts (or a trap is sprung) but the player is free to run away, hide, snipe, or just avoid. It's tough to force the player to meet the threat full on without being a dick about it, and I've gone too far in the opening sections. It's hard to reveal a threat, give the player time to understand it, and then push them face first into it :E

Did anyone who played it on easy or normal have a problem with the pauses in the arena areas (the sky area with pillars and the finale)? To me they feel quite long because skill 2 enemies are pouring in constantly, but are they a nice break for players or should they be reduced/removed? 
Fab Looking Q3 Tech Base Map In The Works By Fkd 
OOOooooohhhhhh 
Really beautiful !!! 
 
Very nice. 
Q3 ? 
Very cool, looks more like an UT2004 map though. 
Started Tarting Up My Previous Gameplay Test 
 
look like put lights more bright near source! look muck cooler :) put light 300 with delay 
 
look nice :| danw my English 
 
Yea the lightning hasn't really been touched since it was just a box layout so it's a bit shit :E 
 
second shot looks ok, but a little boxy. if you pulled the top edge of some of the brushes inwards to create sloping walls might help.
i like that you're spending some time on the trim. :) 
What Others Said... 
... keep it up ! 
 
"if you pulled the top edge of some of the brushes inwards to create sloping walls might help. "

http://img830.imageshack.us/img830/9418/zqftest03construction7.jpg

That kind of what you meant? :E

Also couple more goes at corridors :p

http://img580.imageshack.us/img580/5554/zqftest03construction8.jpg

http://img837.imageshack.us/img837/5059/zqftest03construction6.jpg 
Nice 
 
Lookin Good 
only thing i'd suggest from those latest shots is not alternating between red & blue lights too much. it's cool having both, but separated a bit (eg. a 'red wing' & 'blue wing' maybe) or denoting stages of the map, like changing colour after a key door or something 
 
hmm, hadn't thought of that :E 
Pretty Much 
interested in seeing this :) 
Zwiffle?????? 
 
Negke 
What? 
=any Progress On Your Metal Map? 
 
Oh 
Nope. 
One More For The Road... 
Bigger area this time. They are a real pain. It's turning out a bit square :E

http://img338.imageshack.us/img338/5723/zqftest03construction10.jpg 
Looking Good: 
Texturing of the door needs fixed - the inward facing faces need to be straightened.
Also the textures on the side of the slats on the flor need to be aligned.
Nice use of stock textures :) Map is looking nice :) 
Zealous Indeed... 
That map is evolving big time ;)

Keep up the good work! 
 
Biggest problem imo is the curved roof that just looks weird to me, and the arch/support beams under the ramp. Not so hot on the computer panels, but that's ok. 
I'm 
Kind of annoyed there's no monsters ;) 
Yeah 
thats the shit! Looking good 
 
Texturing of the door needs fixed

so does your grammar :P

i think the curved ceiling looks ok, not totally sold on the ramp supports though.

and i think the stairs could use some narrow trim at the edge so they don't look like stairs from below (ie. a small triangle brush on each step to make it appear as one long diagonal surface) 
Hm 
I'm not a fan of those - because if the player treads on the stair part or the ramp part their movement changes.

Personally I think movement should be consistent when navigating something. 
 
i guess they could be made func_illusionary in that case - i was only thinking for cosmetic value 
I Is Srry Man 
I was bein' a wee bitty tad faeces-shus 
Besides 
u r missin loadz of Caps and .Stops. 
 
i always get torn when doing stairs like that.

do you make the sloping trim func_illusionary and preserve the stair physics, or do you clip the whole thing and make it one big slope?

T_T (i usually opt for illusionaries) 
 
Have to rebuild the roof bit so it merges properly. Some really iffy brush work there :p

"Kind of annoyed there's no monsters ;)"

that's cause I shot them all before taking the shots :P 
Re #6951 
You need to align those light textures in the corridor in the first picture. Other than that, it looks good. 
Small Image 
only 400x300

http://img823.imageshack.us/img823/7176/winquakeprosmallimg.jpg

what do you think of my blocks and square-stone needle? 
 
hard to see anything
:( 
Looks 
old school. Very oldschool. 
How Old Can You School? 
Good basemap, keen to see that texturefit.

I think the hill and ledge part fit well in, but it's a bit small. Give it 150 gamma.

http://members.home.nl/gimli/tarratorium.jpg
http://members.home.nl/gimli/tarratarium.jpg

terratorium
tarraterium
torrotarium
tyrraturium

hm.., where's the mapname generator. 
?? 
Or 
tyrannia - place for the tyrants



http://www.neopets.com/prehistoric/index.phtml
^x-tra gey ver. i just happened upon search :/ 
 
look very nice Madfox, really nice 
Metchview 
CTRL + mousewheel up 
Some Previous Cack: 
Madfox 
Nice architecture, but it could use a little texture variety :) 
 
Thems some pretty screens, zqf. More plz. 
More.., 
I was just gibbin my lang to screw a mapname.

As I succeeded to make an unboxed map first time, I'm now trying to get hold on the texture grid. Reason why it's so plain textured.
It is builed on the afloor3_1 texture, which is usefull with its four squares.

http://members.home.nl/gimli/fitz5.jpg
http://members.home.nl/gimli/fitz3.jpg
http://members.home.nl/gimli/fitz2.jpg

lol 
MadFox 
As I succeeded to make an unboxed map first time, I'm now trying to get hold on the texture grid. Reason why it's so plain textured.

It is worth later than never :P

Anyway, the shots looks god: another pipe map to come !! 
I Herd U Leik Puzzluz 
 
wtf is that? :p 
 
Quark OWNS 
Quark Sucks Balls 
Good luck getting that to compile metch and madfox 
 
never had any problem with Quark gibbie...

and tchak had +7200 brushes... 
It Compiles Fine 
I do it at least 20 times every time I continue mapping, doesn't take to long either but I am only about hef doon.

The one main problem I'm getting is QuArK is being a MFCSSoBPoSDLBSAF and its getting all skippie and shit when I move stuff around or morph my squares and it causes me to select far away blocks or squash them into oblivion, I guess it has to so with updating all the views... 
Quark6.3 
Fuzzi had 17800 brushes and was my triumph to the max limit.

What I really hate with Quark is the freaking freezing viewer. It is my favourite compiler, but I wish there was a solution for it.
Imagine, working on two computers to controll one ingame for the textures to compile on the other.

meTch@ - in Quark you can create groups that are hideable, makes construckting much clearer.
(I write after loosing my player_start in group qaudratus incognita) 
7000 
MFCSSoBPoSDLBSAF

you what? 
Let's Try An Ancronym 
My Favourite Clue Solution Solved over Binairy Partitionating off Spring Deletions But Safely Avoiding Freakresults. 
Another WIP 
http://www.zealousquakefan.com/zqftest03_construction13.jpg

ignore the textures they're all misaligned due to some dodgy copy/pasting :E 
 
That would look really sick with proper lighting. 
Heh 
well actually I can't tell, since it looks too dark (at least on my monitor).

curious, how many people (besides myself) have Q1SPs in progress? 
I Do 
A metal map. \o/ 
Yup 
Tronyn 
what ya working on at the moment tronyn? 
I Do 
but it's been on weeks wait 
 
i have 3 on the go atm. a metal one, a wood/bricks one and a knave one (i've posted a few shots). 
Got A Few Things On The Go... 
A few images of what I've been messing around with. I'm hopping between maps a little. Learning how to construct stuff better makes finishing stuff you know is poorly made even harder :P

http://www.zealousquakefan.com/?p=86 
I Have A Few Things 
mostly I'm waiting for PM to come back to Quake after modding for a different game for the last few months. The coolest thing (in my view) that I'm working on is a Rune/DaikatainaE3/Unreal/HexenII/etc textured (basically gray and demonic medieval) massive castle map, based on other mappers scraps. I am worried that I might have finally broken some limits for real this time and I might have to split the map up. Vis time should be ridiculous either way, so this is a long ways away even if only for that reason.

Other than that I have a few smaller saner maps, and Unforgiven and Arcanum still which are mostly waiting on PM. 
PS 
http://disenchant.net/maps.html
I think I'll use Tyrann's title, Something Wicked This Way Comes 
 
since I lost the power to map at work... time is not my best friend since at home I dont have time for nothing...

But I want to make some stuff :\ 
You Guys Are Just TOO Epic... 
 
Awesome 
well i'll look forward to unforgiven, arcanum and something wicked :D

hopefully in dec/jan my work might ease up and i'll actually have time to play a game again. 
I Have A Map In Progress 
although it's currently just a few scraps I'm trying to decide what to do with.

Hey Tronyn, do you still have stuff from the arcane wizard project? I thought that looked really cool, especially the idea of doing a pack with a strong overarching lovecraftian story. 
 
tronyn, i think i remember the map scraps you were talking about before... it had like those two really tall pokey towers and that weird bridge that sort of curves up and down in an s shape right?

i remember having a hard time making stuff with those textures which is why, i think, i stopped. 
Yeah 
that's the map scraps of yours in question, and yeah there was some metal stuff in there but medieval doesn't seem your thing as much.

as for the arcane wizard, yeah it's called arcanum, there's five maps and a start map, its just waiting for PM to finish the mod side of it. 
Awesome 
Didn't make the connection between arcane wizard and arcanum for some reason :) The arcanum demo looked awesome btw, can't wait to see the finished project! 
Wtf 
 
Beacon Knight 
...some antioxydants have harsh effects on mappers, especially waxed radicals with large amounts of steroids, can effort your maps over the limits, when mixed with andrenalines to cover up the compressed spam, that off shore results will aprove your outcome...

http://members.home.nl/gimli/bacon.wmv 
 
that's pretty creepy, tbh.
i also noticed we don't have a 'scared' icon. 
LOL 
 
 
Very good Madfox. 
Lost My Head 
It is the most idiot model I ever done. 
Madfox: 
Now make the upper body a new monster crawling around on those bacontacles! 
Beacontales 
They're hard to animate and scream on verticemeshes. Like stringing your shoes with gloves.

Fighting against the upper part, while the underpart is kicking your ass. 
 
hey HeadThump where is mortisville?

http://qexpo.quakedev.com/booth.php?id=15

so many brushes to trash? come on lazy bitch finish this PLEASE!!! 
 
hey HeadThump where is mortisville?

never mind the map, where is headthump?

i miss his semi-drunken ramblings and random line-breaks 
Yeah 
This shoot is nice - bad textures and lack of detail, but I like the shape, a menacing arcane stronghold... almost somewhat marcheresque. 
 
Actually, it's more like a Quake version of HL2's citadel. 
Holy Crap 
Textures Though... 
 
 
http://negke.quaddicted.com/images/fitz0000.jpg

For some reason this makes me think "Runic industrial" - possibly an interesting and unique theme for a map. 
 
ffs neg, that looks awesome. 
 
dunno if "runic industrial" is so unique anymore. 
I Agree 
I like the shot but grendel's keep was only the latest in a long line of fusions of those two ideas (extremely interesting of course: what kind of being with the capacity to travel across time or space and teleport things, would spend its time fucking around in medieval dungeons (made of contemporarily rare materials)?

I think Ziggurat Vertigo is still unsurpassed at hinting at this, but this is a thematic reflection, obviously the more negke maps the better the world is, and also originality of theme doesn't mean as much after decades. I think it's more convincing atmosphere. 
 
holy shit, negke look dawn sexy! 
Yeah, But At Dusk He Turns Into Negike. 
Promising screenshots everywhere! 
Daz's Shot 
is indeed quite fantastic

I typod daz's hot. 
Your Ad Here 
Negke, you have some nice overhead advertising space in that shot ;) 
Daz's Shot? 
are you talking about headthump's qexpo shots?

i was impressed with the brushwork back then (and now) but as was mentioned, the texture is pretty haphazard. 
Tronyn 
Indeed. Though I was thinking about 'industrial' style maps that use the metal/runic set exclusively, not a metal/base mix. This is not to say that I wouldn't like to see more anything/base mix maps - any recommendations? 
 
Where does industrial metal stop and industrial base begin?

I'm convinced that any of the classic themes can be mixed with tech/industrial and give good results.

At least runic and green / brown wizard. Using mostly the different copper textures for the "tech", but also wood, like in some of necros' maps.

Some traps can also count as tech, depending on the design. So can "electrical" lights like all those spots in e1m8. I guess they have some kind of energy to make those work, so it's not that far out to have energy conduits of some sort in a runic map. Like lightning rods, lightning relays and stuff. See Chthon's lightning rods. I'd not be surprised to see cables in a metal map at all. And some sort of generators, with lots of sparks and lightning of course.

I think pipes for example can fit in any theme; here in our dimension, pipes are a very old thing. They are not limited to bases and recycling plants at all. 
 
ok rj, already sent him a offline msg in the msn ;) he will read it soon... 
No, No 
I mean strictly the runic variety (those grey-greenish concrete and skull-altar textures, like most of E3), NOT dominated by brown metal - episode 3 style, excluding E3M5. The idea is to create structures/shapes/environments that convey an 'industrial' atmosphere, maybe a sort of Netherworld factory; arcane 'machines' powered by magic; a plant-like facility whose purpose isn't immediately recognizable. Or something like that... 
 
pretty sure episode 3 is full of copper and other not strictly grey runic stuff. Anyway, I'll keep out of it now :-) 
Hmmm...dm4 Grows Into Sp7 
That Looks Tremendous 
but dm4 from what?

Last 2 shots are terrific, lovely lighting 
That Looks Tremendous 
LY DARK!! Lovely blackness 
Sweet! 
And yeah - where are all the monsters. Hurry up and put them in already!!! :P

Also I remember the dm version of that. DisDm4 was it? 
Can't See Shit 
on those 
Calibrate Your Monitor 
http://www.monitorsetup.com/

on the other hand, macos uses some different gamma value. maybe that is the culprit? 
Sexy 
distrans 
Could Be The 
mac gamma value... but usually I have no problem seeing stuff on screenies! 
Same 
just see black screens with pinpricks of light. 
Also 
metal/runic stuff:
http://necros.quaddicted.com/temp/vaelRoom1.jpg

bare walls on the sides there... probably needs more details. 
Also 
metal/runic stuff:
http://necros.quaddicted.com/temp/vaelRoom1.jpg

bare walls on the sides there... probably needs more details. 
Ah Crap. 
 
 
those two rooms look very similar... 
 
very nice ^Distrans as always... 
Necros 
I like that shot. The overhead pipe really makes it work, suggesting some kind of industrial complex overhead - yet this clashes with the runic skulls/decoration in a good way :) 
Distrans 
looks fine on mine, etc.

Actually, looks really really fucking good - never even ran through the DM map, but was pretty impressed by the screenshots.

Thanks for doing what you do, how you do it. Keep it up, please!

Necros - ditto. 
 
my monitor is calibrated fine and i can't see much in those shots. hopefully it's not that unlit in game? last shot looks great though. i love churchies in quake 
Distrans / Necros 
Looking forward to playing them! 
So Do I Of Course 
Though I hope distrans adds some brighter light sources to compensate for the lack of contrast of that min level. And for necros to put some lights in the lava. AND finish the map before starting another one. ;) 
 
distrans: Interesting to see a city style of level for Quake, and it looks pretty.

Actually brings me to a question; Are there any neat (SP) city themed levels I should check out that I most likely have missed out on? Probably not the thread to ask this though... 
 
i went and passed distrans' shots through photoshop's levels filter and i was able to tell what textures were being used. :P

i'm kind of excited to see a kingpin textured map. :)
the mix of kingpin and rtgnosis works rather well though i would not have initially guessed they would. 
Yeah 
I'm always impressed at how Distrans is able to get such an incredibly wide swathe of very different textures, and make them work together. 
Towne 
by fat controller (I think?) is a cool city theme map.

Also, I think it was part of the mexx series of maps that was set in a large city environment? Or was it one of Tronyn/Kona's map packs? Gah can't remember! 
Hmm 
if you're thinking Towne directly, I think FC had a modified version in his episode called Otranto. 
Need Some Gameplay Opinions 
Hey, my map is getting there, just some polishing to do, being as this is my first map I need some opinions of it's deathmatch gameplay.

it's a 3 player FFA map

http://www.craftedbyben.com/3v3.map

It'd be great if any of you could have a mess around, tell me what you think. 
 
compile it enliten as a .bsp not a .map 
Enliten 
I just loaded your map into Worldcraft then compiled it and ran it in Darkplaces engine.

I made the following observations (please dont take offence to any of this, I made all of the same mistakes with my first map(s):

The map leaks. You have sealed the map by placing a box around it. You should never have to do this because all of the space between the outside of the map and the inside of the box is drawn by the engine unnecessarily.

The best way of finding a leak is by loading the map into your engine, then type on the console "noclip" then "gl_clear 1" then type "pointfile" to load the .pts file generated by the compiler when it finds a leak. You can then fly around your map and you will see a dotted line. If you follow the dotted line you will find the leak.

The box is made of 6 brushes which are about 1 unit thick. Personally I dont like making anything which is less than 8 units thick EVER.
Then Quake engine and it's compilers dont like thin solid objects. The thicker, the better
:)

There are lots of brushes in this map which are off-grid. This is probably the cause of your leaks. The QBSP compiler will have to move any points back onto the grid (the 1x1 .map file grid) and this will create gaps between brushes which will give you leaks.

I wouldn't use QuArK at all personally. Worldcraft is good, but also versions of Radiant and BSP editor are likely much better.
Quakrk is pretty notorious for making maps with leaks and off-grid brushes. Some people have success with it though (Trinca uses it well), but I think the other programs are probably easier.

The lights are too dark throughout the map. There are also textures which are chopped in funny places (the base texture on the wall in the first corridor for example - chopped off 32 units from it's bottom). I would make the walls 128 units high instead of 96.

The way you have blended the green mid-evil brick texture with the Id1Base textures doesn't really work too well IMO.

All of this aside, this isn't a bad attempt at a map, you could have a little fun with it, but you need to address all of the leaks, the off-grid brushes, the lighting (make brighter), and the texturing.

HTH 
Inception's Pretty Good 
but not great IMHO.

And sleepy, maybe its the dearth of good horror films in recent times, bu IMHO The Descent gets the basics of the genre right and then some, which is more than I can say for most films in the genre in the last 10 years. I find both halves nerve wracking and entertaining. 
Oops 
wrong thread 
Yes. 
to both of those. 
Thanks 
cheers for the feedback, I had alot of issues getting leaks and clipping brushes sorted, I thought I had fixed them all >_> hopefully I'll be able to chase down the leaks.

The texturing is a WIP and by no means final. What I'm really interested in is feedback of gameplay, i.e.
does the map work with the lightning, grenades and spikes?... Is the trap sufficient, does it need to trigger more often? Is the map too claustrophobic? Should there be lava instead of acid? Does the map need more health scattered around than the megahealth? etc.

Thanks in advance
ps uploaded the bsp
http://www.craftedbyben.com/3v3.bsp 
 
I will take a look tonight, when I get home enliten and give you some advices! 
3v3 
@enliten - For a deathmatch map it's a good start.
I thought the slime near the MH shouldn't be sloped, or at least place a fence behind it.
Also good to add a brush to walls that have a sharp side as in the startscene.
A kind of ledging around the carved side could solute this.

Good start! 
Hey Neg 
are you working on the runic industrial map you posted pics of before? 
 
I must not say anything that may have negative impacts on your finishing the papers. 
Hahaha 
 
 
New Beta Q3map From Q1 
I remake e1m7 on quake3, this map was pretty fun in detahmatch. I got problem on the aas compiling. If someone wants to test it and give me some advices :)

download and screenshots :

http://www.hereticmanse.com/level/the-door-to-the-chton

You can also post comment on my website. 
I Like It :) 
Maybe the lower area corridors are a bit small for Q3/QL play? Its been years since I played q3 so im hardly an expert but I seem to remember that cramped corridors were quite annoying for bunnying and general movement in q3. 
Here 
I remember the name, what were your last few maps? 
Here 
looks cool - but I think you mean THE HOUSE OF CHTHON. The DOOR TO CHTHON was e1m6 in Quake, the map before, not the boss map. 
 
nitin>I think my last posted map is heresp4 q1sp.
DaZ> I'll try to modify corridors size. 
Yep 
I renamed it, and I noticed that the alpha's near the teleporter haven't collision, and you fall into lava. I fixed it, and corridors are bigger I 'm waiting for other advices before upload next version.

Very thanks for quick answers :) 
 
updated !
new version on the same link,
bots are available.

Hope you'll enjoy it :) 
Safe3 Beta 3 
Hi guys,
It's been a year since I posted here the last time. Safe3 was close to completion. I got some valuable feedback from you guys. However, after playing the map some more I realized I didn't like the gameplay. Since then I've rebuilt the map from the ground up twice. I've kept the visual theme but the layout is completley different. It's been playtested a fair bit and I'm pretty happy with the result. Definelty the best map I've ever made :) There is work left to be done. But before proceeding I'd like to humbly ask for your feedback.

The map can be donwloaded from here: safe3b3.zip

Screenshots can be found here:
Img1
Img2
Img3
Img4

Some comments & questions:
* Lighting is just first pass. Still have some dark areas.
* Needs some more details.
* How do I make a lift that exists out of several brushes? The current lift is just temp.

Have a great weekend. 
OK 
Screenshots look good :)

I dont like the texture on the lower floor. I would go for a grimier dirtier texture.

The red cieling lights could be actually red lights (add a key to the light entity "_color" woth the value "255 0 0", compile with this light tool: http://www.celephais.net/board/view_thread.php?id=60480 )

use the command line "light (-parameters) yourmap.bsp" - the .bsp part is required AFAIK.

This will generate a .lit file :)

To make a lift from several brushes is quite easy - which editor are you using? In worldcraft for example you just need to make your brushes, select them all, then click "to entity"..... 
I Like Waste Set 
(and being wasted). I do think you need to vary the textures a little though, right now it looks a bit bland and boring. Using a slightly different theme for every floor (as in, story) of the map also makes it easier to learn. 
Yes 
I agree that slightly colored lights could make this one a lot more interesting. You might want to combine rickys and my hints. 
Editor 
I use Q3Radiant and Sleepwalkers tool :)

Agree the textrues needs to be be broken up some how. It's really hard to find a good way if doing taht though :)

Good feedback. Thx 
So I've Been Playing Oblivion... 
can you tell?

kind of an interesting inversion actually. mostly monochrome textures with lights providing colour. but then again, that's what the ayleid ruins are anyway. just white stone textures and blue lights. :S 
That Looks 
Fucking awesome. Like the round light fitting. Love the angled brushwork. The colour works so f#cking good :) 
 
I was really inspired by that first camp in Dragon Age where you first become a Grey Hunter - I really wanted to make a map based off those ruins. Totally sick, necros. 
Oh Yeah 
that was a fucking awesome map. dragon age had some seriously great locales.

also, even with the dated WoW engine, the Maker's Terrace area from WotLK looked amazing. http://www.wowscreenshot.com/image/Terrace-of-the-Makers.jpg 
Awesomeness++ 
 
Holy Shit. 
You're going to end up reskinning all the Quake monsters from brown into something more fitting for that. 
Keep At It Necros! 
It really does look neat, I love the colour scheme. Pretty refreshing for Quake. 
Necros 
very neatly done. Looks great IMHO. 
Necros 
looks cool, and really ghostly - it must be that tone of green but I'm getting a creepy, Colony-like ("you're the only living being here") feeling already. Did you make those textures?

btw I feel pretty guilty about not releasing something this year (PM and I were both distracted by various things), but I at least promise to put up some shots soon. 
Ziffon 
what texture is that for the wall? Is it custom or part of a set? 
Speaking Of Wow 
 
those are a mixture of chicoruins and rune textures.

the ceiling lights and floating crystals are hexen2 models (the crystals are the mana items retextured and the ceiling light has been recoloured blue). 
Shots. 
Necros: awesome.

Ziffon: I agree with sleepy, looks a solid design but boring texture usage. 
Jt_ 
the wall texture is from q2 and then I've added some stains / discolorations to break it up. 
 
Ziffron - totally agree about the lighting, would really liven things up to use hints of colour and more spotlight action. Also maybe some simple non-invasive details, like some small openings revealing pipes or wiring in the walls etc. overall though I think it looks good, nice and clean and easy to move through -not that I've played it.

Necros - please please please keep working on this, looks as great as every other person says!

Tronyn - you're crazy if you feel unproductive. I mean, I know it's all relative or whatever, but I think you can take it easy for alittle while considering the GIGANTIC mass of stuff you've contributed over the years. You definitely should feel bad about not putting up screenshots though. Asshole. 
Lol 
Yeah, asshole! 
Sw Quake 
Ziffon, judging by the screens you prefer software quake. The textures look good in that mode.

The sooty smudges under the ducts are a great touch. A similar thought might work with some fake lighting highlights.

Could fake-in a red aura on the texture around the red lights, and a corresponding red glow on the floor texture directly below the lights.

Consider a recessed rim and sky texture over the center of the atrium. 
Tele 
btw one more question.. Right now when you shoot a rocket into the teleporters they explode. I would like the to just pass though and not explode. My memory told me I should put a sky texture behind the teleporter instead of a solid wall. However, it didn't seem to do the trick. What am I missing here? 
 
That depends on your qbsp. aguirRe's tools make sky nonsolid by default (-solid overrides), so try those. 
 
someone should make a mod where rockets & grenades get teleported. that would be fun :) 
You Know What Mod Did This 
My Point Being 
after the fall is shit so this is a shit idea 
 
czg linked to quaddicted i think he likes me or at least something i created czg i like you too 
Screenshots Info 
Hi I'd like to know if I can post screens of other games projects mostly HalfLife 1..

..or is this a Quake only thread ? 
This Tutorial Makes Rockets Go Through Teleport 
But from what I remember you'll have to add the monsters to the teleportable list because it breaks them of their ability to teleport.

//unless i did it wrong, it was a while ago 
People Do Post Shots Of Other Games Here 
You can post direct links to pictures or links to other pages with several shots on. Original stuff is always cool :)

Seriously though, if you read up you will find shots of UE3, L4D, Doom3 and others...... 
Yeah Definitely. 
we like all kinds of screenshots here.

personally, i've found it's a good thing to see other games because it can spark some good creativity. :) 
Sure... 
fresh blood, change of flesh, new corpses!

http://members.home.nl/gimli/cook.gif 
Pipes 
Misaligned Textures! 
Nice pipes tho. 
W00t 
a great way to start a tuesday morning is viewing a new madfox gif :)

Necros : Loving it. You know you have to finish this now right? :) 
 
my current track record for finishing maps is pretty abysmal atm, so i won't be a dick and promise anything. :P

i'm just having a lot more fun than i thought i would with coloured lighting. :) 
MadFox 
This is the ultimate pipe factory for sure !!
Maybe you should add more diversity with several different pipe textures... I remember HalfLife wad has some good one :) 
 
@shambler - now I got the brushes on grid the copy/paste make them misaligne.

My first goal was to make it possible they would be available to walk through. Then the rings broke the way through and I had to clip them all which led to leaks.
Now they're sealed, but makes the level rather complex to interact.

@daz - thanks, chef de cuisine.

@necros - the coloured lights would be glad with a new level!

@jpl- spirit's coughs got me running into a metalmap, but the pipelines give me a spagethi gamekey. 
MadFox 
... but the pipelines give me a spagethi gamekey.

So where is the tomato sauce ? wait... I guess this will be added by the player.. making sauce with ennemies' blood >D

Coool.... 
Ggggghhh...per Luck Cini 
As long it's not pepper-chilly, fine.

I experience Quark to handle pipes less leakreporting when they're in the box. 
Broke My Tongue.., 
per lush conto, no
par laush quinto, no
beer slash quanto.

yes. 
20brush Map 
Bah, mixed up the deadline for the 20b contest. Also, not having mapped for Q3 in at least eight years shows. How do I get the light shaders to work again?!

It's surprisingly tricky to pull it off with such an extreme limitation. Well, actually not THAT surprising if you think about it...

My map would have been one of two Q3 submission that are NOT space maps: http://negke.quaddicted.com/images/20bwip.jpg 
 
(18 visible brushes, 2 patches) 
Lol - Learning Some Flash: 
Made a flash movie-gallery thing. Very simple really, and I did it with Actionscript 2 even though im using CS4 (AS3), I wouldn't know how to do it in AS3. I know you have to declare a load of stuff with Eventlisteners or something, but I dont really see why this kind of simple thing works with an older format, but is much more complicated to set up in the new format.

http://www.quaketastic.com/upload/files/misc/starkmonFlashGalleryRickyT23.zip

Tried to upload this .swf to Quaketastic in its native format but Quaketastic said it was in an illegal format!

I used a tutorial video on youtube to do this. Interesting really - I could start having fun trying to make a simple game of some description, I really want to learn more. I still find most code of any description quite overwhelming, except for CSS/xhtml that is, although that's not really code. Its just the amount of commands, all of the rules, and understanding basically how things are done. Examples of stuff I flat-out cannot do, but am aware of - php/SQL, xml, formmail (!), tieing xml with Flash etc etc. 
Scripted Sequence Test 
Hi there, this isn't much of a beta really, but I'd like some feedback on how well this sequence works. I've been fidding with it on and off for a while to a point where I've lost a good critical eye for it :( I know what direction I'm always looking in when stuff is happening, but not if it works for others.

I put up a screenshot of the room a while back, this is the room actually 'animated'. Don't expect aligned textures or proper lighting :E

zqfarrival01test 
Needs Quoth2 Btw!!!! 
Damn I always forget to post that... 
Well That Worked For Me 
Truly awesome quake scripting. You should check it out guys, this reminds me of Half-Life big time! Nice work. More please. 
ZealousQuakeFan 
What RickyT23 said. Very good and awesome explosions !
Keep it up ! 
Nice! 
1. You cannot aim straight up in vanilla Quake. I had to jump and shoot at the highest point.

2. The messages were a mixture of "narrator/radio" and "game commanding the player". Can you use different colours? If not, use different formatting or prefix the radio messages with something.

3. Looked weird how the enforcers just stood there while hell was breaking loose. 
Thanks For Comments :) 
1. You cannot aim straight up in vanilla Quake. I had to jump and shoot at the highest point.

Good point. I tested it in Fitzquake/Darkplaces but they both allow you to look straight up. You need a limit removing engine for it, the amount of entities is huge but I will move them further to the sides, I dunno how many other engines support vertical looking like that :E

2. The messages were a mixture of "narrator/radio" and "game commanding the player". Can you use different colours? If not, use different formatting or prefix the radio messages with something.

Hadn't thought about that! The different colours is a good idea, though I don't know how to do it. Seen it done before though iirc. I suppose I could try using voice samples too, but I don't have a particularly menacing voice myself :P

3. Looked weird how the enforcers just stood there while hell was breaking loose.

Yeah, it's really fighting against their AI to make them move in a scripted fashion. It sometimes doesn't work and they don't get killed as they should too :E I thought it would look okay if they start running as the roof falls at least :p

Perhaps if the roof collapses earlier? 
Nice One 
Very cinematic. Though what seems a little odd is that two small pipes can make the entire base explode. Slipgate technology is quite unstable apparently, heh.

Search for "quake name generator" - you can just enter the colored text and paste the code in the message fields. 
 
Slipgate technology is quite unstable apparently

How do you think it creates so many hell portals? :p

Also ta for the generator thing, took a little searching since it just comes up with loads of stuff for Q3 :E 
Zqf 
Amazing! I wish more maps were like this. 
Zqf 
very impressive! if you can maintain that level of scripting throughout the map, it would be quite an achievement.

reminds me a lot of HL but also of those neil manke HL maps like darkstar.

n1! 
Some Pics Of Progress. 
Nice 
shot 1 and 2, could use small pointlights wherever the fullbright 16x16 lights are.
it's very dark, but from what i can see, it looks like you've done some nice curvy trims and such.
shot 3 is nearly pitch black.
shot 4 has some nice stuff but the placement of the lamps seems a bit haphazard. also, take a look around at custom texture sets and see if you can get a bigger texture for the grass. the 64x64 one really shows it's tiling. 
 
Yeah light placement is very slapdash :E

I'll have to look into sorting out my monitor or gamma, didn't realise they'd be so dark. hmm... 
 
it's probably fine in-game. indeed, even if it were too dark, there's always the brightness setting. 
I Don't Think 
you can make anyone happy with screenshots - it seems like they're almost always too dark for some.
Although, yeah... too dark, hahaha!
Agree about the grass - maybe even just make it bigger and rotate it, add some details to break up the grounda bit or something...
also, the sunlight looks a bit weird with a starry night sky,imo

But it looks pretty great so far, looking forward to playing it! 
 
I'll have a look at using a higher brightness but greater falloff and see what I can come up with. Also yea I've kinda not bothered making any lights have an apparent source in a fair few places.

The sunlight is a bit weird yeah. I was going to play with that coloured light compiler and see if I could have a softish blue sunlight over the place. It's currently OTT though.

Anyway, more soon :p 
 
Bit better?

Crossing the red and blue slightly mind... 
Much Better 
 
Necros 
That "ayelid.jpg" screenshot looks fucking rad. Please finish / make something of that : ) 
 
Wow! 
Very atmospheric, feels like Rune! 
Yeah Definitely Very Rune 
I would personally go for a Shadar Logoth look though. 
 
both ZealousQuakeFan and necros got some nice stuff cooking... can't wait to play it...

necros pic look like a recente game with Quake weapons :p 
I Would Definitely Have Sex With Necros' Nose. 
Good stuff.

ZQF, also good stuff, a definite improvement. Some good designs and detailing. Make sure you keep it consistent. 
 
Nice stuff necros, nice use of mapmodels also. Everybody should use more models.

That arch is pretty mature and high brow. 
 
man that's cool necros :D 
 
 
yummers ^_^ 
FUNC_CHAN And More.... 
New Screenshots (Really.) 
Rubucon2esday 
I love Rubucon2esday!
http://www.rubytuesday.com/ 
Rubicon2esday 
rubicon2esday 
Sorry Metl 
But that is just too good to be true. 
Necros.. 
..that ayleid jpg really nice!

The lightning fits perfectly.. How did u obtain that soft greenish ? did u set colored light by aguirre/mh in worldspawn? 
 
no, but all point lights use this setting for colour: 0.725490 1.000000 0.968627

so far i haven't deviated from this. infact, i've recoloured the flames in that hexen2 latern blue to preserve it. 
Really? 
I just shit my pants.

Thank you, Metl! :) 
O RLY???????????? 
 
Metl 
define 'soon' please. 
Just In Time For 2012 
I guess the world really is gonna end! 
 
:) zmgg this December as been awesome!!!

good news everywhere 
 
i'm trying. o.o
http://necros.quaddicted.com/temp/...


darn, i need it right now 
 
trying and doing a good job of it necros. I simply adore the colour, always been into mint-green (or within that range) 
Necros 
Dead link. I think you messed your tags up or something. Copying it manually doesnt work for me either. Says necros.quaddicted.com/.......</span> 
Mr. Richard 
just look at post #7157 
Sorry I Meant Spy 
Duh..... 
R2 
shot 6 looks spaffworthy 
 
are they really new? at first i thought it was a joke but when i checked, i couldn't remember what the old shots looked like. o.o

anyway, all 6 look great although i'm not really holding my breath for a release. ;) 
 
necros: for the record, the first two shots are old, the last four are new.

nitin: january is the plan. 
GOING TO QUOTE YOU ON THAT 
Nah, but definitely looking forward to it. 
 
Gimme Gimme Gimme 
 
 
So I wasn't planning on posting anything from my map until it was near completion, but I feel like I'm gonna drive myself insane soon... thing is, I'm never really satisfied with areas I work on. I always think I have to add more and more details, even though they might look fine. I've come to a halt so many times already because of this, I just can't stick with something, and progress is veeery slow as a result. Anyway, what I want to know from you all, is if these following shots look ok to you??

This is the starting area, I didn't want to make this overly detailed seeing as the player will never return here anyway:

http://img707.imageshack.us/f/tmpquark000027.jpg/

A minor hallway, I've got this feeling that the walls are too bland/flat, true or not?

http://img560.imageshack.us/i/tmpquark000030.jpg/

http://img97.imageshack.us/i/tmpquark000029.jpg/

On the other hand, I try to give more detail to more "major" areas or areas that will be revisited, such as this "hub" that connects a few areas:

http://img502.imageshack.us/i/tmpquark000028.jpg/

And yes, it's fullbright. I haven't gotten to the lighting stage yet, I'm still only working on architecture and have a ton of stuff left, that's why I need to know if these areas look fine so I won't drive myself crazy with detailing every little nook and cranny!

Help me out here guys! 
Hmmm.. 
..indoor corridors are not my cup of tea but still your pics look pretty fair and competently done. 
Uh 
B:I think that looks pretty good! I guess you might be able to spruce up the ceiling in the corridors if you wanted to, but imo it looks pretty good.

ZQF: I want to play that.

Metl: my pants are slightly tighter. 
 
Just some quick links to the full pics ...

http://img707.imageshack.us/img707/6526/tmpquark000027.jpg

http://img560.imageshack.us/img560/1539/tmpquark000030.jpg

http://img97.imageshack.us/img97/6876/tmpquark000029.jpg

http://img502.imageshack.us/img502/8775/tmpquark000028.jpg

I think it's shaping up quite nicely, as for blandness it doesn't look too bland but not as detailed as some maps are nowadays. Don't let that discourage you though, it really does look very tasty. 
 
i think those shots are absolutely fine.
as for lower detailed areas like hallways, don't forget you can use lighting to your advantage.
shroud boring areas in shadows but use spotlights to keep the floor and eye-level walls illuminated.
you can also use trim more aggressively. you're already doing that on the walls, but you can trim along the floors too. idbase and ikbase have excellent trim textures. 
 
oh my oh my

2010 will be a awesome Quake year :)

even in fullbright they look awesome... nice ceelings!

I really need to start making something :( since tdl.bsp I made so many few brushes :( one speedmap and a map that I start that have like 50 brushes... 
Berntsen 
shots 2-4 look absolutely fine, although like necros suggested, spotlights would work a treat on those flat beige walls

with shot 1, i'm not really a fan of the top of the building being completely level. height variation is a good thing.. although since i can't put into words exactly what i'd do i threw a quick example together in worldcraft, perhaps adding a little light fixture on the top of each one afterwards. i know you said the player only passes through once, but it's still an entrance, and entrances should be at least a little bit pretty ;) 
 
I think you'll be surprised by the difference in feel you get when you light the level Berntsen :) 
Dammit, Zwiff! 
I thought you were posting pics of your map...


...which, BTW, you need to be working on :) 
 
Working on style stuff so I can start prettying up rooms and whatnot soon, while continuing to balance gameplay/layout in the main map. Probably won't be able to work on it until after New Years though, so no updates for a while. 
 
Thanks for the feedback everyone! It's exactly what was needed for me to get motivated to kick-start my ass into some serious mapping again.

I'm already thinking of using light and shadows effectively, but I'll take into account your advice to conceal dull areas, necros. :)

I'll also see what I can do with trimming and some more interesting level/height differences in architecture.

Cheers! 
Berntsen 
Nice shots, got a nice clean look going there. I don't think you should worry too much about adding lots of detail since less can be more. I'm sure once you've got some lighting in there, that'll give it a nice touch of depth. Keep it up. 
 
Thanks. Yeah, I think I'm gonna go with the level of detail I already have throughout the entire map, then light it and see if anything else should be added. 
Because I Like To See This Thread Being Active :P 
I'm posting another:

I noticed that I was finishing a lot of my layouts with the player in lifts, and thought it was pretty boring ending every map in the same way, but I do like the idea of moving from one area to another, so I decided to add a train yard :E

Only blocked out so far though... 
Hot Tip 
You can do some angled crates (misaligned crates) which are still nicely on grid. You just offset each of the corners so that each side has an angle of 1 in 4. If see what I mean. I could post an image somewhere........

Massive base maps get my juices flowing ;) 
Hey Ricky 
when do we get starkmon2? ^_~ 
Hopefully Never 
I want some non-base Ricky maps for a change. 
Some Base Scraps: 
I just heard you could set alpha on a func_wall a few days ago, so I had to try building a glass walkway:
http://img264.imageshack.us/img264/3992/glasswalkway1.jpg

also, an exploding slipgate:
http://img600.imageshack.us/img600/749/slipgate.jpg

The recent posts look great.. should be an exciting new year for maps :-) 
Ericw 
First shot is really good: it reminds me a spatial base in Doom2 (I don't remember the exact title).. Good use of glasses here ! 
Playing With Scripts Again 
Not really happy with it right now, it takes so much tweaking to get rotating stuff moving right :E

http://www.zealousquakefan.com/wp-content/uploads/2011/01/zqftest03_construction30.jpg

http://www.zealousquakefan.com/wp-content/uploads/2011/01/zqftest03_construction31.jpg

Hard to get across in screenshots really... :p 
And I Hoped To Have Most Of It Finished Over Christmas :( 
Well I've almost finished connecting it all up, so it at least won't grow any more.

http://www.zealousquakefan.com/wp-content/uploads/2011/01/zqftest03_construction38.jpg

Should really have kept it small for a first map :E 
 
Well I've almost finished connecting it all up, so it at least won't grow any more.

that is one of the best feelings for me.

when you put down that last brush that seals up the map and you realize you can now run from start to finish without having to noclip around or whatever. 
Zqf 
sexy. 
 
ZealousQuakeFan for as first msp id pretty easy to say that you hasve talent!

keep good work! 
 
when you put down that last brush that seals up the map and you realize you can now run from start to finish without having to noclip around or whatever.

For me its a combination of relief and anxiety. It's cool to have it all in place, but seeing how much is left to go over with the prettiness paint is kinda scary :P 
ZQF 
you have some Unreal mapping experience? what maps? 
 
I made a deathmatch map for the 3D Buzz mapping competition a couple of years back, was called Dogs of War. Some shots of it if yer interested:
http://www.zealousquakefan.com/2010/10/a-ut3-level/
It's not really finished, and was a remake of something I'd made in ut2k3. I also built it more like a ut2k3 map, so it has an excess of BSP that needs stripping out really. The competition was very interesting cause I saw how the winners actually built stuff :)

I plan to go back to it and finish it, but I wanted to create something single player. Only ever really built multiplayer stuff that I played with friends, single player is vastly different :E 
 
when you put down that last brush that seals up the map and you realize you can now run from start to finish without having to noclip around or whatever.

I can't wait until I reach that stage. As of now, it feels like there's an endless amount of brushwork left, I've already worked on the map for some time and I've only done about 15%!

At least I have specific ideas about most of the areas in terms of layout and setups from now on, though, coupled with a self-imposed deadline of the beginning of april, so hopefully that will help motivate me... 
Working On Website.... 
http://www.quaketastic.com/upload/files/misc/BMFN.png

My actual website this time. A bit gratuitous but it seems to be the done thing, and its for my course.

Need to finish it soon, deadline coming this summer, and there's an exam after the final website(s) 
@Ricky 
Reviews? You're own, or referenced reviews of your maps? 
I Am Planning On Reviewing Maps 
Probably base maps :) Although I may extend it to just whichever maps I think are worth a review. 
So... 
...you really do have a thing for base maps then :p 
Yeah 
Ive only made 2 maps that weren't (3rd on the way, alongside another base map :) 
New Map - Q1shw1: Devastation 
Hi guys, I've made a dm map, and here's first beta of it. I would appreciate any feedback.

Download q1shw1_b1

Image1
Image2
Image4
Image4

Now, I also have 2 issues with that map:
Weird lighting
Vis issue

I need some help with getting around those, any ideas?

ShadoW 
Cool 
Wicked style - I love it! Without the QRP, that is.

Layout seems very good, no item placement - would have to play it against opponents.

Some technical notes: there are a few empty spaces outside of the map (between brushes of adjacent rooms), noclip around to find them.
The steps at -592 -432 216 (near the RL) could use clips on the side so players don't get stuck.
The gears panel at 373 768 360 isn't clipped off.
The angled skull textures at -589 -583 303 isn't properly aligned.
The base trim in the main atrium (image1) looks a bit off with its lack of seams. I'd say either make a 32 unit trim with seams or use the 16 unit texture on those faces as well.
There are some unrealistic shadows, or basically black walls, in sky areas. Not a big deal, but you might want to put a little light there just for neatness.

I strongly recommend turning all of the torch holders into func_illusionaries (or delete them altogether and move the torches to the walls). This should lower the polycount a bit. Likewise, the same could be done to the weapon platforms. Check with r_showtris 1 to see what I mean.

The lighting issue, did you compile the map with -extra4? This might make it go away.

The "vis issue" is a portal error that occurs sometimes when QBSP doesn't like the architecture for some reason, or just feels like it. You can try to fix it by splitting the brush into two triangles and shift the texture on one of them slightly (so they aren't merged by QBSP). 
Err 
*no idea about the item placement 
Looks Very Nice! 
Have you tried it in Darkplaces with all of the fluff turned on? I bet that would look cooler....

As for the vis error - yeah like Negke says, try splitting the brush. Or just try replacing the brushes in the affected area with slightly different ones.

Which light tool did you use?

If you ware using Worldcraft you might want to try "Check map for problems" - you often find some clangers at the bottom of that list ;) 
Hmm 
I see too many textures and clashes. Is it just me? 
No, But. 
The replacement textures highlight it too much. Without them, it works much better. Yes, they clash, but in a good way. IMO, anyway. Reminds me a bit of spirit's recent DM map which used a somewhat unorthodox style, too. 
 
Pictures were taken with DP+QRP.

For compilation I use Lordhavock's hmap2.exe (and Radiant 1.5 for building the stuff). 
OK, Some Stuff 
To make Darkplaces textures look even more awesome use these two console commands:

r_glsl_offsetmapping 1 r_glsl_offsetmapping_reliefmapping 1

If you use this light tool:

http://celephais.net/board/view_thread.php?id=60480&start=10

You will probably find your lighting problem has gone.

And if you use this QBSP tool:

http://quaddicted.com/tools/txqbspbjp.zip

It might fix the vis error.

Please try it and report back here :) 
Agree 
re QRP - not my fav, but looks very nice in game with regular textures! 
About QRP In Custom Maps 
You have to take the replacement textures into account while you map.

You have to map for the QRP textures, ie use Quake textures whose QRP replacements look good together. If your vanilla textures are a jumbled mess, the QRP will highlight that.

Try using a more cohesive style, and test your map with QRP enabled so you can detect problems early, and it will look great with QRP.

e1m6rq was made for the QRP. The vanilla textures are just placeholders in the editor. Dev textures pretty much. 
Agreed 
I'm a sucker for texture combinations and this map looked ace (Not so much with QRP though as gb said). Tastefully done colored lighting too, I liked the sparse fulldark areas.

The pitch black 'dead end' opposite the NG seemed like a good place for a ROS maybe(?). Unless it was your intention to not use any powerups. 
Powerups 
I will add later second .bsp to archive, which will be ffa and include Quad (or sth else). Thanks guys for all feedback, I will take care of things you mentioned, and will post new version soon. 
Q1shw1 Beta1 
Ok guys, second beta:
http://dl.dropbox.com/u/16372046/q1shw1_b2.rar

I've used that light compiler RickyT23 mentioned, it seems ligth issues are gone. Also I fixed some small things, all I could think about atm. I'm pretty content about the map right now, thanks once again for feedback. 
Great To See The Q3 Mapping Machine 
I highly suggest that you post about this on quakeworld.nu since that is where the multiplayer community sits (for quakeworld). There also is quakeone.com where netquake players from the US go. 
 
Yep, I know both, will do soon. 
ShadoW... 
Love it, awesome, very different, fresh...except This

The ledges blocking the arches just look wrong, really-really wrong. Or maybe, it's just me? 
This Time Shots Have Monsters In Them Omg. 
Really Liking Gold Door Shot 
 
ZQF. 
That's looking good, the refinement and details are really helping. The last upper corridor shot shows it well, good base build quality.

The very WIP shots show progress and I'm sure you know about the textures and stuff. Not sure about those spindly pylon things.

Keep at it dude. 
Thanks For Comments 
I've posted quite a few shots of it so I'll stop posting them up as much now.

Having said that will try to have a beta ready soonish for gameplay purposes :E 
Devastation - Vis Issue 
Hey again. When running the map (Devastation - see few posts up) under WinQuake I have those strange Vis issues:

http://shadowsdomain.files.wordpress.com/2011/01/quake01.jpg

Part of the main room is dissapearing while moving around it. No problems under Darkplaces or Ezquake. 
Im Sure There Is A Command To Increase The Draw-distance 
The Winquake program was designed to play the original Quake maps, which were designed to run on a 486 system with 8MB of RAM. As a result it will only draw so many of the nearest world polys at once. There is a console command to increase this, but I cant remember what it is.

Any modern engine should run the map just fine! 
 
Yes, as I said DP and ezq runs it great. So there is no thing I can do from mapping point to help this under WinQuake? I mean like adding some copmile/worldspawn command option? 
 
That looks like if your map is too detailed/complex for winquake. iirc r_speeds must stay below ~800 or things will be greyed out. players can increase r_maxsurfs and r_maxedges to work around this. 
Wee The Console Commands 
are

r_maxsurfs (default 1000)

and

r_maxedges (default 2000)

The changes require a map-reload. This makes it difficult to use a Quoth info_command trigger to cause this to happen. You could fire those commands in a smaller start-map I suppose. Then when you start your actual map the commands will be activated. But users on non-Winquake engines might get wierd console messages like "unknown command" or something.

Not many people use WinQuake really. You can make Fitzquake and GlQuake etc look like Windquake if you so desire. 
 
I know that WinQuake isn't really popular ;). Just wanted to get it clear that I can't do anything with it before releaseing the map.

I simply try to test the map as much as it possible. 
Well 
You can do something about it. Question is if it's worth it. The map has many texture combinations on walls, all of which use individual brushes. You could take some of the more frequent ones, for example the bricks with the grey concrete trim on the upper and lower parts and merge them into a new custom texture. This would turn three brushes into one. And if you do this in several location, you can lower the polycount enough to make the grey flash go away in Winquake. Alternatively, you could inspect the area with r_showtris 1 (in Fitzquake; DP only with its native culling disabled) to see if what is rendered from that POV and if it can be changed by some vis blocking.

And there are still (few) people who use software QW engines. As crazy as that sounds - it's that entire frame rate++ crap. 
Whoa 
This gives me ideas like forcing "gl_texturemode gl_nearest_mipmap_nearest" on map load. Are those things really possible with Quoth's *_command? I don't think so (I hope not). :D


Obviously ShadoW is not looking for such tricks though. 
Yes, They Are 
But why would you want to do this? 
 
Thanks guys. It is really not serious issue for me. I can live with it, as you said it yourself - nobody really use winquake, me neither. I asked about it only because to get clear it's engine/port thing. So case is closed ;). 
Heh - I Have Tested Maps In Winquake Before 
But that is when I was tailoring a map to fit within the limits of the engine. I was happy enough that the maps loaded in Winquake, and didnt crash it. But I got the same issue that you are experiencing. I think anyone who does use Winquake will probably know to set their draw distance higher. And you can always put a line in your README explaining that Winquake users must use those console commands..... 
 
This gives me ideas like forcing "gl_texturemode gl_nearest_mipmap_nearest" on map load.

That's like being the Amish of Quake. 
 
it would be kind of funny to fuck with the player by repeatedly changing back and forth through different texture modes... with animating textures and stuff... could be really psychedelic. 
 
I rather be amish than a half-plugged peacock. 
Lol 
 
Hyper Alpha State 
http://img834.imageshack.us/img834/3491/tmpquark000000.jpg

all the shit disks will be jumppads at one point

still just a shell of a multiplayer map really 
The Pit 
 
look like a map parboil made but in the lava!

http://www.parboil.quakeworld.ru/maps.php

Old Crater

But this one guess is with wind :) look fun 
Safe3 Final "Deadly Momentum" 
Hi guys,
Been doing some tweaks to safe3 (q1 map) since last post here. Feel pretty good with the result. Cannot think of anything I want to fix right now so I'm thinking of making a release. However, before doing so I'd like to ask for your input. Are there any improvements to be done or bugs? Again, thanks to everyone who's been giving feedback and directions, it's very much appreciated.

Also, once I release the map should I notify any sites or people to get some attention? :)

Map can be found here:
safe3final

Screenshots:
safe3f1.jpg

safe3f2.jpg

safe3f3.jpg

safe3f4.jpg 
Q1shw1: Devastation 
Shadow, i'd live to take a look at your map but the d/l url doesn't work. It looks very interesting judging by the screens. 
 
ziffon

http://quakeworld.nu is a prioraty!

then you can post in here and at http://quakeone.com 
Prioraty My Ass 
Since when has posting new maps at qw.nu ever lead to constructive feedback? 
Ziffon 
ziffon, there is final release:
http://shadowsdomain.wordpress.com/levels/quake/devastation/

I've deleted betas from dl 
Shadow 
Grrreat, I just noticed on the front page as well :P

Gonna take a look at it. 
 
Hows your Q4 map going shadow? :)

Screens of Devastation look good. 
Q1shw2 - Layout Test 
Hey guys, me again :). So I had this idea for a map. And when I have an idea, I simply have to make things. So here's very fast (about 3h of work), first layout test for new map.

http://dl.dropbox.com/u/16372046/q1shw2_test.zip

Ugly - no light (or vis), and no items exept MH and RL. 
You're A Mapping Machine Shadow! 
 
Indeed 
Layout seems okay in general. Parts of it feel too long or spacious, though. The teleporters are a bit odd. I'd say either relink them or turn them into jumppads. Lol at the door. Needs to be faster. 
So I Found My Install Of Fraps... 
...and thought I'd have a go recording some Quake

http://www.youtube.com/watch?v=8JWsc3IjKTE

I know sod all about videos and compression and stuff, was mostly just fumbling a bit with Virtual dub and such. If anyone has any tips on this kind of thing I'd be interested :E 
 
When recording for Youtube, it's probably advisable to use a higher resolution (like 1024) and also increase the game's brightness more than you would for regular playing. Then compress the video with Xvid or any other proper codec (Spirit would say H264) so that the file size is reasonable for uploading but the quality doesn't suffer too much. This will also allow you to select different quality settings on the Youtube stream. Yours is 240p which is the lowest possible one. If the source video is good enough, there'll be 360 and 480, and even 720 HD. At least I found it's available on my videos which were done like described. 
Thanks Negke 
I'll give it another go later with a different resolution :) 
Tempo 
From a gameplay point of view, it's interesting that you see the pauses between the waves spawning as 'awkward'. To me they seemed like just long enough to let the player get their bearings back after defeating a wave - and at the end there was a great moment of anticipation for the Edie. "Hey, it's a bit too quiet...oh crap!" kind of moment. 
That Looks Like A Blast 
It would be hilarious if there was a second Edie behind the corner at the end.

Could use more melee action and less sniping though, IMO. 
 
> Since when has posting new maps at qw.nu ever lead to constructive feedback?

If the mapper is from the qw community, there will be feedback I think... and only then. Pretty occult community. 
 
Quake video: h264 or webm with a bitrate >1500kbps should be good. Use avidemux if you need a frontend. Record with gamma 0.7. Use two-pass if your time allows.

Gb: not true, see shadow's release.

I think netquakers are more likely to actually play a map online. Qw is very limited unless for special occasions or ffa servers. I have no clue what the nq scene actually plays though. Weird maps and the lag from crossing the Atlantic always turned me off. 
Well 
if you join a clanarena or crmod server you'll probably play dm3

if you join quake.shmack.net you'll play from start to dm6, but will probably be on start or dm4

if you join bigfoot.quake1.net (in Germany btw) you will play a variety of custom multipayer maps maps

if you join newdm.quakeone.com you will play a variety of estranged multiplayer and single player maps

i leik last 2 bestest 
 
just long enough to let the player get their bearings back
Yeah you do have a point... an effect that comes from testing your own stuff I suppose. Was having some trouble with monsters not waking properly there so I was kind of worried it was gonna break again :E
Will probably leave it as it is timing wise then :)

Could use more melee action and less sniping though
It's only one fight, hopefully you'll get enough of a close combat fix from the rest :) 
 
I can't wait for this map, zqf. It looks amazing so far. I haven't been this excited for a base map in a while! 
Just For Fun 
No, not a quad shotgun, just a four 'shot' panorama

http://img843.imageshack.us/img843/3982/panorama1i.jpg 
Ok 
Wow 
Mike gives me wood-ham. Tronyn, too. Cool that you finally seem to have made proper use of the sorrow scrap. Now I can delete it from my editor folder. 
Omg 
So many good maps coming out soon, and so little time to play them. :( 
 
there is always time to play a Quake map :9

nice shots tronyn can't wait to play then 
Awesome 
http://www.quaketastic.com/upload/files/1ind4.jpg

That looks awesome, simple, yet very cool, it really makes you think that you are there. Can't wait to play that map... 
 
mike: looks like a cooler moria. :D i love that the upper area is shrouded in darkness. makes everything look even bigger.

tronyn: the scale is insane, especially on those industrial shots. ;) i was staring at the first industrial shot trying to place it, and then i noticed these tiny little ogres in the corner.
looks like you will be giving arwop a run for it's money. :P

also, i can recognize some stuff in those somethingwicked shots. ^_^ glad you could make use of it! 
Mike. 
I need to change my trousers. 
But Oh Dear. 
Trouser fail, I now need a 3rd pair after seeing Tronyn's shots.

Great stuff there. 
Tronyn 
nice styles.

Mike, that looks great. 
A Desert Dusk 3 
The style in that Dry Sorrow(?) map is ace. 
Nice Shots! 
Mike & Tronyn! It's nice to see those scraps lit and so well put together. Can't wait! 
"Quakery!" New Q1 Conversion .. 
Mike: 
Have you tried PanQuake?

Would be nice if someone made a nice modern shader based version of fisheyequake and panquake... 
Playing With Coloured Lighting 
 
Shots 49, 52 = tastefully done.

Shot 51 = foul.

Shot 50 = unsure, but it might work well in game. 
 
slight use: very nice! might be even more subtle I think.
dramatic: looks like Shambler's rearside

Make sure not to create annoying grunt sniping gameplay, See http://www.quaddicted.com/reviews/sickbase.html as a anti-example (sorry Ricky :) ). 
Question On Strong Colour 
With strong lights, is it generally the saturation, the position (which wasn't thought out, I'm experimenting so was just matching them to the texture of the light source :p ) or the clash of colours (eg would switching spot lights to white improve it etc)

or is just the whole theme of the lighting shit?

ta for feedback :) 
 
51 just looks like 49 with the white light removed :P

too dark and saturated. the other three are all nice though.. the colour complements the normal light rather than smothering it 
Correct Comments. 
Subtle good, over-colourful vile. 
 
google up a colourwheel for painting houses and use that to figure out what colours to use.

full red/full blue lighting next to each other = ugly as fuck. 
First Shot 
Looks amazing. 
Had Another Go: 
Okay, a go at making that big room darker but less urgh...
Dropped saturation, increased ambient again, but moved the lights lower:


http://www.zealousquakefan.com/images/arrival/zqftest03_construction53.jpg

Too dark? Blue too strong? :E

Another corridor with some little highlights from the monitors
http://www.zealousquakefan.com/images/arrival/zqftest03_construction54.jpg 
 
it's really not necessary to colour-code every single light and monitor. for main lighting, i'd stay closer to white, as well. for example, in 53, i'd make the red lights be pure red and very small radius. highlights, mainly. the blue strip lights i'd make as the main light emitters but make them nearly white, a very pale cyan.
there are more colours than just rgb. 
Purple ? 
... bah, nevermind... :P 
 
Thanks for the comments guys, I'll try and do a more detailed outdoor area and see how that goes colour wise.

I think the style I'm generally going for now is making indoors look quite warm and the outdoor or open areas cold... :E 
 
with colored light, try reducing the radius of intensely colored ones (raise the wait value to 2 or more).

You have to play around with wait values really.

Also try combining white lights with the blue ones.

Although light blue and light-medium yellow seem to usually work well - watch for pure colors (red green blue) and reduce their radius / lower the brightness. The blue spot on the right side of shot 50 is kinda intense.

For a strong colored light effect like with lava or big flames, keep the brightness under 250 (avoid the washed out effect / clamping) and increase the radius instead / put several point lights spread out over an area instead of cranking up the brightness.

You can have subtle colore variations with this latter approach / combination with white.

http://kneedeepinthedoomed.wordpress.com/2010/11/07/orange-light-green-walls-far-out-experiences-with-colored-light/ 
 
you can almost eliminate colour wash-out by using delay 5 in aguirre's light. delay 5 caps intensity at max instead of allowing intensity to approach the sun like delay 2 does. you can still get wash-out if you have multiple lights, of course, delay 5 doesn't do anything about that.

those ayleid shots i posted a few weeks ago all use delay 5 with between 450 to 600 intensity (and sometimes wait 0.75). 
 
This stuff is reminding me of old Unreal, where bright lights turned green :p

Quite a headache 
 
Interesting.

delay 5 changes the falloff formula though - I went through a phase where I used it everywhere, but moved away from it again.

It's good to know though and I'll try it for sure. I guess we're getting a grip on it :) 
Q1shw2 - Deep Scars (beta1) 
Looks Very Sexy Indeed! 
My only criticism from the shots is that you need to sort out the metal texture on those uprights. I would increase the dimension on the y axis slightly so that you can't see the trim, or atleast try and align the trim in a fashion which makes it more justified and less broken. 
Some Comments 
I see you went for a more cohesive texture style this time - presumably to make the map look better under QRP? - but the result turned out somewhat monotone and gray. It might help if you had more city2_6 trims everywhere.

The checkered floor texture clashes with the metal walls badly, IMO.

The lights on the stairs didn't look too good - either use a smaller light texture instead of resizing the large one, or shrink the floor texture.

Like negke said before, the teleporters felt unnecessary, and could as well have been jump pads, or lifts - or maybe even some E4-style stairs. Also, the actual teleporter seems a little too big.

This area seemed perfect for a powerup (maybe a MH?) but I dunno if that's a good idea for a 1v1 map. 
Hmm 
the shots with original quake textures look much better than with those shitty hi res ones. 
Indeed 
#7312: "I see you went for a more cohesive texture style this time"

If mixing metal, medieval, and tech-base all in one room is "more cohesive" than the last iteration, I'd love to see the earlier drafts... 
 
i like the texture scheme. i don't have a problem with it being monotone. kind of like a poured concrete runic map. the hirez textures work much better this time, and the regular textures go well too. at the same time, however, it could use more variation on the larger flat walls, not just the same texture over the whole surface.
for example:
http://necros.quaddicted.com/temp/ne_q1shw2_b1_02.jpg
blue area should be the same texture but at 90 degrees
green area should be like a demon head texture or something.

just an idea but this is what i mean by breaking up the wall. 
Kinn 
ShadoW 
 
 
Yep guys, there are some issues, and I know about them :). It's beta, obviously. Tbh I expected more feedback about layout and item layout then texturing ;) at this stage. 
Oh 
well, you'll never get that from me. :P i never played quake dm and competitive layout has never interested me much. afaik, just put RA and RL at opposite ends of the map and you're set. :P 
 
ra and rl at OPPOSITE ends? shit no wonder no one played any of my dm maps :P 
Any News On "Mortisville" Mod ?? 
Someone knows if the mod "Mortisville" is dead or what else ?

..I remember some screenshots pretty good 
 
it's ne_melee 2.0! :P

not really, but just something i hammered out today. feels like a better implementation than that original mod i tried way back.

swing damage increases the longer you hold down fire, just like most games out there.
block is automatic though. you can't block when you're swinging, obviously, but you will block as long as you face your attacker.
you can only block other melee weapons though.

thinking of making some kind of stamina system so you get tired blocking or something but there isn't really anywhere on the UI to put that, unless i used the current ammo slot. i had planned to make the current ammo slot the 'swing power' though. :P

not sure if i'll actually make map that uses this thing... it's very powerful and needs multiple attackers to keep it in check (so that a monster can hit you on the side where you can't block). if it's just 1 on 1, you never have to take any damage. 
Looks Cool :) 
Yeah if there was a stamina thing it would make it quite a cool little upgrade in normal Quake for low ammo type maps. Why not just display your blocking stamina on the weapon's ammo counter? I suppose that wouldn't be great if you plan on including Hexen style weapons that are melee but use mana :E

Also would be cool if the sound of actually hitting something was more meaty. Also would be fairly entertaining if strong strikes would gib. Feedback is the best thing about the Half-Life crowbar and such :)

---

Video of my own, playing with video uploading, this time it's a better resolution. I knew the video was too dark but didn't realise it would fuck up the compression, but anyway hope you can see what's happening. It's fairly obvious I think.

http://www.youtube.com/watch?v=6eg97zrg-Uw 
Hmmm. 
I tried to add &r_fullbright=1 onto the end of that link, but it didn't help. From what I could hear, it needs more Vorelings... 
 
Squeal piggy Squeal. 
Necros FFS 
I expect your cath/dragon/oblivion episode yesterday!
Please don't give up on that Doom 2 map, either. It's practically finished minus a few details. 
 
with all the qexpo talk lately, i'm holding off to see what happens. it'd be pretty cool to release everything over the course of qexpo. 
Btw 
Are those custom realistic door swing physics? 
 
If there were a QExpo this year, I would work to finish my Quake map by then. It would be a quick, tiny map but at least I would finish it. 
 
Are those custom realistic door swing physics?

yep! :D i'm pretty proud of them. both players and monsters can push them and they emit sound depending on speed. i'm thinking of adding random sway for wind effects, but angle precision is too low for that kind of thing unless you use DP. 
Cool 
That's the saloon variety. Now add a use (grab) mechanic. 
Huh 
i don't know if that's fully possible without engine extensions.

you could haxor in a use key, but it wouldn't be perfect.

i suppose you could make the 'fire' button contextual for swinging doors, but that risks getting in the way of shooting. 
Swinging Door ? 
nice! I'd need them for a saloon in a western mod I was planning but aborted.

So how can I obtain that effect ? 
 
it's not overly complex, actually. i was surprised no one had done it before when i realized that.

you basically reverse the functionality of the func_movewalls and func_rotate_door.
drop the func_rotate_door into an endless loop and then set movewalls to use a touch function that sends the player's velocity to the rotate_door. from there, use dot product to figure out how fast to move based on angle of door.
there might be a smarter way to do this actually. calling the rotation code directly from the touch function for the first time or something instead of just leaving the door looping all the time, even if it's not moving.

for monsters, it's a little trickier. they will never proc a touch function on a solid_bsp like movewalls because movetogoal and walkmove will detect if it *would* hit, and just not let it.
luckily, the rotate_object has a nice bounding box sized to cover the entire area that it will rotate (i think that's done automatically by qbsp?).
so you give a touch function for the rotate_object and then use this math: http://mathforum.org/library/drmath/view/54823.html to figure out if the monster is 'touching' the door or not. from there, it's a simple matter of deciding which way to push the door based on monster position. 
Necros 
cool video, I liked the block function as well. nice looking map, good atmosphere with the storm and creaking doors, good combat. 
Dudes 
Don't use that "math" to figure out if a point is in a rectangle (or bounding box). It's slow and awkward compared to the simple solution, which is to check if each point coordinate is within the min and max vectors of the bbox.

Also, for checking whether a point is within a polygon, I prefer the "shoot ray from polygon and see how many polygon segments it hits" method because it is not computationally heavier, it is simpler and it deals with non-convex polygons as well. This method is esp. simple if you translate your polygon by the negative point (which then becomes the origin) and check whether the polygon becomes the origin.

To do this in 3D, project onto one of the coordinate planes (preferrably the plane where the projected polygon has the largest area). 
Err 
becomes == contains 
Stairs Clip 
Guys, should I turn all my stairs into func_wall, and cover them with clip ramps? I mean, is there any reason I shouldn't do that? I think it would be better to exclude stairs from mesh merging process, as they bring a lot of unnecessary splits. And in case I can do that - ramps or rather stairs shaped clip? 
I Would'nt Do That 
I dont think it's common practise. One of the querks of Quake is the ramp-jumping effect (if you jump whilst running up a ramp you will fly quite far), and doing what you describe will not reduce the complexity of the mesh that much, and the behaviour of the stairs will be weird.
Players are used to looking at stairs and knowing that you can't ramp-jump up them.

All of the vertexes of the bmodel stairs will still be counted towards your vertex limits (and some marksurfaces). You wont's save many polys. 
You're All Invited To .. 
..CarnivalQuake

http://www.quaketastic.com/upload/files/screen_shots/circus_3.png

http://www.quaketastic.com/upload/files/screen_shots/circus_1.png

some feedback is appreciated caus I don't know if make it a real mod/pack whatever 
I Would Spend A Bit More Time Putting 
some shading on the skins 
Sleep 
Don't use that "math" to figure out if a point is in a rectangle (or bounding box). It's slow and awkward compared to the simple solution, which is to check if each point coordinate is within the min and max vectors of the bbox.

you can't. first because as the door rotates, the bounding box's accuracy varies from completely so to completely not. you have to continually check from a rotated box, not a static one. if you could just use the bbox, then you could simply set it to a touch function and leave it at that.
on top of that, since we're using the rotate_object as the trigger field, modifying the bbox would change the way the rotating brush is displayed. qbsp seems to create it with a bbox that is larger than the bmodel itself. it seems to make it as large as the bmodel would be if it was rotated 360 all at once from it's origin entity.

Also, for checking whether a point is within a polygon, I prefer the "shoot ray from polygon and see how many polygon segments it hits" method because it is not computationally heavier, it is simpler and it deals with non-convex polygons as well. This method is esp. simple if you translate your polygon by the negative point (which then becomes the origin) and check whether the polygon becomes the origin.

To do this in 3D, project onto one of the coordinate planes (preferrably the plane where the projected polygon has the largest area).


i didn't understand what you mean here. anyway, the check i use is not 3d. the pushable doors only work for y axis doors and have seperate code from x and z axis rotation. (or they would if i needed that and bothered coding it).
doing it in 2d is pretty quick, just a few subtractions and a division. also, i have no idea how to do it in 3d. 
Ah I See 
In that case, your method is in fact better (and faster). 
Thanks :) 
it totally is a case of hackery such that it only works in one specific way. i'm not smart enough to generalize it to work for all cases. ^_^; 
I Know Rickt23..but 
the essence I want to achieve in all my mods is sort of cartoonish style so when I reach a certain level of detail previously planned I stop.

this is my method of mapping or else you could never get any map finished!

..hmm actually I never published anything til now :) 
Deep Scars Beta2 
Hi. Second beta of my Deep Scars map. It's suppose to be RC now, meaning there are clips, item layout should be final, ligting and textures were fixed in few places and so on. Will appreciate any feedback :).

http://dl.dropbox.com/u/16372046/q1shw2_b2.zip 
 
Check the skull textures. Some of them are cut off in the middle. The stretched textures on all all 45 degree walls look bad. I don't like the base floor textures here; the grey/blue one was better (contrast). There's also another 4*4 tile floor texture in brown.
One thing you got to keep in mind when using 32 unit tiles on the floor is to make sure the dimensions are right on every floor, otherwise they'll be cut off which looks wrong. An example for this is the floor under the GL. However, this can be easily fixed by making the edge trim 32 units wide and replacing the upper texture with metal4_4.
Also note that metal4_4 has distinct seams on each side - this means it has to rotated according to the adjacent brushes.
There's a rogue space behind a brick recess near the lower RL.

The stairs look a bit out of place. They were okay in the first map, but not so much here. Maybe change the texture, or put 16-wide ramps on each side of them.

I think there is too much health. Or at least too unevenly distributed. Quite a few spots that have 2*25 medkits but are also in relatively close proximity to more medkits. Maybe one of the large health boxes from the lower floor up to the LG, and the other ones a bit more spread out, or something. 
 
Hehe all were complaining about that floor texture before :). I liked it better too, maybe will get it back then. Will look into stuff you mentioned. 
 
Or try a completely different texture. I only meant there should be some contrast between floor and walls, which the present base floor doesn't offer. 
City4_8 
 
Quake Live Maps :) 
Sorry for a little off topic, but I just wanted to show you two new maps introduced with Quake Live february update ;).

Concrete Palace:
http://shadowsdomain.files.wordpress.com/2011/02/ql_concretepalace_01.jpg

Dies Irae:
http://shadowsdomain.files.wordpress.com/2011/02/ql_diesirae_01.jpg

More about it:
http://shadowsdomain.wordpress.com/] 
 
Post missing on your blagh. 
Just Have To Remove The']' From The Address 
 
Nice work/congrats as usual, ShadoW. Dies Irae seems to be one of the few QL maps with a unique theme, however also somewhat samey colorwise. The design of the maps feels good, though I would have wished for some more refined ceilings and also more sophisticated (less flat) transitions between upper geometry and sky.
You really seem to like that staircase design. 
A Few Quick Shots... 
Under some train tracks
The weird blue metal things are the trains. I haven't textured them properly yet :p

Train yard area in WC :E
Doesn't look like much in game atm, but it's a fun amount of entities I suppose...


Decided to play with the Ikbase set for a change
I really liked the quiet bits of OUM, so going for that kind of feel I think :E 
:O 
:O 
 
anyone ever mixed ikbase with ikblue? i reckon it'd work, esp if it's 70% ikbase and 30% ikblue. 
 
sounds interesting. i'm all for doing unique combinations.

been trying koohoo/heretic2 + ikbase which isn't bad. 
Heretic2 + Ikblue 
Could equal elder world awesomeness! 
..about Textures Legal Issues 
Since you're talkin about textures.. I need to know about possible legal issues

..i mean all Quaddicted wads are free to use ? Should I credit the authors or not ? And what if I make a commercial project ?

tHaNk 
OK, Im Speaking Broadly Here 
But I think you can use all of those wads. Some contain some permissions stuff in the info/readme, and it is good manners to put a credit with any public releases for everyone who 's work you used, but you never hear about anyone getting onto any trouble over using quake wads.

If you were using them for commercial purposes then I guess that's a whole different ball game. You would have to check any permissions info you can find for all of your resources, and take if from there I guess... Never been in that situation. 
 
Unless commercial use is explicitly allowed and you are certain about the legal background of the content, you can use it.

Many of the WADs at Quaddicted are actually content copied from other games. Violating copyright. No right holder ever cared so that has been done since the dawn of Quake levels. You definitely cannot use those for a commercial project.

id Software also does not allow use of their art for commercial projects. 
..mmh I Understand 
ok.. but what about old projects like SHRAK, MALICE,.. did they buy license from Id ?

I've heard that nowadays licensing Q1 engine for commercial project is $10.000 right ?

Can you create a permanent thread about legal stuff ? 
 
You can't license the quake engine anymore. Iirc, there was a page on idsoftware.com that stated that.

Also, yes, the devs for malice and other (official) missions packs and total conversions did have to get a license. 
 
i wouldn't be so concerned dude. Quake's a 15 yr old game, it's pretty unlikely you'll get sued for releasing a free map (with stolen textures) that probably only a 100 ppl are gonna play. Hell if I were still mapping I'd be stealing textures out of some of all the latest games and converting them to wads.

Can't remember what I stole back in the day... pretty sure I ripped all the FAKK2 ones and used those in Carved in Flesh. Most of the good games back then using ID tech 2/3 had their textures ripped. 
I Thought You Were Making A Map 
I am disappoint. 
 
Kona is the reason where there was no FAKK3! He stole all their textures! 
..poor Me 
..only 100 people? I thought q1 community 'd have been at least some thousand scattered around the world :(

[Kona] ..as crazy as it sounds I have the funny idea of making something more than a amateur free q1 addon

If all fails I'll have somethin to feed my portfolio, I'd really like to work in the industry

IdSoftware homepage still has a business/tech link but doesn't work! 
 
Who ever said that free quake mods are/were amateur? 
..obviously They Aren't 
but I'd like to know if there are chances to go commercial with Q1 engine.. today we have online distribution(Steam,..) and other channels

Is it true Q1 engine cannot be licensed from id? and by abiding GPL(aargh!) terms ?? 
Why Don't You Check The Website Or Email Carmack 
Instead of asking people on forum who more than likely don't know what we're talking about? 
 
I seriously doubt a cutting edge gaming studio would hire anyone making maps for Quake. Level design is totally different now to Worldcraft.

If you want to get hired in the industry, it doesn't need to be commercial. You can make something free. But i'd suggest doing it for a modern game.

Ooooh FAKK3 would be awesome!!! 
 
Last time I had a peak at level design jobs they all wanted knowledge of something like LUA.

Would Half-Life 2 count as modern? The way its scripting is done via entities and such is pretty much like Quake, very different from the Crysis Flowgraph or Kismet. 
 
I would say it's modern. 
Make Maps For Left 4 Dead 2! 
It's still very hip, the editor is Hammer, there is plenty scope for mapping interesting environments. Map replay-ability is potentially very high, people might play your maps online if they kick ass, maybe.
HL2 is a bit dead really, not much buzz surrounding it nowadays. My 2c. 
 
TF2 is awesome to map for, big community for it. L4D2 is a lot more involved with a lot less replayability imo, it doesn't get as much mileage as TF2. Plus if your map gets picked up they'll pay you for it. And it's just an awesome game.

Or wait until Portal 2. Or start a UDK mod. Or something. 
Yeah 
I never got into the TF scene. I can't compare.
I guess the art style put me off a bit, I wasn't feelin the cartoon element. But I never got round to playing it. I remember someone mapping for it on Func at one point. Was it Speeds? Or pjw or something? 
 
Well, could you potentially show your good design knowledge in something older like Quake but also demonstrate knowledge of more modern editors and scripting systems with something different?
Basically do you have to show the two always in the same project. As powerful as they are you're also limit asset and variety wise with stuff like Crysis or L4D.
Just a thought anyway :p 
Industry 
http://forums.mapcore.net/viewtopic.php?f=57&t=1552&start=8205

Look what these guys are mapping for, plenty of pro LDs on there too. UDK, Crysis and L4D/TF2 are pretty high on the list it seems.

Personally I intend to map for Crysis and probably ETQW (or some semi-professional looking Doom3 mod) once I get time for it to create a portfolio. Have dabbled in both, but no time due to rmq. I'm starting to really like Crysis though, although was skeptical right after getting it.

Even installed Windows because of modern game LD considerations. x_x Linux is a no-no if you want to do any LD for recent games. Radiant, for example, is missing a lot of stuff that even the Doom3 editor has (which is Windows only). Sandbox? Can forget running that under wine.

Lua is apparently pretty commonly used for scripting, but if you can learn QuakeC or the Doom3 scripting thingy, you can learn Lua.

I think. 
 
From the limited amount I looked into it the Flowgraph is insanely powerful. Would be very interested to see how much you could change the gameplay with it. More arcadey gameplay (like Doom/Quake) + a modern engine would be my dream atm :p

I'm planning on building a portfolio myself at some point, but the main issue for me seems to be the separation of Level Design from Evironment Art. It's harder to find resources based around demonstrating the design side over just pretty things. I've found a few but not much... 
Nope 
I remember someone mapping for it on Func at one point. Was it Speeds? Or pjw or something?

Wasn't me. List of games I've mapped for (non-professionally):
Loderunner
Doom2
Quake2
Quake3

and an absolutely silly number of Trackmania maps.

And yeah, these days you're going to want to have something more modern in your portfolio than Quake maps if you're wanting to get hired as a level designer. At least something from the last few years.

Quake maps can demonstrate as much skill and creativity as any other sort of mapping (more, in some cases, due to limited tools and engine limits), but you're really rolling the dice if you want a prospective employer to look past the dated eye-candy. 
 
What do you map for professionally? :) 
 
http://ompldr.org/vN2NtcA/home.png

I plan on making a left 4 dead 2 map of my neighborhood/city, so I started with my house. I'm pretty sure it's not to scale; I plan on actually measuring tomorrow, but that's basically what my house looks like. I just need more time to work on this. :E 
Well... 
What do you map for professionally? :)

I've worked on a few things through the years. I'm probably happiest with Dungeon Siege: Legends of Aranna, Quake 4, and Wolfenstein. 
 
L4D2 still uses Hammer?! Fuck me, that game must look average. 
It Uses Hammer 
But there are a lot of hi-res assets, and the engine has great lighting. The animations are very good, and the character models are of an extremely high detail level. TBH it looks like a DX9 game (cause its is I suppose) but the bulk of the maps are of a high standard, the art style is basically realism-based but with a B-movie poster style. But the most hi-res thing about the game - the gameplay! 
 
Well, WIP L4D shots I've seen usually look less "eyecandy" than Crysis or Unreal, though by no means bad. It's just that a lot of people tend to build a couple boxes with orange textures, then slap brick textures on and scatter broken cars all around.

> It's harder to find resources based around demonstrating the design side over just pretty things.

Yeah, it seems so.

I can only suggest looking into neighboring categories of games, such as platformers, RPGs etc and trying to find what makes them interesting. I myself am making it a point recently to play major titles from the recent years and analyze them. Since established mechanics in FPS are kinda worn out - escort the NPC, defend the camp, collect X items, kill X enemies, etc - looking into other games can be inspiring. Nothing against established mechanics, if they're pulled off solidly - but if something's old, I wanna put a little shine on it...

I am guilty of shamelessly stealing from Tomb Raider: Anniversary when it comes to traps - that game is like a trap constructor's manual and many elements can be transferred to Quake for example (and still work).

Reading this thread at quakeone.com:

http://quakeone.com/forums/quake-talk/chat-o-rama/6276-you-find-yourself-e1m1.html

I was thinking it could be insanely cool if you could really construct new weapons in an FPS by finding a broken rocket launcher and combining it with, say, an explobox and batteries to create a flame thrower... if you could really make that feel as if you had freedom in constructing things.

U-Invent machines come to mind. 
ZealousQuakeFan : 
The word/role level design is used differently at different companies. Often these days it's split into different parts so that building the level and doing the scripting is different jobs. And the building part will look very different too, a lot of the pretty geometry may be done by an "environment artist" and not the "level designer".

So you don't really have to learn lua or some other form of scripting unless that's the part of levels you want to work with. 
 
Yeah my passion is very much about building the level, scripting and gameplay. Art is a necessary evil to make it presentable :p 
Alternative Gameplay Paths In Legacy Quake Maps. 
Hey, I've just got that crazy idea about remaking original quake maps (few maps, episode, all episodes?) with alternative paths :). Quake community did a lot of weird things in last 15 years, why not make a campaign, or whatever you call it with old single player maps reworked, so the are not linear, or at least you can finish a level by more then one way. It could be cool, as it doesn't require as much work as making new sp maps, and it still could be really cool, with new places, new paths, secrets and stuff. I would like to see every map to be possible to finish in at least 3 different ways, so you can play and experience sinle maps few times, and it would be different all the time :). Probably just crazy idea, but you never know... 
Rmq? 
 
Shadow: 
i had a similar idea to remake episode 1 with the exact reverse player progression: every exit becomes a start, and the start points become exits, and you work your way from e1m7 back down to e1m1 ... maybe even repurpose start.bsp as a boss arena. 
 
That would be ... how would that work? 
 
We once had a speedmap pack where we reversed maps. Or remixed them, can't remember. I made one start on its end but only implemented a small part of the rest. I loved that idea and it very interesting. 
Zwiffle: 
well, it would definitely require some creative adaptation, like moving keys around, adding buttons or triggers, etc. 
Re: Alternative Gameplay Paths In Legacy Quake Maps 
here's a map you can try out: http://necros.quaddicted.com/downloads/ne_qep1_ext.zip

it has the same basic structure as that ne_qep1 map i made a year or so ago. it is e1m1->e1m7 glued together into one giant map, except this version has a huge outdoor area built around the original maps to connect them together and the path to the end is different.

there's no source map in there, though... this map's source was lost last year when my hdd died so it will never be finished (there were a bunch of areas that are unfinished) but it's playable to the end, at least. 
Append 
please note, the above map may not have enough ammo to complete...

it was originally going to be for that melee mod i've been trying to make. in the old version of the melee mod, it played a lot more like an rpg game... sort of like a 3d 1st person diablo, really. you had to level up by killing monsters or getting secrets, so most of the monsters were placed without any thought for ammo since the player was using mana that recharged and a melee weapon. 
Ah Crap 
one last thing: the map is only fast vised.
since the map source was gone, i couldn't generate a new .prt file for a new vis session.

bsp2prt just plain crashed (i guess the map is too big?) and the quakeforge bsp, while successful as creating a prt, the prt was not compatible with aguirre's vis and the quakeforge vis crashed trying to vis with the prt file. so yeah, epic failure. :) 
Protip 
bjp's bspinfo -prt 
Fuuuuuuuuuuu 
well, i'll upload a full vis when it finishes. :P

thanks random nameless person. 
 
99% of crashed hdd's can be recovered necros, if it's got stuff u really wanted on it. 
 
bloody hell that is fantastic!

dz: http://www.quaketastic.com/upload/files/demos/ne_qep1_ext-Feb-09-2011-224403-SpiritQuaddict.dz

ugly sunlight in the outside parts though. 
Thanks Spirit :) 
i've been thinking of doing another one like that for ep3 or 4. it's really a lot of fun to do, if anyone else is interested in trying. just grab the id map sources (romero's link is dead?) and start copy/pasting away. ^_^ 
Ok, Second Time's A Charm... 
here's the map again: http://necros.quaddicted.com/downloads/ne_qep1_ext.zip

same link as before, but i replaced the file.

vis, level4 + light, extra4
runs a lot better.

btw, thanks for the demo, spirit. that was fun but fiends ate you! :D 
Interesting ..but 
..is there some sort of new levels ?
or is only a collage of pre-existent parts?

can you explain better the "alternate paths" ?

these type of works are not my cup of
tea(reminds me of a mod called "E5") ..anyway I'll take a look 
That Last Link 
map is utterly awesome up to the end of gloom keep, but e1m6 is almost completely unplayable as it appears to have been rotated 90 degrees without most of the door & teleport destination angles being adjusted accordingly. it's first noticeable at the silver key door and every door after it does the same :(

gold key bridge didn't work either and the hallway crusher was ~128 units out. and i couldn't work out how to exit after killing chthon? the usual teleporter leads back to grisly grotto (where the ziggurat vertigo entrance normally is)

such a shame as i was loving it up until then.. great fun to explore and quite a headfuck in places seeing all those familiar places from different perspectives. would have loved to see the big outdoor areas more polished though (the rock surfaces in particular) as well as the new link-up areas

the thing putting me off from trying it is how much tweaking to the architecture i'd want to do and i'd be too tempted to redesign whole rooms a la rmq :) 
Yeah 
sorry about that. :( like i said, it's unfinished. after you reach e1m6, it's pretty much exactly the same, except it was rotated and none of the doors were realigned.

as an aside, i looked over the e2, e3 and e4 maps and i didn't get the urge to combine them... i think it's because i am exponentially more familiar with e1. you gotta know the maps almost by heart if you're going to integrate them together. :S 
Necros 
I had some fun playing your map. There wasn't much problem with ammo but I have used all possible secrets. I forgot to record a demo. Killed 309 monsters on hard skill. 
Randomly 
one time I thought I would combine all the non-base e2 maps (or even all of them period) into "the TOWER of black magic," literally stack them all up and remake them all in one map in modern style. but I'm not thinking that now. 
 
yeah, i would strongly suggest against that. mainly because bringing the id maps up to modern standards, no, up to 'clean brushwork' standards alone, is a monumental task.

e1 seemed the cleanest built of the 4 episodes. take a peek at e2m2 or e3m1... they are brutal and getting them to work with modern styles would basically mean rebuilding almost everything.

i suppose, if, after you had everything set up properly, you went from start to finish, room by room, rebuilding and then deleting the old version, it might be possible, but very very slow work, i suspect.
if you like building details, you might enjoy it, otherwise it'll likely get boring.

also, something of note is that, on average, the ep2,3 and 4 maps seem larger than e1 maps so a full combination may not be possible... i recall qep1 was pretty up there in vertices and clipnodes.
otoh, if you clean up the brushwork, you can probably reduce clipnodes and vertices by at least 30% and that is a pessimistic estimate. 
E3 
I've got e3m2 and e3m3 rebuilt and connected, e3m7 is connected and partially rebuilt, with backwards access to e3m3 via a remake of a section of e3m6. I just need to find a suitable end arena...Penile Devastation perhaps? Anyhoo, much larger than this and limits start to become a problem. If I can get it all glued together Necros, how do you feel about dropping in the gameplay? 
 
that sounds impressive. :)

sure, yeah, if you get the brushwork together, i think i could put some monsters in. 
Wow 
megaboner 
 
when are we going to see a necros-tronyn megaproject ? 
Heh 
well I have one map which includes some necros scraps

maybe next fall if necros is up for it. I'd like to try building something directly inspired by Piranesi after I get all my current in-progress Drake maps done. 
Piranesi 
 
his stuff is pretty wild, although i wonder how well that will translate to quake due to the wide open nature of his drawings (at least, those prison ones). 
 
The smoking fire and the drawbridge might. 
In Celebration Of Czg's Birthday And Since Easter Is Coming Near 
I cleaned up everything I had for my silly non-violent bunny hugging game and also even already fixed a bug or two. Hopefully I will finish it this year...

Not much too do actually. But, well, I hacked this together 4 years ago and did not care about anyone trying to make sense of it in the future.

Anyone got an idea how to get bright neon pink as blood in Darkplaces? I am using a particlefont.tga at the moment and it always looks really dark.

http://www.quaketastic.com/upload/files/screen_shots/hdgdl3d_20110217.jpg 
 
When I look at those rabbits faces, I have impression they just wait for getting the RL out of the pockets and to start the carnage. You can almost feel the tension in the air :). 
 
first thing i thought when i saw the screenshot was SSG and "wascali wabbits". 
... 
That reminds me of the Watership Down mod that was once being developed for Quake 2 before moving on to another engine and into incompleteness... 
Hl2 Level 
 
was just gonna say 'you can't drop a hint about a map you're making without posting shots!' :P

all of them look great, but shot4 looks really cool! more of that please! 
 
lighting in shot 3 looks a little bland but the rest is swell. not played any hl2 custom maps yet 
 
HL2 Episode 2 is very nice, but is not as fun as Quake!

But is a nice game visualy and in gameplay 
Rj 
"not played any hl2 custom maps yet"

Click this link =)

http://www.planetphillip.com/posts/minerva-metastasis-trilogy-half-life-2-ep1/

Map looks good Pulsar, looking forward to seeing more 
 
I seem to recall saying in January that my map was at least playable from beginning to end. Well I was lying. However, NOW it is...

Anyone interested in some Easy or Medium skill testing for me? :E 
Ill Test It For You 
My email address is in my profiler ;) 
452 Monsters?! 
Oh hell, no. 
 
It's under 300 on normal! :E 
 
452 monsters!!!

WTF I demand more secrets :p 3 is very few... 
 
Ye haven't added all of them yet. I'm not very good at secrets, was always crap at finding them myself and thinking of interesting places for them is tricky :p 
 
It's interesting to me how monster counts in custom maps skyrocketed while secrets have not. A typical E1 map has 30-40 monsters and 6 secrets. That's 1 secret for every 6-7 monsters! Now we have 5x or 10x the monsters but 6-7 is still the upper bound for secrets. ( I think warpspasm had more though?)

I know it's easier to drop 50 knights in a room than design 5 interesting secrets, but I think it's something people should focus more time on.

And , secrets don't always need to have a complicated mechanism or lead to a new area- if you can hide something in a dark corner or on top of a pile of crates, that's already a reward for exploring with not too much effort and no new brushwork. 
 
So what you're saying is I need about 75 secrets? :P

I'll take that as a personal challenge... 
 
Large scale usually impresses players.

Filling that large scale with interesting gameplay, and even things like secrets, sometimes seems like an afterthought...

50 knights are easily plopped down in no time, thanks to copy & paste. Yeah. (OK, that can still be limited fun with a quad and a supernailgun, but the dose makes the poison).

ZQF, I'll gladly test Easy skill for you. I will most likely tell you to remove a lot of monsters... ;-P

My email is in the profiles under golden_boy I think. 
Actual Screenshot 
 
needs a bit of vegetation gb. has big ass trees, but no weeds or grass? 
Secrets 
metslime, I have a map in work for quite a time now. It's not very large, I'd say it's a medium size, I already have 15 secrets in it, but I plan to add more :) 
Secrets!?! 
Do your thoughts on secrets change depending on the linearity of the map? My map is very linear and many areas cannot be revisited, so if you miss a secret on your first trip through a room you won't be able to find it again without playing the whole thing through again (or noclipping natch :P ) 
Doesn't Matter 
If anything, it add replay value for treasure hunters. Besides, it doesn't have to be the most refined secret areas - sometimes a medkit or an ammo box placed behind a corner or a crate does the trick. Not hard to find, but satisfying for the player. 
 
Kona: Yep, true. I decided to do the main features like hills and large trees first, then fill in details later. I haven't looked at all the various grass models enough yet :)

I'll also need a lot more layers in the megatexture. 
 
Crysis grass: It seems like the small grass is about lawn height, and pretty sparse. Large/medium grass however is almost knee height, and people will see that while running around - so it seems large grass can be used like bushes and will catch the eye, while small grass often won't.

Probably going big to small will also work OK with grass etc. 
Secrets. And Backtrackability. 
I'm no mapper, just a user, but one of the biggest letdowns in my quake experience is not being able to go back to places after having cleared up the map.

Obviously, this is not that important in a standalone map as opposed to say, one part of a longer mission(where you may use the secret finding to regain supplies for subsequent maps), but I think that backtrackability should be paramount, when designing a good map... 
 
In the melt ruby map I was with 1% and saw a 100% secret in a crate... zomggg had to get it... made a almost impossible bunny jumping but I got it :)

that please me like honey! 
Hope My Lighting Technique Is Getting Better :E 
I Think It Looks Great 
but I am under experienced so that probably doesn't weigh much 
Nice 
the white lamps at the top look like they should be scattering more light though 
 
I'll make the light texture smaller so they look like spot lights :) 
Nice ! 
Just maybe not enough lights on the top... though.. looks great ! 
 
<3 
 
 
this map a loooooooooooot of brushes for sure... I see many details! 
Udk 
 
Reminds me a bit of Rage - take that how you will. Would like to see more.

Are these just you playing around with the UDK or are you working on a project? 
 
imo it could do with some extra texture layers on the heightmap, mainly to merge the meshes into the terrain better. And to just add a bit of detail to break up the open bits of terrain :) 
Ur A Pro Aren't U? 
O_O
 
The stacks of huge rocks in the distance look cool, better than anything I managed, I suck at making distant shit :P 
 
It's veeery early shots, actually I have sth better right now ;). Actually I was surprised myself at one point, that it indeed can remind Rage shots :P. And yes, almost no terrain blending yet there, also all (ALL) mountains were done with single rock model :). 
Ricky! 
Finish my level I wanna get your feedback in before I do much more on it :D 
Shadow 
Beautiful shots, nice work. 
 
Anybody seen Ricky? Im gonna keep comin back until someone REMEMBERS seein Ricky. 
 
fixed ;) 
More Udk 
That Lookd 
Star Wars ish. 
 
I would like to see those arches smaller and lead into the side of some factory building. They look odd the way they are now.

I was thinking that it looked a little more Haloish but set in a desert instead of grassy hills. 
About UDK.. 
is it really free to use commercially though with 25% royalty per year ?

And what video card is required? (I got a poor Intel 96mb at moment) 
Delor 
 
Shadow 
that first shot looks amazing. 
 
I think they're both pretty tasty :E 
Nice 
nothing more to add ;) 
Shadow 
Stop it! You're going to make me buy ut3. :p 
 
You don't need UT3. It's udk, which is free UE3 distribution. You can have it for free, and make maps, or even games with it. 
Isn't It A Map For Ut3 Though? 
So i would need ut3 to play it. 
 
so is there any single player gameplay with udk? or is it dm based unless you create your own batch of single players baddies? 
Think Its Just DM Based Bots 
 
The Ball 
Is a sp udk made game. Pretty fun. 
 
With udk you can make both mp and sp modes/games. It's actually so easy to make different games like side-scroller, fpp, tpp and so on, that even non-coder can do that. Also it comes with small base of props, so you can make something fully working without need of making new assets at the begginig (you can even use those stock props in your commercial project). 
..a Not So Smart Question 
Hi folks, I got this eternal doubt:

-If I create a Q1 sp episode changing all textures/sounds may I charge for money(a small fee) those who download from my website ?

Legally, I guess a standalone project is out of question.. but simple levels ?

* I've read all ID legal blah-blah but I'm more confused than ever ! 
No 
Is the simple answer =) 
Another Eternal Doubt: 
If I post the same question in three different threads, are the answers I get only a third of the quality I'd get if I asked only once? 
Yes That's Right 
And your penis shrinks to a third of it's original size too.... 
Enlarging Your Penis... 
.. cannot make yourself a best mapper... though... :P 
 
Brilliant! 
Did you make the models for the bridge, buildinga, etc., or are they in udk? 
 
Now it's starting to remind me of Borderlands for some reason - keep up the shwanky work Shadow. 
 
Udk has some basic meshes, and I put them together to have objects like bridge. I think one half of the bridge is composed of about 50 meshes and few bsp pieces. That goes for eveything you see there. 
 
Urgh don't make me go back to Ued you evil person :P 
 
sounds a bit like more advanced level editing in oblivion. you get basic things like cave meshes, but i've seen some people build caves and buildings out of scrap parts or single boulders. 
Great Detail 
in shots 2 and 3. 
Nice Again... 
... really :D 
Crysis, For Those Interested 
 
i stopped mapping for crysis because i found that all i created were nice looking places and not actual levels. :P

it was very surreal. i'd look up and find i'd spent on hour "role playing" inside the map, driving trucks around and such. it was very strange.

that said, i like that the map has passage of time included, even if you don't show it happening.
that was one of my favourite things about half life 2, how time kept passing between levels.
seems like it makes a map feel like it's moving forward somehow. 
 
Mapping for Crysis felt the same way, treating it as I would play Garry's Mod or Minecraft. 
Sandboxiness 
That's an easy trap to fall into, I think. I can see how that could happen.

It's pretty easy to make some terrain (you can even autogenerate it), throw a lot of palm trees and rocks around and the engine will make it look pretty. That's what Crysis does best - making simple things look pretty with its lighting and time of day and fog and atmospheric effects and alpha blended foliage and even damn sun rays and volumetric clouds.

You have to admire how the Cryengine on a suitably high graphics setting can basically make crap look pretty.

It's also super easy to put tanks in and scatter a few buildings around, or a bunch of explosive barrels, and proceed to smash up the buildings with a tank looking at the pretty lighting (or explosions). :)

You have to have a plan, basically. Much like in a corridor shooter, you must guide the player from objective to objective and not leave too many routes open to them. Hence, all of the vanilla Crysis maps are "giant corridors" where roads run between the ocean and an impassable cliff, or some variation of that. Just like Far Cry. Pretty boring actually, and certainly not the advertised "sandbox" gameplay.

There needs to be pretty strict pathing/routing in the map and you can't give the player too many toys. Everything between those routes must largely be blocked in a more or less obvious way, or you'll have the player running around aimlessly.

Ideally, an area will quickly be "cleaned out" by the player so they are always motivated to move on. Crysis uses a lot of radio transmissions to urge the player on, as well. There's a psychological thing there - most people will want to be led instead of left alone. So if the radio says "go to the beach, Nomad", a lot of people will luckily do that.

It's only a sandbox in name, after all. Most stock Crysis maps are pretty linear - out of necessity. They even use "clip brushes" to keep players from jumping over cliffs using the Suit. There has to be meaningful progress.

I didn't show the sunrise because it looks pretty terrible - everything is orange basically. I'll tweak that later since it has nothing to do with the actual level - you can even import other map's TODs (time of day). I did tweak the sun colour to be more yellowish and modified the sun's height to be more Northern than Pacific. I might start using one of the European nature sets that the community made. No palm trees so far. :-P

I found that since it's hard to be sure how the player moves, I had to use "radius triggers" around the target instead of Quake-like box/line shaped triggers (linedefs...). Thus, enemies might spawn when the player is a certain distance away - regardless of direction...

You can do a lot more of "picking your fights" in Crysis. Triggering stuff etc. has to adapt to that.

When I started, it drew me in because it's easy to make something. Then it drew me in further because it's hard to make something meaningful, I guess. You quickly notice that you have to plan the routes even before creating the terrain. Since terrain usually serves to guide the player, or determines where they can go in what order.

The mapper decides how much "sandboxiness" the player is allowed. 
 
It's pretty easy to make some terrain (you can even autogenerate it), throw a lot of palm trees and rocks around and the engine will make it look pretty. That's what Crysis does best - making simple things look pretty with its lighting and time of day and fog and atmospheric effects and alpha blended foliage and even damn sun rays and volumetric clouds.

pretty much. i did that a few times at the start-- auto-generated a huge map with trees and stuff. didn't touch it at all beyond plopping a jeep in at the level start. then i just drove around looking and exploring.
it's surprisingly addictive. 'i'll just top one more hill, then i'll stop' 
Oops, Meant To Hit Preview :P 
honestly, if it wasn't for the clip brushes/impassable terrain + all the radio clips urging me on, i'd probably have just stayed in the starting area. XD 
 
I'm Loving This 
shot 2 rules. 
Shadow 
looks very good 
 
ye looks really pretty... I will never downloaded becuase my only love is Quake :)

but look really pretty! 
Sunrise. 
 
that looks nice, the sun even pops up a little above the water instead of just appearing over the horizon line. 
Re: 7411 
Can you remake the E3M4 platform area, except with the platforms sliding across lava rather than floating mid-air (aka how it was in the beta version of Quake) and stuff it into the map, somehow? 
Whiskey India Papa 
Don't know how many of you remember me posting shots from my map before, but anyway, it's time for an update. Progress is pretty slow but steadily going forwards, and I'd like to hear what you might think of the following areas... I consider them pretty much finished when it comes to architecture, just missing entities, therefore (still) fullbright.

http://i.imgur.com/cJgH1.jpg

http://i.imgur.com/icbs0.jpg

http://i.imgur.com/HcFtK.jpg

Cheers 
 
WE FORGOT NOTHING

also, sweeet :) 
Berntsen 
Looks great. Excellent brushwork and texturing. :) :) :) Wish I could give more constructive feedback, but I can't!

Now hurry up and light it! 
Cool Stuff. 
Yes yes good. Only thing I can criticise is the curved ramp needs trim on the corner as the panels are too abruptly cut off at the mo. 
Random Crap 
Got bored of working on Base maps so I've been laying out some Medieval themed levels. Started five or so, these three actually have a fair bit of gameplay now.

Ruined castle, entities missing in the shot, sorry

Dungeon thing

Big lava thing. Too open to really run properly so needs some chopping


Seriously if anyone who likes doing architecture wants to help me finish some of these sometime I'm totally up for that. :E 
 
The problem with that kind of maps is that good lighting is way too much work. Might work with some radiosity, not sure. 
 
Careful with big open areas, those can easily get out of control. Otherwise, try compiling without doing a lightbake or get brighter lighting - map looks huge but hard to get a sense of it. 
 
Careful with big open areas, those can easily get out of control.

http://necros.quaddicted.com/temp/outofhand.jpg
'i'll just make a little canyon...'

i get a little nauseous when i open it up in the editor now. i'm determined to finish it though. 
:D 
Necros looks like you have a real piece of art there! Hurry up and finish it!!! 
 
yeah, i'm going to try to finish it for real. i was saving it for qexpo, but i don't think there's enough interest this year. 
 
Yeah atm just lighting big stuff with a sunlight + ambient. When basic geometry is finished will then switch off the ambient, dim the sun and put in torches and such.

The ruins one I was actually thinking about VIS when setting it out so for the most part it works okay. The only problem is the lake of slime just suddenly stopping at the edge, but nothing I can really do about that. 
 
Also Necros what grid size were you generally laying out your brushes for terrain there?

I still can't get the hang of terrain at all :( 
 
16. for the super far away stuff along the edges, you can maybe get away with 64, but if you do too much 64, you can tell even when it's far away-- things just look very coarse and mechanical.
so you should remember to occasionally put in minute details even on far away terrain to make sure that it doesn't look like 'far away' terrain.

for making tri-souped terrain in general;

if you don't have the patience to do it by hand, you can always give a terrain generator a try. of course, that has it's own problems as you now have to make a height map image for the generator to use, and that's an art in it's own right. or you can use a fancy generator like the one in bryce to get access to crazy cool fractal generators and erosion and such and then export the height map and plug it into the generator.
my beef with terrain generators is that they will output the trisouping in a uniform manner irregardless of terrain features.
this makes things a little less efficient (smooth areas can be made with larger brushes, but a generator will just make a lot of brushes with small height differences) and if you're trying to make specific things like cliffs and such, you'll have to tear out the generated brushes and rebuild it which sort of defeats the purpose of generating in the first place.

if you want to do it by hand, first, make sure you actually have the patience. it's very long and can get boring.

next, depending on the type of terrain you're going to make, you should lay out the 'key points' in the terrain first and work out the height differences.
so make all your peaks first, even if they are a single brush.

then you'll want to lay down the player path next.

finally, you just connect everything together while trying to make it look interesting. this is the long and potentially boring part.

it helps playing games that use outdoor terrain a lot. it can keep you stoked about your own terrain and stop you from burning out whilst working on it. lucky i got borderlands. ^_^; 
 
Make your brushes triangles (two triangles per one square on the grid) and play with their vertices accordingly?

not-a-mapper talking, so feel free to disregard. 
Aka What Necros Said 
 
 
one tip i have to speed things up:

when you copy and paste the current triangle, instead of rearranging each vertex to fit onto the last, mirror the brush in both x and y axis. you can now match up any line on the triangle to the opposite line of the previous triangle (that you copied from). this means you only have to modify a single vertex instead of 3. speeds things up a lot. 
I Just 
make a bunch of triangles (maybe if I'm feelin' frisky, say 12) then I arrange them in the top-down view, then I start moving the edges up and down by using the handle between the two vertically aligned vertexes on one vertical edge of each prism. Yeah it takes a while, but put some good tunes on while you are doing it and it becomes easier. Or the TV on in the background. Or both ;) 
Alcohol Helps Too 
 
And Porn 
 
 
slide that brush in there... oh yeah, align those vertices, align them good! 
 
time to apply some caulk 
Never Forget 
Thanks for the feedback.

@Ricky: I'm eager to light it as well, but I'm gonna finish up all the brushwork before moving on to entities. I'd say I'm about halfway finished with architecure and layout, so lighting won't commence for a while unfortunately!

@Shambler: Thanks, I'll see what I can do about the ramp. 
 
I was more just curious about what general sizes he was going for. Cause you could spend ages with a tiny grid size and shitloads of brushes :p 
 
Brush size too I guess 
It's Not The Size That Matters... 
 
 
s'not what I heard :( 
Yeah Yeah Yeah 
and then you cry afterwards for like a week 
I Like My Condoms Like I Like My Q1SPs 
leaking 
Uh... 
those shots look great, Bernsten. Seriously awesome!

I agree with shambler regarding the ramp, although it would probably be markedly less noticable depending how you light it.
Also, that's exactly the kind of architecture which is a pain in the ass to properly execute...
what editor are you using, anyway?

Do many other people here build and light seperately? I tend to do so, but I don't really take the time to light areas well - I imagine many of you light as you go... true? 
Oh, Also 
the pipes on the left in the 2nd shot might benefit from being the grainless cop texture, or something,instead of the grainless beige base texture. IMHO! 
ZQF 
You dont want to make them too small. I would make them maybe 128x64 or bigger for steep parts, or for example maybe up to 256x256, maybe 128x128 or whatever for more open parts. But you might have parts where you go quite a lot smaller if required, or if doing something really big them you could go bigger. Im just throwing some very vague figures on the table. But doing it 64x64 or smaller is going to be a real pain in the ass if you are doing a large are like that. 
^ Typo 
doing a large area like that
 
Lighting and architectural should go hand in hand... in other words building lighting features into the architecture. That way you can get some really cool effects, instead of just adding lighting in as the afterthought. 
Drew 
I'm using QuArK.

I might start lighting everything I've made up until now, actually. It'd probably be great for motivation to finish up areas as they will look in the final compile, seeing as I've had some trouble with motivation recently...

Probably would be a good idea to light it room by room, I guess.
Anybody know if there's a cordon function in QuArK as there is in Hammer? I guess I could just hide everything but a single room and seal it off with a few brushes though. 
Beta As Fuck 
been working on map decided to show some stuff hur;

beta graveyard with no graves in it yet
http://www.quaketastic.com/upload/files/screen_shots/betayard.jpg

pipe with sling-hook at the end to launch you back up top into said graveyard
http://www.quaketastic.com/upload/files/screen_shots/hookshot.jpg

pipe you travel down to the lower levels,which don't exist quite yet
put wings in the pipe so you don't -5 when you go down
http://www.quaketastic.com/upload/files/screen_shots/pipeinterworks.jpg
outer pipe elbow
http://www.quaketastic.com/upload/files/screen_shots/elbow.jpg
door that stops you at the various lower levels, shoot button to drop again
http://www.quaketastic.com/upload/files/screen_shots/drainstop.jpg

yeah it's a multi-player map 
 
I light as I go, unless I have a mental image of where the lights are going to be anyway, in which case I just keep blocking out and light later.

Especially with the orange textures method, lighting would just keep one from laying the sma-- brushes down. Hence lighting is done later.

http://kneedeepinthedoomed.wordpress.com/2010/11/15/orange-mapping-part-2/

http://kneedeepinthedoomed.wordpress.com/2010/11/16/orange-mapping-part-3/

When doing stuff like base corridors that have light fixtures built in, like this:

http://kneedeepinthedoomed.files.wordpress.com/2010/08/ofcourse.jpg

I use copy&paste&rotate with the actual lights selected as well, ie I move lights together with brushes.

Sometimes I use just sunlight or just torches, which I usually put in so I can get an idea of the "feeling" and tweak later.

So I guess it's dependant on situation. I don't think there is a "right way". 
Yeah 
I'm not worried about doing things the right way, just interested in how others do it and why they choose to do it that way.

I hadn't seen these posts you did, by the way - didn't you had tried the blocking method either. good read, thanks for posting it! 
3rd Shot Looks Sweet :D 
So does 2nd TBH ;) 
 
Overall the orange mapping thing worked OK, it did allow me to build some new areas quickly.

I'm more happy with some other areas though; focusing entirely on blocking out/expanding playable space can result in slightly "faceless" parts of the map (requiring several refining passes later). The alternative is waiting months until you feel "really inspired" and stuff. That's not an option if there is a release deadline sadly.

Ability to rapidly increase physical map size is a good skill to have. Something that exists, even in rough form, >>> something that is only a plan.

Plans/ideas are worthless if not put into practice. Even if the putting into practice requires compromises, this still holds true. Compromises are better than nothing.

Stuff that is released on a deadline, anything that actually gets done, usually is imperfect compared to ideas. It's a trade off.

Worthless philosophy for today. 
Sounds Like My Entire University Career. 
 
 
;-) 
More Messing Around With Entities 
 
...and finally I think getting the hang of this video business. Hopefully the resolution is good and it isn't too bloody dark :( 
Hah.... 
that's pretty cool. 
 
maybe a particle spray (of sawdust) as he cuts through the wood would help enhance it a little. Or some smaller and more numerous splinters. Splinters could be colored to match the reddish wood color too. 
 
Ye given how adaptable Quoth's rubble and breakable entities are I've been very lazy and done very little tweaking with them. I just use presets and move on atm :P 
Dude 
that's cool. :D 
 
Glad you like it guys. More to come :) 
Yeah That's Cool 
I think I would have shit my pants if that had happened in the original 
 
that's pretty cool even as it is now 
How Did You DO That!??! 
 
That Is Cool 
now use it in a map, done at the right time, that could be an awesome wtf moment. 
Yes Very Cool Indeed 
Just make sure to briefly entrap the player somehow so they don't miss the scene. 
Skin Up 
Ye given how adaptable Quoth's rubble and breakable entities are I've been very lazy and done very little tweaking with them. I just use presets and move on atm :P

The idea is that the templates are a good start and shouldn't require much customisation if the material is the same* - nobody wants to set 5 sound paths manually. However, you only need to add one key to the breakable entity to make the colour of the splinter match the colour of the door there:

"ritem" "5"


If you're using the fgd, then the field is called "Skin(rock/wood/glass/brick/metal)" and the option is "Grave/Red wiz/Ale/IKBlue/Compbrown". I would have liked to be able to list the skin description according to which template you had chosen. But there doesn't seem to be a way of doing that in a fgd, so instead you get 5 inadequate descriptions squeezed onto one line. All I can recommend is diving into the pak file and looking at the rubble models to identify the skins available - although the gallery map is good for demonstrating what rubble skins are available. 
 
Cheers for the tip :) 
 
The Necros Moldy Tower technique (tm) btw Ricky 
There's A Hacky Way To Get Animated Models Too Btw. 
use the mapobject_custom entity and set it up with a model.

then, in the 'think' field, set that to 'old_idle1'
this is shub niggurath's idle animation.
the reason we can use it is because, afaik, it is the only animation sequence that does nothing else but advance frames.
you now have access to up to 46 frames of animation.

simply open up a model editor and copy/paste some frames in and you can make any animation you'd like. (within 46 frames).

one of the maps i lost had some hacked ogres sawing trees up.

you can set triggers up so that when you shoot them, they killtarget the mapobject_custom ogres and spawn in real ogres to chase you. 
More Hacks With Mapobject_custom 
you can use the hack with sprites too.

i was able to make a spark animation by setting 'use' to 'player_rocket1'

then i used the frames for the plasma projectile explosion and put in a bunch of empty frames as filler to that the explosion lined up with the frame number of the player shooting rockets.

when triggered, it would play the explosion graphic and make a muzzle flash dynamic light. 
 
Huh, okay... Would this involve creating a new mdl file with the specific animation frames you want in it then?

I've no idea how animation frames and stuff work. I just use qview to find the frame I want to freeze the model in :E

Would certainly be cool to animate say a Rocketeer firing, then use info_trap to fire a rocket and when it hits blow something up. A real problem for sequences like this though is that monsters have to be stationary. Oh for a Half-Life style 'run to this spot' entity :P 
Cool Video 
Now, I'd really like to see a "Teaching old Quoth new tricks" thread, or at least an exhaustive mapping manual with all the features that are missing on Kell's website. Right now there are many tiny bits of information on this and that entity posted in various threads that no one will ever find. 
 
I could try and make some tutorials putting together what I know with Quoth if anyone is interested?

I dunno if anyone was that mystified by some of the other stuff I've been doing (like that sequence ages ago of the slipgate blowing up) :E 
Zealous. 
That is totally cool. 
Not Quake, As Usual 
http://spawnhost.files.wordpress.com/2010/11/dhelix.jpg

http://spawnhost.files.wordpress.com/2011/03/pond_1.jpg

http://spawnhost.files.wordpress.com/2011/03/layout.jpg

I know all Crysis screenies have basically trees and stuff, you'll just have to believe me when I say "it has gameplay".

I'm plotting the layout in screenie #3, which is something you practically have to do in Crysis because otherwise it's just "drive through the jungle and shoot people".

:-P 
 
 
i recognise that entrance from SOE.


gb: those shots are making me want to map for crysis :\

one day... 
Thanks Negke 
re: rj - yeah, with significant improvements!

I was such a noob on anevil ;) 
Gb 
some of your terrain looks weird. 
 
Yeah, it's work in progress. 
 
E1m2? 
 
 
Cookie! :-) 
Thats A Nice Shot Jonas 
In the top-right of the screenshot there is a 45degree piece of wood. The texture needs to be stretched across the brush to make it fit laterally. I think the scale you need is 1.06 ;) 
 
Thanks. 
 
Nice scene. Except for the sky. :P
Inside seems a bit bright, at least near the gable. Transparent banners? 
 
Sky will both be less visible in the finished scene (there will be more tiers of roofs etc) and since about 47 people complained about it, OK, I shall make a new skybox.

True about the lights - needs tweaking.

Banners - I might raise their alpha from .8 to .9, but a lot of textiles are letting light through when you think about it. Cloth physics would be nice, but...

Basically there aren't so many ways to make something seem textile in Quake, sadly. 
Idea 
what about seeing if metl'd let you use the rubicon flags and retexture them?

LOOKS AWESOME
LOOKING FORWARD TO IT 
 
you really like that doom wood texture. :P
course, it's a much nicer high res version.

like all the details like the railings and the interior supports and such.

feels like that much wood would need metal strapping or something to hold it together though.

also, should those banner really be transparent? doesn't really make any sense at all. banners are usually made of thick cloth and would be totally opaque. unless those banners are made of silk? in which case, they'd need to be animated models so they blow in the wind. 
 
That wood texture is sort of a relic from when I was a really bloody newb and thought wood beams would be a great idea... let's just say there were times when I couldn't see any wood beams anymore.

e1m3rq has some of that at the start, but I lost the wood beams a while later and started using custom stone trim and wizmetal, in fact.

True about the metal strapping. I'll put some in. Hey, free detail. :-E

I do want animated models for the banners, and the transparency was probably just my, um, goofy romanticism or something. It might change.

I'll look at the Rubicon ones Tronyn.

Anyway thanks for the feedback, it's quite motivating. I might finish it now. :-) 
Gb 
really like those shots. Nice detail. I personally really like the wood beam stuff. 
Nice! 
Awesome shots! 
 
looks good 
Quake Or Not 
that looks promising. Your mapping's improved heaps gb. 
Gb 
Why did you say Disclaimer: Not Quake? If it's supposed to be a remake of e1m2 from quake, what's not quake about that? :p 
Jt: 
long story ;p 
 
Thanks... I still take quite long to produce levels, I guess my workflow isn't ideal. Always get hung up on details. I'm learning on the job with RMQ - deadlines are really good teachers.

jt_, because I missed Spirit's point a while ago (is, or isn't, RMQ "Quake"). Let's not discuss that now. 
 
can anyone sent me email with a version already ready to map with all the links and files do d:quake/ for exemple? 
No Screenshot Posts For A Month...? 
 
It's looking really nice.

What about the pillars in the middle? They look a bit lego-like.

Maybe break the floor up a little with some details and add some small spots here and there.

Sorry, I'm a certified detail whore. 
Agree It Looks Nice 
I have a good feeling about this thing - do you think you'll get it out by Qexpo? 
 
the lego bits are blocking out bits of geometry I've not worked out how I'll add yet :E

Would like to finish it for Qexpo but it needs a lot of work :( 
Nice Screen Zealous 
..I'm so hurried for qexpo deadline so many have no time to post screens though god only knows how much stuff lies in my hdds :) 
 
nice, zqf. look at the ikbase and speedbz_fin wads for nice trim textures instead of the generic rivets.

also, since you asked for more shots...

here's an early dynamic spawning monster test . yeah.... needs tweaking. 
Sweet! 
I was thinking just earlier today, "where did that ZealousQuakeFan guy go?" 
Nice Nice. 
Needs more Shamblers. 
Lol 
Random dancing shamblers FTW. 
 
ZQF: good to see your base map again, I'm looking forward to it!

Here are some crappy screenshots of stuff I'm working on:
http://vaultsofzin.files.wordpress.com/2011/05/cupola.jpg
http://vaultsofzin.files.wordpress.com/2011/05/muhbad.jpg 
 
Dunno what I'm looking at but cupola inspires me to play Scraggy's spring cleaning map now. 
 
It's Fall Cleaning actually. Nice quick draft of a mansion; the gameplay is rather shit though. 
Ericw: 
I really like the wood panelled indoor architecture. Gabled windows they are called I think?

Second one seems dark and a bit random, can't quite tell what's going on there. 
Thanks! 
Apparently they're gabled dormer windows. I couldn't find a reference picture of exactly what I was aiming for, but it's supposed to be a little tower sticking out of the roof of a new england mansion. The textures are ik2k.

The second shot will be a rusted space station using speedbase textures - it still needs a lot of work though. 
Ericw 
Love the wood map! Quake needs moar wood maps. 
Couple Of Shots 
Good Stuff ZQF. 
I am liking your dedication to this and plenty of what I see in the shots. 
Looks Good 
But jeez, why are you guys always going nuts with these maps? You're like a second Ricky. 58K vertices and anxiously anticipating the 65... it's like a whole id1 episode in one map. Tbh, I'd rather play two or three medium-sized maps with all intended stuff included than one huge level with with cool areas scrapped because of max limits.

Care to post a noclip shot from outside the map to show how big it is right now? 
What Negke Said. 
He makes good points. 
 
Yea I am still considering splitting it up even more but wrapping around itself as it does it'd be messy and require cloning areas :E Plus people complain that it's cheap having areas that can't be accessed in the same map!

Actually I think it's just sheer bloody mindedness :p 
Heh - Well You Know What I Think!! 
I like huge immersive maps that you can get totally lost in. It's the whole attraction of making a whole world of your own. Some people find huge maps can be overwhelming, but [we] have tackled this issue in our project by adding checkpoints. So you can play a section, and either die or just get tired, turn it off, and then pick it up again near to where you left off. 
It's Like Everyone Wants To Make 
a Warp Spasm of their own 
For Neg: 
 
Okay I put the pics the wrong way round. Go me. 
Kerblammo 
 
zomggg so many good stuff....

I WANT THEN! 
Big 
I think you might reach a bigger audience with smaller more accessible maps. I know I haven't played Arcanum etc because I can't be bothered with the custom engines and that. But this is just my theory though. And of course there are big masterpiece maps as well...

Of course you can argue "evolve or die", but I already liked Quake the way it was. 
Reaching A Bigger Audience.. 
if this was the aim then people wouldn't be choosing quake in the first place ;)

people will make what they like. i tend to prefer large sprawling epics so will naturally lean that way when it comes to mapping. i enjoy smaller ones too but generally if i've put hundreds of hours into something i'd rather it at least offer a decent playtime & memorable challenge in return.. small maps i generally tend to play once and forget about (with the exception of oldies that have nostalgia attached to them) 
 
i think it'd be more accurate to say that smaller maps would be more beneficial for the community because a larger number of releases would likely inspire other people (who may not be mappers yet) to get started on something.
large epics create an artificial barrier to mapping because it makes them feel like this is some kind of requirement or thing to aspire to which it totally isn't. 
 
I prefer a smaller map pack, like mini-episode. And those are all definitely memorable, instead of one huge sprawing map where you have to cut things out to get it to compile. Not to mention the hassle of it. From a mapping perspective, I always found it much more enjoyable making 2-3 small maps instead of struggling with a big one. 
Big Maps All The Way 
I like getting lost in massive worlds. 
Doom 3 Mod 
check out the very nice looking screens in this upcoming episode (you will need to scroll down the page):

http://www.tfuture.org/phobos/ 
Those Doom3 Shots 
look impressive 
Holy Shit 
those d3 shots look fantastic! 
What They Said 
might just have to reinstall d3 when that is released! 
Doom3 
Can't have too much doom3. 
Huge Maps 
It depends.

Basically, rj is right - people will make what they like. If you have the detail to make a huge map look interesting, and the engine to run it, and these days we have both, so - why not.

Small maps are still easier to detail though. And it's easier to keep the action up in small maps because people don't have to walk far from hotspot to hotspot. And those 65k vertices are a hard limit. For now.

I don't think that big is automatically better, but most people seem generally more impressed when something is physically big. *g*

The downside to huge maps is that you'll have a lot of running around just to get from A to B, which is sort of boring, so you're tempted to put 500 monsters in to keep the action up. And that's a downward spiral...

Plus shamblers look puny in front of some mega-architecture. 
 
Plus shamblers look puny in front of some mega-architecture.

actually, i love that. when the architecture dwarfs everything. 
Errrr 
simple solution, make bigger shamblers. Fuckin n00bs. 
 
hmmmmmm...

actually, i think a starving shambler that can't shoot lightning and charges you like a maniac would be wild. 
ZealousRichard 
That's large alright, although from that angle it doesn't look THAT extreme. It's probably hiding a good chunk of the map considering you once posted a shot showing a 400+ monstercount. Or excessively detailed?

Ricky, is that the same e2m1rmx I've played a couple of months ago? That was huge already. Considering rj's maps as well, is your E2 aiming at one hour playtime per map or something? 
Nah - The Monstercount Is Not That High 
Yet!!!! No seriously though - it's quite a fast map to play, there are lots of low-level enemies to kill and lots of exploring. I had filled with with shamblers and vores, but I've just replaced them all with grunts and enforcers, and the map is better for it. It's the first map of an episode, so I couldn't make it too hard. 
8 Maps 
for that Doom 3 episode, six complete to beta-ish stage according to the site. 
Well, F**k Me With A Boomstick... 
...Those D3 shots are gorgeous! Some of them are kinda overtextured (in variety) though...

And, for the Quake part, in my book episodes rule over spawling maps.

But, if someone fells like coming up with an episode of sprawling maps, I won't back down. 
 
Another mod with ridiculously high goals and ambitions which is not even 1/3 of the way done after 2 years. Unless they're huge, 6 maps isn't much for an entire team, so even though they're only planning on 2 more (instead of another 18) I wouldn't hold high hopes of it ever being released. Looks pretty awesome though nonetheless. 
Agreed. 
But the eye candy is here.

Speaking of mods scope, yesterday I replayed Zerstorer, and after some 12 years it's still one of the very best efforts made for Quake. It certainly was ambitious fot its time, but man, did they hit the spot!

Not trying to make a point pro ambitious mod plans, just rambling freely... 
 
Monster count in mine is inflated partially by having a bunch of arena fights, where an area is quite small but involves 50 odd monsters (on hard anyway).

Also the centre of the map is very compact so hard to see all the rooms :E 
..those Doom3 Shots 
..are whole fuck black !
I can see nothing in them.. Brightness.. an amazing invention :) 
I Can See Them Fine 
Your monitor is just dark ;D 
Shambler, You Look Hungry. 
Looks Like A Rider Without A Horse. 
Well, and strange arms that suggest proficiency at putting up laundry. 
Lol 
yeah, i animated it to run on all fours, but it kind of looks stupid. when you skinny him up like that, you can see how weird it's skeleton would be like. i'd have to change the skeleton structure for it to not look retarded as a bipedal monster. oh well. :P 
Kinky Pipe 
That must been a very cold winter for Shambler to get out of shape.
It serves me the look of getting an incredible hunger.

http://members.home.nl/gimli/tarra05.jpg
http://members.home.nl/gimli/tarra06.jpg
http://members.home.nl/gimli/tarra00.jpg

When adding a skybox, the sky suddenly went plain blue. Not the box that I wanted, but when I turned it back in worldspan for the normal animated one, it was still there.

When I make another map with only a skybox it's just there. What could be wrong? 
 
pipeworld.bsp madfox?

:)

look nice! 
Pipy Kink 
@Trinca - yes, so it looks.
Now I'm confronted with the theme layout. You can see the first two shots look metal, but the third makes me feel it is from another level.
Keeping the same texture isn't the same as the same theme.

Most of all.., where's my skybox? 
 
The map editor just needs to have the skybox .tga's in the default folder it's configs are pointed to. For the BSP editor, I need my skybox in the:

Settings/gfx/env

folder. Then, a key:

"sky" "name of skybox"

is entered for the worldspawn entity. The "name of skybox" does not include the "bk" "dn" "ft" "lf" "rt" "up" part of the name and not the .tga extension. 
Oh Yeh 
The 6 .tga's then need to be in either:

Id1/gfx/env folder
mod/gfx/env folder
pak/gfx/env directory

that's most important. 
Yes 
I know, and I had all these parameters used.

It always works, but not this time.
As I wrote, a new map with only an animated sky shows the skybox.
If I use it in the map with the screenshots you can see a plain blue box.
While I deleted the skybox to see the animated ones.

So I think something messed up with my worldspan, although these parms are the same as I always use. 
 
Yup, I just posted anyway, in case anybody didn't know skybox stuff. 
Madfox 
just try to load the skybox manually in game via console 
 
There Be Dragons In Them Hills 
It's a trap! 
Chia Dragons 
:) 
 
Not Bad 
do you have shot with more grass viewed from a distance? 
 
http://spawnhost.files.wordpress.com/2011/05/multigrass1.jpg

http://spawnhost.files.wordpress.com/2011/05/multigrass2.jpg

You can have a lot of grass, in principle. The placement in these screenies is bad, it's just copypasted for demonstration without regard for natural distribution or variation.

Also, the type of grass is wrong for a large grassy plain - you'd use a different type of grass patch for that.

Pretty much the same rules for vegetation placement apply as in Crysis (which has many different kinds of grass, other objects like rocks, and many options for placing and rendering vegetation).

So, Quake can do large terrain (and also detailed, if you use 64 or even 32 unit blocks in CTE), and vegetation. You don't even need Darkplaces for that (in fact, a fast renderer like in RMQ or DirectQ is more important).

What it can't do is proper texturing of the terrain - textures don't blend in Quake unlike in Sandbox. Megatexture could help. 
 
Hmmmm... 
I'm liking the lighting a lot. 
Gb 
that looks similar to how modern games do it, how much of a performance hit is there? 
Yeah 
definitely thumbs up on the lighting zqf, very nice. 
Nitin 
No noticeable performance hit. 
You Guys Are Still Kicking Ass 
I leave for a year and a half and come back to see All You People still active.... so awesome. 
 
Well where else would we go? :) 
Inertia 
sure, what would world become without us? 
One less desert in the oasis. 
Inertia 
Where the hell were you? 
Coding 
a lot. 
Coding What? 
 
Creepy New Quake1 
monster I made on DrDire's model.

http://members.home.nl/gimli/skullwing.gif

:D 
 
Hes cute :) 
W0W!!!! 
Awesome! 
 
hehe yeah, cute is a better descriptor. :) 
Aww 
i want one! 
 
nice pet! 
Reminds Me Of The DoomSkull 
The guy that made the 3DS file wondered how to get the 256x256 skinfile in QMLE.
I searched the the tutorial from Necros, who did something like that by converting it into a mdl3. 
Nice One 
I'd feel bad shooting him. Better make him a buddy to follow the player around. The model also reminds me of some item from Heretic. 
 
I thought the red things from Heretic looked really pants, but the burning version in hexen was kinda fun. If they were also a dynamic light source it could look pretty cool imo :) 
 
Please 
... re-post in "Inspiration and Reference" thread ;) 
Give 'm Screenies, Buthead! 
Screenies, Beavis! 
Looks Nice! 
But those curved pipes are clearly not on grid and aligned, that's gonna give you some compiling headaches later on. I wish I still had the link to czg's curved objects tutorial as that would really help here! :P

I like the general aesthetic however, lighting in particular. 
Thanks 
@DaZ> cgz's curved objects was the startingpoint, as I had a download of it.
The thing that breaks me up is that I can't skew the side of the group brushes to get them on grid. It's clearly an option in WC1.6 but I can't find it. See the screenshots of Quark in Mapping Help.

I tried in BSP96d, QRediant but it slipped out of my manual knowledge. So indeed, the chance on leaks and HOM's are compared to the map development. 
Sleepy: 
TL;DR is: Two failed websites, one proprietary batch processing system, a lot of backend CRUD, and a mad-scientist lecture about TCS. Criticizing the Ruby community and reading everything by Brian Kernighan.

You should make your profile link work bee tee dubs... 
Truly Worthy Of The Norse God Of Thunder... 
Necros Is Last True Believer 
OMFG 
that thing rocks the world 
 
hehe AWESOME negke :) 
Dear God 
lol. 
THAT Is... 
.. a fly killer ! 
You Kidnapped 
a smartphone killer. 
Correction: 
Mjolnir Swatter. 
I Just Wonder 
if anyone here is interested in betatesting a hl2 map that has some quake-ish style? 
Sure 
I'll take a look if you want :) 
YES! 
n/t 
Don't Shoot, It's Udk :P 
Sexy 
where are the Xenomorphs? i love it <3 
 
That is one well-lit ceiling! 
Pulsar 
You got mail =) 
Yes Daz Yes Please 
I have been replaying that a lot lately and would love to if you need more. 
Pulsar 
sorry, hahaha! tired... 
 
This is a map I'm making for my new mod, it's metal themed, with several different areas
that contrast with each other.

Worshiping hall
http://ompldr.org/vOTdjNg/alpha1.png

Transition
http://ompldr.org/vOTdjNw/alpha2.png

Other side of the transition
http://ompldr.org/vOTdjOA/alpha3.png

Transition room from another angle
http://ompldr.org/vOTdjOQ/alpha4.png

Tunnel before transition room, looking into the Worshiping hall ;)
http://ompldr.org/vOTdjYQ/alpha5.png 
D'oh! 
Forgot to mention that's just one of the areas. 
 
jt: Nice editor. :P

Madfox: Interesting shots in your booth. Seems to need proper trim on several transitions and ledges. Why do you always mirror that metal skull texture? 
Duke3d Shots 
Talking about the diverse texture set in Duke tempted me to post these two shots from another project of mine slowly being worked on.

http://img.photobucket.com/albums/v220/deathquakis/qmapthing01.jpg
http://img.photobucket.com/albums/v220/deathquakis/qmapthing02.jpg 
Add Some Colour ;) 
 
 
looks sweet dude! make sure you post that when you're done. i really liked your other d3d map.

also, is that a space ship? would explain the monochrome textures. i love space ship maps... probably cause one of the first q1sps was that hell in a can map.

i loved the concept of that map. dunno if it's too late to nudge you in that direction a bit. ;)
i just like the slice of life concept of being on a space ship in the middle of nowhere and having to fix problems (like aliens breaking out of containment!) 
Cheers 
@DaZ - Plan to in other sections like the cafeteria/recreation sections of the map. Keeping the white scheme here mostly for the medical section and areas close to it.

@necros - Actually, it is a space map, nice to see you picked up on that. I don't really have much direction at the moment so anything that can nudge ideas is good, I'll probably check out that map asap. Thinking about it, anything like System Shock 2 / RTC 3057 (ZDoom) would be an interesting direction. 
 
hell in a can: http://www.quaddicted.com/reviews/casspq1.html

also, have you played that neil manke hl1 map 'uss dark star'?
http://planethalflife.gamespy.com/View.php?view=HLMaps.Detail&id=961 
Darkstar 
oh wow, I remember playing that back when it was new, it blew me away! :) 
Booth's 
@neg!ke - thanks for comment. I have the retexture pack in my iD directory but for some reason all textures are upside down.
I turned some in the directory but it didn't help. So it isn't something I do on purpose.

btw, the level took 15 houres extra vising and had teo giant hom's.
Why do they only show at the end? 
 
i've noticed this happening sometimes with texmex when importing/exporting textures to targa. not sure why it does that. annoying though. 
Neil Manke 
It's a shame Neil Manke's full game version of They Hunger was never finished. Supposed to be released years ago on the source engine but apparently Neil fell ill and wasn't able to finish it. He was a friggin mapping machine that guy.

They should just get a new mapper to take over. Shit I would have finished it if this was 10 years ago. 
 
some targas are stored in "upside down" format (bottom rows of pixels first, top rows last) and there is a flag in the header that indicates this, so perhaps texmex doesn't pay attention to that flag.

(Fitzquake had a similar problem with upside-down TGAs, long ago, before i fixed it.) 
Donkey 
I'm using Fitzquake080, but if I turn all tga files in the directory, in game they are still upside down. 
Madfox: 
try 0.85 
Great-looking Church With Terrible Lighting By Scott Perry 
 
lighting looks good to me. also, what is this from? it indeed looks amazing! 
 
 
Lighting is so dark I had to increase the contrast three times as much as with regular screenshots. 
Ah Ok 
didn't know you tweaked that image and yeah, playing it, it's quite dark.

also, it's a lot less cool as an actual map. :(
way too small for a quake map. it looks like it was meant to be built to scale.
so in that regard, it succeeds, but too cramped for an actual map.

you could totally blow that up 2x and you'd have enough room to move around.
i could really see a map being built with the same basic layout only with locked doors for each successive floor connected to the spiral stairs.
and maybe lighter textures like q3gothic block10 or something. 
Left 4 Dead 2 Survival Map 
Been working on this slowly over the last month or so, would appreciate some feedback!

http://www.dropbox.com/gallery/33279452/1/l4d2map?h=6767ef

It's a night time map with a rainstorm that occasionally storms like in the valve hard rain campaign. trying to find a nice balance between darkness and the rain fog effect, how doe's it look so far? 
 
Looks good to me, though I'm not sure where it actually takes place. Looks like near a pier/docks under a giant bridge. Other than that it feels like generic trashy urban sprawl.

I would love to help playtest it if you need some testers. 
Lights Are Too Bright/cast Too Much Light 
Other than that it looks good. Is it in a favela or hooverville? :p 
 
The idea is for it to be in a construction site / industrial park just outside a city, maybe it doe's look a tad generic currently, something to work on!

It probably needs some set piece monument to define the look which it's lacking at the moment, the "bridge" you can see in some of the shots is actually a large in-construction "industrial thing" but it's not really finished yet, I'm actually sure what it meant to be I just wanted something looming overhead :)

Thanks for the feedback, got some things to work harder on now :) 
 
looks cool! but maybe a bit.. drab? could you add some more colour to it, maybe some orange via rusted metal and such?

ironically, i find the vibrant blue light in the last shot a bit too cyan. :P

wish i had l4d to run around in this. :) 
Rainbows 
heh, yeah it is very grey in those shots. I've actually changed a few of the structures to a red brick and added some warmer lights in places to add some colour, it's looking better!

I'll posts a link to a beta when its in a playable state, will probably still be a while though. 
L4D2 Survival Map Beta 
http://dl.dropbox.com/u/33279452/dazsurv1_beta1.rar (7mb -ish)

1) extract the 2 files to "Steam\SteamApps\common\lef&#8203;t 4 dead 2\left4dead2\maps"
2) Load left4dead2 and in the console type "map dazsurv1 survival"
3) Play it, tell me what breaks and what sucks!

Post feedback here or feel free to send it to my email. Let me know if you played with bots or humans!

Stuff I know about:
a) Visuals are not finished yet, ie in some areas its very obvious where the level ends and the skybox begins, will fix that :)
b) some weirdness on the pile of wet mud next to where you spawn.
c) rain ambience is constant and can get annoying, will fix in next version!

What I'm mostly after is gameplay feedback/bugs and ai pathing bugs. I've spent the best part of 5-6 hours tuning up the navigation mesh and it seems to be working without any fuckups but let me know if you find anything. 
 
Some New Pics Too 
DaZ 
I played through it once, made it past 4:00.

I think the map is cool so far, I like a lot of the verticality it has. It's neat to see swarms of zombies dropping from the bridge, for example, onto nearby roofs or what have you.

I think the start area seems way easy to defend, but not with AI. I can't be sure unless tested with people, but it seems very advantageous being up high, with only one main route off. I suspect smokers would be the only real problem. Also, it was kind of hard to find initially. I saw it after walking around, but then I didn't know how to get up there.

The only bug I saw was in a corner of the map, where some tree was planted. The tank was chasing us around, and decided to jump into the tree. I guess it has its model clip turned on or something. You might want to add monster clip around that all the way to the ceiling so tanks or other zombies don't climb up there.

The puddle is annoying. Moving at half speed would keep me away from that side of the map.
There also seems to be a dead end area, maybe it was because I didn't explore it thoroughly but its just a big empty dead end. I'm not sure if I missed something, or if just a death trap.

Cool progress so far though. 
Thanks Zwiff 
The start area is something I tried to fix by putting that infected only ladder up one side of it, but it still doe's feel quite strong to just stay up there.

Perhaps making it more enclosed from the outside will help as Sinfected would be able to get a lot closer without being shot at.

Tank in a tree? Damn thought I caught all of that :) which tree specifically? I'll take a look at it.

With the puddle, perhaps it is quite annoying in its current location as its a high traffic area, but maybe if I increased the puddles in that dead end area and put a health pack there it would make it a risk/reward type situation. Worth looking into as i'm not quite sure what to do with that dead end otherwise :)

Thanks for the feedback. 
 
I might be looking at your pics wrong, but in the top-down shot you just posted, it would be the tree in the bottom left corner. I think I took a screenshot of it, I can check when I get home and send it to you. 
DaZ 
Nice map DaZ, it has a really really well polished nav mesh! I've played two rounds and intend to have another play later. Here are some observations.

Gamplay:
Overall good thanks to the size of the map and the quality of the AI nav. Lots of different places for attacks to come from which is great. Something that detracts from this is that there are a couple of quite safe areas, such as the start area mentioned by Zwiffle which has too much cover and too many guns. I lasted over 6 minutes with bots by bunking in the yellow apartment and just unloading bullets down the long corridor. In the end a tank/spitter combo took us out, but not before we very easily finished off four previous tanks and goodness knows how many common and special infected! You could make this area a bit more difficult by allowing infected to come through the window (maybe by dropping down from a higher room on to a balcony or something?) or a hole in the ceiling and introducing some corners to the "long" corridor so that you can't see from one end all the way to the other. In such a big map it seems a shame to think that players will spend all their time in one fairly safe location rather than feeling they have to move on from time to time. A few more health pick ups dotted around would certainly encourage movement and exploration.

Visuals(I realise these are WIP):
I really like the foreboding atmosphere. It's not immediately clear what "real world" purpose the map would have and this is another problem I found with the apartment, which had odd furniture placement and an unusual brick wall in the empty room at the back! All in all though, I actually found the lack of hyper-realism quite refreshing, as most L4D mappers get bogged down in realism details and end up producing boring gameplay as a result.

I also found the ceiling tiles in the rooms/buildings near the spawn position to be a bit out of place. Ceiling tiles are usually used to lower a high ceiling and cover up pipes/cables but in this case it seemed they were right up against a 16 unit roof. They also looked a bit too clean compared the wall texture in one of the buildings.

Bugs/problems:
I got stuck on one of the displacements in the park area, but couldn't recreate the problem so it probably won't happen very often!

Until you mentioned it in this thread I thought the ladder leading up to the radio position wasn't working properly. If it's intended to only be for the infected you should turn it in to some sort of drainpipe or something so as not to confuse players. 
One More Thing... 
I might be blind, but I didn't notice any fuel canisters or explosive barrels around. Most players (myself included) quite enjoy strategically placing this sort of thing before the timer starts. Not only does that encourage teams to come up with a plan, I also find it heightens the tension somewhat as it feels like you're preparing for the fight of your life. 
Fishy... 
Thanks Fish!

Ladder to drainpipe is inc in the next version, for now I've uploaded a slightly newer, shinier Beta1 on L4dmaps.com ( http://www.l4dmaps.com/details.php?file=11517 ) .

As for the apartments, yeah they are unfinished atm, the aim is to for the entire house to be explorable with different levels etc, I just have not got around to making it all yet :) I agree that the radio area and the apartments are currently too easy to defend so I'll get to work on making them in a bit more perilous ;)

Thanks for the feedback! 
Hi.. Need To Know 
Direct links to [img].. can be posted here ?
so pictures would appear directly in the messages without clicking 
Nope 
Img tags do not work im afraid. But this way a thread with 10'000 posts will load this century, if you choose to load it all. And it doesn't take ten years to scroll to the bottom, yay! 
 
yes I know what u mean.. but I've noticed that in this thread the actual screenshots are always very few so I asked 
Some Screenshots 
Hi guys this is the game I'm workin on(God only knows since when!)
Do you think it could work as a real game? I mean one day I'd like to port it another engine.
The thing I'm most proud of is the new dynamic hud.
http://www.quaketastic.com/upload/files/screen_shots/quakery4.png
http://www.quaketastic.com/upload/files/screen_shots/quakery5.png 
Wow... 
...that is terrible 
Please 
hi Jpl could
you be more specific ? 
I Like It 
But I think the skins and the HUD needs more grit and grime..... Good work though. Also a nice skybox might help a little..... 
 
I can't help but think of Captain Harlock when I look at those screens. 
Some Details.. 
thank ricky, thank quakis(I mostly agree with you)

-it's supposed to be an intended mix of adventure/horror/parody
-I want to keep things simple but effective so
no overdetails no ultra-techie features;
I'm more focused on storytelling
-Hud is yellow, it's supposed made of gold
-about the skins: yes could be better but modifying all monsters was already a pain ass and don't know if I have time for this.
-I have a vision in my mind that I want to finish so some trade-off are necessary ;) 
Delor 
Yeah, sorry for this. It is not constructive at all, and I have to apologize, as I don't like people behaving like this with my work (i.e just saying it is pure shit without justifying it)

So to be more specific about what I think is horrible, (even after having read your previous post):
- monster skin
- texture selection
- skybox selection
- HUD
- You've almost stolen Albator face for the main player (http://idata.over-blog.com/1/42/11/59//Albator.gif) apart from the dead eye side.
- I don't know whether the map is for testing but we are in 2011, not in 1996: you could have put more stuff in (details, lightning effects, etc...)

Sorry if it sounds rude as it looks like you have put lot of efforts in your game, and I respect that, but well definitely not my taste...
And afterall these are only screenshots, and maybe gameplay is fuckingly awesome.. but regarding what you have shown, it didn't give me desire to play this..

Is that an acceptable answer ? 
I Know, Looooool 
I gave constructive criticism too, all I said is that I think the textures need more work, cause really, it looks like you spent a couple of hours on them, and no more, but that is besides the point.

If u dont want a bunch of feedback then dont post in the screenshots and betas thread on Func_. The terrain at least looks nice. The ceiling in the stone tower in the second shot - cut the top brush into wedges and align the textures :D And work into the skins a bit more. And pick a nice skybox. And the texture which is used on the HUD at the sides (original shit-brown Quake one) - replace that with a similar yellow colour to the rest of the HUD, because the two colours clash quite badly. Also I think the HUD needs more texture and noise added - at the moment it looks like you made is using MS Paint, in about 5 minutes. 
Thank To All Comments 
they're always useful..
JPL: now you've been more specific

I only add that I'm more interested in creating an atmosphere,a background not a showcase of technical details going nowhere(seems to be the trend nowadays)

Mine is a homage to old days 'o Quake when conversions such as FantasyQuake ruled

RickyT23: I use mostly Paint.net for my work..eheh simple but good enough

I'd like more comments about the concept/theme of piracy in a game like Quake and why so few mappers try to depart from the usual obsolete Quake theme?

Ah one last thing: the game that inspired me so much is the legendary AloneInTheDark-2 (Infogrames) a fantastic mix of horror/piracy.. Some of you remember it ? 
L4D2 Survival Map Beta 2 
For any that are interested :)
http://www.l4dmaps.com/details.php?file=11517 
DaZ 
Amazing map. I really like what you've done with the apartments, it makes them feel much more dangerous. Spreading the weapons out more helps as well, though I'd suggest having one or two more next to either the start trigger or the spawn point for those players who don't enjoy exploration so much.

I only found one "bug" in this version. Near the start trigger, if you climb up the generator and the lamp on top of it you can get on to the four vertical girders. This is a fun place to snipe from but unfortunately tanks and common infected can't climb up to you, meaning the only infected that really stand a chance of hurting you are smokers and spitters. Also, if you are unlucky enough to be incapacitated or knocked down by either of the afforementioned when you're up here the bots don't try to revive you as I guess you're out of their reach too. 
Base Map Is Still Being A Pain 
So I'm playing with maps that actually give you powerful weapons :)

If anyone likes horde fights you can test it :E 
Fish 
Thanks once again, I had no idea you could get up there! Seeing that bug made me go on a mad clipping spree around the map to make sure no other craziness could happen :)

Added some low tier weapons to the spawn position, the lazies will have to put some effort in to get better weapons ;)

Next release will be final I think, unless I find anything showstopping! 
 
Coloured Lighting Is A Little Too Saturated 
otherwise good. 
 
plenty of scope for some cool looking tall shit above that skylight! 
Good 
so biologized of the neatness, that I wonder what the screen hangs in the upwalk. 
 
coloured light looks fine to me. subtle but still visible. 
 
toned down the colour a bit further. The floating laptop is, uh, a dimensional accident. 
I Like It Gb! 
Looks very natural, love the lightning in particular. 
 
 
looks good 
 
weard and cool 
Wot. 
Trinca said. 
Looks Great! 
I'm intrigued 
O_O 
... really Doom3-ish :E 
 
that looks seriously cool. Nice work gb 
 
Finally decided to strip most of the end area of my Base map out for performance and vertex count reasons

http://www.zealousquakefan.com/wp-content/uploads/2011/08/zqftest03_construction70.jpg

Will still have some meaty fights in it, though I apologise for the crate maze factor :E 
 
Looks really cool zqf. Maybe vary those crates a little - have some of them rotated or off-center instead of these long straight walls? 
Looks Awesome 
align the textures on the skybridge 
 
I gotta finish the geometry before I worry about textures :/ PS will need to have it tested again since a lot has changed since you chaps played it. If you want to try it again I'll send you a new version. 
Don't Want To Make It Into A Seperate End Area? 
 
Wips From My New Q3 Map - Sanctum. Map Releae Soon 
 
That's really elegant. I'm a fan of that style. I don't like the green pool though, I would suggest changing it to a blue color personally, but it doesn't destroy the look for me. 
Shadow 
looks cool 
Dont Like The Green Either 
Blue like zwiffle said or maybe dark velvet red (lava or sub-dimensional void). 
Shadow 
very nice! same here re: blue instead of green pools.
if only because the blue will go better with the tan coloured bricks. 
 
Heh thanks guys and sorry, but it's too late for blue :). 
 
Looks sweet :) 
 
I think that green is perfect, it looks like acid and I think it's slime that kills the player, right ?

I don't like the "vegetation", if you want to keep that you better add more broken things, the entire place looks "too ok" and the vegetation ruins everything - it suggests ruins, but everything else suggest a place that's actually NOT in ruin. 
 
Yeah it's slime, and you are probably right about vegetation. I intended to make more broken things but didn't have enough time for that :|. It was a competition and my time is very limited now, especially for such stuff. 
 
Needs M0ar Crates. 
 
OMG !!! 
Amazing architecture and very high level of details O_O Impressive... I can't wait to play this level ! 
 
Start Vising now to be finish in chrismas :) 
I Like It 
but yeah, many crates ahoy! Surely there is something a bit more interesting that could be done with the floor?

With such a vertical area, maybe it doesn't need a floor at all :)

Also for all the detail lavished in the center of the area, the side walls stand out as being very bare indeed, I'm sure some simple geometry and texturing can fix that up no problem though. 
Quake Portal Mod 
I found that on PlanetQuake... http://www.moddb.com/mods/quake-portal-gun/news/before-release Anybody already tested it ? I can't remember having seen any post on this mod... or maybe I am wrong :P 
Haha 
you poor SOB!

nice one though. ;) 
 
AWESOME ! And it works with regular quake levels. A speedrun with this mod would be so funny. I think that some levels could be finished in one second. 
Only Problem Is 
you can't really make 'unportalable' surfaces. 
Darkplaces Renders 
 
That looks great. 
 
looks like a preview render in 3dsmax. ^_^
nice brushwork! 
 
That's beautiful, ShadoW. Is that a high-res texture? I would not have thought you could get pure smooth white with quake's original textures. 
 
i thought it was fitzquake with r_lightmap 1. 
 
The doodle project appears to have its own engine based on NPRQuake, but he mentions in his OP that the "screenshots were taken with DP" which I assume means darkplaces. Does Darkplaces have r_lightmap 1? 
 
just checked. if it does, it's not r_lightmap. possibly just used all greyish textures?

should have realized it wasn't r_lightmap, actually, because the ammo box and monster in the shot are still textured. 
 
 
using hmap2? 
That Just Doesnt Look Anything Like Sealed 
from the top. 
 
Was a path node very obviously in void space :p 
 
Screenshots were taken with Darkplaces. No idea about r_lightmap during making them :P. Map was compiled with BJ tools. Texture is just plane white :). 
 
Nice 
... really nice ! 
 
ZealousQuakeFan why don't you split the level in two? 
Competently Done But.. 
I hate this base/standard style..
..too orthodox, boring, old if you can get what I mean :)

you could try change theme for example 
 
Same here. Original base wasn't never that great to start with - the weaker of the Quake styles. There's plenty of newer base textures to use without sticking with the originals that we've already had 500 others maps in. Just my opinion though. 
 
atm Base is the only theme I have any confidence with :p 
Zqf 
Try combining idbase with something else.

Try having a theme.

Use new textures / models. 
Norman 
 
awesome Mechtech 
Pipelines 
Maybe a bit too much color. Took me days to add the green waterfall, just before preach released his waterfall tut. Creepy colorchannel.

http://members.home.nl/gimli/torm00.jpg
http://members.home.nl/gimli/torm01.jpg
http://members.home.nl/gimli/torm04.jpg 
 
Looks good, I especially like the last screenshot.

Try switching on antialiasing for screenshots though.

Criticism: The texture alignment on the pipes needs work; try to make the plates fit the width of the pipe's side. Just scale and rotate the textures as needed. Alternatively try using simpler textures on the pipes.

The colour of the lava doesn't fit completely with the rest - have you considered slime instead of lava?

A tiny amount of fog might look pretty good here as well.

I really like the overall look of it though. 
 
look's great madfox :) and all look alight!

:) 
Indeed 
Really nice ! 
Scrutinizer 
 
 
Bits of the curved pipes look off grid to me btw :E 
 
I like your attention to lighting madfox. Keep it up :) 
Wip L4d2 Map 
I'm working on a new survival map and thought I'd get some feedback before I go nuts and map everything out.

https://www.dropbox.com/gallery/33279452/1/dazsurv2?h=1c62fd

1st photo is the reference shot, I decided to go for a night-time setting however as it suits the game a bit more. Anything stand out as being particularly shit? Let me know! 
Daz 
looks pretty good so far. are those stairs on the screenshot 007 made of displacements? 
Yep 
I tried it with standard brushes but wasn't getting the detail I wanted, god I love displacements! 
Dude 
that looks great so far! don't forget to keep posting shots! 
Looking At The Reference More.. 
i think it would look better with the heavy fog but daylight setting... dunno, it would bring out more of the winding path brushwork with more light or something.

dunno if that makes any sense. 
I'll Give It A Shot 
made some more of the map now it'll be easier to get an idea of how it will look. I'll post some test shots when I find some more time to work on it. 
Made Time :P 
quick skybox, lighting and fog change to test daylight, could still use some tweaks i think, the ambient light is still too low so a lot of the map is still in shadow :P

https://www.dropbox.com/gallery/33279452/1/dazsurv2?h=1c62fd 
 
a little hard to tell how good it will look atm since the skybox is kind of sticking out like a sore thumb right now. :P

but yeah, basically what i was talking about... giving it a silent hill look (the film anyway). 
Daz 
i'd use a little more blue-ish fog. but that looks good also. 
Beta 
1st area of my map. PAK file for Quoth. Has textures, models and sounds. Mostly other peoples work modified for Quake 1. Used Hammer 3.4. RMF,map,fgd and wad files included. Breaks Quake limits, use Fitzquake 0.85. Will have startup errors.
Stuck with free file hosting again (quaketastic has 50meg limit) hope it works.


http://www.adrive.com/public/428df7891c86944abf461eb6a161b98ac82e1d0e688ea47a1cc6287df5b8517e.html 
 
Why put the Quoth pack in? It's not like people will not check you said requires quoth and then fire it up in iD1

Oh wait...

Fish and Chips on my shoulder 
Dazsurv2_ref.jpg 
Nice 
Screenshots! 
Heyo, been awhile since I've posted anything here! Anywho, started working on a 1on1 map that's nearing beta.
I haven't lit it properly yet, it's all ambientlit. Rocks needs to be changed too. :)

http://fjoggs.maverickservers.com/img/projects/fjo3tourney6-7.jpg
http://fjoggs.maverickservers.com/img/projects/fjo3tourney6-8.jpg
http://fjoggs.maverickservers.com/img/projects/fjo3tourney6-9.jpg 
 
i like it. the yellow point lights go well with the skybox. good attention to detail re: trim and texture alignment. 
Oooh 
that is nice! I like all the little bevels and extrusions. Skybox looks psychedelic (in a good way).

What textures are those? They are really nice. 
Castles N Shit 
http://www.dropbox.com/gallery/33279452/1/dazsurv2?h=1c62fd (go to page 2)

Any improvements I can make to the castle structure to make it look more authentic? I've messed with a few things but they didn't really work. It looks a bit bare imo and I'm not sure what I can add to fix that, maybe its just the texture I'm using... hmmz

Is the lighting of it a bit ott? A lot of castles I've visited have those huge floodlights that light up the walls in that way when it goes dark, I really like the look of it and that's what I'm trying to emulate here. 
 
*squinting*
i think i can see something...

seriously, it seems nice, but the shots are tiny, man. :P

i like that like none of the walls are straight and they all meander back and forth like in the ref. makes it look very natural.

maybe 2 or 3 larger shots though so i can see more details? 
Um :) 
There is a "fullscreen" button below each picture in the gallery view :) 
DaZ Is A Pro 
Pro level designer.

He knows what he's talking about.

Must admit the shots do look sexy. You should make a maya-themed Q1SP ;) 
Daz 
The thing I noticed most in your path compared to the real life photo you worked from was that the real one was much more broken and rugged. Your path was a perfectly smooth path. Same with the castle, it's like it's just been built, but castles are rougher. Add some broken and crumbling bits to it.

But otherwise I'm loving the atmosphere of it. 
 
Already making one Ricky :p 
Cool Stuff, Mech 
"Ogres floating in outerspace is a good thing".

-Martha Stewart

A few more shadows would help with the textures in some areas (too evenly lit).Lot a good ideas though. And I couldn't use r_oldwater 0 in my autoexec.cfg, the game would crash. 
R_oldwater 0 
Could not reproduce a crash. Did remove the fish.mdl from the pak file redundant in the Quoth pak0. I agree lighting does look a bit flat in some spots. Will work on that. 
Ah 
Found the problem. I resized nost.tga to 512 x 336 and titan.tga to 1024 x 1024 and all's well. It wasn't an oldwater issue at all, though it crashed more often using it. 
Thanks 
Changes Done! 
Half-Life 
Hella Cool 
what am i looking at though? You added a helipad to e1m1? 
 
Yeah.

The above shot is the entrance to the second indoor part.

http://spawnhost.files.wordpress.com/2011/09/e1m1rq_outside.jpg

In this shot, the bridge and the lift are to the right (the lift room is behind another of these arches). Crossing the bridge was turned into a mini-objective (without being called such) where you have to press a button to extend the bridge. Otherwise the route is the same.

There is a second entrance to the nailgun area now (to the right behind the helipad) leading through some new areas.

The base got more of an outside, but the route was changed very little.

Preach's "Beatles" comparison is apt; if Quake is "Abbey Road", RemakeQuake is a tribute album. It's not the same, because the original is untoppable. So why not have some fun. 
 
And I ripped from ETQW, Crysis and even Doom3 here quite liberally, besides Half-Life. To me they're all Quake's children. 
Looks Like Geocomp 
 
Mechtech 
Pretty epic looking map! I loved all the intricate details - the grunts floating off in to space when the walkway blows up, sleeping dude and the quake jukebox, the ogre body, etc.

Things I would suggest:
- in the blue room with the slipgate, it looked like I should have been able to pick up the power cube - I thought I was supposed to be collecting those?
- the air ducts were confusing for me; I appreciated some navigation aids like ambient sounds, the odd voreling, but I still was not sure if I found the right exit and was getting tired of running around
- overall I felt a bit lost, like too much of the map was opened up right at the start.
- it would benefit from more monsters, I think, or at least having the current monster encounter spots be more of a fight. I can appreciate wanting to have a map that's mostly about exploring, but it left me craving more action :-)

Here is a demo of my first attempt:
http://www.quaketastic.com/upload/files/demos/Titanbeta1_demo_ericw.7z 
Gl-nobind 
Disco Zombies ! 
.. are killing me ;) 
 
LOL 
Oh Man 
How did my nan's knitted hats get into my Quake! 
Ericw 
Thanks for the Demo
set skill 0. That's were the monsters are.
Gameplay should be easy. I might but some arrows in the duct work for easy skill only.
The cubes get placed by the teleport.
You missed cube 2 and 3
Will setup more in game info about need to power the teleport.
At the end of the demo the sign did say DANGER :) 
..I Was Thinking 
..why so few people actually post screenshots ?
This should be a screenshots section instead I see mostly endless flows of words.
..Maybe all the Q1 comunity is slowly disappearing ? 
 
heydan the community still active and small as have been in the last few years, we just don't need to post a screenshot on every room we make... it spoils all the surprise in the release...

There are some maps in construction, Quake is no more a game of young teenagers that don't have nothing to do, almost all of us have jobs and kids to take care... things come more slowly :)
But we still alive and kicking... : ) 
Heydan 
where's your screenshot then? HUH?

Green's back baby! 
Cool 
So much for not touching the editor until christmas... 
 
Not sure about those ceiling lights in the corners. Something feels off about them, but I can't grasp why. 
 
dawn necros, u were made to map :\

I will never produce nothing like you even if I map for more 30 years :|

talent born with people... I don't I've even close to yours... 
Tronned 
lets shoot some more screens, and glbind them.

http://members.home.nl/gimli/torn0.jpg 
Heh 
that actually looks kinda cool :p 
Necros 
Give some love to the floor. 
 
i haven't touched it in a month, neg :P
as for floors, probably, yeah. this is more experimentation with CnP building so no floor details yet, but i remember what you said before. :) 
Happy Canadian Thanksgiving! 
here are two more shots of my map using ik2k textures. I'm making slow progress, but also working on two other maps to go with it in a mini-episode :D
http://www.quaketastic.com/upload/files/screen_shots/ericw_wip1.jpg
http://www.quaketastic.com/upload/files/screen_shots/ericw_wip2.jpg 
Love It 
 
 
awesome ericw 
 
wow, very nice! want to see more of this! 
Nice. 
My willy went a bit harder. 
 
I like the use of those textures, I look forward to seeing how this turns out. 
Willy Went Fishing... 
 
looks like he's having a wank 
Hehheh 
http://www.tradition-shop.de/images/6037-1.jpg

I like it - reminds me of the ogre cook. 
OMG !!!! 
Ogres are Hell garden gnomes !! Really ? 
 
lol madfox. :P 
I'm Doomed 
sadly its not quake, but its doom2. its a level i started for a community project. each level is designed around a phobia, and i choose isolopgobia [and a 2nd map, with claustrophobia as its theme].

http://minus.com/m5OtHNgzN#1 - i thought a city without anyone, no corpses, no items, no enemies, etc - would make it feel empty and lonely.

my idea for the level is to start in some canyon/dessert area and the player slowly makes its way to the city, and that's that. i hope to make it big enough to get lost in, without it being boring.. which i think might be hard. 
Looks Good 
That's an odd theme you're going for. Not sure if it works in a Doom map. But kudos for the attempt. Really no entities whatsoever? Not even a few blood splats hinting at something terrible that took place there, or at a few Lost Souls? 
 
Wow, that is awesome and I want to play it. 
@negke 
i thought having corpses & blood smears or anything like that would be too obvious. so i decided against the idea of using any dead thins or enemies and even items. there are props and all, but without any items to pick up i think the player will either grow bored of them map very quickly or maybe they'll feel that it is actually empty. or maybe think nothing at all!

i'm also thinking of not having any puzzles in it, like no switch-open-door stuff, maybe have a few that feel like someone already solved the "puzzle" or something. will make things boring as hell maybe, but i dont know.

i'm sleepy so hopefully i did not write any gibberish. :) 
 
with corpses and blood and such you can attempt to build some kind of story that may keep the player interested for longer than just wandering around a completely empty map. 
Never Played Doom 
But I think it would be cool if there was a Spectre or two there. 
 
I actually think the original concept is great. Not every map has to do the usual thing. There are loads of DOOM maps with monsters already.

Going only for atmosphere of the place and exploring that sounds great.

Plus, I'm sure someone will mod it to have monsters quickly enough.

nakasuhito: Trying to grab the player's attention without any combat will not be easy, I look forward to your solution. I'm doing the same in one of my maps atm, which is why I'm doubly interested. I use small puzzles, though, to keep the player nominally busy while they explore. To keep their interest, I use somewhat unusual setpieces, a lot of new mapmodels, stark contrast in lighting and a lot of sounds.

The first part of Doom3's Delta Labs was an inspiration, since it also has no combat (but does require getting a key).

I think such alternative angles to making a map can be very interesting. 
Beta Map 
Map is complete for easy skill (skill 0). Please take a look. Should be easy fighting. Getting lost/stuck? let me know. Pak file for Quoth. Use fitzquake 0.85
Pak file
http://www.adrive.com/public/2ed6ad3c0211d30e24cc796746348ae6e087ccfd357893b0faaa26c57c400620.html
Readme
http://www.adrive.com/public/01588fade44f7594489b7534ee76735fc2d1c82f471393e4e3a38cd3361bf5b7.html
Screen (for people who love quake crates)
http://www.adrive.com/public/b892c1ea241e014af5bd62592c16771c1b0e641b169d23b0378c906785465473.html

Links will die in 14 days :(
Email me or post comments
Thanks mechtech 
I'm Pretty Sure Everyone Has Quoth 
 
Also 
Packing in .zip would have been nice... 
Another Beta 
After a longer vis I wanted here's the beta of Tarratorium.
It has only one skill setting on normal, as I'm still corecting the gameflow. I have the feeling it is a bit too dark.
If you have some sparetime and want to try out, you're welcome with good advice!

screeny:
http://members.home.nl/gimli/torm2.jpg

map:
http://members.home.nl/gimli/tor.zip 
Oops, Bad Phonetics 
Screeny. 
Wow. Coloured lighting a bit too much, but other than that very cool, nice rock structures indeed, decent textures too. 
Holy Colored Lights Batman! 
Nice job, madfox. 
 
yeah, brushwork looks great, but the coloured lights make no sense at all. blue liquid but red light for no reason? 
Tube Larshed 
I admit the colored light is a bit overdone.
I needed some brown color to lit the green tex.
Then again, without the lit file lights are still sufficient. 
Forgot To Hit Record... 
someone please make a demo of MadFox's beta, wandering around in circles and saying "is there even a goddamn silver key in this level?" Thanks in advance. 
 
Aight, played it and recorded a demo. Comments and thoughts during the playthrough, overall it was good, but needs some work. Most importantly, the layout is pretty confusing, probably substantiated by the same-ish look of most of the areas. This could probably be avoided by varying the textures a little, as I also note during the demo, and making the rooms more unique in other ways. I also noticed a lot of misaligned textures and corners of brushes extruding through walls and such, especially with the curved pipes (which were nice by the way!), probably caused by the vertices not being exactly on grid - but I know how difficult such structures are to work with and such problems are almost impossible to avoid. I didn't really get stuck on any architecture either, so I guess it isn't more than just an aesthetic problem.

Also, I think you should indeed tone down the colored lights a little, as in some areas they were overdone - make them more subtle, and also add some more neat, subtle light/shadow effects like I noted near the exit in the demo - it works wonders for atmosphere! And yes, I thought it was a bit too dark overall as well.

On the gameplay side of things, I thought it was pretty good, except for the confusing layout that makes it easy to get lost. I found it a bit empty though, maybe add some more enemies and interesting ambushes, perhaps some powerups to keep the action flowing?

Pretty good stuff, looking forward to more. Oh and yes, the demo of course: http://www.quaketastic.com/upload/files/demos/grad098_bern.7z 
 
The architecture is interesting, though rather small. And yet all raw. The key, I could not find. Sometimes get stuck in the pipes. Maybe this should be at the bottom of the tube put noclip texture?

http://www.quaketastic.com/upload/files/demos/digs_grad098.dz 
Still Using DMM, I See... 
You could have at least vised the thing. 
Beta's 
Mech's titan is really good and alienish. I didn,t expect the level to get much larger than it was, but the extras really added to a great space outpost atmosphere. Hope the regular and hard skills add a challenging battle though. Excellent ending too! The only thing I would change is the static solarflare in the skybox. I think colored gaseous clouds and smaller astro objects would look better. Moon's could be large though.

Madfox's Tarraterratorium is excellent. Lighting, mood and level layout the way I like it. My crt monitor had that screenshot area looking good (better than the screenshot). I would keep the lighting as it is. Combat was just right for for the skill. 
MADFOX: Nicey Layout... 
...Some weird logical errors, like windows showing the skybox when they should show the wall that's right behind them.

Quite a few texture misplacing. Too much colored lighting.

Gameplay so and so, skill 1 is on the easy side, have not tested the other ones.

Add some details and variation, take care of the clipping issues...

You may have something really great here, but needs a lot of refinement...


BTW, the BK is quite easy to find. First playthrough demo:
tor_skill1_thesilent.zip 
Tor 
Okay, a few comments.
Please call it tor.bsp so it corresponds to the mod dir and zip, ffs. There's no reason to give it a different name (see vidi).

Largely consistent theme throughout the map and some nice layoutish things. But also many sloppy bits in construction/brushwork and poor texture work. Aligning those textures on the pipes is a pain, but you could use a non-detail texture or modify the current ones not to have seams. Some texture choices are bad, e.g on transitions (or the lack thereof) and on sides of walkways, for example, where a properly fit trim would be better than wood or whatever else is used. Or clashing textures next to each other without proper transition.
Countless misaligned skulls and other textures, even on the same planes. The beams are good, but either align the metal4_4 texture properly or use a different one, especially on the ceilings.
The textures used on the arches don't work this way, either rotate/align or replace - angular cut off rivets and tiles look bad.

I don't like the skybox, it doesn't fit with the dark cistern theme of the map, but okay... At least fix the logical errors with sky windows placed where it doesn't make sense, or where they make the walls/building look thin and feeble. You can build little detail areas behind the windows that only show the wall of the adjacent corridors.
What's with the lame doors again? And why shootable buttons that suggest pressability?

Lighting looks like ass. Deleting the .lit file made it slightly better, but not only the weird colors are the problem, also the darkness. Keeping the map dark is not bad in theory, even beneficial for the atmosphere, but there are many areas that feel too dark. Plus the skybox is very bright in contrast. And there are light textures that don't emit any light. Put some lights with "delay" "2" and "wait" "2" there - that should look nice.

I didn't get lost; or let's say, I always managed to find the way somehow, but you should really consider making the progression a little easier for the player. Better highlighting of important areas or where to go next; maybe a few arrow textures here and there (possibly funcs), while still maintaining the openness and certain feeling of exploration.

No real problem with gameplay difficulty, lots of health and all. 
Valid Points 
The chaotic and darkness work well to make this map interesting. Sometimes neatly brushed, mirror imaging all over the place, etc. can be boring. Like digs said about the rawness of the level. Madfox is Piccasso.

Also, the Jerry Springer show seems to have alot of Quake texturing on the set. Even green colored lighting. And what about the X-Files? Every room Skull/Muld is in, is dark! Operating rooms have doctors working on a patient with 1 spotlight in the center, and the whole rest of the room is plain dark. What's up with that?

Anyways, the truth is out there. 
Kinky Pipes 
@generic - I forgot to add a demo, it's my logic of knowing the map versus players, who are completely new to the map. Sorry for that.

@digs - I understand the error, but from the SilverKey sign it seemed logic to me you walk back along the cave part. There are two doors on the screenshot.

@Berntsen - I started with afloor3_1 and construckted the whole thing on grid. Always curves are breaking up and I started with alignment. There was a rather sticky hom I couldn't avoid. So I worked it up untill it wa gone. Often it are the hardest part in mapping.

Right then, it is a bit too dark. I thought as I turned brightness to 80%. Colors are a wicky thing compared the lack of lit file.

I'm planning for some static entities like machines and puffing tubes.

@neg!ke - The first time vising took 3h40.This one took about 13h40, I considered quiet long for 3.1Ghz. The bsp file slunk from 4.3 to 1.8Mb.
And dmm, no I installed radiant but i'm not that good in configurating. This one is Quark6.3.

@roblot - thanked you liked it!

@thesilent - I know the missing walls look stupid. RThat was the start room and there was only one thing I kept in mind. Keep the first 'till the last poly on grid. Now I want to add things as I think the map isn't that big. There was only one skill setting.

Thanks for your replies, and the demo's. I will take a look at them.
And at Mh beta, of course. 
And 
at MechTech beta. 
..Yes I Like It Madfox 
those red caves remind me of Quake2 ! 
Well, Would Anybody Try... 
...and pack Mechtech's map as a zip, so that I can give it a try? 
Nevermind, I Found A Utility... 
...And gave it a try.

Killed 11 monsters, roamed in circles for a good 15 minutes in the air ducts (no hints whatsoever as to where to go), then got sucked into the void.

Bleh.

Kinda awesome in places, some extra ugly texture choices (door signs above all), boooring gameplay and a little blocky architecture. Diving back in to get tom the end... 
Got To The End. 3rd Attempt. 
Some very good architecture/layout. Too much colored lighting. Subtlety is required. Gameplay non existent. With this kind of spaces, I'd expect a kill count around 300+. Lots and lots of potential. Some very clever tricks and devices, you just need to use them wisely.

3 demos, to give you an idea of the difficulties encountered... Only last one complete, played with no sound.

titan_beta_thesilent.zip 
Why 7z ? 
Processing archive: titanbeta2.7z

Extracting pak3.pak Unsupported Method
Extracting Titanbeta.txt Unsupported Method
Extracting quoth2test.fgd Unsupported Method
Extracting titan.map Unsupported Method
Extracting titan.rmf Unsupported Method
Extracting titan.wad Unsupported Method

Sub items Errors: 6

WHY do people insist on choosing those weird formats ? Isn't ZIP/RAR good enough ? Does it worth selecting obscure formats just to save a few kb in archive ?

I will never understand this, now I have to search for somwthing that can unpack this and probably it will be a cmdline tool. Why, why, why ? When I could simply click on it and unpack it if it where ZIP (without any tool installed, it works in Windows, in Linux, anywhere) 
 
because rar is not free and 7z can be significantly smaller than zip. just use the official tool from www.7-zip.org/ 
 
and this is why i fucking hate the trend of omitting the protocol in the address bar.

http://www.7-zip.org 
 
well u should get 7zip. u don't need winrar, winzip, winace and all the millions of other compression programs if you have 7zip, it does them all. thank god for no more fucking shareware winrar and it's popup i put up with for years before 7zip came along. 
 
Nevermind, I just think that ZIP is much better, because it's a STANDARD for such a long time and now any operating system has integrated support for ZIP.

Anyway, back to map : it's awesome. I haven't finished it yet, but I gathered almost all CPUs, I need the last one, I'm at 111 kils from 208, that's half of monsters.

I assume that the teleporter from the CPU room will send me to another area, that would be awesome, the map is very large, but detalied at the same time.

And some scripting sequences are perfect, the way that the second tunnel exploded and those monsters floating in space - jaw dropping... 
 
"Every operating system" also has support for BMP which does not mean we should not be using PNG and the like nowadays. 
Titan Set Skill 0 :) 
The Silent - set skill 0 in console and restart map. I have 208 monsters on easy. NO SOUND? Then you missed part of the map. I made it a point to have ambient throughout.
Please check for errors, texture align problems, get stuck spots, to hard on easy...

RaverX - 7zip is the best compression tool out there. Thanks for trying my map. The end teleport will link to the next map (one of the planets or comsat).

I'm getting tired of using free hosting. Anyone know a good hosting site. Don't need much maybe 1gb storage.

Now on to the Tormentarium 
Err 
WHY do people insist on choosing those weird formats ? Isn't ZIP/RAR good enough ?

winrar supports .7z

u don't need winrar, winzip, winace and all the millions of other compression programs if you have 7zip, it does them all.

so does winrar ;)

"Every operating system" also has support for BMP which does not mean we should not be using PNG and the like nowadays.

or to paraphrase bash... "Saying that .zip is nice because it works on all OS's is like saying that anal sex is nice because it works on all genders
That Said.. 
quake releases have always been in zip. it would feel weird if that ever changed 
 
Mechtech: quaketastic.com, pw ilovetheshubhub
Not sure what the size limit is though. Iirc http://www.datafilehost.com/ is nice.

I am being a hypocrite about ZIP. At Quaddicted I do not accept any non-zip into the main sp map archive because only zip is supported by the backend scripts and the Quake Injector. It's the lowest common demoninator. 
Spirit 
quaketastic=50meg limit
I see your point about .zip now. Will use it for compatibility.

.zip 93,323kb ultra
.7z 66,001kb LZMA2

Too bad 7Zip is the better compressor.
Thanks for the link to the hosting site. Testing it.
http://www.datafilehost.com/download-729d06ee.html 
VisTorment 
Shots from Tormentarium by Madfox
I relit using -dist 0.5 -range 1.5
Vis taking awhile?
http://www.quaketastic.com/upload/files/screen_shots/vistorment.jpg

Nice looking area
http://www.quaketastic.com/upload/files/screen_shots/tormentarea.jpg 
 
The 7zip GUI program is free to download and supports zip and rar as well. If Winrar also supports 7zip, then I don't see what the problem is.

7z is much better for big releases (especially if they don't need to apply for Quaddicted in the first case) since it compresses a heck of a lot better than Zip. The difference is large. So the bigger your file gets, the more attractive something like 7z becomes.

Installing an unpacker for a commonly used format isn't really too much to ask for, in Linux you can simply use the package manager like for everything else, and for Windows it's a simple download of either Winrar or 7zip GUI. Either of those will serve you well. It takes 5 minutes to install but serves you for a long time.

"It's always been done like X" is a very bad argument when it comes to IT. You're not using DOS anymore, right.

Some of the Stalker mods I downloaded recently were packed with 7z, so there's a practical example. Any final RMQ release is likely to be very, very large, so using Zip would be suboptimal in that case, too. Of course if someone is diehard enough to repack something like that with Zip because he loves that combination of letters the most, more power to them.

If a person is flexible enough to download and install mods for a game in the first place, it's reasonable to assume they can do the same with an unpacker in the unlikely case that they need to.

Now if I had to *sell* a download, then I would probably use Zip because I might lose some customers otherwise. Luckily, that's not the scenario I'm in. 
Jay 
@Bernsen - I had to watch the demo in dark places. And having this dark map it is double dark. I had some cfg settings to get it right although the screen kept shakery.

I don't know how you managed to get on the second tube from the first outview. I can't jump 64 units, and by doing so you missed the key.
It seems one can jump higher in DP.

The squad was there before you killed all enemies on the lift. Thanks for bringing up the hom in the round lift. I almost forgot.
The corridor in the chapel is too dark.

@Silent - Good demo, straight away. There are some textures that didn't align although I repeatly had changed them. Even lowering the whole poly, but the texture kept on the wrong place.

@digs - I admit the entrence to the last cave in the cathedral part is too dark to see. So it's rather hard to find it. I will make it better in vieuw.

@Mechtech - vis-13h40 Looks a bit lighter indeed.

Thanks for the demo's, it cleared up a lot! 
Compress It 
.7z, Winrar, ZIP, any one of them is fine, just for the love of Mary, do not use dzip! For anything! 
 
ever since i started using 7z, i'm actually surprised people still put up with the winzip/winrar nag screens. we need to spread the word more! 
7z 
necros : some people actually buy the program, not everyone use them in freeware/nagware mode. But I work in Total Commander, there I copy, delete, etc. Am I use it to pack file (to ZIP) and to unpack.

It's so easy to unpack ZIP in Total Commander. I don't care what programs are using other people, but it would be nice to see standard formats, everyone can unpack a ZIP file without any other tool, but 7z, dz, etc.

I will never understand the need for so many formats (the same problems are in images - bmp, jpg, tga, gif, png and much, much more). 
 
That's because you don't understand their purpose. 
RaverX 
Sure 
jt_

Oh yes, please do explain me. You think I don't understand that some support alpha channel (tga), some compress very well loseless (png), some compress very well but with information loss (jpg), etc ?

I understand that there's the need for "a few" formats. But when you have BMP, DIB, JPG, GIF, ICO, ICB, PCX, PCD, PSP, PBM, PGM, PSD, PPM, PSG, PNG, VST, VDA, EMF, WMF, TIF, TIFF, WBMP, RLE, SGI, and many, many other formats it doesn't make any sense.

Ankh : thanks, I'll try them, they should solve the problem on my system, but I work on many computers (and at work I have hundreds of virtual machine, I barely managed to install Total Commander on most of them, I don't have time to install plugins everywhere : ) 
 
Hey raverx, now you are ranting just for the sake of it. 
 
I mean, there's loads of reasons why all those formats exist, what's the problem?

Proprietary formats for editors are inevitable, obviously. BMP isn't useless, it's extremely easy to operate on (and actually compresses well with a .zip :P). Some formats are legacy, because, you know, things change as time passes. Some formats are patent-free, some aren't. Some as OS/device specific. ICO can contain a lot of sizes, GIFs animate....

I suppose maybe there are cases where someone developed a new format when there was something out there that fit their needs exactly, and there weren't any licensing issues, but it's probably not that common. 
Please Move This Discussion To General Abuse... 
 
 
Proprietary formats are just a symptom of the wonderful world of the free market. /irony

Hence, there is no Volksformat. 
 
i use jpg, gif, png, tiff, psd, ico. I need them all. It would be useful if gifs or pngs could be used instead of ico's, but the others are all needed - gif and jpg for their different types of compression and tiff for no compression. all the other formats, like bmp, i find pointless. 
Gb 
That's cute. 
You Guys Are Dicks, Move This To General Abuse 
I keep hoping someone put up a screenshot. 
For You, Drew... 
Thank You Necros 
you are a sweet, precious angel.

excellent format choice also.

(1st jpeg = fav though all look super interesting) 
Needs More Fog 
necros, winter challenge: aim for a turtle map. You know, what we discussed, small/medium size with short construction time, medium fanciness at most. 
The First Shot. 
Trim TRIM TRIM!!!!!!

It looks like it's just painted on. The rivetted metal should be an actual....thing....with depth. Not just a 2-d thing painted on the edge.

Why oh WHY do people still do this in 2011??!?!!!!!!

(p.s. looks good otherwise) 
 
1st screen: tantalising, took me a while to realise it's not a new map per se (even considering the filename).

2nd: great skybox choice, the chimneys are amusing.

3rd: um, that rock texture might need some fullbright removal? Or was it intended to go along with the red theme? Otherwise cool.

Seconding the sweet, precious angel statement. 
Necros 
1st shot: really good old Quakish style. Love it !

2nd shot: Well, looks to be a re-hash of a Quake map I can't remember the name.. though.. not my cup of tea...

3rd shot: So far the best one. Give me the impression that is part of Hell Doom3 level. I love the architecture and the red effect (lava or blood?) This is so cool !

Good job ! 
Great Shots 
1st its remake of e2m3 i assume?
and 2nd the nameless city remake/remix 
Wow 
fuck yeah on all 3 counts. what's that in the distance in shot 1? is it... another level from e2? awesome if so. awesome either way.

I need to go map. 
 
what's that in the distance in shot 1? is it... another level from e2?

Looks like E2M2 to me! (Or so the misaligned wiz1_4 suggests..) 
 
aim for a turtle map. You know, what we discussed, small/medium size with short construction time, medium fanciness at most.

i know... i felt like such a dick after i said all that stuff about medium maps. i just find it much harder to stop mapping at medium size than to just keep going until i hit a map limit.
by the time your map is medium sized, that's when all the awesome shit starts to come to you. you just hit on some great idea and then you start to feel that it'd be such a waste not to fully explore the theme, you know? 
 
Now czg can maried with scampie! 
A Quake Wedding 
Would be a wonderful wedding. Handsome groom, the bride in radiant white, the ominous hum from the death cathedral of C'thesdht'Cdutthhhth filling the air.

The fiend might get over excited when handing over the ring though :( 
Zqf 
 
Wow now I want a sweater with the Q logo on it. 
 
hahaha, those are incredibly lame. :D
mind you, more creative than today's game ads. :P 
I Want The #tf Wizmet T-shirt! 
 
I Remember... 
...the beach one :) 
Re #7947 
we already are 
[quake1 Ads] I Only Remember 
the wedding one, but in spanish [from a magazine called micromania, we would get it 6 months late! so the games i would read on previews would most likely be out already]. 
Necros... 
Those shots look great. I have some scraps from a Nameless City redux that a started a while back. I could forward them along if you are interested. 
 
i'd be interested in seeing them but as i said in my post, those are shots of maps i'm NOT working on. ;) 
There 
should be some kind of scraps section on quaddicted or somewhere, it'd be cool to have a bunch of scrapped sections to look around when mapping. 
 
yeah totally tronyn, for inspiration or maybe someone will be bored and make a scrapmap!

i wasn't totally inspired by those shots necros, at least the first 2. the first one looked okay but lacked a lot of detail, and there's been probably 100 levels in that texture set already. the 2nd just looks like a flat nameless city, which is the worst level in quake.

the 3rd screeny looks good though, i'd like to see that one finished if you ever return to those :) 
Fjo3tourney1 
Not sure if anyone cares about q3 these days but I figured I might post this here anyway, like the old days. ;)
Released a new beta of one of my older maps, all cleaned up. 4 years after that last beta, 7 years after the first. :P
Fjo3tourney1, using Lunarans textures and some of my own modifications.

Screenshots:
http://fjoggs.maverickservers.com/img/projects/beta/fjo3tourney1-1.jpg
http://fjoggs.maverickservers.com/img/projects/beta/fjo3tourney1-2.jpg
http://fjoggs.maverickservers.com/img/projects/beta/fjo3tourney1-3.jpg

Download:
http://fjoggs.maverickservers.com/maps/Fjo3tourney1.zip 
Gorgeous 
Nice 
I wish I played q3 more. 
Looks Good 
Nice shapes 
 
Btw, the new Quaddicted has a Pipeline-ish page: http://www.quaddicted.com/pipeline

You should be able to add your shots if you log in. Ignore "Expectation failed" errors on image upload, close the popup and use the add media button again. The image will have been uploaded. 
Expectation Failed 
This message appears if you try to upload a subpar screenshot that does not meet Quaddicted's high quality standards, so beware. 
New Version 
Those Screenshots Look Beautiful 
Nice work!!! 
Titan Beta 
All skill levels. Map is done (i hope).
PAK file for Quoth. Source included.


http://www.datafilehost.com/download-d00185b8.html 
Fjoggs 
I like the use of blue lighting mixed with the yellow. Is it final? 
Nitin 
Ricky: Thanks!
Not final yet! Still open for suggestions. :) 
 
http://spawnhost.files.wordpress.com/2011/11/bzzz01.jpg

http://spawnhost.files.wordpress.com/2011/11/bzzz02.jpg

This sort of just happened. I was trying to get back into mapping after a couple weeks absence (and loads of RL stress). I might take this idea and run with it for a while. 
Sweet 
 
Oh Oh Oh 
Those lightning effect are awesome ! 
Just To Clarify 
there is a lightning barrier being charged by shamblers?

or is it some sort of refueling station?

Either way, looks cool.
TM? 
 
It's a magical apparatus using Shamblers as power sources for doors or traps. At least that's one way to sell it.

In fact it is a small, useless setpiece doubling as a fancy shootable button and lightning turret. 
 
gb looks awesome, love to see this in a full map! 
 
Nice Lighthouse... 
 
Errr. 
That's a windmill, metl. Looks cool tho. 
Fuck That's Awesome 
 
Errrr... 
Are the wings turning ? If yes it is cool... if no... it is cool in anyway ;) 
Wtf... 
not sure why i typed lighthouse instead of windmill... i guess it made me think about a lighthouse i built once, then when it came time to post the comment, the word "lighthouse" was at the front of my mind. 
It's A Common Typo 
The keys are like right next to each other. 
#7983 Wins 10 Internets 
and that windmill needs to rotate!

some subtle triangle terrain wouldn't go amiss on that ground either. 
That Looks Awesome 
in general. 
The Lightmill 
i'd extend the wood to the bottom as well. looks a little underdetailed where the bottom bricks are.

don't like the 2 ground textures either, they look too different.

but otherwise looks very cool! 
Hl2 Ep2 Map 
http://www.youtube.com/watch?v=2o17QzUd1aM

Still pretty much wip. Rocks need some love, especially near the house. Main thing I want to know is : Is the journey from the sea shore to the house boring?

I want to extend the sentry gun part to be more puzzle orientated, but I suck at designing puzzles so any ideas are appreciated ;) 
 
seems fine. the beach area isn't ugly, but it's not stand-out awesome either.
the area right after that (where the gun was) looks much cooler (and i wish you could explore more there, like be able to enter than building with the double-doors.

still, i mean, there's only so much you can do with a beach since it's just sand and rocks. i wouldn't worry too much about it. 
 
Looks cool, doesn't seem boring.

Allow the player to move something in front of the turrets to avoid their fire? Pushable box, activate a crane that lowers a container, shoot a wire that drops something on them. Stuff like that. Just random ideas. But like necros said, since this looks to be the start of the map, I don't see the need for more puzzling. 
Nice 
Beach part does seem a little bit bland, at least the cliff view, but no idea what to do. Perhaps a few plants, logs, some grassy bits.

I don't like leech-infested puddles. Sure, it's part of the puzzle/careful approach, hmm...
The brick arches (or curved bits) look strange just like that. Trim or something?

For effects, perhaps have a burning headcrab climb out of the exploding missle near the stairs. And a single spider headcrab in the dark tunnel at the end for a brief shocking moment. 
Nice Ideas 
Thanks guys. 
 
about the leech pools...
it kind of goes against how they are used in normal hl2, which may bother some players. i don't know that i bother me exactly, but it would probably feel contrived.

is this a mod btw? are the hopper mines instakill here? i mean, i'd just sprint past everything if i was playing.

if you want to puzzle it up... put in like loads and loads of solutions to the same puzzle. that way you can be assured that everyone will figure out at least 1 way to get through it.

ok, maybe not 'loads and loads' but like at least 2 ways, 3 would be better. 
 
i don't know that it bothers me exactly

keys got stuck there or something... 
It's Standard Ep2 
The main idea with the hoppers and leech pools is to zone the player so that the beach doesnt feel like one large open empty space, but an area you progress through by exploring.

With that said, you are totally correct, you can basicly sprint through everything that is there currently, which is the fatal flaw at the moment. I think I need to create some artificial walls to help zone the player in better and keep things more focused.

I agree with necros also that more exploration of the house/combine fort area is needed, this will help make the level longer (5 minutes for 1 map in a slow playthrough is still ridiculously short for 1 map). The combine fort in particular is the visual focus of the map and yet you never really get near it.

Thanks guys, inspiration is acquired :D 
About That Fort 
it would be cool if you could go under it and there's like rusty support structures and such... this is where you can put in some hard walls to route the player around traps and such. 
 
I think the beach is nice, clean, what is expected. maybe to make more interesting you could have an extended segment of base going out to a sub base oil riggy type seciton there, connected by wires or walkway.... of course totally unnecessary - maybe some more houses along the far cliff, or maybe some other architectural points of interest, or more vegetation would add a touch more interest at that end if needed.
agree about oddness of leach puddles but also loved the trickiness of that section with the turrets and other hazards. looked quite fun.

The big base - I wish you'd taken it in more - looks great but I would be looking at that thing from all angles, for a while just to take it in, if I were actually playing. as far as I can tell, it looks fucking awesome!

Agree about building - should be enterable, even if minimal details inside.

first thing I was gonna say was about theweird brick arches negke mentioned - flat tops with cropped edges would look better than the rounded off angle I think. mayb keep the inner curve though... maybe one crumbling.
Didn't think the single electro ball added much - would rather have negke's crabs.
not a big fan of electroballs anyways.

and yes. I did say that. fuck off. 
Watched Again 
pay attention to comments re crabs and balls. but ignore oil rig shit. stupid. looks good without it. desolation is the key there.
one thing though - felt the sand texture looks REALLY tiled around 0:52 ... maybe put some more rocks/boats/debris? 
Yep 
Worked on it some more today, the turret part is extended with some changes to make it more focused, in general the route up the beach will be more involved.

The houses area now has a combine forcefield just before you reach the grate leading into the sewer which will need to be gotten around somehow, involving a puzzle to get onto the top of the houses and navigate around it.

Decided that the sewer tunnel wont hold the level change as it does now, but it will re-surface inside the combine base where you will do some shit(tm) and open the route into the island.

Noted on the sand tiling, will work on it some more, generally with the new zoning props on the beach there is less sand visible over-all so it will be less of an issue, but I can spruce it up some for sure :) 
 
Don't spend too long on 2mins of gameplay on the beach when you're intending to make an entire episode. You'll end up mucking around with the beach scene for so long that you never get to any other maps. I actually think it's long enough as it is. More exploration once on/in the structure would be good though. 
..Kona You're Right 
time is 1st enemy of a game designer;
a mapper must be able to make choices and do them fast !
if you find yourself caught still with a specific issue for too long.. then it's too late already.
(funny I say that cause I got nothing released yet ;) 
Take A Picture, It Lasts Longer 
As promised, here are a couple of screenshots of my current map in progress. It was hard to decide where I and what I wanted to screenshot, since I don't want to give out too much of the map.

I think the two screenshots shown give out enough detail on what to expect in the map, but obviously there is much more then what you see.

And of course, since this is still a map in the works, the screenshots do not show the final product, as the scenery may change as things progress.

http://qrf.servequake.com/~orl/oms31sm.jpg
http://qrf.servequake.com/~orl/oms32sm.jpg 
 
Those very tiny screenshots look awesome! 
Heh 
I am a giant fan of your total disregard of r_speeds. I suspect it will continue to work out well. "Business" works well for a Q1SP map as long as the theme is tight/coherent. 
Whoops 
My mistake, I linked the small pictures instead of the full size ones.

http://qrf.servequake.com/~orl/oms31.jpg
http://qrf.servequake.com/~orl/oms32.jpg

Sorry :) 
Looks Epic 
They have a quake 2 vibe to them, not a bad thing. 
WOW 
not a big fan of the rock texture in 2nd shot...
but the rest looks AMAZING.
also... shot 2 reminds me of ALIEN 3 a bit?
Definitely looking forward to this, whenever it gets done. I'd be happy to offer playtesting services, if you'd like, btw. 
Heh 
also I meant BUSY-ness.
Nice alienish vibe. Like Unreal's Skaarj maps. 
 
those shots look wild, man. :)
same here, btw, not a fan of those rocks.
also, scale the water up at least 2x, even 3 or 4x in the second shot. it'll hide the tiling and the waterwarp + translucency will hide the pixelization.
very interested in seeing this map. 
Orl 
That looks awesome. Like me (and almost everyone else) you have started to make huge open environments for Quake. Which lets face it just looks cool. Rlly nice work man, cant wait to see this.

The green tiled texture on the wall in the first shot - well, I think you should give it a 256x256 texture or maybe a 256x128 texture perhaps? Or even better still, break it up into horizontal layers or something. Or give it some support pillars embedded in the wall maybe. Bit of texture aligning here and there.

I wonder what fauna will be present in these maps?

Map limits B gone, the way things are going I dont think it will be long before people are making maps double the size of anything that has been made up until now. ;) 
Oooh 
Yeah, looks great!

Finish it bitch ;) 
Awesome 
The first shot looks so cool, it looks like an UT map. 
Amazing Shots 
although I'm with ricky about the green tiled texture and the others about the rocks. 
Orl 
Yes that is very cool indeed especially shot 1. Texturing could be a bit smarter but designs are great. 
I Made A Video Too! 
http://www.youtube.com/watch?v=WWcljfdhOkU

not as awesome as daz's playthroughs though. 
Meatball 
point of vieuw I think.
Daz fixes a player, this looks more like a giant CFT.
The monster AI looks good with that Shambler explo. Funny to see it jumping down and taking the elevator again. Good it's named anylizing monster Ai, because I could't undertow a feeling of panic, as one man player. 
Necros 
i remember it used to be a bit of a teenage nerd gaming fantasy of mine to see a full on battle between the quake & q2 monsters. so that is still awesome :D

are you converting all of them? 
 
i've been tossing the idea around of making a map where you either play as a futuristic soldier assaulting a demonic stronghold with your buddies (you and q2 'monsters' vs quake monstes) or a map where you are just trying to stay alive during an epic battle between q2 monsters (who hate you) and original quake monsters (who also hate you).

but i'm not sure how cheesy it would be to convert all those q2 monsters so that kind of puts a damper on it for me and i haven't converted more than 5 or 6 of them. the jorg boss (minus the guy sitting on him) is pretty cool, and i'd like to make a q1 boss out of him though. 
 
arguably the very idea of combining the two sets of monsters is cheesy from the outset, considering one set is organic and demonic and the other is futuristic and mechanical. but i still maintain it would be awesome (in a cheesy way)

a mod where you could choose to fight for either side would be cool. maybe it could even be done without weapons...

and a jorg vs armagon final showdown would be pretty epic :D 
RQ Guys 
Big Gun boss vs monster_wizard. Make it happen. 
Eh 
monster_boss2 I mean 
Something Non-stupid This Time... 
Awesome.... 
i've long had plans to add ambient creatures (birds, bats, rats) to quake levels, to enhance the mood. 
 
i know it's just birds... but this just looked really cool: http://www.youtube.com/watch?v=_NrHNilIqLo

^_^

fps is shit though cause i had to turn on realtime lighting otherwise the birds were fullbright for some reason. 
 
Nice one, I've been planning to do the same thing for a while. Looks good. Can you post the code, or do I have to write my own? :)

You're going Darkplaces? Makes sense, unfortunately all my maps run like shit in DP though. RT lighting and stuff like pretty water would probably kill my FPS for good.

I look forward to seeing what the system requirements will be. 
And Also 
we have a great engine already. :-P 
DarkPlaces == DP 
The name says it all :-P 
Necros 
Errr, senseless slaughter... Looks cool, though. 
Orl 
So do your screenshots. But make sure to have those textures aligned properly this time... like, fucking hell! 
Gb 
i'm not 'going' darkplaces. bad wording on my part, i just meant i wouldn't ignore DP until the last minute and hope that it was playable. :P
i still plan to have everything compatible with fq/qs. :) 
If You Are Interested In The Bird... 
here's the current source code for it: http://necros.quaddicted.com/temp/ne_bird(18.12.11).qc
you'll also need this model: http://necros.quaddicted.com/temp/raven.mdl (that's the h2 raven model with an ugly new skin)

should be almost plug and playable. probably just need to declare a few extra entity fields.

also, this is totally a WIP... that code is probably pretty wasteful atm and there is a lot of unimplemented stuff.
i eventually want to give them real goals like eating (diving for fish in the ocean), hunting (flying in a local area over water) and resting (standing on the ground wandering around) as well as making them sort 'stubborn' so they'll form up in distinct groups and tend to stay with their own group, instead of forming one giant flock 100% of the time.
they don't land on their own, but if they hit the ground in a way to set their on_ground flag, they will sit around for a little while before flying again. there's supposed to be some extra stuff here that's not implemented, but standing birds should try to move together if other standing birds are near, and should be more likely to wait on the ground if they have company or fly sooner if they are lonely.

to use birds, just put some creature_bird entities in and then make some bird_anchorPoint entities in areas you'd like birds to loiter around. they'll move to the different anchor points randomly. 
Sure! 
Good example for in the model thread, as I apreciate your sharing models with others.
For good fun, I would like to try it with the serpent, the old scratched model from QuakeTest.

As I expected my ancient proqcc turned the qc into ogregibs. 
 
 
Unfortunate link name! 
Indeed! 
 
 
Zwiffle very pretty place in the Ville of Sintra next to Lisbon

There are some castles and palaces nearby this small one, was the Ville of kings in Portugal in meddle age

http://en.wikipedia.org/wiki/Sintra

http://imgur.com/gallery/GagON 
Happy Christmas Mappers 
That Looks Ridiculously Awesome 
love the textures. 
Sock 
looks great, textures and details (the roof window :)) like the first floor color
flags could be brighter 
 
Nice Mood 
No heads under the christmas tree though? 
A City Doomed From The Start 
anyone remember that doom2 city map i was doing? http://minus.com/m5OtHNgzN

well i finished it. my idea of having a big canyon/desert area didn't work at all [too boring and doom is not really good at big open rocky areas, or i just suck at it].

the idea for the map was to make levels based on phobias, so i choose isolophobia. no items or enemies, but i needed gameplay so i made some key hunting. hopefully its not frustrating, but it think it might be.

i'm going to write a midi for it, and hopefully that will give it some atmosphere, i hope so anyway.

if this is the right place to post them, then here's the map. i still need to polish some parts, but i think its pretty much done.

http://min.us/mrKqgQ6j8

the map was made for doom2.exe but it wont run because of visplane overflow errors. shouldnt be a problem since the project dude said to use a limit removing port, so i recommend zdoom, but try not to jump. its tempting yes, but whatever :D 
 
wow this map is huge! i ran around for a few minutes and managed to make it inside the city. very cool .... uh sector? work. nice details with broken bricks and such. i see what you mean by the outdoor areas... neg showed me a bit how to do it... mostly breaking up straight/slowly curving lines with rocks of varying sector heights. it's really an art though. 
Grahf 
 
@grahf i remember seeing those screenshots! so he never finished it? i forgot all about it.

thanks for playing the map necros. i think i'm pretty good at doing outdoor areas that are more canyon like [as in cramped stuff] but big wide open ones is just too hard to make them look good in doom. at least for me anyway.

now i need to fix the midi that keeps changing the drums to bass and its done i think. :) 
A Quick Doodle ... 
Sequel To Edge Of Forever? 
cause DAMN that looks awesome. are those all your own textures again? fantastic work, if they are. ;) 
Sock 
that Italy trip seems to have been paying off :) 
Holy Textures Batman! 
 
Performance Testing? 
Any one with a relatively slowe pc, like p4 or an old a64 willing to do some performance testing? 
Testing 
I have here an nf2 ultra board, I can put on it xp1700+ xp2100+ xp2500+ or xp2800+
I also have tualatin 1400, but I guess that's too slow.
Videocard - anything you want, I have a videocard collection, I can test it with anything from voodoo1 to gtx460 (my current card). 
Gone Forever 
necros, the textures are all my own work, I am not sure you why you are winking in your comments, I thought they were good quality. I was planning another puzzle map but my laptop just died yesterday and took all the data with it, such as life! :)
nitin, yeah the Italy trip was good, I took about 5K of photo's and I have mountains of new texture / architecture reference. It is always refreshing to see new places when wanting some inspiration. 
 
not winking, just a little light on the shift key. i really do think they look good. 
Sock 
you planning on using Eraser's enttiyplus mod? 
RaverX 
check mail 
Nitin 
I was developing my own set of SP style entities which I was hoping could be merged into entityplus. Unfortunately if I don't get my HD back from my old laptop, it will be all gone. 
 
Bleh rather fed up with fiddling with this thing, it appears to be working okay now, so anyone interested please take a look.
No area in it is finalised, and a lot of it is raw layout with no brushwork (but a lot is also pretty heavily worked on).

I'm quite busy irl so I wanted to get this out for feedback before I disappear off again, so sorry for releasing an unfinished product :(

If you have an old machine don't try it, it's only fast-VIS'd

-Monsters-
Easy: 247
Normal: 291
Hard: 490

Hard has loads of Quoth monsters, less powerups, more traps and is generally really nasty.

***Requires Quoth and a powerful engine***
http://www.zealousquakefan.com/junk/zqf_arrival_alpha.zip 
 
Damn It 
was looking forward to that. 
 
If people like it I still want to finish it properly, would probably want some help though :E 
Other Bits Of My Base Episode... 
Light Glitches 
Just catching up on 2 months of stuff! That's a large amount of texturing to be done zqf. Got halfway into it so far. For now on I'm using a shotgun to learn code.

I was getting a problem in one area where a brushface wasn't getting lit fully, even by adding a light directly under the face. Nearby is a triggered light, and at a distance some other non triggered lights. Turned out the distant, non triggered lights overwrote (lit) the final version of the rendered face, and not the later (much closer) triggered lights. By deleting the non triggered lights, the face was lit the way I wanted it. 
Roblot: 
Did you see any warnings like "too many styles on a face" when running light.exe? That would explain the problem you were seeing. 
Zqf 
Nice pipes; for the lighting either play with anglesense, switch to q3bsp and darkplaces and use patch meshes, or place point lights around them to fake proper lighting.

Plus, any light problems are less visible when your map is overall bright...

The reactor: Just surround it with tons of pipes and blinking lights ;-)

Ambient sounds!!

Could be overall a lot brighter, but I realize the space theme requires deep shadows. 
Drakness... 
.. just eat the shots... 
 
At first I was using bjp's light with no warnings. Months later I tried Tyrann's tools and got the too many lightstyles, so I stuck with bjp light. Thing is, the light setup and architecture is mirrored (i'm guilty) and one side works correct the other not. I fixed it by moving lights around, but the problem came back when adding more brushes in the room in other remote areas.

Tyrann's warnings may be correct, not sure, but I still have the same number of lightstyles and it's all working. It just seemed like the same triggered-on light would act up on the same brush face on occasion. 
You Were Right, Metl/Tyrann 
I deleted those lights a while ago and thought they were regular ambient. I loaded a backup of the map and found they were switchable lights, thus pushing past the 4 style limit. 
More Architectural Doodles 
Divided... 
It looks interesting for the visible part.. but damn: can't you tune the gamma ?? It is way too dark even with my laptop screen brightness to its max :/ 
Jpl 
i'd get that laptop looked at 
Huh 
Usually laptop screens and TFT etc are fairly bright, or at least make things more visible where poor CRT users (like me) see only blackness. This shot isn't particularly bright, but I can still see it fairly well, so yeah, what rj said.

sock: There's something about the floor texture I find odd. In its current size, there are too many of those bright spots (reminds of a one of those Quake rivet textures used on the floor). If the whole thing, each floor tile, was twice the size (32x32?), it might be less 'spotty'. 
CRT = Dark?!?! 
My monitor is LCD, anyway. I remembered my CRTs as being quite bright. Long time ago, that. 
Jpl 
yeah it shows perfectly fine on my screen. Calibrate your laptop dude :) 
 
i still have a CRT, so I still complain! :D

but yeah, very nice. i'd love to see another map like edge of forever. 
Brighter? 
I was not planning to tweak the lighting much, speed mapping doodle thing, but here is a brighter more contrasting image?

http://www.simonoc.com/images/design/maps_q3/potguard2b.jpg

I really liked the shape more than anything else, the ribbed ceiling curling down to the walls which are all sloped and angled. It all feels like it could stand up architectural, I think!

@negke, yeah the texture surface needs some detail, decals or maybe broken stuff. It is just one big flat surface at the moment. 
 
is that floor texture carpet or interlocking stone?
that'd be my only complaint-- that it's hard to tell.
i'm leaning toward stone, but it'd be cool if it was carpet. 
Sock 
Seeing that screenshot made me work on a map I haven't in six months. :) 
Necros 
It is a stone floor of interlocking diamond/square tiles. It does not have a very good contrast balance as you can see light spots but with some carpet, broken bits and decals it would go away. I don't have many carpet textures, it is always hard to get a good picture of them. (large one's)

@jt_ cool, hope you post screenshots sometime. 
Sock 
If anything I'd want accentuated edges via appropriate textures. 
Great Spot 
sock!

Seeing more and more of the map urges my game attitude.
Can't argue about the screenshots, as quake.pal is a horror. 
 
W000000TTT! 
Nice rock texture. 
 
i think he was showing off the blended texture. :)
is that some kind of height map thing or is it done with brushes? 
Tree Mapmodel 
Another Doodle 
this time concentrating on lighting and prefabs.
http://www.simonoc.com/images/design/maps_q3/potguard3.jpg 
That 
Reeks of e1m2, in a good way :) 
 
I love the textures and what you do with them. The room looks great, but may I suggest that you avoid using that 'missing tiles' deco thing in the final product. It tends to feel off when there's no reason for it being there, I just imagine these little creatures come by and steal a few floor tiles just for the sake of stealing them...

---

Also a duke3d shot from me, since I already posted it elsewhere, might as well throw it here. Been testing out TROR (True Room over Room) in a side project, a bit frustrating to use but has some nice results with the parasols not normally possible. Offers a ton of potential for future maps.

http://img.photobucket.com/albums/v220/deathquakis/decoplace08.jpg 
Sock 
that room looks amazing 
 
sock: each sketch is better than the last. :) i like the way the stairs are pushed back to make that u shape.

quakis: how the heck did you build a 3d shape like that in duke??
speaking of 3d, can you make that terrace a little more varied in heights? maybe have some stairs or something? 
 
Really good sketch Sock.

I see what Quakis is saying about the missing tiles but I think it's fixable. The texture underneath just needs to have indentations from where the tile used to be and there maybe needs to be some scattered dirt and tile bits around the general area. 
The Alcove 
@RickyT23, yeah one of my favorite Quake levels, the knight trap with the secret Quad.

@quakis, @Text_Fish, yeah I was experimenting with cutting the floor but it did not turn out too well. Need to think of another way to break the floor space. Plan B, carpets!

@necros, Thanks, the textures are certainly getting easier to lock together into useful shapes. 
@necros 
how the heck did you build a 3d shape like that in duke??

Through a fairly new addition added to Eduke32; TROR. Think along the lines of 3D Floors in GZDoom or such. 
 
ohh ok, that clears it up. :)
i really liked that last map you made, so i'm looking forward to your new one! 
Crazy Cobweb Library 
Based on the previous feedback I have re-created the lighting (it was bad), a detail pass (dirt,dust and cobwebs, but not crazy industrial mine complex) and fixed a couple of texture issues on prefabs. I have included before and after images if you are curious on what has changed.

Before:
http://www.simonoc.com/images/design/maps_q3/potguard3.jpg
http://www.simonoc.com/images/design/maps_q3/potguard3b.jpg

After:
http://www.simonoc.com/images/design/maps_q3/potguard4.jpg
http://www.simonoc.com/images/design/maps_q3/potguard4b.jpg

As always if you see something wrong or bothering you, say so, silence is the worst kind of feedback. ;) 
Dearest Simon 
i luv u 
 
light looks a bit bright maybe? it's hard to tell light levels in screenshots.
but yeah, that's fantastic, dude. :) 
@sock 
wow nice, big atmosphere boost already. Indoors feels nice a warm while outdoor lighting coming through the windows adds a bit of cool/coldness. I like. 
High Def 
@scampie, you lurker! :)
@necros, ummm I tested the general image brightness on my Ipad to see it was acceptable and I got a good moody image.
@quakis, you have described the atmosphere perfectly! :)

Here are some HD versions, they are 1.4Mb each so be warned. (1450x1080 pixels) These were the original images I used to create the other ones.

http://www.simonoc.com/images/design/maps_q3/potguard4_hd.jpg
http://www.simonoc.com/images/design/maps_q3/potguard4b_hd.jpg 
 
that's totally going on my wallpaper. :) 
Holy Shit !! 
That is really nice ! 
Sock 
As the others mentionened, lighting changes emphasize atmosphere in a fairy tale sort of way, but be aware that it comes at the cost of reduced "realism" (in the lighting).

It's sad that you could never place prefabs like this in a real q3 map that's supposed to have competetive-good gameplay! :/

Other than that... keep up inspiring me and increasing my urge to map instead of coding, please!

Also, if you have any scenes like this that are a bit more complex than "single box room" (not a criticism), I'd be happy to get a copy, because I'm always on the lookout for nice scenes/models to use with my prototypes (and I have just implemented q3 loading ;-)), just that they have to have a certain kind of complexity. 
More Mappin! 
@necros, wow cool!
@JPL, thanks :)
@megaman, I wondered what you were doing. I saw a map by you a while back but it never got beyond beta. Most of my current test maps are just to test textures so everything is really staged for certain angles. 
Palace Of The Guardian Before/after 
Well, the "after" screenshots looks much better, but it seems that you used anisotropic filtering there while in the "before" there's no aniso (bilinear or trilinear). But I don't understand why you removed some "details" from the map (the damaged floor for example). 
 
Missing floor tiles are pretty cliche, everybody and my mom does it. It's ok if it isn't the only or main detail in an area though (or if something heavy obviously crashed into the floor).

@Sock: Nice. Is it possible to get the arches smoother looking? They're pretty edgy.

Perhaps kick over one of those chairs. It looks too tidy. Candles and books on the floor? 
Dodgy Floor 
@RaverX, most people disliked the floor detail and it needed a lot of work to look better so it was easier to replace with decals instead.

@gb, true the floor damage is cliche but so is crates and barrels. The problem was I made it too obvious, it should of been a small thing, a couple of tiles shifted. I certainly like the idea of more prefabs and damaged versions. Time for a new engine (UDK) which has more toys to play with. 
 
what about rage when the tools are released? 
 
Colouring isn't right on some of those textures sock. Especially the roof, those triangular parts might look better in a dark brown. They look a bit sickly at the moment. Maybe the lighting needs to be more yellow-based. 
MadFox 
Don't you want to finish and release your metal map eventually?

What else is there, Orl, Hrim...? 
Missing In Action Projects 
It comes to my mind that some interesting projects seem now defunct, vanished..dead!
One example?
Where that "Mortisville" mod has gone ?? I looked forward to it ! or that Glassman map ?

So.. why not open a section/thread called M.I.A. ? what do ya think ? 
 
lunsp2 :)

Also I'm sitting on a rpg-metlslime collaboration codenamed "sm69" which we started as a chainmap like 9-10 years ago. 
Rubicon2! 
Oh wait... 
 
woah, maybe i'm tripping but i thought sm69 was released already. 
Necros... 
well, the joke was that 69 was a really large number (since speedmap numbers were in the 30s at that time.) And that we were mapping really slow, so it would take until ~69 to actually finish our "speed chain map". Of course now the numbers are up past 150... so there was probably a real sm69, but this was unrelated to it. 
 
oops :P 
Easy Fix... 
Just rename yours sm666 metlslime, maybe it could be finished by then. 
Distrans 
also has something in the works, does he not?

And considering how SM has slowed down (as much my fault as anyone's I guess?) you have approximately 20 years to get it out by then Metl. 
Map 
@negke- The metal map I was making hung like stone around me, hooking off hom's ie. The respons on the beta were reasonable.

It's just the point mapping for weeks gets so usual I needed a break and got lost in Bioshock2.

I installed QRadiant and became so excited by its exakt carving I imported my Quark map into it. When I made some additions I imported it back into Quark, but all my poly's were crunched(!>?). I can't make radiant compile within its programm self.

I still have the intention to finish it, but I first have to outrun my textures. :P 
Base In Your Face 
The start map, which I salvaged from a failed q1sp from 2008 http://dl.dropbox.com/u/33279452/dazbase1.jpg

Now work starts on the actual map that it links to :P 
 
I remember that one. Instant boneresque! 
Yeah 
looks fucking awesome 
@negke 
#8107 by negke

I have a lot of maps almost there! But I haven't
had the time to finish anything in quite a while.
But it looks like I will have some spare time over the next months to finish something.
I have the map pack I showed at the QExpo, Then there is one or two metal maps and there are the wery large base map I showed pics of over a year ago.

So yes there are maps coming but don't ask when! 
 
sounds like an awesome mini-episode! 
Fuck Yes 
I was wondering where you went Hrimfaxi. I always enjoy your maps.

Also Daz that looks weird in an awesome way! 
Daz: 
i remember that brushwork (the weird support things) from a screenshot from like 10 years ago :) 
Oh Yeah Plus 
Wasn't Mike Woodham making a sequel to the map, which was one of the best maps in a single .bsp imo, "This Onion"? Maybe that'll surface.

Building a map out of scraps is a very difficult. I don't know how he managed to do it. My scrap-map has taken me easily the longest to do of any map. 
RE: #8117 
looks mega 
Rad 
looks awesome, daz! 
Daz 
Go map and release it please ! It looks awesome ! 
Dazbase1 
It certainly has a cool style about it but it does not feel right to me. I assume you are after feedback or suggestions?

http://www.simonoc.com/images/misc/dazbase1_feedback1.jpg

I would suggest to make the platform thicker or with a nice chunky under-support. (Take the originally platform, drop it down and push it inwards to create a staggered effect) The far left floor support would look better push out at the top and maybe pushing through the floor above. The top supports would make more sense straight and pushing through the floor like a nut/bolt scenario. Also try the rocks a dark brown, it might look more harmonious. 
 
Also try the rocks a dark brown, it might look more harmonious.

I'll have to disagree - the gray rock works well because it makes the idbase texes stand out more. 
 
i like that rock texture too. i've never seen it before either. :)

but yeah, thanks for pointing out the support thing. it was kind of bugging me but i couldn't figure out why.
basically, it looks like it would just collapse since it wouldn't actually distribute any weight (but actually create more stress)
otoh, from the looks side, it's more visually interesting the original way. :) 
Heavy Metal 
Start of a hi-res metal/concrete texture pack, no detail, just basic blocks at the moment. Missing a ton of stuff like panel variety, decals, sfx.

http://www.simonoc.com/images/design/maps_q3/indust1.jpg 
Erm.. 
Is that in Quake? Because I may need to change my pants. 
Sock: Looks Cool! 
 
Zing 
Yeah I like the dark coloured rocks, it makes the base stand out more imo, I think brown rocks wouldn't fit as well with the skybox either.

Valid points about the supports and walkway thickness however, I'll get on that :) 
 
sock

Nice! I love that light panel texture. 
 
I like the grating with pipework beneath. Its done in such a subtle way yet can break up the floor well. 
Sock. 
That's how a revamped Q1 should look. 
 
i was just thinking that too. those textures look ridiculous. ridiculously GOOD that is. ;)

a base map made out of those might be very interesting. ^_^ 
 
Yeah looks awesome, although I get the feeling it's Quake3? Still, you could convert em to Quake when you're done :P 
Sock 
U R good at textures 
Q1MP Elysium Beta 2 
map filename: elysium2b.bsp
It's a 1on1 / 2on2 deathmatch map for QuakeWorld.

My first quake map (well second if you count remaking it.) Looking for playtesting / item positioning advice or any kind of advice/suggestions/feedback really.

download map: http://foogs.info/progs/quakeworldmapping/elysiumb2.bsp
--
screenshots: http://foogs.info/progs/quakeworldmapping/ezquake043.jpg http://foogs.info/progs/quakeworldmapping/ezquake044.jpg http://foogs.info/progs/quakeworldmapping/ezquake045.jpg http://foogs.info/progs/quakeworldmapping/ezquake046.jpg
--
textures (credits to painkiller / zaka for converting them to qw / dm_sacred): http://tinyurl.com/74ly7kw
--
quakeworld.nu thread: http://www.quakeworld.nu/forum/viewtopic.php?pid=66614

Thanks for the look! 
ERRR. 
Style looks good, but how does it look in actual QUAKE?? 
 
======SERVER ERROR in SelectSpawnPoint:
PutClientInServer: no info_player_start on level
 
 
deathmatch 1 
 
Fucked up the arguments order in the console. 
Looks Cool, Judging From The Shot 
But at the same time the textures look very samey in color, not much contrast. There's a texture issue in screenshot 046, left of the light. 
More 
Architecture is nice and the layout seems good. However, there are several big and small empty spaces behind in between walls and floors which should removed. I suggest you put clip brushes on ledges and window frames so players can't get stuck or camp there.

Some of the lights, at least the lanterns need to be brighter to makes them easily identifyable as proper light sources. If your light tools supports it (e.g Bengt Jardrup's), add "delay" "2" to them, and experiement with the light value. The cross lights could do with "delay" "2" and "wait" "2"; this would give them a more pronounced light effect. Again, experiment a little.

There's a player start placed on top of an armor, this can make the item fall out of the map, and thus should be moved.
As for the item placement, I'm not sure if a Quad is good in such a small map, might be overkill. Instead, I'd suggest turning the second YA into a RA (the one near the Quad, where the nail box is) and remove the Quad. Is there a GA somewhere on the ground floor that I've missed?
Small nail boxes are useless in DM - you know how weak nails are against rockets or lightning. At least turn them into big ones.

Does the level have an info_intermission? 
Big Shells Too 
And considering how few nail boxes there are, I'd say put two big ones on each spot.

I also spotted a misangled window frame texture on one of those big double-windows. 
 
Thank you negke going to take a good look at your suggestions. I'll try to fix all of the texture bugs I really felt crappy when I looked at the screenshots after the post and found that one. It's like come on you took a picture of it and you missed it? :(

I have to experiment with light more. Only last night did I actually start running it with command line options instead of just running the base light.exe. So do I put delay as a key on the entity and then the value 2 in radiant? I'll experiment and try to find out.

There's a GA in the bottom lift room. The level does have 1 info intermission similar to screenshot043s camera point.

It also looks like I should add an info_player_start position for single player quake? (or just for onetruepurple)

This probably isn't the place to ask but how do you search this forum? I see no search link anywhere, not on the forum or the site for that matter. 
 
Yes, manually add them as extra keys in Radiant. What they do is modify the way the lights are rendered: delay changes the attenuation of a light, wait sets its fade distance (default is 1, a higher value makes it fade faster). Delay 2 and wait 2 with a light value of 200 or 250 make a bright light bubble which may look good around light sources like the cross tiles. Note that your light.exe must support it, otherwise it'll do nothing.

If the delay tricks are not satisfying, you can also try a high light value and a slightly limited fade distance, e.g. 400 + wait 1.5.
For the final compile, be sure to use light.exe -extra4 for smoother shadows.

Having an info_player_start is always good, for testing and for players who want to check out the layout. After all, you can't noclip in deathmatch mode.

This board doesn't have a native search, but you can use Google and add site:celephais.net/board
Zwiffle 
Call It 
The Vis-Mulcher 
Good 
Now, construct a map around it and sign it 'Zwiffle' thx 
No, The Rest Is On You 
Use it as a prefab to finish one of your maps, or the speedmap you're going to make. 
@negke 
Nice style and very cool texture choice considering what you had to make. How long did it take you to create it? What is the scale like compared to the player? 
 
I think it took me some 30-40 minutes. The scale is quite off - the columns in the original picture are much taller; in the screenshot they are 128 units. In Quake, everything is larger anyway (or rather the models are small), so the player size would roughly be from the ledge to the railing (~56 units?). Obviously a building designed for shamblers. 
 
Obviously a building designed for shamblers
the best buildings always are. 
Industrial Box 
More box maps to test my industrial texture set - http://www.simonoc.com/images/design/maps_q3/indust3.jpg 
Splendid 
First thought it was a picture.
You sure use the right messures. 
Sock. 
Needs more yellow and grey. 
Sock: 
very cool, my only complaint is the main vertical supports have that angled jog in them -- this makes them look unsuitable to support weight. Vertical pillars, a-frame structures, or arches would look more sturdy. 
 
sock, do you think you'll ever make some single player maps? 
 
@Kona: I made a community SP map for SIN (link on my website if you are interested). I also create SP maps professionally (Wolf,Warhead,SM), but I doubt I will create any Q1 SP, I prefer to work with other mappers instead and just provide art assets nowadays.

@metlslime: Yeah the vertical supports are certainly more art than structural, but I do like they way they surround the empty space in the middle. 
..textures.. Textures We Need Textures 
I'm no good at creating textures though I've learned the mechanics behind that..
so I'm always lookin for original brand new sets.
Sock, are your textures free to use ? Would you create some sets for me ? 
@dehlor 
All use of my digital work is covered by this Creative Commons Deed. - http://creativecommons.org/licenses/by-nc-sa/3.0/

At the moment I am busy with a new Q1 mapping project and I don't want to get involved in anymore. 
Industrial Block 
http://www.simonoc.com/images/design/maps_q3/indust4a.jpg
http://www.simonoc.com/images/design/maps_q3/indust4b.jpg

@metlslime, I reduced the size of the metal wall supports and pushed the upper metal ceiling support away from the edge. Is this better?

Finished off the crane detail, added fog and tweaked some of the textures. Next to add more junk to the room and do a final decal pass. Feedback and comments are always welcome. 
 
I like the overall scene.

I would reduce the fog a little - it's blowing out your shadows and leaving everything a little flat looking.

You might also consider upping the lighting behind the main structure so that the silhouette pops a little more.

And finally there might be a little too much yellow. Not sure how to fix that other than "don't use so much yellow", though. :) 
 
Is this Quake 3? I don't know enough about that engine but does it support over brightening? Like, can you get the light hitting the top of that center structure to pop a little more by amping it up or is it clamped 0-1 like? 
 
sock: it helps a lot; i think the load of the pillars is still resting on the overhang part of the wall below it, but visually it's less obvious now that the pillars are pulled back. 
Sock 
i assume it is q3 indeed? fucking awesome, esp. the crane brushwork. Or is it modeled? 
Oh 
and sorry that i can't provide much constructive feedback at all! 
More Colour Perhaps 
I like the textures but it looks quite dull, colour wise, to me.

It kind-of reminds me of Mirror's edge in a way, with a single bold primary colour for each area and everything else sort of fades into greys and whites. Perhaps add some different colour variants of the yellow texture? 
Midnight Blue 
I do have other metal colours, one of my favourites is the dock style metal blue, it reminds me of my SIN mapping days. :)

http://www.simonoc.com/images/design/maps_q3/indust4c.jpg

The fog is certainly too thick and making everything too washed out and soft. The above screen is the new fog setting, a lot thinner but still there in the background. I certainly need to create a much higher glow from above and try to over bright the outline more.

Once I add spot lights to floor/wall areas the greyness should be pushed back. This is a night time shot with everyone gone home for the night. I am going for the central area being bright (glow from above) and the rest melting into shadows.

The crane and the various map objects (girders, machinery) are all brushwork and patches scaled up and down via ASE files. No modelling package was used, besides GTKRadiant.

Any nitpicks or thing that bugs you about the screenshot let me know. I consider all feedback. 
 
The new shot is a definite improvement. I think once you punch up the lighting, you'll be home. :) 
 
Not sure about the blue color (perhaps try something orange, too?), but it looks better contrasted like that as opposed to all yellow as before. Architecture looks ace. 
Especially Orange 
http://www.simonoc.com/images/design/maps_q3/indust4d.jpg

I have four base colours, orange was one of them. I also have green ... 
Sock 
Awesome shot ! 
Huh 
amateur feedback:

Not a fan of the orange, hahaha! obviously green is the way to go.

Also - the metal4_4 style texture. I know its supposed to be a fairly clean, well maintained facility.
but it seems to me, personally like it could use just a smidgeon more grit.

salt grain 
 
I like the orange/yellow a lot more, especially if you can complement it with some blue ambient/sky light and some white hot spots. 
Regal Metal 
Another light/texture pass on my industrial box ...
http://www.simonoc.com/images/design/maps_q3/indust7a.jpg
http://www.simonoc.com/images/design/maps_q3/indust7b.jpg

large sized images (1365x1024) @ 1Mb each 
Sock 
Brilliant! 
Q1sp Wip 
about a week of work. not planning to make this overly lengthy of a production

http://imgur.com/a/uNeyN#0 
Scampie 
looking nice so far! only little thing i'd point out is the lighting at the very top looks a little bright considering the dark sky. maybe some light fixtures could work up there 
 
sock: maybe if that skylight was triangular instead of flat?

scampie: nice trims. :) lights look like they're capping out near the source though. you're using delay2? problem is if you use an engine with overbrights, it'll look kind of gross. 
 
rj: I'll likely change the sky texture actually

necros: yes delay2. does Fitz not do overbright lighting? 
 
that's a fiztquake shot? ignore what i said i guess, cause it looks fine. :)
it's only that there's no gradient until a little out from the light source which i thought was a non-overbright engine displaying overbright lights. oops 
 
@necros, do you mean a pyramid glass roof? triangulate the squares and push them upwards to form an inverted pyramid? Cool idea :)

@scampie, if it is a quickie, why not included it with a speed mapping pack? 
 
sock: that, or a triangular prism one.
http://www.livingdaylight.co.uk/rooflights-skylights.htm#Hip_and_Gable_Ended_Designs

even just a more interesting pattern with the bars than just the axial crossing would be nice. everything else is so detailed and that skylight look so plain.
i like that it casts hard shadows, btw. :) 
Sock: 
I meant it as I'm not attempting some magnum opus of a q1sp. 
Wow! You Red-haired Devil 
Looking hot. And when you lose interest in a couple of days, perhaps consider teaming up with cardo who will be at the same point by then, and join the maps for a full-size q1sp. 
Scampie: 
Yes please! Good luck keeping momentum! 
 
http://imgur.com/a/l878V

still working. 
 
meant to also have this pic in that album too... so many entities

http://imgur.com/ve1Ul 
Very Tasteful Scampie. 
I like! 
Final Screenshots 
of my industrial scene ...
http://www.simonoc.com/images/design/concept/indust_f01hd.jpg
http://www.simonoc.com/images/design/concept/indust_f02hd.jpg
http://www.simonoc.com/images/design/concept/indust_f03hd.jpg
http://www.simonoc.com/images/design/concept/indust_f04hd.jpg

If you need more pixels and a larger download size, try these ...
http://www.simonoc.com/images/design/concept/indust_f01wd.jpg
http://www.simonoc.com/images/design/concept/indust_f02wd.jpg
http://www.simonoc.com/images/design/concept/indust_f03wd.jpg
http://www.simonoc.com/images/design/concept/indust_f04wd.jpg

This is an architectural concept showing a bridge crane perched over an industrial mine shaft surrounded by a large factory environment. This concept was inspired by a Russian Aluminum Processing Plant (thanks Vondur) which had an awesome communist scale, where everything felt larger than life and over-sized elements were favoured over small and fragile mechanics.

The bridge crane idea came from watching a documentary about CERN and how they transported parts of the large hadron collider down a mine shaft. I looked at various photo's of bridge cranes and eventually mashed all of them together in my head and produced this rough concept.

If you are interested I do have some more screenshots (more angles of the room) and will post them on my website later today. I have no plans to release this map, it is just a concept, but I will release all the textures at some point. 
Nice Indeed :) 
Textures look excellent, looking forward to having a go with them. 
 
scampie: i like your attention to detail re: trims. i love that kind of thing.

sock: all i'm thinking is that wish i could get up in there and use all that machinery. ^_^ 
 
much better lighting. looks great now!

the ones earlier on looked way too dark - if you're going to build a realistic factory, at least light the fucker realistically cos no cunt can work in the dark, OSH won't be pleased about all the fingers going missing. 
So Sock 
when can we play it? 
Necros 
thanks, sadly most every trim on large curved areas I have to use a flat texture rather than an edged one since I can't rotate textures to 63.5 degrees in Quake, so I can only fake it on the smaller curves where you won't notice the texture isn't actually rotated right. 
Ohyeah Simon 
that is awesome stuff :D 
Scamps 
Like I said, try to move one end of the trim brush by one or two units to make it fit at 63 or 64 degrees; or split the brush in the middle and use either angle on each side.

Also, sometimes it's necessary to change the texture scale in very small steps (like 1.00x or 1.000x) to make the rotated texture align with adjacent ones on grid brushes, e.g. trims with seams. 
 
I messed with those solutions and was never really happy with the results :( 
 
@necros, I need to develop on a engine with moving parts, then I could make stuff that worked!
@Kona, Thanks. The lighting on my levels always goes through loads of revisions and is never helped by the fact I develop on a laptop.
@jt_, there are no plans to release this map. It was just a vehicle for me to try out some new textures and see how they work together. Only plan to release the textures.
@Scampie, The 63/27 rotation thing is not that bad, it is what I use all the time. 
Sock 
Those shots are amazing, really ! 
QWMP Reckless(Meatless Remake) - A New 1on1 / 2on2 Map [Beta1 Testing] 
This is a map from the game Painkiller originally made by Tectonic and Pha3z.

I did the best I could to recreate the jump pads and I think they do work out just fine or better than most other maps with airlifts. They don't hold your hand like aerowalks so you might have to use a little practice to get used to them.

I would love to get some feedback on the map. I've already played it in a 2on2 with a friend and I think the score was like 80 - 1 in our favor so it isnt a slow map or too big for qw. In comparison I would say that the size is similar to dm2s. Only had a chance to duel it once but it seemed alright. My prediction is in the end it will play best as a 2v2 map but we will never find out because no one in quakeworld plays custom maps.

Please if you do upload this to your server let me know, also if you start a game on it let me know as well and I'll come and watch and try to get feedback from it. I'm always idling on IRC authed as foogs. nickname foogs or foogs_

I'm really interested in top euro players that I see 2v2ing all the time like Milton etc have to say about it. Also any NA players!! Maybe I could host a 1 map tournament like QuakePhil did a couple years back for all TB5 maps.

screenshots: http://imgur.com/a/ETYSG#0
textures: http://tinyurl.com/88r8mqf
map - recklessb1.bsp: http://tinyurl.com/7oatzsu 
Scampie 
I can't rotate textures to 63.5 degrees in Quake

I'm pretty sure I have a QBSP that can handle floating point rotations for texture alignment, want to try that?

p.s. you're fucking awesome for even knowing and wanting that. 
Frib: 
i didn't realize that qbsp could make that possible -- so engine support isn't needed? 
 
I finally got a chance to organize the other images (small/medium/large formats available) for your viewing pleasure and I quickly wrote a bit of waffle about the map for anyone that is interested.

http://www.simonoc.com/pages/design/concept/bridgecrane.htm

If anyone has a favourite image from the above page, I would be interested to know. 
 
Even I managed to hack in floating point rotation in qbsp.
It's just replacing an int with a float and an atoi() with an atof(). 
 
indust_f13 and f14-- that's where I want to be! :D

f01 is nice because it's an angle shot and also has more depth because it lets you see a little down those two side corridors.
also, any shot where the camera is down in the pit looking up. i don't know why but they look cool to me. 
Yeah 
Just the compiler, that's right. So anyone working on modified tools should add that little sucker. It'd be nice if it was a standard feature! 
 
wouldn't matter too much for me since qe3 clamps angle settings to integers. :)
do other editors do that too? 
That's Right 
What a pain in the ass. Yes, the editor needs to support it too. I forgot about that. GtkR didn't support it either (no surprise) so the version I'm using had to be modified as well.

Hopefully newer editors like Willem's and Sleepywalkr's are allowing for floating point rotations (if not, please add it!) 
Sock 
only thing i'd add there is some dirt on the ceiling windows, as for the factory they're too clean atm ;)

not as much as here:
http://ztdavis.blogspot.com/2009/09/factory-window-damen-at-rascher-2009-as.html

but maybe something like this:
http://www.dcoh.org/wp-content/uploads/2010/09/Broken-factory-windows-in-Detroit-300x238.jpg
http://www.worldofstock.com/slides/ADT7761.jpg 
Fribbles 
I'm willing to try anything once, maybe twice!

From what I see, GTKR 1.5 .maps do keep the floating point rotation intact, so if it's as easy as using a different Qbsp, that would kind of own. 
At Least, This Is A Sample Brushface 
( 64 64 64 ) ( 64 -64 64 ) ( -64 64 64 ) +1slip 0 0 63.5 1 1 
 
While this is certainly cool and it would be great if someone could add/change that in BJP's Txqbsp code, I'm also a little sad that Scampie, the lazy fuck, gets away this easily for being with his first Q1SP. 
Err, What 
Not for being. When making! 
Alright 
Just let me find that sucker. I'll email it to you, assuming the address in your profile is valid. I'm sure mine isn't... hah! 
Editor Support For Floating Point Rotation 
I'm sure you're right in that the .map format supports it. If you're on 1.5 then hopefully the GUI has been updated to work with the floats as well.

If I recall correctly, in 1.4 and earlier builds, the editor would let you set a rotation of say 26.5 and would write it out to the .map... but on re-loading the map (or re-opening the surface inspector for that face, can't remember which) it would round it back to an integer... haha.

Of course, I could be completely wrong about all of this stuff, this is going back > 5 years and my memory is hazy. 
Email Bounced Mr. Scamp 
Anyone got a super temporary location I can upload this crap to? I have some personal webspace somewhere but I don't even have an ftp client. 2012 and I don't even know where to upload shit. HOW DO I INTERNET? 
 
Gtk1.5 supports floats; even forces them on angles and offset when using texture lock or fit.

Frib: You can upload to quaketastic.com (pw: ilovetheshubhub). 
Thanks Negke 
You saved me from rocking ye olde command line ftp.

http://www.quaketastic.com/upload/files/tools/windows/misc/Qbsp.zip 
 
http://www.jumbofiles.com/ is a fantastic free file host for random crap and stuff. 
Thanks Spirit 
I'll try that one next time it's just a temp thing like this. I'll have to ask to have that file nuked later (this is Willem's site yes?)

Info on the above file:

It identifies itself as TreeQBSP v2.00 -- Modified by Bengt Jardrup

It may or may not support floating point texture rotations. I believe it does, but I didn't test it to confirm this. If anyone finds out either way, pleast let us know.

I didn't modify the code myself, I had a friend do it years ago and I don't have the source or any other documentation to go with it, sorry. (If the change is as simple as czg suggests then I suppose it doesn't matter). 
 
@necros, I assumed the crane cabin would be popular because it has such an interesting central view. I don't understand the looking up thing, it was mentioned on other sites as being popular as well. Maybe it the light contrast of dark going to light.

@vondur, yep good point, I forgot how dirty the windows can get but then I would be missing the sky! I was tempted to put up some signs around the place, telling employee's to tidy up after themselves! :) 
 
sock, i think it's more about it being an angle that is abnormal.
first, you're in a position you would not normally expect to be.
second, you have all that crazy ominous shit looming over you like it's going to EAT YOU. 
Looking Up 
@necros, it is certainly odd because I created some screenshots looking down and most people who saw them complained of vertigo and did not like them. As soon as the looking up one's came along people actually said a comment. There is something about the looking up angle and the human brain, but what exactly I don't know. 
 
well, just guessing here, but it's like that thing how humans used to live in savannas or whatever, so if you have a wide open field and you can see far, you feel safe vs when you are surrounded by shit and everything is towering over you. 
VICTORY! 
http://imgur.com/u9w3C

Previously, that bottom edge shown here was far too long to get away with not rotating exactly correct. Thank you so much Fribbles!


Negke: first q1sp... but would be my 19th released Quake series map... not to mention speedmaps (many of which were sp!) 
SM 
I think one of my favourites of yours was the dark woods themed SM, with the tricky bridge key scenario.
You should do a celebrity SM for the next pack. 
 
wtf, i'm a celebrity?

it was actually the mention of speedmapping, and me attempting and failing to finish one in 100mins a few weeks ago that started me on my q1sp. 
Heh 
well there's celebrity and then there's Quake celebrity. It's all relative, you see.

Interesting screenshot, btw. 
Scamplebrity 
But speedmaps and deathmatch maps don't count, and neither do non-Q1 levels! So it's your first *full-size* Q1SP, which makes a cute little noob. Awww :3 So exciting, feels like 15 years ago! 
 
63.4 
is closer

but whtevs 
Btw 
i made this table to refer to for when i was buggering around with my doom 3 shite.

Sorry about the formatting but this messageboard eats spaces i guess

opp adj angle
1 1 45.000
1 2 26.565
2 1 63.435
1 4 14.036
4 1 75.964
1 8 7.125
8 1 82.875 
Kinn, Thanks! 
 
Cheers 
those gradients are the only ones i really end up using, but the maths is trivial to get a texture angle for any arbitrary gradiant - just do an inverse tan on the gradient, e.g. for a 1/2 gradient, it's arctan(1/2) = 26.6 (ish) 
Yeah 
But I'm lazy so this is welcome.

I was thinking to add an alignment option to TrenchBroom where you select one of the edges of a face, and it makes the texture's x axis parallel to that edge. 
That 
sounds like a bloody awesome idea. 
 
thanks kinn, i totally CnPed that. :)

sleepwalkr: i think that would be great. i mean, obviously i haven't used your editor, but i think texture alignment is the least developed part of q1 editors. we've got decent vertex manip/clipping and such, but alignment is then left up entirely to you.
it would be great if you could align by a face's edge too (cycle through them) or align across axes (you know how texturing in quake is planar from the x, y and z axis, so you could 'link up' texture alignment from x axis onto the y axis eg: terrain that slopes past the axis) 
Necros 
Your first suggestion is what I meant and the second one also sounds good, so I'll keep that in mind. 
 
 
Yeah 
That's also on my list already. Thanks for your suggestions! It's really cool to get feedback. 
Yeah 
That's also on my list already. Thanks for your suggestions! It's really cool to get feedback. 
 
Yes, with rotational and dragging texture lock working 100%, texture alignment tools would be a great focus. If there's anything that slows down Quake mapping, it's aligning textures.

Worldcraft has some great tools in it but they aren't complete by a long shot... 
Texture Alignment 
I agree that it's been neglected in many editors. If you have any more suggestions, let me know - I'll put them on my ever growing list ;-). 
Texture Alignment 
Agreed x 1 million that aligning textures slows you down way too much. It's worth doing, sure, but it's still depressing wasting so much time on it.

I do love the shortcuts in radiant though for copying, pasting and aligning textures, those are very handy. It would make it so much easier to build a map... if the texture lock feature actually worked.

(In the build that I use, it does work but there's precision and rounding issues, so as you copy things around it drifts further and further away from what it was, until you realise half of the map which you thought was aligned properly is off ever so slightly and you go insane...) 
Surprised 
no-one has written plugins for gtk/netraidiant to do this sort of stuff...? 
 
@Kinn, there was a UV texture plugin tool for GTK (worked like UV display in a modelling package) but sadly most of the Q3 scene hardly ever had programmers (unlike Q1 which is the complete opposite) so not much was developed. Bobtools were popular but they mostly dealt with clean up of problems in map construction.

Which does bring me to an interesting point about this place, it's full of programmers! which leads to my second point (highlighted by Tim Schafer recently in a video he did) that designers are really programmers who like to play with visual toys and tell stories! 
Worldcraft 1.6a 
I still use this ancient editor because it was remarkably full featured and easy to use and I'm too lazy to set up hammer to work with Quake. Anyway, aside from having absolutely shitty broken texture lock (works on non-rotated textures on brushes that are translated, but nothing else works) it does actually have some nice texture dialogue features that don't seem to be standard in all editors.

You can select as many faces as you like with multiple textures and any parameters that are shared across all faces are displayed, those that have differing values are shown with a blank box. You can then edit individual parameters across all faces without upsetting any other settings. I don't know if this was possible in radiant, which I used to make a pretty big Wolfenstein MP map, but I only remember being able to set all parameters at once across a multi-face selection, which is a bit shit. Not sure how TrenchBroom works, but some flexibility in this regard would be nice if it is not already supported.

Obviously I would comment further if I could run it :) I should try on my gfs Mac like I said I would. 
GTK 
Does let you select (tool name - paint select) multiple faces but all changes affect/reset all selected faces. This does work different for patches, you can shift/move stuff around without resetting every face selected.

@than, I know what you mean about editors, I still use the SD version of GTK because it is stable and has all the tools I need. I was going to upgrade, but a programmer decided to change the selection process of groups in 1.4+ and ruined it for me. It is surprising how one small change can interrupt the workflow so much. I think I remember your wolf MP map, did you ever show it to SD? 
Than 
In TB you can also select multiple faces and edit their properties using the face inspector. No problem, if the values differ, it displays <multiple> in the text box. 
 
damnit. now i REALLY want to see trench broom. :P 
You Will 
I'm in the process of porting it to C++. Once that's done I can get going with the Windows and Linux versions. 
Yeah! 
 
Gtk 1.4 
Same here, I can't upgrade from 1.4 and I know it's the same for some of the other ladies here.

1.5 onwards was such a huge step backwards in terms of speed and productivity that I couldn't possibly accept it despite the other enhancements it brought to the table.

I've no idea what it's like these days, for all I know it has been completely revamped once again. Is it even still in development? 
Frib 
netradiant is what i currently use, they still support it and upgrade it.
http://dev.alientrap.org/wiki/7 
Netradiant 
Hey V, are the basic brush manipulation controls like 1.4 or 1.5 (or something else?)

Of course, I can and should try it myself, just wondering what your take is on it. 
Yea F 
it's pretty much like original radiant. works fast and smooth. no probs with it at all. 
Nice 
Sweet like a sweet thing. I'll have to give it a shot one of these days. Thanks! 
Offtopic 
I don't want to upset anyone, but shouldn't those discussion go to the "Mapping Help" thread? I'm happy when I enter here and I see everytime 5-6 new posts and I always hope to see at least one screenshot, but then I see only this discussions about map editors :( 
 
yes, and kinn's screenshot in othergames should be here too. :P 
 
god damn, keep forgetting to put a name in. :P 
Well My Shot's Not Really A Pimp Shot 
there's all sorts of little wip-py stuff in that shot i need to finish before i'd present it as pimpable :} 
Top Offic 
 
65 Hours Is Long 
But not too long to return to the map and fix those very obvious misaligned textures in the screenshot and elsewhere. I take it you're not using multithreaded WVIS? This should or would have made it much easier, well faster.

Protip if you're enjoying watching progress updates: run vis with -verbose. Woot 
 
i'm pretty lazy, but it kind of bugs me that you've posted screenshots several times of those curving pipes yet have never aligned the textures. :\ 
Onions 
@negke - The map was made playable and only had the textures unfixed. Last testlevel4 was 12 houres, so I thought it would be a short job. After three days today there's no change.

@necros - I almost pearced my eye out getting textures fixed, but I howl on a 3d fucking quark viewer.

I remake the pipes in QRadiant. It seems a pretty sharp carve editor. The more I use it the more I get frightened from Quark. 
I Think We Can All Agree It Would Be For The Best 
except Trinca maybe. And Spirit?

ps - I'm a luddite too, stuck on WC. 
 
someone seriously needs to build a faster vising program. 65 hours of having that shit running on your computer is enough to put off any newbie mapper. 
 
someone seriously needs to build a faster vising program. 65 hours of having that shit running on your computer is enough to put off any newbie mapper. 
 
Or someone needs to get better at mapping. 65 hours, to me, means the map was built in an incredibly non-Quake friendly way. 
So... 
.. I am the most friendly-less mapper ever... (i.e ref to CDA) :P 
 
If your map takes days and days to VIS, using a modern VIS program and a decent machine ... then I'd say, yes, you're not building in a Quake friendly manner. :) Just seems logical... 
 
There's nothing WRONG with that, but it does seem to be evident... 
So What About... 
.. 1218 hours ? And what if the result is worth doing it ? Basically, the result is more important to me than the way to achieve it... though I admit it is better to ease our life sometimes ;) 
 
It almost says, to me, that you're mapping for the wrong game. You want something that Quake wasn't designed to do! 
Totally 
support willem here 
Oh Rly? 
some of the most acclaimed maps in the last few years have been 100+ hour vis monsters, and i'd argue that the vis-unfriendlyness of the layout was worth it for the final effect.

I'd hate to have been denied the masterpieces of tronyn, necros, and the like just because of some arbitrary (and utterly inconsequential to the end user) constraint like how long a compile tool is allowed to take to do its job. 
Addendum 
"utterly inconsequential to the end user"

By that I mean: does anyone here even have trouble running a map in fitz at anything less that 72fps? No matter how big/complex it is? 
Of Course 
everyone is free to map whatever they like. i's just my opinion: if you use certain engine you ought to follow its limitations. i choose this way because it's more fun to map having such limitations and no restrictions on user end. ^_~ 
I Tend To Agree With Vondur... 
... despite with CDA, I decided to say: "fuck the limitations"... well, Quake can be happy I am patient, and the map deserved it at this time

http://lambert.jeanphilippe.free.fr/Screenshots/CDA1.JPG
http://lambert.jeanphilippe.free.fr/Screenshots/CDA4.JPG
http://lambert.jeanphilippe.free.fr/Screenshots/CDA5.JPG

... maybe not the better shots but... anyway

Globally I think limitations suck, but with such "old" game, it is obvious the mapper need to deal with it... i was a too young mapper at this time to think about that... hence now I know to occlude in better ways my maps... though... the next project I have is also "wide open"... but far away to be completed actually :P 
Why Not 
split the map up, does it really have to be so complex and big? Most of the original ID maps are short and sweet. Also the texture alignment in that top down screenshot is horrible. You don't need 100+ compiles to fix that, it can be done in the editor!
@JPL, your screenshots are way too dark and flat in contrast.

Taking good screenshots is time consuming and most people spend little thought to the process. A screenshot is the selling point, it should grab the viewer and make them want more! 
R_speeds 
Is there any consensus on what wpoly count is acceptable these days?

It strikes me that this entire issue can be settled if we know what our poly budget is, i.e. what r_speeds numbers are "too much"?

It is rather hard for me to gauge if something is too complex when playing it, considering I can run (the accidentally unvised) Arcanum 4, or the open-plan madness of Unforgiven 1 and 3, on this 5-year-old laptop without it ever dropping below 72 fps in fitz. 
E2m1rq 
Was gigantic, and took 12 hours to vis. TBF I was using multi-threaded vis on a 5Ghz quad-core.

DirectQ is super-super fast anyway :) 
It Really Seems A Bit Silly 
to have tools made to optimize content for 90s computers grind to a halt when a modern computer could most likely display the entire map more efficiently if it wasn't touched by those tools... 
 
Heh, I've often had that thought.

Have any modern Quake engines ever tried just ignoring the VIS tables and just throw every poly in the BSP at the card each frame - compiled into buffers and whatnot for efficiency? 
 
some numbers:
interior map in ne_ruins takes 3 hours to vis on a dual core 1.8ghz.
it also hits the absolute maximum # of faces allowed in standard bsp format.
size (and even detail) != vis time

also, don't forget, cda was vised on a single core system, so vis was nearly ~1.75x slower.
AND it was released in 2005 so cpus were slower in general.
might be interesting to see how long cda would take to vis on a modern (>3ghz) 4 core system.

but anyway, remember to take into account tech differences. :) 
 
oh, re 8290:
i believe darkplaces doesn't make use of (or at least, does not requires) vis data. it culls stuff on the fly and is actually pretty darn good. i've loaded unsealed large maps in DP and the culling does a great job even with non-optimized areas (rooms open to the void allowing pvs into areas that it wouldn't normally). 
 
one issue with the darkplaces method is i think it adds quite a bit to the map load time as it generates the necessary data. I think I suggested to LH that he cache this on disk somehow, not sure if he ever did that. 
 
ah ok... not sure how i feel about it now because i detest how long it takes to load maps in DP. :( 
Necros: 
what's the maximum # of faces allowed? 
 
in standard Quake, it is 32768, but the true maximum you can have is 65536 (this is the one i was referring to). after that, you must change the bsp format itself. 
Da Library Bling Version 
Dat Library 
<3 you forever simon 
Awesome As Usual 
Mapping challenge: combine all the scenes in one map and make it work. ;) 
Quake And VIS 
Willem is right insofar as, indeed, Quake tech isn't designed for large open areas with lots of detail. Not only can the compile time grow exponentially, there's also the chance the map will not run as smoothly on some machines - from what I understand, the engine is not optimized to render so much at once so it can it will choke in situations of excessive polycount and run poorly on machines that can run more modern games just fine. Case in point: this happened to me when playing the unvised versions of Arcanum on a P4. So the claim that nowadays VIS is irrelevant is wrong. DirectQ (and RMQ) apparently use improved rendering techniques that allow for more excess than standard Quake does.

Of course, it doesn't mean people should refrain from making large areas if they think the map benefits from them. Many of the excellent maps in the past were pretty large and open, and it worked. People who tend or like to go large aren't mapping for the wrong game, of course - they just have to be aware that it comes at the cost of (sometimes greatly) increased VIS time.

Kinn: I don't think there's a new concensus. Couple years back people would say 800-1000, at least in non- or low-action areas. Today I'd say 1500-2000 maybe, even though many maps surpass this by far. Real skill shows where maps look great and detailed (and not overly constrained) but still keep r_speeds within a relatively low margin. 
 
Case in point: this happened to me when playing the unvised versions of Arcanum on a P4. So the claim that nowadays VIS is irrelevant is wrong.
But I would wager that it's for the wrong reasons. If an engine is parsing the VIS data lumps and using those to determine what to draw and blah blah, rather than just throwing every poly in the BSP into texture sorted buckets at the card - it's probably going to run slower than it optimally could.

A map should be sealed, no question, so the extra cruft outside gets removed but I still question the need for the VIS structures on modern machines. 
Kinn 
Is there any consensus on what wpoly count is acceptable these days?

If I can get hold of a Raspberry Pi, I'll try using that as my low end test system. If it runs well on that, ship it! 
A P4 Is Ten Years Old 
Not even slightly new. 
 
http://i.imgur.com/hqKgB.jpg

~ 1 more major area to build 
 
@Scampie, it is looking good, I love the attention to detail. I just wish the rivet shadow on the pipes was the right way and the metal seam was on the poly edge (pipe in foreground) not in the middle. 
 
you're trying to kill me, aren't you sock. :o 
Looking Nice 
Scampie: it's looking good, but the theme *seems* wrong. Industrial or metal would be much better, those base textures and pipes don't fit together. 
Scampie: 
looks great, i wish 90% of the surfaces weren't covered in the same brown color though. (i realize this is idbase.) Maybe the pipes were textured with a contrasting color (like the quake2 red pipe texture, or maybe a darker grey metal color) it would pop more. 
 
Agree with metlslime, you do have too much of the same colour. Maybe try the white that's goes with that set? Plus you don't have to bother with the texture stuff I mentioned, it is only me that gets bothered by that stuff. 
 
I will try and reduce the brown... not on the pipes though, I was finally happy with that texture after searching and trying a million other textures! 
Scampie 
I think it looks beautiful. 
 
http://i.imgur.com/1zc3o.jpg

more white, blue floor, trimmed pipe bends 
 
I like the pipes in the first shot better. 
I Like Scampie's Pipes Too! 
Looking great prawnboy. 
 
Personally, I though the pipes in the first screenshot were MUCH better. Infact, I prefered the first screenshot more. Sure there's a lot of brown, but it actually looked really nice and had a better 'feel' to the room. Kinda warm and I wanted to be there. Current shot loses that. Too much contrast perhaps and now it feels very cold. Texturing also feels 'tacked on' this time.

I think the texturing on the first pipe was spot on, the seam down the middle works. I love idbase, but I love them even more when the texturing is done well like you originally had it.

Personally, I would stick with the previous version but try to ensure that there's some other kind of style variety/contrast in other types of sections (ex. cold and wet lower work areas with more contrast, maybe using the style from the current screen?) 
Pity The Poor Builder... 
...who has to cut the angles on those tiny bits of floor tile where they meet the edge-trim ;) 
 
Sod 'em, I hear they're paid by the hour. 
You're Right... 
...so make sure it's not your money.

"Straight bits, guv, I can do pdq, but those nasty angly bits, well... special tools, two man job, sharp-pointy-bits, health'n'safety; all adds to the time, and you know what time means, guv'nor..." 
Looks Cool Scampie 
those pipes look nice, though I agree with Quakis on the first shot looking somewhat nicer. I think I'd reduce the texture detail on the pipes and revert the floor back to the old one. The other changes look good though. 
Started Making Another Map (DAMN IT!) 
last night I wanted to work on something to take my mind of apsp3, which is a bit stuck at the moment, so I started making an sp remix of Romero's(??) dm7.

http://i.imgur.com/J5nnc.jpg

Looks shit at the moment, but I wanted to avoid the dm4 style textures and try something more similar to e1m5. Very very very rough atm :) 
That's Nice Than. 
Always liked those textures and shows early promise.

But please fix the trim - it should look like an actual physical trim that covers an edge corner, not just painted on one side! 
Piping Hot! 
@scampie, I think I was confusing in my feedback, I meant just move the single trim line on the first pipe image. The new pipe looks odd, I like the first screenshot pipe design better.
The colour balance in the first screenshot certainly looks warm and Q1 cozy, while the second feels more bleak and industrial. I like the colour changes in the second, just not a fan of the blue square tiles. 
 
http://i.imgur.com/zcZj1.jpg

that's where I'm going to sit with it for awhile. only a few small changes (i properly rotated the damn rivets simon), but overall I'm happy with it now... also built the final area today (no spoiler screenie!), after which FitzQuake informed me that I am over the standard map model limit! huzzah! almost finished... /me passes out 
Ooops 
@scampie, top right hand corner, I spy upside down rivets! hehe, btw good screenshot :) 
Go Scampie, Go! 
I'm quite looking forward to this one...juicy...very juicy. 
Scampie. 
Nice balance in that one, I approve. 
Scampson 
Turn the triggers for the monster teleports into point entities (don't forget to give them the 'silent' spawnflag!) - that should bring the model count below the limit, assuming you didn't exceed it by far.

Are the floor tiles stretched or it just a widescreen fov effect? 
Triggers->point 
I thought that was Quoth only? scampies map is quoth?

Is there a hack to do it in id1? :) 
 
widescreen fov, no stretch

and yeah, /id1/ 
Scampie 
latest incarnation looking great. good luck, and thanks in advance. 
I Was Talking About ID1 Of Course 
Every type of trigger can be made a point-based entity as well - just like the counter. Naturally, it will then only touch at that particular point, which is fine for monsters in spawn closets as they just stand in one spot until teleported.

Fun fact, did you know the "notouch" spawnflag also works on trigger_secret?

It only gets into the field of hacks if you make the point triggers borrow bboxes from other point and brush entities. 
Negke 
I will do that thanks! I had actually already cut a bunch of func_illusionary and trigger_once that were little details and etc fun texts which got me under, but I'd love to put them back 
Negke 
I knew about the only entity flag, but didn't realise the trigger still worked as a touch trigger without the brushmodel.

Quoth has point triggers that allow you to specify dimensions from a corner position, and thought you were referring to that. 
Just1fix 
Sweet 
Nice. Clean, simple and very "Quake" looking. Altough I don't understand why everybody is using "pipes" in all maps. 
 
they are the new crate 
ONE MONTH 
just kidding :} Let's hope you can keep this killstreak going. 
Scampie! 
Wow that is much better :D but I do love all things Gothic / medieval / stone / metal and wizard like! :D
Now I just need to get all my Q1 tools setup ... 
+1 
Vote for Scampie. 
Yup 
Looks perfect.
also: thanks for making Sock consider possibly getting all his Q1 tools set up. 
Yeah. 
I don't really like the whole "OMG it's a mapper let's force him to make Q1 stuff", but if mr Sock does happen to dabble then I'd be very interested to see the results. 
Wait 
holy shit - sock making Q1?

Is 2012 becoming a new golden age for Quake? 
Well... 
It's the end of the world afterall. Do it now before it's too late!

:D 
Time To Sell The Skins... 
Guess what map this is ! ;-)

There's a pack of 60 suckers in there. Time to sell the bear's skin to the chineese...

http://fsgregs.startlogic.com/Public_Files/Cham/Pictures/crazy.jpg 
Errrr. 
Leave them poor shamblers alone! 
First Test 
Nothing special, but i guess ok for my first try with q1.

http://i.imgur.com/5PEUx.jpg
http://i.imgur.com/2HOvI.jpg

Could also post some screens of my old q3 maps, if someone is interested.
But on the other hand they can be found on lvlworld anyway. 
Looks Decent 
Liking the gate and the terrain. 
Freeeeeeeedooooom 
a celtic cross!
nice detail on the gate. 
Did'nt Think About That 
just wanted something medieval in the map.
Sometimes saw similar crosses as gravestones.
Does it have a special meaning? 
 
Screens look nice, I like the different ambience there. 
Not Bad 
Not bad at all, it's simple, but it has a special feeling and it's something different. Try adding some more details (maybe some boulders, some dead trees) and make a map, it could be a really good one. 
Why Not 
have already something in mind, diablo like.
Means some crypts, undead etc.
Details will be added, when i finish and polish the map.

Here some screenies of my other maps:
http://imgur.com/a/5yUhS#0 
Progress 
Still working on the sp remake of dm7 I started to give myself a break from my other map. A lot of work left (rocks, lighting, most of gameplay and polishing...) but it's taking shape, and the flow is figured out at least.

The original dm layout has been butchered quite a bit to make sp gameplay fit into it. The r_speeds are also pretty high since the layout is open. Then again, who cares about r_speeds these days?


http://i.imgur.com/ptxRx.jpg 
Rocks! 
Wow than, that looks awesome! Personally I don't care too much about r_speeds in Q1 anymore, most modern machines can cope.

I am not sure why you are bothering with the rock walls, open it up so it is atop of a giant rock. Turn the sky to light cream colour and add fog so it fades into the distance. Place small rotating rocks in the sky space so it looks it was ripped from the ground and transported here. Could even put huge teleportation beacons around the citadel to show how it was transported to this strange void. 
Oshit Son 
That's looking really nice Than. Don't really see many maps using this theme, reminds me of Gloom Keep actually.

So, we can play it in 2019 yes? ;) 
Than. 
I would wipe my knob on that map :)

Also

Don't really see many maps using this theme, reminds me of Gloom Keep actually.

Maybe because it's the Gloom Keep texture set?? :O 
Than 
Nice shots ! Really nice architecture. As suggested, fog would definitely help to break the flatness of the huge rock in the back-ground...
Keep it up !! 
Adolfbler 
Maybe because it's the Gloom Keep texture set?? :O

Orly? 
Yepp, Good One 
Reminds me a little bit of Tomb Raider (please dont hit me).
Sock's idea is also great.
Would give it a little touch of Cardigans Estatica imo.
Anyway, cool idea! 
Lol 
There are plenty Tomb Raider fans around here...

It's kinda a Quake-era game. 
Nobody Uses Those Textures? 
I find them the easiest so slap shit together with quickly, so I use them a lot - not that I produce stuff this nice that quick. It looks really good Than.

Not sure I'm into the rocks though - they don't seem quite right to me for some reason. Maybe with lighting etc though. 2c 
 
conflagrant rodent had the orange bricks. 
Thanks 
yeah, I think when I posted the first pic a little while ago someone mentioned those textures being overused ;) They have been used quite a lot I think, but I never tried to use them and thought they would work well.

Sock: that's a really awesome idea! I should perhaps give it a go. Making rocks is pretty damn annoying, so maybe your idea would work nicely. Would really need a skybox or a plain texture + fog though.

I'm really looking forward to seeing what you do with Q1 by the way! Your Q3 stuff is awesome and I hope you can get your way with Q1 too :)

Drew: the rocks in that pic are temporary rocks I put in to seal the map and provide a route to the silver key. I am going to change them :)

I hope to have it finished in the next week or two, then I want to go back to working on my main map, or maybe I will finish my 70% done remix of dm1. 
For Fuck's Sake, Than!!!!!!!!! 
 
Wakey 
Optimization tip: if you make the vertical poles of the fence/gate an individual func_wall, it'll probably save you quite a few polys. Check out the difference by using r_showtris. The idea is to seperate brushes (either world and func, or func and func) so they don't 'touch' and cause qbsp to split the faces. 
I'll Give It A Try 
 
Than 
Just to be clear: I love those textures.
good luck with the maps. I've been looking forward to all of them - every once in a while I'll go back to your page and look at the WIP shots, and get all bonery.
So yeah. super excited.

Oh - is Satan's Caramel Surprise still a possibility? 
Drew 
You mean this ancient page? http://www.quaddicted.com/webarchive/than.quaddicted.com/index.html

I've actually got a real urge to map a lot lately, so I went back through those maps and took a look to see if they are worth finishing.
*APSP3 has a lot of flaws, but I really want to finish and release it, so I will at some point this year (hopefully in the next couple of months).
*DM1RMX is simple, but I want to make a full dm->sp episode eventually, so it's worth finishing.
*APSP4 (Satan's Caramel Surprise) is probably only about 1/6th done, but it has some interesting ideas, so I want to see if I can finish it. I suspect it's been done by someone else (Negke?) by now, but the gimmick is that you get route and weapon choices and can take entire areas in reverse depending on your choice of weapon. The spawning is supposed to be adjusted based on your choice. Could be a fun map to make.

Whether I'll get around to doing the other DM conversions or not, I don't know, but I hope so, because making them is a lot of fun. I also wanted to do a Rubicon 2 map (I LOVE BASE!). I wish I had infinite time.

Hope you are still mapping! Will we ever see a full map from you? 
Web-goodness 
Wow, Than you have a webpage! Must bookmark that, hopefully you will update it at some point. With your citadel thing, try deleting all the rocks and adding a white/create sky texture and fog. It might be a cool direction to try. 
Wow 
I remember that...
APSP3 - Bound by Oath (Quake SP)
Those 2 screenshots look stunning, please try to finish that map. 
 
Wish that RTCW map was for singleplayer. :( 
 
If there's a Qexpo this year it's gonna be a corker. :O 
Yeah 
that website.

and no.
not ever.


I'm super excited about the idea of APSP4. Not only because of the gameplay idea, but because I don't think I've ever played a metal themed map by you, and I'm sure you'd handle the style interestingly.
Anyways, whatever you do - looking forward to it. 
Space Invaders N Junk 
http://i.imgur.com/Ht1QY.jpg

taking a little break from my q1sp to make a q3 20 brush map. this is day1. unlit. 4 patches, 5 brushes at the moment. 
Oh Yeah 
the space invaders are jumppads

and animate 
Looks Cool! 
how did you make the earth?

Already making a new Q1SP? yay! 
Than 
It's a curve cylinder with the verts pulled into a sphere. Then I cloned the sphere and enlarged it *1.05, since I don't care if it's on the grid, and put a cloud shader on it. 
Yes 
The pipe tut was a good easter egg, scamp.

The making of the pipe wasn't that bad, untill I started texturing, and as all sides had two texture counters I'm seeing metal4 for ever.

http://members.home.nl/gimli/pipv.jpg
http://members.home.nl/gimli/pipy.jpg
http://members.home.nl/gimli/pipx.jpg

I lost my patience in texturing them as Quark has such a bad ass 3D viewer.
I succeeded to make the pipe as small as possible without sliding.
Well almost as the inner space is 64 units. 
MadFox 
You should try this:

1/ select a face of the pipe
2/ tag this face
3/ select an adjacent face to the tagged one
4/ apply around pillar feature

Then you'll get perfectly aligned textures around the pipes, and even in between pipes junctions if you repeat the the procedure.
I made some experiments some time ago on pipe texturing, and it gave interesting results

Experiment ! 
 
madfox the problem isn't on quark

sorry

I saw lots of maps made in quark and they look just fine with all textures alight

try to make your work perfect from start to end, don't try to fix then all at the end... this is to much painfull for you and anyone that work this way. 
Than. 
You rock, please keep trying to finish stuff, I and plenty of others will definitely enjoy anything you make :)

Madfox, looks promising, I like the mad pipework, please fix the textures and get the map done :) 
Trinca? 
 
Wb 
 
Trisouporting 
@JPL - I made the pipe with GtkRadiant and the texture was straight aligned, but when I imported into Quark I had to make the parts of the bending line with each side apart.
And as the sides are not trunked (\_/ in stead of \/) I got mixed up with double texture.
Is your advice for Quark or Radiant?

@drWho - right, I never had problems with quark, only when I have to texture and the texeditor as wel as the 3D screen get meshed out white with every movement.

@shambler - thanks for your support. 
Agree With Everybody Else 
Just chiming in to say that calling Anon!Trinca "drWho" gives me some hilarious mental images. 
Thakx Jpl 
That saves me a bag of green unions I was stuck on the last days! 
Centipedes Do Not Belong In Space 
MadFox 
It was for quArK obviously, but it looks you understood it at the end ;) 
Progressing 
Good! 
Looks like a caveman searching for zombies.
Pics are a little dark to see, but then again, quake is dark.

I always turn up the contrast and brightness for showing screenshots. It can ruin the impression but also better to have a better view.

Almost part of the vertical map. 
Wakey 
that is so awesomely oldskool; it looks like a long-lost relic from the cdrom.com era. love the dark shadows. can't wait to play it! 
Way Too Dark... 
... to provide proper feedback unfortunately...
Please fix this ;) 
Because Not Everyone Can Help Themselves 
 
And it probably took you a second to do that too :p

The third shot (original post) bothers me. I feel that any depth/shape in the ceiling is lost because of the lighting or texturing. I can see that it curves, but everything just blends together so well that it feels like a wasted visual aspect. Something needs to break up the texture or something, while possibly also following the same curve could help? 
Original 
shots look fine on my monitor, pretty moody stuff but brushwork looks a little too basic.

Calibrate your monitor jpl! 
 
JPL's monitor isn't the problem. :) Those shots are dark as heeeell... 
Its Interesting 
how different people's monitor setups are. The ones that rj posted look way too washed out on mine for example whereas the originals show up fine.

I envy you mappers trying to get lighting right. 
Brightness 
The original screenshot are indeed a bit dark, but only a bit. The modified screeshot looks like sh*t, they are wayyyyyyyyyyyyyy washed out.

But I think the map will be nice, it has that oldschool feeling and it might be very creepy. Can't wait for it :) 
 
the original shots were just pure black with flame models in them.
thanks rj, couldn't be bothered to run them through gimp. :P
also: of course they look washed out after rj's brightened them; there was hardly any colour information to begin with.
the best way to calibrate a screenshot in a scientific way is by looking at the levels in proper image editing software. 
Because Not Everyone Has Gimp On His Laptop 
...thanks in anyway rj...

Else the shots are washed-out indeed, but at least they are not dark anymore.

Shot 1: looks nice, just need more details: I would have put light_torch_long_walltorch Quoth like stuff instead of small torches on the wall... Maybe small torches on the central pillars.. though...could be better.

Shot 2: wow, really weird... walls are too flat IMHO. You should add more details to make them more "real" like visible broken stones, horizontal impaled dead bodies, etc.. or just hide the flatness with a little bit of fog..

Shot 3: This area is kinda cool ! I would see it with some fog, and plenty of Zombies... You could also want to add details on the ground, or simply add a little bit of water there (like in a underground drown cave)..

Madfox: keep it up ! 
Imho 
i actually like the lack of modernisation (details, quoth models, fog, attenuated light etc) purely because it's been a long while since i've seen a new map that really evokes that 1996 lost-in-the-past feeling. i wouldn't judge every map by those criteria but for this one in particular, the unpolished look suits it. 
 
Calibration in terms of this stuff is not that hard. Tweak your monitor until the id levels look right to you. Then make your levels look good on those settings. :) 
I Guess It's Realy Too Dark 
ppl always complained about my maps beeing too dark. I just love it, imho it gives atmosphere ^^
My Monitor is set to max brightness, wile the rest of the room is dark, guess thats the reason.
But it isnt final, i will tweak it later on.
I'm not yet sure how much detail i will add, want a mix of quake/diablo/dungeon keeper feeling.

quakis: thought that too, any ideas? 
 
The map is not too dark, only the shots are. There's a considerable difference between in-game lighting and how it looks on screenshots.
As a rule of thumb, screenshots of any remotely dark area need to have their brightness and contrast (<- important to keep them from looking too washed out) increased by 15 and 20% (in PS anyway) to work better on darker monitor setups and CRT. TFT screens are often brighter by nature, so it's not obvious until people start complaining. 
Wakey 
yeah I don't know if it's luck or pure skill, but those shots, 1&3 particularly, really evoke the best kind of weird old quake feelings in my heart.
Either way good luck! 
Also 
Than: progress? 
Eh? 
yeah, I am still making stuff!

dm7rmx is still in development and I have completed most of the main architecture and figured out exactly how I want the gameplay to flow, though I haven't put in all the monsters yet. The main thing that remains is sorting the shitty rocks out. I hate making rocks in Quake, but I have to get it done. I will aim to do them over the next couple of days and will post shots when I do. Oh, and lighting is going to be a pain because I have currently got a minlight of 50 for testing. When I set that to 0 the map will look like shit until I light it. Still a week or so of work left in total I guess.

The other maps haven't been touched and won't be until dm7rmx is done. 
Sounds Awesome 
I'm busy for a week anyways - strikes at our uni = extensions = me bogged down with paperwork.

good luck with the shitty parts, thanks for all the effort(and skill)! 
Than 
Non-shitty rocks shouldn't be that difficult unless you're aiming for ultra-realisic looks. Something along the lines of roundish tops, half-circular and intersecting. Can't explain too well. Just something that looks smooth and natural, a bit like this, but with some height and depth varation at the top.

Just don't make it a tower in a foggy void - it's DM7 after all, and you're not Tronyn. Also, since the map exits to DM1RMX, I'd love to see them both released at the same time. ;) 
Lol! 
I already read the first bit of your post, and I was about to stomp in raging "what do you know about rocks negke! your levels (awesome as they are) are always "artificial" (yes you know what I mean as opposed to "natural).

My rockwork, as in nsoe3 say, is just a bunch of messy shit that'd be better at home with the Unreal engine (I'm surprise vis even survived it). The best rockwork I've seen in Quake is by Mike Woodham and others (rubicon2 was great) who use a similar style, although in a way a combination of the that and messiness would be best of all. 
 
My Travail maps featured a lot of rockwork actually. The second one in particular was pretty 100% rock caverns. Too bad you didn't play them (and left them out of your UWF review). But it's true, I don't seem to do that very often. 
Hey 
UWF did the UWF review. I admit I focused most on the first part when I did my review, mostly because I was a big fan of Scragbait, and I still am. I didn't do any further reviews, at that point, and it's true I did get a bit lazier regarding the project as a whole. 
Anyway 
I'm now going to play all the way through, and I won't try to think who designed what. Fuck that. Anyway Trvail was one of the #1 orgies since Quake was released. So I'mma a play now, and I apologize for being gayer earlier., 
I Remember 
Caverns full of spiders in Travail. That was you, Negke?

Travail was fun. Make another one!

By the way, dm7 will probably sit between dm5 and dm6 as a secret map, though it might just be that last map. Who knows eh? :)

It won't be the first and exit to dm1 though. dm1rmx is the easiest map so far (of the 3 I've nearly done). They're all likely to be stand-alone releases at first anyway, then if I get them done it might be called dmrmxrmx :) 
Ok 
there\s a great news bout than's rmx maps.

particularly a dm1 remix 
 
what ever happened to uwf? he and the site just completed stopped, never even a closing update. 
Good Question 
Probably gave up on the Underworld series too. 
 
i always thought he was a fan of the band, not the movie... 
That 
would make much more sense.
for many reasons. 
 
he was going to be hosted at quaddicted but vanished. 
 
Your first thought should have been he was a fan of the concept of the underworld and everything ghoulish within (hence the Quake reviews). I suppose he then joined the army and died in one of the middle east crusades. RIP :( 
 
He did a real life first person shooter? cool.

Speaking of which, I've emailed Neil Manke's personal email addy a few weeks ago. Never heard back. No one has heard from him online since 2008, where he was reportedly very sick. The game he was making was never finished. So my guess is he must have died. 
 
i've always wondered that about people i've previously known online. they could have died suddenly, at any moment, without anyone outside real-life circles ever knowing. depressing thought 
Doesn't Look Too Good 
http://forums.steampowered.com/forums/showthread.php?p=24251518

nobody seems to have heard anything. Surely if he'd died there would be someone that knows and would tell people. I enjoyed his work for hl alot, and I'm sure he had plenty of fans. 
 
There were others working on the game with him (einar saukas). I looked up a couple on Facebook, was thinking about messaging them...
His email didn't bounce back, so someone got it but chose not to reply.

Neil was always good with updates and loyal to fans, so I think if he was able to, he eventually would have put an announcement on his website. Someone on some forum also mentioned cancer. Not sure if that was true or just Chinese whispers. But if he did die, I guess that could explain why no one he ever worked with wants to announce it, as it's kinda a big deal and they might not feel it's their place to say.

yeah it's a scary thought rj, many people in the past we would never know about. 
Glassman Left Mysteriously 
did he not? anyone know where he went? 
Glassman 
I think Tronyn managed to contact him once about the gmsp2 sources? That was around 2010 though.

And since this thread took a turn toward the depressing, have an appropiately shitty WIP shot: http://i48.tinypic.com/34gvcz9.jpg 
 
Call me a hopeless optimist, but whenever a modding luminary disappears from the scene I tend to just assume they were swallowed up by some faceless dev studio and nolonger have time for their humble roots. 
Otp 
Looks like a nice selection. 
Onetruepurple 
Looks good, but try roughing out a layout before getting caught up in details. If it's just a decoration test then cool - look forward to seeing the finished map. 
I Hate Making Rocks! 
Ok, so I've spent the past few evenings slowly putting in rock brushwork. I'm still only about 2/3 done. Not sure why I am so slow at doing this... I think it must be partly psychological.

Anyway, here is a very rough in progress shot, which also shows some of the other changes. Final will have a little more detail, textured rocks and hopefully better lighting (still using minllight 50.)

http://i.imgur.com/CisIo.jpg 
 
Ricky: Thanks, I have a huge hardon for texture combos so it made sense I gave it a try too.

than: Yeah, I was going to do more detail work but then I ran into the same rock problem as you. So I guess I'll just block out instead.
DM7 is looking swell, glad you didn't listen to sock (sorry sock :(). The rusty metals are interesting, what wad is that? 
 
opt: it's a good start, but i'll reiterate that you shouldn't do too much detail early on.

than: there's terrain in that shot? i couldn't see any as my eyes were glued to the _awesome_ castle in the center. ;) 
XxnEcr0sxX 
In cath, did you use Hipshot's stormydays skybox as is, or did you resample it? I could swear it looks different my current map. 
 
i used rle compression on the TGAs, but that shouldn't affect anything in the way it looks.

nice choice for a sky btw, hipshot's skies are awesome! 
Grey Rocks Suck... 
... but the Castle, OMG ! Go map and release it ASAP please. Can't wait to play it ! 
 
I never did the layout before detail. I'd just map fully detailed, wall-by-wall, and the layout would just form however it wanted out of that. I felt doing the entire layout roughly firstly, it would then make detailing everything feel like a chore as you fill gaps. 
That Is A Good Point 
Re: Glassman
Yeah a couple years ago I did get in touch with him and asked him to release his scraps... he looked around to see if he could find them, but was only able to confirm that they're lost for good. Too bad. 
Shambler's Food 
Omg Necros! 
http://necros.slipgateconstruct.com/

These shots look awesome!

Looking forward to seeing more.

MadFox: You're always posting weird and interesting models. What are you working on? 
 
madfox: that is strangely hipnotic. *_*

than: everyone's making maps lately, i wanted to join in. :P i think i can have that last shot released in may! 
Clay Renders, Hm? 
necros: FFS, send me your Doom 2 map. If you're not going to finish the final detail pass, I will. Also, Dragons! 
You Have Mail. 
and yeah, dragons; maybe in june. 
Also Cath! 
 
 
oh yeah that too. god, do i really have 4 nearly finished maps? :( 
Fuck 
this year has so much quake-potential. 
Than 
It came up to me when I started the energy cell generator and I needed some new bolds.
I could get away with progrefs from mh but that are a lot of entities.

I was working on the coil model,
http://members.home.nl/gimli/coil.gif
when I remembered the tesla coil frpm C&C.
So I warped accidently something like this,
http://members.home.nl/gimli/tesla.gif
thought it too lazy without parms and skinfile so turned my witz on it and pointed out to some shambler's addon,
http://members.home.nl/gimli/tesle.gif
that could also co inwards of course...
http://members.home.nl/gimli/tesli.gif 
You Are The Rogue Scientist/Tesla Of Quake 
that lightning really is hyponotic too... every time your eye tries to figure out how it's moving you get confused all over again, heh. 
Sparks Belong In Moving Skyboxes 
Is This Still Quake? 
Scratch 
Bandwith is a little slow, but this is how it looks ingame.

http://members.home.nl/gimli/tesslq.wmv 
 
woooOOOOO-- bzzt 
Progress 
I have 1 week holiday at the moment, so I might actually finish this. Spent most of today mapping because the weather sucked.

Would have liked to try some of Sock's ideas, but decided to keep it simple. It's subtle, but the fog makes a big difference.

http://imgur.com/0qjZO

r_speeds have gone crazy. Was hoping to put some more detail in, but maybe it's already too much considering the layout is annoyingly open and impossible to vis. Getting the gameplay tweaked is probably all that remains (probably should do gameplay first, huh?) 
Sounds Like A Fantastic Idea 
Guess I was wrong about the kingpin rock textures not working! 
 
dawn than you map really good... 
Than 
It is really nice now. It changes everything having good rock texture, decent lightning and smooth foggy effect.
I can't wait playing it ! 
Small Add... 
Maybe find a better skybox.. though... 
Why Better Skybox ? 
JPL I see no sense in criticize the old classic style Quake skybox..
..surely there are better of them but I think it's not focal point!

Instead try and change clouds color.. I've obtained good results with azure & blue(I hate
standard purple though!) 
Michelor 
I just shared my point of view. You disagree.. fair enough... I was not really thinking to purple sky either, rather to any of Kell's skybox, such as Labyrinthus, or Dust skybox..
I think it would render better... that's just my humble opinion. 
Than 
Good castle, than!
I keep the reminding of Alice'mcGee in the screenshot.
Can't you make a giant gammabuster out of the top? 
Sky 
I've tried changing the colour, and I think grey fits with the fog best, so that's why it's grey at the moment. Having a different fog colour looks a bit cheap, and I don't really want to use a skybox because then I need to include it with the map. Quake's default sky texture is ok, the main problem is simply that it's insanely low resolution and looks total shit when you can see it against something that is far away - especially if you look up a tall shaft to a small patch of sky. I think it looks ok in the map though, so I'll probably just leave it. Might be worth trying a skybox though...

Madfox: What do you mean by gammabuster? Some kind of giant cannon? Not sure I really want to do that. Maybe an observatory would look cool. Not sure I want to change all that stuff though. 
 
oh shit yes, an observatory with the big telescope poking out, that'd be crazy awesome! 0_0 
Just My Imagination 
I was loooking at the top of the castle and thought of a big coil of light raising up to the sky. 
Than 
and I don't really want to use a skybox because then I need to include it with the map.

If you're aiming for a fitz/qspasm audience, hardly an issue. 
Three Things 
1. Added to pipeline.

2. The gray sky texture is nice. Skyboxes are overrated but one would be good if...

3. The map was a badass Quake observatory. 
Don't Just Add Everything To The Pipeline 
Do not add other people's images unless you have permission to share them. 
Since They're Here 
I may as well do it, I think? Note how I didn't post the lunsp2 screenshots that weren't posted anywhere. 
 
Thanks for adding. Func is public so that is not what I had in mind with that sentence. It is just meant to make people not upload shots they were shown in private or if they are playing a beta.

#tf is not public. 
 
Except people have no control over the screenshots once they are mirrored. They can't delete them if they wish to do so. 
Are You Trolling? Honest Question. 
 
 
the lunsp2 screenshots that weren't posted anywhere

this needs rectifying. 
Spirit 
No. 
 
They can't delete them if they wish to do so.

It's a wiki, sure they can. 
Ok 
yeah, there is much more control for anyone compared to eg func. while users cannot delete the image file (just mail me if needed), they can remove its display.

I am very interested in how maps come to be so I thought the page was a good idea. 
The Weather Forecast 
Looks Like Its Going To 
SHAMBERRR!!!!! 
Spent 2 Hours Doing This 
http://pablo.kotogoto.com/fok.png

i am the fastest mapper ever! this will surely go into the scraps folder that i'll never finish.

with me, its big start area-corridor-room and then i give up and start again :) 
 
you should just glue all your bits together, irregardless of textures and theme. that would be wild. 
Yeah 
Fully agree with necros. Quake maps with all types of textures are cool, that strange and "not real" feeling is what defines Quake.

That makes me think, I have a few small DM maps, maybe I should glue them into one SP map... 
Yeah! 
or make an episode of mini (ish) maps 
 
with mini maps from different authors.
Would give it a even more wild taste :9 
 
i dont know. the scraps i have are just as boring as they get. sure i could work on them and glued them all together and make it playable, but i dont know. it doesnt help that most of them are pretty much the same thing too. 
Cool Curvy Concept Map By Sst13 
W00t Thr F*** 
Always loved sst13's maps, and seeing that third screen i fell in love again <3 
Wow 
Screenshot #4 changed my impression from "neat" to "oh shit!!" 
Also Meant The Fourth 
 
I'm Impressed 
If you can see out of the eyes :) 
..or If.. 
the openend mouth would be some sort of balcony. 
 
Sticking tongue out to reach the Quad. 
That Is Awesome 
I always thought it would be awesome to make a Rune level that was a glacier that looked like this:

http://www.bidorbuy.co.za/item/30341565/Arthur_C_Clarkes_Chronicles_of_the_Strange_and_Mysterious_Hardcover_1987.html

(that's Arthur C Clarke's Chronicles of the Strange and Mysterious, the cover image, since there's multiple images there).

Unfortunately, the Unreal Tournament engine, as I found out, can't... really.. do that.. lol (and I wasn't even trying to have the ships!) 
That's Sold 
and can't be viewed :) 
Duke3D 
Been updating my previous Duke release (Done & Dusted) into version 1.1 which should be just around the corner now. I'll update the existing thread then. Touched up on things I didn't get around to first time and fixed some bugs. This should be the absolute final version and I wanted to get this out of the way before my upcoming stuff.

Below is a small teaser comparison screenshot from an area I modified;

Original | New Version 
 
did you get the links mixed up? because the original one looks far better than the new one to me :) looks good so far.

always wanted to do some blood maps, but i never got into the build engine. it felt so weird to me. 
 
I suppose if a super detailed corridor floats your boat. :p 
Statics 
Textures of models get a bit rough compared to the HD brushes.
I did all I can and decided to start playing in Qubism58 old 256 style.

http://members.home.nl/gimli/tormo.jpg 
MadFox 
that looks cool, but you could have made efforts on lightning effect... 
 
Might be a case of distance, you'll see. 
Madfox 
you are insane!
what project is this all for? 
Torro 
 
(It's Great) 
 
Just A Small Status! 
Was Wondering About That THIS MORNING 
Or rather was wondering about a massive IKBASE set you were working on. Still in progress? Figment of my imagination?

Can this shot be added to quaddicted's WIP paige Hrim? 
Hrimfaxi 
Oh, looks to be very nice and also quite huge.. Keep it up ! 
Drews Figment Of Imagination 
I belive it is this map your talking about!
http://hrimfaxi.dk/prew/index.html

I went to Win 7 over a year ago and my old editor (Worldcraft 1.6a) didn't do well with my new system, so I had to change to Hammer 3.3.
Well Hammer3.3 don't like the IKbasemap much 8-(, so I haven't been able to work on it for over a year.
But I intend to take an old PC I have with Win XP and finish the map some time.
So mabe I wil finish the IKbase map this year! If time permits.

JPL: Thanks! The map isn't that huge. It's the first map in the episode I'm working on.
Map two and three is at the same state as this one .
All three maps just lack some fixes and tuning.
I have one or two maps more in the pipeline for this episode, all about 90% done so with some luck I will release something this year! 
That 
Looks 
EPIC 
 
Dude 
http://hrimfaxi.dk/prew/pic_1.html

Dem windows! :)

Both maps are looking great, any eta? :D 
Ready To Test 
not that I'll be as handy as others, but I'm good at breaking the gameplay anyways. 
Nice Stuff. 
 
Really Wish This 
Shoot The Tiler... 
That's a bodge job on the tiling on the stairs, so I hope he didn't get paid. 
Pixel Vision 
Yay 
finish it :) 
Wow! 
That is NICE. 
Oh Man 
food just fell out of my mouth. 
Drew 
This is the screenshots thread man, don't leave us hanging here!



Simon that looks fucking amazing. 
Gothic Church 
... it is kicking ass ! VEry nive sense of details, just missing some torches here and there... cause only 1 torch for all this vast area is not enough IMHO ;)
Keep it up !! 
Awesome, Sock! 
Thank you for indulging the Q1 community! 
 
Awesome work sock!

Mine is in a very very early stage but already have 1000 brushes need more 6 month of work and less lights! :\

http://www.quaketastic.com/upload/files/screen_shots/qdq000009.jpg 
Very Nice Sock 
 
Sock: 
very nice, excellent brushwork and texture mapping. I would say try to make the lighting moodier. Right now you have a room that is nearly illuminated in every corner and crevice, looking into two other rooms with very similar lighting levels. I think quake looks best when there are alternating light/dark rooms, and also, within a single room there are bright patches and dark shadowy areas. 
Lighting 
@metlslime, yeah the lighting is very bright, first attempt at trying to create glowing stain glass windows. Plus I also increased the brightness of the screenshot in PS by 50%. Quake lighting is certainly not easy, I keep getting weird solid black triangles in upper areas of the roof. Its a shame no coder is maintaining the light compiler anymore. 
Sounds Like A Job For Ydnar ^^ 
 
Status (again) 
For those that like to look at screenshots of "maps in progress" I have updated my site.
Go here for pictures of many of the maps I'm working on:

http://www.hrimfaxi.dk/wip.html 
Dude 
Echo's of eternity is looking hot, especially this shot http://www.hrimfaxi.dk/images/echo7_big.jpg

Skybox looks utterly fucked though, not sure what you've done there :P 
Hrimfaxi, 
I love the screenshots, but I wish I could scroll through them instead of having to open and close each one individually. :( 
 
So when do you think some of this will be completed? You have a lot of stuff under construction... 
 
and yeah echo7 shot looks seriously awesome 
Hmm 
DaZ: Well I'm not sure what's with the skybox, I don't remember doing anything with it. The shot is 6 years old though, so my memory fails me here! 8-)

Text_Fish: Yeah! I just made this as a start. The site is still under development.

[Kona]: I don't know when some of it will be done. Some of the maps has been under way for over 8 years.
Most of the shown maps are almost done though, (Echoes, Painted Steel and the Black as the sun pack) so I hope to finish a few of them this year.

Besides the maps shown at the site I have 4 or 5 more in development 8-) 
Jesus 
they all look good, hope you get to release them all. 
 
Hrim you are a true dedicated man to level design!

:) good for us that is for Quake!

Hope to play then all some day! 
Hi Trinca ;) 
 
Wow 
that's a tone of maps to look forward to! I especially liked the Runic and medieval stuff!
Echoes of Eternity in particular looks great. 
Howdy 
Hey guys, I just registered on this board but I've been a silent lurker for many years. Some of you may know me from Mapcore.

During my free time I've been working on a 3-map Q1SP episode named Haunted Realms and using Kell's excellent Knave wad, trying to create variations on this theme (meaning that each map will have a distinct atmosphere while using the same set of textures).

Enough talk, here's the first batch of pics from the first map, Darkwatch.

http://i.imgur.com/O2irg.jpg
http://i.imgur.com/bvfyZ.jpg
http://i.imgur.com/pJ5RM.jpg
http://i.imgur.com/6M1m5.jpg
http://i.imgur.com/30IEB.jpg
http://i.imgur.com/Zb78o.jpg

Oh and Sock, nice to see you do some stuff on Q1 again. 
 
That looks very moody, I like it plenty. 
 
it looks good! 
Great Stuff 
nice dark atmosphere and unique take on the Knave design style.

2012 is shaping up to be a really good year for Q1SP 
Wow 
Looks amazing! 
Looks Ace! 
Shots were a bit dark though, probably just a gamma issue. 
Jesus Christ 
more amazing shots! How long is this one off?

Scale in map 1 looks slightly too large though from those screenshots. 
Neat Stuff Indeed! 
Are you the same Skacky who released Shadow Politics for Thief? 
Wow! 
That looks fantastic skacky!

Looking forward to play it. 
 
Quakis: Yeah I'm the same person. I'm still working on my other Thief map at the same time but I paused its development for now.

The pics are a bit dark indeed, my screenshots seem to disregard my gamma settings for some reason with FitzQuake. The level is quite brighter in game but still pretty gloomy.

Thanks for your comments guys, very appreciated. 
 
Really nice work skacky, enjoyed all the pics!

All these screenshoots made me map much more then usually 
Fucking Awesome 
Love knave. Big scale is just fine. Dark shots but prolly fine in game. Not a fan of the trim as it is in lava shot. Half submerged skull. Opinion. Last one - vein this look too regular/ inorganic / pipey maybe? 
 
looks awesome skacky 
Double Neat! 
Shadow Politics was a good ride, so I'm definitely looking forward to both the new Thief and Quake projects. 
Bookcase Review 
skacky: Nice to see you here at func, hope you enjoy the stay, a different crowd to mapcore, much more game play focused..

It is hard to go wrong with the Kell texture set (beautiful artwork) but the greatest strength is also its greatest weakness, books books and more books! The spiral bookcases always look amazing (screenshot 4) and towering bookcases in some of the screenshots look epic.

I like screenshot 2 best because it has nice variety of floor heights and it feels like the fight with the ogre/fiend could be interesting. I like the additions of the flesh and mouth in the last screenshot and it is certainly a better direction than every wall being books.

The lighting seems to lack any kind of hotness and is either very dark near the sky (screenshot 5) or the central areas (screenshot 3) have a high ambient light making the center of the room look flat. 
More Underground 
http://www.simonoc.com/images/design/sp/its3.jpg
(large image 1.86Mb)

doodling on my start map, any feedback on lighting? things you don't like? nitpicks? all are welcome ... 
No Nitpicks Here 
The lighting looks like a big improvement - much more sourced, gloomy, etc. The ceilings, especially in the last shot, look good. Style looks like a very tight expansion on classic Quake theme with no distance at all between concept, textures and architecture. My only request is for there to be one outdoor area in that theme, even if it's a secret area or only at the end. 
Iron Bars? 
Not sure I am sold on those which house that fiend. Prefer the thinner bars found in honey etc perhaps. I think other than that my thoughts are identical to those offered by tronyn. 
Actually 
I rescind my former statement about the fiend cage thing. 
 
looks sexy as fuck, sock. i don't mind the thick bars. 
Holy Cow Sock! 
That looks awesome! I like the Fiend cage and I don't mind the thick bars as well. The architecture looks mighty complicated, especially in the first and third pictures.

About the Knave texture set, I agree bookcases are its greatest strength and weakness, and I got a bit overzealous with them at times since I tend to dislike 64*64 tiling textures. :P
I'm trying to break that, though.

As for the lighting it's still very basic for the moment, I haven't used a single light spot for the moment and man do I love these. I'm trying to pinpoint the style as much as I can before working on the lighting properly. I'm also using a 35 minlight but I'm thinking of lowering it to, say, 20 or 18 to have deeper shadows.

Thanks for your feedback everyone! 
Yeah, Great Screenshots Everyone 
Sock: those black triangles can be a real pain in the ass. Sometimes they go away as the map grows. Other times you have to use a sledgehammer: force QBSP to split the face differently. Try if making the conflicting brush not intersect with the adjacent geometry works. If not, you need to ,anually split the face/brush in half (but not in the same way as QBSP does - check with r_showtris) and use a slightly different texture offset or scale (something invisible to the eye, like 1.0001). This often seems to fix it. 
Black Triangles? 
That's space beneath the elevator. 
Annually Splitting The Brush In Half 
this tends to be my approach to mapping. doesn't bode well for prolificity 
 
I'm also using a 35 minlight but I'm thinking of lowering it to, say, 20 or 18 to have deeper shadows.

If at all possible, try not to use minlight at all or use local minlight if you must have it in some areas. :) 
 
I just finished playing through Fear Perseus Mandate... some great gameplay but the amount of horrible flat ambient light is shocking. Really is something to avoid :E 
 
I wrote a review for that a long time ago. Sure, the maps were lacking in flair but I enjoyed it more than the the first EP.

http://www.mobygames.com/game/windows/fear-perseus-mandate/reviews/reviewerId,39185/ 
Perseus Mandate 
It's cool to hear people like Perseus Mandate, I did a couple of levels for it. FEAR is such a great toolbox for making compelling gunfights.

So much of the art in that game was designer art which is why it looks less than stellar compared to other games from that era.

Your review is really accurate erc :) 
 
You should be proud of working on it :) Superior to it's parent game in gameplay and pacing which is the key thing. I wanted Fear's combat cranked up and I got it :D

Also the much lower number of horror sequences + the extra length of those that were there meant they worked well as changes of pace and atmosphere, rather than whiplashing you better the two styles like the original does. 
 
*between 
Two More Pictures 
I've added this little area this afternoon. It's actually the starting area. My map has more than 7,500 brushes no I may need to scrap some ideas and carry them other to another level. I haven't even made the silver and gold key areas yet.

I've also changed my image hoster since imgur blurs my pictures for no reason and they look like ass.

http://uppix.net/1/e/2/6162d433fd88317f079225969d3a0.jpg
http://uppix.net/c/6/6/f56a4e56184b90d4d838889a3af4b.jpg 
 
brushes aren't really a measure of how close to the limits you are. check out the stuff that qbsp outputs right after compiling (or use bspinfo on a finished .bsp file).

18087 planes 361740
65325 vertexes 783900
29085 nodes 698040
1743 texinfo 69720
56641 faces 1132820
58573 clipnodes 468584
15487 leafs 433636
64691 marksurfaces 129382
236371 surfedges 945484
127066 edges 508264
447 models 28608
96 textures 2493028
lightdata 1639628
visdata 863654
entdata 193675

vertices, clipnodes, faces and marksurfaces are usually the ones to max out first, but sometimes nodes can too. it depends on how you map.

in most (all?) modern engines like fitzquake, the limit for vertices, clipnodes, faces and marksurfaces is 65536.
limit for nodes is 32768.

these limits are actually a limitation of the .bsp format. to go beyond them, you'd need to use bsp2 format, but only the rmq engine can read those atm. (maybe directq as well?) 
 
limit for nodes is actually: nodes + leafs together must be less than 65536. (in some/most high limits engines) 
 
Thanks for the info guys. I'm used to Source and its brush limits so I've been quite careful with the complexity of my brushwork since the level is quite big and has a lot of detail.

It compiles well for the moment and I've only reached the node limit because of a leak, so I guess I'm good for the moment as long as I don't make it twice as big. 
 
sealing the leak will usually net you a lot more room to expand a map because the compiler can remove all the extra faces outside of the map which lowers all the counts (verts, nodes, etc...) quite a bit.

also, hl2 has an explicit limit on the number of brushes?? 
 
Yeah there's a certain threshold with HL2 you absolutely cannot go past, otherwise you'll get the awesome MAX_MAP_BRUSHES error in your compile window. The limit is something like 8,192 as far as I remember. This happened to me a couple of times, and there's also the t-junction limit that's pretty annoying when your map is full of func_detail.

As far as I remember displacement surfaces are counted as brushes with HL2 but I might be wrong on that one, I haven't used those in a long time. 
 
I always wondered why hl2 maps tended to be so small, I just figured it was to speed up loading time. I wonder why valve put in an artificial brush limit like that. Did the old id tools have a brush limit?

As far as I know, modern qbsp will accept any number of brushes, it will only halt when you go over a bsp format limit which would not be able to be loaded into an engine anyway. 
 
I don't know about the old id tools, but I do know that GoldSrc's tools had a similar limit, but 90% of the time you reached the MAX_MAP_CLIPNODES thing before hitting the brush limit anyway, if it wasn't the dreaded Allocblock:full madness that made me ragequit GoldSrc level design at that time.

It's great to hear modern Qbsp can handle a lot of brushes. 
 
clipnodes are one of the few things that you can reduce without impacting the map too much simply by filling in (or covering up) bits of the map that the player can't reach with clip brushes.
inset lights, unreachable terrain and such.

that said, i've rarely hit max clipnodes before hitting other things like max vertices.

if you do find yourself getting errors, http://user.tninet.se/~xir870k/tooltips.txt is a great resource for figuring out what is causing them. 
More Screenshots! 
someone post more screenshots!

I would but any screenshots I might post are from a map that's (hopefully) almost done anyway. 
We Want More 
tonynfish...

my maps as well are hopefully.
my coiling waterfall goes well.
http://members.home.nl/gimli/fall01.jpg
then my mr big got too big.
http://members.home.nl/gimli/big00.jpg
my torment is almost done.
http://members.home.nl/gimli/tor00.jpg

bleh! 
Sweet! 
shot 2: his ambient sound needs to be FEE FIE FO FUM, and trigger the earthquake effect when he walks!

It'll be interesting checking out all this new stuff, looks like way way more new stuff than your last release. 
Random Stuff... 
 
<3 machinery 
 
Third screenshot from Madfox gives me vibes of Descent 3, something with the lighting and layout. 
Compiling At Present 
 
o sh--

O_O 
Hehe 
Mike, screw your babies, have my babies ;) Those shots look fantastic, looking forward to playing it! 
Pixel Pimping 
it seems today is the day for pixel pimping!
http://www.simonoc.com/images/design/sp/its4.jpg
(large image 1.5Mb) 
Seriously 
this has to be the best damn year for quake. 
 
Was messing with TROR in an old, unreleased Duke mod of mine recently. Wish this Eduke feature came years sooner when I actually required it the most. :(

Screenshot~ 
 
The balcony portion? Is that made out of sprites? 
 
oic, tror = true room over room, so that is proper geometry then. i'm surprised it took so long to do... it was the main reason I went for quake mapping over door/duke3d. :P 
 
uh, heh door = doom, but that's pretty obvious. 
Haha! 
I remember using sprites and sector over sector (which wasn't necessarily over, and could be in exactly the same place just entered from different angles iirc) in duke3d! the entire engine was hax!

nice and tidy looking shots. And thanks everyone for all the great-looking Quake stuff. It's indeed shaping up to be a great year. 
 
 
Slow To Load 
I think they're just slow to load - I just tried and it took some time but they displayed in the end. 
Moving Pixels! 
Here's a video of my map played on Nightmare, if anyone's interested. Comments are very welcome since I'm not entirely happy with how the few last parts play. Lighting is still not perfect but I'm working on it. http://www.youtube.com/watch?v=A9Qe864QxHI

Great pictures everyone, by the way. Mike, I played This Onion yesterday (I figured out how to actually launch it since the map filename was incorrect) and I really loved it, especially the blue key arena. Can't wait for your new map. 
Visually Great 
Visually great, the view around the 1:12 mark was top.

But man, that is a lot of monsters to be taken out with only the shotgun! Reminded me a bit of this: http://www.youtube.com/watch?v=zKKItf7datA#t=58s Maybe consider placing the double shotgun a bit earlier?


Necros: you test your maps with impulse 9? That explains a lot ;-) 
OTP 
Awesome! 
 
dawn mike they look to sexy!

keep this babie alive, can't wait to play then!

I've changed my post at work again... again lots of time to map :) brushes will flow!

http://www.quaketastic.com/upload/files/screen_shots/qdq000009_01.jpg

lights are crap was just to compile with a little contrast 
Another New Quakeworld DM Map In Progress 
The maps name is going to be subterfuge. Designed for duel. Currently in alpha. Using a q4 map named monsoon's textures.

6 screenshots:
http://imgur.com/a/YvcLj 
 
foogs love the textures! really nice combination! 
 
I can't believe there are so many, so good maps in progress. Great work all around! 
A Little Old But Keeping The Momentum Going 
http://necros.slipgateconstruct.com/temp/palace.jpg

messing with sock's palace textures. kudos if you recognize the area. :P 
Thats Just A 
swanky dm4 right? 
Thats Just 
What I thought? 
Where Can I Get These Textures? 
 
 
Palace Textures 
The textures (palace set) that necros is using are not publicly available yet, I only sent them to a couple of people to experiment with. When someone finishes a map using them I will release the rest. 
Brown Dreary Quake Map 
Vis just crashed on this (I think) so it might not be "almost ready" as I'd hoped... thus a couple shots:

http://www.quaketastic.com/upload/files/screen_shots/wshot1.jpg
http://www.quaketastic.com/upload/files/screen_shots/wshot2.jpg 
 
oh whoops, i thought they were the same ones, sorry. :S

When someone finishes a map using them I will release the rest.

Way to put on the pressure!!
(kidding ;) 
Tronyn. 
Yeah looks boring as hell :P 
 
does the map not work after the vis crash?
it's awesomeness demands to be released. :P 
Tronyn 
Is that the tyrann inheritance? Looks fucking rad.
Skacky it looks great - nice and clean, with some nice vistas. gameplay seems pretty nice.. Might agree re gold key area. Cleaning up hell knights etc seemed kind of meh. Not sure I liked the organic tree... Final combat arena also seemed good but perhaps not spectacular. Sorry this is all super vague, Get negke and necros and others to play test and I imagine you will get lots of good criticism. Have to agree that a ng or something should be given earlier. 
Tronyn 
I demand you fix that now and release it please. That first shot is awesome. 
Yeah, Me Too 
though I guess it will be it'll be at least a couple weeks from now. 
Beta Map 
Finally found some time to work on a map.
Please give it a try.
http://www.mediafire.com/download.php?79vmkxolwwlgut3
Trying a free host hope it works.
Map for Quoth. Pak file. New textures, sounds, models and sprites.
Built using Fitzquake 0.85
You will need 7zip to extract files.
http://www.7-zip.org/ 
Beta Thingy 
MechTech,

I tried your map. It's working well, except for the low gravity which is annoying, and the elevators which are randomly working. Personally, I'm not much in the Quake2 style stuff, but this is a great map anyway !

I had a HUGE surprise in the room with the spaceship pictures on the wall : I'm the author of that Discovery model (from Kubrick's 2001), as shown in Celestia !! This is great ! I've specifically made that model for Celestia some years ago, and NEVER though that I would see it in Quake1 one day ! LOL ! 
Subterfuge Qw Mp 1v1 
I finished my map. Here's the final release.
--
quakeworld.nu thread:
http://www.quakeworld.nu/forum/topic/5800/subterfuge-final-release
--
screenshots:
http://i.imgur.com/Y3tuA.jpg
http://i.imgur.com/N1LIC.png
--
http://www.mediafire.com/?pkg2vigmv3g5vp2 <--download the bsp/locs/lit/wad/.map/readme 
Pixel Love 
Oh Bessy ... how I love you so, your sharp blade has slain many a dirty stranger. Don't worry, I will clean that blood off you later ...

http://www.simonoc.com/images/design/sp/its6.jpg 
Gorgeous 
I love the trim and lighting contrast! 
Sock 
is the white X a secret area? 
 
That image could use some better compression. Facebook did not even thumbnail it. I cannot see any difference (unless I manipulate further or zoom a lot) between the original or a 200 Kilobyte 80% JPEG.

Looks super sexy. I hope it is not too tight. 
X Marks The Spot 
ericw, thanks I am trying to make the lighting more dramatic as the default is no colour.

scampie, there are no secrets you can see in that screenshot. The X is a rune (particle) floating upwards from the book on the plinth. I have added a particle system to my MOD and various objects around the map emit particles based on player proximity. The books are used as a story system, like what you did with console screens in your map.

spirit, I did not do much compression on the image. This map is designed to feel tight and underground so when you get to the next maps which are wide open they feel more impressive. 
Sock 
Sorry to be off-topic,

Sock, did you published the Quake3 maps (?) you made, named "The Florentine Library" and "The Bridge Crane" (well, I'm not even sure these are actually Q3 maps). They're looking f**g AWESOME.

I would love to visit them on my system.

Any chance I could get them ? 
Q3 Concepts 
Sorry, I don't plan to release those maps, they are purely just concept stuff with crazy FPS issues. I made them as an experiment and they really shine only in screenshot form. Also they are certainly Q3 maps running on the Q3 engine, no special mod or extra code, just lots of shaders and high resolution textures. :) 
Q3 Concepts... 
O well, thanks anyway Sock.

Glad to see you're still on Quake1. I can't wait to play with your latest baby... 
Maybe 
if just enough people ask for it, Sock could change his mind.

@Sock: plz plz plz, those maps are just so delicious :D 
 
they're not maps though, they're just gonna be that one room. 
 
they're just gonna be that one room.

Or maps that get to the point quicker :p 
Sock 
btw, i printed that shot and hung it on my office pillar. 
Ogre's Brew 
Ogre's Brew 
Looks interesting, but it seems very "unpolished" and it doesn't have any Quake feeling in it. Have you tried playing a little with the textures? Try another texture on wall, not the same as for the pipes, it's just a suggestion. 
Would'nt Say 
it doesnt have any Quake feeling.
Reminds me of Ep2 somehow.
But the texture on this upper right pipe thing seems to be realy messed up. 
Megaman 
Really!?! that's awesome, thanks :) 
Hik 
@raverx - I changed the textures some time, first it had the malice.wad.
In Quake there aren't many pipe texures so I decided to keep them as metal as possible.

@wakey - I know, but if I scale them there's always a part that ends up blind. 
MadFox 
It is definitely Irish Ogre's brew... cause it is too green lighted !
Else architecture looks interesting, but you should have made an effort on texture alignment... though... it is difficult to align textures on rotated pipes...
Anyway, keep it up !! 
Thanks 
Just another test4 for 20h and reached a magnificent Hom in the area.
Hartbreaker bumps me 30maps back.

Texturing could be better, I know.
Hard when faiths leaps me back to earlier states doing them over again.

Feeling like an Ogre without chainsaw juice. 
 
Feeling like an Ogre without chainsaw juice.

I'm sure we've all been there 
Tronyn 
you feeling like that?

vis still keeping that dreary brown piece of shit from us? 
Ogre 
I really hope that thing's swimming! 
Pixel Palace 
 
Cool Sock, like the stripeyness. I'd change to a darker sky though, it's making the buildings go silhouette-ish with it that light. 
 
I like the white clouds. Makes the whole place seem very cold. Can't wait to be there! I just love the contrast and the big pixels.

My only criticism would be that I don't like the way the mace knight isn't looking straight forward. I realize this is probably to make him seem a little more dynamic, but I find something quite menacing in the way the vanilla death-knight always stares forward, almost as if he might as well be an empty suit of armor or some sort of single-minded automaton. But that's just me being picky really. 
 
I also like the white clouds and the general contrast going on here. 
 
The lighting seems weird and blotchy to me. Actually, it seems like the white texture has a dark part on it that seems like lighting. It is visible over the arches for example.

Otherwise wow. 
Love It 
 
Agree With Kona 
Feel a slightly darker sky would look better. Textures/ architecture/ lighting and baddies themselves look fucking amazing. 
Agree With Kona 
Feel a slightly darker sky would look better. Textures/ architecture/ lighting and baddies themselves look fucking amazing. 
 
I don't like the way the mace knight isn't looking straight forward
It's a random idle sequence.

Also, agree with Kona, not a fan of that sky. :P 
Maybe A Blood Red Sky? 
All else looks great, as others said. 
Too White 
Thanks everyone for the comments.

I can see the sky is going to be a love or hate thing. I designed it to work with the fog which has been removed from this screenshot. (I know not really a good idea!) It is not too bad in game just not the default dark cloud version. It offers a nice contrast to the very dark/bright stone work for the palace.

All monsters swing left and right and some have extra idle animations (necros awesome work). The blue flail knight is checking out what is behind him, normally they look straight ahead.

The lighting is a real problem for these textures, white light combined with strong white textures is certainly difficult to get looking right. I will have to experiment more and see if I can find a better setup. I can see why most quake textures are not white or black, having colour in textures distracts the player from the lighting. 
 
I like working with near-white textures. They are very sensitive to the lightmap. Maybe try it out with the fake GI light util I posted in the coding thread? 
Long Time No See 
What Game Is That? 
If you say "Quake" I'm going to throttle you until you die :D 
It's Xonotic. 
 
 
Very nice Q3 work-in-progress threads at http://maverickservers.com/forums/viewforum.php?f=23 
 
Why do Q3 mapper caulk the exterior surfaces of brushes like that? Doesn't the q3bsp compiler remove outside faces? 
 
It is not really necessary, it is just easier to start with caulk as the default surface. Also the clipper tool can be setup to caulk any new cut faces so you don't end up with stuff hidden on detail brushes.

Personally I find it easier to see quickly what stuff will be drawn in the editor, looking at a huge mess of coloured faces it is not always obvious. Plus you can filter caulk so it easy to work with small details. 
 
Thanks, that's been a minor mystery to me for a while. :)

Although, I think I would replace the blinding neon pink texture if I was using it that much. :P 
 
it's neon pink so it's easy to notice in editor if there is a seam.

cityy's map looks fucking awesome. 
Need Tester 
 
Tester 
RickyT23 - if you need tester for a Q1 map send me an email with the map and the instructions 
Cheers! 
I went on #TF last night and got 'hutty' to test it, so I'll fix some stuff and send you a copy later on today :) 
I'll Take A Look Too If You Want 
 
Ditto 
 
For Negke 
http://www.quaketastic.com/upload/files/screen_shots/qreate_start_001.jpg

Sadly it did not let me move props in the proper position, I have to use live fish. http://www.moddb.com/mods/qreate 
Hahah 
Is that Quake guy pooping fish onto that enforcer?

Can't un-see 
Classic Pixels 
A test map called Stealth Gate ...
Image 1 Image 2 Image 3 Image 4 
Sock 
map looks very wicked.
wicked indeed 
Sock 
Very nice ! Fog effect reinforces the gloom-ish ambience... can't wait ply this map ! 
Stealth/medieval E1m1 Remake? 
... 
Sock 
looks like it'll be a classic 
Aw Shit! 
Bear may just be right.

Looks absolutely beautiful, makes me sad it's gonna be a map for a stealth mod and not just the usual run and gun. :(

I advise either upping the slime's visibility or changing the texture to the lush teal slime (which fits medieval maps more anyway), because it may be hard to tell slime and water apart. 
Looking Good ! 
I looks like a very good map.

Please, make this map standalone, not just in a Mod pack. 
Regular Fit 
The map plays perfectly well in vanilla mode (run+gun) and supports all skill levels but will need to work with my mod because of the extra stuff I have included (ai path finding and triggered skill spawning) My mod has two modes of play, I am pimping the stealth part because it is different to normal quake but the old vanilla mode still exists, I know not everyone wants to sneak around. 
 
That's brilliant, thanks. 
 
I agree about the water being just a wee bit too transparent. 0.1 less might just do the trick. 
Spirit 
Ah, yes. A reminder for everyone not to let the periodic emergency drills in sm125 and its sequel soapbler slide! 
Looks Great Sock 
I mean, duh. The arches and angles and true-to-id custom textures all look amazing together. Not to mention those new knights.
However, I do think the rocks in image 3 look a bit flat. Maybe they could use some more vertical variety or something, if you know what I mean. also it looks a bit awkward where it connects to the castle wall. might not be noticeable in game though, maybe just due to screenshot position. 
Also 
now that I think of it - not sure if I personally enjoy the grass texture as is. I would prefer the darker one (though I'm sure you've considered both) or perhaps a newer one to match the more high detail rock texture.

That's all I can think of. 
No It Isnt! 
Shambler won't like the trimless edges in shot 2. He will be vehemently opposed to their existence. 
Extra Trim 
@drew, awesome thanks. Added extra trim, forgot about that good point. I will look at the different grass texture and see which looks better. The rocks are certainly annoying, with the lack of phong lighting it is awkward to get them looking good. The connection into the castle wall is certainly weird, I will look at some alternatives. 
Wow 
add my voice to the general chorus of hell yes. in terms of the custom-but-oldschool style, new textures, custom stuff and impeccable design, this looks like the medieval Rubicon 2! 
It's 
....not TRIMLESS edges, but edges where the trim is only on one side of the edge so it looks painted on 2D, rather than an actual trim. Trimless would be fine with the right textures.

Sock, looks like you are managing this Quake mapping malarkey just fine ;) 
 
Sock, looks great. You make the brown palette look good.

About those rocks, have you ever tried q1rad? I think it'll smooth out gradations depending on the angle changes. Only downside I can see with q1rad is the chunky shadows even with the -extra option set. 
Sock 
All your stuff looks bum-spankingly badarse. Can't wait. 
Just Because 
Oooh Fr3n 
Apart from the general excitement of a new fr3n map, there's some cool new things to look at there - I particularly like the gold and black runic combos, it reminds me of the Kaaba at Mecca. The red and blue to go with it seems like one too many colours in my opinion, although I do think either could work solo.

The other thing is that the lighting is not really flattering the dome at the moment, emphasising the angles rather than smoothing them. I'm sure there is a switch for "anglesense" or something in some lighting programs which will try and fix that, maybe someone with more experience lighting can remind us. An alternative would be to use a .mdl file for the visual part of the dome, and I just happen to have such a model lying unreleased. So if you want to give that a try grab:
http://www.btinternet.com/~chapterhonour/dome.zip 
Be Cause 
Well temperd cavey treat you have, Fr3n.
The pillars make me think of Tron. 
Oooh Preach 
the "story" behind this map takes place, at least nominally, in Tunisia so I'm glad you picked up on the architectural influence. ;)

i'm undecided about the colors - right now the blue is only used sparingly in "outdoors"-like areas so I think it might balance out.

this will be a quoth map so the dome will probably be an external model anyway. thanks for the resouce. 
Exotic. 
Nice one! 
Yeah, Looks Great 
Love the theme! Feel good about the colours, glad it is quoth. Dodgy rock face on left though. 
Yeah, Looks Great 
Love the theme! Feel good about the colours, glad it is quoth. Dodgy rock face on left though. 
Yeah, Looks Great 
Love the theme! Feel good about the colours, glad it is quoth. Dodgy rock face on left though. 
Aaargh 
 
The Theme 
So, anyway Drew, tell us what you think about the theme... 
Still 
theme drew me to one of the 2001 nights. 
Ascending And Descending 
Heh 
nice, though that staircase seems less impossible than i remember. 
 
To get the stairs to look 'right' in a 3D environment, one has to use a trick that only works for the screenshot - the stairs have a different length and don't touch in the top left corner. I wanted to keep it playable, though. 
NICE ! 
Negke ! Publish that level, I'm an Escher fanatic !

Escher-like architectures in Quake would be totaly AWESOME ! 
Escher-like Destructed Architectures... 
You could try to show what happens when the Quake monsters are building impossible architectures : the architecture falls into ruins. Ruined impossible stairs, etc... 
 
At first I thought about putting a stairs puzzle in the interior, possibly a copy of Escher's Relativity, but it'd be pretty messy and hard to do. His most Quakey works, my favorites, which I'd love to see mapped, are the Planetoids. My SM117 is in that vein somewhat. 
Impossible Architecture... 
I actually had a similar idea recently but more Serafini than Escher style (thin threads and filaments bearing weight and transmitting impossible force, etc.)

Might even try incorporating it into my current wip... 
Negke 
link's dead: please restore, don't tell me I missed a good shot of your new project.

has there ever been a year in Q1SP history, that more tantalizing shots have been posted?
maybe at the end of the year I'll tally what was previewed vs what was released, I'm pretty sure this is a great year for previews even though actual releases have slowed since the winter (understandable, not-winter includes other things to do).

PS, anyone have any scraps? seems like it's been forever since a mapper released scraps.

I wish mappers who are done like Kell or long ago, Glassman, would release the scraps they had. You can't benefit from our imagining how awesome these maps would have been if you're not around anymore. Might as well admit that, like the HL2 'demo' it was all just built for a couple sweet shots - and then let us finish the maps. 
Fine, You Want Scraps? 
Enjoy the extreme suckness of these.

http://www.suspenlute.com/stuff/fr3nscrap2.bsp

An attempt to make insanely over-detailed architecture with curves. Had destroyed every compiler on my machine by the time I gave up on it.

http://www.suspenlute.com/stuff/fr3nscrap1.bsp

A self-kidding attempt to do the opposite of the above - making insanely over-detailed architecture using only right angles and on-grid brushwork. I should actually finish this one - it looks much cooler than I remember. 
Hey 
every map could use some more secret areas eh?
haven't had a look yet but, don't sell yourself short. Especially after the last screenshot. 
 
Tronyn: mce.jpg.
Slipgateconstruct is down, I hope necros made backups of his stuff. If it doesn't go back online, we'll have no choice but to start ... the "negcros Level Cave"!!!

Fern: The only thing that sucks about these is that you've never finished them! Do you still have the sources? 
Scumbag Negke 
abuses quaddicted for random image hosting

deletes older pipeline images 
Lol! 
well if the only result of me poking an anthill here is the last b&w screenshot, it's worth it. not that anyone will believe me after the fact.
oooah some kind of escherquake. sure! 
 
I don't think I have a recent backup... Ironically, a lot of the more info heavy stuff was in my recent posts. :P

I'll probably try to get my own hosting sometime soon. 
Amazing 
@negke, love the new screenshot (I am also glad you re-posted a new link), looks very good in black and white, would be very cool to play the whole map in black and white instead of colour. I know it is a perspective trick but I still would love to see it from another angle! :) 
Necros 
define recent?

Use the Google cache to rescue your texts at least, you bloody moron (everyone not having backups deserves that title). Find the URL you want to rescue, then google for cache:http://www.yougetthepoint.com

Eg http://webcache.googleusercontent.com/search?q=cache:http://necros.slipgateconstruct.com/utilities/light-utility-ne_ag_lightmhcolourr2/

I occasionaly archive sites, I might have mirrored yours a couple of weeks back, will check later. Publically released files should be at Quaddicted but I guess you did keep those locally as well. 
Since It Is Easy With Wget 
http://netload.in/dateiro2L9yv3yI/necros.7z.htm

Visit http://netload.in/index.php?id=16&file_id=jVUFQnshYtwsSbEEGk3uAIRIPKdHxz7B to delete that file. Be quick to download before someone clicks this. :> 
 
I back up my local stuff all the time these days. I guess I didn't take the online stuff as seriously. Lesson learned.

Also, thanks for the link. I had a backup of the database from a couple of months ago, but your copy had the lighting guide thingy. :) 
 
http://wordpress.org/extend/plugins/backup-scheduler/ is handy if you do not have access to the shell and mysqldump. 
 
Thanks again! 
@negke 
I *might* have the source for the curvy map but it looks even more ridiculous in the editor than it does in the engine. If it's ever done it will have to be redone. 
Fern 
I like the dark gloom of it, cistern.
Surely a map worth to explore more! 
Fr3n 
yeah seriously. The 2nd one in particular is fucking awesome! 
Sock 
Yeah, b&w filter would be nice.
There's no trick in this map, but if you want to see how it's done properly, search for the Lego model of this picture. There's a site that shows an additional top-down shot where one can see how the trick works in a 3D environment. 
Horror? No... Not In Dunwich... 
http://imgur.com/a/YiNYQ

(album, 3 images, still early, likely too dark to see) 
I'm In 
shots look great! Trees look just fine despite what others might say.
THe inside of the church looks great - nice pulpit! Not sure I like the benches though - too long? The ones in Honey are simple and perfect IMO. 
 
I wouldn't worry too much about trees, brush trees can work fine. They might cause vis times to increase depending on the outdoor areas though.
You could probably make them func_walls and then used a downward pointing negative spot light to make some kind of shadow on the ground though.

In any case, could be fun to see a map like this. 
Bench Scale Is 
not right at all. Otherwise, looks interesting. 
Your Mum 
Things those benches seem to fit perfectly for. 
 
 
hahaha that's awesome! 
Scampie Horror Show! 
Wow, like the first screenshot, the scale look good with the knight and the doorway. I don't mind the brush/cone tree's, with the right lighting they could work. 
Nice Shots 
very atmospheric and retro. 
 
Slitshot of demo1, http://i.imgur.com/uWakW.jpg 
Spirit 
What the Hell is this shot? 
You Need Glasses 
It's the new Quake mod for 3D after the windowcleaner was fired. 
Retro Pixels 
Another test map (S1M2) called Castle of Shadows ...
Image 1 Image 2 Image 3 Image 4 
 
is shot 4 some kind of puzzle? it'd be cool to see some moteof style stuff. :) 
Dude 
That is awesome! 
Damn Your Awesomeness 
That looks great - I especially like the e1m2 style block with lightning and the area with water and candles.

How many maps are you working on, by the way?

I'd better hurry up and finish my map before you release yours. 
 
oh geez... how did i not recognize that area. :P 
Lol! 
"is that some kind of puzzle? weird floating cubes or something"
sorry, couldn't help it.

Sock, that looks amazing.
Are you like... REMAKING ID E1 AS A MEDIEVAL RPG, thus doing what id's original plan for Quake was?
You badass! 
Sock 
Those shots are really nice: I can't wait plying this/those map(s) :) 
 
I hate your awesomeness. 
Medieval Testing 
Thanks everyone for the comments, I have been working on this map for a while now and it was certainly a lot of fun to create. Luckily the map has proven to be a very good test map for my new AI system at the same time.

Here is another Image of the first room inside of the castle, hopefully it should be familiar enough that you recognize the area. 
Wot !!!! 
A remake of e1m2 / Castle of the Damned !! Great !!! 
Holy Jesuschristshit 
fuck. 
Can't Think Of Anything To Criticize In Those Shots 
they look perfect. 
 
btw, shot1 is now my phone background. ^_^ 
Wow 
surely looks great, sock. I hope it gets released in a timely manner! 
Monsieur Sock 
With zeez screenshots you are really spoiling us. 
Love The Brushwork, 
the texturing and the candles. Not so sold on the more Hexeny assets/particles. 
 
something that is unfortunate about doing particles like that is that they don't scale with distance the same way engine particles do.

I can see why you chose to make them 4 pixels instead of 1, but it makes them look fat when you're close to them. :( 
Particles 
I can only think of two ways to create particles like effects using the standard Q1 engine.

1) Sprites; They are a fixed texture size and cannot be alpha faded, but they can be controlled perfectly via QC to create loads of different effects.
2) Built in Particle command; can only be a dot shape, single colour and has a fixed life span. There is also very little control via QC besides the initial settings of origin, movement vector, colour and quantity.

I know the sprite particles can look dated with their large size and lack of alpha, but I thought it was acceptable considering the style (original resolution) of this MOD. 
 
For clarification, by "Hexeny" I meant beardy-weirdy wizards and dragons stuff rather than Hexen-era or Hexagonal. It's just a preference really, I think the same of the health vials in RMQ. 
 
oh my.

i feel so inadequate now, great work Simon! 
 
What else to say than: cant wait to play :) 
Exceptional... 
...and I can't wait to get amongst this mod. 
Coloured Lighting? 
Seems you are using some subtle orange tone on your torches. Looks really good. I always intentionally avoided coloured lighting in Q1, but I guess it can look good if you have restraint :) 
Beta Test Help Please! 
if anyone has time to help test my map, please email me:
andyp.123 (I have a gmail account)

I'll probably end up releasing very soon (this week) because I'm so sick of the map and want to release it at last, so I'd prefer people who have time to test today/tomorrow. 
 
i have time right now! 
Coloured Light 
@than, I have been using coloured light in all my Q1 screenshots, I only use pure white for fill lights. I am very careful to match the colour to the light source and to use subtle colour changes if trying to accent something. The screenshots have brightness and contrast filters (applied in PS) to bring out the details and make the blacks deep to create a better mood. 
Thanks Ronald! 
Much appreciated and needed! :) 
Another Quoth Mapobject_custom Pic 
That's One Pissed Off Looking DK 
 
That's Pretty Awesome 
 
 
I really like this kind of thing. Stuff like that really adds character to a map. 
The Perfect Pose 
@Mechtech, I find these kind of things amazing to find in games simply because they look so cool and take so much time to setup. Getting all the right animation frames so that it looks like someone actually designed it that way, can take a lot of time. I am most impressed with the HK's because they are different enough in pose to look interesting. The only problem I have with this image is the lighting, the colour lighting is way too strong and heavy handed, it should be more subtle and maybe add some fog.

I have been adding some detail to a special event in one of my maps called 'The last stand' which happens in the Well of Bones. The local priests decided to hold the ritual of bones in order to quell the undead but the undead got a bit hungry and decided to eat them instead!

The Last Stand 
 
To much booze those guys?

:p

nice pic 
 
mechtech: are these pose scenes going to be in a real map?
if so, consider making a little setup to remove and then spawn real monsters in the posed model places.

You could make a big shootable trigger_once AND a trigger_once far away to simulate both waking up from shooting or proximity.
then you killtarget the models and silent + noflash spawn in replacement monsters and wake them up immediately. would be pretty cool to see that. :) 
 
necros: The scene I made was a mock up of an idea for an in map setup. The lighting and brushwork will change. I may use it as a set piece for an intro demo or I could killtarget and spawn the monsters. I think you would need to hide the spawning from the players view. Don't think it would look to good. I will try it out first.

Sock: That scene looks Great but more pixels!!!
Higher res screenshot please.

Trinca: I had an urge to photoshop in a beer keg :) 
Ogre Lunch Break 
http://www.quaketastic.com/upload/files/screen_shots/ogrelunch.jpg

The Ogre models in this shot can be seen from a distance. The area is protected with a skip textured func_wall and trigger_void. (Quoth trigger_void does not stop the plasma gun bug?) When you get closer the models are killed and replaced out of view. 
Oh Man 
that is so awesome, zombies for everyone, no need to fight guys!
Somehow it suits Quake, or at least the more Army-of-Darkness side of Quake. 
This Map... 
...is finished but Vis is on track to take at least 100 hours and I probably won't release it right away anyhow because I've already mapped a significant portion of mission 2. :P

http://www.suspenlute.com/stuff/dom3m1a.jpg
http://www.suspenlute.com/stuff/dom3m1b.jpg
http://www.suspenlute.com/stuff/dom3m1c.jpg 
Looks Very Nice Fern 
I say release! 
Google Ketchup 
playing around with Google SketchUp and so far its fun. have no idea how to turn on the snap to grid mama, unless it doesn't have, so right now things are kind of weird. not like i care since i'm having fun making weird shit.

http://min.us/mCqySArr4qedZ 
Just A Brainfart 
have no idea how to turn on the snap to grid mama, unless it doesn't have, so right now things are kind of weird

You could always use a certain other service provided by the makers of SketchUp to solve that little mystery. 
 
i'll look for that. see, i had no idea about sketchup until 4 hours ago or so. thanks for the heads up :) 
Sketchup... 
I'm not sure whether it has a grid or not. I've used it for a few carpentry projects and I've gotten along just fine typing the measurements manually and using it;s highly intuitive system of homing points 
Fern 
Looks very nice!

I say wait until mission 2 is done! 
Kinn 
You still working on that episode? 
Drew 
Damn, I was dreading someone bringing that up. I'll be honest - it has been on hiatus since last June or so - reason is, I'm so busy with work right now, that I just can't find the time.

In fact I'm so ludicrously, cartoonishly overworked that I can barely find the time to eat and sleep, and in fact the only thing keeping me from poopsocking at my desk is my convenient proximity to the bathroom.

My promise that I'll finish it still stands, but I have no idea when that will be now. Yep, I'm afraid it's one of "those" projects :{ 
 
I know the feeling Kinn. What type of work do you do? 
 
I know the feeling Kinn. What type of work do you do? 
Kona 
I make those 'orrible murder simulators that you read about in the Daily Mail and stuff. 
Fucking Heretic 
burn! 
 
Nice 
first shot in particular looks epic! 
Woah 
shots 1 and 3 look terrific. 2 and 4 look a little over-weird and boxy but still good work on all. 
Awesome 
looks VERY ambitious. Thought this had died, glad it's still in progress! 
ZQF 
Are you using WC?

If you are, the squiffy textures on the fourth shot can be fixed by selecting the face in texture mode, and clicking the button in the texture tool-bar that says 'to face', then re-align ;)

I Hadn't even recognised this map at first, it looks great! 
Ricky 
This may work in WC (or are you even talking about Hammer?) and its own map format, but after running QBSP it'll still like in the screenshot. 
 
ta for comments chaps. When I've fixed some trigger and clipping issues anyone interested in testing it? 
Yup 
 
Negke 
Not true. Aguire's QBSP has support for Valve 220 format and the 'align to face' feature works in conjunction with it. Sorry, just saying :P 
Interested 
nt 
Interested! 
 
 
Cool, hope you got powerful pcs cause it'll be fast-vis'd :E 
Nope! 
Not allowed. Vis that fucker, don't be all soft. 
 
I ain't melting my laptop for that :p 
You Guys... 
Old software engines like winwarp load super complex unvised limit-breaking maps with no trouble whatsoever and play blazingly fast even on my low-spec PC - arwop, ne_ruins, apsp3, catatonic, unvised dom3m1, you name it. For me, speed issues only come into play when using modern opelGL engines like Fitz, spasm, and RMQ. So the worst case scenario is I play it without fog or colored lights and send you old-protocol demos. 
Zqf 
surely someone else can help you with vis. 
 
If someone is up for it sure. But it's not finished and the last full compile I did it didn't have nearly as much detail and took over 24hrs.

But this was on an old CPU so I dunno :p 
 
Haha, only 24 hrs? I"m sure jpl can regale you with tales of vising sessions. :P 
 
I'm sure lol. I'm not claiming it's a record breaker :) 
I'll Do It :) 
Send me the bsp when you are ready :) 
Necros... 
I wish I could... really... but I can't anymore for some reasons...
... and I am not sure I'll be back on mapping before a long time :( 
ZQF 
24 hours? That's nothing!
I had a map that the beta took 300, and thanks to some suggestions the next version was down to 240, only 10x your vis time! but, vis crashed twice, so first I wasted 200+ hours, then I wasted 160+ hours, and fiinnnally it completed a 240 hour run.
I'm almost angry reading your post. lol :) 
JPL 
Huh? I was just saying you have had much much longer vis sessions than 1 day. :) 
 
damn tronyn, what kind of CPU was that compiling on? :/ 
Heh 
a 3.4 ghz processor with 8 gigs of ram. heh.

still, compared to back in the day, vising and compilation is a lot better. 
Necros 
... well, that's what I understood, no worry ;)
I was just spotting up my computer is broken and I have to buy a new one... bah, my shity business :( 
Sorry You're Spotting JPL 
Looking forward to that map, ZQF! 
More Mapping 
Started working on this last week. I've basically done the layout now, I just have to get the gameplay to not suck and put in dm and then it's done.

I kind of went overboard on curves - not very much fun to align all those textures :/

http://i.imgur.com/M0iLK.jpg

I'm considering doing dm6rmx to release at the same time because the map isn't very long, and neither is dm6rmx. If I do that, not sure I will release this year... 
Looks Sweet 
 
Liking The Green Sky! 
 
Looks Good 
I wish I had the skills to make something like that good looking!

I vote for doing dm6rmx release simultaneously. 
 
coudnt recognize the map from the screen is it dm5rmx?

and what's the status of dm1rmx? it was partly finished iirc 
Hey Than 
Off with that tie! 
Drew 
That is the plan. Not really touched dm6rmx yet though.

Spy: It's dm5rmx, but aside from sharing the layout and some of the textures, it's pretty different. The layout has been expanded a fair bit, but it's still kind of small.

Negke: It's called Round the U-Bend
http://www.gizchina.com/2010/03/11/wanted-smell-toilet-u-bend/ 
 
oh god... i think i'd rather die for co2 poisoning. :( 
Gonna Risk Sounding Like A Tosser 
I think you should release dm5 and dm6 separately because dm3 and dm7 were seperate also. 
More Pics 
Made some good progress with dm5rmx. Will probably refine the lighting and brushwork a little more, but it's pretty much done. Working on gameplay at the moment (probably should have done this FIRST)

http://i.imgur.com/vU5eK.jpg

TL: dual layer corridor top
TR: dual layer corridor bottom
BL: inside the cistern
BR: one of the new areas

dmr3rmx is still the closest conversion I've done. I think it will probably stay that way; This one is pretty different beyond the original layout still existing amongst all the new stuff.

I tried to give the feeling of bounced light a lot on this map, so I used quite a lot of low intensity lights with falloff values set between 0.125 and 0.5 to eliminate hard black shadows where they felt unnatural. Still don't want to use coloured light though :) 
 
The bright pools of light in soft shadows look awesome imo :) 
Interesting Style 
If Negke's bad dark cistern sections of DM5 were like the rusty mechanical version, these shots seem to show a more updated hi-tech version. As ZQF says, the lighting looks great. I like the green/copper/blue palette. 
Not As Well Lit As Than's :) 
 
I'm probably going to flip the sky from very dark to bright and use it to outline distant buildings etc. Lighting it is a bit of a git :/ 
 
You guys are all making such awesome maps... I'm really feeling mapping withdrawal lately. :P 
Zqf 
I like these shots much better! 
Than 
u rock, looks amazing! also not using colored lights is very much approved. 
ZQF 
looking cool. The lighting is quite old school and Quakey. Seems like it is a large map from the shots. What mod are you using for the forcefields? Quoth, Hipnotic or something else? 
#8825 
pretty sure maps with coloured lights work fine without the .lit files installed.. might be a bit brighter but not much an issue if the colour is subtle enough

looking forward to both these maps! 
Arrival Beta 
Please play on easy or normal and tell me what you think. Hard is quite different and pretty brutal.

Copy this into your Quoth folder OH GOD DO IT NOW
Map name is 'zqfarrival04a'

-Issues-
I cba fixing this shit right now as I want this final gameplay feedback :P

> Second jumpy bit has barely been detailed and looks pants.
> Only the first shield wall toggle makes a sound.
> Quite a few areas have no apparent light sources.
> Lots of random bits with wrong/misaligned textures, or flat out no attention given yet
> Coloured lights clash badly in a few places. Pretty much every area needs a lighting rejig anyway. Delete the lit if it makes your eyeballs explode.
> Several areas have an audible 'thump' as spawned monsters hit the floor.
> Sometimes monsters take a bit too long to enter an arena.
> Message texts abruptly stop after the first arena. I'm not sure how much I like it so I'll probably remove all of it.
> Bunch of rockets in a secret fall through the floor. What an asshole.

Oh, there's 11 secrets. I will try to add more. 
 
Heh I forgot to mention yet that version is fast vis'd and fast lit.

Here's the raw BSP file for Ricky :P
http://www.zealousquakefan.com/beta/zqfarrival04a_rawbsp.zip 
Ah - Need The Prt File Too :( 
Send me that and I'll vis it :) 
 
ah okay. I've never compiled via command line directly just through tools :P

http://www.zealousquakefan.com/beta/zqfarrival04a_rawbsp.prt 
OK 
That throws an error. 'cannot read header' or something. Doesn't make sense. Email me the map file, cause I don't know why but those two files aren't working for me. Sorry dude 
Oh No, Wait, It's OK 
Chrome was fucking with the prt file I think... 
 
Cool :) 
 
That's cos Chrome is arse 
I Like Chrome 
But it opened the prt like a txt file. Then I saved it from there. Right-clicing the link and saving like that however worked fine.

On another note, Chrome is pretty fast. 
Zqfarrival04a Is A Monster!!! 
Played on easy. Nice complex map
I hope it'll full vis ok 
 
Winged Doom is working on something http://j2h.ru/ 
 
What mod are you using for the forcefields?
They're just Quoth togglewalls with the particle effects on... which actually I think are just from hypnotic aren't they? :E 
Zqf 
Skill 1:

Really needs removing lots of superfluous enemies. I've lost count of how often there was a pair of Grunts/Enforcers waiting behind a door when only one would have sufficed.

The togglewalls spawn so little particles it was hard to tell what's a forcefield and what isn't. Most of them can't even be toggled on/off so why not just use walls or railings?

Stopped being fun around the respawning Quad+Cross area. Sniping with the puny nailgun while getting bitten in the ass by dogs is annoying.

No SNG or PG, or even the Hammer?

The early areas had Ruined Nation levels of detail and the late ones looked like boxes in comparison, which is weird since it's the late ones I remember from videos and screenshots and etc.

All the scripting stuff was good. The crane was great, would have been much better if I could catch a glimpse of it beforehand, somehow.

Gonna sounds harsh but I think you could probably cut everything after the GK door and you would have a much better map on your hands. 
Oh Btw 
Autosaving was nice but it probably saved a bit too often. 
 
hmm. Thanks for playing it I'll mull that over :)

A lot of the map, particularly the second half, is not what I initially intended because I've got very few vertices left. The two large arena fights at the end in particular were supposed to have a fair bit in between. As it is a minute after one big fight you enter another one :/ 
 
I'm definitely not gonna try making something this big again :p 
Famous Last Words (of A Mapper) 
I'm definitely not gonna try making something this big again :p (ZealousQuakeFan)

haha, something for the quotes thread! :) 
 
I'm not necessarily thinking size in terms of scale but just number of areas and the general length of the map, but yeah, I'm sure I'll eat those in the end :p

btw did you find any secrets otp? 
80% 
 
 
Okay, cool. Hope it wasn't too disappointing :E 
Heh - No 
I mean I haven't played it yet, but it's 80% vised.

I've stopped it of for now though, so I can do some gaming, but I'll resume it later on tonight.

(BTW were you aware that BJPvis has an autosave feature?) 
85% 
Getting there. My CPU is running at stock clocks atm, which won't be helping. 
 
46 Hours Of Vising 
98% complete. 
The Anticipation!!! 
 
Mapmodels 
A PAK for Quoth. Collection of map models.
http://www.mediafire.com/?amqka3ibkl1b0se 
99.01 
 
99.37 
What a hog! 
Mechtech 
No sources, no readme, no one should touch that. 
 
well, they are very nice map models (mostly modern, but some medieval stuff).

But where are they from? I'd like to know more about the source of the models before I would want to use them. Are they completely original? I don't recognize any of them. 
Sources 
I believe many of them come from http://www.md2.sitters-electronics.nl/models.html, although obviously the ogre with an axe in his back is not there.

I had a look through, and there's a real mixture of stuff in there. The modern stuff like the vehicles isn't all that useful for quake, and often didn't covert to the palette all that well. I would use the fire hose in a base map though, possibly after muting the red a bit! At the other end of things, the Egyptian stuff looks great and obviously there's a matching texture set.

The medieval stuff is somewhere in the middle - stuff like the torture equipment could appear naturally in a quake map. It could all do with some new textures though - not because the textures converted badly. Rather because the wood texture doesn't really match any quake texture sets. It would blend in much easier if it matched dull wizwood, for instance.

There's a few other places where I longed for different skins. The great big tech-crate is a lovely design but at the moment would look out of place in idbase, ikbase, spdbase. It'd be great to have a texture for one of them. The teleporter pad is a cool model but plain sliver gunmetal is basically never found in quake tech maps. Also little things like fullbrights would be nice - it's good that there are no unintended ones, but models like the branding iron could use proper ones (I'm working on a quick fix for this particular model).

On a technical nitpick, quite a lot of the skins are 480x480 in size - maybe the source models were the same. I'd recommend reducing them to 256x256. One reason is that skins are best off in powers-of-2 dimensions, at the moment your 480x480 skins are being stretched to 512x512 in glquake. The reason I'd take the textures down in resolution is because often these models have much higher pixel density than the surrounding map. Moving them closer will again help them blend in.

I know that's like 4 paragraphs of suggestions but I only bother with any criticism of things that I like and want to see being great. It's really cool to see new detail models for quake finally appearing, and I hope to see maps make use of these. 
Forgot 
I forgot to mention my favourite, the compass model, which could go straight into a Knave map unchanged. 
Metlslime 
Metl, have you got a link to that ogre picture you drew? I've tried searching for "metlslime ogre" but I just get every page from func_... 
Noesis Made Me Do It 
I found Noesis and got caught up into md2 conversion, it actually works well.

Spirit: Relax it's a beta. I put it on the free hosting so I could get feedback before uploading to quaketastic. I would like to add many more to the map.
Preach: I know there's allot of ugly on those skins. I used Noesis v3.997 and converted to the largest skin Fritz Quake would except (mostly downsampled). Removed fullbrights and stopped there. Edit as needed.
Do you think I should zip up the source skins into the file?
I thought about editing out the non Quake style models but someone may have use for them.
You are correct the models came from W. Sitters. I will of course include the proper credit and license file for his/her section of the map.
"Copyright (C) 2004-2007 by W. Sitters
This model is free software, and has an double licence.
You can redistribute it and/or modify it under the terms of the
GNU General Public License as published by the Free Software Foundation..."

I have sent an email to W. Sitters just to make sure it's ok to use the models and invited him to join func.

The ogre with the ax was something I did.

More to follow.... 
 
Mechtech: FYI leileilol says many of the models on that site are ripped from other games and thus are a copyright violation. Avoid! 
Crap 
Thanks Spirit. ok if you downloaded the map please format your hardrive to make sure it's gone



Removing link :(
Until further notice 
Low Poly Models 
Too bad. I thought I was onto something good. All the models had a creative commons license in the zip files.

Finding low poly non copyright encumbered models is really getting hard.

Spirit I have a question. Taking Original Quake models apart and recombining them ie Ogre with an axe in it's back. Is that ok or gray as to the art copyright in Quake 
Original Model Source 
Mechtech, Unfortunately some of those models are from Quake 3 community authors, I certainly recognize the teleporter. If anything I think that site you got them from is at fault, not you.

You should check the help/readme of noesis, it clearly states that you should not use it to convert stuff with copyright issues and then distribute it. But hey its the internet, stuff can end up anywhere without the original creators knowledge or credit. :( 
Running Out Of Models Fast 
http://www.wemakemaps.com/

Yes I see. Teleporter needs to be removed from use. The website I believe to be legit. I will remove models that do not give specific permission to reuse.

BTW is mm-tech1soc.zip yours?

I appreciate the advice from everyone. I will keep on the hunt for usable game content. My hope is we can pool together as much Quake usable game content a possible. A non mod/QC specific SDK of sorts. 
 
See http://forums.inside3d.com/viewtopic.php?p=47429#p47429

I would stay away from those. The guy is either ignorant or a crook; dangerous in any way. 
99.76 
This thing is epic 
Preach: 
it may not be on the web right now, I'll have to go home and check. 
On Upcoming Models 
I'm hoping to have a new mapmodel up on my site by the end of tonight. I've also got a preview of a different work-in-progress model

http://tomeofpreach.wordpress.com/?attachment_id=292 
 
average leafs visible: 746
max leafs visible: 2464 near (1344 1408 712)
c_chains: 1028526972
visdatasize: 2117 kb compressed from 12259 kb

Elapsed time : 17h 37m
Session time : 110h 33m
State time : 98h 41m 
 
 
Cheers. Is that an impressive enough time? :E 
It Is Considering 
I was using an i5 2500K, running at stock speeds, on four cores. Imagine how long that would have taken on a P200 
 
I remember reading an interview with Carmack somewhere and he was saying something along the lines of
yeah, you will be able to compile quake maps, but we have this super special hardware and it still takes 15 minutes so on a regular computer it could take hours

I am very impressed at the scalability of quake tech. 
ZQF 
Running Fitz 0.85 good news or bad.
The model zqfarrival_lift_meshes.bsp doesn't show.

I did some experimenting using winbspc.exe. I decompiled the map model, created just a plain box to cover the bounding box and deleted all your brushes. The simple box brush has the same error. Next tried r_novis 1 same issue, That should have eliminated vis blocking it. Then I reduced the height, the box shows fine. Maybe 1184 units tall is too much for a bsp model? 
 
r_novis 1 only disables vis for world geometry, entities are still culled based on vis data, so r_novis 1 would not prevent it from disappearing. 
 
Thanks for the feedback everyone btw plenty of problems to fix coming up. 
 
I wouldn't be so worried about what is and isn't copyrighted. if some kid in a country on the other side of the world made a model and you used it in your map that all of like 100 people played, do you really think he's going to spend thousands of dollars taking you to court over copyright infringement, especially when they're countries apart? even if he stole it from a commercial game, the odds of them actually giving a shit won't be very high.

most of the maps I released used custom textures from other games, they were all copyrighted. 
 
necros I did not know that. Thanks
So I tried something else

>bspinfo -cutvislight

After removing vis info the model does display correctly. 
Lie Sense 
I don't care for copyright either, but being an artist I must admit a small addon, like a nick in a readme for the hard earned (!) contribute offered, isn't too much to ask. 
 
 
---- WVis 2.31 ----
Modified by Bengt Jardrup
Multithreading enabled by Willem

File: build.bsp
16657389567856 portalleafs
4958568994670780758078 numportals
State file out of date, will be overwritten
testlevel = 4

Using 2 threads.


average leafs visible: 784367785687568
max leafs visible: 132756784568978776 near (2864 -192 -2544), 1/2
c_chains: 195876876867847686
visdatasize: 3068784768768468 compressed from 56856873486

Elapsed time : FOREVER 
Argh! 
That's no map.
That's a city! 
ZQF Holy Crap 
and I thought *I* was trying to break the compiler. 
Bring Out Your Dead 
http://www.celephais.net/board/view_thread.php?id=60531

Gave me an idea

Screenshot
http://www.quaketastic.com/upload/files/screen_shots/dead.jpg

Map file
http://www.mediafire.com/?f1xfa9dnjpfxac6

Used Quoth.
Hammer/WC FGD may cause errors I used rotate_object as a point entity. 
Awesome! 
"But I'm not dead yet..!" 
 
Wow, that actually looks really really good in-game!
nice job on that, now someone needs to implement it! 
Map- Map Models Again 
I went through my last attempt at a display map for models. I've removed models that restrict use. Included the creators readme files. Included the source image files to help in reskinning if needed. Included the source md2, obj, md3 files. Use Quoth mod.
http://www.mediafire.com/download.php?ama9i3i35pk16c2 
Func_rotate_train With Madfox Engine 
Angry Ogre 
New Ogre by Preach. Actual facial expressions on a standard Quake mdl.

http://www.quaketastic.com/upload/files/screen_shots/angryogre.jpg

Go get it
http://tomeofpreach.wordpress.com/2012/12/15/ogre/ 
Here's The Ogre Painting: 
Noeyes 
works in painting... not so much in game I think. 
Shamblers Should Have Eyes 
Yeah, you're probably right. I finished the skin long ago, so I can't remember if I ever tried anything beyond very faint highlights. Paintovers are welcomed! Meanwhile I'll pretend it's an attempt to capture the deathly evil of Rupert Murdoch... http://www.guardian.co.uk/commentisfree/cartoon/2011/jul/14/cartoon-steve-bell-murdoch-bskyb 
Almost Ready... 
Ohhhhh 
that looks fun :D

is e3m2 in there? that's the only one i couldn't spot 
Distrans 
Yet another awesome map to be released, according to the shot :)
Great !!! 
Distrans 
Is it too late to add the floating platform section from E3M4, except with the trains gliding on lava instead? 
Hi... 
rj: You won't be disappointed

otp: I'll look into it 
Beer 
 
Wow that screenshots rocks! I love how you arrange models into cool looking scenes! :D Honestly you need to team up with an artist and animator and make a live action quake scene! 
 
haha, one ogre's drinking, the other is letting it out. :P 
Yeah 
GG there 
Meh... 
Doom-shots 
.. this is great :) 
 
external textures don't have to be only for high res stuff. they preserve the original palette: http://mobile.sheridanc.on.ca/~jonescor/temp/pitsetup.jpg 
Also 
new site: http://mobile.sheridanc.on.ca/~jonescor/index.php

it is... not that good. 
So Here's Where I Prove Ignorant... 
what "external" textures? there's nothing in your zip but two bsps and a text file. 
Pak0.pak 
 
D'oh 
I was using quoth BUT completely forgot I had renamed some of the textures. <---stupid 
 
oh yeah, sorry... we... kind of slipped those textures in quietly. :) 
No It's Obvious Now 
I just didn't realize my textures had different names from yours and therefore no associated TGA files. :P 
Necros 
That site doesn't do any justice to your maps. :) 
 
http://mobile.sheridanc.on.ca/~jonescor/temp/desktop.jpg

just doodling with sock's awesome palace textures...
I wish there were some circular trims in that set. I had to make that one myself and it's quite bad; I've never been very good with textures. :P 
Popups Like Woah 
are we running so short on places to upload Q1 files that everyone needs to put up with this mediafire crap? 
Oops Wrong Thread... 
nt 
Mapping Is Iterative 
 
@necros, I am really glad you are working on that map again, it has a lot of potential and some really cool concepts with interactive items and the best boss fight I have seen in Quake!

The vertical elements you have added will make it feel more fun for combat. I would suggest joining the stairs in the middle so you create more floor space for fights and break up the mountain of steps.

Like this - http://www.simonoc.com/images/misc/necros_map1.jpg 
 
Thanks, yeah, that looks much better. The way the flights currently almost meet at the center is a bit awkward.

I'm about 1/3 of the way through the list of changes now. :) 
Necros 
This looks awesome ! And I agree with sock suggestion: that will look better this way..


Oh, and for the sake of my knowledge: which texture set are you using ?? 
 
That's the doom marble set with some doom wood mixed in. 
Still Plugging Away Slowly 
Old 'Trench' Fight has been Extended and opened up

Crane is gone to be placed in it's own level so I built this to replace it and the HUUUGE area that it overlooked 
 
I like the shadows being cast in the second shot and the girders in the third.

I hope you release this soon! 
Waterwalk Screenshots 
 
 
How Is This Called In English? 
Or any other language, because I'm clueless.. Is there a specific name for this kind of architecture?

A 'balcony' with a roof 
 
It would probably be such an obscure name to render it useless. :P 
 
This balcon-avec-un-toit is opened elsewhere. 
Waterwalk 
 
Balcony. 
Will do fine. Nice shot negke. 
Balcony 
How does "covered balcony" sounds? 
 
I *think* the structure in the screenshot could be classified as a turret. Nothing wrong with balcony either though. 
Even More Specific... 
Because the structure is placed over an already raised entryway, presumably for defensive purposes, it would also qualify as a brattice or "breteche" ( http://www.castlesandmanorhouses.com/castles/pics/breteche1.jpg ) but seriously if you're trying to figure out what to call it in centerprint messages, in English we'd really just call it a balcony. :P 
The Screenshot Looks Absolutely Kickass Btw 
 
 
@negke, wow that is beautiful, the scale and style looks amazing. I checked architectural sites and could not find anything specific, except maybe 'The Truman Balcony'. You could easily call it the 'Front Door Balcony' 'The Front Porch Balcony' 'Balcony above front door'. If you made the door texture something unique then it would make the location easier to describe. Also are those ammo boxes on something or on the floor?

@ZealousQuakeFan, I am not sure why you are doing more to that map, it really needs to be split up into smaller pieces. It is certainly cool all the set events you have created (trench, crane, turret corridor, final arena) done but it could easily be in smaller chunks. 
Cupola? 
 
 
I'm not sure how it could be broken into smaller chunks; everything is so interconnected. 
 
Looks neat Negke, although maybe a bit tight on player movement? :E 
Tight On Player Movement.... 
is oldschool and legitimate if it's done consistently. try playing sadlark5 or 8 and see what kinds of things are possible in such a style. 
 
I'd say there might be something interesting in contrasting between tight spaces and huge open areas in a single map. 
I've Experimented With That... 
And it just looked horrendously sloppy. But my tight spaces were just alcove-like detours. I guess it could work more effectively if you were in some large expansive space and then unexpectedly thrust into a smaller space that had a good reason for being smaller (i.e. falling through a hole in the floor, climbing into a rocket or hilltop structure, etc. to proceed to the goal) 
 
It's something I want to experiment with myself, after the green marble map I'm doing now (which is more traditional). Especially extreme height/width ratios like super tall but narrow passages or wide open but low ceilinged rooms. 
 
Tight player locations should not be frowned upon, they perfectly contrast large open locations and can be used for 'down time' when the player is just exploring or recovering from the last fight. Not every space in a map should be filled with combat. 
New Year, New Map! 
http://i.imgur.com/bGPH9.jpg

It's not obvious from the picture what map this is based on, but that's because the original dimensions were not right for what I plan to do with it. Which might be obvious from the picture...

Yes, it's the main atrium of dm6rmx. Hopefully my take on cthon gameplay will be different enough to still be fun. For DM I will probably widen the top platforms a bit to get back some of the original feel. 
Negke: Looks Cool! 
Texturing is a little plain at the moment, but I like the structure. Is this your Escher map? Also, no idea what you'd call a balcony with a roof: http://en.wikipedia.org/wiki/Balcony#Balcony_names 
BALcony 
I want to avoid players confusing it with other balcony-like areas, e.g. the one on the left there (although I'd consider it more of a 'terrace' or a 'porch'). But, indeed, using any more specific architectural names probably wouldn't help in this regard.
Another thing I'm not quite sure about is which floor it's on. The building is elevated, so the floor at the bottom of the stairs is actually basement level. Then there's the 'ground floor' on top of the stairs, and one above with the balcony - would that make it the "second floor" then? IIRC there's some difference in the English way of naming.

The map is very tight and cramped. It's acceptable for the most part, because gameplay is supposed to be slow anyway. Tight rooms and corridors aren't that much of a problem in general, but there are some bits, the narrow (64 units) doorways in particular, that make movement at run speed very awkward.

It's the Escher map, yes. That's why I kept the texturing simple. Well, and because I've had enough of battling the limits for one map.

Nice one, than, except a bit too clean and bright in my view. 
 
the 'first floor' is usually the one above the ground floor

could also be specified with direction? eg. 'south-facing balcony' 
First And Second 
I believe that numbering of floors is not the same in the UK and the US. Stateside, the numbering begins with the floor at ground level, the floor above the ground level is the second floor, and so on. In the UK, the floor at ground level is just called the ground floor and isn't numbered, then the floor above that is the first floor etc. 
Cupola! 
Rj - in England yes. In various other countries floor 1 is the ground floor. 
Ah 
Yeah, like Preach says. 
FFS 
there's a very visible gold key in there just call it the bloody gold key balcony. :P 
 
I Thought Of Suggesting That 
but it seemed a little too obvious, so i presumed the context was a message stating something like "the gold key is located on the balcony" 
It Gets A Little Redundant 
when you realize more than half of the people who will ever play the map have already seen this screenshot 
 
let's make up a new word for this architectural feature. it will be our own jargon for awhile, but eventually, the whole world will know of it.

I submit for consideration:

Front Roofcony

Due to it being a roofed balcony in the front of the building. 
Jharoka? 
How About 
"the room from the screenshot that was discussed on func"? We'll all know what you are talking about then. More than if you use some weird word that nobody understands like "Jharoka" :) 
 
Don't make maps where you have to tell the player the result of a button press with a message. 
Front Roofcony 
gets my vote. From this day forward, every map or game I make will contain a Front Roofcony. 
Ok Thanks 
The roofcony is actually on the rear of the bulding. GK balcony would make it very obvious, too obvious in my view, besides sounding kind of silly. Well, and I suppose even if I called it that, you'd still not find it and stumble about lost and confused, so posting this screenshot as a hint was probably the optimal solution already! 
Call It, The Negkony! 
If naming is still an issue; is there any special view/landmarks opposite the balcony, some kind of purpose it was made specially there? "Ocean View Balcony" or "Garden Side Balcony" ?

I prefer Negkony myself, actually. B) 
... 
It's called a fucking cupola. 
You Cunts 
 
Not Quite 
A cupola is just a dome-shaped ceiling.

Can't I just add a little goatee and call it Balcony? 
Heheh 
Well, I came across the word in Lovecraft, then looked it up.

http://en.wikipedia.org/wiki/Cupola

Half-cupola?

Or, of course:
the room from the screenshot that was discussed on func 
Just Leave The Door Wide Open 
and put in a damned force-field 
Than 
I'd have to agree that it's looking very bright and clean right now. 
Than 
Ceiling texture is in progress? Shot looks smooth and pleasing to me. Clean is fine. 
 
Can't I just add a little goatee and call it Balcony?

surround it with ugandan children and call it the BalKony! 
 
French flag on the Mailboxy.

trigger_ambient_sound with "neg-cocek.wav" on the Balkany. 
You Can't Call It A Negkony. 
I mean, how do you say that!?

NEG-KE-ONY
NEK-GONY
NE-KEK-GONY 
I Would Also Like To Know 
How Negke is pronounced.

Not that I need to say it in reality (unlike Daz, "Ello guys. Today we have a map my Negkeky? Negekuh? Uhm...", but it would put my mind at ease. 
Just Cheek Your Tongue 
I apologize to pronounce neg!ke in another way my speech counceler could advice,
and I look forward for the moment he renames it back to its previous state. 
Neg 
 
Always thought of it as neg!ke as well. Neg-kee.

Covered balcony - how about belvedere? 
Neggy-thingy 
In the olden days I always pronounced it Ne-Geeky (neg!ke) in my head, never having need to say it out loud. The ! made me think of eek!.

But also, for those old enough, Negplingky would also make sense.

And now I have a very definite feeling of deja vu... 
You Guys Are MEAN ! 
But I shall have my revenge!!

On the ROOF STAIRCONY!!!! 
 
"neg-kay" 
 
hrm... I say neg-IKE 
I... 
still hear a glottal stop, even though our friend has dropped it and it probably wasn't the correct symbol... neg_ah_ke 
Bet 
You'll think twice before asking a reasonable question on the internet again neg!ke :) 
Neg---wot ?? 
I am sorry but I cannot find a right way to pronounce it... though... :P 
Just Stick To Neg 
It's easier that way. 
It's Too Late... 
Hail NeGeeky, wot news from the front?

Is it a plane, is it a bird; nah, it's NeGeeky.

I can even hear the crowd roaring as he slays the final Shambler with his axe, "Ne-Gee-Key, Ne-Gee-Key, Ne-Gee-Key..." 
 
neg BANG ke 
^seconded 
 
Seemed Obvious To Me 
pronounced neg-key

then again, every alias including my own is probably subject to "obvious" and incompatible interpretations ;) 
TRO-NIN 
How did I do? ;) 
Meh. 
Neg-kay
Tron-wyn
Da-z

Next! 
 
neg-kee
tron-yin 
Lod Experiment 
Experiment inspired by Sock's texture set and design for The Florentine Library at http://www.simonoc.com/

Trying to learn Gmax modeling. Made a few map models for torches (not very good). Down sampled a few models found on the web. Re-skinned a few. I think I have the modeling pipeline down as explained by Preach on his site.
As far as making a real Quake level out of it, vis time would be too long.
Recommend Fitzquake Mark V has .tga skins

Screenshot
http://www.quaketastic.com/upload/files/screen_shots/lod.jpg
Download
http://www.mediafire.com/download.php?e2m52lju85lldv5 
Mechtech 
Wow ! This map works (slow to load, though).

I didn't tried yet with the DMtoSP yet. Should be cool. 
 
Do this to make shadows cast from your torches if you want: http://mobile.sheridanc.on.ca/~jonescor/post.php?postID=5 
Thanks For The Link Necros 
I will use that in the future. I may try to make a version that can be vised, func_walls hidden shadow casting brushes. I'm just bummed out about the hatred vis gave my map.

Does anyone know of QC mod or maybe engine that allows setting a static models light level? Lighting from the floor can suck. 
 
There is no such thing. Model light level is handled by the engine. 
Experiment With Lod Level #2 
OK vis times are too much so this is what I tried. In Fitzquake with Quoth I loaded the level as a bsp model. Works looks good !!! ok just a model no collision no vis sealing. Next I took the level brushwork and reduced them down to simple geometry skip textured. Looks good, vis in minutes not days... loads but crashes engine :(

So next I had a pint seems better now 
Keys 
Got fed up looking at the crappy skin on the silver/gold keys and thought it would be cool if they got an upgrade. I used a smaller skin size (64x64) and still got more detail on to the model! :D

New and old Keys 
 
Very nice, proper uvmaps ftw. 
 
I think I would prefer it if the spikes on the key were blue too, but otherwise that's an excellent skin. :) 
Nice 
those are models I've hardly thought of in Quake, though a few mods have replaced them (The Demon King, if I remember correctly, and RMQ).

personally I'm fine with the ends of the spikes being brown, but I think the main part of the spikes should be blue - a gradient, like the key-prongs. 
PS 
I always thought of Tronyn in Daz's way (the y as an i).

My friend wanted to make a call that most people would have understood the pronunciation of if it had been called Nexius, but because of his spelling/pronunciation issues he called it Nexuiz, leading gamers to pronounce the title "Nex-whiz." lol. 
Lol, Damn, "make A Call" 
make a game / call a game - that seemed pretty ESL 
 
I like those keys :D

I pronouce Tronyn as "Tron-NiN". 
Keys V2 
Any better? Changed central spike area, showing gold version as well.

New Keys v2 
 
Oh yeah, much nicer! I shall enjoy opening many locked doors with those! :D 
Nice 
I like the way you've unwrapped the shaft of the key to get a hard edge on the highlight all the way along. 
Keys 
first, they look really great.

But second, there's some subtle but noticeable UV distortion on the skull face. Is it mapped to a quad or do the triangles extend to the tapered shape below the skull? If the latter, i would suggest adding and edge across the bottom of the square shape, so that the skull isn't distorted. 
 
it looks to me like the skull face is resting on a raised vertex, making it pop out a bit but looking distorted when viewed from a shallow angle. 
I Like The Raised Skull Face. 
 
Runes 
I can't believe the runes are all different skin sizes, I thought they would be consistent. I am sure preach will rolls his eyes at the skin setup for the runes. Here is my attempt to reduce the skin stretching and wacky skin size. Not much I can do to make them different otherwise they will lose they visual profile and not be quake runes anymore.

New Rune 1

Skin is 128x128, I did not realize they were such a high pixel density compared to other objects. Sort of got a paint method done for them, the next three should be a lot quicker.

@Silver/gold Keys, For some reason the polys on the front/back face were being distorted in the conversion process. Re-done the skull face and it looks much better. Thanks everyone for the feedback. 
Remapping 
I hope you mean rolling my eyes at the original, because I don't think there's a way to remap that any better really. You'd have to distort the front of the rune a lot or disconnect it, and there's no guarantee that either would produce something that looks acceptable. Thumbs up! 
Pixel Painting 
@Preach, I certainly mean't the original runes, their skins are crazy large, but game production is rarely about efficiency and usually about just getting stuff done to tight deadlines.

More Runes

I think the second rune has turned out good, it has a more interesting shape and the edge highlight painting across the top looks better. On to the next couple of runes and maybe some new one's. 
Sock. 
Those are very nice...
..
.

















































NOW GO MAP
 
I concur, no one is ever going notice the texture is less stretched on the inside of a rune. Go map! 
No Screeny For A Week! 
Phew 
Madfox, we can always count on you to be brewing up something crazy and great! 
Still Kinda Early 
http://imgur.com/a/XgZGv#0

what was originally going to be a 'room' for Vigil's ill-fated Rubicon chainmap is becoming a map for me. Vigil took the screenshots because apparently everyone hates my monitor's brightness, and also decided the name of the album. 
Nice Lighting Scampie. 
Map looks cool. 
Cool! 
You should totally use the green tinted water though. 
Or 
the good old *scuzzy 
Festering Assdrippings 
Classic Quake SP map name right there! assdrip.bsp 
Looks Awesome 
Has quite an exotic look to it.
I agree with DaZ about the water. 
Yeah 
does look a touch exotic
Really like that 2nd shot! 
 
Looks very nice Scampie. 
 
I like the well defined forms and lines, and choose of colors.

The first shot reminds me of a mine, the other two of some sort of refinery. 
 
yeah I will likely change the water... as you can see it is just some square blocks and the pipe isn't even hollowed out and detailed... infact if the camera was turned 180, there would only be void to see, because the caves and such were made because I was far too lazy to finish that area so instead decided to make some caves 
On And On And On And On... 
I've been faffing around with this map for about four years. I'm like a 5 year old kid pushing food around his plate in the hopes that it might just disappear, 'cause I ain't eating it. I'm just tinkering with it, never improving it. I work for a couple of hours and then don't touch it for weeks or months. Everytime I see it, I think something should be changed, added, removed. Bored now.

Some of the shots were released as FMB-BDG, a map from 4/5 years ago, and the others are from the other unreleased half of that map.

It's come to the point where I am either going to release it 'as is' or dump it. Of course, I don't really want to dump it because although it is not finished, I have put a lot of work into it and vanity says I would like someone to see it. Hence the screen shots.

http://s12.postimage.org/q2l55sakd/fitz0000.jpg
http://s12.postimage.org/pecamubul/fitz0001.jpg
http://s12.postimage.org/qhweyswhp/fitz0002.jpg
http://s12.postimage.org/5ma4nk0al/fitz0003.jpg
http://s12.postimage.org/nqd586xz1/fitz0004.jpg
http://s12.postimage.org/6r8s6oc59/fitz0005.jpg
http://s12.postimage.org/vlsa0qwzh/fitz0006.jpg
http://s4.postimage.org/87uzvd0nx/fitz0007.jpg
http://s4.postimage.org/ezley7pnh/fitz0008.jpg
http://s4.postimage.org/vbvgny3z1/fitz0009.jpg
http://s4.postimage.org/l32zi4fx9/fitz0010.jpg 
Vote For No Dump 
 
Mike 
not sure how releaseable you consider it as is, but if its not quite there yet, maybe work the bare minimum required to get it into a state you consider releaseable (rather than a state you are happy with)? 
Or 
maybe there is someone who would be willing to volunteer to finish it up for you ala CZG02? 
 
@mike, It sounds like you are drifting and not sure what to do next. Get some people to test your map and give you some honest feedback on what to fix. Then mash together the feedback into a master list and it will be easier to see what to finish before you release. By the way, I have screenshots of this map in my quake inspiration folder, it has a gorgeous cave vibe going on. 
 
please don't just dump it, it looks awesome and it would be sad if it never got played. 
Mike 
This map appears to be very nice. FINISH IT or I'll throw an orde of fiends at your ass. 
 
Some evile base by KillPixel:

Shot #1 Shot #2 Shot #3
Shot #4 Shot #5 Shot #6
Shot #7 
 
looks good, I really like the corridor shapes you've made. the floor details in shot 1 would be a good candidate for a new texture. shot 3, I would continue the wall shape on the ceiling somehow. I think some ceiling details there and areas like it would be nice. 
Mike Woodham 
The basic brushwork and layout of the map seem promising, but there is a lack of memorable details and lighting seems flat. I think stuff like iron bars and such (like in Doom 3's Hell level) would go a long way (and make nice shadows too). Lighting could be more contrast-y.

Static meshes? 
 
The best thing IMO would be to put the lights between the struts at the top in screenshot 1 (killpixel). Probably use upward or downward facing spotlights. 
Blue Map 
I've not mapped for Quake for about 15 years, I have mapped for UT for a while and decided to give it a go... I have always had a soft-spot for blue maps, though the IK maps were accomplished I didn't like the persian feel, I'm trying to go for some more "elder world" with this. Hopefully this screenshots work -

[url=http://postimage.org/image/r5fobm28r/][img]http://s17.postimage.org/r5fobm28r/Quake0000.jpg[/img][/url]

[url=http://postimage.org/image/8r557mpy3/][img]http://s17.postimage.org/8r557mpy3/Quake0001.jpg[/img][/url] 
 
Third Times The Charm 
Are You Mapping On Your Phone? 
Can't make anything out because of the low resolution. 
Crosspost 
Looks good, feels like an elder structure.

Random thoughts;

Is it going to be a void map?

Be sure to break up the floor with different levels.

Moving that giant spike as part of the level progression would be cool.

Lava for contrast and +elder look? 
FifthElephant 
Great texture selection there. 
Also, 
Those killpixel shots have some great detailing. They look a bit crampy though.

An extra 64 units of height and width would make a big difference to play and looks.

Still probably going to steal some ideas from them though :) 
Mike 
Maybe change those bricks for some from the Knave set.

Those rune (?) bricks always looked scaled to me.

And hey, maybe it'll bring back your interest enough to make the final push and finish it...

Don't think it's necessary to say, but you know everyone here wants to see the thing finished. 
 
I agree with ijed about the rune "bricks" but it's not just the scale, it's the huge contrast differences in the palette.

As for my blue map I was contemplating exactly all the points you made (yes all of them), making it a void map but not completely, more like an underground cavern fortress. If I have the willpower (I probably don't), maybe having a reverse episode (starting in elder world and ending in a base map), I mean... how the hell does Ranger escape from shubs lair anyway?! 
 
You're right about the floor too, the reason I put in a flat floor was so I could ensure the scaling was ok. 
FifthElephant 
looks awesome and MUST be explored more! Keep going with this. 
FMB Screenshots 
Here's what I have decided: no changes to any textures; I will finish the lighting in the last two rooms, but no other tweaks; leave the monsters as they are; full vis and release it.

The original map was 25K brushes, which I split into a 7K brush map that was released as FMB_BDG. I have just split this other section into two - I realised that there was a natural break between above and below ground. I have dumped the final arena battle as this was the least complete section and the last gold key door becomes the exit.

I will full vis and level 4 light all three sections, and that will take around 200 hours on my Pentium4 machine. It's a compromise but it will see the light of day during March. 
Quakeworld: Exile 1on1 Duel Map In Alpha Looking For Feedback 
birds eye layout http://www.mediafire.com/conv/0afac108f986454f4d6b79576fc2a5ca43dbed7cb1dc8e524b4ea1f9865f61906g.jpg
main atrium http://www.mediafire.com/conv/5deef9410e838333748ae48fb7e8414bca7eea659d2c7c059d40a89414ccc9d86g.jpg
mega http://www.mediafire.com/conv/f93561c9748fb66318aa56c92680df2ccd2655ffab3affcaf97870308b656a766g.jpg
ra http://www.mediafire.com/conv/8a7a965ccfe03e66525db4b511e162ea7f60213b6de1126c9b87df17d0d192166g.jpg
ya http://www.mediafire.com/conv/b66a41592a313402d71b1e77bae441a2b40106c581fe7b67b773d40755d389d36g.jpg

download exilea2r1.bsp http://www.mediafire.com/file/lr4z4ool532zsq8/exilea2r1.bsp

I know this is a singleplayer mostly level design board but I've always been posting my multiplayer maps here anyway as I know some of you have dabbled in multiplayer maps before. It's a competitive 1on1/2on2 tourney level layout that's in alpha stages with just developer textures (an idea stolen from golden_boy) sorry eyecandy hunters.

I've gotten some feedback that the mega room is a bit boring and also that the ya-rocketlauncher to mega path connectivity needs to be changed. I'm a bit stumped at what to do for that, any ideas? I'm open to any ideas to make the connectivity more interesting/exciting. I'm also not afraid to completely rework rooms to make the map better as a whole since i have no work at all put into the textures or details. Cheers. 
 
Can't say I've ever drawn up a layout in orange textures before detailing the level properly. Maybe that's why I rarely finish my levels. The one thing that strikes me as not great is having the mega-health and rocket launcher in close proximity. One of the things I always hated about DM6 when I played league games was the rocket launcher / red armour room. Seemed like an obvious place to turtle (and it usually was).
Only advice I can part with is that you should never have 2 powerful items together unless it's in a high-risk area (lava jump red armour and megahealth area in DM2, hardly anyone turtles here because the quad is in a different place) 
 
My 2 cents: Get it on a server ASAP for live testing. Also try to make the different entrances/exits look clearly different (size, shape of doorways, special textures or lighting) so it's easy to "get" the map.

Provide 1 or 2 more cover/ambush possibilities? It's very open. 
 
Cool that you're testing it with bare textures etc, but I suggest you put a different colour on the ceiling/floor. The Valve system was orange for walls and gray for floors iirc, which makes geometry stand out very well.

Also agree on not placing powerful items next to each other. 
 
I was intrigued by the orange textures that valve used... I tried to emulate them a little better. I've painted myself into a corner with my level so I'm going to flesh out the layout in orange first (in addition to my grid paper drawings).

http://25.media.tumblr.com/9867c768459a284b2f6f3ceba2e72982/tumblr_mikryv2oEs1rrpymyo1_250.png

http://25.media.tumblr.com/74903748e7dc77eecc7eac9d0032bc17/tumblr_mikryv2oEs1rrpymyo2_250.png

In case those links don't work, direct link to my tumblr post -
http://fifthelephant.tumblr.com/post/43645609379/orange-texture-maps-for-quake 
Did You See This? 
Not The Same Thing Though 
 
 
It is possible to stuck beneath the staircase near the YA 
BSP Problems 
I'm having a lot of trouble getting vertices to line up properly in the BSP procedure. In the editor it's fine but in-game it's screwed up... any ideas??

Before
http://s14.postimage.org/gwnamj4u9/Image1.jpg

After
http://s11.postimage.org/72k9jf3rn/Quake0000.jpg 
BSP Problems 
I'm having a lot of trouble getting vertices to line up properly in the BSP procedure. In the editor it's fine but in-game it's screwed up... any ideas??

Before
http://s14.postimage.org/gwnamj4u9/Image1.jpg

After
http://s11.postimage.org/72k9jf3rn/Quake0000.jpg 
 
Have you tried just deleting that brush and remaking it? 
 
I have, but I think it may be the vertices that are the problem or the way I split the faces possibly. 
 
To answer your question, yes I have tried deleting and remaking the brushes. 
 
so it always compiles wrong even when making it from scratch? what if you change the shape, is it still incorrect? 
 
Yeah I changed the vertices a bit and got a compile that worked. I still don't understand why the others didn't work, I thought splitting the face of the cube into triangles would have avoided any weird geometry problems.
I really wanted to get a lot more done today but instead I've spent the last few hours dealing with crashes and bsp errors. And I thought UED was stressful! 
 
it's hard to tell from that image exactly what is being done but i tried recreating it and when i move one of the verts out of line so it appears the same as your x/z & x/y views, it looks different to how yours does in the y/z view (i don't get clean 'X' cuts) which makes me think you cut the brush up differently

i have a 'vertex block' prefab saved which i made manually using six 3-sided spike brushes. not sure if that's how you did it? i can normally bend it any way i want though; it churns out compiler warnings if it's on too small a scale but generally works ok in-game 
 
The face at the back has been cut opposite to the face at the front (which when you see an X shape in the 2d view). Basically I split the faces of a cube to get a mesh to manipulate, I thought this would save me lots of time rather than making a bunch of triangle brushes. 
 
Using your idea RJ I have found making a bunch of triangular/pyramid brushes seems to work without BSP faults. Though there is a huge amount more work involved than my split-face method. Choosing between more work and more "error solving" is horrible, probably going to go with more work and not go crazy with the outdoor part like I wanted to. 
Editor 
@FifthElephant, you are fighting the editor and trying to make it do something that it was not designed for. WC is old, designed long before people did tri-souping or terrain meshes. Valve got over these limitations by having displacement functions and lots of models.

You can easily do terrain or triangle meshes but with other editors. I have been work with GTK editors for years and have written plenty of tutorials. Have a look, maybe you should try a different editor? There are also plenty of tutorials for switch over to something different.

Terrain Tutorials
GTK Tutorial for Q1 
 
I have tried to wrap my brain around GTK Radient but I suppose I went for WC because of the Q-Adapter, and convenience is a big plus. I'll have to take another look. 
 
Using your idea RJ I have found making a bunch of triangular/pyramid brushes seems to work without BSP faults. Though there is a huge amount more work involved than my split-face method. Choosing between more work and more "error solving" is horrible, probably going to go with more work and not go crazy with the outdoor part like I wanted to.

you only need to do it the once. save it as a prefab and insert it at any time using the block tool; the brushes will be grouped automatically 
Gave up on trisouping for the same problems. I suspect its a problem with the compiler as well, getting muddled data from WC.

I was even getting problems with the 3-face pyramid cube method Rj mentions so started doing terrain in a different way.

It is much more work as well. 
 
Mouldy Old Knight

I like the idea of a dual wielding knight with curved swords. The Quake Palette has lots of green/yellow and I wondered what it would look like stained on armour to show age. 
Nice Idea 
I prefer that flat sword to the runic one.

Two swords suggests (to me) that instead of having a ranged attack he'd be able to deflect player attacks - the non-hitscan ones at least...

Maybe give him a fiend style leap as well? He looks more agile than a carapace armoured DK.

Bad hair day? :) 
Sock 
Wow - love it. Your monster models are the best thing to happen to Quake for a long time. 
I Should Add 
what makes them so impressive, other than the artistry of course, is the fact that they fit in so seamlessly and perfectly with the existing monsters, and of course are made with the limitations of Quake's engine and model format in mind.

All too often I see people making the mistake of putting too many polys in their models, and you just end up with a horrible mess because the verts just get smooshed around with the 8-bit precision. 
 
The mouldy knight doesn't look like a friendly fellow.. I agree about the yellow writing on the sword too, doesn't seem like a good fit.

The doom level seems a bit simplistic, nice lighting though. The texture scheme reminds me of the space levels in Duke3D. 
 
The mouldy knight doesn't look like a friendly fellow.. I agree about the yellow writing on the sword too, doesn't seem like a good fit.

The doom level seems a bit simplistic, nice lighting though. The texture scheme reminds me of the space levels in Duke3D. 
 
@ijed, interesting idea with the deflection of player missiles, not sure how to implement it. Would he be stationary or running at the player with swords crossed while deflecting bullets?
@kinn, thanks, they are designed for Quake Pixel Vision!
@Fifth, the runes are only one side, I might fade them more into the sword but the surface certainly needs something to make it light up when moving. Any ideas? 
 
I'm surprised no-one has made a knight with a big mace or a spear yet. Or an ogre/knight hybrid, or two-headed super ogre. I should write all these down or draw them.
I wish I could help with the sword but I think the textures in quake 1 are usually too low res for fine details like writing, could be interesting to have him wielding shotels or yataghans. (also I like the deflection idea, like the airgun from PainKeep!) 
Deflecting 
Was done in Quoth for the Death Lord - not sure of the method there.

We've got a version as well although it's a bit involved.

Basically you add a global 'shielded' that turns on in the animation while its blocking. All the weapon touch functions then check for this value when hitting anything.

If they hit it then reverse their direction;

self.velocity = self.velocity * -1;

And reset the owner field so it can hurt the player;

self.owner = other;

Or do something a bit more clever with scattering.

It's a bit more work this way but you can apply it whenever you like - so running or doing a standing block would both work. You can also have him receive lower damage from hitscan stuff as opposed to automatically damaging the player with an unfair reflected attack.

Not sure if this would work against the LG. I could investigate more.

Vague idea with the rune sword - why not use framegroups? You can animate up to four skins. Yes, it's a lot of overhead just to make a small part of the skin psuedo-shiny or glowing, but it could look cool.

If you 'group' multiple skins (max 4 AFAIK) in Qme it will flipbook between them automatically.

You can also do this manually by just calling the self.skin = whatever. Which could allow you to make the runes glow when he's doing something special.

Like blocking ;) 
Deflecting 
Was done in Quoth for the Death Lord - not sure of the method there.

We've got a version as well although it's a bit involved.

Basically you add a global 'shielded' that turns on in the animation while its blocking. All the weapon touch functions then check for this value when hitting anything.

If they hit it then reverse their direction;

self.velocity = self.velocity * -1;

And reset the owner field so it can hurt the player;

self.owner = other;

Or do something a bit more clever with scattering.

It's a bit more work this way but you can apply it whenever you like - so running or doing a standing block would both work. You can also have him receive lower damage from hitscan stuff as opposed to automatically damaging the player with an unfair reflected attack.

Not sure if this would work against the LG. I could investigate more.

Vague idea with the rune sword - why not use framegroups? You can animate up to four skins. Yes, it's a lot of overhead just to make a small part of the skin psuedo-shiny or glowing, but it could look cool.

If you 'group' multiple skins (max 4 AFAIK) in Qme it will flipbook between them automatically.

You can also do this manually by just calling the self.skin = whatever. Which could allow you to make the runes glow when he's doing something special.

Like blocking ;) 
Shields 
I've had good success with duplicating some of the mesh and pushing the faces outward a bit and then using alpha value. 
Alpha Free Shield 
Another trick you can use is to take that duplicated & enlarged mesh, and flip all the triangles in it. This creates an "outline" effect around your model, where the original model can be seen inside even without alpha. 
Yeah 
I remember your (?) model that did that with an egg shape around an Enforcer.

This is how all cell shading solutions do the outline effect as well, duplicating the mesh and applying a 'push' transform and flipping the triangles, then applying a flat black colour to the newly generated mesh.

Where black lines are needed they just get painted onto the diffuse layer.

When it's done to extremes on low poly stuff you start to see artifacts:

http://www.mobygames.com/images/shots/l/93349-viewtiful-joe-gamecube-screenshot-starting-a-new-game-joe-and.png

For a Quake forcefield, if you wanted to go nuts, you could export the entire mesh plus animations, push it, flip it and then attach it inside the Qc so that it would follow the animations of its owning monster. This would allow you to apply a .alpha value, animate the skin and apply texture fencing. 
Derp. 
Quouth Death Lord forcefield gameplay works very well.

Sock that's a nice model but I don't like the curved swords. 
 
To be honest I was not expecting to do anything interesting with this knight besides having two cool looking swords, but after what ijed said it got me thinking.

Personally I find bullet reflection abilities confusing to read and understand in games. There are plenty of examples of artifacts that do this function, empathy shield, cross of reflection, even the drake MOD has one, but I am not sure what it is called. So trying to implement a reflection ability is going to be tough because it has to be a certain state which the player can read and understand quickly.

I like the idea of swords glowing with an extra large sword model over the top (insync animations) and the alpha value changed. Once the animations are setup then I will post a video to see what people think.

Coding the reflection ability is going to be easy because I have re-written all monster projectiles QC scripts to go through one routine. 
Well 
That's why the method I mention is my preferred one, even though its more complex to make.

Visually you can see right away what's going on - the attacks bounce off the guy. The reason it works so well is you understand it immediately at first glance.

I never knew what the function of empathy shield was and never worked up the curiosity to find out. 
WIP 
Taking a small break from the blue map to mess about in Trenchbroom. Here's what I have so far, it's a remake -

http://s22.postimage.org/ei4s3ovtt/deck.jpg 
Work Continues... 
Is That Made In TrenchBroom? 
 
Yes 
Every single brush! :D 
Awesome! 
 
Go Man Go! 
 
 
I wonder who will release the first fully trenchbroomed map? :D (not me, I'm only editing stuff made in another editor atm) 
I'm Really Trying My Best To... 
but I fear some other folk are secretly toiling away at it and might beat me to it. :D 
Why Not 
Make a speedmapping session? 
Some Progress Screenshots 
I have the layout / connectivity finalized on the tournament map i mentioned earlier. Working on rebuilding the map from scratch using non-developer textures now. Starting on the most important part of the map, the main atrium!

http://www.mediafire.com/conv/c239e6971c2db654835d602641caef7523cd7c729fed97a5cbdef18b3272e2ed6g.jpg
http://www.mediafire.com/conv/fc49244047926b9698e121464681c353638d0fcef547a83fde986a29cecfde7e6g.jpg

Haven't really put much thought into detailing it or lighting it yet but just wanted to give people something to chew on and to assure them that I'm still working on this map. 
Looks Pretty Nice 
I love those textures, they are definitely underused! 
New Quoth WIP Map By Breezeep 
More Screenshots 
 
I haven't played it, but it looks beautiful, foogs.

The megahealth seems out of place. I guess I would've expected that the megahealth be on a platform or stylish place, and not just on top of a couple of beams.

I noticed that you have some items placed right at the edges. Is this because to allow players to grab those items without actually landing there? Isn't that a little too forgiving?

I've been out of the quake scene for some time, so I don't know if that's a trend now, to be so forgiving like that. 
 
I'd say the quake scene is pretty forgiving. 
Foogs 
That looks really good.

Are you sure about that black sky? I'd just put a ceiling there, myself. 
Oh And 
Be sure to release the source when it's done so somebody willing can make a SP version... 
 
I wrote up a quick OBJ to MAP convertor program so I could do stuff in Modo and import it into TrenchBroom. First test - successful!

The little "S" shape was modeled in Modo and converted ... It's alive. ALIIIVE!!

Granted, there's no texturing info but, hey, the brush shapes are better than nothing...

https://dl.dropbox.com/u/161473/Misc/QuakeStuff1.jpg 
 
dude... that's... really awesome. 
 
It's the simplest conversion possible so it isn't like it's breaking up a mesh into convex chunks ... you have to build like you build in Quake. But at least you can use a high end set of modeling tools to do it... 
Holy 
 
ah ok, that's still really cool though. :) 
Splitting Concave Things Into Brushes 
That is something that I keep coming back to for several interesting applications in TB. If I ever get it working, it could be used to turn obj into brushes as well I imagine. 
 
More quick fun testing : https://dl.dropbox.com/u/161473/Misc/QuakeStuff2.jpg

SleepwalkR

I tried for a long time to get it to work as I wanted that feature for ToeTag. I could never get it to work even remotely reliably. Now, granted, I'm awful at that kind of code so you may have better luck.

If you DO ever get it working, it'll be a Quake editing renaissance. :) 
I Mainly Want It For 
more flexible vertex editing. Would be great if you could push a vertex inward and magically create new brushes, and re-merge them when you move the vertex back out again. But yeah, it's very complicated. 
I Love That 
...

I can imagine some really interesting maps coming out of all these new toys! 
Trenchbroomin 
Looks Good... 
I always like individual broken brick-work. Good sky texture too. 
Wow 
Looks great! I've been mapping too, but not with Trenchbroom unfortunately. But with 1.05 now in my possession, who's to say. 
Sky Is From Shrak 
Sky Is From VONDUR 
Cool! 
 
Good Trench Scampie. 
Now go map some more broom. 
Calling It Now 
 
Daz/Drannerz/Dazers 
 
Scampie 
awesome! 
Daz 
Just wait, if phong shading support gets added to the compile tools we'll probably never see any other type of map ever again :P

I do love that map though, I should probably finish up mine... 
Couple Editor Shots 
not Trenchbroom, but something I've been tinkering with for a while.

http://www.quaketastic.com/upload/files/editor1.jpg

http://www.quaketastic.com/upload/files/editor2.jpg 
Not TB!? 
TRASH!

;P

Nah, that owns. 
Fuck 
looks awesome as usual. You are good at what you do - looking forward to playing it somewhere down the line! 
 
Coo, but, are you allowed to use doom textures in quake? 
Well 
I am. But no one else is though :) 
Willem, Re: 9108 
When you say you have to build it like you would in Quake, what does that entail?

Do you mean you have to make the equivalent of a "brush" in Modo, or do you just mean you can't leave any weird / concave shapes?

Also, does it only work in Modo or is standalone and works for any program that can export .obj? 
Ok Here We Go 
What A Mess 
sorry 
Test 
Test 2 
Not A Test 
Tell Me About Your Impressions 
or not.. 
 
That looks good, mfx. That first shot is nice, almost like from a movie.

But, fitz0001.jpg, looks good, but, something weird about it. About that control panel and the floor. 
 
When you say you have to build it like you would in Quake, what does that entail?

Do you mean you have to make the equivalent of a "brush" in Modo, or do you just mean you can't leave any weird / concave shapes?

Right, you have to build with individual shapes that are convex and sealed. Like Quake brushes.

Also, does it only work in Modo or is standalone and works for any program that can export .obj?
It works with the OBJ file format so anything taht exports to that format should work... 
 
But, the nice thing is that you can work however you want in Modo (or whatever) and when you're happy with the mesh, you can then spend 10 minutes breaking it down into convex shapes for export. 
Cheers! 
Those last sets of screens make me hopeful :) 
More Screenshots 
Mfx 
That's very curious looking. 
 
Looks cool!
Also dark!
How far along? 
Bit Dark 
Could do with a bit more contrasted lighting IMO. More bright spots, more dark spots, but overall less blandness.

I love this shot:

http://www.quaketastic.com/upload/files/screen_shots/fitz0013.jpg 
Agree 
Some decent honey vibes there. 
Hmmm.. 
 
Dark Is Ok 
But + contrast. Maybe some spotlights would help. 
Looks Very Good 
 
TB Wip By Ed 
I Didnt Find It Too Dark 
but yes contrast would help it look better. 
 
mfx - how far along?

Negke - Ed who? Cripps? 
Ed Has Made A Nice Level 
good one ed 
Deck 16 Remix Update 
This is almost done. I have 1 room and a couple of ceilings to do, I've already started item layout and some small testing with Omicron bots.
Once I'm done I'm going to need a couple of volunteers for testing, when it's released it'll have the source .map file included.

Also, screenshots -

http://s17.postimg.org/eigyp88j3/deck1.jpg

http://s15.postimg.org/b3692gnjv/deck.jpg 
FE 
include SP variant, please! 
Ps 
looks very nice 
Drew.. 
I haven't 100% decided on the SP version yet. I have a few cool ideas for it though. However it's not a huge level so I'm not certain how I can extend the gameplay time in it to make it fun. 
 
Looks great, just wish it was a tad brighter. 
Deck 16! 
It looks really, really small compared to the UT versions. Is navigation a problem with all those small spaces and gaps between crates?

I agree with Spiney also that is very dark, especially so considering it is a DM map.

I like idea of a small 1on1 style D16 layout, I guess I'll have to see it ingame to really judge. 
... 
In terms of level size it's around DM2/DM5 sized. I think the screenshots are deceptive, the walkways are wider than DM5 for example. The gap between the crates is between 64-128 units. The map is probably best suited for 2-4 players, it's very scaled down compared to the UT version but then again that game has a sniper rifle for a reason! ;)

As for the light levels it's definitely something I'm going to tweak a bit, but I'm of the belief that mappers shouldn't be too scared of having dark areas in their maps! :) 
Up To You Obviously! 
thanks for considering the request anyway - I'm sure Negke could valuable ideas - he has a pretty amazing track record for wringing gameplay out of tiny dms 
 
As for the light levels it's definitely something I'm going to tweak a bit, but I'm of the belief that mappers shouldn't be too scared of having dark areas in their maps! :)

this is true. however that doesn't mean sourced lights can't be brightened up to add contrast. those shots look fine to me, but it's normally difficult to judge light without seeing it in-game due to everyone's setups being different

if you don't end up making an SP version, test it for DMSP2 :) 
Thumbs Up 
I've always loved Deck16 it's a classic map. Sense of scale doesn't seem quite big enough but perhaps it has to do with unreal fov/lighting effects. But it's great seeing the detail you've put in. 
 
mfx your shit is pretty dope man. I like your pipe work and how you're making your shit so futuristic. I bet you make some pretty cool looking shit for other engines too. 
Ref. Screenshot 
I have noticed when taking screenshots lighting varies allot when looking at the .jpg image. I wonder if including a reference screenshot of the Quake start map would allow the viewer to set a correct gamma when looking at the shots. 
MFX 
Very nice style, I like the texture set and the fog combination, seems to have a good variety. Just work a bit more on the textures I think. 
TB Wip By Ed 
Very cool designs and interesting textures, keep it going Ed. 
FithElephant. 
Looks spot on as a Quake Base Dexk 16 remix, got the style exactly right, neat build too. Could be pretty annoying gameplay with all those crates tho. 
First Map Is Up At Quaketastic 
others will follow soon!
Thanks for your appreciation. 
Lol... 
it's too dark... too many crates...

You guys are gonna cry when you play Q2DM8... or HL's Stalkyard ;)

For serious though, the screenshots are deceiving here, it plays like a cross between DM4 and DM5 but slightly bigger. The layout of all the rooms is now complete, I have 1 ceiling to do now and a few lighting tweaks and cleaning up with some clip brushes (and some more crates to add, no joke) 
Getting Back Into This Stuff 
Oh 
ray that's nice! trademark stuff =) 
This Is The 
year of the base map!

Seriously, though. I'm working on one, one was just released by MFX, capnbubs is working on an e1m1 remake over at quakeone.com, you're doing one... :D 
Base Is The Easiest Theme To Work With 
So many base maps in the works. Spirit is going to turn in his grave! 
Drop The Base! WUB WUB WUB! 
Looks interesting, Ray. I hope to see more!

I think Scampie is/was working on a base map too btw, and hopefully Tyrann will one day release the mother of all base maps that he's had tucked away for the last 6 or 7 years nearly finished... 
Don't Forget These... 
Or We Could... 
have someone tie them together and make a "something wicked" uber base map... 
Base Schmase 
Lol, I'm dicking around with the E2M1 source and slowly turning it into medieval style. 
Also 
Why not try doing a 50/50 kind of thing. Mappers always seem to stick to a single theme for a map. Unless you're Madfox... 
 
I'm not working on a base map 
Negke 
Base Is The Easiest Theme To Work With

Really? (not being sarcastic, btw)

I think it's rather hard to make something *interesting* with the idbase set, because it kinda limits you to those wall panels. It's hard to me, at least.

I have an easier time with bricks or concrete or something - you can build whatever geometry you want, it will tile no matter what and light/shadow will make it look interesting without needing the details drawn onto the texture.

That's just how it is to me, though.

But I guess idbase gives you some dots to connect, and is easy in that way, while using endlessly tiling stuff requires actual interesting brushwork and some attention to lighting to look good.

I prefer brick and lightmaps. 
Spiney 
To me, mixing a very rigid feeling theme of pre-made panels with more organic stuff is the hard part. 
Base.. 
Each style has it's own challenge I think. I dunno if it's easier to make a base map, I just thought it was the best suited to remake deck.
Base certainly has a really versatile .wad to work with if you use the idbase_ultimate wad, I wish the other standard sets had been extended as much (at least to give more variety for mappers) 
I Think 
Tyrann said its still in the works.
Whatever the theme, I'm down. Its exciting how much seems to be on the horizon.
Does anyone know what ever happend to the medieval map Lun was once working on?

Re theme... I don't think base is the easiest theme either. I guess I'd agree with gb on this one.
Then again I'm not convinced that I know what I'm talking about; I find metal to be a hard theme to pull off (well) also. 
Casting The Magic Wand Of Pipes 
Base Is The Easiest Theme To Work With
I think it is partly to do with what details people put in maps, crates, pipes, girders, computer panels, wires etc. All these details are easy to create and visualize because they are modern day things. Also the ID base textures lock together like lego and they are easy to work with especially for scale. 
Base Is Not That Easy 
But to do other themes well is just as hard I think. It's all about scale. 128x128 is deceptively large. Sometimes I wish those textures were 96x96 instead. 
Steps For Example? 
32x128x16?!?!

More like 32x96x8 I think. If you know what I mean. Which you might or might not. Which is obvious. 
Gb 
It just always felt to me like that.

I agree with sock. The textures are very consistent and compatible to one another, they pretty much fit like Lego. And it seems the base (sci-fi) theme is more immediately accessible to authors than the more abstract ones. 
Base 
I think that the toughest thing about a base level is that you're kinda limited in the choices of appropriate monsters to populate it. Grunts, Enforcers and Dogs (and Scorpions if you're working with the Hipnotic add-on). That ends up limiting the type and amounts of weapons and ammo that you can use without unbalancing the gameplay. Obviously for a DM only map that's not really an issue. In addition some items simply look "Odd" in a typical base level. For example how would a PoP end up being there in the first place? A ring? Even the Quad is kind of out of place. The Armor is also kind of weird looking when sitting in a base level (it's got more of a medieval type thing going on with its looks). 
 
I have a hard time with idbase. I find ikbase on the other hand is a lot easier. 
 
For example how would a PoP end up being there in the first place? A ring? Even the Quad is kind of out of place.

I know, right? And what's with the player being able to carry like 8 weapons at once? Totally unrealistic... 
 
I'm just saying that the overall base theme tends to limit the choices that are available. Those things that I mentioned can all seem appropriate to the other map styles in the game. 
 
Hmm, I usually find that a small but very well thought out texture set gives strongest visuals.
I usually try to stick to 6 or so textures for most of the map... But I'm a bit of a less-is-more kind of guy so...

That kind of mentality only works well in games that allow you to do very abstract floorplans.
If you need a contemporary city you're going to need to throw a lot of diversity at it to sell.

Usually prefer textures that are fairly flat in terms of color and reasonably light to show of the light and shadow. Then again Alien style corridors are pretty cool also, I prefer those to look very methodological, using repetition a lot etc. 
 
idbase is one of the best examples of a low poly modelling saying: Let the texture do the work.

A single flat surface suddenly becomes a detailed panel in a military installation, and there's a bunch of other little alignment reliant textures that you can use that really make the set sing. There's also lots of easy ways of filling empty space and creating parallax in that space, which brings a lot of easy visual interest to maps without being unnatural. All with what are basically a bunch of cubes. 
 
Never underestimate the parallax effect! 
WIP 
Pretty Awesome! 
It's good stuff sock, though if I was in the model making business I'd be hella tempted to wait for capnbubs updated models to modify... :P

Could get those other ITS levels done in the mean-time ;) 
Those Are Great! 
 
The Guy With The Shield Is The Best 
but all look good and suitably quakey. 
Baseset Is Easiest To Work With 
i agree to the fullest. 
Knight Posse 
Totally badass. Guess all that's missing for it to be complete is some sort of halberd knight... 
@negke 
halberd knight What would a halberd knight look like? Crazy large sword manga style? two handed large sword resting on floor most of the time? Let me know what you think? 
Scythe Knight! 
 
Also 
If you wanted to give a knight a crazy huge weapon without raping the knight's vertex precision, you could export the knight + weapon as two seperate .mdls, and "bind" the weapon to the knight in the QC. 
 
Something like this minus the goofy armor. Long range, stab and sweep attack?

Large sword sounds cool, too (for Aramis?). Perhaps like Pyramid Head from Silent Hill: large, heavy sword. Sweep and overhead smash attack - slow, but extremely devastating. 
 
Well the knight and weapon can be animated separate and glued together in QC to solve bound box problems. I certainly like the idea of a really cool range weapon and they would make awesome statues to come to life!

When I was designing Lord Aramis (shield knight) I sort of imagined him like the Tower Knight from Demons Souls. 
Sock... 
Demons Souls and Dark Souls are two of my favourite games, halberd guys in DeS always mess me up though. Tower Knight was scary when you first met him, what I'd love in Quake is that every theme had a proper boss... I want to meet some kind of Cyber Shambler boss for base maps (I drew some sketches for when I learn modelling), a bad guy I call "Arch-Vore" which is a beefed up Vore who can revive enemies... A King Ogre (with a crown) with a double bladed chainsaw and cluster grenade bombs. But I can't model or code... :( 
Damn 
I've got limited internet qbility right now, but search arne's kuwaiik drawings. Chibi style, but great stuff. I already made his exploding zombie.

Halbard knight? You've been reading fire and ice negke! I wouldn't make him slow though, instead give him knockback abilities like a q2 enforcer - it hurts when he hits, but knocks you back. If there's no room for you to fly then the end of his animation is the deathblow. 
Berserker 
not enforcer. 
Ijed 
Actually, I had Gothic 3 in mind, although seeing the screenshot now, they don't look iconic enough unlike the picture I posted earlier. 
 
I love that crossbow knight, he looks so mischievous. 
Ah 
Ok - I was thinking of one of the later books, with the knights of Dorne, I think. 
Knight Of Dorne... 
Do you mean Aero Hotah, Prince Martell's Captain of the Guard, the Norvish mercenary? 
Argh 
Yes....?

I ruined the books for myself by reading them all in one go, so I'm patchy on the details.

But the way that character was introduced sticks in the mind - it'd probably be a fun challenge to code / animate such an adaptable fighting style. By which I mean the blade for chopping and the haft for defence.

Probably not worth it in Quake either - I'm reminded of when indy faces the show off sword fighter - blam. 
 
fiends are great for that, their jump means it's easier for them to get into melee range.

I would think a spear knight would do a skewering dash at the player, which would serve much the same purpose. the difficulty is to differentiate it gameplay wise from a fiend without too many bells or whistles, as it's still really just a 'sidestep shoot' type of enemy. 
I'd Like To See A Combination Flying/ground Enemy 
something really vicious that can behave like a gaunt or an imp in the air, BUT can land right near you and behave like a fiend/hell hound - and after that, take off again (lol). 
Hm 
Makes me think of a Spartan. Big shield for ramming / defence and a spear for finishing off. 
Fiends With Wings... 
Buffalo style! 
Maybe.. 
like in rubicon, an enforcer with a jetpack? 
 
or enforcer with ironman suit? 
Enforcer With Gatling Gun 
I want an enforcer with a hitscan gatling gun like the heavy weapons guy in doom 2. He would have about 2-3 time enforcer health and be a little larger because of his heavy armour.

The gatling gun would take a moment to get going, but once it was going it would do a lot of damage if you didn't keep moving. He would shoot for about 5 seconds from when he started firing, and would not stop even if he lost line of sight.

But actually, we have enough enemies, so it's not something I've ever really felt desperate for or anything. Would probably be a nice addition to the base enemies though. 
 
i want that too now! 
"we Have Enough Enemies" 
certainly that may be true in some regards for gameplay purposes, but to maintain a level of interest in the game it always improve the health if we get shiny new toys to play with. A good example is what the Quoth additions have brought to singleplayer maps. The additional base enemies have really helped to make the game more fun, really before quoth there were only 3 suitable base enemies (dogs, grunts and enforcers). 
 
A chaingun/machine gun enforcer would be nice. But I don't know if I would like him as overpowered as you suggest. It would make him sort of a sub-boss monster rather than a normal class enemy. Two times as strong would be ogre level, three times hell knight level - all the while having a powerful hitscan attack (not to mention that five seconds is a very long time in game). So I guess this would be pretty annoying in practice, easily making the Quoth monsters pale in comparison.

I'd prefer something akin to the Doom chaingunner in terms of health and damage. 
 
 
I'dd like to see some enemies that have locational damage zones. Like a large armoured enemy with weak spots.

Another idea would be enemies that are large enough to pass through them, though that seems very tricky to code/construct. Something like a robot would be best for this due to a rigid movement pattern. 
SNG Enforcers 
We've got :)

They also throw nailbomb grenades. 
Which HURT D: 
 
I Just Wonder 
why that q2 guy from kinn's bastion never been used in other maps beside the bastion itself

it's a very cool monster and would fit perfectly in the quake universe

http://gunpowered.com/q2cheese/bugs/quake2_infantry.gif 
....interesting 
I've been working on a map, maybe I could use the progs...... 
I'dd Like To Play The Strogg Gunner 
prolly my fav Q2 enemy, very iconic... 
Spy 
It's content ripped from Quake2, which makes it a bit naff to use. I didn't care back then, but these days I realise how crap and lazy it is to rip content from other games. We have the tools and talent to make our own - that's gotta be the smart move. 
Kinn 
but these days I realise how crap and lazy it is to rip content from other games

i agree with that statement, but from 16? years since the game has been released there are only bunch of quality monsters been popup. Especially to the base settings.

its just a retextured grunts and enforcers.

otoh the eddie guy from quoth2 is awesome though 
Female Player Model 
Arghhh 
ugly face... rest is acceptable ;) 
The Unsingle Theme Of The Bizzarro Baker. 
thanx for tailing me,
scampie 
0_0 
 
Oh Mijnen Gott 
MadFox, please make a map with animated disco floortiles. I wanna dance with the drunk ogres!

Why no female ogres?

And pool tables like in Duke3D? Someone code me a pooltable!

I HAVE SO MUCH IDEAS. 
Also 
You should make the moon a giant eyeball! 
Didn't QMD Make A Disco Level? 
 
If You Remember/find It, Please Post A Link! 
 
Disco Levels 
Need A Couple Beta Testers For My Map 
... it's DM only. Just need to make sure nothing snags and maybe get some feedback... just email me or something with "map beta" in the title. 
Screenshot 
of the map that I'm requesting testers for -

http://s22.postimg.org/y5vpu7y81/deck.jpg 
 
wasn't QMD's nighclub level called "Rich_Bar" ? 
 
Starbuck 
I think you are looking for Club Shub! Holy shit nostalgia blast :o

Everyone has nice screenshots, now go map! Yes even me too I guess! 
@9247 
Is that based on one of CZG's scraps? 
 
cool, that reminds of kingpin 
5th 
I'm not much of a DM player, but I'd like to take a look at the map nevertheless. For some actualy multiplayer feedback, you should post the beta at quakeworld.nu and quakeone.com, I guess. 
Ok Neg 
I have sent you the beta. :) 
Some Screens 
Looks Ace 
and the lighting is well done 
It Does Look Good :) 
Massive areas == massive beasties?

Just one minor thing - you uploaded your screenshots with names like 'fitz0020.jpg'. Should be 'mfxsp2_01.jpg'. Don't be lazy!!! I guess you are burned out from all that mapping ;)
I guess it's worth it :) 
Mfx 
awesome! :D 
OMG ! 
Can't wait to play this map, mfx ! Looks awesome. 
Still 
trying to figure out how to quoth in quark.
Have to finish this before starting trenchbroomin,
and vanilla quake enemies kind of underrate this map... 
 
You can't really quoth in quark as quark uses its own "tmpquark" directory as game. You might be able to if you use an engine that supports the -quoth switch but I don't remember. You could also put the quoth files into the tmpquark dir. 
 
Lol.. 
 
Already 
Figured it out, think its gonna work... 
Looks Good 
The contract textures never get old for me. 
Yeah 
Dude - I know you've been like stockpiling or whatever - but thank your for being super active and getting 2013 started with quality.
This looks even better than the (very good) map I gave a quick playthrough the other day. More feedback on that soon, btw.
looks great, very monolithic. Very Quake. 
Agree With Everybody 
Looks dope. 
Da Shit 
I says. 
Thank You All 
 
I Think I Know What MFX Stands For 
MOTHERFUCKER those are amazing looking screenshots. 
Mfx 
...looks like the new mapping machine. :) Screenshots look sweet - still have to play that debut base map though! 
Nope OTP, 
Sorry. 
Where Were You All These Years?! 
 
Cayman Islands 
counting my cash.... 
Sorry 
 
Very Nice FMX 
Interested to see how your polished tight base design translates with the Kell theme, and the other base one looks great too. 
Both Maps In Progress Look Fantastic. 
 
Thanks Hamblr 
 
Yeah, What They Said. 
also, pretty impressive output for that amount of time, and for using Quark! 
 
Both maps look awesome, mfx! The Knave one in particular slays. 
 
I think they both look particularly interesting. More than-worship apparent in the kell one (not that that is ever a bad thing).I suppose the remix map also looks that way, evoking than's 1st dm remix in some ways. But it also has a strong Ricky T23 vibe going on... something a tad more loose there, it seems.

Either way. really good looking stuff...


Skacky - you still working on that Knave pack? 
 
Drew: I got a bit carried away with other projects (most notably for Thief) and real life got in the way. Badly. I will resume work on it someday though, the maps are still there. 
Pixel Bricks 
Image 1 Image 2 Image 3 Image 4

Too dark/bright? favourite one? 
 
I'm not seeing anything here that I dislike, what is it you want us to compare? All these textures compliment each other beautifully. 
 
@FifthElephant, I am curious to know what image people like the most. The first impression is important for an image, it can hint at what is the best view angle, lighting and focus of a scene. 
1 Looks Fantastic 
 
If You Ask About How I Think Random Joe Would See Them 
21 and 23 for me.

21 is great because it is a castle and shows some big interior and has great atmosphere. Makes me wonder what of the possible locations in the image I can explore, the tower maybe? Maybe I can sneak on that ledge above the entry. What's in the bottom left corner!

22 looks "boring, just some random room".

23 looks intriguing and hints at some interaction with those evil guys. (The SK door looks out of place to me, too cartoonish and also flat. A more yellow/light or darker wood type might fit better. But this is random taste and possibly complete bollocks.)

24 looks great because it shows traps and I like that but the image itself seems so filled. Only one of the pendulums would look better I think. Then it would be more clear what it is too. Right now they look like they statically(!) barricade the item without moving. The item itself is not even really recognisable as something worth getting to a non-Quaker. 
+1 To Spirit 
 
 
Thanks spirit, that is awesome. Yeah shot 22 is an odd one, I love the architectural shapes but it does not present well as a screenshot. It sort of falls into the category of brushp0rn. The locked door in 23 is a lighter wood but the SK panel is stone which is odd. 24 is my homage to Mike and the nice use of pendulums. I remade the model to have a ring section at the top and beefed up the rest of the model to represent the weight better. I should do a couple of extra skins for variety reasons. 
Oh Ok.. 
I pretty much agree with what spirit has said, except maybe his comments on the silver key door looking out of place, I think it's fine. I recognise the area of 22, looks fairly standard, not every room is going to be mind-blowingly awesome, sometimes rooms just need to be functional (but tarted up a little). 
Third Picture Looks The Most Appealing To Me 
In my humble opinion. I really dig your style. 
 
First one (if it wasn't for the wrong brick seam on the right tower!) 
 
Needs to be blood on the wooden plank leading to the rune! All those shots rock though

Shots 1 and 3 are best for mass consumption, for some reason, shot 4 reminds me of the old Quake2 promotional screen with the gladiator on a bridge
http://www.gameswin.biz/mr/figuras/quake2.jpg

I have no idea why 
Yes 
1 and 3. SK door criticism bollocks.
Shot 2 is very nice brushporn, but yeah, not particularly compelling for non mappers - also courtyard visible doesn't have anything of particular visual interest as of right now.

shot 4 what spirit/scampie said 
 
damn nig they look frickin awesome sock. 
1 And 3 From Me Too 
 
 
--sock
my favorite image is 23 by far of those posted. I can't really give much concrete reasoning as to why I like the image better than the others other than it's driving my imagination wild thinking what is at the end of those stairs or how high those stairs go. 
New Ogre 
@sock 
I really don't like the new ligh huge block texture and it doesn't work well with city6_8. The rest is cool. 
'huge Light Block Texture' 
the windows?

I think EVERYTHING in those shots looks cool. 
Vermis Embryo? 
It seems I can't get away from Quake. I found this growing under the sink...

http://www.quaketastic.com/upload/files/misc/DSC_0111a.jpg

(Nikoin D5000, SB-700 @ 128th, f16, 60th sec, summer fruits cordial dropped into milk) 
Wooth! 
Excellent picture you got there, Mike!

I tried some macrophoto's once, but almost screwed my new camera with the outstanding lense I needed for that purpose.
It gives me reminiscense of my fluid projections I make with my diaprojector and a tumbling double glass coil.

http://members.home.nl/gimli/pantharei.jpg 
Post A Picture Of Yourself...Shamber! 
who'se afraid of screenshots
 
Hodor 
 
I Liked The Guru Pic Better 
 
Work In Progress 
but nearly done.

http://i.imgur.com/LqWcXmN.jpg
http://i.imgur.com/CvFKYfE.jpg
http://i.imgur.com/p9ja2dX.jpg

It is dm6rmx, but it doesn't really feel like dm6 at all because I had to change the size of the main atrium quite considerably. I also added a lot of extra areas and although the original layout is still there underneath, you would barely know it :/ ( :) ? ) 
That... 
looks sexy as fook...! 
Very Cool 
That copper use reminds me of Aderlass - which is a good thing :) 
Than. 
Nice one, looks to do it justice, lush lighting in the 2nd n 3rd shots. 
Looks Good 
You got me hooked. DM6 it's my favourite DM map and i can only see it in the third sc, which i suppose you took from the place the RA is. I'm still figuring which part are the other 2. 
Last Shot 
Looks ace! I love the light fixtures! 
Those Giant Nut And Bolts 
:O 
@than 
Image 1: I love the window design (diagonal bars) around the central arena, reminds me of E3M6 which is one of my favourite levels for architectural style. The ceiling looks like a blob of brown, maybe add some colour (grey/green) to the circular panel/trims?

Image 2: Got some lovely strong architectural lines going on with the bolt supports on the ceiling but the colours feel wrong. The ceiling is just full on brown and it would be interesting to extend the grey brick upwards to break the hard line separating the two sections of the room.

Image 3: Looks like a good combat area with multiple floor heights and I love the style of the steps with the brown/green combo. This is certainly the best image for lighting, very dramatic. 
 
Looking at the pics again I think they only thing I would say negatively (and who am I to say bad things about other peoples maps?) is that the lighting is a little flat in the first and second image.
I think if the lighting has a lot of good contrast between light and dark then it doesn't matter terribly what textures you use. I've seen very well lit single texture maps that take a dump all over anything I've ever done. ;) 
Sorry Than 
just not that excited with those shots. i find the texture use is very bland. :(
the third shot in particular would benefit from some better hightlights, like the bright orange bricks for example (the 'city_*' small bricks).

brushwork is very nice though and no complaints about that. i like the metal details. 
Thanks 
for comments and criticism guys. I will try and improve the lighting a bit more and tweak the colours.

The textures are mostly selected because they are similar to those used in dm6, but I think dm6 has slightly brighter lighting, harder shadows and a more obvious yellow ceiling colour, so maybe I should try bringing some of that out? 
 
The textures are mostly selected because they are similar to those used in dm6 ... I also added a lot of extra areas and although the original layout is still there underneath, you would barely know it

If you have added a load of new areas I am sure you can add some nice new textures as well! :P My comments are about the brown you are using, lovely brown detail next to more brown detail = brown blob! 
I Have Always Hated 
dm6 texture theme so wouldnt bat an eyelid if you did a complete overhaul :) 
Don't Do It 
Ignore that Than.

U-Haul used the same theme and it looks great.

re lighting- I assume the shots were brightened, like all your screenshots, so as to avoid "too dark" comments. 
Haha 
U-Bend 
 
Yeah, I guess it depends if using different textures will move farther away from DM6 than you would like.

The original map is pretty boring though from a texture point of view, so I wouldn't hold to strongly to it. 
Than 
what I really like about the style you're remaking the maps in, is that it seems more "base," whereas negke's remakes of the same areas seem more... "industrial"? Basically his are 19thc and yours are 20thc or even futuristic. You always kick ass with angles, texturing, and lighting, and these shots just continue to confirm that ability! 
Drew 
the shots are not brightened actually. I'm using quite a lot of ambient light (not worldspawn minlight) in order to simulate bounced light.

Anyway, I will work on the gameplay now and tweak textures and lighting once it is fun.

Also, I did try the red brick texture Necros suggested, but it didn't look good. Maybe on the main walls rather than the inset lit sections would look decent? I could give that a shot I guess. 
More Playing With Models 
Helicopter from the Duke3d Hirez pack.
Used Noesis, Gmax and QME. Quoth mod.

Gmax to apply skin ---> Noesis to scale skin, remove fullbrights and convert to .mdl---> QME to scale model.

Hirez skin using Fitz V. Used the original skin in the hirez pack just converted .png to .tga and it worked!
http://www.quaketastic.com/upload/files/screen_shots/chhirez.jpg

Standard 480x480 skin Fitz .85
http://www.quaketastic.com/upload/files/screen_shots/chstdrez.jpg

and not working on finishing a map 
Skin Sizes 
Remember that it's best to create skins which are power-of-2 sizes, and 480 is not a power of 2. You'd be better off making it 512x512 or 256x256. 
I Agree 
480x480 is the limit for Fitz if i remember correctly. 
Not Limits 
I don't know if that's the case, but if when you have a skin which isn't a power of 2, then it gets stretched in older engines, and wastes texture memory in fitzquake. So 480x480 shouldn't ever be used. 
 
hmmm i think that limit is only for the vertical size. i have had skin widths of 2048. (when i was merging models together in qme) 
Vertical 
480 is the max(tested). Too bad it's not 512 
Than 
My opinion is probably subordinate to Necros' but I don't like the idea of the red bricks making an appearance- the blue and yellow bricks, with the brown copperworks, seems to provide enough colour and variation I think. I guess I would agree that breaking up some of the simpler, plain brick walls might be an improvement, but generally I think the relatively simple (as opposed to simplistic) style works well in the shots. 
I Agree 
with Drew here... red brick would be really out of place in a DM6 remix, I attribute terracotta to the Gloom Keep style. 
What About This 
 
 
i like the fog/sky combo. Feels like dawn. 
I Guess It's The Global Illumination Too? 
 
I Like It! 
 
Light Looks Cool 
 
Fog Sky Combo Is Great. 
Build quality looks good too.

NEEDS MOAR CRATES. 
Can't Sleep ... 
E3M6 2013 
Lovely looking, though I think Runic maps shouldn't have arches. 
OTP 
is definitely incorrect. I'm going to make a runic map made entirely out of arches and round things just to anger him. 
Round Runic. 
Is the future of Quake. 
Shambler 
I can see it now. Round runic style maps. With round runic barrels.

OTP_RR.bsp 
Re: Gothic Pointed Arches / Romanesque Rounded Arches 
if there's no pointed arches, then nothing makes the e3/metal style gothic and then it's just.... geometric.

I always found id's metal theme the least explicable (I don't know where they got the idea to make the texture set or apply it the way they did), but the gothic element seemed to make some (scary) sense of it, if any was to be made (the start of Satan's Dark Delight is so awesome). 
 
nothing makes the e3/metal style gothic and then it's just.... geometric.

That would make a lot of sense, given the following:

http://www.quaketastic.com/upload/files/single_player/allthoserunicarcheslookatthem.jpg 
Heh 
I never outlawed octagons or 90 degree angles, as gothic, I just meant the difference between pointed arches and rounded ones has an aesthetic and atmospheric affect. 
Height And Arches 
Aren't mutually exclusive.

The metal theme, for me at least, is about vertical height.

Taking with Lunaran the other day and he mentioned a piece on how the entire Ep3 realm is some sort of giant prison for elder creatures. 
Whats The Point Here!?! 
Texture theme indicates brushwork? thats poor..
Sock: Looks great, go on! 
No Point At All 
texture indicates a rough blend rust.
maybe I'm not brushed metal enough. 
Palette Overdose 
Lava always ruins places!

It is odd how large amounts of red/blue/green can exist in a Quake screenshot and it still feels alright! 
Quake Palette 
Is pretty robust. Colored light can easily ruin it if abused though, thanks to clamping, and it following rub instead.

That looks great by the way - and is that bar style from e3m6? 
That's Rgb... 
 
That's Rgb... 
 
 
There are no new textures in that screenshot, I used E3M6 exclusive (well except for 2 extra). I added colour lighting but only subtle values, I wanted to maintain the existing colour tones. 
Yeah 
I recognize the set - I've got a scrap of e3m6 and have always liked that blue faces texture. 
Oof, Yeah 
The Quake palette. That green. That red. That blue.

Honestly e3m6 always seemed visually like a hodgepodge to me. But why not. 
Sock 
Why is that damaged light fixture still working?! 
Holy Hell 
that looks amazing. 
Gb 
Because they look good - Quake palette to the rescue! 
 
Maybe we're used to that combination. And the graininess helps 
SleepwalkR 
Bringing the real issues to the fore! Surprised that one slipped through sock's ultra-refinement. 
Sock 
Yes. That looks so profoundly atmospheric and classic. 
 
The lights are powered by magic, silly. They always work regardless of damage. 
 
Well to be fair I did add a flicker to the light! :P

The map is about only using a limited texture set and nothing else. It has been really hard to resist adding more textures but I am hoping people will just fill in the gaps and imagine it sparking and the light texture flickering. 
I Would Be Excited About 
additional textures as long as they remain very id-vanillesque. So while I know you are not doing that, if you decide to compromise later on down the line, i'll be super stoked. I love new custom id1 style textures, and would be excited about using them in my own mapping (as I am about using the ones you've already created [once you're cool with that obviously])! 
Polluted 
 
 
LOL-- brilliant!! 
Intended 
 
 
NEEDS TO BE GREEN 
 
Free Madfox Dopefish Model ! 
help your self

download 
Late Night Sketch 
That's A Warm 
Wind tunnels! 
Backsteingotik!! 
A Bit Too Yellow 
and also I think the the roof light is giving off too much for its size? 
What Light From Yonder Window Breaks... 
It looks as though the light entity is too far away from the window and therefore unnaturally lights the walls on either side.

If you make the window a non light blocking entity (I forget what it is) you can put a stronger light outside the window and get a better effect of light streaming into the room. 
Perhaps 
It would look better if the ceiling was protruding upwards, not downwards. 
The Two Uprights Against The Wall At The Back 
Look like old chimney stacks :) 
@ Sock's Last Screeny 
Something doesn't look quite right with the ceiling I agree. 
Light From Windows 
You can use a func_wall as the window glass and put a sky brush behind it to seal it from leaking. Then put a not too bright light inside the sky brush, but give it a small wait value so it has some reach. Finally, put a stack of low value lights in front of the window to provide some fill. Otherwise the window frame will be pitch black.

http://www.quaketastic.com/upload/files/screen_shots/wish13.jpg 
Rick... 
I love that idea.

Sock, that looks nice! You're spoiling us! 
Nice Shot Rick 
 
Thanks 
This is basically the same thing as Mike mentioned above. Here is how one window from the previous screenshot is set up in the editor.

http://www.quaketastic.com/upload/files/screen_shots/wish13editview.jpg

You should be aware though that I tend to use pretty low light values, but then I boost it during compile. So, my light values will probably be too low for most people. I used range 1.4 for the build that previous screenshot came from ( I also tweaked the sceenshot in PSP, I hope I didn't make it too bright). 
Metal Bricks??!?!?! 
 
 
Wait, entities can be inside sky brushes?! 
 
I know lights can. It saves brushes and marksurfaces if you use a sky brush to enclose the outside light and seal the func_wall window, instead of building a box around it. 
Yeah, Lights Can Be Inside Sky Brushes 
This is because sky isn't solid, it's a liquid technically. The original qbsp would treat it as solid unless there was another solid brush behind it. But all modern qbsp versions will always make it liquid and yet also seal the map correctly at the same time, which is a very nice feature. (that's why a lot of early maps would have rockets explode when they hit the sky, instead of disappearing. Also grappling hook in ctf would grab the sky if it is solid.) 
Rick 
A fine example - shadows in Quake are so important to the visuals. 
Sock 
Yes please.
Probably my favourite Quake theme - love seeing it expanded, new textures added, new blends taken on (don't know if I've seen a 'wind tunnels' map in this style!). Looks pretty great architecturally as is, in my opinion. Lighting, I guess I agree with what others are saying. 
And Yeah, Rick 
nice shot as well. Looking forward to your new stuff! 
I'd Like To See 
the full episode from Sock. Particularly E4 
 
"If you make the window a non light blocking entity (I forget what it is) you can put a stronger light outside the window and get a better effect of light streaming into the room."

You can also use a func detail with a sky brush behind it if entity count is an issue. If you aren't using any sky textures (visible) you can also use the _sunlight in worldspawn to cast light through the window. Again a lower entity count and a consistent shadow from all windows. The only possible downside to this is that if you have windows on different planes (say 180 degrees opposite) then you won't be getting any light from one of them. Then again that's how sunlight works in real life so... Try messing around with the yaw if you have windows 90 degrees opposite from each other so that you can get the effect from 2 directions. 
Duplicate Colors In The Quake Palette 
I've been working on new textures for my map because most of the newer parts I've added are much more Gothic looking than the original level. The new version is suffering from metal4_4itis. Here is a screen shot.

http://www.quaketastic.com/upload/files/screen_shots/Wish13TexCompare.jpg

While working on the new texture, I started to think my .pal file I was using in PSP was wrong because there a quite a few duplicate colors, but it looks like there was only one error in my .pal file and TexMex was fixing it automatically.

I still have to wonder, if you only have 256 colors to work with, why waste 5% of them on duplicates? 
The Quake Palette 
is terrible in a lot of ways, mainly because so many of the colours are used just for multiplayer trousers / shirt colours and are hardly ever seen on environment textures or monster skins.

Still waiting for that purple texture set, come on guys you know it would be good. 
Purple Texture Set 
is a possibility I would love to explore, sadly I am no texture artist. I envision some kind of elder/void style (like a quakey version of Fez)... 
 
Been spending most of my time failing to find a job and working on this but I cracked Hammer open again recently:

Big outdoor re re re design

Slimy goodness

I'm now just trying to finish architecture with the verts I've got left and solve about a zillion issues with my crappy excessive scripting (not helping that easy/normal and hard have a lot of differences in triggers, doors and such).

ETA sometime this decade. 
ZQF.... 
Dunno if you downloaded my deck remake, but I rejigged & combined a couple of slime textures which I think looks nice... rip it and use it if you like (no need for credits etc), I find the stock slime textures in Quake a little bit flat and boring ;) 
Zqf 
Looks huge. But i'm not fond with some of your texturing choices. That floor in the second shot for example. Looks meh
Lighting needs polishing too. 
ZQF 
Both of the screenshots look promising, man.

Second screenshot looks better, even if it is simpler and with a more common Quake base architecture. But the small bars on the back look completely dark even though the surrounding aren't.

In the first one it seems like there is too many different styles in brushwork and the coloured lighting doesn't look too well.


Purple texture pack would be a very good addition. 
 
Check the latest news threads - both the new versions of Tyrutils and rebb's mod of the BJP tools now support detail brushes. This should help a lot in your map, making it less of a vis monster. 
ZQF 
Is that the the same map you posted the demo for awhile back? I liked it. The TyrUtils would help out with vis times. The map I played had a lot of opportunity to use func_detail. 
The Yellow/green Coloured Lighting 
is too strong at the moment IMHO. 
Pixel Bricks 
More midnight mapping

rick, It looks odd with that many tech style lights on the bridge. It feels like it should be flame mounted lights if you are going for the grey brick in the background.

ZQF, the coloured lighting in the first shot is too strong and the second shot looks cool but feels like there is too much copy and paste going on. 
Cool 
Although, like in mstalk, a low light in front of the key textures would make them look less 'emaciated'. 
Shots. 
ZQF - looks good, complex architecture and quite spectacular. I agree with the other people that the textures and lighting are not as good as the designs and need some refinement.

Sock - looks nice, I like the style, lighting, and subtle fog. 
Sock 
really like the lighting, looks very natural, like there's some radiosity bounces going on. Is it just minlight and good light values though?

Like shambler said, good subtle fog too. As usual the texture alignment and brushwork is spot on. I like how you usually go more towards aesthetically pleasing and neat before you go big and flashy - it calms the stormy ocean of my pixel-nudging OCD brain, so thanks for that. 
The Squint Textures 
Can be fixed with Valve 220 alignment. 
 
@negke, yeah I have fixed that in my latest version. I do like that the texture glows, it feels very magical to me.

@Shambler, thanks :)
@starbuck, lots of low fill lights, I don't use map minlight because I want black in some spaces. The architecture is very much scaled back in complexity, I want something that is solid and monolithic. 
Need Input! 
On my sp version of the deck map... so I'm sure I'm almost complete except for a bit of clean-up work.
Lots of new areas etc.
Anyone willing to play through it and give me lots of feedback, just click my name and then email me so I can forward it to you. (will be sent after I finish work tomorrow) 
 
Rick... I see tech, medieval castle and metal all in one screenshot, but not really mixed together at all - more like a scraps map.

I'd try to blend those opposing texture themes better or use some different textures. Put some tech and metal pillars against those big flat brick walls. 
Old Vs New 
There is some mixing of metal and medieval and there are some of those slotted style lights and a lot of light3_8 and variations thereof, but I'm not sure why this is bad.

http://www.quaketastic.com/upload/files/screen_shots/wish97vs13.jpg

I can make some more screenshots of interior areas if you guys would like to get a better idea of the overall look.

I'm about 80% done with the texture replacements and marksurfaces is staying around 32000 so far. 
 
Looks cool!

My ignorable suggestions;
- Recolor the round, red window to match the blue of the other windows, unless you've got a reason for it to stand out.
- Make the back walls of the arches (and perhaps other, free-standing patches of wall) a slightly differently tinted brick. Just so it ain't all gray. 
 
I like the castle vibe with the split level, it feels cool. A couple of visual/gameplay suggestions:

Reference Image

* The height difference between both images (A and B) looks very different, how does that affect gameplay? Can the Hell Knight attack easily from above? Can the player attack back? Player/Enemy angle looks very steep
* The front section should pop out further so you break the horizontal line of the upper ledge. You want both upper and lower to feel they are connected and part of the same building. Personally I would pull the small towers outwards, put an arch behind the towers to connect the upper section left and right and bring the back middle tower forward to over hang the front gate.
* The lower arches need to either go back further into the wall so you get a nice dark shadow or use a different material. Then the edge of the arch will pop out and feel more impressive. 
 
Omg, it's Rick Lipsey remaking his Well of Wishes! 
Deck Beta... 
Ok guys, not a single person emailed me regarding the beta. I'll give it a couple of days but if no-one emails me then I'm pretty much going to tweak it a small amount and then release.
I haven't done any skill adjustment or anything, it's my first proper SP map so I could do with a little input. 
Well Of Wishes 
cool map with great interconnectivity. I liked the speedrunning on this map. 
Fifth 
gimme 
 
Ok guys, not a single person emailed me regarding the beta.
You could be more proactive!?! Email people from this board, most users have email addresses setup. Some people will respond, some won't but at least you will find out. Also you need to think about what sort of feedback you want? and what changes are you willing to make? 
Sock.. 
I now have a couple of beta testers... As for feedback I'm open to *all* feedback, for example I went and changed almost all the trims (and trim alignment), about 30-40 errant brushes, almost all the terrain, and a bunch of other stuff based entirely on negke's extensive feedback alone.
Since this is my first SP map (I have only made MP maps up until now), I suspect I have a bit more work cut out for me this time around.

A lot of the time I'm looking for a kick up the backside. 
 
Yes, my map is a re-make of "Well of Wishes", but the "Well" is gone now - not that it served any purpose in the first place :)

I do appreciate all the comments and suggestions.

@czg You're right, I hadn't really noticed but the red window does look out of place. I've aready made a blue one to match the other windows up there.

@sock The hellknight has a monster jump so he can get down, but he can attack okay from up there. The player will have other things to contend with also.


I agree that making the two small towers and the red window thingy protrude more to unify the upper and lower sections is a good idea, I think I actually had it that way at one point. The map is pretty big and I'm up against the marksurfaces limit, but I'll see what might be possible.

There may not be enough room anyway, since there is this other big chunk of architecture at the other end of the bridge.

http://www.quaketastic.com/upload/files/screen_shots/wish13bridge.jpg

About those arches in the wall. I only put those there to break up the huge expanse of featureless wall after I enlarged this area. I really don't have any room to make them deeper, I was hoping the small stones texture vs the large stones texture would be enough differentiation. I suppose I could add another (darker) texture. I think I may need to re-color the stone textures anyway to make them less gray and more brown in order to fit in better with the brick texture.

It's very hard to make any major structural changes at this point because the map is like a giant 3D jigsaw puzzle. Also, I made a promise to myself when I started this remake back in 2007 that it would not exceed any of the normal engine limits and I'm very close right now on both models and marksurfaces.

This map has become more of a hobby than a project but I'd really like to actually finish it in 2013. 
Well Of Wishes 
is one of my favourite old-school releases! One of the very first custom maps I ever played for quake, and one that I actually come back to fairly frequently. Really looking forward to this labour of love, in whatever form it ends up taking, so thanks in advance Rick, and good luck with the final push! 
..crank Up That Gate 
I really like this first effort of yours !
that gate creates a sense of suspence and fright! 
..edit 
my comment was for a screenshot way up above Rick's WellOfWishes

..been lost in the flood of posts.. 
Wish 13 New Towers 
I played around with changing the window towers this morning. I'm not sure I like the new ones. I think they stick out too much and I don't really like the passageway through them.

Screens:

http://www.quaketastic.com/upload/files/screen_shots/Wish13_t2.jpg

Luckily marksurfaces only went up by about 150. I may move the HK path to one of the sides and lose the middle section of the center walkway. That way I could push the front of the towers back 64 units. That would kind of mess up one of the larger battles in the map though, so I might just go back to the way it was after all.

The transition from the octagonal lower parts to the rectangular upper parts is kind of awkward, not sure I like that either.

I'm still working on recoloring the textures. 
That Looks Great 
 
Love It! 
The yellow lights on the bridge really stand out though, doesn't look quite right. Unless there is a gameplay reason for them to be different colours? 
Oh God !! 
This is really awesome ! 
Wow 
Nice stuff. The sticking out windows / buttresses + passage through look ok in the shots to me.

The blue/black theme is nice.

Be sure to add lights of wind ambient sounds :) 
Great Work! 
That looks damn fine. I'm not sold on the yellow lights under the bridge either, but the rest is awesome. 
Those Yellow Lights 
Those yellow lights under the bridge were just an experiment. I'm still trying different things as far as style goes. I think the orange lit windows in the big tower on the left need to go also.

The new stone textures have a bit more brown and less green and blue than the ones in those screens. They match the brick series a little better. The brick is what's on the wall behind the two middle tower things, just above the walkway. You can tell that it's more brown. May have to take some brown out of the brick as well.

Making textures for Quake is a bit of a pain because of the limited color palette. 
Rick... 
Could you send me those blue window textures perchance? My next map is a completely blue map and I only have a couple of finishing touches to my current map (it WILL be released this weekend!)... 
Also... 
pics look *very* nice :) 
Rick 
those shots are art, don't agree with the others here bothering bout yellow lighting.
blue n yellow always is a good match, as they are opposing on the colorcircle. human eyes dig that. 
Lights 
on top of bridge look fine, the ones below stand out too much. Otherwise looks ace. 
 
Okay, I really didn't like the window towers in the last version. They just seemed too heavy and massive and tended to overwhelm the surrounding architecture.
I've come up with this new approach. To me, this is a lot better. Note that I only changed the left side, the right side is the original.

http://www.quaketastic.com/upload/files/screen_shots/Wish13_t3.jpg

I really like the way this looks. The new brushwork is more lightweight but still pulls the upper and lower parts together very well. Unfortunately, marksurfaces went up quite a lot (32,354) .

While it's not perfect, I think the final version is somewhere in this screenshot, I just need to tweak things a bit.

Ideally the upper window thing would align with the lower buttress, but there's not enough room for that. I'm thinking that the whole central area needs to be widened by about 128 units, but the surrounding parts of the map are so close that it would require a massive amount of work, so that's probably not going to happen.

At this point, I think I need to go back and fix any problems with actual gameplay instead of fiddling with brushes, then take a shot at at reducing marksurfaces (which are actually the most illogical of all the original Engine limitations) and finally, tweak the detailing.

There's also a lot of texture work to be done.

I have really appreciated all the comments, please don't stop. 
 
looks very cool. i'd suggest building some little bits of structure up in the sky area to hint at more of the world than what is playable, but it seems you're at the limit?

isn't the new fitzquake (and all variants) limit 65k for marksurfaces? 
Re: Rick 
I really like that sort of asymmetrical-gothic look, and I wouldn't worry about a lack of alignment. This looks more interesting. I also like the colour scheme, though more variety in the brick texture (different sizes of bricks/stones or maybe trim) might add to the aesthetic appeal.

Also here's a couple shots of my own though they don't really show much of anything:

http://www.quaketastic.com/upload/files/screen_shots/bw1.jpg

http://www.quaketastic.com/upload/files/screen_shots/bw2.jpg 
 
tronyn, love the first shot! 
 
Black & White Quake? 
If It Is Actually Black And White Quake 
that would be pretty cool. 
Heh 
no I just wanted to not show much by making it grayscale and having a vignette effect. Though Black and White Quake could definitely be interesting (and Willem's Q1SP, White Room, totally kicked ass with that idea). 
Wasn't There... 
...a tiny little mod that turned quake greyscale or was it sepia? 
It's A Console Option 
in fitz... just don't ask me what it is because I cant remember :P 
Sketch Quake? 
http://sketchquake.blogspot.de/

r_load sketch or sth. 
NPR Quake 
was original as a college work.
Had some cool render options like blue pencil drawing effect. 
Tronyn 
They show more than enough. :)

It looks very detailed and with good proportions, it doesn't seem Quake. This kind of map seems to be from Hexen 2. First shot looks nearly perfect. Only thing that doesnt look as good are the torches, i dont know why, and maybe lowering a bit the platforms with the trees. 
Mod 
I made a sepia palette for quake once, lemme see if I can dig it out...

Yeah, here we go:

http://www.quaketastic.com/upload/files/single_player/mods/noir.zip

As distrans mentioned, it is a tiny mod - under 17k unpacked. It's going for a filmy look so it's quite sepia tinted, rather than a pure photographic black and white. 
Go Tronyn. 
Etc. 
Coloured Noir 
It is interesting how designers have architectural themes they love to fall back on, I think Tronyn loves claws! I personally prefer screenshot 2 because the claw silhouettes are visually striking, the first screenshot feels like a scene from Heretic, not really Quake.

I tried the Noir MOD and it is still affected by coloured lighting which can produce some interesting results. For Noir to truly be right you need to design in black and white (including the lighting/fog). I think it could be interesting to experiment with coloured lighting and see if it is possible to produce chilling and sickly scenes. 
 
the qmb engine has a sin city mode with all but red bring desaturated, kinda fun 
Ah Yes, 
noir from Preach...that's the one. Interesting observation Sock, might be enough to get me back into pushing brushes. Cheers... 
Tronyn... 
...tends to make Heretic in Quake. But that's all good with me :) 
Also... 
Did I mention that Rick's stuff looks ace? Very nice style. 
Sock 
I actually really like the way that looks! 
 
Awesome work y'all! Can't wait to put my hands on these maps once they're finished. 
Nice Shots 
Tronyn and Sock. Looking forward to these! 
.....*taaaaake Oooooonn Meeeeeeee*.... 
 
Hahah 
<3 <3 A-HA 
Other Violations 
The coloured lighting you've got going on there is nice and complementary. Other things that can ruin the effect include full colour textures, which obviously don't bother with the palette files. So be careful with those skyboxes. On the other hand, you could even go far as restoring the red tones in the palette if you wanted to remake Schindler's List... 
And Another Thing.... 
Continuing the proud tradition of Preach Double-Posts, I thought I'd mention two things about "wasted" pixels in the quake palette - a topic that came up just three, four days ago. So I've got some explanations for how you might get two identical palette entries, notice, but not care. The easy one to explain is the red duplicated entry. It isn't really wasted, because one of them is fullbright and one isn't!

But wait, even the other "wasted" pixel isn't really wasted. True, both entries are the same shade of brown and neither are fullbright, but there is an important use for each of them. Remember that the "runs" of 16 colours are used for the changing colours on the player skins. So it was necessary to have the same dark brown in two places on the palette to let the palette shifting work. You could argue that they didn't need to be exactly the same colour, but either they are similar enough to make no real difference, or they're so different that one of the runs would look odd. 
 
I'm not sure, the colormap still has to work from the palette and would have slightly less banding if the duplicates were put to good use. 
Just Thought I Should Correct This 
In my post on this earlier I said there was 5% wasted colors, but I don't know where that percent sign came from. I meant to just say 5. That doesn't count the red since, as mentioned, one of them is in the fullbrights. 
Fair Play 
Yeah, I probably should have said you could get some value from tweaking them. It's just that they're all in the "dark brown" range of the palette, and quake already has that pretty well covered, so the benefit is marginal. It's not like you can use them to add a proper saturated green range, or purple fullbrights or something.

The way that quake has multiple matching ranges of dark browns bites back if you try and create exciting palettes. I was messing about last night, trying to create a set of lively, bright colours to ruin the quake atmosphere with. Although the colours were tropical and lovely, they clashed in a bad way. On lots of the previously brown textures, adjacent pixels coming from different palette rows had changed in tone and value a lot. This resulted in lots of very noisy textures which looked ugly. 
 
I recently tried doing a more colorful palette, more vibrant and brighter ranges. Problem is for a lot of stuff textures use multiple ramps so it's slightly messed up in places, and the skintones don't look that hot.

http://www.spiney.me/files/etc/palette.lmp

But you really need to design your textures to your palette for it to work well, not the other way around...

What would be really usefull is some tool that could take a 16*16 bitmap and turn it into a palette file. Would be less of a pain in the ass than having to use QME. 
 
i think palette.lmp is just a RAW file with a .lmp extension. So you can make it with photoshop. 
Raw File Format 
Yeah, I've successfully saved a 16x16 RGB image to RAW format using GIMP and it works just right. 
 
So you can make it with photoshop

Afaik PS can't save RAW files without headers attached :/ 
 
Drive-by tip...

palette.lmp = Photoshop .act file (Image -> Mode -> Color Table -> Load/Save)

Careful with indexed images in Photoshop though, I recall some versions reversing the palette order on some types. 
 
Was talking about making Quake readable palettes, not applying a palette to an image. 
 
Which part of "Save" was confusing? 
Oh I Dunno 
The "Load/" part? The part where it reshuffles all the colors? The part where it's not actually raw rgb data? 
 
Heh, I was trying to say PS's .act palette format is exactly the same as palette.lmp (and where you access that in PS).

The other was just a warning about a weird problem I encountered years ago when doing Quake & Quake2 texture work in PS.

/me goes back to lurking... 
 
interesting... i always assumed .act was ascii rather than binary format. 
Question To Kinn 
hows it going?

Any progress to your maps? 
Last Words In Base.. 
 
Very Picky Advice 
But on shot 2, you could swap the floor textures to make the sunken tiles red. That would look a little bit better. 
Otp 
done. 
Looks Cool. 
Nuff said. 
So Far 
it looks ok.

It's kind of flat looking floor plan, I like a map with some sweet Z-Axis. It looks like you're very early in the development stages but some nice details in shots 1 and 2, shot 3 looks much earlier and unfinished.

I liked your other base map so I am looking forward to this. 
Niiiice! 
 
5th 
Yeah its kind of early in development, flatness of floors...
Z axis action is already there, have no ss by now.

Ricky, knew you like it! Heavily inspired by Stark Monstrosity, i can tell. 
Ok, Here We Go 
some more shots.

Heavily under construction by now, as you can see..

1 2

I like it very much atm...;) 
Starkmon 
is one of my all time favourite maps that I play very often.
If this is your inspiration then I am truly excited! 
Heh - Thanks Guys 
I'm glad you enjoyed it :)

I should map more often I guess. 
Go Map!!! Now! 
Follow the order!

-mfx- 
Looks Very Cool 
only thing I can say is maybe work on the rocks a bit more, at the moment they do look like flat walls with rock textures. Apart from that, it looks really good. 
Nitin 
its the concrete texture causing your eyes
to see flat surfaces. I can assure you, no flat brushes in those shots, except the floor...
rocks gonna rock. 
 
Does that mean you're planning to change the rock texture up? Cuz I was thinking that particular texture looks a bit 'flat' and was gonna suggest trying a couple others out. 
 
Boy i sure like these two screenshots, every detail seems to be in its place, and altogether they create nice sense of environment. 
Works In Progress... 
Knave map, started messing around with it tonight -
http://oi41.tinypic.com/2z5kw92.jpg

Blue map, not much further developed from last time -
http://oi42.tinypic.com/16itgrc.jpg

Map started in Worldcraft and abandoned when TB was released, may revisit/redo -
http://oi43.tinypic.com/dc7794.jpg


Ok, why did I bother showing? Cause I'm going on holiday for 2 weeks and I thought I'd leave you all a little present on what I'm working on. I'm a bit annoyed with myself that I used up the name fesp1 as I might turn these maps into a full episode. Thoughts? Which would you prefer to see first? 
 
mfx i really like that. great details. 
Fifth. 
Looking good for early shots. I enjoyed FESP1, especially the excellent design / build quality, and look forward to any new maps from you. Just do whatever is easiest / most inspiring and I'm sure it will be good :) 
 
Question To Kinn
#9472 posted by spy [37.150.51.110] on 2013/06/06 17:42:13
hows it going? Any progress to your maps?


'Sup. Ummm, well my situation of the last year or so hasn't changed in that I haven't found any time to do anything outside of my "work" work.

I don't have an ETA on anything right now.

There is however an outside possibility I might just use the level geometry I've built so far as a base for some of the content in my current (commercial) project. 
Kinn 
I see,

it's sad, id like to get your Q stuff as soon as possible. as you're most inspiring mapper ever

GL to your commercial project 
Beta Test Request. 
Hey guys,

The basics of my deathmatch map are done. I need to do a lot to the textures, cladding, fixing stairs etc, but I want to get your opinions on the "feel" of the map from a players perspective.

Does the selection of weapons and powerups work?, do you feel like there is sufficient ammo? do you think I've got the teleporters going to appropriate places? etc.

FYI the pentagram is only for show, I was bored.

https://dl.dropboxusercontent.com/u/108695968/hellvert.zip

Thanks in advance,

Ben 
Test 
 
 
it's only meant for 3 to 5 dm players. I included a lot of dm spawn points because I wanted them a bit randomized. I could always cull them down.

I'm worried that if I include the pentagram then the balance of the map will be thrown out. If you don't think that this will be a problem then I can change this.

Eventually I wanted to use the demonic textures so that the pentagram would tie in nicely with the theme.

There is still a lot of work to do with the hallways, ceilings, textures etc.

Thanks for the feedback :) 
 
I thought adding "goodies" to a level just encouraged the attraction.

Pentgram is a heartbreaker, and sureley it unevens the balance of a level, but then again if you make account of the func_lift only opening after 3 min the challence of the level gets stronger.
Same goes for another cache with a QuadDamage.

Strikes out the amount of players when there are so many spawns. 
Enliten 
Decent foundation but could stand some reworking before being made pretty.

Thoughts and musings in more detail in demo format:
https://dl.dropbox.com/s/uwx2gsuo5w5dfd9/hellvert_lurk1.zip

Briefly:
1. Hallway lengths and general walking about rhythm are OK, but pent area is far too cramped and most hallways could benefit from a slight widening.

2. Pent should be removed. if I see an item in a DM map, I expect it to be obtainable somehow. This one shouldn't be obtainable (too unbalancing in a small map), so it should go. Also, it confuses bots.

3. I don't like the teleport destinations (into doorways of the hub room!?). One-way teleports to alcoves would be an improvement, but 2-way teleports (teleporters linking to each other) would be ideal.

4. Yellow armor should be downgraded to green and moved elsewhere.

5. Red armor should be moved further down its tunnel or moved to a risky 2nd floor jump in the central area.

6. More ammo would be nice. I played a 4p match where single shotgun was almost the only weapon getting any use.

7. More could be done to allow players to read each others' intentions and cut them off. Right now the focus seems merely on responding to immediate threats and a more cerebral duel play doesn't seem particularly possible. But on the other hand, the map is cramped and in general too closed off (essentially only a single floor to the central atrium) to allow manic free for all. 
 
Invulnerability sort of defeats the purpose of a shooter. 
Pentagram 
was done right in Terracity. It's a good gameplay device when placed properly, it will break any standard gameplay map though. 
Awesome 
thanks lurker for the in depth demo / commentary

I've re-designed a bit of the map and will look at re-designing the teleporters and widening hallways where I can.

I'm still not sold on the two way teleporters, but I will fiddle with the teleporter destinations to make them better. It might be a bit tricky to keep the circularity and move the destinations... I'll see what I can do...

Visibility is a thing I should be able to improve, but having it balanced is going to be tricky.

Again, thanks for all the commentary, (I'll also fix the powerups)

Thanks again,
Ben 
 
Invulnerability sort of defeats the purpose of a shooter.

Dunno, if it's temporal it gives incentive to cull as much baddies as possible for it's duration. Also can get you through a hairy situation when low on ammo etc.
And sometimes being superman and having pent+quad+sng just mowing down some hordes for the heck of it feels kinda nice.
A fun exercise could be to spawn in a room without any ammo and having to use the pent + inter ranks agression to kill some key monsters (which opens a door to a ammo stack, etc). 
Take 2 
Ahoy, I did a bit of tweaking and redesigning. I feel like I addressed a lot of the things that lurker mentioned in the demo. I feel like I have lost a little bit of the flow in the map, I may be able to recover that with further tweaking.

Anyways, If you guys could share your thoughts on the gameplay again that would be terrific.

https://dl.dropboxusercontent.com/u/108695968/hellvert_rev2.zip

-Ben 
@9502 
I'm only a DMSP2 player and this level is very unfriendly for that mode of play, but then one would expect a decent 1 on 1 level to be exactly that. The number of spawn points means that the same type of enemy spawns at the samw spot in DMSP2 and that's not ideal. Nonetheless, I could see this becoming a popular duel map. One suggestion is to not to forget to put a bloodsoaked texture at the bottom of the spike pit :) If you could orchestrate some spatter on the walls that'd be good too. Big up! 
Backsteingotik 
 
sweet :D 
Nice.. 
 
@enliten 
V.2 comments in demo:

https://dl.dropbox.com/s/wbnjb6zbrx2j95q/hellvertv2_lurk.zip

Briefly:
1. I've enjoyed my duels on this one. Thanks for the changes!

2. There is a leak above the lightning gun.

3. Bars at green armor area need a clip brush.

4. Nailgun ammo is a little tight in 3P.

5. MH alcove probably needs a back, as the MH is too close to the RA right now.


Keep it up! 
Sock 
looks great.
The wind tunnels are made of bricks? It works. Like the subtle custom textures, the simple quasi-metal/industrial grillwork.
Is that a fog laden abyss below the wind tunnels?

Really nothing to criticize, for me, except that the bottom area, if it is a pit, is very flat, if that makes sense. Like some kind of downwards protruding structures there would make it look better, imo. 
@drew 
yeah the wind tunnels are made of bricks which is stupid, but I wanted to stick to the brick theme and not get back into metal. This is a screenshot of the skill selection area, the abyss below is deep, but the fog does not work well at distance fading to black. I like the idea of stuff protruding below. 
I Actually Think 
it looks pretty good with bricks. At first I wasn't sure. Might be divisive, but it doesn't seem *wrong*. 
Terrible Idea For Sock 
in the first wind tunnel, have some bricks broken off the tunnel visually... and then as the player takes it, have some bricks fly by his vision inside the tunnel 
And 
As he exits the tunnel there's an ogre, who gets a brick in the face. 
Not Sure About The Brick Tunnel 
But I think it's something to do with the way Quake skews the textures on angled surfaces that makes it feel odd. 
 
The vertical parts with the brick don't look too bad. Do you horizontal scale to compensate for stretching? It's hard to tell in the screenshot.

Where the top part angles out is a Quake texture alignment nightmare, I don't think there's any way to make that look right. 
Bricks Are Fine For Wind Tunnel 
I see nothing wrong with bricks for a "wind tunnel"

Quake has the same thing. 
 
@scampie, that is the sort of stuff you should put into a speed map! :)

@ijed, I love it, a brick to the face of an ogre! for some reason I googling brick to the face and got some funny images! :P

@Rick, this is me being lazy, I have fixed the texture stretching on the pipe 45 angles. I did not do a final texture pass. The screenshot is one big climbing frame, just stuff for the player to explore while deciding which skill to pick. 
Ha 
I kept thinking of the pain animation where he sits down and then gets back up. 
I Wasn't Being Critical 
When you have surfaces at 45 degree angles on every axis texture alignment hopeless.

I've been doing a sort of Doom style texture wrapping where it makes a difference, but in many cases it's not much improvement. 
@Rick 
I Wasn't Being Critical

I took no offense by your comments, I have a very thick skin with regards to internet feedback. I always prefer people to be critical of my work because 'no comment' is not much use to me. 
No Comment 
 
... 
No comment.

Except that it looks great. 
Critique Means People Care 
Being ignored is the worst critique you can get. 
I Think It Needs To Look More Damaged 
makes sense for a brick wind tunnel. 
Sock Rocks! 
Those brick wind tunnels are great, but maybe the need to be further apart? 
Sock 
You make every map look like a legend! 
 
Swallows Nest Castle 
in the Ukraine gives me the mapping fever, fifth_elephant.

http://members.home.nl/gimli/schwanz.jpg 
... 
That's some intense detail you have there MadFox with the tiny little arch shapes under the trim! Maybe even a little *too much* detail!

I'd love to see where you go with this though :) 
The pix of the side of the castle in the inspiration thread is tremendous.
The front from the sea makes it an irratic sculpture, though.
Maybe to much detail, but that towers are hard to compare with hust jubes.

Always surprised when an impression sets me up mapping. 
 
Well, in case anyone was interested in knowing if Cryostasis (6/10) or Star Wars The Force Unleashed (7.5/10) are any good, I reviewed them...

http://www.etherealhell.com/etherealhell/index.php

They were alright. 
 
@Madfox, is that castle front gate from a photo reference? I like the style but the small towers feel too small for the overall structure. 
Backsteingotik 
Images - 1 2 3 4 5 
Looks Good. 
Can you tell us what compiler and command line you're using for the lighting? 
Hmm... 
Looks tasty for sure.. 
Nice 
I like the look of it. I really like the muted palette choices, it's very familiar while still seeming also different. Can't wait to play it! 
 
That third screenshot is amazing. 
Sock 
is a true wizard.

Need testers? 
Agree Shot 3 Is The Best 
love the texture combo in that one. 
Blah 
The third screen of backsteingotik is my favorite!
The sight attracks to explore the scene in a recitent way. Fine way of tuning the light.

The photoreference is in the inspiration thread #2026. Towers are small indeed. 
 
@deqer, I use a special light compiler. Parameters - light2.exe -gate 1.0 -soft -softdist 8 -extra4 %1. I always use coloured lighting and try to create as much contrast as possible. I also make sure the main path through an area has the strongest lighting levels.

@onetruepurple, I asked necros/negke to help with testing, don't need anymore at the moment.

Screenshot 3 is my favourite for game play reasons, there are lots of choices and different ledges to jump around. 
Sock 
Thanks.

By special compiler, I'm guessing it's your own custom-source/compiled Light.exe.

I noticed that bjp's Light.exe has those parameters you used. It's version is 1.43. I will try them.

Colored lighting is good, indeed. People would be surprised just how much an off-white (light yellow) light will do, to a map; as opposed to a plain white light.

I'm still going vanilla approach, so, colored lighting (in my map) might be the last thing I do; if I even do it at all; because I'm making strictly vanilla/1990s-like map. 
Great Shots, Sock! 
I can't wait for this one! :) 
Sock. 
Looks ace, I love how your attention to detail and quality allows for having all that fancy trim and brickwork looking good. 
Tremulous / Unvanquished Map WIP 
8/10 
would bang. Good colour palette, nice lighting, like the sky. 
The Vertical 
And angled shapes look better than the horizontal ones to me.

Do players bounce off those nets of webbing?

Random BS idea - particles drifing in the wind? 
 
Looks interesting, is it for a source engine game? 
 
5th: it's Q3 :)

Ijed: agreed, there's a bunch of stuff I'dd reconsider If I were to start over. Base geometry was very boxy, still is kinda. I just started with 3 or so textures and inferred everything from that. I'll try to see if I can push the verticalism some more. 
More Bla Bla 
Players don't bounce off the nets but they do avoid getting falling damage. They're more for getting down than up. The pipe structures act like wind tunnels. I've set them up with negative gravity which isn't a 'hard' trigger like a jump pad. You go stand below them and once you jump up you accelerate upwards. You can also drop in from a height and slow down before hitting the floor or going back up. Downside is that only works for vertical axis movement, would be nice to be able to do it in any arbitrary direction. Feels more physically correct (less gamey) than using trigger_push. I'm going to add some particles inward and outward to indicate air flow. There's more pipe structures throughout the map. Prolly add some vents, propellers and stuff along with sound to make it come alive. Reinforcing the theme that the pipes are driven by some kind of pressure cooker in the bowels of the map. 
 
Very nice Spiney. Mirror's Edge vibe.

More spec! :-^

Q3 maps can indeed look a bit like Source.

I assume you bumped the overall gamma setting in the light compiler? 
Also 
someone else loves concrete. :-E 
 
@gb, @spiney, If you are after large (1024+) industrial textures (concrete an metal) I released a pack of them last year. I even released the PS source if you want to make your own versions. 
 
sock: yeah was thinking of your pack earlier today. Might use it in a future map, I want to explore the brutalist aesthetic some more.

gb: gamma is default, thought about it but haven't tried it out. Think raising it might flatten out the lighting Just using bright textures and 1.2 gamma in these shots. 
 
 
... old stuff started for coagula 2009? if i remember correct 
 
ohhh that needs to get finished! 
What Necros Said. 
Some good stuff there. Love the church and the vore platform jutting out. Would prefer a different rock texture tho. 
Rudl 
shot 1 looks great, i would prefer a different rock tex too, as shamblr said..
is that a button by the vore?
Looks huge(too huge).
but hey.. keep it on. 
Agree 
re rocks - ogro is a pretty inconsistent set, I think, and rocks are a definite weakpoint. Spiky anus looks good but too uniformly lit perhaps? Button size seems fine to me... Though you might want to have some structure coming from beneath, giving the platform and the big button a bit more 'plausibility'... if that makes sense. 
 
Or not, actually

would look fine either way, and be totally consonant with the coagula vibe as is 
 
ogro is really one of the hardest texture sets, incomplete, unforgiving , hard to mix with other texture sets, but still can look very good imho.

The terrain texture is actually not a terrain texture but rather the castle is built on a floating pile of bones, I like that idea somehow ^^ 
Ogro 
I've tried using it, but I find, because it is so dark, lightmaps don't show up well on it. 
Dopefish Lives! 
Did anyone download the dopefish model by Madfox? The link provided by Madfox is broken and I would like to use model in my level! 
*burp* 
The readme says I can distribute this with credit so here is a model by madfox:
http://www.quaketastic.com/upload/files/models/dopefish.zip 
Perfect 
That is exactly what I was after, thank you :) I just need to create a dopefish skin and it should be sorted! :D 
I'm Gonna Steal Your Idea! 
I've been putting the dopefish texture in my maps for ages.

And I see that it's got a full set of animations. Secret Boss maybe? 
Damn! 
There goes my idea ... :) 
Also Reminds Me... 
Of the fishing Ogre Madfox did as well, but can't find it in my files... 
Who Doped Your Fishing... 
I added a lot of models to quaketastic, but unfortenately in the wrong thread. It seems they're gone but I can upload them again.

In addition to the dopefish, while I was making it I came comparing that real pirhiana's eyes are more to the front then the quake model

Using the pix as skinfile show the eyes just above the jaws. So I could change the eye part more in front and a bit smaller.

here's the pithania skin for dopefish07.mdl 
Ijed 
your fishing Ogre will drink and pee.

out of Ogre 
Fishing Minigame 
hehe you could make a fishing minigame near waterlevels of a certain depth ala wow or torchlight... 
Yes 
they're funny but not game related.
It would end up in a barberque and Ogres turning rotten fish on spades and getting drunk.

screenshot 
Thanks 
Will see what I can get up to with these... 
Some More Development.. 
..since this summer is killing my mapping output significially.

1 2 3 4 5

What do you think? 
 
Looks cool. Can only get the last three screens to load on my phone though 
Looks Great! 
Some awesome detailing! Hard to tell from the shots but it looks like a very high minlight value, considering dropping that! Looks a bit washed out imo. 
Yeah DaZ 
Been playing with fog values and minlight settings a bit.

Question to anyone who reads this:

Which shot looks most sexy to you?

Been thinking about totally adding no fog, as some have mourned since mfxsp6. 
Shot 2 
is sexiest, I guess. Or 1. Very classy looking base style! Some minor rock texture misallignment in one of the shots there (3) which is great otherwise. Might also want to consider a different rock texture, if you aren't dead set on the current choice. Or at least increasing the scale of the texture. IMO!
Anyways, looks beautiful - test the fuck out of it and it'll be an instant classic! 
Drew 
 
 
@mfx, I thought you would get tired of tech by now, but it seems you have been drawn to the dark side! :P

Shot 1, has nice clean lines but needs some tech detail (like tech09_3, tech09_4) and the tiny square lights on the large panels looks odd. Pull them out of the brushwork or use a large light texture (tele_top is often a favourite of techo fans)
Shot 2, is my favourite, I love the fog, the place feels industrial!
Shot 3, looks messy and incomplete
Shot 4,5 seem to be corridors?

I would recommend you add objects (pickups, monsters) to give people looking at your screenshots a reference for size, also try to use less light textures. Think about where you want shadows and try to alternate light fixtures around a room to create contrast. 
 
Looks very tight in style - everything aligning up with the textures. When this isn't followed though it looks a bit odd. Like in shot3 where you've got the ceiling light panel bending even though the texture doesn't.

Yeah the rocks look bad. Go for something that is smaller and more tiled so it doesn't fight with the angles of the brushwork so much.

A decent grass / natural floor texture following the same idea would work well. I'm trying to track down some black stone textures offset with green moss that might work, will post again if I find them. 
Ijed 
Sounds great! 
Sorry 
No luck. I think the set was originally made for Q2 and consists of around 3-4 textures, which were unnamed - 'tex40-3' or something like that.

Got bored searching so just dumped a load of rock into a wadfile: https://www.dropbox.com/s/6z0nibg718wikv8/rocktex.wad

Maybe something in there will help. 
Kingpin Rocks 
always look good, IMO 
Thanks Ijed, That Will Keep Me Busy For A While. 
 
Nice Looking Map Mfx 
 
Mfx 
you seem to be making terrain in the way I have tried for a number of maps, honestly I created so many leaks and errors by doing it the way you have done it that it's not worth the amount of time you will spend fixing them.
I hear tri-soup is the best way to do it for creating less errors, and TB is probably the best editor to do it in.

As for the shots, I like the first shot the most, though I agree with sock in regards to the odd light textures. The rock texture would be better if it had a little more light contrast in it and a lot less dark contrast. 
TriSoup 
And Trenchbroom don't play nice unless you use the snap vertices command a lot. 
Mfx 
Your floors are quite flat. They could be broken up some more. 
Shot 2 
Is my favourite, the fog colour fits very nicely. 
Q1SP By Luke Nockles 
That 
Looks good, though its hard to make out much in the first shot. 
Interesting 
got a bit of a ShadoW vibe going on will all those textures. Will be interesting to see what comes out of this! 
Not Bad.. 
Though I'd definitely change some of the texture choices. Shot 2 I'd take out the tech lights and the metal textures. Probably would replace the big white brick textures and wood textures with something else too. 
Re #9591 
First hot should have more lights: there are too much shadow areas IMHO.
Second shot is really amazing: the work onto arches is really great.

Apart from that I concur with FifthElephant's comment on shot 2 about light texture selection: should be more medieval oriented.

Keep it up !! 
Too Much Texture Clashing 
for sure.

Also, I assume shot1 is a spectator shot (ie from noclipping, not something the player would see)? 
Shots From Map2 Of Titan 
 
Quite interesting looking map you have there. Looks like a void map but underground 
Looks Like 
my kinda map. rock walls could use a little pizzaz, but there is a great Dark Souls vibe going on here! 
Pretty Cool Idea. 
I like the style and the structures, I find the contrast a bit much though. 
 
onetruepurple: shot 2 looks cool, but I also think that it needs other textures for lights, maybe even torches.

mechtech: the shots are awesome, seems like a very nice map, can't wait to play :) 
 
OTP's shots... first is a bit dark. Second shot is great, I love the lighting, and the contrast. Not so wrapped in the textures though.

I still don't understand why soooo many mappers just stick with the same old id textures that have been used 1000 times before, while there's so much underused custom stuff out there, that's better than id's textures. 
Thanks For The Positive Comments 
The underground void idea was from TLOR Balrog sequence. Towers of stone in an immense cavern. The progression of the map, starts in a stone cave, as the player ascends I add more Castle/stone type stuff. The end will be the player reaching daylight in a Quake medieval setting using the Quoth Death Brigade enemies.

Screen shot 1 is admittedly boring. Needs some texture variance.

I hope to have my maps out before the end of 2014. At the rate I'm going working 70 hour weeks... we'll see

I'll get a beta release going soon. 
@Luke Nockles 
Shot 1looks like a bloody basement, nice coloured lighting in there..
Shot 2 has some texture problems, they just dont blend.
Quake has a very limited palette, mind you... 
@mechtech 
Nice curves you have there, but in shot 1 i dont like the skull texture in the left ... most of it is covered by the 2 brushes, so why such an ambigious texture there? 
I Like Shot 2! 
on the nockles map. i'm all for mixing up textures/themes, providing it's kept consistent across the map 
Cheers For The Feedback On My Q1SP. 
Thanks everyone who has given me feedback so far, I really appreciate it, and the feedback has absolutely helped me make more progress quicker, and making this map has been an absolute blast. I hope to have the level finished on Saturday. That could slip. But it would be brilliant if everything went smooth and it was simply finished on time! :)

Here's a newer shot taken from that location, the geometry is still fairly similar, but the texturing and lighting is new. It's still absolutely work in progress, but I think it shows the kind of direction I'm going in now:

http://i.imgur.com/o7uZIHY.jpg

I think letting it own the medieval theme is a great idea, as was removing the tech lights. I was absolutely trying to juggle too many themes at once, visually, it was a mess, and was not doing the map any favours!

I have decided to have a go at sticking with the cream/brown brick contrast because I think it helps make the outline of the geometry pop, but most of the metal/blue textures that were being used are being replaced with Quake medieval.

I've cut the old lighting and I've replaced it with torches, and used small dimmer unsourced lights to simulate light bounce and get rid of really dark patches. 
Cool 
I like all of the changes, except I liked the light coming from under the stairs in the original shots - you could probably keep that, the medieval maps in e4 do that if I recall correctly. 
Two Things. 
Firstly don't worry about an imminent release. Take your time and work on polishing it up - gameplay and design.

Secondly, under the arches with the new pale blocks - make sure it looks like the arches are made out of the blocks, continue the joins between the blocks underneath. At the moment it looks like the smoother texture underneath is just painted on. A common mistake but one that is well worth avoiding.

Other than that, looking cool, keep it going. 
 
OR release early and often to get more experience instead of pursuing perfection. 
 
Cool. The torches looks even better than I expected, congrats on the changes, everything looks much better now, it's "natural". 
Pretty Sure Luke Nockles 
has a good amount of experience? 
Oops, I Had No Idea. 
 
 
Spirit was right to be fair. I am absolutely refinding my feet with Quake SP level building, and happily making tons of mistakes along the way. Genuinely plenty! :)

I suppose I am really rushing to get this one out. Afterwards I'll take what I've learned while making this map, go it a bit slower and make the next one a bit more focused. 
 
i really excited to see maps from all the news names. :) 
No Doubt I Am Alone In This One... 
...but i preferred the original look. it wasn't perfect but it felt different; the new version is fine but just seems a bit.. generic i guess?

to be fair i'm working on a traditionally textured episode at the moment so i'm not against that kind of thing; i just liked the experimentation in the first version, and if anything would have probably lost the medieval elements in favour of a metal/tech/green brick combo. something for a future release maybe? :) 
 
I think you find yourself entirely alone.

But maybe experimenting with different texture combinations is a good idea, though you need a consistent theme for it to work. 
Well 
I was a fan of the electric spotlights, myself. 
No, I Agree 
People employing unusual texture combinations should be encouraged, not told to reproduce the same old themes we've been seeing all along. There's still a lot of potential in the stock sets with a little shuffling - Doom mappers have been doing it for ages, with success. In Quake, the only maps coming to mind that really show some imagination with settings and themes in recent years are Tronyn's.

In Luke's new screenshot the contrast is better, but the old shot (the one that's not pitch black) looks more interesting themewise. 
 
I'm not saying that people shouldn't experiment, but I don't think the textures went well together at all. Though he has gone with different texture choices than I had imagined.

In terms of themes I haven't seen, I made a metal test map with lots of wood and runic lights with purple and yellow lighting that went together immensely well. I'm shocked no-one thought of putting those together, although it's admittedly a more "UT" feel than Quake. 
Decent(?) Texture Combinations Off The Top Of My Head 
city5_2 + twall1_2.

wbrick1_5 + Ogro floors.

Knave + Zer.

Rubicon 2 + Jackboot, like sm161_distrans.

Metal + the green ropey set from kdmh. People should be using Kell's deathmatch sets more, anyway. 
Nope, Not Alone 
I liked the fusion of medieval and tech too. it's one of my favourite themes. 
Also 
I have a couple lame-ass maps lying around that I'd like some aesthetic advice on. I don't want to post shots since they mostly look like shit, but if you are interested in walking around some empty, ugly-ass architecture, let me know and I should have something in the next few weeks, etc (djg164@mail.usask.ca). Especially lighting advice since I suck at that horribly. 
Tronyn... 
I am always down to help a brother out :) 
 
Send it to me too 
 
As I hoped my comments indicated before, I also really liked the wonkier version of Luke's map. I think that it captures a certain strand or element of old school custom mapping which gets diminished with improving "taste" and certain communally accepted standards re texture combos. Again, that was one thing I liked about ShadoW's maps - in a way it *is* noobish or whatever, but that is part of the appeal. 
 
Onetruepurple, i liked the previous shot better (the second one) for its spotlights and because it has more character, the newer one is better for the more coherent theme, but loses its special touch and i don't find the lighting with enough contrast.
I do think as others pointed that ou should put again the light below the stairs, it adds a point that calls for the people to look, making them thinking if it hides something or not, eyecandy or item.

Mechtech, that looks gorgeous, the second shot made me remember of the underground part of Alone in the Dark 1, but as you have pointed, both look a bit simple, not only for the textures, maybe it needs another type of detail, from lighting or from detail in brushwork.

About the textures, i prefer to make experiments, as much as possible, there is always new possibilities to find, even with iD textures.

For example, I am currently using some medieval/wizard textures in a base map, mainly for details. 
Cocerello 
Not my shots, but I pretty much agree. 
True 
I forgot about that. Sorry, LukeN. 
Q1DM, Feedback Wanted 
I have a Q1 map that needs some input on the item placement etc.

http://spawnhost.files.wordpress.com/2013/08/greybox_rmqe.jpg

It is literally a greybox.

Files:

https://anonfiles.com/file/a4da656b2eef6bf697011eba0a753b4e

Includes Frikbot waypoints. 
 
No problem Cocerello.

Part of the reason I decided to go more traditional medieval was that I think that it's important with this level to work within pretty tight creative restrictions. So creating a new visual look is way out of scope. For this same reason I've decided to go with stock quake progs, no quoth monsters for instance. Similarly, what I could have done is taken the textures I was using and colorize them in photoshop to work together, but that'd take more time. It's a good idea for another level design.

Restrictions are good. Restrictions mean that the toybox I'm learning is smaller, more managable. It also means that working to a tight self-imposed schedule is doable. Restrictions get stuff finished.

That said, I was going to release last Saturday, but decided to delay while the forums was down until this coming Saturday so I can release it here.

A restriction that I wanted to work to but failed, was to stick with original Quake map limits. This hasn't happened, the map is too big. Only just though.

Next level, sure I'll go way more adventurous. 
 
colorize them in photoshop

You might like this
There's Also 
What Do You Think I Linked To 
 
Yeah 
Just realised. 
So That Deadline Came And Went. 
Saturday arrived, and I wasn't yet happy with the quality of the level, so I'm just going to let it cook naturally, and release it when it's finished for real.

Here's a screenshot of an outside part. It's a bit close to the start of the level.

http://i.imgur.com/MMEeJOT.jpg 
Good Vibes 
looking forward to it!
PS - please get testers if you're becoming a deadline breaker! I'd offer but super busy lately. 
 
I like the texture combination, feels unique for Quake somehow. 
Yay 
yay, medieval!

have you thought about using a skybox?
Duske at https://www.quaddicted.com/webarchive/kell.quaddicted.com/skyboxes.html is a bit overused, but I think it might look good with your map. 
LukeN 
Damn that looks good. Something about it looks clean and modern, even if the textures are dirty medieval. The brushwork is also elegant and effective, looking swell! 
 
yeah duske is nice. or even tramonto looks good. 
Dragonvale! 
 
Seriously People? 
That map does not need a skybox. 
Luke 
A couple things:

- maybe make the wooden roofs darker and the windows yellow?

- the grass would look more organic and less Minecrafty if you rotated the texture a bit, like 30 or 45 degrees.

- might be a good idea to use a seamless texture on top of the white trims. 
Well 
OTP I'm not trying to argue for the new for its own sake. Indeed, if you know my maps, I've lazily done next to nothing to accommodate new tech, except as it allows for bigger scale.

I think that the outdoors-inclined mapper, can have rocks in the background (see Beyond Belief 2008) or a skybox. BBelief2008 could have led the player to higher levels - as could have Termination Mental - if they built more rocks to surround the level. Anyway, I like levels to give the illusion of being part of a larger area, and while I totally fucked that over specifically and deliberately with Masque, I think a skybox is better than a normal sky for a map with a visible horizon. 
 
Hey, thanks for all the feedback everyone.

Onetruepurple, great points, I'm going to action each of them.

I won't use a skybox in this map because I don't want to use anything that takes away from the feel of original Quake. The skyboxes that have been linked to are absolutely fantastic, and would really help create the feeling of the level existing as a part of something much larger around it, but it's not period accurate. The overarching theme of this level is that when you play it, it should feel like it could have just come from some BBS in 1996.

With slightly higher r_speeds.

I also really think that the way the sky material flows and warps in quake is absolutely lovely, it's an effect that hasn't quite been done before or since. 
Totally Fair 
they tried to recreate the Q1-style scrolling sky in Q3, but it was never the same. I really like the idea of making a Quake map with the idea of making a 1996 map, rather than making a Quake map of 2013.

Still though, my ideal Quake map has always been The Shadow Over Innsmouth, which never gave you a look at the Quake sky's scroll-point, despite how ridiculously panoramic it was. What I'm trying to say is, build more rocks around the outside, like hipnotic did back in the day, god bless. 
Dm_Stalwart 
Here is a prototype of my remake of DM-Stalwart from UT99. No screenshot or video, because it's not really tuned for looks yet. Source so far is included.

http://db.tt/UpUx2JIL

It plays pretty well, but hasn't been detailed yet. The boxes you see littered about are mostly just placeholders until I think of a theme to build some widgets around. Same for the textures, just wanted to see how big/small the rooms felt without the greybox.

I altered the proportions of some places (the halls mostly) to make more room. Movement in Quake is faster than UT99, so the thinner halls from the source material felt too cramped and bouncy. I also altered the weapon placement for the same reason, with how fast Quake players can move it was too easy to camp all of the weapons.

I left myself plenty of room to do detailing and and lighting. The ceilings are all going to have channels/grooves for lighting like the original. I just threw some torches around in this version, so lighting is temporary as well. Still deciding on a theme for the map, so I'm not sure if the lighting will be industrial, or moody, or torch/fire based or what. The original would suggest metal, but I think it might be fun to do something different. 
Be Brutal And Honest 
Keeping in mind this is a boxy beta I plan to make less boxy when I detail and shape the rooms more, please be brutally honest and correct me if you see any bad habits developing, or if I'm doing something outright stupid I'm not aware of. Source was included for this reason.

I can take it! 
 
Can't wait to see, I loved unreal tournament 
Detail Theory 
I'm trying to keep in mind advice I've heard from various places. The most helpful of which so far has been from Daz during one of his videos on Custom Gamer, where he says it's best to put detail in places the player can't get to, such as ceilings, or high on walls. I certainly have a lot of space like that to work with, so I started brainstorming.

If I stay with the metal theme, I think it'd be easiest to preserve the feeling of Stalwart with a cargo, storage vibe. I have lots of areas I could add bays, racks, and shelves for flavor and fun yet functional lighting. I figured I'd start with the ceiling.

http://db.tt/x49W5N9n

Then I thought it'd be cool to have in-wall bays, something to make them feel less flat.

http://db.tt/8WgAOIJ9

Probably not best to have it right under the rack. I think I'll make it run the length of the wall. There's a clipping brush to stop players running up into it, but I don't like using those. I think it's better to build a way to keep players out, or do something else to communicate that the area is for decoration, which feeds back into the advice of keeping detail out of arms reach. I may make the in-wall bay double-decker, move it out from under the ceiling mounted one, and put items in it that were previously on the floor. Maybe an alcove. Still thinking and experimenting.

I'm also considering a medieval theme. I usually use torches or fireballs for temp lighting because it's easier to visualize once you get in game where shadows are coming and going from when you can see all light points. The fire is kind of growing on me, and I have some ideas to make sure of the awesome stained glass textures wake has. Like I said still thinking. 
 
Make sure to check out Kell's Knave texture wad. It blends between rusted metal and medieval quite nicely (a bit q3ish in that regard) 
 
I had forgotten how boring the layout of Stalwart is.

I think Knave is a bit of an overused texture set at the minute (even I have a knave map on the go). But it is probably much better to have that than the current set, I probably would have gone with a base theme. You know what would rock? If someone made DM-Peak. 
Details 
it's best to put detail in places the player can't get to, such as ceilings, or high on walls

Does he give a reason for that? What video did he say it in? 
 
He was talking about a map he was making that he gave up on, called "Factory".

http://www.youtube.com/watch?v=k7FZAuWfNNg

At about 11:45. If you want to have fun with geometry, put it up high or otherwise where the player can't get to it. The gameplay area should be functional and apparent, and having superfluous geometry/excess props and fixtures where the player has to navigate, or consider navigating, makes the area less immediately understandable.

Of course if your goal is to make it less understandable or to make the path not obvious, then it doesn't apply, but if you're just trying to add detail it's probably best/good to do it in a way it can't impede/confuse/mislead the player in any way. 
 
extrapolation on the theory is mine, those aren't his words exactly 
Thanks 
It sounds reasonable, and I mostly agree for abstract games such as Quake. But if you look at the world around you, detail is usually all round you. 
 
It's not realistic, but it makes a lot of sense for gameplay. Realism alone is not a desirable quality. The most important thing you should consider is for your games to 'read' right. Players and monsters should be easy to discern from the background. So when you put in the eyecandy you add it in places where it adds to the visuals without interfering in the gameplay oriented visuals.

Detail is a misnomer by the way, it really should be 'contrast' or big changes in luminosity. You can do a lot of geometric detail, if the lightness stays within acceptable range it should look fine.

For instance, a black and white checkerboard texture on the floor will start competing for attention with other scene elements. You want to focus player attention to where it matters. 
Knave Might Be Overused 
but it's still excellent for Quake :) 
 
In a Quake DM map, players can reach pretty much every spot as soon as they have explosives.

So ceiling detail isn't out of the way in a Quake map.

And if you clip it off, players are gonna ask why they can't get to that nice camping spot.

This is probably why the original maps are relatively bare, as are most Q3 maps. You give them a grenade launcher, and they can get everywhere. Hence I usually try to make detail useful for gameplay at the same time. 
Hmm 
Not sure I agree. I think Romero just had a fetish for ceiling detail. It's also a logical spot for complex beams, lighting, etc, and, if you build so much detail that the player COULD go there, why not just make it a secret (ala near the end of e1m2)?
This is all assuming it's indoors. Wall detail is good but requires a lot more clipping so as not to interfere with gameplay.
Floor detail - who's done it?

Not that I've put a lot of thought into this. My approach has just been to entertain the player visually by having large/outdoor areas visible, rather than detailed indoor areas. 
Floor Detail 
Is something I love to do... 
I'm No Good At It 
But I enjoy good outdoor detail more than indoor. Especially in a game like Quake where anything goes. You can design whatever kind of weird, off the wall structure you want, and it'll fit right in. Cathedrals with cool spires/roofs, castles with crumbled walls and bulwarks/battlements, military bases, prisons, depots, it's all fair game and the player will eat it up. I know I do.

I especially love maps that appear to be a place in a larger environment, like with surrounding cliffs or with vistas that give you glimpses of areas off in the distance. 
 
I'm always torn with that... so you start making some area that is just for decoration, to make the map look like more than it is. then you realize it's cool, so you make the player able to reach that area. now you need to make another place outside of the map to make it look bigger than it is.... rinse and repeat. :( 
So True 
"an attraction like that of viewing far off an unvisited island, or seeing the towers of a distant city gleaming in a sunlit mist. To go there is to destroy the magic, unless new unattainable vistas are again revealed." - Tolkien

The idea of a map taking place in a larger environment is so appealing, but it takes so much effort to build it, and I have exactly the problem Necros just mentioned / I am unfortunately lazy. 
 
to clarify, I was only talking about deathmatch maps. 
I Agree With Tronyn And Necros 
Personally I like the parts where outdoor/indoors meet. 
Details 
The main point I was trying to make when talking there was that it can be very frustrating to navigate around a cluttered area with lots of stuff needlessly getting in your way. Even more so when you are in a combat scenario and you are getting stuck on little details sticking out of walls etc.

The space should be functional for its purpose.

There are times when this can be a good thing, for example if there is no combat and you want to make the player feel like they are exploring somewhere new where no one has been before, then placing things in the players way can help with that. If the player has a clear route through an environment then it can sometimes feel sterile.

This mostly stems from the fact of playing so many source engine custom maps where OH LOOK, A ROOM FILLED WITH BOXES IN MY WAY AND ENEMIES which gets annoying very fast ;) 
 
another purpose for clutter can be to slow down the pace of the gameplay (obviously in non-combat areas). you may want to stick a pile of crap in the player's way after a big fight to kind of calm them down. 
 
That reminds me of Black Mesa where I would constantly get stuck on props lying on the floor. I had to crouch jump over everything with the abysmal jump height (eventually figured out it could be tweaked and all was well).

They also put knobless doors everywhere. I knew I couldn't open them, but for some reason I always tried on the odd chance I might hit some secret room. 
 
Moenie 
This is a Quake 3 map using Starbuck his Base set remakes. Lighting isn't final.

http://imgur.com/LjiqZWM

http://imgur.com/aerhkpY

http://imgur.com/3FlbRvg

http://imgur.com/Vjq1w6P 
Ah You Showed Over At Q3w 
I like it but as I said there, if you are going for q1 look, I think lighting should be more monochromatic. If you dont mind the q2 comparisons, its fine as is. 
 
Looking good. The Quake vibe is within grasp for sure. Since the textures are so nice and the geometry is on point, I'd say that making sure the lighting comes out with just the right amount of harshness will decide if it feels like Quake1 or not. The lighting needs to be good, but just crude enough it retains the lo-fi oppressive feeling. 
 
I love it!

Getting a great vibe from it, shame I can't get bloody Quake 3 to work on this machine. 
 
I love it. I like the yellow/beige base textures in combination with yellow lighting, I've seen mappers get scoffed at for doing that in Q1 (pffft, colored lighting...) but I think it looks great myself. Are you using patches in that last shot? The column seems in need of some smoothing. I think it would look better if you double the lighting resolution. Q1 has low res lightmaps but no AA unlike Q3. Also Q3M2 can do lightstyles, could be cool to have. 
 
Thank you all. Here's some more. Lighting is experimental and thus temporary. I have your feedback in mind.

[IMG]http://i.imgur.com/VsyYRfpl.jpg[/IMG]

[IMG]http://i.imgur.com/jIk6iY4l.jpg[/IMG] 
Sorry 
Paste error:

http://i.imgur.com/VsyYRfpl.jpg

http://i.imgur.com/jIk6iY4l.jpg

How do I edit my original post? 
There Is No Spoon 
and no edit... 
Sooooo Good. 
I love those shots. I'm kind of gutted that this isn't going to be for Quake 1.

Thing is that a lot of mappers are coming along and making base maps, I bet a bunch of the guys here are wishing for other themes :P 
Last 2 Shots Even Better 
quite like the lighting in those 2. 
 
Looks really nice. The lighting is actually very good in those shots. I look forward to playing this. 
Yes, These Look Really Nice... 
 
Yeah Fifth 
Not only base maps, but base maps with the same id textures. Seems to be common these days which is weird. I never much liked the idbase maps to begin with.

Why doesn't someone at least use the mkoxide modified quake2 textures that I used in Guncotton? http://www.electricescape.com/etherealhell/mylevels/guncotton/index.php

They were great. Or do a mix of some different sets, rubicon, ikbase, evils' sets, some of lunaran's packs, look at his q4power that's fkn awesome! http://www.lunaran.com/page.php?id=8
I'd definitely use that if I was starting a new map, you could mix that and rorshach's hh3 clockwork: http://scmapdb.com/wad:hh3-clockwork

That would be completely unique in Quake, all industrial/dystopian/steampunk.

Actually the last map I started before I retired was going to be really alien, lots of curviness, a bit like an Unreal level, using these: http://scmapdb.com/wad:dethtex-spacemadness
12 years later and no ones used them yet :( 
Sprony 
Looks lovely, nice and polished. Very excited to see my textures being put to good use! 
 
This is looking good, Sprony! 
Thank You All! 
It's great to see so much activity here. Not just because it's positive, but seeing a community so alive. Awesome!

Anyway, let me go a bit off topic. I was thinking about doing a original Quake map for a while. Probably SP. Something very dark and gothic. But if there is demand for a specific theme I'm more than willing to give it a go (after I finish this of course). 
Follow Your Heart 
We'll play it! 
 
Dark moody SP maps are my favorite SP maps. Fire away. It'll get some lovin when it comes out. 
While We Are Saying "someone Should Use X Textures, Just Not Me" Heh 
I'd like to see another base map using the Q2 Oblivion textures, or a temple map using a combination of IKWhite and Heretic2's Palace set. Neither of those is dark and gothic though. For dark and gothic, how about a map like Daz' Arabian Nights, except using the Day of the Lords/Living End textures, those textures are really gothic and grimy. 
I'd Like 
To see more maps.... 
...in General 
 
Ijed 
Your waiting will be rewarded soon... 
Is He Testing For You? 
 
Nope 
Because I'm busy with that other thing... 
That Was More Of A Suggestion 
to get MFX to test his map thoroughly with testers who thoroughly test maps (MFX, please test a lot, as it will lead to your releasing something truly fucking awesome and polished)!

I'll take another look at that thing soon! 
Not Just Yet 
Quite a lot of features are incomplete, and its not lit or vised. 
Okay 
let me know when you'd like me to take another look. 
I'll Be Away 
In two weeks, for three weeks, so will try and leave at least something worthy of looking at for then. 
 
Madfox, can you please make a model/gif where a vore is juggling with his voreballs 
Heh ! 
Madfox, also, can you make a model/gif of negke juggling with his balls ? 
Oops.., 
@neg!ke- Including a voreball needs a new model with the same frames as the original. That would be 35 frames. I'll see what I can do. What if one slips on its genuine?
@barnak- how do voreballs feel without that thing in the middle?

sweet
byzantium 
 
love those wild corkscrews! ^_^
I'm glad the terrain is working for you now, that's a very cool outdoor shot. be careful with all those details though, gonna make your vis times skyrocket. :( 
Looks Great 
Are you using the fake global illumination trick there? 
Not Sure Why But 
that castle looks too cartoonish to me 
 
neg!ke here is your juggle-vormit.

jugler vormit

@necros- ramps are a bit overdone. Terrain is harder though, as I keep losing the grid reloading in GTRadiant1.5.

@ijed- Radiant has a standard way of filling in the _sunlight and _sun_mangle.

@spy- I know. disneyquake. 
Haha 
Nice. Though it looks more like seniors sport than artistic juggling. Still, this would probably make an excellent jester for your Byzantine palace! 
 
"looks cartoonish"

It's based on an amazing real-world location.

Looks neat! Keep it up :) 
 
@Madfox, I like the scope of what you are building but the scale of the windows are wrong. Try using wizwin1_8+window1_2 to create long thin windows or download my latest map and take the window texture from there, they can be setup to be any vertical size.

I think most of the external trim detail on the outside of the building can easily be converted to nice angled textures and will still give the same impression as all that brushwork. The lighting is so bright you cannot pick out the brushwork detail and it could be converted to textures with painted shadows without any lose of detail.

Your spiral columns need to be more solid and look like columns that could support a ceiling. The spiral design is suppose to be decoration around a solid piece of stone. 
Shalrath 
neg!ke here is your juggle-vormit.
You are a genius for creating cool idle animations! :D 
For My Vore's Babies 
@neg!ke - I think you missed the timing from the gif/model.
In game it takes 1.5 sec. What do you want to see changed?
Is the teleport.mdl Vormit's ball?

@5ThElephant - let's reference more insparation!

@sock - I couldn't find that colomns, thanx for the example. The things I made are more drills, especially when they turn.
First I wanted to use solid brushes for the rocks. Then I made triangle
ground that I lifted over more then 256.
Bad thing is that it's hard when I reload the map in GtkRadiant1.5 I get a
scrambled rock. 
 
Reminds me a little bit of DM-Peak from UT. One of the things that got me about DM-Peak was that it looked awesome but because you're actually on the peak you don't get to see it in all its glory.

Using sock's texture to create the arches rather than using BSP would actually make it much more realistic.
Also if you tone down the face count on the rock it would probably compile better.
Sadly if you take both of these pieces of advice it would mean remaking a large chunk of the map. 
It's Based On An Amazing Real-world Location. 
Wow , really???

blowmeup 
Yup 
just google "castle swallows nest ukraine" 
Hah! 
first he blows this elephant
then some elephant must map this

Are yah still mapping elephant? 
 
reminds me of that map from Deus Vult 2... Eagle's Nest, I think it's called?
That dude pulled that theme off perfectly. 
Spinning Finger Ball 
it would be cool if the spiked ball was spun on the vore's finger like a basketball 
Well 
juggling vormit

I reproduced the original poses of the vormit (as criple I am)
with three voreballs in it.
By adding the jugling frames it can be switched with the original one.
Only the qc must be attached for the new pose.

download

@enliten - I could do that if neg!ke doesn't kick me out of the retired team. 
Is The Elephant Still Mapping? 
The short answer is no.

The long answer is that I have a bunch of different box test maps with different themes and with each I ran into a bit of a creative cul-de-sac.

Plus I have a job now and I've not really assigned much free time for mapping. No doubt I will get the itch again. 
Good 
to get others inspirated! 
Forge 
Maybe This Goes Here 
An open vote between four options:

A) Chaingunner (easy)
B) Cowardly bomb planter (hard)
C) Both (hard)
D) Neither, stop wasting time on features and go map 
 
Vore Juggler 
Scampie 
You may possibly mean jungling Vormit?

Many nights I have spent on extrapolating
this devious contraption 
So 
Is Quaketastic still working for uploading new files?
(Login isn't working)

I really like the mines setting. Heretic 2 had a good Mines texture set that may be worth looking into. 
Come On ! 
I want to see some Shambler juggling one or two ogre(zombie, or Vore) heads. Could be great ! 
Neg!ke 
I made an update to the link. Maybe I had to change to the models & request thread.

juglin vormit

I changed the shal_stand into the jugling one.
Other poses are also there so it fits easy in game.
Now he's jugling behind my death trap.
Are there any request a shallrath could use for extra pose?

@mechtech - I signed up to that link, but I can't view the jpg.

@barnak - Do you not understand this will collide to a great panic of bouncing boxes? 
Ijed 
depends what B is. A is probably a solid option. Or D. ;) 
Spoilers 
A is one of Madfox creatures 'Mr Big' who I've begun to implement as a shambler class base enemy.

B I think would be cool. I was reading the 3d cafe bot tutorials and had an idea for an otherwise weaponless enemy that would try and get close to you to plant a bomb, then run away. Once the bomb exploded, if you were still alive, it'd return to plant another.

I wanted to use it when revisiting areas so that its bomb wouldn't depopulate new places. Could also be used in labyrinths designed especially for it.

So yeah, going with A for now. Big bullet sponge ogre hybrid with a chaingun.

I'm on holiday in a few days anyway, so it's just fun to make a simple enemy before I go. 
I Like The Sounds Of A 
but also B, after reading this initial description. Sounds more unique, but more risky, and perhaps less Quakey?

So yeah, I think you should go with A based on what I've seen. Good luck on the pre-holiday push! 
Quaketastic 
See Willems thread. 
Colored Lights 
I've been a good boy and listened to your feedback. Here's a test shot. Colored lights in a Quake themed map, oh my.....

http://imgur.com/HLSaF7Q 
Looks Hot! 
 
Looks Good 
Colored lights can work well in Quake if they are very subtle. Check out sock's maps for examples. 
Nice 
I did coloured lights in a bunch of maps - less is more :)

Although that does look rather fetch :D 
If Thats Still The Q3 Map 
now it definitely looks more q1 :) 
Sprony 
that looks great! 
Not Too Bad 
But I think that the yellow light up high is just a tad too yellow. The lower lights look good though. As mentioned earlier, less is more when it comes to colored lights in Quake. It's not a disco and it's not a shopping district so colors just look out of place if they're garish but if done right they can add to the look of a level. 
Thanks Guys! 
Agreed, I was already planning on toning that one down. 
 
Love how the blue light at top adds some coldness to an otherwise warm scene. 
Something I've Been Tinkering 
Grrr I Just Noticed The Bad Texture Alignment 
 
Cool... 
but are you mixing jf1 and jf2 textures? I'd recommend replacing all jf1 textures with equivalent ones from jf2, which are less sloppy overall. (e.g. the rivets are tighter looking, bevels are harder, flat metal has more of a texture to it instead of just ripply colors.) 
 
Yeah I'm mixing the two, though I've been thinking of replacing the jf1 textures since I started using jf2 a bit later. 
Texture Alignment 
Whatever, wip. Looks very pretty! 
Stacky: 
texture quibble aside, i like the moodiness of it, the lighting and texture use. The green fog seems to work also. The triangle shaped structures are cool. 
Stacky: 
I like it too. Very moody. Has a bit of a Doom vibe don't you think? The green waste levels.

Not sure about the sky though. Darker green would look better. This is too light imo. 
Thanks 
The sky has this color because of the fog. It's a greyish sky normally, though I could probably darken the fog somehow. 
Skacky 
Looks great - reminds me of a map by RPG (wasn't it?)....

On my screen it actually looks a little dark rather than bright.... 
 
I'm on holiday in a few days anyway, so it's just fun to make a simple enemy before I go.

So I decided to give him the ability to throw dogs at the player as well. Works like a charm and makes me chuckle since I imagine him carrying something like this:

http://i.imgur.com/CW5y1.jpg

I don't even have drug abuse as an excuse for inventing this nonsense. 
 
Skacky; too many light sources IMO. 
PixelMine 
@Skacky, nice combat space, for some reason it reminds me of a Q3 arena. It feels very wide open, like it needs some more cover in the middle. What does it look like with a monster for scale?

@ijed, sounds awesome, a puppygun, I want to play! I hope the gun makes a woof sound when a dog is thrown across the room! :P

A spare offcut that has been festering on my HD. 
Sock 
This is actually the start map of an episode I'm making, so you won't be fighting anything inside it.

Your screenshot looks intriguing. :p 
 
@Skacky, If there is no combat in that area then fill the center with something cool looking. Try creating a mini upside telecoms towers in the center pointing downwards into the void/fog instead of generic pipes. Google image search "telecoms tower" to see what I mean. 
 
Thing is these pipes are feeding the central pit with unhealthy slime. :p 
Sock: 
please tell me there is a minecart ride!!!!! 
I Had A (short) Minecart Ride... 
in the map I gave to Vigil for his rubicon2 chainmap that will never be finished! 
 
give it to sock, he finishes stuff! 
Minecart Rides... 
Are for Nintendo 64 games. Go download Project 64 2.1 and some ROMs if that's what you are looking for. :P 
 
@necro, there is no minecart ride, it is just an offcut of brushes.
@scampie, what is stopping you from completing the map section yourself? maybe start a minecart speedmap theme? :) 
Sock 
been focusing myself on non-quake things 
Like Fapping And Junk Food 
 
Bigshots 
Don't Link To Dropbox 
Sorry Ijed, Listen To OTP 
 
I'll 
try 
MADfOx?!? 
ADO?
Die mit der Goldkante?
Omi! 
And Ijed 
 
 
@ijed, I cannot view your screenshot links :(
@mfx, you need some light contrast, what is happening with the rocks?

Another offcut 
@sock 
i know, rocks undergoing some heavy rework..
dont mind..
been playing around with different compilers..
blah blah...
you got some time? 
Humble 
beez

@mfx - just found the screenshot on quaketastic. Feel sorry for the guy.

@sock- piece of the art. 
Soc 
Those screens are way too cool to go along with that ridiculous DM-style map name. 
Holy Shit 
that is one impressive screenshot sock!! I love the way the top of the structure is.

Please tell me that is a map that will be released? 
A Door To Nowhere 
@Madfox, the wings are moving too slow, it feels like a bird but with the body of a bee! You should make the wings really large and create a huge mutant bird/bee creature that vomits exploding dead bird projectiles at the player!
@OTP, I thought the name was catchy!
@nitin, it is just a brushwork offcut, it is infact a giant door to nowhere! 
Will Fix In A Bit 
But probably been built up too much now :)

Sock: Just stick one of your 'test' maps behind the door - you've already admitted to have a massive library of scraps that put most normal levels to shame.

Skacky: the spotlight cones look a bit artificial. A trick that I stole from Gb is to place a second light, close to the source but with its spotlight cone pointing upwards, which gives you a bit of glow of the ceiling around the light fixture as well. 
Im Sure Someone Could Stitch 
Together a better map with socks scraps than most mappers could make if they tried 
Bzz 
Maximum framerate for models is 0.1 so with 3 frames for the wings it's the fastest movement. If I use two there's no movement but tremble.

I know this looks like flapping birdwings, but as the creatures are so small, the animation of their movement makes it harder to perceive that slowness. Now they're not swarming yet.

I knows it is a bit tricking, but I see no way to excellerate more speed in their wings. Framegrouping won't help. 
 
you can force faster framerate by putting self.nextthink = time + 0.05 in each of the frames. 0.05 gives 20 frames per second. 
I suppose you ment something like:
void() swrm_stand1 =[ 0, swrm_stand2 ] {self.nextthink = time + 0.05;};
I'm such a dude concerning qc.
Twenty seven bees, that need 1188 verts and 1998 tris. 
Bzzzzz 
Maybe just have the up and down position, with no inbetweens? 
Madfox 
yes, that's exactly it. :)
you can use smaller numbers to get even higher framerate if you need it. 
Great 
@spiney - I tried that, but then the wings seem to blend into the same position.

@necros - Yes, that's what I was looking for.
That's gonna be scribbling adding ai_functions also.

gif is a bit sloppy, in game it's twice as fast.
Now adding regular poses. Like hanging round a torch. 
 
Dammit sock you're not becoming a scrap mapper now are you? I want to see EVERYTHING you ever create released. That screenshot above looks awesome, love the random upper structure. 
Kona 
I agree with Kona. We should beg Sock to release his scraps. We could also try to bribe him. It's funny really. Everything I've ever done in Q3 mapping was trying to emulate Sock (and failing ofcourse). 
@Madfox 
http://youtu.be/-1GadTfGFvU

He's such a great act0r. 
Pixel Miner 
@Kona, I like to think of them as brushwork experiments, playing with shape and form and not have to worry about gameplay.

Rock Knight Sword 
I Did 
Some variants of the green cop texture that would improve the interior of the arch where it looks a bit stretched.

I don't have them to hand just now but can probably find a way to get them to you - easiest is if anyone with schism access want to pull the rot.wad from /textures?

I should really make some of those wads public. The idea for each was to focus on a single underused or inflexible texture and expand it into a set. 
Rest Looks Great 
By the way - if it wasn't for all that extra arch detail everywhere I wouldn't even have mentioned it. 
Sock Is A Machine! 8-] 
 
 
The green cop, blue cop routine? 
SOC 
Some mappers here would give their left nut for the permission of turning those scraps into a full map. 
 
@ijed, yeah the texture is really only designed for vertical surfaces. I should create a proper texture for the whole edge surface. BTW this is awesome feedback, I am always interested in stuff like this.
@spiney, nah it took ages to create that cave and detail it. I especially like the quad gothic window arrangement, much better that the previous version.
@OTP, my medieval offcuts are not really compatible with tech/idbase stuff. I might see if I can mash together some of my better stuff and see what it is like. 
Sock 
Please, some more pics of whatever you have! I've saved them all hard drive and I can never have enough Sock stuff. 
 
tasty looking 'soup 
Looks Rad As Usual 
 
 
@SpronyvonJohnson, I knew a journalist (long time ago) who printed out screenshots of my levels and would hang them on the wall in his office. I always spend a long time trying to get the right angle, lighting and scale in screenshots.

@RickyT23, I prefer working with quads they are much easier than tri-souping. Really quick to edge push quads around in GTK.

@nitin, thanks. :) 
Sock 
That's funny, because I have a 'Sock' folder on my computer for inspiration and wallpapers.

Not to creep you out, just a fan :) 
Share? 
could you perhaps zip these up and dropbox them or somethingA? 
Enliten 
You mean my Sock folder? 
Yup 
that's what i mean :) 
Enliten 
No problem, but most of it is on his site www.simonoc.com anyway. Just saying :) 
 
@SpronyvanJohnson, I have an inspiration folder with screenshots of Func mappers as well! :)
@Enliten, all my work is either on my Website or you can browse my Artisan site if you want to see the best stuff only. 
Sock 
Which mappers, don't have to be from Func, inspire you? 
Sprony 
 
Sock 
thanks man,

what I'm finding amazing about your mapping is that you're using the q3 engine and making these maps that looks like they're out of any engine from the last 3 years.

-Ben 
Watching 
from a gravity conductor 
 
excelsior! 
Oh... 
MadFox, don't ever stop. 
Madfox 
 
Reason I Made It... 
I made this model after watching a SF movie.
Some story of a big machine, where judy foster sits in a metal sphere falling in the center of the thing. I was fascinated by it and decided to make a static entity of it.

I uploaded it to /quaketastic/models/gyzmo01.zip so you can see it move in quake. Quiet spectaculair, but hard to penetrate when used as an entity.

I wondered about the strange habbit of Quark using models. Everytime when I make a model, let's say this gyzmo.mdl which size is 525kb changes after im/exporting in Quark to 125kb.
What is changed to the model? 
Contact (1997) 
This was also the inspiration for other mappers, for example there is a "black hole generator" in one of the quake 2 id maps, and also something similar in mexx10 (maybe hidden in a secret area). I was going to make something like that too but then i saw quake2 and mexx10 and i'm like, "okay, there's enough of these in the world."

Oh yeah, and Dead Space 2 had something similar in one of its puzzle rooms. 
Event Horizon 
Had a similar thing as well, but much more ominous - the overdone set design there was still pretty cool.

It also had a retarded script and piss poor direction, so probably best to stick with Contact :) 
The Mystery Of The Missing Bytes 
I wondered about the strange habbit of Quark using models. Everytime when I make a model, let's say this gyzmo.mdl which size is 525kb changes after im/exporting in Quark to 125kb.
What is changed to the model?


I'd like to find out (my suspicion is that it's collapsing some of the vertices together), but I don't know if I can reproduce it from your description. Can you upload a zip with a model before and after you use QuArK? If I load both of them into qmdl it should be easy to spot the difference. 
Bah 
Event Horizon was pretty good, though everything else by that director has been an embarassment afaik. Good cast (Fishburne + Neill), and it was the closest thing to Doom in scifi movies for a while (hell). Contact was like a hippie 2001, where the ultimate revelations about the universe and intelligence have a peaceful, enlightening message. Event Horizon is a good pseudo-Lovecraftian correction to that. 
Yeah But 
EH is a really bad movie, lovecraft vibe aside :) 
Yeah 
Good theme but a completely disjointed story which resorts to dues ex machina to explain all the loose threads - "because hell!" 
Heh 
well, Sam Neill is pretty good at "because hell!" (In the Mouth of Madness, Jurassic Park, etc), and come to think of it so is Laurence Fishburne (The Matrix, Apocalypse Now). Proper prophets of "you're more fucked than you can know!"

But yeah it doesn't really have a story. But it's still a better Doom: The Movie than the actual Doom: The Movie so many years later. I didn't think hell was supposed to make sense. I guess in a sense knowing you deserve it could make you suffer more, but a total lack of understanding, there's real material for hell. 
 
Everytime when I make a model, let's say this gyzmo.mdl which size is 525kb changes after im/exporting in Quark to 125kb.
What is changed to the model?


Interesting, Sock and I encountered some similar things while working on the new ogre model. Somehow it would ballon up to 3mb and when I would resave it it would go back down to 700~kb. 
Prefabs Websites... 
What Is Changed To The Model 
 
 
Everytime when I make a model, let's say this gyzmo.mdl which size is 525kb changes after im/exporting in Quark to 125kb.
What is changed to the model?

I was getting this problem with Qme, I updated an ogre model several times (properties/skins) and the file size grew to 1.3Mb! No idea why but it was strange. 
New Q1SP: The Ivory Tower 
Image 1, 2, 3, 4 and 5
Any favourites? 
 
shot1 the best but they all look awesome 
1 And 4 For Me 
but I looks like you went with 1 for final release, 
Fuck 
tough call.
Great shots. I'm very excited about the possibility of playing through that setting, and I'm very glad you're embracing a somewhat chunkier, more ... rustic?... vibe in this map. I might go with 4. It hints at a gameplay experience - falling through the floor unexpectedly perhape - while simultaneously also evoking classic custom quake - the button and rails set up reminds me of Fucking Hostile by JFG.

I'm not sure I'm completely sold on the rock/ground textures, as the level of detail feels somewhat incommensurate with that of the stock textures.
But other than that its a god damn cream dream, which looks like it will appeal to all my specific quake fetishes. 
My God 
This is probably the most exciting Sock release yet, something with mine-carts even!
To me, outdoor shots are always the most exciting, but that aside the last shot with the mine cart seems especially epic. Looking forward to playing this.

I am also going to hold an investment banker at gunpoint and force him to hire you (at a rate of your choosing since money is just an imaginary number to such people), to create a "Quake as Romero Might Have Intended, If He Was As Badass As Sock." Then after all the right documents are signed, I'm going to shoot him in the sack because he's an investment banker. 
Madfox 
The larger model contains all the extra information that QME uses to track objects and more accurate vertices. This information isn't used by Quake, but helps to preserve the model's quality when it's repeatedly edited. You can spot the difference by opening both models in QME. Notice how the first one has 29 objects, and the second only has 1. QME 3.1 does away with this and has it's own model format called "mdo" for storing the models in high quality.

QuArK doesn't read this data, and wouldn't know what to do with it if it did. So when it saves the model again it gets stripped out. 
Fine 
I wondered where all the data was gone.
Not that it is that important to me, but it's a rather big chunk
for a model to loose 2Mb weight for the same 500kb.

Qml30 shows all objects, even the small one.

For now I reached my beta state for Bender.
I like to add the runattack pose,
as the laughing act when the player dies.

Wow, I produced three models last week!
must start mapping again to add them. 
For Shambler, And Spirit: 
Moar 
 
I love what you have done with the textures and lighting. 
Heh 
Yeah - it's just a shell at the moment, I'm just happy because I sealed it today. 
I Reckon It Will Be Awesome... 
I can see beyond the lack of lighting and the basic textures.

It looks big and doom-ish. I cannot wait to play it, I always look forward to your maps! 
RickyT23 
What Spirit says...

Nice, really nice ! 
Mr. Richard 
if you'll need for betatester at any stage, i'd like to betataste it.

It is always nice to see something nonbased for you 
From 
 
Sock 
I prefer 1 over 2.
3 feels too close by.
I love 4. Gives a good view of the different tiers.
I don't like 5.

In order:

1,2,4,3,5 
Pixelated Blood Stains 
 
wow, that blends in really well 
YEAH!!! 
That's what I'm talking about!

That might be the only progs for me...... 
Perfect 
 
Ricky 
looks epic. I'm imagining that some skylight, fog and a suitable skybox would give the outdoor area a great sense of scale, distance and atmosphere.

Since you apparently haven't done much texturing yet, what if it was all snowy? 
Ricky. 
Like the scale and design, keep it going. 
 
Ricky can't map small, huh? Marcheresque BSP2 map. Have fun with the fullvis. 
Wait A Minute 
Holy crap, a non-base map by Ricky! Wow 
Some 
Experimental Pixels 
Ugh 
just terrible. 
Nice!! 
the doorway and window shapes remind me of unreal engine maps. 
Sock 
Love the floor in the middle being sunken down with the pillars and walls looming above. Feel very oppressive. 
 
just terrible.

is how I feel about the name 
Sock 
I like the wooden steps leading into the lowered floor, that looks really nice. I really like your use of wood textures in this scene.

I'm not so sure about how the wooden support beams inside the door arches just end in the wall without any kind of fixture. I would add a vertical support beam on the wall that would carry the beams within the arch. 
Wood 
Yeah... Made me think of the pain maze, even though the floor isn't wooden... 
Need Moar Non-linearity! 
HTH 
 
@Drew, what is terrible, can you be more specific? Lighting, brushwork, screenshot angle etc
@OTP, yeah the name is a bit cheesy but the map does feature a lot of mirrored architecture. The original name was "The Horde of Zendar".
@SleepwalkR, yeah the strong brick edge does bother me too, especially with all the nice marble door/window edges in the background.
@Shambler, the next maps does have non linear routes but it is more compartmentalized to reduce the lost factor. 
Vote For 
Horde of Zendar 
Well I Think It Looks Class 
I love your sense of scale. 
Drew Was Joking 
And +1 for Zendar.

Also I agree about the comparison to E4M6. I'd love to see an elder style texture mishmash with Sock's level of detail and polish! 
 
 
Sock 
Looks just sweet, my anticipation keeps growing.. 
I Was Completely Joking 
come on.

I think that the shot looks super nice. In fact, and perhaps unfortunately, I have nothing to criticize.

I also vote for Horde of Zendar. So good. 
Just To Clarify 
This is the one where you're obligated to include a button under a lift, or not? 
Me Likey That Sock 
Soaring architecture is always one of my favorite settings. That mountain church in Nehara was probably one of my favorite user made levels in any game out there that I've played, visually speaking of course. 
 
The one that Elek made? Wonder what he's up to these days, kind of disappeared and at one time he'd released more levels than anyone. Poor bugger must have grown up, unlike the rest of us haha. 
 
 
Hey sock. I don't like that skull texture, i think when you repeat a texture like that the skulls lose their creepiness but don't add anything else. The sense of scale is great, it alone made me want to play this map. The use of wooden beams together with stone like that reminds me the Gothic series, looks good. 
 
>http://derelict-compendium.blogspot.com/
Damn that Quake article gave me the feels and something to think about. 
Update 
It's been far too long since I posted an update so here are two WIP shots of the final area. I haven't done anything regarding the lighting yet. I did however implement a lot of suggestions. More computers, pipes, rocks, more open, etc.

http://i.imgur.com/RHvqCoQ.jpg
http://i.imgur.com/L6mmd8J.jpg 
Update 
It's been far too long since I posted an update so here are two WIP shots of the final area. I haven't done anything regarding the lighting yet. I did however implement a lot of suggestions. More computers, pipes, rocks, more open, etc.

http://i.imgur.com/RHvqCoQ.jpg
http://i.imgur.com/L6mmd8J.jpg 
That Looks Sweet Man 
The pipes are awesome! The lights are a nice shade of yellow, but I would de-saturate the colour a bit, more towards being white - you want to keep it really subtle with the coloured lighting IMO. Except red - red should be red. 
Holy Shit !! 
what RickyT23 said about the colored lights: definitely too much, need to be smoothed...

The pipes... How the Hell have you been able to texture them this way ? What's the trick ? Please en-light us ! 
Sprony 
looks sweet, but thats q3 i guess? 
It's A Quake 3 Map Guiz ;) 
Looks pretty neat, but not quite as detailed as your previous shots.

I'd be tempted to put a subtle shader on the textures to make them seem a bit more metallic. :) 
Nice 
But I don't like the ramp in shot 3, change to stairs! :) 
Rubicon Is Awesome 
 
Yes 
 
Like The Fog 
looks like it should be in a scifi movie such as Alien 
On The Topic Of Rubicon 
Cool! 
Thank you! 
R00bicon 
perhaps it'll be of some use for one of the current rubicon mappers...

and while we're talking rubicon,

http://spawnhost.files.wordpress.com/2013/11/mein_teil_1.jpg

http://spawnhost.files.wordpress.com/2013/11/mein_teil_2.jpg

http://spawnhost.files.wordpress.com/2013/11/mein_teil_3.jpg

http://spawnhost.files.wordpress.com/2013/11/mein_teil_4.jpg

http://spawnhost.files.wordpress.com/2013/11/mein_teil_5.jpg

A chainmap between me and Lardarse/Pineapple. A lot of it doesn't really look good in screenshots, which is why it isn't pictured. There's a silver key door and a bottomless lift shaft, and the rest is silence.

I remember pineapple built a very cool 24-sided spiral out of brushes for this. 
You Should Get With Vigil 
he's been half-assed working on a Rubicon chainmap as well which I sent him a couple half-assed rooms for 
Wtf 
It's rubicon fever!?

I've got a bsp2 map + mod that's maybe a month from completion.

A handful of new monsters and a few new features like Pineapple's entity randomiser.

I even considered trying to form a cabal at one point to make a rubicon map pack but didn't think anyone would want in.

Mfx / Gb / Pineapple / Vigil - what do you say?

Once more unto the breach? 
Ijed 
 
Can Be The Start Map 
Scampie 
What about you as well? 
Hell Yeah 
Rubicon map pack; count me in. I need someone to collab with on this map though, more specifically a person that roughly blocks out the rest of the map, taking a few ideas into account. I'll take it from there then. 
Forgot To Mention 
This map probably also needs BSP2, so I suggest we pick an engine that can do it (both variants, since I'm gonna use the 2PSB toolchain) and ship the pack with that. FTE / Darkplaces? 
Awesome 
I'm using two engines, Spike's modified Quakespasm and one made by Tyrann. I can send those out Monday.

You'll be happy to know I'm working in Trenchbroom as well, so no problems with map formats. 
 
Content Owner Not Bla Blah 
Fuck apple!

...but the hardware works at least....

Most of the time 
What 
your censorship is different from mine? Modern times! 
 
awesome a rubicon episode just like that! 
 
I guess negke is now in charge of the level bits that vigil and I worked on (he was given them today on irc at the least)

I'm not going to do anything more myself, sorry, got other projects I want to work on 
Depending When Its Required 
I might be able to contribute a gussied up version of one or two of my JF2 themed speedmaps... Maybe if I merged them all together... When would you guys actually get around to doing this? 
JPL 
Thanks for the feedback guys. It wasn't received to well so I'm going to rework this.

JPL: In GTKRadiant it's jsut a matter of clicking shift + S and selecting natural.

It's Quake 3 btw.

I love those Rubicon shots guys. Very inspirational. 
Deadline... 
My one needs about a month more - we can make a cutoff point around whatever people's projects are.

I'm AFK until Monday, once I'm back I'll send out the Dropbox link with the modded content to the interested parties.

Negke, you in? 
Look Like It's Contagious! 
Some shots from a map I are working on for 1 month or two.

Don't know if I want to change all the entities, thats a lot of work. I'm using Quoth atm.
Anyway I think this will be a BSP2 map as well.

But good luck with your projects!

Go to: http://hrimfaxi.dk/rub/rub.html 
Hrimfaxi 
Hell yeah! 
@hrimfaxi 
holy hell1! 
 
I think mine could be finished in a few weeks, but may I humbly suggest a deadline of "when it's done"? If one or two maps take longer to finish, then the rest of the gang could just chip in and help those. Like, actual collaboration.

We shouldn't grieve over missed deadlines the way Base Pack did... 
Yeah 
I'm coming down the home stretch for this semester so mid Dec would be much better for me...


AND HOLY SHIT! Hrim, that looks fucking awesome. 
Holy Crap Hrimfaxi 
That looks great. You're also using one of the generator models I've got :)

I'm easy on deadlines. And whoever finishes first can help the others - there's always more that can be polished and improved. 
Nice Slipgate! 
 
Is That A Mech From Malice In Shot 5... 
...? 
Hrimfaxi 
Loving it man! 
 
Rubicon is getting some love lately. 
Distrans 
Yeah! That model are from Malice (I think).
I'm using it as an replacement model for the flak Ogre. I think it looks more like a base monster than the Ogre does.
It may change under the rest of the process though! 
Looking For A Few Testers 
for my upcoming single player map that's going to be released, eventually. A note to everyone that this future map(s) will be of the bsp2 format, so the RMQ engine or any engine that fully supports bsp2 is going to be a requirement.

If you are interested in doing some beta testing, let me know :) 
Bsp2? 
@Orl : Is QuakeSpasm supporting the bsp2 format ? 
Not Officially 
Although Spike did a quick fix to enable it. Don't have it to hand just now... 
Nobody Wants To Beta Test? 
Then I don't want to hear any complaints when the map is released about not being playtested enough, since no one wants to volunteer ;) 
Beta Test 
I would like to beta-test it, but I'm on QuakeSpasm, OS X. 
Sorry 
Too busy :( 
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! 
Rick 
from dat shot perspective the map itself looks a bit dull , in kind of texture set

that rune texture(red-ish) added here and there would do the job 
Looks Awesome! 
 
Looks Grrrrreat! 
Advice:

Trim-trimmings-trim
Trim-trimmings-trim
Trim-trim-trimmoo,

I've got an important message for you...

If you don't break up the textures on the wall more, it might slightly suck, David Cameron's a whore.

But seriously though, it looks really cool, love the tone. 
Lol 
How in the world do you guys see anything in that screen shot? From that distance and with all that fog I think you can assume that whatever detail there is can't be seen.

It is a little on the monochrome side - that's intentional. There was more color six months ago but people said it didn't fit in or something. Whatever it looks like now is how it stays. I have no desire to make those kind of changes.

Yesterday I wasted hours trying to figure out why monsters didn't fall when spawned. Today I added the new teleporter system (that I finally got working right). To do that I had to change one room from short and wide to tall and skinny, deleted 12 unnecessary spacer brushes and I replaced a door that was using about 50 tris with one that used only 24 and when I compiled the map the marksurfaces count went from 32029 to over 32800. So I've spent the last couple of hours fixing that.

Does anybody know if there's a way to keep Netradiant from renaming all the target/targetnames when you copy and paste? 
Well 
we get the GIST of it Rick - gothic cathedral-like outdoor architecture, indoor Runic areas lit with oldschool spotlights, and lava! How could we not think that's sweet?

As for the technical side I'm pretty useless (other than bothering people who know what they're doing), but I'm sure someone useful will come along soon. 
Rick 
I remember the moaning about the yellow lights,
and now people want it back. I like the look now,
monochrome or not.

People are strange.

As for the NetRadiant issue, i have no clue... 
Ah, Yes 
the infamous yellow lights and the big red window.

I did tone the lights down a little. 
Looks Great 
just great... 
So Great 
neoclassical 
That Is Phenomenal Looking 
 
Drew 
...how on earth?
Maybe the Pugin comparison is cliched and cheesy... but yeah. 
Better? 
I had added this room about a year ago. It's a pretty important room, but I was never really happy with how it looked. This is an old screenshot from before I did the re-texturing.

Old Room

I worked on it a lot last week end and I think it's looking better. Probably still needs some lighting tweaks.

New room

Different view 
That Outside Screenshot 
is phenomenal!

And yes new room looks better but lighting could be less flat. 
Hahaha Fuck Off. 
I meant neoclassical as in new school quake w old school sensibilities and etc. 
(not Mad) 
 
 
new room looks MUCH better with the texturing. those windows and bricks are great. the outdoor spires are fantastic. just be careful not to make it TOO dark. 
Lol 
damn sorry Drew seems like I over-interpreted things again, as I always do.

New version of the room is a lot better, everything seems way more considered and detailed, including lighting and texturing.

/Eschews gothic label 
Drew U Mad As FUCK!!! 
I think the bricks look kind of small in relation to the huge scale of the room. I'd prefer if at least some parts of them could be bigger for a more 32ish style similar to the previous metal4_4 style. 
Grim And Unholy 
Which is good. The new one looks better because the textures break up the flat areas of the previous one better.

Is there an altar in the middle? 
Looks Great. 
Keep going with it. 
Oh Oh Oh 
Looks very interesting indeed.. neo-gothik / medieval maps are always cool :)

Go finish this ! 
Grim And Unholy 
Yes.

I keep hearing this in my head every time I see one of those screenshots. 
 
Looks pretty good.

I think I prefer maps with a higher contrast of light/dark lighting. Also I thing I would personally avoid large flat walls and break them up with detailing with protrusions or texture changes. 
Hmm... 
large flat walls

Honestly, what do you mean? There are not any of what I would consider large flat walls in any of those last few screen shots. There are some that are pretty tall though. I wonder if it's something about the angle the screen shot was taken at?

Here's an overhead view with an exaggerated fov. I didn't change brightness or contrast from the original, just converted it to jpg so I may look a little dark.

http://quaketastic.com/files/screen_shots/Wish13_d.jpg 
Rick 
dont let them distract you! 
You Could Break It Up Vertically 
If the walls aren't the same thickness at every height. You can make these transitiones in two ways - with a 'step', i.e. the wall suddenly gets X units thicker, with a perpendicular step, or with a slope. This is true of much architecture because the foundations need to be strong enough to support all of the weight above it.

Either way, it's a nice way of adding a whole other dimension to your architecture.

You could add some damage detail to the architecture too, maybe a few cracked tiles, , bricks out of place or missing etc.

Overall I think the shots look pretty awesome, just thinking of elements that you could take more advantage of. 
IMO I Think The Aesthetic Works Well As It Is 
It doesn't require gussying up. It has a nice stark balance and subtle detailing. In the shots I've seen, I'd consider that aspect of the map 'done'. 
Guys 
You realise the map is already bursting at the seams with marksurfaces? 
Yeah... 
What you've got is good. Finish it as you see fit.

Float walls refers to not using geometry (brushes) to make the light map do the work of making a space interesting. But with all the work you've put into the light it's not a mistake you've made. Don't go into pre-release worry.

We've only seen screenshots! 
Ie Flat Walls, Not Float 
 
Ie Flat Walls, Not Float 
 
 
.



dont let them distract you!

Not much chance of that. The reason is because I intend to stay within the normal Quake Engine map limits.

onetruepurple is correct, the map is bursting at the seams with marksurfaces

What this means is that the geometry of the map is pretty much finished, with no chance at all of any major changes being made.
The map is currently bouncing around 32000 marksurfaces, which is what causes me the most problems. Most of the time at this point, just adding a brush or two will cause QBSP to go insane and the marksurfaces will jump by hundreds and go over the limit. I've found ways of getting around that, but sooner or later I know I'll hit a wall.
I basically have to fight tooth and nail just to make small changes to the brushwork and not go over 32767 marksurfaces.

There is also a 256 model limit. I have 255 at the moment. If I add just one more Fitzquake gives me a mean old message that 256 models exceeds the 256 model limit.

It doesn't actually, but I will keep it at 255.

As of yesterday, I still have six "place holder" func_walls in the map left to play with.

I'm still kind of struggling to understand the various comments referring to flat lighting, large flat walls, small brick textures, and so on.

It's pretty hard to move along any wall, anywhere in the map for more than 128 units without something changing.

I really appreciate these comments. I think about what you guys have said along these lines quite a bit and give these comments much consideration, but when I play the map I just don't see it.

Somehow, I think the screen shots are failing me.

And if you really think this map has a problem with large, featureless walls, covered by a small brick texture with flat lighting, I have three words for you:

"Honey by CZG".

Yes, I am just teasing you there.

Yesterday, I worked mostly on the lighting in this room. It's a fairly important area that the player will pass through more than once.

What do you think?

http://www.quaketastic.com/files/screen_shots/Wish13_e.jpg

http://www.quaketastic.com/files/screen_shots/Wish13_f.jpg 
Hax 
Remember: qbsp splits large surfaces every 224 units anyway. This can be used to your advantage.

Brush models and marksurfaces: This may or may not be helpful in your situation or the context of the map, but you can 'clone' existing brush models and turn them into functional entities (provided they are on the same rotation and light level as the originals). If there are identical bmodels used on several occasions, you can make one actual brush-based template and use it elsewhere as point entities. 
 
The screenshots are cool. Though I think I would consider using some vertical trim with seams on the sides inside the window frames. 
Rick 
I like the screenshots a lot! Being overly anal about details that no player really notices can make a map worse.

Your windows on those 2 screenshots could have a stronger light emitting from them, leaving a pattern (just a cone) on the bridge. I think it looks completely fine as it is though. 
 
I can see a lot of work has gone into the trims and such already, I think maybe it's the contrast between the trims and the main texture that isn't different enough.
Let's be honest, the map still looks very nice and this is purely a stylistic suggestion on my part. There's nothing wrong with saying "this is my map and I want it to look like this". 
Yeah 
I was just elaborating on what could be meant by 'breaking up large walls'. The map does look really nice! I love those arches, and the mood of the lighting, in the shots.

Negke is right about the marksurfaces thing, but I know what it's like to be surfing the limits, and you get the map to compile nicely, why fuck with it at that point, when it's already looking really nice.

TBH it looks pretty decent to me man, go with your heart :) 
I'm Loving 
every shot you've put up so far. 
 
Well they are quite flat walls. But lots of popular mappers like czg have quite plain walls. I always try to pack as much detail into walls as possible, but then I could never make any of my levels very big. That's the trade-off of putting in lots of detail. Players prefer bigger levels over lots of fine detail. 
 
you can make one actual brush-based template and use it elsewhere as point entities

Negke, can you (or anybody) explain how exactly to do this? It's something I could possibly use in a couple of places.

There were some brushes that absolutely had to be changed and when I fixed them it blew the marksurfaces over the limit again. 
 
You can first try this: open the map file in a text editor and move all recently-added brushes (the ones after which the limit was exceeded) higher up, preferably to where the older brushes in the particular area are. This can arbitrarily lower the marksurfaces again.

The template trick is essentially a modelindex hack. You can look it up in mce.map (available on my site), it's used for the light sources and ammo pickups.
The original ("template") entity is a brush-based info_notnull located at 0 0 0. While this location isn't absolutely necessary, I wouldn't put it elsewhere because then it'd make placing the clones a pain in the ass. It's also lit there. I strongly recommend moving it up in the .map so it's the very first entity after worldspawn for easier reference. To save an edict, remove it on mapstart with "think" "SUB_Remove" or killtarget.

Then you can put point info_notnulls where you want the clones to appear and give them the corresponding values of the template, e.g.

"model" "*1"
"modelindex" "2"


This will create nonsolid copies of the original brush model which do not add to the model limit but take up an edict slot. They can be rotated, too.
It's possible to further modify their 'state', so to speak. For example, you can make them solid or turn them into static entities (=no edict) by adding "think" "func_wall" or "func_illusionary" and "nextthink" "0.1". However, this will override any custom rotation! 
Cool Trick 
I tried to do a similar thing with func_doors through qc. It even worked as well, after Preach explained some of the nuances of collision generation.

Nobody cared though. 
Okay, Thanks 
I may have to give that a try. It's a bit more complex than I thought it would be, but it could prove to be useful. Thanks for the explanation.

As far as moving brushes in the .map file to reduce marksurfaces, I've never tried that. However, my usual trick is to copy a large group of brushes that are near each other, delete them, save the map, then paste the brushes back in. I've always assumed that this is also moving the brushes around in the .map file. At any rate, it will often reduce the marksurfaces by several hundred.

I only do this when BSP goes crazy and ups the marksurfaces by a huge amount when some insignificant change was made. I don't worry about it when the change in marksurfaces seems reasonably proportionate the whatever change I've made in the map. 
I Cared! 
That was cool. It's also the kind of thing "external model" support in Quoth is meant to help with. Currently having an actual external file is a bit cumbersome to install (and to delete when the map is finished though), so it's a bit of a hard sell to get working.

One potential solution could be to create an "internaliser" tool, which would operate on your base bsp file. It would look for all your entities which reference an external bsp file, load that external file, and bake them into the bsp as an internal model. In effect, it's formalising negke's entity hack above, but in a way that doesn't require fiddling with brush order to get it working. Plus because you created the external model independently, you've got the freedom to light it without the rest of the map interfering, and easily set the rotation centre.

There is a second solution to the loose file difficulty, but I'm afraid I'm not yet at liberty to say...Or I'd just really like to see the internaliser become reality so I've got to sell it to someone with the bsp know-how. 
Sounds Like The 
Bsp referencing compartmentalised sections of itself... 
The Func_door_model 
Was just idle experimentation really. Whilst I tip my hat to those who struggle to colour within the lines of bsp1 limits, I decided not to bother with it.

The internalizer you mention in fact sounds something like the skip utility, which moved brush face around so they wouldn't be visible. 
More Screenshots Please! 
Thank you! 
SCRAPS. 
<@Bal> http://www.born-robotic.net/content/maps/balostepisode.zip
<@sock> someone should re-work them into maps with vanilla gameplay 
Some Very Nice Maps In There... 
Too bad there aren't much monsters to fight, in these giant maps.

I guess I'll have to play them with the DMSP mod. 
Finish Them! 
Oh lord these maps look great. I can't believe these are sitting around unfinished. None of my scrap levels are anywhere near this kind of quality or completion (I usually rough out a couple of rooms, you seem to make entire maps!) 
Why The Cruelty ? 
Those superb maps doesn't do anything with the DMSP mod. WTF !?

Why, O why Lord !? The b1blue, b1office and b1rocks are so cool, why not finish'em ?? 
At A Guess 
There are no info_player_deathmatch entities... 
Yeah 
There are no deathmatch starts in those maps, which is why they won't work with dmsp. The map files are there though, so I guess it'd be fairly quick to throw some in and -onlyents compile. 
Just Started 
Extending Daikatana mainmenu graphics for widescreen support. Fun!

http://spiney.me/files/etc/back0.png 
 
If there's one thing I loved about Daikatana it was the texture-work. So rich and detailed. 
 
Can somebody do a hack of Daikatana to make those two side kicks Invulnerable? 
Pixel Life 
Brushwork Looks Ace 
 
 
I like it, very quaint. Almost thief-like in some respects.

Not everything has to be some outrageous structure. 
Lots Of Character 
I'm kind of surprised since I usually love the yellow windows, but I agree with mfx. They don't look bad but maybe a more toned down intensity or different colour would be better? Might be worth tinkering with.

Such a minor thing, but of course it's hard to find serious flaws with your shots. 
Rubicon Revisited 
Arghh! 
/me Likes 
 
Rubicon Is Woefully Underused. 
I love it btw, very nice. 
Use More Floyds! 
2014, year of the rubicon. 
City Blocks 
I don't think the windows are too yellow, I think they are lit too brightly.

I can see a shadow on the ground, which gives me a light source, and the walls around the windows are lit but it cannot be coming from that same light source.

So if it were me, but it's not, I would either reduce the Light or move the light closer to the window so there is less 'overspill'.

Other than that, very pretty. 
Yes To Both Shots. 
 
 
I like it Sock, very fresh! Which is hard enough to do in Quake. As been said, the yellow windows steal a bit too much attention, although I like their contribution to the color palette. Maybe having some yellow oil lamps on the walls could be an interesting idea to have in certain areas, to get some variation from the usual torches.

Also, the stone wall above the stucco (?) housing seems like to heavy a structure to be on top of those.

I'm kind of hoping this'll start a trend for some Tuscan/Venetian village like maps :P 
The Yellow Window Light 
Looks fine to me, although that kind of bleeding makes me think it'd be better in a twilight / early evening setting.

A darker sky and some very mild dark blue fog...

Random idea, and we all love spouting those off.

Village maps are great. 
Pale Blue Dot 
A quiet stroll in the light of the moon. 
 
ooooooomph... that is sexy. 
Perfect. 
So this is a 'Towne' style map?
I can't stop looking at this shot... 
Wow 
beautiful shot
the blue sky with yellow windows contrast works well, the first shot seems too overpoweringly yellow with both windows and sky 
@Sock 
perfect! 
Done 
that is indeed pretty faultless. 
Awesome 
Don't forget the ambient sounds :) 
Sock 
That made me feel some activity in the trouser region. 
'The Trouser Region' 
Would be a great map name. 
Kinn's Netherrealm 
The question is: on which side? 
Left 
always the left 
Most Likely 
both 
Lol 
definitely, in Kinn case it would've been both sides 
Great Shots Btw 
 
And 
sock for president 
I Wasn't Sure How To Interpres Negke's Post 
as a left-right or front-back kinda thing 
 
interpres = interpret, duh 
Sir Dresses To The Right 
if one must know. 
 
Excellent work sock and mfx! 
 
Trouser activity is measured in either front or back occurence and evaluated by the implications each side brings with it in context. Spatial orientation is largely irrelevant in this respect. 
 
Trouserific... 
Doesn't this equally depend on locality and the coordinate system used? e.g. Your orientation might no be straight from 2 colluding sets of post-2-lates. 
Looped Around... 
...and up the rear. 
Speed Map Theme 
 
Shambler Wins. 
Ever since 1997. 
Moonies 
AAaargh ! 
I'm already erected !

When will you release that shit ? 
 
I like your stuff, sock, but I really wish you'd change your lighting style when it comes to those yellow inset windows. The light would in no way be able to hit the walls like that and it just looks ... weird. 
Random Idea 
This probably wouldn't work, but could an info_notnull with effects 8 produce a fake volumetric glow for the window effect?

Hm. Even if not, might be useful for marking buttons or other stuff, will have to give it a try. 
Agree With Willem 
The shot looks great, but the yellow windows just look weird and out of place... 
 
blue sky feels a bit too saturated to me, but otherwise it's excellent 
Well. 
I like the windows :) 
Me Too 
but I think they would be better if they were a bit more orangy like the one on the left? opinions opinions... 
Don't Mind The Window 
But don't ever ever fuck with the skybox. 
 
Looks very nice. I also have to agree with a couple of comments.

I think the upper square window has too much of a greenish tint, more to the orange side would look better I think. And the way the light from it illuminates the surrounding wall is a little unnatural looking. That light would have to be reflected back onto the wall and there is nothing there to do the reflecting. 
Had PS Open, So 
What I had in mind...

click

About the lights being unnatural, I think the windows would stick out much more without them.
It's okay to sacrifice realism for improved local contrast, imo. Plus you need some kind of light source for lighting those parts anyway.
Doesn't bother me much. 
 
mfx and sock awesome pics, can't wait to play then! 
 
Windows are fine, that sort of unnatural spilling I think is fine in Quake 
Lel 
Oh Lawd... 
 
Sock 
is that a remake of e2m1? (I got that impression, or at least an e2-ish impression, from the moat/drawbridge type setup).
Looks amazing. Extremely atmospheric.

ps, I always light windows like that. if it's inside the light must be coming from outside, if it's outside the light must be coming from inside, heh. 
 
I guess what hits me wrong there is not necessarily that it's physically inaccurate but more that it makes it plainly obvious that there's a spherical light source sitting in front of the window. I dunno ... I'll shut up. :) 
 
I agree with willem, FWIW

The current technique would probably be fine if the light was more subtle. Currently it's bright enough that it has my brain looking for a source. Dimmer and I might accept it as general ambient lighting bounced from somwhere else. 
 
nope i like the blue sky over that dull grey. adds contrasting colour and is unique. 
 
I think it's the fact that the sky is the only thing in the scene with that color. When compositing a scene you need to repeat the main hues in several locations in a scene or it might look off. Ditto for the windows actually. It doesn't need to be as bright or saturated either, just repeating a certain set of hues already helps a lot. I tried to tone it down to bring it more in line with the rest of the scene, but ideally there should be other things in the set that share the color palette. 
Telefragged 
Better Links 
Teleforced.. 
Shot 1 Shot 2

wip.. 
 
Looks like a lot of rubicon stuff in the works. :) 
5th 
be sure, there is. 
 
That last shot owns! 
Thanks OTP 
 
Too Cheesy? 
or not?

Screenshot 
Not Really 
But it's kind of flat, and in more way than one. The lighting could be a bit more dramatic, surely, and perhaps sink the middle of the floor, a bit? 
An Attempt To Pack In As Much Detail As Possible. 
I have been wondering how much detail you can pack in to a map before things start to break. I got to this point when I started seeing wandering vertices and degradation.

http://www.quaketastic.com/files/screen_shots/5the1m1.jpg 
Rick 
How about a spotlight above the pentagram so it casts it's shadow on the floor?

5th, nice stuff, but it's a bit bright - some shadows would help. 
Lel 
That's an editor shot ijed. 
Need A Bigger Tablet... 
And trenchbroom needs a lighting preview!

Also, I'll post some proper shots of mine (with proper links as well) soon. 
Rick 
I feel like the gate and teleporter are too small for the scale of that room. Perhaps just making the gate larger would do it.

Otherwise, yeah it's cheesy, but such is Quake amirite 
 
Yeah, the lighting in that room needs work, that's why I'm looking at it. The floor could be less flat also, don't know if my marksurfaces can handle that though.

How about a spotlight above the pentagram</>

There already is one, but it's turned off in that shot.

the gate and teleporter are too small

I'm pretty sure it just looks that way because of the angle you are seeing it at and partly because I kicked the fov up to 100 just for that shot. The actual distance between the gate and the teleporter is over 800 units. Both the gate and the teleporter are pretty large, 192x192 I think. 
 
mfx: i love the super tall hallway in the right side of your second shot. more of that please! 
Sup 
I decided to register since i'm becoming interested with this community. also, screenies:
http://i.imgur.com/aZWtINM.jpg
http://i.imgur.com/N9CJjl4.jpg
http://i.imgur.com/xpt88vy.jpg 
 
"How about a spotlight above the pentagram so it casts it's shadow on the floor?"

That pentagram is way too high to get a crisp looking shadow out of it.

I've found that if you use a func_detail brush (so no vis or r_vis hit) along with a skip texture (so the player never sees it) and then place it where the player can't get to it (and that there's never going to be an enemy above the player) that you can make some very detailed shadows in tall spaces like that 
Yes 
That'll allow for a crisp shadow, but another way might be to have the pentagram purposely distorted; going up the walls and so on. Although I suspect that wouldn't work in that particular room.

I'm thinking of that one room in id1 where for no reason there's a Q shadow on the floor. And of an unreleased custom map that did some similar shadow painting tricks. 
Ringofquad 
It's kind of hard to see what's in the shots. Screenshots from the game are always dark, usually they need brightening in Photoshop or whatever to leave the contents more visible.

New quoth map in the works? Is it single player? 
@Ijed 
Yeah, its a quoth sp in the making. I apologize for the dark screenshots though. 
Don't Worry About It 
And good luck! 
Ringofquaddamage 
looks moody, but the walls need more detailing or breaking up.

Btw, I could see the shots fine, not too dark at my end. 
 
"I'm thinking of that one room in id1 where for no reason there's a Q shadow on the floor."

Actually that shadow is the clue for a secret on the back side of the teleporter that it's in front of that leads to the roof, a quad damage and a fiend. (E1M4 I think, maybe E1M5). That one was done using a func_illusionary )or maybe a func_wall) disguised as a sky texture and a solid "Q" shape with a normal texture on it above that (inside a box made up of a sky texture). That was about 2 player heights or so over the floor

What I was describing was for very tall spaces like the one in the screenshot where there is no way to do that and still have a crisp shadow. 
 
I messed around with this room for a couple of hours today. Never really got it looking much better but did manage to increase the marksurfaces by over 600, so I just gave up for now. I did find out that I can't really change the floor much because there's stuff under it that would be too much trouble to modify.

Here's a shot with the pentagram light "on".

Screenshot 
Pentagram Shadow 
is hawt. :D 
Looks Great 
Can't wait to play. 
WTF Did I Just Find 
Otp 
I have seen those before. My guess may be necros for those since he likes to use doom textures. 
OTP 
I think those shots are fom tronyn. 
Pentashadow 
Awesome!

Gonna have to rip off the idea now. But that involves me making a nine point symbol because of... never mind.

Quaketree; yeah I remember. The red castle level with the various types of trap in it. And that's one of my favourite secrets as well. Really sets the tone for good secret hunting "something's not right here..." But it's not just a wonky texture or something. 
Heh 
yeah those are my shots, I did post them somewhere in this thread... that map is still coming but alas progress is slow. 
@nitin 
That's why it's a wip, what did you expect? :P 
New Project... 
Working on a new thing, calling it "Quake As Id Did"... yep, I stole the idea. So it's QUAID for short. Not sure if I will keep the name tbh. This is about 30% on the first map. The idea is to make something simple, fun and faithful to the original game style.

http://www.quaketastic.com/files/screen_shots/quaid1.jpg
http://www.quaketastic.com/files/screen_shots/quaid2.jpg
http://www.quaketastic.com/files/screen_shots/quaid3.jpg


I could make something more detailed and crazy but I am working a lot and don't have the energy to pour in detail like I did with Deck. This is like a de-stress project. Mapping therapy. I think this would make a good community project but it's just me on it right now :) 
 
Those look fantastic! Make me really really excited.

(Please add at least some misaligned or badly cut off textures, if only to annoy negke!) 
Hahahaha... 
I honestly thought to myself "you know, if this is going to be exactly like id did then maybe I should screw up the alignment".

I can't bring myself to do it. I have OCD. 
Nice 
but if it's as id did it, you need to unalign 50% of your textures ;) 
 
The base maps have terrible alignment issues, the other maps are nowhere near as bad. No idea why that is. 
 
It must be that Romero was going to go back and put in secret doors for every misaligned texture, but he ran out of time. Yup.

Also... QUAAAAAAID: http://3.bp.blogspot.com/-ESYPfqNZfpo/UCppEbTJQfI/AAAAAAAAiZE/beUp2hkMWwc/s640/TOTAL-RECALL-KUATO.jpg 
The Thing That I Noticed... 
in DTWID was that in general the weapons, items, secrets and enemy types and counts were pretty much the same in the relative sense of the original id maps that they are supposed to replace. Done entirely differently of course but there were a lot of similar ideas used in different ways. The same goes for D2TWID. I got the feeling that they were going for the same basic game balance but with entirely different layouts.

Just something to keep in mind as you progress. Good luck. 
Yep 
There will be a progressional feel through maps in the same way here. Most SP maps now are singular experiences with every enemy and weapon appearing. Mine will try and retain that classic feel. 
@Fifth 
Minor nitpick regarding the title, rather than calling it "Quake As Id Did", might be neat to be consistent with the Doom releases and call it "Quake The Way Id Did". Makes these projects feel more like a set with a common goal then.

Nice start so far though, have any plans to tackle other themes? 
Telefragged 
Looks Sweet 
 
Rick And Tronyn 
Rick's Pentagram is kicking ass. Especially the shadow on the floor. Nice touch.

Tronyn, those editor shots look sweet! 
More Rubicon2 
Oh, Comme C'est Beau !! 
Really nice shots indeed :) 
Quakis 
Verily! I'm making them chronologically though. This is essentially map 1. I have a few experiments with other themes but my most complete maps so far have been base maps, I need to break the cycle! 
 
hmmm, i must admit, i'm not a huge fan of rubicon textures. I think it's the lack of colour contrast (everything is that same colour) and those giant blurry bolts around everything like xmas decoration. so it is good to see some other textures mixed in.

ijed your screenies remind me of zerstorer. 
Thanks 
 
 
...aren't you color blind Kona? 
@hrimfaxi 
Looks like the Rubicon Empire is trying to take over the quake universe.
Also, are those barrel textures in screenshot 3 from half life 2? 
Ijed And Hrimfaxi 
both looking good. 
Fifth 
If you like old school stuff, you'll like this:

https://www.quaddicted.com/reviews/descent.html 
Colorblind? 
Most of my family are, but not me. Even my sister is, which is rare.

I like rubicon because of its contrast - the red and green. Which are classically the easiest colours to confuse when colour blind.

Rivets like Christmas lights. Argh.

Ok, need to include more red bits and less rivets. 
 
I kind of agree that the staple textures of the set are all kind of green/rusty/reddish without a huge amount of contrast. (though the red and green do complement each other so be sure to use both.) I think the way to make the set look best is to use enough of the accent colors like the beige concretes and rock walls, the hot red/blue/white light fixtures, blue computer screens, and the liquids/skies. You also need to use enough architectural details, and varied lighting and shadows, to keep things interesting. 
M2c 
Always found Rubicon textures to be very noisy in terms of detail/luminance. Most of the Id base textures are very flat and simple in comparison (incidentally emphasize lighting more). I think toning down the contrast on the single textures but increasing the color contrast over the range of the entire set would make the scenes appear more appealing. So, reduce variance in micro and increase in macro...

On the other hand it does have it's charm. I like the clunkyness and rawness of it, which is somehow unique to Quake. 
 
Also, maybe there should be a steam-age Rubicon set to use with the non-base monsters? Could be a fun design challenge. 
@ijed 
Shots look great... but I think you might want to try some alternatives for the brown brick walls. They seem to give everything a busy look and steal attention from the other geometry. 
Ok 
I've just started adding a bit more variance in the texture set so now is a good time to add distinct areas, ones that don't rely on the bricks as much.

The map needs this; it makes my previous levels look small in comparison. 
Shots: 
#10055 posted by ijed
Hard to tell but looks pretty cool from shots. Maybe a bit boxy in places. Sizeable already which is great.

#10057 posted by mfx
Looks cool, I like the grey tower textures and vertical scale in shot 2. Shot 1 the hazard tex on the grill doesn't look good!

#10062 posted by Rick
Style is very nice as are walls, room a bit empty. Pent is okay but not that interesting.

#10064 posted by FifthElephant
Like it, this is the sort of stuff I do appreciated wandering around a map. I might not notice it when I first go into an area but all that sort of detailing helps.

#10071 posted by RingofQuaddamage
Can't see much but like the swampy atmosphere and torch lighting. Keep it going.

#10088 posted by FifthElephant
Looks very Id and decently done. I would prefer beefing out of designs (doesn't have to be too much) and gameplay compared to Id maps tho.

#10097 posted by ijed
That looks cool, although image quality / pixellation is horrible. Nice variety and designs and nice details.

#10100 posted by Hrimfaxi
Looks good, great detailing in that, especially last shot.

Lots of maps in the works, great stuff, keep it going guys. Have still been loving all the Q1 SP recently. 
Bit Of A Redesign... 
I decided to make a new starting point of my map because I felt that I kinda screwed up or ran out of ideas on the last one. I also experimented with sunlight and sunlight color on this one. Anyways, SCREENIES COMETH!
http://i.imgur.com/oSv39zs.jpg
http://i.imgur.com/tM2ffhD.jpg
http://i.imgur.com/1wXBsUb.jpg 
 
pink <3 
Needs Moar Pink! 
Actually, it doesn't. 
Don't Listen To Shambler 
MOAR PINK! MOAR!!! 
Faaaabulous... 
 
@quaketree 
Thank you! :) 
Pink 
Interestingly, the actual RGB value for the center of the ubiquitous light3_8 texture is 219 195 187, which is a fairly pinkish color.

When I first started putting colored light in Quake maps I tried using that value as the color for light entities associated with that texture, but I decided it was just a little too much color. I now use 255 240 240 for that texture.

Colored lighting is a tricky thing to get looking right in Quake. 
Looks Great 
 
 
How upload files to www.quaketastic.com ? I don't have login/pass 
 
digs

Read the main topic.

Need a place to host your screenshots? Upload them here:
http://shub-hub.quaddicted.com (password is ilovetheshubhub) or here: http://www.quaketastic.com/ (same password) 
Willem 
http://shub-hub.quaddicted.com/ not available.

http://www.quaketastic.com/ now have new design and require login and password. 
 
If the quaketastic login hasn't changed recently, it's

Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff 
Johnny Law 
It's worked. Thanks 
 
The password was changed when the site switched owners. Seems arbitrary and counterproductive, a way to make it even more exclusive. In my view, it would be fine if the login information was stored in an on-site faq or readme.txt in the root folder along with the general rules - so there's only one hurdle involved which is finding the site in the first place. I doubt people would spam it with junk or warez, and if so, action against it could be taken then. 
Make It Take Either 
 
It Was Kinda An Institution 
 
 
* is shub hub down permanently?

* is the quaketastic password going to stay the way it is? (post #10128)?

If so I can edit the thread topic to be more accurate. 
Metl 
Yeah, password is going to stay like this.

shub-hub.com is actually up and running, but I haven't installed a script (yet). If there's demand, I will, although I don't really know why we would need to places to store files. 
Due To Demand, And Because I Was Bored 
I improved my speedmap a tad (changed how the last arena is accessed, mainly) and added some eye candy/changed some monsters here and there so they are more efficient. Anyone wanna test it to see if everything works fine before I release it? It's short.

Pictures for the people who didn't play it:
http://i.imgur.com/H3rsuMT.jpg
http://i.imgur.com/zPPUSPq.jpg 
Tomorrow 
Lonely Knights

@Skacky, looks sweet :) now I want to make a metal map :D 
Skacky 
I sometimes think to myself how i don't like the metal theme, but then i look at shots like this and change my mind :D 
Multi-reply Time! 
@skacky Looks very nice! what engine are you using in the screenshots?

@sock Beautiful! can't wait to play it tomorrow! 
Looking For A Few Testers... 
This is map 1 of my quake like id did theme. Demos and feedback is what I am looking for. Just email me, in my profile, for the file.

http://i.imgur.com/6zOPaEx.jpg
http://i.imgur.com/hNi29qi.jpg 
Nice Shadows 
 
Skacky... 
I have a little advice, some of your lights in your map look a little dull. Sometimes it's a good idea to put a small but very bright light near the actual source... It looks a lot better. 
Sorry 
Too busy at the moment.

But on the subject of lighting, just as an experiment try putting a ball of lights floating in the middle of the room (no source) with key values

light 10
wait 0.25
delay 2

This style of fill lighting should make those flat shapes and sharp edges look a lot more interesting.

You'll probably need to experiment quite a bit though, those values are just off the top of my head. 
5th 
That looks properly id-styled. gj 
Updates 
* Seal Of Approval * 
 
Ringofquaddamage 
that reminds me of part of e1m2Quoth by Kell (comes with Quoth IIRC). Sweet stuff :) 
Great Start. 
Strong style already, stick with it. 
That Reminds Me Of Undying 
 
 
That Reminds Me Of Undying

The oneiros world 
Not Dead Yet 
http://i.imgur.com/SFlcuhY.jpg
http://i.imgur.com/FTlbqBc.jpg
http://i.imgur.com/uojjpoE.jpg

Not too sure when this will be released as there is still a lot of work to be done, but there's progress. Some of you might remember this map, I posted some pictures here over a year ago or something. Long story short: I axed a large part of the map and remade a lot of stuff from the ground up, and it's a lot better now.

I'm going to release my extended speedmap probably next week btw. 
Sweet, I Think I Remember Those Old Shots 
These ones remind me of "Breakfast at Twilight" in the best way. 
I Remember Those Too 
They look even better than I remembered! 
That Looks Amazing 
 
Nice! 
looks lovely! 
Skacky 
Nice shots! btw. i liked your (not)speedmap too.
Clean cut, i like that:) 
More Screens Of My In-dev Episode 
So, another angle of map 1...

http://i.imgur.com/voIx1op.jpg

And I have started work on map 2...

http://i.imgur.com/lFR0b4t.jpg

Really going for an episode 1 vibe, I know it looks little "copyright infringement" right now but that's kind of the whole idea, only with better alignment ;) 
 
@skacky, I love the verticality you have in those shots, I hope you have some monsters patrolling, it will add to the overall ambiance. 
 
@Fifth: Loving the second shot a lot, the lighting is moody and I'm definitely getting E1M2 vibes from it.

@Skaky: Tons of height variation, scenery shapes and ceiling details is really putting that texture set to good use. Also noticing some similarities in your mapping style from Thief here, which is not a bad thing at all. Considering how tall the map seems, it mostly reminds me of "Between These Dark Walls", is there going to be a lot of climbing involved here? 
 
Edit: "skacky". I'd die for an edit button. :( 
Fifth 
I'm very impressed with them. You got the theme right too.

The second one looks very good. But i do think that it has more of a vibe of DoE, even though the episode 1 vibe is strong on it.

By the way, those lights have delay 3, don't they?, or is there a light with delay 4 or 5? I thought you were going for full Quake the way Id did. 
Looks Good 
Nice looking screen shots FE.

I would guess delay 2 or 5 on the lighting with maybe some _sunlight? Delay 3 is no attenuation. Delay 4 is "local minlight" and I've never really figured out what that does.

I never used any delay in the past, but I've been doing a lot of re-lighting lately and I'm kinda liking delay 5, as long as the wait is cranked high enough. Delay 1 with low light values can make good fill light as long as there is only one or two in an area. 
 
quakis, thanks, it's not that difficult for quake to feel moody due to the textures, ease of adding a brush under a flame and the sounds attached to texture volumes (like sky and water). It's fairly quick to get going.

coce, I have used various wait keys on the lights. Not played with delay values actually. I am trying to stay faithful to the feel of the original game but I wouldn't expect it to be exactly the same. Can't say I played a whole lot of the expansions for quake, played them maybe once and though they're good I never returned to them.

Rick, thanks. like I said, just using wait, nothing with delay.


Glad peeps like the shots, I have done a lot to that area now. It's tempting to overdo it but that would stop it being "like id did". 
@skacky 
Very nice. Love the vertical look of it and the attention to detail in the "trim" around the doors, things like that make a level "Pop" and have a sense of being. My only (albeit minor) input would be that the wall lighting sconces could be a bit less of a "Block holding a torch" and maybe a bit more detailed. 
@ FifthElephant 
I like the E1M1 shot. The varying roofline gives it a feeling of depth without looking like it went too far off of the feel of the original level. Keep up the good work. 
Shots. 
@ skacky - looking great, and having see the speedmap, I definitely trust you on consistency and build quality.


@ Fifth - still good but pretty simple, I do like the pure Id theme, although any twists with your own design would be great. 
Thanks For The Kind Words 
@Tronyn: Breakfast is one of my main source of inspiration, especially the amazing outdoor areas.

@quakis: there is some climbing involved but nothing too crazy in terms of sheer height. There is one secret, however, that overlooks a whole area and that is very high up. The verticality is mostly used by monsters such as ogres and death guards to bombard the player from ledges above. Hard/Nightmare is a challenge thanks to them.

@quaketree: these are still work in progress, I'm not really satisfied with the way they look yet. 
Map 2... 
I'm thinking of redoing a lot of what I have done. Here's the screenshots... it feels a bit massive when you're in the map, it's a nice scale but it feels a lot less "id" than map 1. What do you reckon?

https://www.dropbox.com/s/4xniigg0ax40yi7/Quake0006.jpg

https://www.dropbox.com/s/awpwfs4jjtl7jdx/Quake0005.jpg

https://www.dropbox.com/s/57revjzi1f0cq09/Quake0007.jpg 
I Reckon 
You lack monsters.


Patrolling.







And ambient sounds, maybe. 
5th 
Looks good, don't scrap, keep it going. 
Yeah, That As Well 
 
Fith 
Looks really promising! 
Ringofquaddamage 
so were you going for the Oneiros tyle from Undying? Cos it looked promising. 
@nitin 
Kinda like that, but it's loosely based off of the secret area from e1m2quoth, which was included in the pak files. 
Also... 
how do you take screenshots like that? 
 
Press "+" ingame until the HUD is gone, and then use r_drawviewmodel 0
Screenshots 
Heres my binds for screenshots, you can copy it into your config.

bind "o" "r_drawviewmodel 1;sizedown;sizedown;crosshair 2;echo Screenshot mode off"
bind "p" "r_drawviewmodel 0;sizeup;sizeup;crosshair 0;echo Screenshot mode on"
 
Hmm... 
Sweet. 
ROQ 
Looks nice! 
No. 
Quoth base enemies in medieval world? No. Unless it's a transition start like E1M2.

Looks good otherwise. 
 
yesh the big white fluffy monster is right, no base. use tronyns little arrow shooting dudes if you want grunts, they're effectively replacements for the grunt/enforcer. 
Well... 
actually e1m2quoth had a mix of base and medieval monsters, so I will have to play around with monster types until you guys like it. 
RingofQuaddamage 
Looking really nice, nice terrain sculpting. Which editor are you using?

Like in e1m2, a few base details (crates and a slipgate) will make the base monsters look at home. 
@ericw 
Re Waterfall Pool 
Bothers me that the waterfall is continually filling the small pool without it overflowing.
Besides that, looks really cool! 
Yes 
Please keep the base enemies in the medieval setting. It's freaking quake, things don't have to make sense. I don't understand the aversion to mixing themes in a game that's such a thematic mess anyway (and all the better for it!).

And yeah... put a hole in the pool :) 
Looking Good 
 
The Portal 
SG-1 ROLL OUT 
But the teleporter textured brush looks a bit weird.

Like the rest of it though, seems a bit cramped maybe? 
Mixing Themes 
I think that mixing thems in the same map is a good thing, in Quake. Here are my thoughts on this :

Quake is about parallel worlds turned mad (doomed dimensions), in an infinite Multiverse. So why not a kind of interference between them ? A dimension that turned so mad, that several other dimensions are "overlapping".

So imagine a map in which you have a main theme, and where elements of other themes are appearing here and there at start, then turned to be fulling mixed at the end of the map.

All along its path into the map, the player would say "WTF !?", "What the Hell happened here ?", "The Universe itself is doomed !"...

This would be like a kind of "dimensional nightmare". 
Teleport Brush 
Not sure about it yet, might try scaling it.

Ideally it should deform and distort while maintaining the classic starfield tex.

Will have to see what I can do.

Cramped? Yeah, unfortunately it seems thats my new style. 
Bricks And Stones And Broken Bones 
Repeating some of that red color inside the teleporter around the scene might give it a nice overall color palette. Just a thought. 
( Textures, Not Lighting ) 
 
 
You can minimize the distortion cause by the warping if you float the teleport textured brush behind the teleporter frame. Make it a rectangle just smaller than the teleporter frame and very thin. If the player can get back to the rear of the teleporter it won't look so good though. 
Spiney 
Yeah, I might make it blue instead to match the other colours.

Lighting and palette is pretty random at the moment. 
Blue Teleporttexture Was The Original Design.. 
 
Yeah 
Ended up experimenting :) 
Ijed. 
Nice detailing.

As for mixing themes, it is possible but it must have some sort of internal logic and harmony to it, Quake might be an abstract and fantastical game but that doesn't mean it should be mis-matched bullshit. 
I Agree With Shambler... 
I see no need for abuse of themes. I'm sure there are plenty of variations on a theme not yet realised that would look nice (I made an experiment with wood and metal with yellow and purple lights that looked quite cool) but it needs to make some kind of sense. The grunts in e1m2 were there because it was a transition of themes. 
Meh 
Remember the tech enemies from Operation Urth Magik? Or the ogre, carrying his chainsaw and grenade launcher, but dressed in a medieval one-si. Even the player is futuristic, but still hacking through all these medieval, elder and metal settings.

As long as you've got a well realized theme and you stick to it then you're good. 
The Game Is The Bottom Line 
You're missing out on a lot of gameplay possibilities by sticking to a single theme.

As for visuals the lo-fi and 8bit palette nature of the game ties together everything, the existing themes are pretty 'abusive' internally anyway. No need to go Madfox to make a point... 
Anyway 
This is pretty much personal preference, hard to make strong arguments for either way. 
Mixed Themes 
I posted this on my tumblr, it's a doom map with a mash of almost all the quake textures in a single level (base, metal, wizard, they're all there) and also a bunch of doom textures too. It doesn't look too bad actually but it's still seems a bit funky to me -

http://www.youtube.com/watch?v=NISa53WBq3c 
Quake Textures In Doom 
Are like HD textures in Quake. 
I Like Them 
I think doom does well with quakes brown loveliness.... It doesnt work as well the other way round though, Doom textures are a bit too colourful for quake IMO. 
Doom Mod 
That actually looks pretty nice imo.
Didn't Nehahra use Doom textures in certain parts? Worked okay for the most part iirc. But prolly need to brownify them a bit I guess.

What's the resolution difference? I think Quake textures are twice the res? Id always upped the texture resolution really gradually. It probably stayed around Q3 level for the past 10 years tho :P 
Textures 
Doom and Quake were both basically done with 64x64 textures. Doom textures were often made from "patches" which were pieced together to form the final texture.

Quake 2 had a lot of 64x64, but was mostly 128x128.

With Quake 3 Arena they changed to larger textures (most were 256x256) that were down-sampled in the game to half the original size. 
Re: Mixed Themes 
Just mix Egyptian into everything, it works 
Mr. Tronyn 
do you still have the src files of the Rapture pak?

As you remember one map has been split into two parts

it's time to join the map for its original state

pretty please 
Alas, Mr Spy 
I don't have the sources for anything before Masque. What's even more annoying is that years ago, like before Masque, I started a joined Rain Palisade version (I assume you mean that map), with a much bigger initial outdoor area and another vertical level. 
Well That's Disappointing, Ankh 
I was hoping you'd provide an update of this: http://www.quaketastic.com/files/screen_shots/quakenight.jpg 
Re: Mixed Themes Again 
Was there anyone who seriously disliked this map?
https://www.quaddicted.com/reviews/qx11_z1.html
It was awesome in exactly the way Barnak described. 
The Ultimate Mashup 
@Tronyn, it was ok, it was cool when the base part moved to medieval but its not the best example of theme mashups.

The turtle map by Zwiffle is the ultimate example of how a mashup map should be done, amazing stuff! :) 
Tronyn. 
That kinda proves my point about mixed themes pretty well, yeah. 
I Don't Have The Sources For Anything Before Masque. 
That's really sad now, mr.T

yeah, i was referring to a Rainpal level 
Fuck That 
Tronyn is full of levels.



I want to see his new stuff. 
Re: Mixed Themes 
https://www.quaddicted.com/reviews/ne_lend_doom.html

The Elderworld Waystation looked pretty neat mix of base in a strange environment, though it's been a long while since my last playthrough. 
Maybe A Mix Theme Speedmap Is In Order? 
?? 
Been Busy Playing With My New Toys. (Graphics Card, Battlefield 4 / 3) 
Looks Cool 
Maybe some zerstorer trees could make the horizon lines more interesting, against the bright skybox. 
RingOfBreezeep 
Looks good, but could be a bit more vertical. Try sloping down the grates downward, for a start? 
Sneak Peeks 
http://qrf.servequake.com/~orl/oms3ss3.jpg
http://qrf.servequake.com/~orl/oms3ss4.jpg
http://qrf.servequake.com/~orl/oms3ss5.jpg

Three not so revealing screenshots of my upcoming map, or rather maps, as it has gotten so big it had to be split into two. 
Wow 
Third shot sure looks moody! 
Wow 
That first shot. 
Nice Stuff! 
Are you using a custom mod or id1? 
My God... 
the second shot looks like a level from zerstorer. Impressive! 
Reminds Me 
of gunman chronicles... cool! 
That Looks All Kind Of Amazing 
 
Thank You For The Kind Words 
This is all id1 ijed, no mods here :) 
Orl: 
map shots look really good, but you should get a better engine! 
Orl 
Can't see shit on the first and third shot. But the second one looks nicely weird. 
Metlslime 
Are you suggesting that I use a certain engine of the Fitz variety, instead of the one that I have loved and grown accustomed to? :) 
Wow Orl 
Looks terrifying!

The second shot was inspired by Prometheus, no?

Looking seriously cool. 
Looks Orlish 
 
You Guys Think I Should Keep This Tower? 
RoQ 
 
Tower 
I think you should go crazier with it, make it taller with turrets and everything. 
Keep The Tower 
and expand on it... Also, align the textures under the curved ledge bit! Otherwise people will lose their mind! 
RoQ 
Maybe put a rock structure inbetween... 
Yep Taller 
 
So Then 
will the Quaketastic info be updated here? 
Oh Yeah 
someone please do it and also mention that the maximum filesize is currently 128mb, and if someone needs to upload more, contact me 
Pixel Palace 
Not Sure How I Feel About The Yellow Lighting 
but OH MY GOD YES I WAS JUST THINKING ABOUT HOW SOMEONE NEEDED TO DO THIS!

Shesp1 is one of my favs. 
^^Awesome Shot.. 
 
We can always use more IKWhite! Also, love the coloured lighting. The thing I love about white/light grey texture sets is that they are sort of a blank slate for your lighting. shadows are immediately apparent and become part of the texture, and even the faintest of colours can change the mood entirely. 
Yeah 
My discomfort may be misleading. Coloured lighting could be used so well if used tastefully and with restraint 
Really 
That yellow light stands out like a sore thumb. Even if it was a "shoot me" secret, I'd recommend changing it. 
Ikwhite... 
...we meet again... 
 
the yellow light is good, i think it would be to drag without it, but there needs to be more than just 1. don't make everything yellow lights, there needs to be a mix, done in a way it would make sense to make you have certain tall lights that are yellw and the rest are white. or maybe the yellow lighting comes from the sunlight, which means change the sky. that way that top dome can have a ray of yellow lighting. it would mean most areas of the level where need some sort of peek into the outside so the sunlight can get in. 
I Recommend 
making the color more subtle. 
Yellow Light 
I'm still experimenting with lighting, since IKWhite is a very singular theme. I figured having a few warm lights would be a good idea, but I'd like to keep the thing mostly light cold blue (the only white light is the one from the sky so far). I'd like to keep the night sky.

The yellow light might be too strong though. 
Hey Skacky 
I'd agree with taking the yellow light down a touch - when it's surrounded by all that blue you'd probably even get away with not colouring it and it would look warm. Also, if you want a copy of http://tomeofpreach.wordpress.com/2012/12/20/dome/ that's been palette-swapped from ikblue to ikwhite, just drop me an e-mail and I'll hook you up! 
 
I like it. Don't think the color is too strong. 
For What It's Worth 
I think Zendar has the best use of coloured light in Quake that I've seen. 
 
On second thought, tone it down a bit. Or try making the spot yellow and the fill grey-blue. 
Most Blue Would Be Ideal 
but looking good. 
 
skacky you a very talent guy!

keep it up! 
Preach 
Sure, I'll send you a mail pretty soon. Domes are welcome since I already have quite a lot of brushes in the level. :p

I changed the yellow light for a very cold orange and I think it looks better. It's less piss and more subtle. 
Waterfalls And Stuff 
Nice 
.. but the waterfall has too much transparency IMHO... 
Looks Good 
but practically where is the water coming from? The top part should be set further down so it doesnt look as flat as it does at the moment.

Then again it probably will depend on player's perspective when he looks up, ie will the player be as high as where the shot's taken from? 
LaTEST 
SHOTS. All looking good in their respective ways. Keep it going mapperz :) 
@nitin 
The player won't be that high up singe the waterfall is flowing down the slope. and also, do you want me to change the alpha scale or remove it? 
The Boxes 
The boxes shown at the bottom of that fall have some weird proportions. Doesn't feel right. 
Waterfall Looks Good 
agree re transparency.
Completely disagree re looking top part being too high, re boxes being bad proportions. 
Boxes 
Left one is 64x64 but only 32 high. Middle is 32x64 and 32 high. Neither of those are a "standard" size. Right one is 64x64x64. The weird shape looks like is because of an abnormally high fov setting. 
Rick 
I had my fov set to 100, do you want me to resize the boxes? 
No 
Make whatever looks good to you. You don't see non-cube crates often in Quake but that doesn't make them wrong. I was just saying that the distortion was probably just a display artifact. It does look a little more skewed than I'm used to, what engine is that? 
I'm Using Quakespasm, Rick. 
 
God Dammit... 
looks like my map isn't working very well, I'm getting strange vis errors. you think I should start over? 
I Would Like You To Keep At It. 
 
Drew 
If you want me to keep at it, how am I supposed to fix all the vis errors? 
It Would Help To Post Them Here 
 
Here's A Bit Of My Vis Compile Log: 
---- WVis 2.31 ( XT build 1.01 ) ----
Modified by Bengt Jardrup
Multithreading enabled by Willem
Further mods by Tuna, rebb
Detail code by Alexander Malmberg <alexander@malmberg.org>

File: Bre01.bsp
LoadPortals: couldn't read Bre01.prt
No vising performed. 
Disregard What I Said. 
Found out what was happening, but there's a bug when near the waterfall, I get this odd HOM bug. how do I fix it? 
Ah The Joys Of Mapping.... 
You could always post some screenshots of the area and maybe a wireframe view of the area? 
I'm On The Verge Of Starting Over... 
Ring 
You should make the map file available to one of the more experienced mappers here. I'm sure someone can tell you how to fix these problems. Maybe ask negke or necros, they are good at diagnosing technical problems. 
Waterfall To Bloodfall 
May I suggest to change the waterfall to something more in line with the red sky ? Bloodfall, or lavafall, with a river of hot blood/lava around the crates...

Would feel more "out of this world" ! 
 
Best thing to do is check to make sure vertices in the affected area are grid snapped. Make sure there are no mixed faces. Also is the map sealed off from the void? Sometimes a map which is unsealed has weird vising issues, plus be careful with brush entities as vising can sometimes occlude them in areas you definitely don't want them to be occluded from.

SW has a nice idea too, one of more experienced mappers may be able to diagnose the problem. It make be a simple case of rebuilding a few brushes in the area also. 
Well, Here It Is. 
Thanks For Uploading The Source 
I'll have a look too, maybe its a problem with the tools. I would also recommend compiling the map with TyrUtils and see if the problem persists. 
Rinqquaddamage 
***ERROR 20: Found a non-convex face at (3288 -5275 608).

Working on it. 
Which Level Editor Did You Use? 
 
The Map Was Made Entirely With Trenchbroom. 
 
 
What texture were wads used? Some of thos I can't find. If you make the "bad" bsp available they can be extracted.

One thing I noticed that seems a little weird is that, in the rock areas around the waterfall, you have "tri-souped" using brushes with non triangular tops. Looking down from the top I would split these into two triangular brushes. 
 
No matter what happens, keep going. Nobody expects miracles in your first map and neither should you - this is your first test bed for ideas. 
 
No matter what happens, keep going. Nobody expects miracles in your first map and neither should you - this is your first test bed for ideas. 
Literally Took Ages On My First 
plugging bsp holes and bug fixing takes a while. I had problems where entire areas would scrunch into a mess with weird shapes.

I ended up redoing whole areas and brushes. Also I found that when you have too many overlapping brushes it tends to cause serious problems. 
@rick Texture Wads In Order: 
offcut.wad by sock (found in ivory tower pak)
Quake101.wad
kdmtex.wad found here:https://www.quaddicted.com/webarchive/kell.quaddicted.com/
idbase_ultimate.wad 
Kdmtex Link Fix 
Ring 
Make sure to go to Map Properties, then check the "Force integer plane points" check box. 
Can't Compile It On TreeQBSP V2.03 
It keeps on error20.
E
ven a big box around it keeps args on the non-convex face. I can't compile it.
I'm afraid there are too many shape-brushes that are used as hull-brushes. Then there's always a leak-error. 
Fox 
I used TxQBSP 1.13 to compile the map, and I thought it worked fine. 
Fix This 
>>> Parts of the map are outside the 4096 limit.

txqbsp_xt generated 33 warnings, mostly point-off-plane but some r_cutnodeportals also 
Compiler Versions 
There are two convex shapes on 3288 -1276 608 and 896 -1572 128.
If I delete these brushes, (after surounding a box round the map) my compiler errors on leak.

I see you use convex brushes for the outer site of the map. (empty void) Not sure if that's a good idea, as the outsite brush becomes one of the three hulls.

I have no good experience with convex brushes in the outsite of a map. Even if they're well ligned, I alway seal them off with a cover brush. 
 
This only my personal opinion but I don't think anyone should use skip or detail brushes on their first map. This map is small and it's mostly one big open area, I see no need for either at this point anyway.

BTW, the part of the map that's outside the 4096 limit is the side with the waterfall.

I subbed some textures and ran it with no vis in fitzquake. Looks fine, I'll see if it will vis next. 
MadFox 
What do you mean by convex brushes? All brushes are, by definition, convex. 
Madfox Maps 
with non-euclidean geometry of course. 
Qbsp Vis Incompatabilty 
wvis.exe wouldn't vis the map with an error "LoadPortals: Not a portal file". I figured it was because of the detail brushes, so I downloaded the latest Tyrutils.

Well, the vis in that set of tools wouldn't vis it either

"LoadPortals: unknown header: PRT1-AM".

Why? I thought txqbsp_xt should work with it, it does detail brushes.

Oh well, I went back and BSPed it again with the qbsp in tyrutils. That one only generated 4 warnings, one about no deathmatch starts (!) and three of "WARNING 12: new portal was clipped away in CutNodePortals_r". It's been vising for over 30 minutes and "Calculating Full Vis" is up to ...7 should been done pretty soon (I hope). 
Just To Let You Guys Know... 
I have an email (obviously Gmail) but I don't show it here because I'm afraid that I could get hacked or have my personal information posted somewhere on the internet. 
The Water Thing 
Seems to be a problem with the Jury-Rigged Tools.

I've isolated the water-area and the vis glitch only occurs when a detail-brush is intersecting the water surface - in this case the crate.

TyrUtils does not show this glitch ( because Tyrann actually knows what he's doing ;) ), so i'd say use it instead.

You'll probably have to make some fixes to other parts of the map first for it to compile in TyrUtils though, i got quite a few leak errors in it and only the isolated water-area compiled on first try.

I'll investigate the problem tomorrow and hopefully come up with a fix. 
@Rick 
The detail-brush implementations of TyrUtils and the Jury-Rigged BJP tools are not the same and write different portal-file formats when detail-brushes are used. 
I Only Got 4 Minor Warnings 
and no leaks with the Tyrutils qbsp. I wonder if this is because the map was modified then saved in Netradiant? All I did was change textures though, none of the brushes were touched. 
Wow Guys... 
I never thought you guys would do all of this for me. thanks for your help. 
 
Wow, that thing took almost 2 hours to vis.

I looked carefully but I didn't see any terrible problems except - everything below any water surface is gone. Once you drop below the water surface it comes back. From inside the water looking back up everything is fine. It's very easy to see if wateralpha is set to something low like 0.01

I've isolated the water-area and the vis glitch only occurs when a detail-brush is intersecting the water surface - in this case the crate.

I compiled the entire map, the disappearing geometry problem also occurs at the first small waterfall and small pool of water. There are no intersecting detail brushes there. It definitely appears to be a vis issue because with r_novis 1, the problem goes away.

I'd like to remove the detail brushes and see what happens. I can't do that until tomorrow because it would probably take 8 hours to vis on my work/dev/internet computer and I can't tie up the living room computer for another 2 hours on Sunday night because that's the home entertainment machine. 
Rick, I Can't Thank You Enough For Your Patience And Assistance. 
 
One Small Correction 
Once you drop below the water surface it comes back. From inside the water looking back up everything is fine.

I have to take the above statement back. Apparently I just wasn't deep enough in the water. When you're barely below the surface, it's okay, but go just a little deeper and everything above the water disappears also. I don't think you can get deep enough in the first small pool of water to see this.

Also, for the record, I used tyrutils version 0.14 for this (well, except for Light). 
@Rick 
Did you compile with -transwater switch in the bsp phase ? 
No 
I just plugged the different exe and map names into the same batch file I've been using for years.

Seriously, that's not the default? 
Apparently Not 
With txqbsp and txqbsp_xt the switch is -nowatervis to disable transparent water, with qbsp it's -transwater to enable it.

I probably should have read the docs, but I've been using txqbsp since 2007 and it never occurred to me that any newer version of qbsp would not have transparent water on by default. 
Okay I Used Transwater This Time 
Here are three screenshots. In your original five I actually wasn't sure where the problem was in a couple of them, but I could see the problem in the two shots taken from in the water near the crate. The last of your screenshots illustrates what the player sees when they cross one of the 4096 unit map boundaries.

In the water near the crate:

http://quaketastic.com/files/screen_shots/bre01shot1.jpg
http://quaketastic.com/files/screen_shots/bre01shot2.jpg

As you can see there are no problems.

Crossing the 4096 unit limit (this is normal):

http://quaketastic.com/files/screen_shots/bre01shot4.jpg


I have no idea if saving the map in Netradiant magically fixed something, but I was too lazy to download the texture wads you used, so I had to load the map in Netradiant so I could change them to regular Quake textures.

I used the Tyrutils v.014 qbsp and vis to compile the map.

I don't see any reason to give up on the map at this point. You do need to move the map away from the 4096 boundary. The map is basically one large open area, I doubt you're getting much benefit from detail brushes, but from what I see they're not the cause of any problems either. 
Of Course... 
why would people here not help you? Even the jerks around here are addicted enough to quake to help anyone as long as they get their quake fix ;)

Seriously though peeps are cool around here and will help mappers out, even going to lengths like editing the map files for you and bug fixing :) 
Botswana 
This should now be fixed in the Jury-Rigged BJP Tools as well.

Test-Build ( will likely become main package soon )

Detail-Brushes should help even in open maps, as their portals will not complicate the vis calculations. 
Zimbabwe 
 
You Called? 
 
This Is Good 
This should now be fixed in the Jury-Rigged BJP Tools as well.

I just tried this and there was no change to the marksurfaces count. When I tested the Tyrutils v.14 version last night, I got almost a 5% increase in marksurfaces. 
So That's What Was Happening Rick... 
Maybe I should move my map away from that boundry point. 
Also... 
are you guys going to give me my map file that you changed around? or should I continue on the one I currently have? 
Didn't Change Anything 
Just substituted a bunch of textures, saved it in Netradiant, and compiled with Tyrutils v.14

Yes, you need to center the map. Right now it's mostly in the bottom right quadrant and actually extends past the 4096 limit along the right side. Select the entire map and, looking down on it from above, move everything about 1024 units toward the upper left. Not real sure how Trenchbroom views work, as an angle, move everything in the 135 degree direction. 
Ok Rick 
I'll do that if I have time. 
So Yeah... 
I just had to get rid of the leaks in my map and compile it. AND EVERYTHING IS WORKING! There's still tiny bugs I can fix but I can't thank you guys enough for helping me fix my first map! I'm starting to love this community! :) 
I Keep Thinking There Are Going To Be Screenshots!!! 
 
While I'm Here 
When I try to play a map I'm working on I get the following error from fitz and quakespasm:

Compile Error:
FGD - doesn't need to be merged, but doesn't seem to have everything included?
Mod_LoadBrushModel: maps/smqx11_drew_rumble.bsp has wrong version number (1112756274 should be 29) 
Drew 
dr who stole the telephone cabin.

so, let there are going to be more screenshots 
Madfox 
Looking good, But I think it would be better replacing the textures on the rocks to make it look natural. Just my opinion on that. 
I Think You Should Pinstripe The Rocks 
with different textures 
Cool 
Same sort of comment; I'd go with a stone blocks type of texture for the castle walls, and something more like rock and less like sand for the island it's on. That said, looks very impressive with all the little details, the Arabian-style arch on the bridge is interesting too. 
Just Remember 
texture alignment is for mere mortals 
 
 
markus? 
I Just Love Castles 
and that's all I'm gonna say about it. 
Editors 
Texture of the rocks looks a bit flat indeed.
I'm more concerned about the broad space, as it is only a small part of what happens inside.

Strange the alignment crashes while changing the map from Radiant1.5 to Quark6.4.
I had to start again several times because all rockshapes were scrambled. 
Rocks Need Work 
but I do like the look fo the castle! 
Laval Falls ?? 
 
Mapping For Episode Going Slow 
but I have done a bit of work today...

https://www.dropbox.com/s/999bms3rd67bo07/map2.jpg
https://www.dropbox.com/s/2fyhqwu2e0ky089/map2-1.jpg
https://www.dropbox.com/s/udu13dx47hg9yi4/map2-2.jpg

Had to rework areas a few times, creating map 1 of the episode was easier but that's probably because I now have more experience with making something good with the base texture set. 
That Looks Great! 
Something weird going on with textures in shot 2 though?
Anyways, looking forward to this! 
Nice 
Maybe consider swapping the white brick for metal in shot 2? 
Nice Indeed 
Shots have a very former Id-ish style: that is great ! 
Grumpy Ogres 
Ogres.... 
oh boy! 
 
That's quite skinny when compared to this sugar pumpkin 
Nice 
That looks pretty good. 
Looking Promising! Keep It Up Sock! 
 
 
Maybe I'd feel differently seeing it in game, but I think the chainsaw's base is too wide. It comes off as a 'fat sword' rather than a chainsaw. 
Grumpy Acid 
Yes Man,. 
Very nice. "Grumpy Acid" should be the map name too! 
Wow Mfx... 
I never though people could make custom maps for rubicon 2. well done! 
RoQ 
You can find the stuff you need right here.

Scroll down to instant satisfaction. 
I Have Rubicon 2 Already. 
 
RoQ 
 
Yes, I Know, Who Ever You Are. 
 
Its Me. 
Who is that guy? 
Oh. Hello Mfx. 
Didn't know you were typing that. 
Little Castle Interior Early WIP 
Irregular Room Shapes 
Mappers tend to stick perpendicular to the grid on the x/y axis. It's easy... Quake textures tend to be nice and modular when working like that (also, faster vis). Base maps tend to use more angles usually, for some reason. Would be cool to see more maps where the rooms aren't boxes though, helps make things seem otherworldly, since boxes are like the constant in architecture.
Also, rotating entire rooms or buildings so the horizon is titled, can give player a feeling of disorientation/unbalances.
Takes bit more work in bsp engine since need to keep things on grid.

Just a basic assumption that isn't questioned often enough I think.
Doom does it more, because it's more 2D and have less options for variation besides just making the sectors irregular shaped. 
 
I rotated a tower around the z axis and it took most of a day to get it looking right and aligned to the grid. You can kind of see it, lower center, in this screen shot.

http://quaketastic.com/files/screen_shots/wish13_a.jpg

Pain in the ass it was, especially the arched doorway you can't see :) But at least you can align textures fairly well.

The problem with going too far off straight vertical is that the texture alignment gets pretty ugly looking and not really fixable as a surface approaches 45 degrees tilt off vertical and is angled in the xy plane at the same time. 
I Love That Aesthetic 
Really lookin forward to this Rick! 
Rick, That Looks Really Good! 
what texture wads are you using? 
Little Castle Interior Early WIP 
the greatest square room i've ever seen 
Spy 
thanks!

for real or sarcasm? 
Texture Wads 
A lot of the textures are just cut and paste, highly modified versions of the standard id textures.

The stone textures are modified versions of the zstn3 set (I think) from Kell's Apocrypha wad.

The brick textures are based on a couple of full color jpgs from a site called Spiral Graphics. I had to modify them a lot to work in Quake, and I created nearly two dozen unique variations just for this map. 
Spiney 
(Just in case, BTW), I wasn't disagreeing with you or anything, as a matter of fact I pretty much agree 100%, I was just trying to point out that Quake is pretty unfriendly with regard to texture alignment when it comes to oddball brush orientation.

I actually went to a lot of trouble rotating that tower and even though the effect is subtle, I like it a lot. 
 
You need to use an editor with proper texture locking. Build it on axis and then rotate it later. Should save you a lot of pain... 
Really? 
That works in vanilla Quake? I don't think so, but I'd be more than happy to be wrong. 
 
The problem with funky rotations was older compilers which lacked support for floating point rotation of textures, or not being consistent with editors when to switch between projection planes when dealing with 45 degree surfaces.

Quake itself has no issues as long as the information in the .bsp is correct. 
I See What You're Saying But 
while, some/many of the old compilers would flip rotations or planes or both, that's not exactly what I see.

As far as I can tell, it (Quake) always seems to project directly on axis (90 degree angles), never at 45 degree angles or anything else for that matter.

When a surface is exactly vertical, simple scaling will usually fix any horizontal texture distortion, but once the surface is tilted 45 degrees away from vertical it becomes hopeless. 
Rick 
The texture projection is entirely up to the compiler. If you feed a standard map file to a modern compiler, it will however use the paraxial texture projection which you are seeing.

If you want more control over texture projection, you will need to use an editor that writes and supports Valve's 220 map file format, which basically allows you to set up the texture projection in whichever way you like. TB doesn't support this yet, but it's planned for TB 2.0 (I think you are using TB?).

OTOH, there are many examples of Quake maps with paraxial texture projection which have proper texture alignment on rotated objects, but it's tricky. 
Little Castle Interior Update 
 
RingofQuaddamage very old school, looking nice. 
Sorry For The Rant 
Hi all, I realize this is mostly me just ranting, but could you please be more clear when you decide to discuss non-standard Quake stuff. I'm really tired of these cases where someone says "Oh, yeah, you can do that", then, after wasting much time, I find out that, well no, you have to use this, or do that, or something else, and no it's not really possible in standard Quake, or it pretty much won't work in regular old Quake.

It's not that I don't find the information useful, but at the moment, I'm not interested in mapping for any other game besides Quake. I probably wouldn't be here if I was.

This site is pretty much the last Bastion of old school Quake mapping info. I sure hope it sticks around. 
 
OTOH, there are many examples of Quake maps with paraxial texture projection which have proper texture alignment on rotated objects, but it's tricky.

This is not entirely true though because when a face is off-axis on more than 1 axis, then the texture projection creates a skewed texture which is impossible to align no matter what is done. 
 
I'm really tired of these cases where someone says "Oh, yeah, you can do that", then, after wasting much time, I find out that, well no, you have to use this, or do that, or something else, and no it's not really possible in standard Quake, or it pretty much won't work in regular old Quake.

As a frequent advocate for the benefits of backwards compatibililty, I can assure you that you can create maps that take advantage of these new features that still run in the original winquake engine. You need a new compiler, that's all. 
Excuse Me, But 
The texture alignment problems are not a compiler issue. This is the way Quake normally works.

Necros has very clearly (thank you) re-stated the issue in post #103374

when a face is off-axis on more than 1 axis, then the texture projection creates a skewed texture which is impossible to align no matter what is done.


Again, if anyone has a fix for this in vanilla Quake, please share. However, I'm pretty sure it's not possible. For the record, I'm not about to incorporate some weird Valve texture alignments in a Quake map or be forced to recommend a "not really Quake" engine to play one I make. That's just the way it is.

Also please note, I was not complaining about this or asking for a fix. I was simply responding to a prior post in order to point out the difficulties and problems faced when surfaces are significantly off-axis in Quake.

BTW, I use txqbsp_xt. I think it's a whole year old. The only newer one I'm aware of is in tyrutils v.14 and that one has marksurfaces issues. The editor I use is Netradiant, the only one I know of newer is Trenchbroom. From what I see, these newer compilers and editors are still experimental and buggy. Surely that's not recommended?

Also, I still stand by what I said in my previous post. Please be clear if something you recommend either will not work in, or has not been tested in, vanilla Quake. It may save others from wasting time. 
You Don't Understand 
This is not an engine problem. The engine doesn't care how textures are projected - the appropriate information is generated by the compiler. You can "fix" the problems by switching to an editor that fully supports Valve's 220 map format, which was invented to solve exactly this problem. Most recent compilers will understand the 220 map format and generate proper texture coordinates for your map file.

The problem is that you need to find an editor that supports this map format. I don't know if Netradiant does.

All this will work great in vanilla Quake - it's all about the tool chain in this case.

necros' post only pertains to the paraxial texture projection which is used for standard Quake map files. 
 
It has nothing to do with vanilla Quake. It's just that the standard .map format isn't flexible enough to handle multi-plane rotations appropriately. It'll end up looking like the white bricks in the center here. Other map formats like Valve 220 can make it work. As long as the compilers support that map format (the Tx- ones do in this case), you can use it and it'll run in any engine. It's not possible in Netradiant, however.

There are no simple workarounds; it's needs a lot of experimentation and manual fiddling. I found that sometimes it's beneficial to change the shape of the brush/face ever so slightly in order to make the texture fit better, rather than trying to fix it by means of aligning. It usually won't be visible if it's just one or two units. Though often textures on multi-axis faces (at least those with only one spacial definition, e.g. horizontal seams) can be aligned neatly even without floating point offsets by changing the scale on the particular axis in very small increments. An example for this would be the trim inside the window frames on the roofcony in mce.bsp. But it's a pain in the ass, indeed. 
 
And FYI, QuArK has the best texture tools any map editor has. 
The Worldcraft Editors 
allow better texture alignment, Rick.

I don't use worldcraft because Trenchbroom is fun to use, though aligning textures is more problematic. 
I Guess QuArK Is Kind Of Like Spirit 
Despite its excentric appearance it has the potential to get things done. But you really got to know how to handle it, otherwise it'll refuse to cooperate and the whole thing will end in frustration. 
Rick 
 
Can't really think of anything apart from the floating point issues that quark does not do better than other editors... 
Uhm 
User interface? 
 
Follows intuitive Windows GUI experience. Have you ever tried the Radiants? 
 
Quarks interface described as "intuitive". I think that's a first... 
Indeed 
Also, Radiant is not much better. I mean - multiple rows of toolbar buttons with random icons? Seriously, whenever I use Quark to check something out that doesn't work properly in TB I'm at a loss. I don't even know where to begin just to select a face and see its properties, for example. 
 
I'd guess that the Jackhammer editor supports the 220 format, from the way they describe their texture features. Haven't tried it myself though. 
Guys? 
Is this thread turning into a level editor debate or something? 
 
It happens every time someone brings up QuArK. Spirit's trolling attempts prove sucessful once again. 
 
i am honestly not trolling.

I had to read tutorials before I could even place one brush in a radiant.

Faces in quark are selected by clicking the icon at a face (squares) or by clicking on the in the 3D view. Then I don't remember much but the properties are shown somewhere in the left panel. 
 
Radiant is driven mostly by keyboard shortcuts, those icons are apparently made by people who felt they were necessary for some reason.

Netradiant has a Help menu that lists the keyboard shortcuts. 
ARgh 
I was being unclear - that "multiple rows" remark was directed at Quark again. Radiant's UI is a bit better IMO, but also suffers from a lot of issues. But back when I was still mapping, I found Radiant to be much quicker, as in, I generally was able to map faster with Radiant than with WC or Quark. 
 
Quarl still the only intuitive for me :\ 
Okay 
I stand corrected. I looked at the crater map provided by Preach and the 220 texture thing does indeed work in plain old Quake. Unfortunately it looks like Netradiant doesn't support it. 
Little Start Area Thingy 
WIP 
http://quaketastic.com/files/screen_shots/ericw_wip.jpg

This is done in QuArK, but I've got to switch away from it - it's so slow.

AFAIK the vertical shearing I'm using on the sides of the staircase needs something other than vanilla quake .map, so it looks TB1 isn't an option for this map (I exported this as vanilla quake .map in QuArK, opened in TB, and the staircase sides are rotated instead of sheared):

http://quaketastic.com/files/screen_shots/ericw_wip_trenchbroom.jpg

Any suggestions? learn radiant for now? Or maybe the tilted wood panels look OK and I should stick to vanilla .map. :P

I noticed Tyrann's compile tools can read the Quake 2 .map format. Does anyone use that in combination with Radiant? I'm assuming the Q2 map format can handle arbitrary texture alignment? 
That Staircase Texture 
makes me think that TB really needs a texture skewing tool. Rotating to fit seems like a weird solution to that problem. 
Ericw 
niiice! For the slowness try using groups/folders for your map and hiding some. 
That's Probably Because 
TB doesn't support Valve's 220 map format (yet). TB2 will support it properly, but it's still a couple of months off. 
Ericw 
seems Doomish! Kind of like "Sever the Wicked" - exciting! 
For The Flack WC(3.3) Gets... 
Does this mean that the 220 .map format is superior? And should be adopted, similar to raised engine limits, by all the other editors? 
Agree Completely 
re doom vibe 
220 Map Format 
Is better in many respects but the most important one is probably texturing and how it deals with floating points.

WC3.3 gets flack because of few few things that I can think of off hand:

HLWAD format required which makes for extra work converting wads using TexMex.

The mandatory install location is hard coded into it which is not always desirable.

It doesn't always play well with 3rd party compiling tools as far as adding -flags without using a separate tool to use them (Necros's compiling tool usually) which means another layer of extra work

Difficult to set up for Quake without the QuakeSpasm (I think, maybe QuakeAddicted) setup tool.

I think that the above things have a lot to do with the fact that it's first and foremost a Half-Life 2 editor (source engine which is a derivative of the Quake 2 engine which is a derivative of the Quake engine) and not a Quake editor. There's 3 layers of engines and their extra features to muck through to get to editing a Quake map. 
Nah 
It's pretty easy. I agree with some of the things you said, but really, it's a doddle to get it set up and get it to compile even huge maps for Quake 1.

The setup tool to which you were referring is called Quake Adapter (http://quakeone.com/qadapter/).

The thing that doesn't work too well is loading the .map files output by Worldcraft into other editors. The texture alignment is always scrambled.

The only other real issue (and one you didn't mention) is that sometimes people will experience a bug where the cursor gets locked in the wrong mode in the 3D view, and you have to save with Ctrl+S, and shut it down, re-load and everything is fine. But sometimes to problem persists. The bug doesn't corrupt the map, it just prevents one from being able to edit it until the editor stops bugging out. I haven't seen the bug for years, but it used to happen to me once in a blue moon. Others have experienced it. 
Worldcraft Beef 
My beef with Worldcraft was that it obstructs the workflow in a team setting because maps produced by it can't easily be loaded into other editors. Plus people usually don't care to convert their maps every time they check them into the SVN (if they do at all).

Since most remaining Quake mappers work alone, don't intensely cooperate on the same maps, or actually use WC themselves, that isn't a problem of course.

My other beef with it was that it's closed source and unmaintained, thus new features that might require changes to the source (such as Q2/Q3 support) cannot be added, at all.

A third beef to me is the 4 pane layout; I'm used to working in 2 panes, a 3D viewport where I do most of the work and a switchable 2D viewport that I sometimes use to quickly create new brushes by dragging with the mouse. To my knowledge, Radiant is the only editor that supports this workflow.

Trenchbroom seems to solve some of those problems.

If Trenchbroom one day gets Q3 support, it would be worth long and hard looks from anyone who makes maps for Nexuiz, Xonotic, Warsow, SJ, Alien Arena, and any Darkplaces- or Quake3- related game. 
Re: Editors 
There's a new level editor in the works called Sledge, still in alpha stage and currently only supporting Goldsource and eventually Source, but the developer has said he isn't opposed to adding support for other games/engines if there's demand for it. Seeing as it's in development and only in alpha stage, anyone can make suggestions, and it's even open source: http://twhl.info/forums.php?thread=18410&page=1

I take it many people here are happy with Trenchbroom, but for people like me, who can't live without 2D views, I think this could fill the void nicely if Quake support was to be added. So let your voices be heard if you agree! 
 
Getting a huge Doom vibe as well from ericw's pictures. Also, I've been using Worldcraft for very long (more than 8 years) and switcihing to TB was very easy. I miss valve 220 sometimes, though. 
Re: 10408 
Jackhammer has Quake support with a WC interface. 
Grid Disaster 
Reading the editor chat I still get bumped in houres mapping spirit by this bug that keeps holding on.
Mapping with Radiant is really sharp in cutting edges and staying on grid.

But what to do if a map like this the other day opens like that?

I tried to understand what happened to the wedges, but I didn't change them.
In Radiant1.05 the map looks great, in Quark6.4 imported it's junk. 
Hm.., 
I did change the map, not the wedges. 
So These Were Posted On Skacky's Twitter 
Hot Mamma 
 
Very Nice! 
 
Superb! 
 
Ugh 
can't compete with that. 
Beautiful Stuff 
a great new interpretation of IKwhite, the lighting in particular looks amazing. 
Impressive 
Avanipaala Praasaada 2?
-
can't wait 
Oh My God... 
Those shots are indeed impressive... very nice foggy/grey style.. looks to be an architecture masterpiece :)

Keep it up ! 
Lighting In First Shot (+fog?) 
is unbelievable.

Actually no all shots. 
Great Looking Shots 
 
Wot They Said. 
Plus, it's not a competition. Good is good, end of story. 
Keep In Mind... 
I did not make this map. skacky did. 
 
SKACKY == RINGOFQUADDAMAGE CONFIRMED 
Cloud9 
I was only hanging around.., 
Chasm The Rift 
How does Quake Fans feel about Chasm the Rift? I remember the weapons and models were great. 
I Loved It... 
but this is the wrong thread! 
Chasm 
Great art, gameplay was like a boring Doom... 
 
I honestly think i'm the slowest mapper. 
Grahf Is The Slowest Mapper. 
 
Co 
clearly Sock is the slowest mapper. 
That Should Be No Not Co 
 
What About.. 
.. staled mappers... (like me)... almost but never stopped, in lack of time/inspiration/etc..
Is it considered as slow, or simply out of the "context".. if in the context, we are many to pretend being the slowest :) 
Shambler 
Is the slowest mapper. 
 
Lol I never was a mapper :) but love to play u guys maps...Go map please! 
Trinca 
 
 
Awesome love your maps ;) 
No One Is Slower Than Me 
I've been working on my current map since 2007. 
'm

slowest, because I have no eggsplantation. 
Pro Tip: 
for mfx or anyone else using rubicon2 entities:

On light_fixture1, set these keys:

"angle" "315"
"mangle" "0 -90 0"


This will give a shadow on the wall directly above the fixture. 
Pro Tip II: 
Set _softangle to 20, to make it look neat.

Thanks metlslime, i already have the mangle wall-torch thing on the fixture, but a slightly smaller angle. Looks good anyhow. 
 
mfx y're a great mapper with awesome idears... with I could map like you :p 
Kel 
slowest, because I have no eggsplantation.

never

stop
ppostibg 
What Do You Guys Think I Should Do With This Room? 
Not Copy From Sock.. 
 
A Little Idol Worship Is Okay I Think 
mfx, you never did release your Honey tribute, did you? 
Lol 
 
#rekt 
 
 
oh no, he borrowed from sock's modern approach to an e1m2 look. what a fucking scandal

always copy from those who came before you. just make sure you add your own personal touchs 
Note To Self 
Shut up. 
Is There Anyone 
Not trying to emulate Sock's work? 
To Answer The Question 
Sink the floor and flood it, then nail some zombies to the wall. 
Fine. 
I'll redesign the room. 
Fine. 
I'll redesign the room. 
Nothing Wrong 
with making maps like Socks. He is a great mapper and copying is part of learning, plus if people think your maps look like his then you're making a good map! 
LOL 
I like it! mfx was making a joke... 
I Have Popcorn For 2 Weeks! 
 
Oh, 
and yes, looks good, of course... 
 
If Sock has a patent on wbrick1_5 with some white thrown in and a bunch of wood, then e1m2rq must be the biggest heist in history.

cough. 
Heh 
even though I think the responses RoQ got were a bit asshole-ish, they did bring up a pretty interesting topic, style.

It's something I've been considering, like if I map in the future, I'd like to work in a totally different style. But style is interesting, I recall the term "negkeish" being used on here, lol, with all its (accurate) implications of impeccably detailed brushwork and mind games meant to torment us into rage quitting. 
RingofQuaddamage 
Have some actual feedback:
The floor is a bit flat, and from this angle the room looks like it is essentially a rectangle. Does this lead anywhere? The stone-skull-slab to the left looks a bit odd being perfectly flush to the wall, perhaps pull it out slightly? Is there a reason the stained glass is there, and not centered in the wall? Does it serve a purpose?

Without any more context, I can't really say where you should go with the room. But do keep it up, I don't think you are "copying sock". I think like anyone you've seen some good work and it has got your mind going on a similar thread. I'm happy to see content that is so Quake oriented in its themes. 
Good Advice, Scar3crow... 
 
However... 
It's a bit difficult figuring out what to do with the room... 
 
put it aside until later and see if it fits then 
Not Showing Much 
Holy Shit Tronyn... 
amazing! 
@necros 
well, it's that or scrap the map and start over. 
Wtf 
My advice was serious.

Sink the floor.

Put a water brush there.

Put zombies on the wall.

This is irritating. 
Heh 
TY, RoQ
The first one is shit, it's a decoy ;) 
Tronyn 
That looks wicked! At first I though the crane and some of the lights were base/industrial details, but looking closer I guess it's a pure medieval crane. Looks great in any case.

one thing - the light grey crane/buildings against the skybox looks kind of color inverted. maybe try lowering the rgb values of the fog just enough to get the crane silhouette the be darker than the skybox? 
Tronyn 
I don't know whether it is made voluntarily but: those black and white shots are really amazing... or is it the fog that generates this visual effect ?
Second shot upper structure is really puzzling me: wtf is this ?
Can't wait playing this map ! 
Eldritch 
 
Sorry Ijed... 
I'll do something similar to that... 
Tronyn 
Looks amazing. Hope it's all b+w. can't wait! 
Changing Up Things 
Suggestion 
Try replacing wbrick1_5 with wall14_5 
Looks Good 
Nice idea. 
 
Loovks very pretty 
 
hmmm no ones done a b&w map have they? could be really cool to see one, it'll give more focus to the lighting which needs to be fantastic.

looking really good tronyn! 
Negke Did A Speedmap... 
and that's it, I think...

PS - just wandered through the Bal scraps... so nice! Hope someone with the adequate skill set does something with those! Pretty crazy to think he whipped those up back in 05. 
:p 
Tronyn you map like a god, but i whould love to see a map from you less epic... a smaller map :)

Your maps have always huge sizes, but guess is your signature :p 
B&W Maps 
I messed with it years ago. I converted most of the original game content into black and white by texture and skin swapping but I hit a wall with engine based explosions and stuff like trails being in color which just didn't look quite right so I dumped it.

Aside from that it definitely added a different feel to the game as a whole. Too bad the feel was broken by the stuff that I couldn't change myself. 
 
couldn't you just create a greyscale palette.lmp and be done with it? 
What He Said 
 
Trinca 
crocodile tears...? 
 
This is a dm map I think Drew 
 
Ever since SM110/108 I've been fantasizing about making an abstract, possibly Alice-like map combining the B&W and Zer flesh themes. Maybe some day... 
TIME TO GO MAP 
 
BW... 
doesn't fitzquake have a thing where you can make the whole game in black and white? :P 
 
GO DAZ GO! 
 
Trinca 
after the Drake merger, if I make anything further, it'll definitely be on a smaller scale!

negke: what a great idea! sounds cool. If anyone should make a b&w map it's Tyrann, since his lighting has always struck me as the most impressive. 
 
awesome tronyn I love your maps ;)

smaller maps might gives us more maps :) wish I had the time and your skills! 
Noir Quake 
couldn't you just create a greyscale palette.lmp and be done with it?

I did that...(almost a decade ago now I look)
http://www.celephais.net/board/view_thread.php?id=4&start=4968&end=4992

Of course, my hosting died since then - I can reupload it if there's demand. 
Trinca 
He made an sp version. with a mere 100 and something enemies...
Back me up here Tronyn! 
 
A properly done b&w map has to be built to be b&w, because much more emphasis has to be put into the textures and lighting for proper contrasts. not just slap an engine mod on it and expect it to look good.

where are these bal map scraps? I want a looksy-poo. 
Oh Heh 
you mean Dry Sorrow, yeah that was an old DM map converted for SP, and it's definitely the smallest map I released since like... I dunno it's even smaller than A Desert Dusk 
Need Beta Testers. 
I have completed the first 2 maps in my quake-like-id-did episode. Just need a bit of feedback. My email addy is in my user profile. 
Can I Test Out Your Maps, Fifth? 
Mind if you PM me a link on my steam? 
Sure... 
Any demos would be good too. And just your general impression of the map, likes/dislikes. 
Bal 
A properly done b&w map has to be built to be b&w, because much more emphasis has to be put into the textures and lighting for proper contrasts. not just slap an engine mod on it and expect it to look good.

Exactly. I tried using the Preach method first (messing with the palette) but it just wasn't working out the way I wanted it to. So I converted everything individually in pak0 over to B&W. Textures, skins and sprites.

Because I did it texture by texture it looked a lot better because I could do some tweaking to individual textures to clear up some errors made in the conversion from color to B&W (but it still had some issues where the engine added color to a few things) but unfortunately I couldn't really do anything with it for fear of violating id copyrights so I chalked it up to learning something new and chucked it. In retrospect I probably should have at least saved the wad, sprites and skins somewhere.

You have to keep in mind that the engines back then were less than fully documented so figuring out how to make some thing look fully monochrome wasn't something easy to just look up online. I think TomazQuake (which had just come out when I was messing around with it) came the closest to looking closest to "Right".

IIRC I used Pak Explorer, AdQuedit, QME 3.0 (the free version) TexMex, MS Paint and Paintshop Pro 5. 
That Was Supposed To Be Aimed At Kona, Not Bal 
 
Quaketree 
Here : http://www.born-robotic.net/content/maps/balostepisode.zip

Wait no that was for Kona not quaketree! 
Finish That Episode, Bal! 
That *was* for you. 
 
wow those are awesome. i especially like that it's all custom textures, I think more people need to use custom textures rather than id's stuff all the time.

and as much as I'm well over base maps, that smaller one you've got there looks great with those textures.

you could even merge start, vil, tower and rocks all into one huge bsp2 map, they're kind of similar styles. 
RoQD... Link Sent 
for episode.


Anyone else? I need a couple of different opinions :) 
Fine Mom I'll Do It 
jeez 
Count Me In 
i can do it too 
#10489 
@ you all. 
Here's Your Demos, Fifth. 
I'm Looking For A Couple Testers 
for a chunky, unvised map that won't be out for a couple months (I want to start vising it soonish though). So you would need a powerful computer. Email dustin dot geeraert at umanitoba dot ca. 
Little Something I'm Working On 
http://i.imgur.com/1Xx46PC.jpg
Hopefully I won't screw this up. 
Looks Good, 
keep on! 
Remember... 
You need to use the box that says force integer plane points!! 
Good Idea, Fifth. 
 
And For Gods Sake 
Bind "snap vertices" to the space bar and make sure you give it a tap every time you're faffing around with the vertex tool! (or the clipping tool!)

Seriously.

Plus you eventually get a feel for what kind of geometry is possible and what's going to give you nightmares down the line. 
Start Map... 
So I spent a lot of today just getting the start area sorted for my quake like id did pack... It intentionally very much like the original game, but I am going to make it a bit more unique once you go to the episode choice area (not actually made that yet)

https://www.dropbox.com/s/mye0mljt0ix935r/ss1.jpg

https://www.dropbox.com/s/nt3mv1lb9xa1unz/ss2.jpg

https://www.dropbox.com/s/n7jjhyi3swc2v1t/ss3.jpg 
Also.... 
spot the horrifically misaligned texture. 
Looks Somewhat Similar To Id's Start. 
Looks Great though! 
Heh 
Not Quake the way id did... perhaps Quake the way Raven (or Romero) would have done?

http://www.quaketastic.com/files/qtwrd.jpg 
A Challenger Approaches... 
Wonderful Troyn!

(don't worry, fifth, I like yours too.) 
ROQ... 
I have played Tronyn's start area thing. It's epic on a scale you wouldn't believe (really, it's fecking huge). :P 
I Dont Like How It Says THE START 
breaks the atmosphere IMHO. 
Well 
I think after all these years, acknowledging the highly unrealistic nature of Quake levels in a meta- fashion, is fine. Arguably, stuff like Kell's e1m2 with its floating pieces of rock going into the skybox, similarly admits this. 
 
I think it would be cool if it were in Latin, and said initium 
Start By Tronyn 
Holly mother of GOD! That looks awesome. Where can I get the map? 
Tronyn's Bunghole. 
 
nowhere yet, it'll be released with the final version of DRAKE (my goal is by spring day 1).

but, the tech people, whom I massively admire, have made things easier, so I'm hoping to release the whole thing within like 2 months. 
Agree With Scampie 
 
Har 
nice to see you still around Shambler, approximately 15 years after you refused to review my first map. 
 
@Fifth, I know you are going for the whole ID vibe in your maps but it feels too similar to the original. I know you have done subtle changes, like extra floor detail but I was expected more differences.

@Tronyn, wow nice large epic start entrance, it feels very greek style to me, maybe have the start text in a greek style font and try 'begin' or 'enter' instead of start? I would prefer to see the screenshot in colour. 
Sock.. 
This is the only room which will be so close to the original game. Once you get to the episode selection the differences will be much more apparent. There are some very small homages but it is all brand new stuff, promise! 
 
haha tronyn, 15 years since shambler refused to review my first episode as well! he was offended I even thought he'd consider putting it on his site.

re start map, fifth that just looks like id's start map. what's the difference? if you're going to do big changes to the other maps, why not the start map as well? it could have a lot more detail added. 
Haha 
shambler refused to review my first map too!

it sucked though. 
Start Map Is Fine Guizzzzzz 
You'd be surprised at how different they actually are side-by-side. Mine is meatier with more detail and more defined lighting.

I might do a second pass on it once it's finished to make it feel a bit more unique anyway. I don't want to overdo the detail though as id maps were simplistic (and my intent is to actually release more maps per year). 
 
 
Look like HL1 :) 
Shambler. 
WTF was he playing at??

On the plus side there does seem to be a correlation between having early maps rejected and then becoming a prolific and consistently good mapper :P 
Heh 
well also Shambler, as you pointed out, at some point the general quality of maps became so good that even someone's first map was worth reviewing 
That Initial Sting Makes You Work Harder 
"I'll show that fat bastard Shambler what a good Q1SP is." 
Yup 
 
Still Mapping... 
 
Mechtech one word... impressive! 
Mechtech 
Nice architecture and texturing, but the lighting looks flat - maybe take some cues from sock's maps to improve it? 
 
yeah my episode sucked too. i thought it was pretty good at the time though haha. 
I'm Sooooo Glad You Said That Kona.... 
I replayed the Alkado Crisis just before this "issue" raised its head and... not that it stopped me from being in awe back in the day :) 
Mech 
Are you using minlight?

Those walls are crying out for some spotlights! 
I Think The Redbrick 
texture is very out of place. Looks nice except for that one thing really. 
Oh Putain Que C'est Beau !!! 
@Mechtech: wow.... really nice and awesome arch texturing... hats-off.. 
 
haha distans I didn't even know that episode was still online anywhere, I thought I'd eradicated it from all existence!

we all start out somewhere making crap before we get decent. i guess to get pretty good it could take a good 50-100 hours, depending on the individual and how patient they are to improve.

i wonder what some of the early id levels were like, because I bet there was some early stuff in the learning phase that didn't make the cut. what did they do in the first 100 hours of level development... 
Very Much WIP 
Some the the textures are from The Florentine Library by Sock. Still doing broad strokes. I want to get to the end, whatever that's going to be and fill in the monsters, lighting and skill specific stuff. I also want to find a good subtle fog setting. Any suggestions? using Fitz 
Hazy 
fog 0.02 
 
I had more then 100 and never got decent :p 
Also 
The models are nice, but they do look a bit flimsy when compared to the big rustic architecture of Quake. Got to thicken up the details a bit to prevent it from looking 'unnaturally realistic'. I think you could do some interesting things with the ceilings not typically seen in Q1 
#10555 
Gotta agree with the comments about thin details looking wrong in quake.

Quake's combination of low-res textures and lightmaps, and lack of smooth light shading across polygon facets, all combine to make fiddly details look weird and wrong imo. Quake is best when painted in broad brushstrokes I reckon, although strangely the super-thin fence/bar stuff in czg's honey worked really well, so add the usual arse-talking disclaimer to my generalisation there. 
Thinness... 
maybe this is just me but there are times where thin, tiny details can look good. 
I Try Not To Have Anything Less Than 16 Units 
but it does happen.

Usually these are minor details anyway. 
 
thinness can look good in quake.

In that screenshot, i'm not sure i can pinpoint the problem. One issue is probably that the thin bits aren't anchored to the rest of the scene in any way. Are they touching the floor? The pillars? I can't tell. Adding a thicker vertical post at each end of the fence and having that touch the ground in a believable way might help. Or adding some sort of metal bracket where they touch the pillar could work too.

One thing that helps make things look solid in quake is shadows, and when objects get small enough, they don't cast shadows anymore. This makes it harder for them to be believably in the scene. That's why a wider or thicker brush where the thin bit meets the wall or floor can help. 
 
http://celephais.net/levels/rubicon2/images/rubicon2_02.jpg

These aren't as thin as your brushes, but the principle is the same. I added a chunkier bracket thing where the thin poles meet the wall. The bracket is fat enough to cast a shadow. 
Tiny Update 
Less Bland 
Love The Trophy Above The Mantlepiece 
Looks rad. Not too sold on the terracotta pillars though. 
Screen Shot Spammi 
Oh Boy Mech... 
looks very promising. 
Hah 
Love that fiend head above the fireplace. Looking good. 
 
mechtech: looks interesting but i'd relax the colours a bit, just make everything closer to white while keeping a little bit of the colour. 
Enough With The Screenshots 
A (hopefully final) beta of Titan1.
http://www.mediafire.com/download/2vdtbb0ci47af46/titanbeta7.7z

Requires Quoth, recommend Fitz.
Skill levels easy=more Quake hard=more Quoth
Try easy first, hard is hard.
Please email with anything. Email in profile 
Re: Shamblers Reviews Back In The Day 
I always saw it as not so much him being a prissy bitch liking one mapper over another rather than harboring bandwidth in general back when that actually cost a bit of money. I downloaded a lot of maps from his site (on dial up over 8 real world hours away) and I honestly have nothing but appreciation for him doing that on his own dime. If you wanted to see every 3rd rate map out there back in the day then that's what fileplanet was there for.

That being said fuck you Shambler for never even looking at my first offering. It made me stop mapping and start looking at maps too critically...

(actually none of that is true and it's just the pain meds saying that. I've never really put anything out there and I'm my own worse critic that even that priss Shambler couldn't put to shame.)

But I do like knowing how the game works which is what ultimately keeps bringing me back here reading what you insane fuckers have to say... So there is that I guess...

Fuck me my back hurts. Feet shouldn't be numb unless there's snow involved. 
Grim 
mapping makes the fun go round,
money makes the frags go down. 
Blitz 
I wondered why I never saw the weather lightning in Quake. So I took a pix into fimg and ended up here.

As a static model keeps on going I stated the last frame on
self.nextthink = time + 10.0
which is a blanc frame so it isn't vissible.

So now I have a weather lightning within 10 sec.
breaking my head how to add sound and light simultaneously.

File is on quaketastic/models/bliksem.zip 
Lightning 
The great thing about it is that, just like in the real world, the light and the thunder do not ever have to match up and in fact should rarely ever match up (honestly, if they ever do IRL you are probably fucked). That means that there is absolutely nothing wrong with the sound lagging by up to 10-15 seconds from the modeled bolts and light flashing. It would be harder to attenuate the sound depending on the time between flash and rumble if you randomized the (x)(distance) factor.

Didn't one of the expansions have an ambient thunder thing going on anyway? Not too hard to do really if you think about it. One more pass in Light with a _sunlight of 500 or whatever for one or two frames and a rand_sun(x) worldspawn tag. As long as you don't get over 4 dynamic lights (so 3 plus the lightning) even Vanilla Quake should be able to handle that. 
As Hard As To Do 
I must agree I totally believe what you say.
My qc attention is less than thunderstood.

When I made my static entity I knew there couldn't be sounds or light attached to it.
Already glad a sprite appeared, now I'm trunked again wanting to add sounds and lights.
The lightstreaks could be animated better.

Ambience thunder relays me a sv_startsound not looped. 
Madfox 
I'm not trying to discourage you. I'm just giving you some input. Thunder would be, in my opinion, a great addition. I'm just looking at the technical difficulties and nothing more. Preach is probably the one to talk to on this. If anyone can hack that into it it's him. 
Lightning Flashes 
 
Thanks Preach 
I'm a bit of a dummy so how would that get plugged into a level? If it's a quake.C thing that's fine but I like to make no assumptions on what someone can or cannot do that aren't using very standard editing setups.

Have you ever thought of writing a new progs.dat with the .fgd to cover it? A re-release of the game if you would. You understand the code at the level of Carmack and what you know probably shouldn't get lost in this little tiny slice of the internet. 
Oh, Sorry Quaketree 
Those were intended to be modifications to the code that MadFox supplied with the model, they would make sense to nobody if you weren't looking at the QC file supplied. The step-by-step would actually be something like

* Get the qc file from MadFox's download
* Add it to a clean quake source file
* (Make the changes I suggested)
* Add skylight.QC to the list of files in progs.src
* Compile the mod

Not too bad, but you do have to get all the qc compiling stuff to do it.

I don't know how much you'd gain from rewriting the progs from scratch; you'd make a bunch of unintentional changes that would annoy people, and probably not get enough benefit in return. My plan is to keep posting things up on the blog to share any good stuff I come up with (and as a teaser I do have a fun bit of code in the works right now!) 
Woot! 
@quaketree - ever since I played the addon pack I had the feeling:
great, thunder but where are the skyflashes.

Now my knowledge lays closer to qc I can make that happen.
Great you give some feedback how to make that happen.
I'm just more dummy to understand how it works if I don't have the strings excact where they belong.

@Preach - Yes, that was the thing I'm looking for. Maybe had to ask it in the modelling post, but now I can tinker on with the code.

The lights were a mystery to me, but that's a neat fix.
I loaded the sound management from necros to see how to add sound, but my compiler failed.

Well, let's see how to make this lightning pak. 
Sounding Off 
You don't need necros' sound management in this case - that's for sounds that loop continuously without a pause (but that you can stop and start at will). The sound from the thunder can just be played each time the bolt strikes - the crucial difference is that it's ok for the sound to finish and go silent between lightning strikes. So you can just use the single line of code above... 
Thunderstood 
Right, the sound is great now, just lowered the looptime to 15 sec before it gets annoying.

I see the lightstrike is rather pale, and affects the light by dimming it.
Maybe I shouldn't worry too much about inside light, as long there are windows.

I suppose the light can't be brought back to not-lightned for an instance?

here is the file so far. 
Interesting... 
though I think it would have been cool to have the lighting done as the lightning model used in the LG gun... Definitely a cool start though. Couple this with some rain fx (I'm sure there was a mod for that) and you could make a really creepy haunted castle/mansion map 
Returning To The Light 
The line:

lightstyle(0,"z");

is what's leaving the lights on. The letter in the "quotes" is saying how strong the light effect should be. Some examples:

"a" is pitch black
"e" is quite dark
"m" is normal lighting level
"s" is brighter than average
"z" is as bright as you can go.

So in order for the lightning to not be permanent, you need always end on a
lightstyle(0,"m");
not "z" like the current code does. 
Bright 
@fithelfant - making the tesslacoil I used a bold beam to reach the player. Not so easy to make it a split beam. There is a beamcode in the chtong map, but it excludes doors.

@Preach -I see,
great to see those parms, shouldn't know where to look.
Good to make it go from dimm to bright.
Still it feels a little bleached.

I dug into the SOA code,
it uses a lightning code that can make it fullclear for a moment.
"TheCrypt" has an example, where I expected such eyecandy.
Timing will be a cripple problem with a static entity. 
Flash Gordon 
Updated the the weatherflash with blitz.zip on Quaketastic with sound and scattered light.

Although the framecycle for the sprite is 15,
in game it appears 17-32-47.
So there's a delay of 2 sec.

Trying to use progsref for adding a flash fails going out of pattern.
I think it's because the static entity is apart of the game engine.

Thanks for support, Preach! 
Re: Shamblers Reviews Back In The Day 
 
Screenshots... 
Mechtech - Titan1 looks great, nice strong designs and funky details. I agree the frilly stuff is a bit frilly, I also think some textures could be toned down, but keep this one going for sure.
Titan2 is not my style, it looks like HL1 in the Quake engine. I can see some designs and ideas are cool but I think the style needs to be made more harmonious with Quake and it's monsters.

RingOfQD. Nicely detailed but please just go ahead and make a map!! 
Recently Gave GZDoom Builder A Try... 
...and this is what i have so far
http://i.imgur.com/5ceLd8F.png 
 
Those that have downloaded the test map. Let me know if it works. If anything is broken, if it crashes. The textures, lighting and layout are done. I am interested in game play breaking bugs. If it's done I'll finish the second map and be DONE.
The whole thing started with this level from Duke3d.
http://www.mediafire.com/view/hc4g06mwcm165ep/e2m1_01_small.jpg
That was amazing back in the 1996

beta map
http://www.mediafire.com/download/2vdtbb0ci47af46/titanbeta7.7z 
Making Progress 
Looks Nice... 
Is this a Doom or Doom II wad? 
Doom 2 WAD, Fifth. 
 
Sweetttt 
nothing better than the double shotty 
First Release Preview: DARK CITY 
Greetings,

This will be my first public release, titled DARK CITY. It is intended to be a non-linear survival horror experience.

http://i.imgur.com/rx6SeRf.png
http://i.imgur.com/BWKdEQZ.png

Beta to follow in coming weeks, time permitted. 
Well. 
Screenshots are a bit bright and washed out. Maybe tone down the lighting a bit?? 
Can't See Nuthin! 
But at least the map is true to its name. 
 
must need to change my monitor setting or something. 
Not Necessarily 
Screenshots you take in game will always look stupidly darker when viewed later. Increasing the contrast and brigthness by about 15-20 tends to fix that. 
Like The Shots 
 
Thanks 
I should take both possibilities, that the map is too dark and that the screenshots are a misrepresentation, into consideration.

However, I might explain further that part of the non-linearity of the map stems partially from the need for players to activate electrical generators that turn on lights to reveal new areas. So in many cases I have to make sure that the light is dark enough that the player will not see or be able to access those areas until the have toggle the appropriate lighting. Perhaps this makes screenshots a bad way to go, lol. 
 
For brightness, just make a histogram of the screenshots, better than eyeballing it.

Though it will always be ridiculously dark, cause it's Quake. 
 
I'll try that. I also started using fade multipliers. Here I've tried extended the geometry and added ambient light:

http://i.imgur.com/raIyx4O.jpg 
Screenies 
look fine to me. 
Looking Good Featheon 
excited to play this! 
 
 
Different gamma settings probably. They look fine to me too on Linux with a sRGB monitor. 
 
same here. also the last shot looks awesome. city map with metal textures?? yes please! 
Necrossfit 
I Know 
I still have it at about 70% done. Unfortunately, I had it tested and it needs a lot more work to smooth out gameplay and it hasn't been detailed at all. 
Willem 
yeah on my monitor settings they look fine. It's calibrated but I assume most people's are and so it just comes down to different displays doing things differently. 
Ne_blackrock 
Remember the inside joke in the mce library... 
 
Ever notice how screenshots from professional games never look pitch black on anyone's monitors? :) 
But I Assume The Flispide Of That 
is that they do look overly washed out on some? 
 
a bit washed out to me, but my monitor is quite bright. 
 
look too dark on my monitor. and of course my monitor is correct and all of ya'lls monitors are wrong. 
Again... 
Willem is on the money. If 99% of internet images look spot on brightness wise (to everyone) and 1% doesn't....guess which ones are wrong??


Quick Willem, post something retarded about modern gaming so I can start disagreeing with you again :P 
Hey, You Two... 
...get a room! 
Easiest Troll Of My Career 
 
Gamma Reduced 
Pics From Quake Episode 
Apart From 
....relatively bland wall detailing / textures, those get a thumbs up from me. I like the classic styles with a few tastier details. 
Nice Stuff 
First thing I can criticize in each shot, just with a glance, trying not to look too closely.

Shot1; Maybe give the steps a different vertical texture?

Shot2; small intense lights on the red runes could work, bright red with wait 4.

Shot3; are there lava balls jumping under the stairs?

Shot4; ambient_drip

Shot5; maybe pull and push some of the big green bricks in the main walls to break them up a bit.

It's looking very promising! 
Like The Vibe But... 
...why the change of tex halfway up the wall in 09? 
Distrans 
that's the waterlevel when it's flooded. 
Keep It Up Fifth! 
You're doing good so far! 
Ijed, Distrans 
# makes no sense to change the tex as these are brick tile things
# no coloured lighting in this as the original game had none (next stand-alone map I think I may do something like Stark Monstrosity with coloured lights and stuff)
# no, but thats a good idea
# already got my ambient drip there
# The detail in there is already much higher than the original game, I am almost tempted to *remove* some detail!!

distrans,

Kinn kind of got why I changed the texture, a couple of my maps have the brown texture go grimier and greener the more you go down and get to watery bits. It still feels very id-like and quakey while bringing some freshness to the texture use.

Overall I'm actually looking forward to making some Sandy Petersen style maps most, they were weak on detail but had some toughness which I tend to prefer in maps. 
^ Awesome ^ 
 
It's Something 
 
very classic Fifth, keep the good work! 
 
Nice Link! 
 
Pixel Candy 
Some more progress with DP engine 
Sock ! 
Amazing pictures !

What is DP engine ? Wil I be able to run your new thingy on OS X ? 
Barnak 
 
And What About QuakeSpasm ? 
I'm playing with Quakespasm. Sock, will your little warrior thingy be playable on it too ? Hmm ? Don't drop QS ! 
 
 
Engines 
@Barnak, In The Shadows will still work fine with any Fitz type engine (Fitz, MarkV, QS) and now it fully supports DP features as well. Obviously Fitz engines don't have much eye candy but the core gameplay/assets are still present.

@mfx, it will be coming out soonTM ! :) 
SoonTM 
QExpo 2014! 
Sup. 
Anyone mind testing out my doom map?
Just add me on steam and i'll PM you the link.
http://steamcommunity.com/id/Breezeep/ 
Playing With Textures. 
I made this nice room but decided that it was too similar in theme to the previous map textures so I gave it a lick of paint.

Before -
https://31.media.tumblr.com/168de3a9c815249384548af7c8503429/tumblr_n1t5wa8GIQ1s95hkno1_1280.jpg

After -
https://31.media.tumblr.com/268c2fd8568b48bf10e793b23434450f/tumblr_n1t5wa8GIQ1s95hkno2_1280.jpg 
Yup 
Much better. The rocks at the top break it up nicely. 
 
The walls are much better in the first one. In the second one the repeated green vegetation pattern becomes very obvious 
5th 
I agree with Spiritt. 
To Each His Own 
The repeated brick pattern bugs me much more than the repeated vegetation pattern. 
5th 
It needs less chunky and more detail, its the year 2014! :P

On a serious note, the lighting looks very flat and even across the room. Try to break the symmetrical torch arrangement by the doorway under the stairs. The banding of the textures looks too neat and tidy for the vertical space, the upper dirty bricks should extend downwards more and be uneven in vertical size. 
Sock 
the episode was ment to look like id's original level design. 
@RingofQuaddamage 
Feedback is feedback, 5th can easily just ignore what I suggested if he wants. I think it is better to comment than saying nothing.

Id's original level design already exists, there is nothing wrong with adding your own flavour to things, otherwise its just a perfect copy. 
Feedback Is Fine. 
The idea is "like id did", but I think there are areas which are similar enough to the game that I may get a bit of negative feedback about (and already).
I've tried to make the lighting as varied as possible to mask the large flat walls. But it probably needs a few more tweaks. 
2nd Shot 
is superior 
5th 
Why not have the swamp bricks just along the waterline, like they've been affected by the water but the ones further up are dry. Could put some decals on the plainer parts of the wall too. Or even cage the torches off to create some cool lighting effects. The roof could have some lighting effects as well. 
 
Got back to extending the Daikatana menu...
http://i2.minus.com/irXk0cibBM5HB.png

Greebles, too much! 
Nice! 
I always loved the texturework in Daikatana 
I Like It Too! 
Neat work! 
Button Overload 
I need some brand new spanking skyboxes for my ITS mod and I downloaded the latest Terragen. Compared to the previous version I used years ago it sure has a lot of new menus and buttons to play with!

First try at a Terragen 3 Skybox, Moonlight Crater 
Excellent Color Choice! 
 
Not Used TG In Ages 
but I might have a tinker with it for fun 
Tried It. 
Don't like the new GUI... really confusing to me, reminds me of the new Kismet system for Unreal. 
Very Nice 
atmosphere reminds me of Zendar but with Quake purple sky (no wonder OTP liked it!) 
More Doom Stuff 
Looks Good 
so far. Keep it up! 
 
You have a thin stripe of brown bricks on the floor (second shot). Something tells me it wasn't intentional. 
Vaulted Ceilings And Splayed Archways 
Working on my brush techniques. Bright enough?

http://i.imgur.com/e32Bp2Z.jpg 
Shadow On The Dragon Door Looks Too Black 
but other than that, looks great. maybe some chandeliers or rafters to break up the uniformity of the central vault? 
Agree On Chandeliers 
Pillars in the middle could go a long way too. Anything to create a little bit of parallax goes a long way. 
I Like 
The shadows cast by the wall torches. It's almost like some sort of fake AO effect.

I wonder if an AO technique could actually enhance the base quake aesthetic. All the big bulky architecture could possibly make it look really nice. It looks fantastic in Minecraft (I think they use some sort of fake AO effect there) and really makes the blocks pop.

I've never seen a Quake engine with AO and I can't force it on in any of the nvidia drivers for Quake engines.

Eh a bit of a tangent :) Nice shot anyway, agree with others re: door. It should be brighter. I think some ceiling detail is needed as well. Perhaps some supports coming down from the ceiling into the room. 
Featheon 
Brushes look good! But the torches, maybe try this

http://necros.fov120.com/post.php?postID=5 
Ambient Occlusion 
If you map using Radiant you could do a test with Q3bsp + Q3MAP2 inside FTE or DP, which has the 'floodlight' and 'dirty' compiler switches. Essentially a form of AO. It can also do bounced lighting. Otherwise just spamming a ton of large radius low intensity lights in a 3D grid kind of works, though it won't give you the high res crispy-outlines kind of AO. 
Actually 
#10667 
yeah that is bloody good, as as the chap says himself, it's fairly easy to spam a load of lights around like that.

That said, AO done in light.exe would be nice 
Knee Deep In Mapping 
That Should Be 
On the wiki. 
#10667 
That looks great, and is basically what I was rambling about :)

Something like that works great outdoors, I wonder how it could be used for indoor stuff as well. Perhaps creating an array of minlights around prominent indoor light sources as well? I would have to test it but it could work. 
#10664 
The shadows cast by the wall torches. It's almost like some sort of fake AO effect.

I wonder if an AO technique could actually enhance the base quake aesthetic. All the big bulky architecture could possibly make it look really nice. It looks fantastic in Minecraft (I think they use some sort of fake AO effect there) and really makes the blocks pop.


Unreal (1) had a nice effect that I always liked as it made things seem really solid - I think it just darkens the seams where polys meet in a concave way.

Also, q3map2 has the -dark switch, which

"Enables darkening of lightmaps at brush/lightmap seams. Sort of like a half-assed occlusion pass, ends up looking a bit Unreal 1-ish. Very subtle."

I'll add it to my tyrlight wishlist... 
 
It did make it virtually impossible to do rounded concave corners that didn't look like ass though.

I always assumed Unreal didn't pad edge pixels in the light maps, causing interpolation to leak in the black margins around the edges.
I'm not sure if that's what was happening or it had something to do with the light attenuation formula. 
 
if it always darkened edges the same amount it wouldn't be good, but if it took into account the angle between the faces and interpolated between vertices, it'd probably be pretty awesome. 
 
if it always darkened edges the same amount it wouldn't be good, but if it took into account the angle between the faces and interpolated between vertices, it'd probably be pretty awesome.

Yeah i assume it's shaded based on angle 
Chandelier LOL! 
I don't know if i can make a chandelier:

http://i.imgur.com/sZ8Ieo3.jpg 
I Think It Looks Ace 
The chandelier implies it's a housing environment, now it looks like it's asking for some more decorative elements... tables and book cases near the walls maybe? Floor rugs? Perhaps experiment with the lighting, making the chandelier the primary source? Maybe some wooden bars across the ceiling holding a secret? Just keep doing your thing, sir! 
What Spiney Said.. 
i like it! 
 
I wonder if an AO technique could actually enhance the base quake aesthetic.

Lun3DM5 has zero pointlights and 100-something sunlights. I really wish q3map2 supported Quake1 :( 
On The Topic Of Lighting... 
I think I might rely too much on "realistic" light sources (torches and lamps). Do you use fill lights often? If so, what kind of attenuation? I usually add a zero-fall or inverse light with low value to create AO effects like that. 
 
I did not read all above but DP has a software GI renderer since 2012 if I recall correctly. 
A.O. 
A few years ago I modded aguirre's light.exe to support AO without hand-placing hundreds of lights. The thing is that the "sunlight 2" feature already auto-generates hundreds of lights, but the code clamps the result so that everything looks flat. If you take out the clamping and reduce the intensity of each of those lights, you actually get something that looks like AO. However you need to improve the distribution of those lights to get equal light from all directions of the sky -- the default distribution doesn't spread the lights out uniformly since it doesn't matter when you clamp the results.. Problem: hundreds of really dim lights run into precision problems, so you'd need to do some changes to the intermediate math so you don't lose a lot of precision. But it does look good. I should probably clean up and release that code. 
Yes Please! 
:D 
 
yeah, i'd be interested in that too. i hacked in AO/GI with sunlights but I didn't change the light level data type so you'd just get integer junk which looked ok, but didn't give much control. 
AO Light.exe 
I would love to have a play with that light util if you get some time to release it metl! 
You Should Add It To Tyrlite Instead 
... I think. Is there a compiler roundup somewhere? 
The Grand Hall & Kitchen 
Wow Looks Good 
great work! 
 
Great stuff! !! 
Terrific 
I've been mapping a dungeon - this has given me ideas 
Feathon 
Nice indeed :) 
Sweet 
I think the transition from wall to ceiling is a bit abrupt, maybe another layer of trim would do the trick. Especially with the protruding wall columns. Maybe lower the brightness of the wall torches a bit and push it some more on the chandelier? The torch lighting trick linked earlier might also help sell the lighting more. 
Barrel Vault 
This was more evident in the old shot before you put a chandelier in front of it:

The curved ceiling in the first area extends all the way down the hall, but you cap it off with just a 45 degree slope. If you used the same barrel turned sideways & intersecting, the regular square ceiling tile texture would bridge across the seam with perfect alignment. 
Looking Good Featheon! 
 
Good Eye 
That's exactly what I ended up doing, Luaran. I decided to move on from that ceiling at that time because I have a tendency for myopia.

I have a mapping question posted in the help forum as well.

Thanks 
First Play Test 
This is the very first section of my map where I believe I'm ready to get advice on the difficulty and monster placement, etc. It is very short scene, but I tried to design it so that the player has a choice in how the approach the battle:

http://www.mediafire.com/download/wjznnigdhkn9shi/dom.bsp 
Coloured Lighting 
I don't really use coloured lighting in Quake, for some reason it never seemed to work as well as in other games I've mapped for, but how does this look?:

http://www.quaketastic.com/files/screen_shots/colorhall.jpg

I also just suck at lighting in general, which is why I usually make outdoor maps (heh, lighting Arcanum was such a pain in the ass). 
It's... 
very 1997 ;) 
Honestly Tronyn 
 
 
IMO lighting is the easiest part of mapping. Less is more is my motto, use less lights but use them effectively. Cast big shadows, make the light at the source nice and bright for contrast and don't over saturate the lighting to make things washed out. 
Yeah 
not feeling it Tronyn. Have to agree it is pretty OTT. minimalism isn't really your thing though... 
80's Disco! 
Or an N64 game...

Red should be bright red but any other colours should be closer to white, I use paint's colour picker to set values that play nice with quake's palette.

In the shot you've got a lot going on too close - you're going from red to blue and where they mix you get a muddy purple / pink that isn't doing the brushwork any favors.

Try an only ents where the blue is 192 192 255 and the red ones have a wait of 1.5 or 2.

Those are just hunches, I'm not great at lighting either. No doubt some of the masters here can give better advice.

Oh, and avoid using delay unless you want it for a specific special effect - it's like hotsauce, useful on the right meal, but you can't drink it on its own.

And if you like your hot sauce, you'll know there's a right time for the green or red, the matured, the smoked, the pastes and the smoked. Those being parralells for delay 1-5...

Yeah, I'm eating while typing this. 
Double Rainbow! 
Woah there!

There's just too many colours. I would remove all the different colours being emitted by the various stain glass windows. Change all the blue ceiling / floor lights back to white and just keep the orange candle light and uncommon red wall lamps.

Or even better, remove most of the candles and use normal light, and have the candles+orange light be a nice contrast. You could use the candles to draw the players' eyes to things. 
Colours 
I'm gonna dissent a bit from what to change, although I agree with the general feeling it might be too much. I'd say lose the bright red light in the back, it's too distracting and has unfortunate 90's coloured light overdose connotations.

I'd also replace the dim blue spotlights. I can see where you're going with blue tones in the shadows and warm tones in the brighter light, but it's easier to do that with a slight blue tint to unsourced light and warm colours in the spotlights. Blue sourced light seems a bit odd.

Keep the orange candles, everyone seems to like them. I also like the blended colour effect coming from the downwards vertical spotlights, so keep that up. I guess there's something with stained glass going on from the right, but it's hard to judge if that's working from the angle of this shot. 
 
fuck that, make them more saturated!
and make the flash too!!

on a serious note, i find it doesn't matter what colour you pick as long as there's sort of one main colour of a room. then you can use a colour wheel to pick the second colour if you really have a hard time with just eyeballing it. 
This Could Be Useful; 
http://www.rapidtables.com/web/color/RGB_Color.htm

Also, only make them flash if you can do it in time to the masic and maybe use some rotatings with alpha to make strobe laser effects.

+ white fog. 
Color Scheme 
Maybe you could stick to exactly two colors that could be mediated by white lights. Representations of dusk usually combine a light blue and tan, for example. 
 
Valve used to have a great article about use of color in Nova Prospekt. Can't find it now. There is this:
https://developer.valvesoftware.com/wiki/Color_Theory_in_Level_Design 
Bucking The Trend Here... 
I think that IF (and it's a kinda big if) you are going for a more surrealistic look then it has possibilities.

If you're going for realism then just no. That lighting is totally wrong.

Think American McGee's Alice with odd floating bits for no reason other than to have them be odd floating bits (which may or may not be important to getting through the level). Have some fun with it and get a bit outside of the box with what you do. Be creative and people will respect you for that.

That being said...

Colored lights are very tricky, less is more in almost every case and if you do use it it has to be consistent across the entire level/episode (unless you use it to indicate a secret or some other important element). Look around the real world and there are very few instances where the lighting isn't white or close to it. Colored lights are used to attract attention but not for task lights or for everyday living (unless you live everyday in a LSD induced fog). 
Tronyn. 
Just NO. For the reasons above. 
 
I don't think the copy/pasting of pillars and details is working that well either? 
Featheon 
I like it! See some comments inside the demos. https://www.quaddicted.com/files/temp/dom-beta-spirit.7z

Scale of the table felt off, that room needs detail too. Skill level seemed high normal or hard. Maybe have one knight patrol the big room? 
Disco Lighting 
I never realised how different things looked on different monitors.

On my normal screen it looks pretty bad because the colours come out saturated and therefore very artificial. However, when I looked at on another monitor with both contrast and brightness set high (and I mean way over the top) I thought it looked great because there were no saturated colours but the colour was still visible.

(do I remember someone releasing a discoQuake map where Ogres were dancing? I'm sure some collaboration would result in something er... different) 
Tronyn 
what? I cant believe you even asked for an opinion on that :) 
Darn 
You missed the secret passage in the fireplace, spirit. 
Heh 
thanks guys
it was definitely very Quake2 (I had the blue lights from Warehouse in mind).
I'll post a subtler/modified version later. 
To Be Honest 
I quite like the way some of the lights mix into different hues, it just clashes with the Quake aesthetic (it does look very 1997, haha).
I think you should keep experimenting a bit more, never know what you might come up with. 
Some 2-Color Schemes 
Sorry I Don't Know How To Edit: 
The Terminator 2 movie evoked the colors of a California (polluted) sunset by using blue and orange color gels:

http://timeentertainment.files.wordpress.com/2011/07/09_moviesequelsbetterthantheoriginals.jpg?w=480&h=320&crop=1 
 
Also, if you wanna switch it up you can use warm ambient and cold direct light. Mappers rarely take that approach. 
 
my favourite thing which is also really easy to do is to set sunlight/minlight colours.

Bright yellow sunlight + low (10-30) dark blue minlight can bring almost any outdoor scene to life.

Another interesting combo is sikly yellow sunlight + vibrant green (but 10-30 intensity) minlight. 
 
I thought minlight was the work of satan?? 
5th 
 
 
well no, i do mean normal minlight. but 10-30 is very dark anyway. just enough to give the blue colour and it's dark enough that you can still get nice shadows.

it's only when your global minlight starts going over 50 or something that it starts looking bad because it's just too bright and all your shadows disappear. 
 
Can you add colour to minlight? 
 
with MH's version based on Aguire's you can. Maybe tyrlite too?

sunlight: _sunlight_color
sunlight2: _sunlight_color2
minlight: _color 
 
and actually... now i come to think of it, it's not the minlight you would add color too, it's sunlight2 because you only want the colored shadows outdoors which is what sunlight2 is for.

sorry about the earlier post! 
5th 
forget the shit i wrote, obviously i am getting it wrong:)
My anti-knowledge is self-embarrassing as fuck..
Necros is right, thanks for explaining, now my map needs some retouch i think.. 
Promise Keepers 
I abuse global minlight. My lighting abilities are abysmal so I use lots of monsters to cover that up. With your help I will light my next level properly.

In solidarity, and with Jesus' love. 
Good Lighting 
often means you have to make the lighting unrealistic or impractical for it to look nice. I will often obscure lights in a stupid way to cast shadows, in a real-world situation you'd be a maniac to do this but for a game it creates interesting shapes and can often disguise more simplistic geometry (id often did this for this very purpose).

Lighting large areas means putting a wide-area light (or multiple) inside the skybox, this is almost the same as having minlight as you get large coverage but you also get the advantage of dark shadows for contrast.

I find lighting the easiest part of mapping, the hard part for me is making interesting combat situations (especially when it comes to end of map combat as a big finale) 
Load Zendar In Fitzquake 
and run around it with "r_lightmap 1"

It might be that we're used to Quake having all white light, it might be that the palette doesn't work with a broad range of strong tints, or some of both, but there are really almost no cases in Quake that I can think of where even remotely saturated colored light (more than 10-20%) actually looks good. Maybe lava.

However, as with any lighting, subtle colors well-chosen can look terrific. This is true in any game, but especially Quake. 
Infinite Lights 
i've been having good luck with infinite lights: the shadow cast by the beam in the first shot, and the starlight in the second shot is from one point light on each side of the skybox (it's currently a map inside of a giant cube of sky..)

http://quaketastic.com/files/screen_shots/ericw_station_1.jpg
http://quaketastic.com/files/screen_shots/ericw_station_2.jpg

The red light from the slipgate in the first shot is probably oversaturated.
For the second shot, I need to do something with that wide swath of flooring, for both gameplay and visuals. 
Crate Labyrinth? 
 
That Second Shot... 
I like how you added transparency there. 
2nd Shot 
The brushwork and lighting is good, good work!, but ... the textures are a bit too different in there, the ones on the right look plain compared to the ones on the left that look colorful in comparison. It is like looking at two different maps.

And are you using blue fog? it goes well with the brushes at the bottom, but doesn't look so well for the sky. Maybe it is that i never got the fog right in Quake 1 ...

- First shot looks very promising.l Maybe some detail in the wall around the door, make one of the panels go 8 units out of it.

Where is the transparency? I can't find it, RoQ. I got interested.

- About Tronyn colorful screenshot, i agree with Quaketree there, could look good on an otherwordly theme or for a for the fun map. But above everythihg, keep trying, maybe you'll get something unexpectedly good.

I miss the experimental maps that we saw a lot back in the 90's, even those that looked terrible visually. Now the trend is professional looking maps. Not that it is bad, but more variety would be good. 
 
thanks for the feedback. The textures in the second shot do clash, it's sort of two bases in one map (an idbase-textured base, and a rusty ogro and speedbase textured base). I'll try to do something to fix the part on the right where the rusty wall panels are touching the idbase chunk.

There is a faint blue fog, yeah. "0.015 0.01 0.02 0.04" maybe it's too blue?

The bars of the ogre cage are a doom sprite displayed with a (quoth) mapobject_custom. I love sprites! Only problem is they render as fullbright, so you have to have a bright light on them to hide the fact. you can see the grill sprites by the slipgate in the first shot stick out because the brushwork isn't lit enough.

ijed, yeah a crate maze could be good, I'll try it out. 
 
I miss the experimental maps that we saw a lot back in the 90's, even those that looked terrible visually. Now the trend is professional looking maps. Not that it is bad, but more variety would be good.

Thank god we still have Madfox 8-) 
Madfox's Brushwork ... 
... isn't experimental, his layout is. His brushwork, more than classic, should be classsified as idish in style.

Recent examples of experimental maps, i would say, Nyarlahotep, ITS, Ascending as descending, sm170, sm172, etc. 
 
http://www.quaketastic.com/files/screen_shots/q70v05b.jpg

I haven't goten any good lighting into these after hours of tries. I want it so the monsters are lighted when they go near the torches but are mostly in the dark the rest of the time, but i don't want to lower the torches even more. I suppose the answer is doubling the number of lights, but ...
http://www.quaketastic.com/files/screen_shots/q73v03_400_3.jpg
http://www.quaketastic.com/files/screen_shots/qep73v03c_400_2.1.jpg

Any ideas for this ceiling? Nothing i tried convinced me. The lighting will change in the future.
http://www.quaketastic.com/files/screen_shots/qep73b03.jpg 
 
if you can't figure out what to put on a ceiling, just cloak it in darkness! :D

for the first shot, there isn't much you can do to make better lighting there because the brushwork doesn't really allow for anything. if you had rougher stones and things jutting out that could cast shadows, that would certainly help.

for the second and third shots, try putting the light down by the base of the pillars instead of high up and put them in the little corner where there's the inset arch so it casts shadows. 
Chugging Along... 
 
looks like it's coming along quite well. one thing i really like about doom mapping is just how fast moving the whole process is.
just be careful with doing the lighting effects because if you need to change the area later, it can be really annoying having to deal with all those sectors. 
 
looks good.
I really should try doom mapping some time 
 
it's fun and easy to get into!
doom builder: http://www.doombuilder.com/
slade (in beta): http://slade.mancubus.net/ 
 
Love Doom, don't really play too many custom maps though. 
Personaly, 
I recomend GZDoom Builder. 
My First Quake Map 
I Dig It. 
 
I Also Dig It 
 
I Definitely Burrow This 
 
 
I'm excavating so hard right now! 
 
Seriously though that's a potentially interesting bit of topology for moving/fighting around, and I've always liked the mossy-block Quake texture set as being one of the "most Quake-ish". Keep fiddling with the lighting. 
Decent Stuff! 
Huh 
The full version of that texture set has a lot more textures, but for some reason I don't have it in a cloud service anywhere.

I'll check on my local drives tonight for it. 
@purple 
Those textures look really nice! 
Full Green Tex Set Plx 
Nice work on your first map there Brown96, keep it up! 
Please Do, Ijed 
* Brown96, that looks good. Work on the lighting and, that angled brush at the left, looks unscaled to me, but maybe it is the perspective. That many health packs make me think that it is for a big fight, so i got wondering which kind of fight culd be pulled there.

* Faethon, Mechtech, i have some demos for you. When i get some time i'll send you them with some comments with. 
My First Quake Map 
the healthpacks are modified with QuakeC. with another spawnflag, they give only 2 hp. there is a total of 48 hp and 100 armor to be had in this room, and you will encounter a total of 2 wizards, a hellknight, and 4 knights. given that the nailgun is found in this room with 75 nails, it feels "about right" for my skill level.

http://i.imgur.com/1SMAxNL.jpg

i still haven't messed with the lighting in the previous area yet. i intend to do so over the course of the next day or so. thanks for the feedback. 
Ok 
Found the textures. I'll prepare a neatened up pack.

They were painted for RMQ and feature modified / expanded sets of the id1 textures for the most part.

Should I email them to you as well Spirit? 
Ijed 
Sure, I will upload them then. 
What Engine Is That? 
With reflective water!? 
I Like Brown, 
and green. 
RickyT23: It's DarkPlaces With R_water = 1. Nothing Fancy. 
 
Re: Shots Nice Oldschool Style 
reminds me of the Bad Dark Cistern a bit, or Round the U-Bend (hey negke and than, how about more Dm-for-SP remakes, such as dm2?). 
RMQ_Texture Wads 
Texture sets armed up and sent to spirit, you can also get them here:

https://www.dropbox.com/s/6uahnrw014qztfg/rmq_textures.zip

The wads contain work by myself, Gb, OTP and probably some others.

The textures are based off the id1 textures and designed to fill out the gaps in the sets. Often there's a cool texture in id1 but you want to expand it into a style a bit more, which is what happened here.

The rotmet set is the one mentioned above, and is an entire texture set based on a single texture from id1; met14. 
Sweet! 
 
 
these are really good, thanks for uploading them. :) 
Hopefully 
They'll find their way into a release :D 
 
 
 
I'm on the fence on these textures, some of them are just extended versions of the originals (ie, someone has just copy and pasted the tiles to make them bigger versions of the exact same texture). Some are just badly sprayed on...

It's not all bad, but it's more bad than good. 
 
Some of the darkmet textures have way too pronounced shadows and highlights. Not to offend anyone, but they look amateur. "Bevel and Emboss"?

The techsludge wad is also questionable. 
Yep 
There's some crappy sets in there, but there's also some useful, more finished ones. 
On The Other Hand 
Some of the redtech stuff looks really cool, a nice compliment to a regular idbase map at worst. Especially those hybrid red-trim-on-idbase ones at the start of the set... 
Recovered This From An Old, Old CD 
Except the second one.

http://www.quaketastic.com/files/screen_shots/canon_coce.jpg
http://www.quaketastic.com/files/screen_shots/canon2_coce.jpg
http://www.quaketastic.com/files/screen_shots/Flipad_coce.jpg
http://www.quaketastic.com/files/screen_shots/Temple_coce.jpg

Currently modifying the second to go more to the grid (it is a miracle it doesn't complain about the first, as there is almost nothing on the grid) and change lighting and balancing. Probably, I will use it later for some single player map.


* About the textures, fist of all thanks to Ijed for uploading them. Second, i do think they are a nice addiction to id textures maps, there is one third that are questionable or just cheap as some of you already pointed out, but the rest can add a good variation to id textured maps.

The redtech one is going to be on one of my maps for sure. It is a pity that i don't like runic theme, as there is some textures for details quite usable. 
On Textures 
bluemet has some utility, even if they are simply tiled version of the original.

darkmet has the best additions.

Salvage the best of those two and release a single wad.

redtek is just awful. Horseshit brown is just about the last color I look for in a sci-fi atmosphere. 
Lol 
So, mrs Vore, what colour do you want to paint the dungeon?

Dogshit brown?
Cowpat brown?
Mouldy brown?
Horseshit brown?
Manky Brown?
Smoky Ochre with hints of brown?
Stale Coffee Brown?
Third eye brown?
Crate brown? 
... Just Simply In 
brown... that would make the deal ;) 
POST MORE SCREENSHOTS! 
one time previously I said this and it worked, so I'm trying it again. 
Ok Then 
Ok So, Con Queso 
/tfrag10.png 
OMG lol 
Great Shots Btw! 
 
At This Rate We Will Know All About Your Maps Before Playing Them 
 
Cocerello 
 
Then You Won't Have To Play! 
 
Apparently It Still Works 
beautiful stuff you guys! 
Ok Then 8-) 
Good Job, Tronyn 
Ijed, that way i don't have to record a demo. Less work for me. :D

Those shots look very nice. Awesome stuff indeed, even thought i still don't like the brown brick texture, but now it looks better than in your previous shots.

* Ceci02: that fog looks good. How you did the distorted effect on the teleporter? Looks eerie.
* Ceci03: mixing a construction with a natural environment is something i always liked, and in this one looks nice, it shows, but there is room for imagination on what's farther up.
* Cecia08: that looks amazing, it makes me remember of some UT maps or of the most interior room in the alien caves in Forbidden Planet (the first one, of course).
* Ceci09: that provides a nice contrast with the rest of the map, with those white bricks.
*Tfrag01: that water texture that end in an unexpected place?
* Tfrag05: in the vicinities of the central pilar it looks impressive, as if there were something incubating in there, but when the rest of the brushes are pitch black, the lava looks like if there were some bug in there. Maybe with some brightness 30-40 delay 1 lights ...
* Tfrag11: i love this, i love the fluids tank.
* Tfrag14: after so many good looking small places, this ample place adds a good variety and it feels like a breather. 
Cocerello 
The effect on the slipgate are thin layers of multiple func_illusionaries, with decreasing alpha values. Starting at 0.5, to 0.1 i think.

Not recommended, as this is purely a visual effect, and eats too many efrags. 
Rubiconyear? 
nice work :) 
Erm.. 
Its rubicognak! Cheers! 
 
Excellent stuff, all of you. 
Thanks For The Comments 
tfrag1 - waterfall
tfrag5 - Yeah that area is an unfinished secret, based off the altar secret in The Nameless City.
tfrag11 - It has some functionality not apparent in the shot, you might have to play after all!
tfrag14 - I avoided showing the other outdoor areas since I'm still tweaking them heavily for visuals. 
Uh Oh 
It seem that there's rubicon fever going on in this thread! 
COME ONE COME ALL 
Cross the Rubicon... 
Go On 
and make a ikwhite fever to counteract it. 
Hrimfaxi 
locust4: please, please, use those ceiling girders to cast some sweet shadows! (please!) 
All Look Great! 
 
Wow 
that response was off the hook - thanks guys!

These shots are exciting. Rubicon 2 was awesome, and it had that "partial conversion / mission pack / slightly new version of Quake" feel, so I'm really looking forward to going back to that world.

If you guys are all using the Rubicon2 mod, you should just link your maps together into a giant "Rubicon 2 - 2" episode and release it during QEXPO. Or maybe you are already doing this and it's a conspiracy. I am now going to stop making annoying suggestions and go map. I will post some shots in the near future. 
 
oh btw, kingpin textures look good alongside rubicon! 
It's Called 
The Rubicon Rumble Pack 
Oh Dear... 
...after Hrim's second shot I just stopped. I'll be upgrading my system to guarantee playing this lot. Rubicon2 and variants forever!!! 
Nice Work You Guys 
really cant wait to play them! 
Necros Is Correct 
 
What texture set is that OTP?? 
"set"? 
Singular? 
 
If that's multiple sets then you've done well, it looks good. Kinda doomish. 
It's 
jf2, Kingpin, Doom 2, cr8, and Jackboot. I try to learn from the best texture mixers (aka distrans). 
Hi All, I Just Made My First Map Release For Doom 2! 
 
omg woodmet!

also, make a news post about it ring. 
Reposted On My Blog Ofc.... 
Pretty good map. IMO I think it suffers a little from not enough ammo near the beginning and also it's quite tough, I never realised that the Revenants rockets tracked the player until I played this map. 
 
Plus it's a bit too linear, could have done with a couple of branching paths. 
Thanks, Fifth. 
I got some recommendations from the guys over at the ZDoom fourms and I fixed some misaligned textures and an area were the player can jump onto the crates and over the fence to get the blue key. I've uploaded V2 of the map btw. 
RoQ 
pretty cool map, but what 5th said.
Needs more ammo. 
Someone Need To Switch To Thief DP-ThiefTMA 
 
 
RoQ: Overall a nice little map for a first release. Demo recorded with ZDoom 2.7.1 - not sure if it works across quickloads, though.

Q1SP screenshots: Cool. 
I Was Bored And I Made This: 
Progress Of A Sort... 
5th 
 
 
That wood needs a lot of realigning on the smaller sides. 
^^^That Nickname 
needs a lot of imagination on both sides:) 
Hrimfaxi 
If you don't finish that beast of a level I will cut you.

So many screenshots :O Looking good! 
#10822 
RLOF 
Alignment 
In this case I'd agree that a bit more alignment might be good, and wouldn't distract from the ID1 stylization going on. Agree with mfx too about that particular wood seeming somewhat out of place in shot 2.

1st shot atmosphere is rad, can't wait to play it! 
So 
When is the QExpo anyway? 
 
The map has a lot of wood trims so that's unlikely to change much. Alignment is something I usually stick on top of as the map progresses, though I will be looking to get the next couple of maps tested before I do a second pass. The second pass usually involves refining everything and adding a few extra secrets (so the people who tested have a little extra something once it's released). 
Something 
Rubicon Screenshot Megadump. 
All looks great. HTH. x 
Yes. 
Rubicon shots look very cool, i'm excited to see this megapack when it's released.

P.S. regarding <a href="http://www.quaketastic.com/files/screen_shots/tfrag05.png
">this screenshot</a>, you should give r_oldwater 0 a try :) 
 
P.S. regarding this screenshot, you should give r_oldwater 0 a try :)

Failed at my own messageboard 
Metl 
why did you default that to on? i always looks worse. :( 
Necros: 
probably a mistake.

My philosophy when working on fitzquake was that it was a drop-in replacement for glquake -- lots of people using broken glquake, so let's give them an engine that is better, but has the same defaults for cvars and stuff so their hand-crafted configs still work.

Another example is gl_flashblend, which still defaults to 1 in fitzquake. Notably, both of these cvars default to the higher performance setting rather than the higher quality setting. This is due to targeting the same hardware specs as glquake, which at the time was reasonable.

But this is a new generation of players at this point, and most people get recommended fitzquake who just installed quake from steam or are coming from a different custom engine. And they have much better computers. So I really should change all the cvars to give the best looking experience. 
 
I should really finish that secret. All the testers are disappointed when they find it, and oh back at least once, thinking I can't possibly have left something unfinished...

Oldwater? Ok. Don't remember what that does...

I miss r_lavaalpha, r_slimealpha, r_telealpha. 
 
everyone who uses fitzquake or quakespasm should turn r_oldwater off (set it to 0). it makes the water texture warp completely smoothing (like it did in software quake). 
Misc 
nothing much here (hopefully some actual screenshots in the next few weeks, as I am finally about to have some spare time), but anyway:

q2warehouse-ish coloured lighting shot previously posted:
http://www.quaketastic.com/files/screen_shots/oldcolour.jpg
version with no coloured lighting:
http://www.quaketastic.com/files/screen_shots/nocolour.jpg
The more I think about it, the more the second one looks more "Quake." Btw it is a bitch to light those white textures especially in a level with no global minlight.

I was going for foreboding:
http://www.quaketastic.com/files/screen_shots/bw3.jpg
and a random editor shot of more fleshy life forms interfering with things:
http://www.quaketastic.com/files/screen_shots/noob%20saibot.jpg 
Nocolour 
The more I think about it, the more the second one looks less "Regurgitated disco horror."

Definitely better. 
Tronyn 
use fullbright pixels on the lights???

and yes, please go in the no-colour direction! <3 
Both Are Good In Their Own Way 
Of course wihtout colour is more Quakey, we are more accostumed to that in Quake. Provide both versions, if someone doesn't want the colour, he has it easy just by removing the .lit file

In the coloured version i like the violet coloured glass at the left. I think that more subtle colour in the rest of the lights is better for Quakey feeling. Non-coloured shot feels a bit dull, maybe it is just a feeling i have after seeing the coloured version, maybe it is because it is mostly black and white textures, maybe it needs stronger contrast in shadows or some spot that calls you to look at.

The third shot is perfect. don't change it. It feels like a shot from a recent high-technology graphics game.

Fourth is good too, maybe the texture used in the inner part of the window at the right ...

RingofQuaddamage, i can't give you a decent opinion as the last time i played Doom was 20 years ago, but those look good, maybe less of that brown texture. 
Tronyn 
 
Nocolour Shot Is Better 
but the lighting is a bit dull. 
Colored Lighting 
quake doesn't have to be black&grey only. i like colored lights, just make them less intensive. only mild color tint here and there would be enough. 
Pretty Great Stuff 
there from tronyn. :) 
 
even to us colourblind, the coloured version is a rainbow overload. no colours pls.

bw3 is a work of art though! 
However... 
I still claim that a two-color light scheme could be used to great effect. Too bad I don't have any engines with colored light to work with.

Look to James Cameron's lighting techniques and try it again. 
No Colour 
Personal preference 
Work Continues On My Mini-mod! 
 
Not a big fan of "smooth" lighting in Doom. Most of the time it doesn't look nearly as natural as lightmaps, but it eats a lot of sectors.

Just a personal thing, of course. 
 
Considered swapping the cave textures for something slightly brighter and less noisy? 
So 
Who wants to test the Rubicon Rumble Pack? 
Sure, I Would Like To. 
Just send me the DL link by PM in steam. 
RRP 
Best start map ever. Just wanted to get that out :) 
Shhht.. 
 
BRB IN SPACE 
Nice. 
is this a custom texture set? I dont recognise it 
ROQ 
Wow, nice ! Gives me desire to play Doom again now ;) 
@fifth 
I am using community chest 44 textures (by various people) deconstructed textures and a sky from Vrack 3. 
More Wip 
Niiiiiiice 
 
Looks Nice! 
That somehow reminds me of the first room in Wolfenstein. 
I'm Making Something For MAYhem2048 
 
All Doom maps look the same to me. 
 
because of limitations of the engine or because custom textures are more rare in doom maps? 
Neither 
It's simply because if you don't play a game, you're not familiar with the nuances of its custom content. Someone not playing Quake would feel the same way. Which is not to say that of the vast amount of custom levels there aren't indeed many generic parts that look alike. 
 
Partly probably that but I mostly blame the lack of brushwork and lighting. 
 
Yeah well, Doom doesn't work like Quake at all in that regard. You can do nifty architectural stuff in Doom but nothing too complex. 
Spirit 
Have you tried out some of the newer Doom engines? I personally like Risen3D and some of the maps made for it, especially the Egyptian themed one. If I were the type to give ratings I'd easily give it a 9 out of 10 (nothing ever gets a 10 in my book because there's no such thing as absolutely perfect). 
 
I recently tried some stuff for Risen3D. Felt like going back in time to the mid-00s, when it was all about making Doom look "modern" without much consideration for exploring its strongest points. The models are straight from that era, very little has changed.

Although it's probably wrong to judge by one level that I didn't even finish. 
 
10 doesn't have to mean perfect. It can mean, "Has my highest recommendation". Making 10 mean perfect means your scale is from 1-9. With 9 being perfect. And down the spiral we go!!! 
Turn It Up To 11. 
Nuff said. 
 
Risen3D is not available for Linux and looks buttugly. Thanks though! 
 
"10 doesn't have to mean perfect. It can mean, "Has my highest recommendation". Making 10 mean perfect means your scale is from 1-9. With 9 being perfect. And down the spiral we go!!!"

I blame my navy days for that. Nobody got a straight 4.0 evaluation from me, including myself (yeah, I had to evaluate myself which was kind of pointless really). Nothing is ever perfect and I'm always distrustful of any score that says something is perfect. If you can't find at least one fault with something, no matter how small it may be, then you weren't really looking at it.

I'd have to say that there are very few things that get that level of scrutiny and attention to detail. Generally speaking the worst enemy of good enough is trying to be the best, that usually means that nothing is ever finished because you're too busy polishing the cannonball to actually get it loaded and doing its job.

So yes, I suppose my scale is actually 0-9 out of 10 (which is still a scale of 10 if you think about it). 
Ratings. 
I used to really prefer the rating system of 1-5 in the old CVG mags.

1. Poor
2. Average
3. Good
4. Very Good
5. Excellent

With this rating alone it would still make you want to read the article because it still feels less scientific than percentages or marks out of 10.
Plus CVG used to have a call out box with a second opinion on the game.

I really miss that mag, it was the greatest. If a game feels like it should somehow be worse than 1/5 they used to put little turd symbols all over the place. 
Turds 
Now THAT is what Func_Msgboard needs. Every post that I have ever made needs that as an icon. Instead I'll use a crate, which is a sort of turd-ish thing seeing as it just sits there, takes up space, and is not something that people want to see. 
Just The One Screenshot... 
I have a problem... my "quake like id did" is become a little bit more detailed than I intended... Oh well.

https://www.dropbox.com/s/4b412mxcf71j37j/map4.jpg 
 
It's looking pretty sweet regardless.

Do you have any particular "rules" that you're trying to operate by, or are you more or less going by feel? (I remember that the DTWID guys really went hog-wild trying to figure out concrete aspects of the specific design styles of various Doom map authors.) 
Not Really JL 
I am making this entirely on my own and I don't really want to spend any time going through the minutiae of each mappers style. Generally speaking most of the maps in Quake could have been made by any of the other maps, *except* Sandy who had an almost doom-like style to his maps. I'm not even sure if I will end up finishing much beyond the first episode.

That also brings me to something else, should I release each episode as I complete it? 
QTWID 
Sounds sexy. I'm ready. 
 
I like the clean look of it... like if Id had spent the time making sure everything lined up neatly. 
 
IMO you should release episodes (or even individual maps) as soon as you are happy with them. 
That Shot Looks Very Nice 
Its more detailed and clean than previous maps, maybe even to nice, compared to the others. Not that they aren't pretty in their own way, but this is different, obviously, and might stand out as such. The nice details within the map might slightly undermine the aesthetic of the pack overall... Then again, as a personal project, whatever. I'd also be worried that the project could get extended/distended if you start feeling the need to do that consistently throughout, if I were you.
I'd say that considering the relatively quick pace at which you made the previous maps, it would be a better pay-off to release episode-by-episode, or, if you can make yourself wait that long, until the whole project is 'finished' - whether that's a 'megawad', or 2 episodes, or whatever.
That being said, one or two maps released early could, depending on your work/motivation style, give you the impetus to keep going at a fairly quick pace... 
....jesus 
who, other than myself, after a long day at work, and hoping to be constructive but worrying he is just rambling, writes like that? It is, I feel fairly safe generalizing on this point, a super fucking annoying way to write. 
... 
Drew 
All too recognizable, I start rambling trying to articulate trains of thought. Rereading afterwards makes me realize I could condense stuff into a third. I even piss myself off reading some of my crap. Lol. 
Yes Totally, (long Winded) Story Of My Life 
... Or whatever. 
Something's Changed With Func... 
 
Trenchbroom Tutorial Video 
I decided to create a tutorial video, this is a test. I would love some honest feedback on it, I want to create a series of vids which allow someone with zero level design experience to easily learn how to map in a short space of time.

https://www.youtube.com/watch?v=BisleGBgQ4w 
This Video Is Private 
 
Whooooooopsssss 
Ok I set it to unlisted public. 
First Impressions 
Do an intro. Something that lasts 10 seconds and has a logo with a cool name.

Script it; you tend to repeat words a bit. Even if you throw the script out you'll be more fluid and comfortable because you have practiced.

Divide it into sections;
Tools
Compiling
Editor Setup
Engine
Brushwork
Lighting
Entities
etc.
At the start of each of these would be a good place to show your cool logo again as a type of intermission. This will help users pause, come back to it, try things out etc. and keep their mental place in the video.

Don't start with the func page - this should be something towards the end 'you can get help here'.

Show a map in the background near the start before you get into the detail, like 'You're going to be able to build this by the time we finish'.

Finally, finish with a preview of what the next video will contain. Maybe even break it up into lots of shorter videos covering the various topics above. This would allow viewers to jump back and forth and get to the video that explains the problem they're having. 
Fifth 
First of all, thanks for supporting TB, and a tutorial video is certainly quite welcome.

That said, I agree with everything ijed said. The video needs more structure and a script. I think if you plan ahead a bit more, you can make a much better video.

Also, I noticed that you don't use orbit at all (Alt + RMB drag on an object). I think you it would do your editing speed wonders if you try and use orbiting more. I myself never look around without orbiting anymore - it's just so much more useful than strafe + look. 
Sleeps, 
I actually created a bunch of tutorial vids with a friend about a year ago and they were much better than this. He helped me do all the structuring and scripting (he makes films), but he's also very slow at making stuff and terribly unreliable at releasing things. I'm basically throwing myself into the fire by trying to make videos (I spent 3 hours trying to figure out why I was getting lots of noise and feedback on my mic).

The reason I posted my test video here was to get feedback on what I need to work on. I wanted to make the first video a very quick "set up and make your first map", I find if you get very quick results and feedback from learning something new then you'll want to stick at it. If you have to watch several hour long tutorials without getting any kind of results or gratification then the time invested will feel wasted for the pupil.
Getting that first hurdle overcome will mean I can spend more time helping people refine their ability with TB.

As for using orbit, I generally forget about it most of the time. I find the tool very situational due to the nature of mapping for quake. If it was solid space mapping that back culled the outside faces then it would probably feel far more valuable to me. I'd much rather have a forward/backward movement that I can make as fast or as slow as I wanted (and smooth rather than the incremental feel that it has now) and a smoother strafe. 
Q3bsp With Pixlz 
http://spawnhost.files.wordpress.com/2014/05/pixel4.jpg

Did a test for someone about making a pixel art FPS.

Map format : FBSP (512x512 lightmaps, dirtmapping)

Texture format: 32x32 TGA file, RGB (but indexed to quake palette along the way), using an image by Moondrunk

Torch from SJ. :-s Sorry, I was too lazy to make huge square particles, but it's quite possible.

Engine: FTE (SJ) 
 
Why does everyone think that pixel art is about big square pixuls and nothing else? 
GB 
The torch looks sexy, really. 
Beware Of The Stairs 
Madfox 
M.C.Escher style is great! how do you navigate in there? Are you rotating the whole thing in game?
Or..? Just curious 
 
there's probably no real good way to navigate that in the fashion you would like to. I could imagine a set up using portals in unreal but it would have been tricky to do. 
Wow 
yes, Madfox gets even crazier!

Will your trademark animated machines be included?

I have yet to see any game pull off an escher-esque environment (ie people shooting at you from different alignments) - I think Prey was probably the closest. 
Astrolaboria 
-@mfx :
I saw the quake level of the villa of Escher and became so pleased that I wanted to try the other. Print through the animation master, I found a project of Buce Vo, which had a 3D version of it.

Although it looked complicated, I made a model of Pepacura, and I was a little obvious. After I came out a couple of times drunk out of GtkRadiant I began to shift sections. Turning parts can work, but it pointing my eyes to my nose.

-@5thfant :
It looks a bit, but sometimes it is difficult to. Using wrong buttons if the screen is vertical, putting a ladder against the ceiling.

@-Tronyn :
Good idea, from now I'm thinking in func_trains that go my misfits way. Why not make it a giant harmonica that jugs from top to button like a LunaParc? 
MP Level "Paradox" In SIN 
That pulled off the "escher-esque environment" pretty well.

Or is this single player only related? 
Speedy Textures 
I tried my hand at textures a few nights ago:

http://killpixel.com/textest.jpg

From a picture of a rusty baking pan, I cut out horizontal bars and applied bevel/emboss to each one.

The cool part is you just use the eraser to make the worn/distressed bits and the bevel/emboss as automatically applied.

Slap on some grime and blend as you wish, shrink, sharpen, adjust hue/saturation and brightness contrast, index to quake palette and BAM, speedy textures.

This set took about 1.5 hours total.

Now that I know how to make textures I'm going to experiment with less generic designs. 
 
Beautiful! You might want to team up with http://forums.inside3d.com/viewtopic.php?f=17&t=5442 , which looks super promising. 
KillPixel 
Really interesting and nice texture set !

Keep it up ! 
 
Standart Photoshop effects such as Bevel and Emboss are cool for some quick results. Although it's quite important to not rely on them too much. Sometimes they can be a bit too obvious.

Ah, Inside3d. I noticed it's quite hard to get there. After around 2 months of waiting I finally gave up hope that my account will be activated in the current decade. 
 
@Spirit, thanks!

@JPL, for the amount of time, thought and effort that went into them I think they turned out pretty good.

@dwere, agreed. However, using any effect or method injudiciously will look amateur.

If this was anything more than "learn how to make textures" I would have fixed the glare atop the "1138" sign to dim as it moved away from the light source, among other things.

I also understand these textures are about the easiest to make: Simple, geometric shapes with a noisy surface in shades of brown... kinda hard to mess that up. 
 
dwere: Your account should be enabled now. 
 
Why, thanks! 
I3D 
 
OT 
dwere, I fixed the rendering glitch for your model: http://sourceforge.net/p/quakespasm/patches/19/

I'd like to ask on inside3d if the change I made is reasonable, I basically just randomly removed a 0.5 offset from gl_mesh.c, and the results looked good :-)

KillPixel: nice start on the texture set. 
 
Interesting.

They probably added this offset for a reason. But no matter what the problem was, their solution seems rather hacky.

Thanks for bringing attention to this oddity. 
 
my guess is 0.5 puts a vertex on the center of a pixel, rather then the vertex being on the corner of 4 pixels. I can't say why it's there unless it was to emulate winquake, and obviously you're saying it doesn't. 
Green Shift 
Looks Nice ROQ :) 
 
The 0.5 Change 
Bear in mind you're gonna make some people unhappy by changing that 0.5 pixel offset - for example sock took advantage of it on some of his models to create "half-width" highlights on a skin at double the resolution the skin size normally allows details. The Quoth .mdl format ammo models are also textured with the assumption that UVs sit at the centre of the pixel - which prevents them being a pixel perfect match to the bsp versions, but they're gonna be a whole pixel adrift on the right hand edge after the patch.

If you say it's closer to winquake then that might justify it, but just be warned that the GL rules might have become the defacto standard in the mean time...even the software renderer in QME uses the centre point. 
Re: 10914 
that makes a huge difference. 
 
God, I hate GLQuake. 
Good Point Preach 
Yeah, I guess glquake's behaviour for the texture alignment is probably more of a de-facto standard than winquake's at this point 
 
This "different standarts" situation is rather sad. It pretty much eliminates the idea of pixel-perfect detailing. Even if you align everything for one engine, it will look like ass on another. 
Probably Should Be A Cvar Then ... 
 
Cloudy Pixels 
 
Sock working on a quoth map?! Nowai 
Sock 
Keep it burning! 
Hm 
This "different standarts" situation is rather sad

I feel like I just had a discussion with someone about this.

also: yay sock 
 
if every GL-based engine uses the 0.5 offset, and QME (the only native authoring tool for quake models?) uses the same offset, then it seems like this is probably worth keeping.

Probably if you want to "fix" this you should have a cvar that can restore the behavior of all other GL engines, since a lot of content has been made now with qME and tested in a GL engine. In fact what content HASN'T been made with qME? 
Incompatible 
Yeah, glquake and winquake are just incompatible in this small way. I'd give the tiebreaking point to glquake, only because winquake alias rendering has a bunch of artifacts when it renders far away models and large polygons - the distortion is very high. It's harder to make the case for an exact standard based on an inexact renderer - even though it has seniority.

Disclaimer: I may be biased, on account of having carefully accounted for the glquake behaviour on several models and tools, not knowing that winquake behaved differently.

ps: Loving those force-field walkways sock! 
SOCK IS BACK 
HAIL SOCK 
Yay Sock 
fuck, you're just so good at this!

Also Lunaran, what ever happened to the grimy medieval map you posted shots of years ago? 
Also: 
Sock, that looks awesome. 
Jesus' Ringpiece 
Sock, you've made look that even more fucked up and cool than what Neggers does with space maps. Sweet. 
Was Gonna Say 
Kind of a Negke vibe. 
 
yay socks back and has been mapping all this time!

never been a fan of floaty space maps, but it looks sweet. fog is very atmospheric. 
Socks New Map 
has the most notes of any map I have posted on my quakeguy blog and I only posted it a couple hours ago (35 notes so far) 
For An Upcoming Zdoom Jokewad Called WOOO 2 
Glad To See 
sock is back 
Sock 
Stop being the better negke! 
Negke 
Stop being the less productive sock! 
Shambler 
Stop being a mean Scampie ! 
... And Forgot To Mention... 
Sock: the shot is awesome ;) 
 
Nice pic Sock, look fantastic 
 
Also Lunaran, what ever happened to the grimy medieval map you posted shots of years ago?

it turned into five of them, with new monsters. dear god somebody help me 
Lol! 
that's the problem I find, it's more fun to build stuff and then expand it than it is to finish it

still I'm definitely looking forward to it 
!!! 
 
Delete And Start Over Again 
 
Thats Pink Floyd? 
anbd the the texture is jf2rust42..
cheers.. 
#10942 
Amen 
Metal Mixup 
 
People Will Be Mad If You Dont Release... 
Especially those 60+ likes I got on tumblr when I posted the image ;)

http://quakeguy.tumblr.com/post/85936164682/didnt-sock-say-he-was-retiring-from-quake-maps 
 
to have inspired you sock, you inspire me too!
Peace! Release it, come on. 
 
60 likes? Pff, I got 130!!!!!!1123 https://www.facebook.com/8723859970/photos/a.10150277895379971.1073741827.8723859970/10150371386514971/?type=1

Still looking for ACTIVE volunteers to join the page, I lack talent at recruiting people who like to post stuff... Join now to gain a lot of internet power and fame. 
 
Wait... posting on func_msgboard is the secret Captcha for activating an inside3d.com account? That's even more selective than NeoGAF! :-) 
Quake Like Id Did - Dilemma 
I am at a dilemma, I started work on making the secret map for the first episode of "quake like id did" and it was going to be a low grav map. In-fact I was going to probably do 2 or 3 low grav maps in total, but I have learned that on standard quake it has to be named e1m8.

Here's the dilemma choice -

1. Have no low grav maps.
2. Name the map e1m8 and have just one low grav map.
3. Have multiple low grav maps and use quoth.

I don't want to do #1 really. If I do #2 it means we get just the 1 low grav map like in vanilla quake. If I do option #3 then I could have a normal mode, a hard mode and a quoth mode (aka "quoth like id did"). I don't know how much of a pain in the butt it would be to balance for a vanilla mode and a quoth mode though.

Any thoughts? 
 
#2 sounds good to me! But it's not like I'd lead a pitchfork-mob to your castle if you do something else. 
#2 
with mob! 
 
as i assume there is a workaround for your problem.
Negke can help you for sure. 
 
http://mobile.sheridanc.on.ca/~jonescor/temp/progs.dat

add 'gravity' to worldspawn for custom gravity setting. 
Do I Trust This File? 
Is it going to replace all the enemies with spawns? 
 
that would take more effort than actually doing the custom gravity thing. 
I Doubt It Would Take That Long To Do... 
which reminds of this mod that fixes every single aspect of quake....

http://celephais.net/board/view_thread.php?id=60978 
@FifthElephant 
Option #2 is closest to the map pack title of "Quake like ID did it" IMO. I thought that the original concept was just to jazz up, expand and otherwise tweak the original levels as if ID had all of the time in the world to make them instead of being under a deadline to get it out the door.

Now that may mean that they might have added more secret levels with low gravity (I would think that that little extra bit of fun would have been something that they would have made the player have to work for before they could play it no matter what) but as it stands there is only e1m8 hard coded into the original engine which to me says that the "The way ID did it" part of the title means that that was a conscious decision, after all once the engine allowed for low gravity it would have been just as easy to make it a worldspawn entry.

There is a simple workaround, if you are willing to make each episode it's own standalone mod in its own folder you can have four secret maps named e1m8 with low gravity without changing anything in the engine or progs.dat. It's not like anything carries over other than the episode gates anyway (the sigils too) but that's just to activate the episode gates and allow entry to the final boss battle with Shub and there is a simple workaround for that too by simply making it tie into the final exit in episode 4.

The main downside to this is that it forces the player to take each episode in order instead of allowing for them to pick and choose (and the Nightmare skill teleporter might have to be moved).

Just my 2 cents... 
Oh, And... 
A quick scan of the progs.dat that necros posted looks like all that changed was that all of the "Official" map names (e1m1 through e4m8, all of the DM maps 1-6, Start and End maps) now allow for gravity to be set. I also didn't see what I saw in the joke progs where all enemies were turned into spawns. Adding a custom progs.dat is not an issue and to be quite honest you would have to do that anyway because if ID had unlimited time to roll out Quake they would have caught the fish kill count bug and fixed it anyway so no harm, no foul. 
Also.... 
Quake came with a custom progs.dat, so why shouldn't your map pack? 
Well.. 
I don't know what that prog fixes. I have no coding skills so unless someone donates a fixed one then it will just be the low grav... 
 
The idea isn't to spruce up all the id maps but to make an alternate universe quake. I kind of regret calling it that since it definitely feels much more detailed. I don't even think it will run on the original engine. 
I Don't Even Think It Will Run On The Original Engine. 
If you don't mind asking, why not? Unless you're breaking the original engines limits that is. If so I get it and I completely approve (not that my opinion matters a bit of course).

One of the things that I forgot to mention in my previous post was that I almost positive that your project would break the limits set by the hardware of 1995, and why not? That was one of the issues that ID was facing and why there was a much more blocky layout.

I think that any Quake level should still have that blocky feeling (at least in the background) because that's part of what classically defines it (and the original models wouldn't look right if that blockiness wasn't there anyway) but with todays tools, engines and hardware there's no reason to not get a bit more detailed or add more surfaces to draw at once even when you know for a fact that it's going to break the original limits

I was under the impression that you were going to basically keep the general tone of each level, add some new areas to explore, move some secrets and maybe add new ones but in the end keep enough of the original levels general idea to make it recognizable as such while switching up the gameplay to make it fresh again (that's what the similarly named Doom mod did so that's what I assumed here). Was I wrong in that impression or have you changed your vision as to what you want the end product to look like?

I'm not trying to sound whiny here (especially when the whole thing is going to be free anyway so there is no reason for anyone to complain) but there is only what I've read here written by you to go on and the screenshots are few and far between. 
 
With all due respect and not meant as discouragement but QTWID not running in the original engines would be a major disappointment. 
... 
Would be a major breach of public trust. 
Re: Alternate Universe Quake 
I wanted to address this separately because I wanted to make some very specific points on it.

Alternate universes in fiction (and lets face it, Quake is set in a fictional world) have things that are the same yet different (sometimes very different, but still recognizable). For example, even though they share a lot of similarities in settings in a general sense, Star Trek is not set in the alternate universe of Star Wars. They are two very different universes.

I hate to sound like a Trekkie but if you look at how they did it the bones (not the doctor) were the same. The ships were similar in layout and overall feel, the enemies were similar (although they may be the opposite where who was once an enemy were now your friends and vice versa) and so on. In other words you knew what was going on was in an alternate universe, there were enough similarities to know in a general sense where you were but you may have to do things differently to complete your goals.

As a simple thought example, in the original Start.bsp the easy and hard level teleporters might be swapped in an alternate universe where reading was from Right to Left. In that universe it would make perfect sense and not cause anyone to bat an eye but would certainly draw comments in the original Quake universe. I'm not saying that a simple transposition is the answer but that the basic idea's could be the same while still being very different in implementation.

In another example e1m2 has a lot of things going on as far as choices for the player to get around. In an alternate universe some of the original ways to do things would have to be kept while others wouldn't be there but replaced by something different. Secrets, weapons and ammo may or may not be in the same places but the same amount and types would be there, that sort of thing. Continuity is the keyword here. The player has to be able to say to themselves "Hey I've been here before but it's different now".

Let the levels that you are re-imagining keep the bones of the originals. Then you are doing a "Quake as ID did it" because those bones are what helped to make Quake in the first place. Otherwise you are just doing another original mod or map pack and that may or may not stand out above the others. Gimmicky gravity might not be the way to go unless you do some careful thought on it first.


Again, just my two cents and that's not worth a whole lot these days. 
Would Be A Major Breach Of Public Trust. 
I respectfully disagree Shambler.

There are at least a few (free I might add) engines out there that are at least as good as the software 1.0.8 and GLQuake ones that do allow you to break the limits. Unless you want to play on a x386 with 8mb of ram and maybe, if you are lucky, a 260mb hard drive there is no reason for not being able to break the limits, not anymore.

If FifthElephant wants to keep it inside the original limits I have no problem with that (what I said was pure conjecture, but I did expand upon it) but it might limit what he has said in the past about what he wanted to do (he was after all recently considering switching over to Quoth which is so far outside of the limits that it's not even close to being original Quake, so consider that). But ultimately it's his project and it's his call. I'll respect his decision either way and let the work stand for itself in the end. 
Errr. 
Quake The Way ID Did It?

There's a clue in the name... 
"RMQ" Flashback 
If it's no longer what the name implies, better call it something else. People take issue with those things. 
Lol Who Cares What Its Called? 
 
Fifth 
IMHO do what you think is best. Whether or not that conforms to some nostalgic pre-existing name based bias is another question. 
FifthElephant 
look at the original qsrc world.qc

=================
void() worldspawn =
{
lastspawn = world;
InitBodyQue ();

// custom map attributes
if ((self.model == "maps/e1m8.bsp")|| (self.model == "maps/insertyourmapnamehere.bsp"))
cvar_set ("sv_gravity", "100");
else
cvar_set ("sv_gravity", "800");
============
that should do the trick
something like that 
Quake The Way ID Did It? 
I agree 100%. But it's a take off of "Doom the way ID did it". And that is not something that would ever run on the classic Doom engine. It exceeds the Doom limits in almost all respects and requires engines that exceed those limits, which is why I said that I expected that this would exceed the Quake limits.

Did I say "Exceed" enough? That is kind of the point of these types of things. Quake made as if almost no limits were there to keep the original level designers constrained to very limited .bsp and hardware constraints of the day. What would they do given the broad palette that they left behind if they would do it now?

The concept was never to run inside the limits of the original Quake engine (and apologies to FifthElephant if I ever misrepresent this, that's all on me) but to take the original levels and tweak, twist, modify or otherwise change them to be the same, yet different. All while not worrying about original limits.

He's (apologies to FifthElephant if you are a she but he works better in text) is trying to re-image the original Quake levels in some other way. From past comments made by him I was just trying to remind him and the readers of this thread of what he said his idea was months ago. Mission creep sucks and all I wanted to do was to nudge him away from it. 
 
The sentence is "Quake The Way Id Did It" not "Quake The Way Id Might Have Done It If This And That". 
 
Doom The Way id Did doesn't exceed any vanilla limits. It was designed to be as close to the stock levels as possible. 
Quaketree, You Obviously Misundertand 
Doom The Way ID Did does run on the classic engine. The whole point of the project, and similarly FE's Quake The Way ID Did, was to make (new) levels that look and play like they could have been part of the original games, as if made by ID themselves. It does NOT mean touching up on the stock maps or making overly detailed maps that break vanilla engine limits.

I'm also of the opinion that the QTWID levels should run in vanilla engines, otherwise it would defy the goals or the idea of the project. How can they exceed the limits anyway - one should think that smaller, less detailed maps wouldn't even come close to having any of such issues. If they do, there's clearly something wrong with the design.

At the end of the day, it's FE's decision how to proceed. However, I would be very disappointed if it turned afterwards that tweaking the levels for vanilla limits was possible after all. 
Well Then. 
This is a lot of text.

I will probably be disappointing many people with this project. The first couple levels will very likely run on the original engine but the last two maps I made I went a bit mad with the details.
The maps are supposed to be like an extension to the game not a revisit of the originals.

I think if I went back and took out all the details just to make it run in the original exe people would be mad. I might just give it a name like the expansion packs and let it be its own thing.

People will still see the inspiration from the original game 
IMO 
I am a mere lurker, but I think a proper QTWID should be a community project where detailed id style analyses are used to vet and refine maps, just like DTWID. Studying the DTWID site and Doomworld discussion threads would be a good first step. And of course all maps should be vanilla-compatible. Anything else does not follow the TWID ethos and should really use another name, IMO. I very much hope someday a proper QTWID is done, and it would be unfortunate if the name was already taken by a set of maps that follow a significantly different design philosophy. 
Slipgate 
I agree with you on all points. 
Ok, Just Tested 
using winquake and all the maps except map 3 run fine.

The only problem is map 3 took me quite a long time to make and is fairly elaborate. I dont think I could go back and rework the entire map. I think I would have to redo a lot of it from scratch. Honestly it may be unsuitable for redoing as it's just too detailed and too much of the map is visible from any one point.

As for making QTWID a community project? I did make an attempt to do this and the guys here ended up doing a speed map session that ended up only 1 map really feeling like it was made by id. 
 
Which limits does the third map exceed specifically and by how much?

Community projects don't work here anymore, unfortunatly. There's simply too little of an active mapping community left. 
 
The geometry is disappearing, probably too much shit visible on screen. So you can see into the void in a number of areas.

This is the only map which has this problem. I'm probably going to have a look at making some cuts to get it to run in vanilla. 
 
Oh. I thought you were talking about the hard limits that crash old engines. Technically, according to the rules disappearing stuff or grey flashes shouldn't occur in TWID maps, indeed, mut this is not that much of a critical problem in comparison. It can be alleviated by adjusting maxsurfs and maxedges in software engines. Of course, if you could optimize the areas a little more, it would go a long way. Still, no end-of-the-world problem as it sounded at first. 
 
Aren't there already tonnes of maps that are qtwid (ps shouldn't it be qtwidi, what happened to the 'it'?), just play anything from 96/97/98 and they're all within original limits and mostly id textures.

What exactly is Quake the way Id did it anyway... small, blocky, underdetailed levels? Is that really what people want to play now?

I'm all for creating some levels inspired by the style and design that id did, but "extremely under-detailed" shouldn't be a prerequisite. You can make an id themed map with detail.

I wouldn't worry about a custom progs and it not running on the original engine. Is there anyone at all that would actually attempt to run this in the original engine at 640x480? I'd still be playing it in dp. 
Got It To Work 
in standard quake. Probably still needs a tiny bit of tweaking but it's pretty much resolved. (Just chopped down on detail a bit)
The detail I have reduced isn't going to be missed, the map has still retained the same feeling. I think once I am done with this pak I will make a much more detail intensive map like I did with q-deck. This should restore balance to the universe. 
For Those Who Aren't Familiar With DTWID 
According to the DTWID site:
"The idea behind this project was to imagine that the original Doom had more maps before the release, but they were lost. The mappers tried to simulate the work of John Romero, Sandy Petersen, Tom Hall and achieve that authentic id-feeling in their maps."

Achieving that id feel entailed analyzing Romero, Petersen, and Hall's individual mapping styles/habits and refining submissions based on community feedback to better emulate those styles. You can see how the project developed and find some great design analysis in this gargantuan thread:
http://www.doomworld.com/vb/wads-mods/52046-dtwid-public-beta-5-released/ 
Jesus 
if the name causes so much offence (spiney was rigth re RMQ reference) call it soemthing else and still do what you think is right fifth. 
Mapping Advice 
Community projects don't work here anymore, unfortunately. There's simply too little of an active mapping community left.
Sadly this is the state of quake mapping nowadays, but there are a few people still around. It really depends if the project is going to be organized properly and actually finished!

if the name causes so much offence
I get the impression people are concerned because the project name means something special to them and feel it is not going in a similar direction to the previous doom project.

After reading the first couple of pages of the Doom project it seems the doom community spent a lot of time analyzing and trying to understand the original authors building styles and design ideas. I assume this is what Fifth has been doing, but his design process has not been visible to the community, hence the comments.

Here is an awesome quote from the Doom thread that could easily apply to Quake mapping:

You do know that the main reason the stock episodes looked the way they looked is because:
1. id had to make suire the levels could run on a common computer from the early 90s.
2. Romero was a better level designer than Petersen.

I would say that to create a level that mimics Romero you would have to throw away all bells-and-whistles off today and follow the rules Romero made for himself:

* always changing floor height when I wanted to change floor textures
* using special border textures between different wall segments and doorways
* being strict about texture alignment
* conscious use of contrast everywhere in a level between light and dark areas, cramped and open areas
* making sure that if a player could see outside that they should be able to somehow get there
* being strict about designing several secret areas on every level
* making my levels flow so the player will revisit areas several times so they will better understand the 3D space of the level
* creating easily recognizable landmarks in several places for easier navigation
 
 
being strict about texture alignment

lolololol 
 
Well, when you don't have fancy preview modes and auto-alignment features... 
 
There shouldn't be this much of a debate. It's not like Fifth is planning on reinventing the wheel with a tiny mod, he's just trying to redo e1m8's key feature. Blame Romero for being a lazy dicklord who could've easily made gravity a worldspawn key/value instead of doing a shitty hack.

The goal is to make maps that emulate id's, who cares if it's /id1/ or not. Is it 'more' like id did it if he has to use an entity hack and break save game compatiblity? id would never have shipped a map like that. They would do it right in code.

Besides, done in it's own .pak, a custom start.bsp can be made. id wouldn't have had players bring down the console and type in skill choices or which map filename they want to go to. 
Lol 
Blame Romero for being a lazy dicklord who could've easily made gravity a worldspawn key/value instead of doing a shitty hack.

Actually it was American who's been responsible for the main QC coding
Just wondering why the id had never fix all of the qc bugs 
Heh 
although some people may be getting a bit butthurt (and not really, even) *I* certainly can't condemn anyone for that even if they do and actually this is a good design-based discussion. I just hope 5E doesn't take any of it for discouraging since it's great to see episodes still coming out these days, episodes are easily among the most exciting releases. The idea of an e1m8-inspired map obviously knocks my socks off as well (it's true though, e1m8 is arguably cooler than e3m5, yet it hasn't got tributes). 
 
I just hope 5E doesn't take any of it for discouraging since it's great to see episodes still coming out these days
People are just expressing opinions, ultimately its Fifth's project and he can do whatever he wants. Its certainly not much fun to hear lots of people moaning about your project idea, but there are plenty of people who will love it regardless of what direction it is going in. 
I'll Love It 
Cause it was made with TrenchBroom, and therefore, love. 
Basically 
all the maps made with TB are my grandchildren. 
 
Stop it .. all of you, stop it! You're making me want to map and I don't have the time for that. AT ALL. Stahhhhp... 
Scampie 
The reason FE is being publically criticized and subsequently shunned is not because of the mod, but the fact that at least one of the maps exceeds old Quake's visibility limits (*).

Thus the blame isn't on American McGee for employing hacky code, but SleepwalkR for releasing an editor that encourages detailing! 
 
(*) Which, like I said, doesn't seem like that much of a problem compared to the hard limits. 
 
Hold on, there was shunning? Did I miss the shunning? Aw man. It's been a long time since I could get a good shun on. 
/me Shuns Johnny Law 
 
 
Maybe I should just released it without telling anyone that it didn't work on standard quake to see if anyone noticed... ;) 
 
You could take the offending maps out of the pak and release them separately.

Or leave it all as is and call it something slightly different. id tribute pack, or, something.


Or: just do whatever you want! it's other people who are apparently having the heart attacks. 
 
I am looking forward to your release more than the next sock! But the QTWID label might invoke different expectations than what you made. Either live with some bullying from pseudonymous internet twats or name it QTWITIMHDID. 
 
quake the way i think id might have done it ... dude? 
Options = Twats 
But aren't we all internet twats? Am I right guys?

...guys? 
*Opinions 
 
All This Makes Me Very Unenvious Of What The Epic Guys 
will have to put up with for the community based new UT development. 
 
Ha ho no kidding. 
"Unreal Tournament The Way Epic Did It" 
 
Sorry About That 
I probably shouldn't have brought it up...

Fifth, I think that I made it clear that you can, and I encourage you, to make it the way that you want it to be. There can always be a QTWIDI-2 or whatever. My comments were purely based upon what I recalled about what you said that you intended to do way back when you first mentioned it several months ago (December-ish I think). Whatever you release I will play through and based upon QDeck I think that it will probably be pretty good. I personally would stay away from Quoth though. That kind of goes outside of the whole "The way ID did it" part. If you do go with Quoth I would suggest changing the name. 
No Shunning, Just Kidding. 
 
Fifth 
Ignore all this.

Just make something you think is cool. 
"Unreal Tournament The Way Epic Did It" 
Is what it will turn out like. When they realise they actually do know how to make UT better than all the gibbering internet fucktards do (as proved by the previous 4 incarnations of the game). 
 
'id quality is bullshit!' 
Natural Selection 2 Is Worth Playing 
 
Floating Pixel 
 
dat skybox tho.... unffff 
Please Release That Sock 
 
 
Is what it will turn out like. When they realise they actually do know how to make UT better than all the gibbering internet fucktards do (as proved by the previous 4 incarnations of the game).

Pretty much? I had thought this was true from the outset and that this was mainly a way for epic to generate buzz. designing a game by committee is a disaster waiting to happen as everyone tries to pull in different directions and I have to assume they are aware of this. 
Yes 
now you have to! sorry, but its awesome! 
Sock 
very nice. is that your own skybox? Can't remember seeing that before. 
Sock 
Can you make the antennas pointy and much taller, and stick impaled guys on them because that's what I do in every map I make...

Uh, I mean, good work, keep going :) 
 
Shame sock didn't put a clothline with a dirty sock as a credit easter egg in Zendar like I suggested. Perhaps this map is another opportunity. 
 
"Pretty much? I had thought this was true from the outset and that this was mainly a way for epic to generate buzz. designing a game by committee is a disaster waiting to happen as everyone tries to pull in different directions and I have to assume they are aware of this."

Obviously every community suggestion won't be taken at face value and blindly to the game. There's a difference between developing a game "for the community" and "with the community". The latter, which is what we're doing, comes with implied curation and filtering and iteration. 
 
"and blindly ADDED to the game", I meant to say. 
I Still Dont Envy The Filtering Part 
will take lots of patience :) 
 
Or lots of interns. 
Design By Comittee 
is the worst idea. However!

I think a lot of people feel very passionate about their games and what makes a good one (I got a lot of feedback, I will take it).

I think a lot of people really understand what made UT great in the first place. Things that I hated about the newer UT games were the bland colours and the stupid American Footballer style proportions on *everything*. 
I Have To Say Though 
People who will actually make some UE4 prototypes, instead of simply spamming the forums with walls of text, will be listened to by Epic first and foremost. I wonder if that was an intentional way on Epic's end of encouraging people to subscribe. 
PICTURES ! 
This topic is about screenshots. C'mon guys and worms, show us more pictures of Quake maps in the works. I want an erection ! 
 
Yes, prototypes are the way to go if you really want to make an impression. Words are great, but if I can fire up your blueprint sample and PLAY what you're talking about ... that's gold.

"Or lots of interns."

As a first pass filter, maybe. Ultimately, it will have to be looked at by someone at Epic - likely me - before it goes into the game for reals. 
 
AAA games are already designed by committee, may as well have the gamers on that committee too. Even if all their suggestions are fucking stupid, they are likely to lead to better gameplay than what your art lead is suggesting. 
#10894, Dwere 
The point was to prove that a 90s style look is possible with FBSP, q3map2 and FTE, using non-paletted (ie RGB) TGA textures.

The idea was to demonstrate that technology is not per se a hindrance in achieving that look. 
Scampie 
Or marketing, production, creative dictator(s), other designers, parent company wanting to 'help' and of course, the client.

bloated, distributed teams are becoming a thing of the past. The industry has changed so that more agile and focused teams are more effective.

Hopefully this will mean the end or at least attenuation of committee design.

Still a long way to go though. My title is games designer, which really means facilitator. 
 
Random brain rambles, but I wonder how many of those stories of "the publisher ruined our game!" are actually true.

I know it happens sometimes but I think at least some of those must have been smoke screens. Sometimes a game is just shitty. :) 
Oh Yeah 
Not trying to excuse the oinkers I've worked on.

Biggest culprit for a bad game is a bad team and/or teamwork.

This can be caused by morale though, and there's nothing for lowering morale like a command from on high that's counterproductive and must be done anyway. 
Haha 
"there's nothing for lowering morale like a command from on high that's counterproductive and must be done anyway."

Sooner or later, no matter what field you're in, you realize that The Wire describes your workplace. 
Willem 
From my experience, it was a little of column A and a little of column B. A mixture of directionless idiot leads, with a Publisher (who happens to own the studio) who just wants to flip Call of Duty shaped hotcakes off the griddle. So you go from atmospheric horror/puzzle game with time travel mechanics, to mediocre and forgettable shooter with time travel story. 
 
What game are you talking about scampie? Singularity had time travel...

A lot of games suck because there's a mass of dumb cunt gamers though don't know what good games are. The younger console market who just want to do STUPID FUCKING MINDLESS SHIT like minigames and running over pedestrians and collecting pointless crap like new outfits for your character. I've been playing far too many of these open world sandbox games lately that seem to be more about just fucking around doing random shit with your mates over while eating pizza, instead a really amazing gaming experience. Unfortunately, that seems to be what brings the money.

Dead Rising 2 is the current one I'm playing through and I'll take any COD game over DR2. 
 
@nitin, yeah this weekend hopefully.

@necros, yes this is my skybox. I bought the latest version of Terragen and have been testing out some ideas, this is one of them.

@ijed, the architecture is a cross between runic and base. The towers of runes are suppose to be topped with metal antenna poles. No spikes or bodies for this map.

@negke, never been a fan of easter eggs in my own maps, just simple secrets is enough.

@rest_of_the_idiots, seriously start another thread "UT dribble" or talk in general. This thread is suppose to be screenshots and feedback. >:( 
A Peak Into Crateworld 
For Scampie 
Yes 
I was working on it for awhile at the end of that 'two year mess' 
And I Should Add 
I have nothing but respect for the team that came after and actually finished it.

But I can only relate my time during that story... and it was not a very happy time. 
Sock 
awesome look forward to it. 
The Problem With Bob ... 
...is That. 
They are fucking annoying to fight against. Not hard, just annoying.

Map looks rad tho. 
Maybe Thats An Idea 
Change them for Sentinels?

Those are a bit more runic than tech and don't have the dodge behaviour. 
Ffs 
Man up, you pussies. Bobs are much less annoying than any other Quoth enemy.

Sentinels are most likely too slow/poorly visible for that environment. 
 
Bob is rad for its retro look (rivaled only by Floyd from Rubicon 2) and death sequence (I dunno, I just like it). 
Singularity 
Really interesting read. I enjoyed the little I played, but the the shoddy DRM (game freezes when not connected internet) broke it for me :(

Steam is DRM enough, I wish publishers would stop bogging down their products with this crap. 
Ffs 
Cliche up, negke, you macho nob.

Actually, sentinel's slowness would work well in the void I think, it could add some vibe to it, especially if they have patrol routes. 
Although. 
I should have faith in sock, I doubt even Quoth can ruin his reliably fine gameplay balance. 
 
Man up, you pussies.

The new enemies are belligerently unfun. Each one feels like Doom3's "bludgeon the player and call it a challenge" design philosophy brought to Quake.

I could tolerate this at first for the sake of playing cool maps from the community, but it became a dealbreaker when some in the community made clear their attitude that it was my fault. Quoth can apparently only be appreciated by people better than me, because I'm a pussy.

I won't even read the news post for a new map farther than the word Quoth anymore, regardless of who made it or how cool it looks, because I already know everything I need to.

For sock, I'd make an exception. Good thing Quoth implements impulse 205! 
Doom3's "bludgeon The Player And Call It A Challenge" Philosophy 
Doom3 was challenging? That's news to me.

This is how Doom3 "bludgeoned" the player:

"Ok now, we're gonna spawn not one, not two, but THREE enemies in your general vicinity. Be ready, we're giving you all the ques that this is going to happen... hey, here it comes, get ready. It's coming. Aim your weapon, use your WASD keys. Here it comes. We're gonna spawn them one at a time, just in case you get flustered, ok? Get ready. Actually. Nevermind, here's a scary sound and a medpack."

NIGHTMARE mode was such a missed opportunity in that game. They had the chance to offer a challenging difficulty setting, instead it's just veteran with decreasing health :| 
Well 
There are two sides to the issue, in my view. I agree the gameplay in many Quoth maps can easily become annoying, but is it because the enemies are designed in a bad way or because the authors use them in a bad way?
Probably a bit of both: It seems to me they were intentionally designed to be more difficult in order to provide a high-tier supplement to the stock enemies much like the occasional fiend and shambler in a base or medieval map. However, authors often use them as replacements for regular enemies which results in a much harder overall experience rather than situational difficulty spikes.

So perhaps a misunderstanding on both parts. Designers wanted high-tier supplements while mappers expected normal-type additions for extended variety. Add to that a possible veteran player mindset on both sides and the result is frustrating gameplay.

I don't mean to bash people for not liking the new enemies, prefering less taxing combat, simply being not as hardcore players as others. Shambler being the exception of course! :) However, in the case of Bob, I don't understand the hate it often gets. It's not unbalanced in terms of health and damage like several other Quoth monster; the only thing that sets it apart from the regular enemies, in a positive way IMO, is its unique attack behavior which I don't consider difficult to read and master at all, there's no randomness or unfair behavior. 
The Problem With Bob ... 
Sock
Let me be you're betterman(live) 
About Nuwolf 
i'd like to here , whats happened to D4 beta
anybody in 
Lool 
I had no idea people disliked Quoth's gameplay until, I think it was with ARWOP, someone said that Drake was just like Quoth - I thought that was a good thing but apparently not!
Personally I think Quoth is great, but apparently I've underestimated the traditionalism here, even though I didn't even use a skybox until 2008.
Anyway it's nice to see forum activity and Sock screenshots. 
Guys... 
this is supposed to be the screenshots thread. not some debate thread. 
 
discussion goes where ever discussion currently is. over the long run, the thread will go back to it's original purpose. 
Relentless 
I think relentless is a fair assessment of some of the Quoth monsters. On investigation, I found that sometimes they were literally more relentless than stock monsters in nightmare. When the patch notes for 2.2 say that the "contrast" between nightmare and other skills has been increased, translateed that says the worst offenders have had such behaviour shoved into nightmare where it belongs, and more resemble Quake creatures in skills 0-2. 
Yeah 
I get the flak Quoth receives despite my personal love for the additions on offer, but I've always felt bob criticism was weird -especially after he got retooled. his pattern is very easy to master, I think. 
 
I think that sometimes designers will design a monster that's numerically in line with Quake monsters, but put one in a test box with a pillar in the middle, easily kill it without being hurt, and think "oh, I need to make that way harder." Thing is, every existing Quake monster fails that test too. You can even (laboriously, with practice) solo a Shambler with the axe just by doing the "shambler dance." The danger of a Quake monster doesn't come from its abilities, it comes from how those abilities overlap with other monsters, with surrounding architecture, with where the player's attention is focused, and with how his movement is constrained.

Meanwhile, the whole Quoth menagerie has homing shots and perfect leading shots and hitscan attacks with no anticipation frames and every new dude is like his own miniboss.

this is supposed to be the screenshots thread

You're right!

http://lunaran.com/pics/lunsp2/lunsp2_0019.jpg 
Fucking Incredible 
 
Lun 
That looks more moldy than my 92 year old grandmother, and I like it! 
Addendum 
to people complaining about actual discussion taking place on this forum for a change: Calm down. 
Lunaran 
Bring back the forge screenshot! 
Solution: 
use rubicon monsters, they are fairly nonthreatening when spawned alone in a cube room :) 
 
I really liked Singularity, it's an underrated game. I didn't realise it had such a scrappy development. Ironically I think it's a better game than Wolverine Origins in pretty much every single area.

Funny that it had such big issues running in ps3/xbox - the levels are all pretty small and linear for 2010. 
Damn (re Singularity Development) 
I know there's Hellraid, but I always hoped Raven would be able to return to their roots. I guess I hoped for the same thing with Human Head. Hell even with id, since they've done nothing in 10 years that reminds me of their old stuff. I especially suck at letting things go, but from Heretic 1/2 to Call of Duty franchise work just depresses me. We all know the masser the market, the dumber, but I'm sure all of us have seen the same commercial influence corrupt things - the parallels with music aren't too hard to see. 
Community Game Development 
Saw this on reddit, pertinent to a previous discussion...

http://imgur.com/LI3UBoN 
Lun 
Fuck yes. Love the moldy mildew monolith deal you're showcasing there. I'd say I can't wait to play it, but I guess the last couple years prove otherwise. That shot has me more excited than Sock's though, which is saying something! 
That Shot Form Lun 
reminds me of the atmosphere from another game, cant quite remember what though! But love it. 
Lovely Skybox (where Can I Get It?) :) 
 
yeah looks great lun (once I put it into photoshop to turn the brightness up hehe) 
 
 
hehe exactly willem 
 
man up you pussies! lunsp2 is for hardcore players who cover their windows with black tape! 
Lunsp2 
i love the massive height of that hall. something that might be a cool theme would be a map where every room and hallway must been taller than it is wide except where absolutely necessary. 
#11059 
For the common sense - see, you ARE capable of it.

But, it's not just about the difficulty or the imbalance, it's about the annoyance - Bobs are one of the easier Quoth enemies, but fighting them is annoying due to their size, dodge mechanics, and distracting attack. 
Necros 
For one of the maps, I've set the goal that the player starts near the very top of the valid grid, and the exit must be near the very bottom. All (or nearly all) the 768^2 maps had the player start at the bottom and ascend, which is a very natural progression to the point of being the default. I wanted to see what the hurdles were in designing a map where the player is always descending, deeper and deeper, without just stacking locked chambers.

http://lunaran.com/pics/lunsp2/m2editor_side.png

Discouraging shortcuts is tricky in a game without falling damage, as is creating combat scenarios where monsters below you are still threatening.

When I build it out for real it'll be fun to transition the visuals to an extreme degree as you descend, so it feels like you're disappearing into the bowels of the earth. 
 
yes, i've tried going from top to bottom as well and those problems are why i never followed through with a complete map.

finding ways to stop the player just jumping down without flat out putting walls everywhere is a huge challenge. I am curious to see you complete this map just so I can see what you end up using. :) 
Endless Wind Brushes. 
HTH 
Whoa 
Lunaran, what editor are you using? 
That's Radiant 
 
Sikkpin's Qe3 
an unreleased version with bugfixes someone here sent me. it was either necros or negke. anyone know where sikkpin's gone?

I like QE3 because it still scrapes a folder full of *.qc files for /*QUAKED*/ comments, so I can document entities as I create/change them in the code, and not have to faff around with maintaining a separate file. Also because it's basically Radiant. :)

necros, having lots of death pits helps. I made a chart of the maximum distance a player can leap horizontally given 'x' height difference, so I can make areas visible down below the player that are just far enough away that a flying leap still sends him into the void. you can also use a ceiling a bit wider than the floor, so if you try to drop down you'll slide straight down the side of the ceiling brush and past the ledge. it's still possible sometimes to nail a gentle keyhole trajectory between the two if you do that, but it's hard enough that it probably falls under "speedrun tricks" which is okay. 
 
I like QE3 because it still scrapes a folder full of *.qc files for /*QUAKED*/ comments, so I can document entities as I create/change them in the code, and not have to faff around with maintaining a separate file. Also because it's basically Radiant. :)

i now feel like a complete buffoon. i had no idea it could do that and would always copy/paste the comment block into a separate file. god damnit that is a massive time saver.

how do you set it up to do that? set your base path to your mode folder? 
Yeah 
f5 to edit project, and change "Entity File(s)" to "c:/games/quake/sickmod/src/*.qc" or whatever.


seems like id used .qc files like a functionality garbage dump. qe3, qcc, and modelgen each parse .qc files and digest separate but overlapping parts of them. 
 
my god... how did i not know about this feature?? 
SleepwalkR 
That could be cool to have in TB... 
 
@Lunaran, lovely mouldy look, I thought you had finished that map? Is that green or black fog at the top? Are you reworking the textures?

More Metal Pixel Pimpage - Runic Prison 
Nice Stuff 
Are those from the wad I uploaded a while back?

Metal is great. You are obligated to keep it clean and 'bland' for want of a better word...

Gah this is a fun hobby. 
 
one thing that would be nice for metal would be an ikbase style set with some angled textures for a bit more variety. 
Runic Base Trim Set 
Are those from the wad I uploaded a while back?

No, I started with two large rune sheets from my favourite metal map by Kell. I then extended the rune shapes into larger panels and created a collection of colour/style matching metal trims and door structures that also work well with the id runic set. I even created runic light fixtures with horz/vert versions for correct rivet shadows.

The final set has enough panels and trims to create enough variety for edges and large set piece objects and not feel out of place next to id runic pieces. The wad and source map will be included in the metmon pak file if anyone wants to play with them in their own projects. 
 
sock, I've already had to rethink a bunch of visuals in the first couple maps because you one-upped me so much last year, please don't make me have to rethink the metal map too :( 
Lun... 
just do what I'm doing... intentionally make shit maps and say "it's like id did it". ;) 
 
lmao 5th 
Well, This Looks Different... 
Looks Good Quaddamage 
is this a map, episode or megawad? 
It's Actually Another Part Of A Map I'm Making For WOOO 2... 
...Which is an upcoming jokewad for ZDOOM. 
 
It's certainly a mega screenshot ... 
 
Are those hexen rocks? 
Mmm Jokewads 
I love doom. 
So Many Pixels... 
Looks Great Killpixel.. 
Really love shot one.

RoQ, not bad... make your screenshots smaller though jeez! ;) 
 
First pic looks cool as fuck, Killpixel. 
Doom Is Somewhat Adequate 
Thankee, Thankee 
oddly, shot 1 was started and completed in an afternoon. I wish all areas went by so effortlessly :(

all shots are very WIP, btw. 
Those Are Some Sexy Corridors 
 
Corridor Crawls. 
I like them. 
The Lighting 
Is pretty sweet also.

In the second shot the stripes of light are coming from the left? (outside of the shot)

The third one also has an interesting indirectly lit look. 
Lighting 
In the second shot, the stripes of light are coming from the top.

When I first started this map I knew nothing, not even that light had properties that could be manipulated (falloff, angle, etc) so I thought of this little gimmick to kinda get light the way I wanted it.

In shot two, you see a little bit of a white light texture in at the top, it's illusionary. Behind it is a shaft with a bright light at the end. This allows you to focus bright light into any shape you want, in this case, a rectangle. By moving the light closer or father away you can change the sharpness of the projected light.

It's a cool effect. You can have very controlled bright light in otherwise dark areas. The contrast becomes even cooler when enemies move between the shafts of styled light.

Now that I know how to change light parameters It's not my go-to way of lighting, however, I still use it for it unique effect in certain areas.

Here are some very early shots, the top right was the first use of the shaft light method.

http://www.killpixel.com/kpcn/KPCN_old.jpg 
 
I remember playing an old version of this... it was pretty unique. :) 
Thanks! 
Good info :) 
 
Last shot reminds me of some architecture I used in the Monolith map in E.Y.E. Good stuff. 
 
The Rune of Black Magic is whispering dark secrets into my brain, Scoob!

http://secretfunspot.blogspot.co.uk/2007/10/50-scooby-doo-background-paintings.html?m=1 
Killpixel 
bottom right shot looks so cool. Way to go. 
Wow 
love those scooby-doo backgrounds.

I love how they light the nighttime scenes with shades of blue. I wonder if this was an influence on lucasarts adventures (esp. monkey island) which has a similar style 
 
 
nice lightning block in the middle. 
More Textures + Mapping Derp 
A few days ago Lunaran posted a pic of a really nice looking Quake4 map. Upon looking through the rest of the screenshots, this caught my eye.

It was sexy and I knew I'd seen it before, like here in Doom3 or here in Quake2.

These areas use tall, pillar type brushes that look structural. In between them you can place walls, eye candy, or whatever. It makes mapping flexible and it looks cool. Ordinary walls now have a bit of interest and the utilitarian look if the beams/pillars adds believability.

So, since I'm over a decade behind on mapping theory, I gave this idea a shot. This also gave me an excuse to give making textures a second try.

BAM.

It's generic as hell, but still cool. This is part of the big map I'm working on. The new textures will seem jarring, as there aren't any others elsewhere, but, meh.

Download the map and take a look for yourself, or Download the textures if you'd like to use 'em. 
 
nice textures! 
Boys... 
I think we found our next speedmap session. 
Killpixel: 
are those your textures?

If so, some advice:

1. edges of features should line up with pixel boundaries in a consistent way. For example, your floor texture has 4-pixel wide openings, but the space between openings seems to be 4.25 pixels, so the third slot is obviously .5 pixels off, and then by the 5th slot you are back on grid. This creates a lot of unnecessary and inconsistent antialiasing.

The wall vent in the top right screen shot, far right edge is an example of repeated features completely not lining up with the grid, so they are all blurry and weird looking

2. repeated patterns like vents and ribs also should be powers of 2 in size. This way even when mipmapped down they retain their crisp readability. Your floor vents are good because they are 4 pixels wide with 4 pixel gaps (once you fix that gap width) so even on the third mipmap they will be crisp. So try to make things 1px, 2px, or 4px in size, and gaps between features should be 1,2, or 4px wide.

3. All of the textures in your screenshot have almost the same color across the entire texture. It's a very flat, brown look. Adding some sort of contrasting material color can really help make your textures pop. It doesn't have to literally be a "Color", it can be more brown but of a different value (for example you have one panel that is slightly darker brown, try making it even darker so it stands out against the lighter brown you are using everywhere else. It can also be the same color but a different saturation, for example taking that brown and fading it almost to a dirty grey color. And of course you can add more of a real color too. The red pipes in some quake2 maps is a good example of color that pops well.

4. finally, a good way to maintain color harmony with different textures -- once you have more than one color :) -- is to make sure that in any given texture, some pixels share the primary color of other textures. The quake palette helps with this of course. if you look at the quake metal textures, the grey textures have blue pixels and the blue textures have grey pixels, so the eye sees those repeated colors and it pulls the whole scene together better. Textures that don't look good together often have no common colored pixels. 
Textures 
@necros - Thanks!

@FifthElephant - IF you do, you might wanna download my first attempt at textures and mix them in for some much needed contrast.

@metlslime - Thanks for good advice. I fixed a few other textures that suffered from the misalignment issues you mentioned, but then just got lazy... I should fix these. What they would look liked mipped never even crossed my mind, nice pointer.

And yes, they're all exactly the same color. I should do something about that. hehe... looks like Alien3.

And your final point is very nice, I'll put all your advice to use my next texture making go around (third times the charm, hopefully).

Tell me what you think of this idea, and if it's not a very good one on a technical level:

I planned on greyboxing an entire map, focusing purely on gameplay. Then making a single, giant texture for each wall, all uniquely drawn. It's basically like megatexturing quake style. I think this could yield some really cool results, however, my technical ignorance causes me to wonder how bsp/engines would deal with that.

Just imagine: a map without any tiling textures, just a big, uniquely drawn canvas full of detail... 
Killpixel: 
It's worth trying but you should do an early stress test to see if it's even viable -- there are a number of steps in the texture loading pipeline that probably never had to handle 100s of megs of texture data. You'll probably need a giant -heapsize, for example.

Also, map load times will go up linearly with the amount of texture data to load. I like how quake takes 2-3 seconds to load a map. Changing that to 30-60 seconds doesn't sound like fun to me as a player. 
 
"Tiling textures are really just a crappy form of compression." -John Carmack

"No, they're a great form of compression." -Lunaran 
 
Carmack 1, Lunaran 0.

yes killpixel studying the level details of lunaran and others like him that are good at architecture is the best way to improve your mapping skills. 
I Love The Style Man 
Speedmapping could be a great idea with this set :) Totally Doom-base style (which I love).

<3 
Tiling 
Crappy form of compression, great form of workflow. 
RickyT23 
Glad ya dig it :D I rather like the doom base look myself. 
 
Carmack will decide on a viewpoint that he finds "pure" and then use that as the justification for a huge amount of decisions that must be correct because they're derived from a pure assumption.

We all heard the story he kept trotting out about "being able to see what brick will pop out of the wall" in a cartoon because the brick is cel shaded and the wall is a painted background and that's why lighting should all be unified and real-time. Great, sounds terrific. Lighting wasn't unified up to that point, of course, because it allowed you to make pretty deep case-specific optimizations that made your game actually run fast, a lot faster than Doom3, but now you've talked yourself out of that completely for pat-yourself-on-the-back points. Anyone else would be called naive.


Tiling textures are, from a certain very grognardy point of view, a form of compression. Sure. And if your goal is to perfectly simulate the real world, yes I guess it's not 100% accurate. In the context of the reality of having to make a video game, however, it's really pretty damn good.

1) Very simple to implement. Already supported by 100% of hardware!
2) Artists intrinsically understand it and can work with it easily.
3) Players barely notice, and environment artists barely notice once they've started playing and stopped looking.

I no longer take the view that the goal of a video game is to perfectly simulate a real world, because doing so just so you can fill it with absurd gunfights and guys who wear tires for hats is dumb. Building a game with nothing but unique surfaces and textures that the player will then drive past at 40 mph in a dune buggy is dumb. 
 
but that concrete wall looks literally the same as THIS concrete wall!

MY IMMERSION! 
 
I planned on greyboxing an entire map, focusing purely on gameplay. Then making a single, giant texture for each wall, all uniquely drawn. It's basically like megatexturing quake style. I think this could yield some really cool results, however, my technical ignorance causes me to wonder how bsp/engines would deal with that.

Its a trap! Unfortunately the only person who is really going to notice all this detail is you because you created it. Most players will notice the first room, but after that it, it will just become a blur of detail overload.

I never really understood the fascination with the metal Doom3 texture set, its mostly fixed sized panels painted over generic corridors. I really preferred the wide atrium, outside areas and underground temples to the constant alpha/beta/gamma lab corridors sections. 
 
Taken in context, extolling the virtues of megatexture, his comment makes perfect sense.

But, sure, if you want to talk realities of shipping games you certainly wouldn't want to listen to John Carmack. What's he ever done? ;) 
 
Let's also bitch about how Quake maps are slower/harder to build/longer to compile than Doom maps because of all the bullshit innovations. 
On A Tangent 
All realistic games suck. 
@sock 
I see your point, and you may be right.

However, I quite liked the (macro) detail and uniqueness of RAGE. It didn't feel like detail overload and the environment always had my attention... of course, that could be because the game had absolutely nothing else to offer.

The idea of greyboxing is to give the level designer total freedom in terms of gameplay. Later, the artist can "make it work", making giant, area specific textures which gives the artist flexibility needed to do that.

So far, my little test is coming out much better than I expected. The mapping is easier, the texturing is easy and it's looking really cool.

I'll post my results in a week or so. 
"What's He Ever Done?" 
Number of games (non-id & excluding expansion packs) shipped on Quake3 engine licenses, according to Wikipedia: 15

Doom3 engine: 6

Rage engine: 2


Do the Unreal or Crytek engines only support one lighting path? They must, if it's such a brilliant streamline. How about fully virtualized textures and geometry? 
Lun 
mean this?
https://www.youtube.com/watch?v=00gAbgBu8R4
This is so 2011. 
 
wasn't that video panned as just a play for investment capital? 
 
Well, you know, billions of voxels are really just a poor form of compression. What we need are actual digital atoms. 
Reality 
Seems like a pretty shitty form of compression, although then again we seem to be getting some hints that it's more efficient than we think 
"What's He Ever Done" 
To the best of my knowledge he's never made a level. Carmack is an engine guy. That's not a bad thing or a pejorative statement but as I see it it's not in his toolset to be creative outside of programming. I liken him to the guy who lays rebar, makes forms and pours concrete into them. He makes the foundations that great buildings stand upon, but I wouldn't call him an architect even though the architecture wouldn't stand without him making the foundations that they sit upon.

This line of thought brings to mind some other people. For example Henry Ford made a blanket decision that all of his cars would be painted black. It was a wise decision in that it streamlined the production process but soon enough people were paying extra money to get their cars painted in colors other than black. Ford made the cars but others added color. As I see it Carmack is the Henry Ford of the gaming world. 
It Should Be Noted 
"Pure" mapper's perspective is also limited. 
"Pure" Mapper's Perspective Is Also Limited. 
Without a doubt. But I will say that the mapper has to learn the limitations made by the engine so they tend to understand what they can or cannot do. The guy who makes the foundation doesn't always know what will be built upon it so it has to be both robust and flexible. Carmack did that well and I have a lot of respect for what he did. But, his vision was in programming the engine and what it could do, not the levels themselves.

Doom and Quake were both built upon Carmack's engines. What came out of it wasn't Carmacks doing any more than any work of art was made by the people manufacturing the paint, stretching the canvas or quarrying the stone. 
I Dunno 
I think at some point he made some deliberate decisions relating to what sort of game he wanted to see, including its environments; he seems to have dealt with mappers' requests with impatience. I think he did have a vision of the games and that the limitations of his programming reflected that. The artists worked within his context and that context was certainly not mostly unconscious. 
 
I understand the analogy somewhat, but I think that creating an innovative engine is a bit different from manufacturing some generic tools for artists. You can't do the former without a slightest idea of what you want to see in a finished product. That's the problem with Carmack's latest efforts - they're too focused on certain goals, and therefore are less flexible. 
 
Holy hell ... Look, the quote in question is in regards to selling megatexture as an alternative to levels mapped with tiling textures. His point being that all tiling textures are is a form of texture compression - he has a valid point.

I don't know why the argument that Carmack never made a level raised it's head here, but it was never argued that he HAD so we can leave that one outside for now.

Technologically speaking, the quote is correct.

Ask any artist (at least the ones I know) if they'd prefer tiling textures or unique textures and they will almost always choose unique. Tiling textures, however, are more realistic for shipping games but I think that's more of a workflow/storage issue than a visual or aesthetics one.

So if uniquely texturing worlds ever becomes as easy, workflow wise, as applying tiling textures you can bet money that it will become the standard. 
Willem Hit The Nail On The Head On All Points Raised 
Also, unique textures =/= realism.

To me, megatexturing just makes the art (realistic, surreal, cartoony, whatever) more rich and interesting. 
Heheh 
To me it justifies a $59.99USD price tag and 50GB of data XD 
WIP Plutonia Map 
[IMG]http://i.imgur.com/IIAMOk7l.png[/IMG] 
 
 
Looks nice! 
Looks Good 
makes me want to go on a doom binge 
Some Unfinished Business 
1 2 3 4 - Kell 
Ugh 
So good. I remember these... Are they lost forever, or are you advertising that you have the source? 
 
please tell me you will be finishing those, neg!!! i loved them back when he started them and they are still amazing. 
 
I don't have the source. Just stumbled upon the screenshot while searching for a particular video for mocking sock and thought I'd share them for inspiration. 
#11162 
That implies you still have them!? 
 
not the sources, no. these were maps Kell made during Quoth dev that he had originally intended to make into an episode. Unfortunately, what you see is most of what there is. 
New Paint On The Walls 
1 2 3

Socks Sky is from sock, havent got a better one at hand now:)

map is just a speedmap with nothing really in it, no time.. 
 
that looks super cool!

If only the egyptian enemies from rogue weren't so shit they'd fit in so well there. 
Ooh Yeah. 
Agree! Maybe the altered ones from Drake? Certainly a few centroids would fit the setting!

By the way, holy hit You map fast! I really have to get trenchbroom working.

Also shame about the kell source. Great inspiration for a new subtheme though 
 
Gaunts and polyps in masses... 
A Collection Of Unfinished Things 
http://scampie.net/wp/?p=102

http://scampie.net/etc/mapshots/junk/

Some good, some bad... most will never be finished, some my get reworked someday. Who knows! 
Scampwaste 
It is really weird to me that someone took the Wasted set I uprezzed and repainted for Quake3, based on the Quake2 set, and downrezzed them for a Quake1 wad.


also, dunwich is too cute not to finish. maps with little houses and graves are neat. put the castle in that nero shot at the end of it. 
FFS Scampie. 
Get reworking and releasing already, some of those look great. 
#11167 
And i was thinking that no one mapped for DoE because it is a mythos and in reality it doesn't exist ... 
 
Yeah scamps you need to bloody release some of these ;) 
 
I'd love to see Lemuria finished Scamp. Or just combine all the tech stuff into one level. 
Wow 
why do you have so much great-looking unfinished stuff? Lemuria has a really unique look to it and I would love to see a full level in that style. I guess it's probably because (like me) it's more fun building stuff than finishing it.

Shame about the Kell sources, I never forgot about that "netherworld palace" idea he seemed to have going on.

How about a speedmapping theme where each mapper takes one of those kell shots (or one of glassman's old shots) and uses whatever it depicts as a centerpiece for a level. 
I'm Still 
really gutted about bal's unfinished maps. I dunno how anyone can throw that much work at a bunch of maps and then not finish them. Seems weird to me. 
 
dawn you mfx, those shots are super uber fantastic!!! 
Oxymoron... 
I have no idea why there hasnt been a lot done with this set. It's quite nice (except the lack of a door texture, had to kind of fudge one together).

https://www.dropbox.com/s/7swzkbah0qdetpy/doomoxy.jpg 
 
That set was made for a Quake3 level that didn't have any doors in it.

Quake's at the same texture res as Doom, just use the door from Doom :) 
Nope 
I like my door that I made better ;)

There's a really neat lift too actually. 
 
same here fifth, i think they look great. so much better than plain old idbase. I did a couple levels with them, dm levels for q3 and q2 and really liked using them. don't know why q1 users don't branch out a bit more in texture use. maybe it's too much effort to find different wads. but there's a lot of good tech style textures that could be mixed to fantastic results. 
Well ... 
There is some textures that don't look as good when sawn in the Editor than in a map, but i think that the main reason is that people prefer bad already known textures that take the risk. Thats probably the reason too because some people don't like custom mods.

My reason is that i prefer to know how to use Quake's well before moving to the rest. The same as when i use mainly vanilla Quake instead of mods to map. The only thing that goes out of that rule is Quoth entities that give the mapper the opportunity to do some interesting things and others that would need elaborate setups without Quoth.

Fifth, those textures choices look good. Keep on it.

About WIPs, i would be happy the rest of the year if some of this got released. Just by releasing an unfinished one would be enough.

https://www.quaddicted.com/pipeline 
Dunwich/The Experiment 
both are deserving of release based on shots alone, particularly the former - such a great look!
Lun's suggestion to put the necro castle at the end of Dunwich seems possibly fitting if the progression from the church is downwards, beneath the floorboards and into the earth; it would look great situated in a dark cavern rather than a dusky pink sky 
Screenshots Of Projects To Be Discarded In The Near Future 
First up, I was inspired by Sock's monstrosity to make a shitty Coagula map, though it is really much more indebted to (and aiming for the quality level/ scope of) ELEK's Coagula 2. Black fog in lieu of lighting, because who has the time, am I right ladies? No monsters either, nor any real idea of how gameplay will go. I'd say this is like 30-50% done.

https://www.dropbox.com/s/4x65z65l6vfbxc5/coagish1.jpg

https://www.dropbox.com/s/7yk9qauwqg4efwc/coagish2.jpg

A slimy speedmap that I started for Quoth that seems worthy of expanding a bit, even though the gameplay overly difficult in that classic Quoth-implemented-badly way discussed elsewhere. Silver lining: no Bobs!
Probably like 60-80% done, depending whether aforementioned expansion actually happens. Also some fucked up parts I have been avoiding dealing with that will take a minute to fix.

https://www.dropbox.com/s/sohag3stimetbae/slimespeed1.jpg

https://www.dropbox.com/s/gt08w6a2kujiliv/slimespeed2.jpg

https://www.dropbox.com/s/z8nh9jzfvm4qx39/slimespeed3.jpg 
Stop Using Dropbox For Posting Images You Lazy Shits 
 
 
What's the issue with Dropbox? It works for me. At least I don't have to enable a bunch of useless JavaScript to see the pictures, unlike most of the other image hosting sites. 
 
Some work places ban it which is retarded. It's an incredibly useful tool. 
Dropbox 
Blocks public access after a number of views, doesn't allow to open the image separately, is blocked in some work places, etc.

There's no reason to use it over imgur. 
 
That Works. 
But Drew's and Fifth's don't. 
Huh, Didnt Realize That 
Seemed like a nice way to skip the hassle of uploading to quaketastic. So yes I'm a lazy shit. (go map). 
I Dunno 
Why mine won't work. Hmmmmmm 
 
If it's in your public folder, just right click it in Windows Explorer and choose "Public Link". Paste that link anywhere you want to show it ... 
 
Well I don't have any problems viewing anybody's screenshots from Dropbox. There is a Dropbox background where it whines about requiring JavaScript, but I could always just right click and select "view image" if I really didn't want to see that. Doesn't actually bother me though.

Blockage in the workplace is another story. If that's the case for you, then you probably have the same issue with lots of other sites besides dropbox. For some reason, many employers don't like to pay people for surfing the internet. 
 
For some reason, many employers don't like to pay people for surfing the internet.

Especially fun when clients send you blocked URLs! 
 
Dropbox also implies "this file will be deleted whenever I feel like it" while Quaketastic is meant for longtime accessibility. 
 
Rick - Sure, but for any white collar, creative type job the internet is pretty important for a whole array of reasons. Blocking it in the hopes of raising productivity likely does the opposite.

Spirit - Fair point! 
I Use Dropbox 
simply because it's the fastest and easiest way to host files. I always click the link I share to make sure they work (they always do for me on my home pc).

I dont know why it wont work for you. It's unlikely that files on my drop box will be deleted soon after I upload them, I am just not that organised. Also I think it would be unfair for me to throw WIP shots on quaketastic, seems like a waste of bandwidth. 
Imgur? 
 
 
Well I have posted some of my wip pics on tumblr, I could always hotlink them. 
 
Also I think it would be unfair for me to throw WIP shots on quaketastic, seems like a waste of bandwidth.

Absolutely not!

Tumblr links are very volatile from what I know. Imgur likes to recompress pictures and deletes them after a while http://help.imgur.com/hc/en-us/articles/201476457-How-long-do-you-keep-the-images-

I just organised the archival of 140,000 mp3s off a dying website, I care about longevity. 
 
If you use a pic hosting site, use Minus, it doesn't recompress pics. 
Article 
Some Map waffle and reflection on making things in a hurry.
(Features screenshots too!) 
Nice 
Thanks sock 
Spirit 
Longecity is one thing, authorship rights is another. Some people like to keep control over their images, the freedom to delete them whenever they please. 
Negke 
then posting on a public (as can be) board might not be what they want but rather something more private with a restricted audience? 
Just Use Quaketastic You Gits 
It's what it's there for. Don't worry about bandwidth, it's practically unlimited. 
Drew 
Shots look good, map on! 
Sock 
is that not available for download? 
Hahaha 
thanks for the comment mfx 
Futur-a-maper 
@nitin, I want to do more to the map and release it another time. The article is just me making notes and thinking about what went right with the map session. 
Right 
thanks, I think it looks too good not to release. 
A Little Something I'm Making For NOVA 2 
Messing Around With Heretic 2. 
I made the brushes in trenchbroom and then used quark to add the lights and other entities.
It's not an ideal way to do things but until Sleeps adds full support for other engines this'll have to do...

http://www.quaketastic.com/files/screen_shots/Htic2-01.jpg

http://www.quaketastic.com/files/screen_shots/Htic2-02.jpg


The first lighting pass looked pretty good, but with subsequent rebuilds I've noticed the lighting get a bit weird. 
Sweet 
I'll so play a Heretic 2 map. I loved Heretic 2 and mapping for it. The texture sets weren't as flexible or durable as Quake's, but it did have a distinct art style with some really great environments (the sky cities, mountain temples, etc). Tons of cool map objects too. Quake2 engine + fantasy style produced some interesting creativity. 
 
Looking at those screens makes me wish that Enclave had custom maps. :( 
*cough* *cough* 
RoQ 
What do you use to make your maps? 
Trenchbroom 
 
Oh Shit, Disregard The Above Post 
I actually use GZDoom Builder to make my doom maps. 
Yeah The Doom Maps What I Mean. 
I should give it a try when I have another free weekend. 
TRENCHDOOM 
 
Even More Doom Stuff 
Kawaiiiiiii 
I really should give doombuilder a try... 
 
Shame I never got to finish the big Doom map I had started a couple of years ago. Only did the lower part, a dark blood sewer/dungeon - there was supposed to be an upper floor as well, some sort of butchery factory with monsters working on large meat grinders with conveyor belts and all. Unfortunately, at some point I accidentally overwrote or deleted what little I had and then lost interest for the time being.

1 2 3 
Great Scott ! 
 
Wow 
that really IS too bad!
Love the outdoor area, reminds me of Necros' doom-style Quake map.
What about that villagey Quake map you posted shots of a while ago? If you're not making anything especially for the Honey map jam (I'm not, I'd love to take part but I'm not, as any mapping I do at this point must be dedicated to finishing old stuff, not starting new stuff), then you should just box that up, fill it with zombies and rottweilers, and submit that (after all Honey did start with a village).

now I'm going to go map. 
Yeah, Great Scott 
Who's Scott anyway? 
Musta Been A Beercup Icon 
 
Scott 
He was a great man...

@RingofQuaddamage - Looking good! The second image of your last post is sweet. I'm a sucker for blue floors and tan walls with a bit of tech.

@negke - Well, you've made good progress, you should just hold out and do a megawad :P

With maps that big it would be, what, 64ish hours of playtime? I'm ready. 
 
Mother of god! 
It's Like A Party In My Eyes! 
 
Beam Me Up, Neg!ke 
Shame the releporter beam got stuck. 
Those Shots Look Good Negke 
I always liked mapping for Doom. I had a couple of maps that I was going to release once, but I ended up contributing them to a total conversion/megawad project.

I had to make a lot of changes so that they would fit in with the megawad thing, but I've always wanted to take the time to rework them back to how they were originally and release them as stand alone maps. 
 
sexiests floor plan I have ever seen 
Negke 
did you ever make any progress with that map i sent you? if not, i was thinking i should just release it as is. 
 
I'm afraid I didn't make much progress. I suppose it could be released in its current form and would be accepted by the Doom community - there many newly released maps that are more plain. However, I'd like to give it another shot - just a few touch-ups in some of the bigger rooms might do wonders. It's not like we're pressed for a release date. 
 
sure, np. i was only going to push it out if you had given up on it. 
Don't Give Up On It! 
I would like to play a Necros/negke collab very much. I mean holy shit. 
 
not so much a collab, and more a 'i gave up and negke was pissed because he playtested so much' :P :P 
Dat Floorplan 
o_o 
Since You Guys Are Talking About Doom Now... 
you can play MAYHEM 2048. I made a map for the wad and you can find it on the list of maps in the op. http://www.doomworld.com/vb/wads-mods/68303-mayhem2048-it-is-ready-idgames-pending/ 
Looks Like Someone's Guts 
 
Necros + Neg!ke Collab 
you guys could call yourselves negros! 
ROQQ 
Some textures are missing when I load up your map in zdoom?

http://imgur.com/g1NCuN0 
Fifth 
Grab RC4 of Mayhem 2048: http://www.speedyshare.com/aYEEb/MAYhem2048.wad

my map (emerald gardens) is map 14. 
WIP Wad Update 
Map 01 is about done!
http://i.imgur.com/JboYARn.jpg 
KP14: Quake Megatextured 
Here is what Quake looks like megatextured. It's uniquely textured (well, 95%) but it's not one physical texture, rather, nineteen of them (not including the door texture and accompanying shader). Shader? Oh yeah, this isn't BSP29 either, it's FBSP (q3map2/qfusion). "Megatexturing" for vanilla quake is pretty laborious, which caused me to abandon my first megatexturing project. However, I did get some useful graybox textures out of the deal.

The most notable benefits of switching map formats are:
1. No palette!
2. No WAD repacking and map recompile to update them in-game.
3. Textures must only be divisible by 2 rather than 16.

The room took me about three solid evenings to make, quite a bit of that time was spent fiddling around and getting the hang of things. One who is experienced could do a better job in less time. I say this because it pertains to my initial question: is megatexturing Quake, or a derivative, viable? Based upon my findings, my answer is ABSOLUTLEY.

Of course, certain variables alter it's 'viability'. For instance, opting for textures with a greater pixel density than Quake will result in much more texture data. My test, KP14, has exactly 3mb of textures. If I were to make a map 100x larger and megatexture it, it would only use approximately 300mb in textures, which is nothing.

This is the workflow and benefits of texturing this way that I imagine:

Concept art is the anchor, the unifying element that both the level designer and level artist will use. This is key. The level designer lays out a map focusing almost exclusively on gameplay, the level designer does not texture the map, he only grayboxes it. The map is continually refined until it plays great, I mean beautifully, as this is the designers main focus. Now that we have a great playing map, the artist goes in and draws all over it, focusing only on making it look great. The end result is a map that looks AND plays great.

I feel that by narrowing the focus on these two elements, the end result is of much higher quality. Both the level designer and artist have a much higher level of freedom than they would if using traditional texture sets.

There are other details, but this is the gist. It sounds good on paper, at least.

Anyway, here are some pics of KP14 being assembled.

bam and boom 
 
That is a shitload of commendable effort! I like the direction you went, it reminds me of both Rage and Warsow at once, somehow.

To be honest, though... I think I'm siding with sock and Lunaran on the matter, in that while the difference between regular textures and unique textures is obvious on paper, the average player won't really notice it in game. And especially not in the heat of Quake combat.

No palette!

But you can already have that with normal BSP and external textures. 
If I Had One Complaint About Your Art Though 
Is that you seem to give everything a fairly thick outline. Which is okay on its own but you'll notice Quake hardly ever does that.

Place a couple Enforcers and ammo crates inside that corridor and they will stick out considerably (and not in a good way). 
Clearification & Context 
@onetruepurple

Sadly, I went down the wrong road in the art direction (I was going by the seat of my pants anyway), as this effect could be pretty easily achieved with tiling textures.

When I say "Megatexturing Quake" I really mean megatexturing a game that is a Quake derivative. In other words, a unique IP built on the tech.

Agree, if you're looking to simply map for Quake, this method is overkill and the result is very un-Quake. However, it's doable if that tickles your fancy.

"the average player won't really notice it in game. And especially not in the heat of Quake combat"

The reason many games suck today is because the are made for the average player. They're not my target :) 
#11226 
O_o

Are you sure that is Doom? Maybe i played a different game. Too awesome to be true.

If you don't release that we will loath you forever. 
Roqq 
I have no idea how to download that file. I dont want to download an .exe 
 
The Mayhem wad?

At the top where it says:

Download: MAYhem2048.wad

just click on the file name. 
Fifth 
try this link: http://www.speedyshare.com/aYEEb/MAYhem2048.wad

and click on the underlined message that says mayhem2048.wad. it will download the wad file. drag and drop the .wad file into your doom 2 directory. 
 
I must have been doing something wrong badly here. Got it this time though. 
 
Too many insta-death situations for me... the chaingun ambush was overpowered IMO 
Quake Mega-Texture Thing By Killpixel 
Fuck, that's awesome. 
 
Just keep doing your thing KP, I dig. 
Indeed 
very cool. 
Yes, Very Very Stylish!! 
 
 
"the average player won't really notice it in game. And especially not in the heat of Quake combat"

The reason many games suck today is because the are made for the average player. They're not my target :)


my head hurts 
Lunaran 
Mine too.

otp is right, this is overkill for Quake. I wasn't responding to the statement itself, rather, the underlying philosophy (however, in the context of Quake mapping, is appropriate).

If you only do things the average player will notice or appreciate your games will be just that: average.

That's all I'm saying. 
Thankee 
@RickyT23, Spiney, nitin & mfx

Hopefully this is just the first baby step of something awesome.

time will teeeeelllllllll..... 
 
if you compress an mp3 so that the average listener can't tell, does it become average music? 
YES! 
 
I See Your Point, But I Think You're Missing THE Point 
Also, as someone with a background in music and audio production, my answer to your question is this:

The artistic merits of the music are not lessened. However, the overall impact of the expression could be compromised because of the technical limitations of the medium.

To put my point in question into simpler terms: Developers who make games as shitty as their target demographic allows will end up with shitty games.

The "average player", in terms of the largest generators of income for the devs, set the bar pretty low. Going above and beyond that bar, even though it doesn't positively impact your bottom line, is not a bad thing. 
Reqiuem Avenging Angel 
Been Playing this game called

http://en.wikipedia.org/wiki/Requiem:_Avenging_Angel

It's like a cross between Quake II and Undying and it's pretty good.

It's on Isozone, and it runs on Win 7 using wndmode.

http://pcgamingwiki.com/wiki/Requiem:_Avenging_Angel 
Sorry Wrong Thread 
 
 
hiring masses of artists to uniquely texture your entire game world isn't "going above and beyond the bar" for just the discerning environment art geeks in your audience, it's a captain-goes-down-with-the-ship style decision made purely on the principle that unique is automatically better, and that tiling a texture is "shitty" and only worthy of these fabled unwashed masses who are ruining everything with their F2Ps and their QTEs.

and you've spent how much time on just that one room? honestly assess just how much value is added by slightly different faded paint, slightly different scratches on the corners, and having a different big number on each wall, and tell me you're excited about the possibilities that it opens for doing a whole map that way. 
Lunaran 
You made several points, I'll address them one by one:

I must have been unclear in my wording. I'm not saying games with tiling textures are shitty, nor am I saying that games with unique textures are superior. My previous points aren't about a specific practice (in this case, texturing), rather, the idea that doing enough to get by, or generate profit, is sufficient.

Also, my conclusion that uniquely texturing a game on this level of tech, at this pixel density is a viable route is not based on the "principle that unique is automatically better", as you assert.

In my eyes, unique textures makes it possible to create very rich environmental art, that is, if the devs have the capacity wherewithal to do so.

To quote you:

"honestly assess just how much value is added by slightly different faded paint, slightly different scratches on the corners, and having a different big number on each wall, and tell me you're excited about the possibilities that it opens for doing a whole map that way."

To quote what I said to otp a few posts up:

"Sadly, I went down the wrong road in the art direction (I was going by the seat of my pants anyway), as this effect could be pretty easily achieved with tiling textures. "

Clearly, I understand I didn't have the wherewithal to utilize the freedom of unique textures.

And of course, not being a moron, I have "honestly assessed" the logistics of doing things this way. That was the whole point of doing this in the first place ;)

This room took me a solid 10 hours to texture over the course of three evenings. That is a long time.

To quote my initial post:

"One who is experienced could do a better job in less time"

Some dirty math:

Say I want a level 30x times that size, that's roughly 300 hours of work. At a 40 hour work week, one artist could finish it in 2 months. for ONE artist, working full time, they could theoretically pump out 6 levels a year.

Say you want a 16 level game done in 1.5 years. A team of three artists would be sufficient. That's basically 2 levels per 6 six months for each artist. I'm talking artists, there would be a separate team of level designers.

To me, this isn't "hiring masses of artists".

If uniquely texturing games wasn't viable studios wouldn't be doing it.

Bleh, maybe I'm nieve (I'm sure I am), on the flip side, maybe you're jaded. These are just my findings and my opinions, if you disagree with them I understand. I should be more clear when simultaneously discussing separate issue that have both stemmed from one subject... 
 
You assume work is linear, and vastly underestimate, which is the downfall of many a project manager.

"30x times that size" is not going to be a whole level, it's going to be 30 more empty hallways each with their own slightly different textures. Your basic sci-fi hallways are the easy part of making a map.

Make it 300x more, and you have a slightly more reasonable estimate... but it will likely be even more than that as complexity of the level grows. 
 
Aww man, you got my hopes up that Spike actually implemented it in FTE somehow. Calling lots of standard textures megatexture is like promising the greatest boobs ever and then they turn out to be fake. :(

Wouldn't texturing like this be very wasteful on memory?

You still seem very limited to the faces so the look is not very unique. It looks very similar to recent Q3/QL. I was expecting some really wild texturing not "standard tileness". For random decals as detail you could just use decals. 
 
"You assume work is linear, and vastly underestimate, which is the downfall of many a project manager. "

Very much so, yes. Assuming a linear level of productivity over the life of a project is just not realistic. People will get bored, tired, distracted, etc. You won't have consistent levels of output.

And even then, doing an entire game with levels don't like this would require an astounding level of discipline where levels won't be changing once they are textured. That has NEVER happened on any project I've ever been a part of.

That's why things like decals are preferable to painting in splatters and such that cross multiple walls. The walls can change, the decal can move, etc. It's flexible and inherently far more productive than repainting the decal every time you decide that a pillar should be 16 units further to the left. 
 
Having said that, I understand that actual megatexture games don't have all those limitations ... they have a source file that bakes down into the final so you CAN move things around. It just requires baking everything down again.

Doing this for Quake with existing level design tools feels very limiting. 
 
Just keep doing your thing KP, I dig.

This. 
After A Night Of Troubled Sleep 
I went to bed last night with the essence of Lunrans comments fresh in my mind. I realize that my time/work assessment is about the most optimistic it can be while still remaining quasi-realistic. I choked down a few bits of harsh reality, some of which has been posted mentioned by Scampie and Willem.

Work is not linear. Nor can I expect anyone to BLEED this project until it's done. Just because I could abandon life for a year and a half to live at a computer desk doesn't mean I could expect that of anyone else.

My outlook is often optimistic, it hasn't failed me yet, in terms of personal projects and work. But I understand going by a plan that is very much "best case scenario" is unwise.

After taking a more cynical, or realistic, look I would say using standard, but diverse tiling texture for a majority of the map with key areas uniquely textured is a goal that would require little bloodshed to achieve.

As for now, I'm going to have to let this topic rest. I have more stuff to work on. However, I'll continue to weigh all points raised here. 
 
For a hobbyist project, I think you can do whatever you want. Who cares? It's your time, spend it as you see fit. :) I was speaking from a professional perspective.

I think uniquely texturing areas is an awesome idea but the key is to make it worthwhile. Not just, as Lunaran pointed out, a unique number on the walls or custom scratches. But really stretch it ... look at Rage for inspiration. It's very obvious in a lot of their environments that the textures are unique. 
 
And their geometry often makes it so that custom textures are required to make that geometry sing. 
Yeah 
It looks good, but the architectural style of 'future base' is designed to be built from prefab panels and girders, the generalised look of which doesn't lend itself so well to megatexture.

Take what you've got and stretch it as Willem says - explore the benefits of megatexture within the Quake setting.

I dunno. How about turning the centre of the base into a gigantic crater? Or twisting parts of it into organic shapes that have been warped by demonic / slipgate energies.

Anyway, keep going - its great to see stuff like this. 
Heh 
I'm a pretty lazy mapper, although I do try to incorporate the feedback I get... but yeah, whenever I cut corners I used to think "well, it *is* free" but these days I kind of have to in order to get it released at all.

I loved how maps in the Myth series of games were basically megatextured whereas other RTS games at the time were using tiled images (and were mostly just 2d as well). But for FPS, even for Rage, I don't think unique textures everywhere is an efficient use of artists' time. My $0.002. 
IDK 
I mean I saw the Rage editor videos - these guys were painting onto a 3D world map, just as you would paint onto a 2D canvas in Photoshop. It gives the ability to use decals for example, but without unnecessary layers underneath [at some point in the rendering pipeline], and then do little touch-ups here and there.

I like the fact that you can use tiling textures and then touch parts up to make each part seem more unique.

Imagine if SleepwalkR put this ability into Trenchbroom! Imagine an editor that would allow you to pixel-paint onto any surface, and then created the necessary .mips and generated a wad when you export the .map file....

Good idea, huh, huh?

I bet there's some ready-to-use code out there that would save the effort of creating a painting app from scratch, it could be hacked into it.

Then doing what Killpixel has done wouldn't be as time-consuming... 
 
I really geeked out over Myth maps... the placement of goals and terrain features, the available unit selections, how that all worked together. Some of those big texture maps were cool and iconic; I even used them as desktop images for a while. But they were also the barrier that told me if I wanted to make my own Myth maps I could either become a texture artist or fuck right off. So that was a bummer. :-) 
Painting On Walls 
One could import a map into blender. Also, Photoshop CS6 has a greatly improved 3D editor. I'm not sure how well it would handle a map, or even sections, though.

The most time consuming part of the method I used was grabbing the dimensions of each surface. Doing that for an entire map could take a week or more. But once the dimensions are grabbed, a basic, flat texture is made and placed into the map. After that, it's only a matter of drawing on them.

This pic shows some of the basic textures placed onto the map before they were drawn on.

Obviously, if one were to do a whole map (or more) in this way, the artist would have asset libraries to pull from. It's not like every surface would be hand drawn from scratch.

This kinda makes me think of the game Riven. Although pre-rendered, the world was uniquely textured. If they had used tiling textures, the impact of the environments would be diminished, imo. 
 
When your game's just a prerendered slideshow the whole debate kind of goes out the window because there's a bunch of other tricks that come into play instead - noise based textures, editing and compositing in post, etc. Whole new renderer, whole new point of view.


For a hobbyist project, I think you can do whatever you want. Who cares? It's your time, spend it as you see fit.

Willem reminds me, I should point out that I never meant to tell you you can't do this. It'd be pretty hypocritical of me considering I released a tool-assisted q3 map with fully unique geometry. :P I've just never had any real faith in megatexture as something that adds appeal for anyone other than the people who actually art the environments. I know, I've got the exact same internal artist voice that's always saying "more, more, better" but I know that voice is greedy and utterly unbounded by practicality.

You seemed to be on the same koolaid pretty hard, so I couldn't help but pound the keys. Sorry about that.



Embedding textures in the .bsp does present a neat opportunity for bundling in unique assets, but only if they can be created in a smart way and are only used for the "hero pieces" where the most eyeball value will be derived. Like ijed said, a prefabbed repeaty space hall is the worst place to show this off. I always thought that if there was anything in Rage that did visually benefit from an all-unique approach, it was geology, the domain that suffers the most from tiles. Nature rarely repeats itself.

ugh, now I want to go add compiler-level procedural rock textures and grass blends that just bake huge unique textures into the bsp :| 
Rage + Outdoors = Nice 
Rage did have some of the most beautiful outdoor environments I've ever seen in a video game. 
Re: Johnny Law 
lol, me too.

Once upon a time I had an idea for a long, story-based "episode" that would take place in several different games, including Myth and Rune. Then I realized that yeah, efficiency is a concern. 
Lunaran 
When your game's just a prerendered slideshow the whole debate kind of goes out the window because there's a bunch of other tricks that come into play instead - noise based textures, editing and compositing in post, etc. Whole new renderer, whole new point of view.

I didn't mean as an example of practicality or viability. Simply, that unique textures offer a look that tiled textures could not.

For a hobbyist project, I think you can do whatever you want. Who cares? It's your time, spend it as you see fit.

Heh, a no point did I ever feel I was told I "can't" do this. I don't think anyone here would dictate to anyone else what they can or can't do. Should, well, that's another story... *cue Never Ending Story music*

For contextual purposes, this would be more than a hobbyist project. A potentially commercial effort with a small team of 4-8 people or so. Otherwise, the question is simply "should I spend my personal time doing this", which is something one could answer themselves.

You seemed to be on the same koolaid pretty hard, so I couldn't help but pound the keys. Sorry about that.

It's no problem. Hearing other perspectives was the reason for posting. I already knew what I was in for.

Like ijed said, a prefabbed repeaty space hall is the worst place to show this off.

Agreed, I mentioned this as well.

I'll get a better idea of the logistics of it all as the project evolves. It's still in it's infant stages and at a time when possibilities are on the table and examined 'tis all. 
Isn't This Supposed To Be The Screenshots Thread? 
 
You Asked That Already. 
And you got an answer:

discussion goes where ever discussion currently is. over the long run, the thread will go back to it's original purpose.

If you're not interested in intelligent discussion regarding game design, then, well, I have bad news for you. 
Well 
actually most of this HAS been directly related to the (numerous, cool, interesting) shots that KP posted.

I'm afraid that there aren't enough people mapping right now for a new 15-20 posts in a thread to be all screenshots (err wait... actually that's over in the Honey map jam thread!). 
Right.., Back On Toppic 
Here are some screenshots from work in progrez.
shoot screen shots 
Wow, Love The First Shot 
looks great, a few suggestions:
-marble tile floor texture looks out of place, I'd suggest something more like city4_1.
-I'd use a darker, solid rock texture (actually city4_1 might work) with less obvious lines, for the lining of the arch.
-See how it looks with a low minlight (30?) and fog; this might solve the issue of black surfaces next to lit ones.
-make it so rotfish jump out of the water (heh). 
Use A Decent Light Compiler Madfox 
And look at this explanation:

Link

Brushwork looks cool, needs ambience! 
Madfox Saves The Day 
what's going on at the base of the waterfall? is that an mdl?

also, on a scale of "yes" to "absolutely" how much is this your reference image for the first shot?
http://th05.deviantart.net/fs71/PRE/f/2013/082/1/4/a_narrow_and_desolate_ravine_by_crs1009-d5yy6s4.jpg 
More A Dark Night.., 
Tronyn- brushtex is a bit out of order, as it was more a case of will-it work or collaps.
As it works I was planning to use the rock5_2 tex for the cliff.
The light errors were due to the light1.24 of BJ.

@mfx- thanks for the tutorial, almost gave it up after finding Tyrlight.

@Lunaran- whole waterfall is an mdl, at the base is what my poor imagination could think of turbulence.
On the scale to "maybe" and "sure" I must relay to the inspiration and reference thread like four elephants asking: someone should make this fifth.

Cliff Demons" .OBJ pack has fine eyecandy for skyboxes by Poison
Gorgeous Images 
wait, shouldn't that go in the Mapping Inspiration thread?
jokes... actually it's really cool to see what images mappers used for inspiration... perhaps the basis of a future article at Quaddicted. 
 
Yeah, that looks cool, MadFox. Although aligning all those textures will be a bitch. Great inspiration images, too.

On a somewhat related note, I imagine a Tronyn version of that Ukrainian castle would be like this. (Hint!) 
Heh 
aka, with way less detail & is very angular, & I should stop pretending there's terrain around it, since any such attempts suck anyway? if so, totally fair!
sh(ee)it with how slow I am my levels should have more detail... so I'll just call it "oldschool/doom style" heh. 
 
actually it's really cool to see what images mappers used for inspiration
I used that IMAGE for inspiration for the bridge at the front of Zendar. It is not perfectly the same but it has the same vibe. 
Go Madfox 
that looks very nice. +1 on it needing some good looking fog. 
Huh 
I have only just noticed you can link things with labels on func now.

test

cool! 
100 Points For You! 
 
Wait, How Do I Do That? 
 
@RingofQuaddamage 
Here - check section - "What HTML markup is allowed in my posts?" 
 
Lunarana: you've been able to do that since the site was launched... even on Qmap you could do that. Possibly even on Qboard. 
Wtf Lunarana? 
it's like typing bananana you just can't stop 
 
actually i think i added the anchor tag support after launch... originally you could only put raw URLs and it would auto-convert to links 
I AM A FAGGOT! 
HUMP MY RUMP! 
<-rekt 
 
A More Important Observation 
I need to stop derailing this fucking thread 
If There Only Was Something Topical You Could Post Instead... 
 
+1 
 
 
I've posted a screenshot more recently than you 
 
I posted two in the jam thread. 
 
Best Use Of OTT Darkness And Coloured Lighting... 
...I've seen for a while. Evil as fuck. 
Oh Man 
That looks straight up satanic. I love those bone candles. 
 
@otp: son of a bitch!

@tronyn: son of a bitch! 
I Run Faster To The Moon Than I Become True Purple 
moon runs purple

The last screenshot shows the strange behaviour of using another skybox. It looks as if the green has becomes silver.

I'm searching for a good fog setting.
If I use 0.02 I get a fine effect indoors,
but outside my skybox gets hazy.
So I make my skybox harder in contrast but even setting fog to 0.01 or 0.005 it seems to keep its thickness in outside area's.
The results of the distance wil be due to it. 
Damn 
these look good. 
Tronyn 
Spike some people/bits on those trees! 
Fuck Yeah 
 
Madfox 
r_skyfog command will set the fog level applied to the sky only.

You can't set it in the map file though. Either enter it manually or put it in a quake.rc file in a game folder.

I don't know if engines other than fitzquake can do this. 
Worldspawn 
I added it to worldspawn and it works fine.
I'm just obvious about seeing no change in 0.01 and 0.005
I think the scale ends at 2 dec. 
 
 
Interesting texture combination, keep going. 
Thanks, Skacky 
I was busy procrastinating :P 
Started Something New 
Looks Cool 
keep it up (and keep it simple)! 
Looks Sweet, Mechtech 
...and strangely familiar...

Look forward to playing the final product! 
Boss Fight :) 
 
That must be a tronyn level 
 
I cannot see the phallus for the trees 
Re #11330 
Looks like you used the carpet from my local Gaumont cinema. 
@Mike 
Did a search for "Gaumont cinema"
I think your right about the carpet.
Carpet 
More Gaumont 
My memory is clearly better than I remembered.

It had fairly Quake type ceilings as well
http://www.flickr.com/photos/woody1969/3970147660/

I think most of the Gaumonts were kind of art deco. 
 
Made something for Plutinya 1024

Danger close

You guys like? 
 
I Like 
Looks fun :) 
Looks Good 
now please also make a jam map :) 
Scampie 
IMHO coloured lighting is too saturated. Otherwise looks great. 
 
searching the right light
Madfox 
Make the windows glow in warm yellow:) 
I Feel Guilty... 
for posting that picture. Looks good though madfox. 
Agreed 
the canyon is lit from within and the castle is not. 
Perfect 
 
 
@mfx -I took your advice the light tut. The whole canyon is lit with a few lights.

@5th - Won't blame you, more the fact that I haven't seen chance to participate in the mapping jam.

@Lun - I went back to zero light and there are only three lights with a 30 wait 0.4.
It seems large spaces take ohther light advantages than small rooms. 
Ruined Architectural Scale 
A few screenshots (from a map which I may or may not ever finish) illustrating the evils of 16 unit high steps.

Ruined

Architectural

Scale

And just for good measure...

Step fronts are not for detail 
 
I don't see a problem tbh. 
 
I like the scale of those steps, fits Quake. Awesome first shot! 
 
That is an outstanding looking map alright.

For all the meticulous texture work, though, I'm not sure about the tiled texture on the curved stairs. 
Rick 
Could you add a couple of that red_dish runic textures
just drop em here and there , right now that looks very monochrome 
Rick 
What others said: I don't see any problem with the stairs, and it looks really good :) 
Looks Good. 
Release please. 
Wheee 
Rick ! 
Looks awesome.

Please, finish this map, or I'll set an army of fiends to your ass. 
Negke Made Me Smile 
 
 
It's from the Z-Kart community project
 
The 16 unit steps comment is just a bit of a joke referencing a post in the Map Jam 2 thread, as is "step fronts are not for detail".

...I'm not sure about the tiled texture on the curved stairs.

The brown part on the top surface? Not real sure about that myself, but haven't come up with anything better so far.

Could you add a couple of that red_dish runic textures just drop em here and there , right now that looks very monochrome

Yes, the map is mostly grayish brick and stone with wood and rusty metal here and there, and slightly tech looking light fixtures. That's pretty much the way I want it.

I had a big red window at one point and some yellow lights under a bridge, but several people said that looked out of place. I guess you actually mean the little squares with the runic symbols like you see on exit teleporters? 
No Red Needed 
IMO. Also stairs look fine, if not mind glowingly gorgeous. What's holding you back now? Still struggling with limits? 
 
"step fronts are not for detail"

I meant 8 unit steps.

"I can't fit any detail in there!"
"So don't!" 
 
I know, I was just making a bit of a joke.

The 16 unit steps are obviously staying. I might change the name of the map to "Ruined Architectural Scale" though. Has a nice ring to it, eh?

Anyway, here's one more picture. I figure if I just actually work on the thing I could finish it pretty soon. It's really just minor nit-picky things that need doing now, it's playable as is.

Wanted: Sexy vampire chick to perch on ledge 
Love The New Expansions If Stock Textures 
Someone really should make a new id megawad with all the stock and all the new id1 variants made by sock, than etc 
 
Release that before jam3 so it can be the theme 
SECONDED 
totally 
That Was Re: The Megawad 
but yeah, it applies to both 
Thirded 
 
@Rick 
I know, I was just making a bit of a joke.
Your behaviour is not a joke, this is you being an online bully because you feel my comments are a reflection on your own work. As I have stated this is my views and work ethics and it does not mean you have to be a jerk about it.

Getting everyone to agree to your view point by showing screenshots of a map you have been pushing brushes around on for a year with no before or after comparison of steps heights does not prove your point, it just makes you look petty and vindictive. 
*Stair Wars Theme Playing* 
 
Heh 
now as someone who has an unfortunate tendency to be petty and vindictive, but who also uses 16 unit stairs...

...at least don't threaten to not finish the new well of wishes, if it's already playable! 
Step Size 
I find the 'discussion' on step/stair size quite interesting as I couldn't remember what I used to do.

So I just reinstalled BSP, loaded an old map and had a look. Wow! I can see I was firmly on the side of sitting-on-the-fence (or perhaps that should be handrail)

For narrow staircases I mostly used 16 unit step size. For wider staircases e.g. the stairs up to the Imp's Castle in FMB-BDG2, I often used a 16 unit rise with an 8 unit step at the front, giving a sloping tread.

I do remember that I tried to introduce a degree of asymmetry into my maps, so maybe that also had something to do with it.

(that's if anyone gives a toss) 
#11370 
WTF? 
To Be Fair 
Rick did kind of go apeshit in response to socks comments which, while ovely prescriptive, were certainly not aimed at him. 
Lol @ Stair Wars. 
I get that step do look a bit bulky at 16 units but it shouldn't be something to start a flame war over. 
16 UNIT STAIRS 
THATS THE NAME OF A HORSE I USED TO OWN 'MAM 
 
I Propose 
That us 16 unit purists start a new messageboard which more adequately reflects our values. 
Can You All Fucking Stop Now 
 
Map Jam 3! 
16 Unit Stairs Only! 
 
+like 
16 Units World 
for the next mapjam or speedmap.

All the brushes should have at least one dimension (heigth, width, depth) of 16 units. 
Splinter Group 
sixteen unit stairs with textured fronts that subtly convey the feel of 8 unit stairs without the extra polys/work to build them.

Anyone with me? No..?

:( 
 
how about making a ramp with a stair texture on it? With a parallax shader it might work. 
 
Ramp loses the detail of the player view shifting up each step... guess you could hack in a camera animation that fakes stepping.

On that note, I actually noticed while testing my Jam2 map that Quake does a funky thing where it shifts your camera up/down a staircase when you are on them if you are in a default view (don't mouselook at all). I hadn't realized it did that but that seems really smart when you consider that most players were expected to play Quake with keyboard only. 
I Think It Does That On Ramps As Well. 
 
Time To Get Back On Topic 
Or Make A Shader That Just Procedurally Builds The Map 
Then just make a box room, and apply the shader... 
On Topic 
 
that's not ...

why do i even try with you people 
Bobbin' On The Stairs 
I often would put clip brushes over 16 unit stairs to turn them into ramps so as to stop the bobbin'. They still looked like stairs but the player would glide up them. 
 
We did that all through Unreal Tournament as well ... players would rather slide up staircases. It's less jarring to the camera. 
OTOH 
I think in Quake, the player will slide down when standing on those fake ramps, no? 
 
He will. But who stands still in Quake? :P 
SleepwalkR 
This is why I don't clip stairs in Quake. I do clip stairs in other engines though. 
 
Quake also has ramp jumps, which shouldn't happen on stairs.

I think the small bit of camera bob, done with some smoothness so it's not too obscene, helps with immersion. People are used to stairs in real life, and stepping up a step is accompanied by your head being lifted up at that moment as well, not a smooth gradient upwards that a character's bounding box would do as it slides up a ramp. 
Lol What 
if this view-tilting is not smooth enough, it's obscene? strong word choice I would have gone with "annoying." 
 
Standing still happens in Quake. Fighting often happens on or around stairs, and since they physically behave differently players will expect their movement to be one thing or another, cued by the geometry that they see. Sometimes the best safe place to peg an ogre or taunt a fiend might be standing on some stairs, and sliding out of position in that case when you don't expect to would be annoying.

Also, everyone avoids ever jumping around on stairs because stepfinding doesn't happen while you aren't FL_ONGROUND so stairs become momentum-killing walls, so ramp-clipped stairs is a confusing signal that way, too.

easy solution: actual ramps!


Quake3 had nicely fixed camera movement and physics going both up and down stairs (so you don't run off the top of the top stair and go DOOF DOOF DOOF all the way down), but messing with Quake player physics in .qc or the engine is probably unreasonable. 
 
although now that I've said that the engine guys who read this forum will see it and by the weekend we'll have three new network protocols and "sv_useoldstairphysics 0" 
I'm Thirsty 
for screenshots 
Post Yours 
 
I Have None 
 
If Life Were As Easy To Solve As That 
... We would be completely bored.

Make some.

For example, you can do something for the jam2. In the 48 hours that remain till the deadline, you can finish something as big as the shortest ones in jam1. 
 
Here's something I'm working on. in editor because I'm new to this and have yet to compile a map/didn't research how yet!!!

http://i.imgur.com/7DgjCqy.png
http://i.imgur.com/3dz61m2.png
http://i.imgur.com/YmDaDx7.png

also texturing comes later! I hope you fill in the details with your brain so it's not so ugly. 
Nice! 
Have you mapped before? That looks pretty decent!

I suggest learning how to compile sooner rather than later, just in case you have some gotchas. It can be easy to make bad brushes or something that the compiler won't like, and it's nice to know that as you build!

Here's where I link my getting started mapping tutorial and point you at 'Tools of the Trade' and 'Time to Compile' sections! 
Thanks!!! 
I played a lot in Hammer before, and DromED (which was a failure), and dark radiant but never released anything. I've finished a number of maps that were mostly quick throw-togethers.

http://i.imgur.com/dYGKPU2.jpg
http://i.imgur.com/9FXDhni.jpg
http://i.imgur.com/drFbf7E.jpg
http://i.imgur.com/CUkwRJA.jpg

This is some of my older stuff I made in Hammer, never really had much of a game play plan for it, but it was intended to be ported to the dark mod. I like to think I'm very good at storytelling, and think of a lot of ways to tell stories through level design and lots of creepy stories to tell. That's what I'm doing with my map up there, but I'd never sacrifice game play for story...I want to be great at both.

I'll have to look at that later on, and thanks for the advice! I'm trying to go on the general rule if it doesn't crash trenchbroom it won't make a compiler kill itself. 
Failing At DromEd Doesn't Surprise Me 
I should know it, I still have a Thief map in the backburner that's on hold due to stupid compilation errors. NewDark made things easier but the interface is still a pain and the compilers are dogshit.

Your stuff looks pretty cool map, keep it up! 
Mmmm 
Nice shots, reblinds! This one is particularly intriguing. I'm ready to play when it's done.

Make some.

I am :) Just not screenshot material yet. I posted a couple dozen shots these last 30 days. I wanna see what other people are doing! 
Oops 
by "this one" i meant http://i.imgur.com/3dz61m2.png 
Welcome To The Dungeon, Reblinds 
Good brushwork there. Looks good, I can see that the inspiration comes from sources outside Quake.

When you finish reading the wiki continue with this and this, this and this are for later. 
Thank You Everyone! 
Man you guys are really supportive. I should have posted years ago when Quake mapping interested me. My main inspirations are Thief and Quake. I just hope I can make an effective non-linear level where the secrets are more focused on alternate routes and giving the player combat advantages through that. That's one of my goals. I'm gonna have quite a bit of reading to do, but thank you for everything, this is all really exciting for me! I'll try to get back to you guys with some more finished content later on. 
Wow 
This community must have changed in recent years. He called us supportive! 
Reblinds 
Continuing on the supportive note, you should check out sock's maps, esp. zendar. It's a prime example of exactly what you're trying to do. He also wrote a along article on his web where he explains many of his choices. 
Hexagons, Hexagons, And Orange Hexagons. 
Hexcraft 
Makes me feel like Tron. 
 
Reminds me a little of Ribbiks' releases, "Swim with the Whales" and "Stardate 20X6" in terms of its one-colour contrast theme. Could turn into something interesting if the idea is approached well, but that all depends on which direction you're planning to take this map toward. 
Cont... 
In fact, a hexagonal themed texture set could help compliment the visuals, i.e. perhaps some dark, neutral coloured hex-floor tiles to dial down on using solid black. 
 
There's a Sunder map that's made with lots of hexagons as well. 
 
Aard's 10 sector map was made of randomly generated hexagon sectors: http://strlen.com/maps/doom/ 
Thanks For The Comments, Guys. 
The map I'm making is inspired by Ribbiks's entry for Doomworld Mega Project 2013 
If You Like Quake And Thief 
 
Not sure if irony, but 
 
I wasn't, I think it would be neat to see more people making ITS maps. 
A Map I Was Making Back In 2006 That Never Gonna Be Finished 
 
Sure it will :)

Give it a push! 
 
Push it into MFX's email pls 
Pulsar 
that looks good, why will it not be finished? 
Agree 
was looking on phone before.
On laptop, those look really nice - very solid theme going on, it looks like. If you don't want to finish, you should seriously consider posting the scraps! 
I'm Making Another Map For Plutinya 
Cool Style 
 
Yeah Man 
looks classy and interesting.
I love how flexible Doom is in that regard. 
 
That's cool. One of the rare shots that makes a Doom level look like an actual place rather than an abstraction. 
Nitin 
I was making this map for a while a long time ago (textures are mix of speedbase, quake2 and some other wads), then moved to another city without pc, then finished arcanum map, then was busy with real life, then found these screenshots in my id1 folder in 2014. I lost the idea of it. Tho need to check if the map file is somethere at my current pc. 
Yo 
A rare day with no work and university work I can procrastinate has led to me opening up an editor for the first time in a decent while.

http://www.mapsbytron.com/images/random-temp-stuff/lobby.jpg

Obviously incomplete, just working out a style. 
Is That Darkplaces? 
Looks pretty rad.... 
Nope 
Doom 3. 
Tron 
I like it, the ceilings with the inset bits are cool, but the overall shape of that area is quite square. I think it would benefit from either changing the floor height in some parts just up and down a bit or making that left wall bow outwards a bit and to get some angles in there.

Nice vegetation models, btw, are they yours? 
 
the overall shape of that area is quite square.

doom3's rectilinear light volumes perversely encourage you, for performance reasons, to build areas of the same shape.

that's about as good as rooms in doom3 get! 
 
Yeah... I dabbled in D3 for a bit and really disliked that about the lighting. :(

Still, I doubt many people would have trouble running a map with 3 or even 4+ lights on the majority of the surfaces if they are small like the above screenshot these days. 
 
This is just really a little passageway between areas, if it gets expanded out more then there will be more interesting shapes for sure.

Vegetation models are downloaded from some stock models site, can't remember the name right now. I've been playing with different material techniques to try and get some plants in Doom 3 that don't look like total arse. Having nice assets to start off with certainly helps.

With regards to light counts, Doom 3 is ten years old. I just operate under the mindset that so long as it runs on my five year old machine I don't care about things like light counts. 
 
I just operate under the mindset that so long as it runs on my five year old machine I don't care about things like light counts.

I think that's a safe assumption to make. I'd like to see some doom3 maps that are in the same vein as modern q1sp where you just make whatever as long as it runs good on a modern machine. 
Doom 3 Makes Me Cry Sometimes 
I'd been paying so much attention to getting some nice faked bounce lighting going on that I completely forgot to check what any entities looked like in the area. Stuck an imp in and it was half in darkness with ugly solid black shadow that didn't fit in at all with the lighting of the area. Pulled out a couple of the lights and replaced them with a larger one which doesn't look as good but at least things fit into the environment better.

I should have remembered to check that earlier, been caught out by it in the past. That's what I get for not doing any serious mapping for a few years.

Fucking unified lighting. >.>

So not much progress to show, apart from that I've just been experimenting with various lighting tricks like god rays, thanks to help from Zombie.

http://www.mapsbytron.com/images/random-temp-stuff/lobby2.jpg
http://www.mapsbytron.com/images/random-temp-stuff/lobby3.jpg 
 
isn't there a way to use shaders to apply lighting only to some shaders and not others? you could make a new shader for the monsters and have lights that only work on them and not the world. lots of extra work though. :( 
You Can Do Exactly That 
Was discussing that idea with Zombie earlier tonight, it's a crazy amount of work though since the tools aren't set up to do it easily. 
Doom3 Lighting 
is really painful sometimes. tho it's very powerful, it's hard to make everything look good 
 
If you have the time, painting special light shaders can help a lot.
If you are making world geometry in a 3d editing suite, there's the option of baking on lightmaps as well.

But yeah, it's mainly inflexible unless you are willing to dump tons of time into it.

However, these days I think you could get away with making oversized light volumes with the exponential light shader and lighting areas like you would a quake map... 
 
I painted unique volumetric lightmaps for a silly Quake4 map. Results weren't bad, but it took a while and meant even less flexibility.

Raven added a little fudged normal map contribution to the ambient light shader in Quake4 (Doom3's was just flat diffuse) because we just had to use it so damn much. Every multiplayer map except DM11 had one big ambient light covering the entire thing, because otherwise nobody could fucking see the other players. 
Lun 
Replayed Strombine just yesterday checking out that lighting technique you used, I think I'm definitely going to be stealing that gui based interaction system you came up with for it. 
 
I read Tron as Tronyn and was pretty confused. 
Oh Yeah 
I forgot I even did that. It's a GUI plane with nothing in it, right? So you get the interaction with nothing displaying? You should probably take it a step further and have some kind of glowing interaction hint display in worldspace, like the hand icon in RTCW.

It might not work in Doom3 though, I think D3's GUIs had to have an opaque background? If it doesn't you could fake it with doomscript. Doomscript was the only good part of that engine and it was great.




also I think Tron, Tyrann, and Tronyn should merge into a superentity and do battle with DazDranz and negkcros. 
 
Doomscript was the only good part of that engine and it was great.

Hell yes. I loved that scripting engine. 
 
Jim Dose took it with when he left id and now it's in L4D2/Portal2 and called Squirrel. :P 
Hmm 
I'm all in favor of this super-entity idea, so long as I get to be one of the arms.

Been playing around with creating a custom ambient texture, Strombine style. Produces some nice effects around vegetation when a bit of colour is introduced for the filtered green light and I think it's definitely getting adopted as a standard technique by me. Can't really see it in effect in this shot, but I figured everyone can enjoy a fine wall of Imp ass.

http://www.mapsbytron.com/images/random-temp-stuff/lobby5.jpg 
Early Quake 2 Project Made In TB 2. 
http://www.quaketastic.com/files/single_player/maps/q2map1.zip

No screens but it's a really, really, early look at what I've managed to do with TB2 so far. I have to say this is going to be an awesome time for Quake 2 players when TB2 is finally here. 
Hear Hear! 
 
SW And Also For Those Who Dont Have Quake 2 Installed 
I had to edit the .map file cause I couldn't find the way to edit the face properties. (I kind of copied whatever the properties from an identical file in quark, fairly easy to do actually but a real ghetto way of mapping also)

http://www.quaketastic.com/files/screen_shots/q2-tb2-1.jpg

http://www.quaketastic.com/files/screen_shots/q2-tb2-2.jpg

http://www.quaketastic.com/files/screen_shots/q2-tb2-3.jpg 
Looks Good 
The warm lighting fits with the textures, but the cooler lights don't as much, maybe you'll need to tone down the saturation on those ones, except on the third screenshot. 
Sneak... 
I'm just gonna sneak this in here before I go to bed...
http://quake3world.com/forum/viewtopic.php?f=10&t=50439 
 
overgrowth and bare fluorescents go well together. are these your textures? the ornate copper floor and ceiling are beautiful. also pipes and ventilation vanes!

probably the most visually boring is the mineshaft... 
WOW Hipshot 
This map is incredibly beautifull. I played it a bit on my Mac mini, and it's running very well. I'll try it with some bots tomorrow.

Really awesome work ! 
Necros And Barnak 
Thanks

Some are mine, some are just photosourced from cgtextures. But I produced them all into the level if that means anything.

The actual ornate floor and ceiling are actually more or less like the source, but the pipes I've made myself, the small pipes are actually a really old texture.

Feel free to use the textures, I'm gonna make a source release of this later on too, all max files, map file etc 
 
By "superentity" are we talking a human centipede kind of dealie? Sounds fun. 
Fifth 
You can edit the surface and content flags in the face inspector by clicking on the ... Buttons. 
Really???? 
I feel like an idiot if I missed that. 
There 
Hipshot 
Looking good man. Will download later. 
Cocerello's Map 
The map is ok, but (as others already said) has a very bad gameplay. I write this just after I played the map, I came here to see what others say, I thought maybe I'm stupid or something. I played on EASy skill, I repeat - EASY (skill 0), not even normal.

You say the map is unfair only on hard, sorry, but that's bullshit, pleas try to play your own map on EASY and see how easy it is. I ran out of ammo quite fast, playing with just the axe is not fun at all, especially when you are fighting death knights and fiends.

Otherwise the map is ok, but please, please, next time try to test your own map, at least a quick run from start to end on normal or easy to see if it's "doable". 
Bad Post 
Somebody please delete the previos post, it was meant for other thread, I can't edit it or delete it :( 
 
Play it where it lies! 
Quake Was Made For Little Girls, Sissies And Grannies ! 
All these old nannies are knitting and stretching their wool :

http://fsgregs.startlogic.com/Public_Files/Cham/Pictures/sissies.jpg 
Post #11468 Undeleted 
we don't have a delete feature, and if it is flagged as spam your IP address gets blacklisted, which is not what you want, so i unflagged it. 
 
Not really a screenshot, just some initial test bits for a quake texture pack I plan to make when I got a bit more time.

https://dl.dropboxusercontent.com/u/15588722/quaketest.png 
 
beautiful! 
Very Nice 
 
Ptoing 
Have you done any PXart before? 
 
If by PXart you mean pixelart, then yes, infact I am a professional game artist who is specialised on pixelart. 
 
Me and my friend [url=http://store.steampowered.com/app/239070/]released a a pixel art game last autumn[/url], where I made almost all art, I've also considered making some q1 textures with the q1-palette.

I'm always looking for talent, do you have some home page or portfolio? 
 
You can go to http://ptoing.net which links to my slightly outdated art blog and pixeljoint gallery. That should give you an idea of my skillset. ATM I am mainly focusing on getting better at 3D in my freetime. 
Hipshot, 
you made Hammerwatch?! I freaking love that game, me and my friend played the co-op for hours when it first came out!

Ptoing, your stuff reminds me of old school bitmap brothers -

https://www.tumblr.com/search/bitmap+brothers 
 
Thanks, the Amiga OCS stuff by Dan Malone is certainly an influence. 
Ptoing 
seriously though, I hope you do make a full set in this style, would be amazing. 
 
I plan to. It will probably take a while because of work related stuff. Work first and all that. But I am pretty fast once I got going, and once I got some decent base textures for metal and rock and all that those kinda things should be fairly fast as well. But yeah, plan is to make a full set or sets. Base, Metal, Rock, Weird shit.
Yep, yep. 
Omg Bitmap Brothers... 
I loved xenon 2 
I Really Need To Start Signing In... 
Ptoing, your style reminds me a bit of heretic. I like the orange, not many textures like that. 
 
Thanks. The colour I used is not indicative of the colours in the final textures, just one of the 16 colour ramps to get a good base. But I want to make textures with colour variants which are not that common in the original Quake set.
I still have to experiment and get a feel for the colours and which ones work well together. 
Ooooh 
Looking forward to seeing more of this! 
Bitmap Brothers 
I always wanted to play Gods, and spent hours trying to guess how it would be in reality, based on some full color double DIN A-3 pages in a magazine, that had all the levels in the game on those pages, as a guide to complete it.

Xenon 2 is also a game i miss a lot. I always loved the feature about buying weapons, upgrades and bomb-like equipment, like the one where you get enough weapons to fill the bottom of the screen for a few seconds.
Unfortunately, those are the only games i know done by them.

Looking forward to you work, Ptoing. If you do it quickly enough, it could be the next map jam theme ;) 
 
Doubt it will be ready for the next map jam, but yeah, would be cool if it was used for a jam when it's done. Would love to see what you guys can do with it. 
 
Oh hey ptoing, remember you from Apedogs and Unit16 when I used to lurk there a couple of years back. I have no doubts those textures are going to go out like hotcakes :] 
 
Hah, small world. 
 
Some more stuff. Maybe I should make an own thread for this? And yes, I plan on doing colour variants of probably most of the textures. Or at least for the ones where it makes sense.

https://dl.dropboxusercontent.com/u/15588722/post/func_msg/runicanimals.png 
 
the top row looks the best. like bronze or something... would be cool if there was some teal/green in there like the id *cop* textures. 
 
Yeah, teal/green could be nice. So far I am very much still in an experimental phase, seeing which colours work together well. Top row looking best I would say is highly subjective, thought I quite like it myself.

I think that it will heavily depend on the surrounding textures used and as such I will have variants of almost all textures in my pack. a) because it's easy and b) mappers will have a lot more variety to choose from to give accents to their maps or use it for stuff like secrets, hints and the like.

Oh btw, I have not tried this yet, but I take it max amount of animations for a texture is 10? +0 to +9? 
 
Are those too small? I would have expected twice the size (or maybe map editors always scale up textures?) 
 
Those rune animal ones are 32x32, which is the size of the red rune textures in quake for example. I will probably make combinations of different ones as well, and have them as single ones too.

Most textures in Quake are 64x64 actually, I will probably go more towards 128x128 for walls since that will allow for more variation on bricks and such. And it's not too much more work.

But yeah, I think I will make a new thread for this and post my updates there. Don't wanna clog up this thread. 
This Is A WIP Thread 
so if it it's WIP then it's the right place to post. It will be nice to see a new texture set... shame it's not purple (we're dying for a purple set here!) 
Func Threads Are More For Large Discussions 
ie flamewars 
Damn Straight 
 
 
Fifth: There will be purple variants. VARIANTS OF EVERYTHING! I reckon that I will have over 1000 textures when this is done. Because variants are quick. Like make a brick texture. Make a banged up variant, make an even more banged up variant. That is 3 textures.

And then 5 or 6 colour variants of each of those and potentially mixes where you combine 2 or 3 coloured bricks into one texture for more funky kinda layouts, which would already be 15-20 textures from one basic brick texture alone.

And again, yes, purple will be available, I promise :) 
So I Was Wondering 
Just made a 128x128 brick texture and then made 9 really quick brightness variants. This is really easy to do and surface colour vs lighting in the level is something to take into account.

https://dl.dropboxusercontent.com/u/15588722/post/func_msg/brickgradient.png

But I was wondering if this would be a bit overkill. Because once I do other colours (not every ramp is as stretchable as the browns) and stuff like mossy variants and so on it will quickly go to 100 variants for this single texture alone.

This also makes me wonder how to best organise the wad file. It is probably best to break it up into several wads. Question is how exactly. Theme makes sense. Base, Metal, Medieval, Runic and so on. But the question is whether to break it up into colour sub wads or what. Suggestions are welcome. 
Ptoing... 
are you a god damn wizard. How did you make a 21 colour texture look 24 bit? Like seriously?
Also, careful with the last 2 lines of the quake palette, if you didn't already know the last 2 lines are reserved for full brights. (just checked and I'm sure you've avoided this problem anyway but still)

As for texture organisation, just make sure you name the textures well. Like wall1, wall2, wall3, trim1, trim2, trim3, light1, light2, light3 etc etc. 
My 2c 
I think 8 different shades of the same texture is overkill. 3 is probably the sweet spot (bright, middling, dim) as level designers can then use the three shades to make cool shapes.

I would rather see variations of the texture with different trims, misc small details like blood, scorch marks, etc as then level designers can also incorporate those elements of the textures into the game play of the map.

Textures do look great though! 
 
Hehe, Thanks. And yeah, I am aware of all the ins and outs of the Quake palette, colormap and so forth. I actually have 2 palettes I work with, one with and one without the fullbrights so that if I use dirty tools like blending and the like no fullbrights can creep in.

Yeah, it will probably end up being.

brik##gr kinda format and use the #s for variant and shade and the gr for colour, so that would be green or something, will see.

But so you are saying, basically yes, more variants are useful.

I can see that, since you might wanna make a level that has an area of dark bricks without being actually that dark, or use lighter bricks in some not so well lit areas.

I fear that this set will go into the 10s of thousands, haha, not even kidding. It could happen. 
Also 
Just a quick thing that popped into my head : Consider doing some extremely large versions of some of the "bread and butter" textures in your set. For example in czg's level "Honey" there is a 512x512 wall texture that is all simple brick but has loads of different grime, grit, dust and moldy bits on it. It really helps break up the repeating nature of the large surfaces in that map! 
 
Ah, posted at the same time as DaZ was.

I will totally make variant stuff with less destruction, more destruction, blood, trims, what have you. And those will only become more once I amass a bigger texture library to combine from. But this variant thing for the shades is literally 5 seconds of work. But I also see where you are coming from with the 3 brightness versions.

What probably is also something to take into account is mixed brightness/colour textures. Since doing that with brushes would be a bit tedious/overkill. 
 
Yeah, see what you are saying. I will have a look at the Honey textures.

This one being 128x128 is already bigger than most original Quake ones, where stuff like bricks usually was 64x64. I will have 64x64 ones in there, but I kinda doubt I will do that for bricks. 
 
Btw, what are the naming conventions for quake testures. Do the names have to be 8 symbols only or can they be longer? 
Ptoing 
are those palettized? if so, good job. if not, you should check to be sure it looks ok.

if you want to make huge amounts of variations, go for it, but please don't lump them all in one wad file. a mapper can easily load multiple wad files to get whatever textures they want, but it will just be a mess to sort through hundreds of textures in a single file. 
Necros 
there's only 21 colours and they're all on palette... I'm blown away to be honest. 
Ptoing 
http://quakewiki.org/wiki/Textures

Nice work! Looking forward to seeing them on a map!

Are you the same Ptoing from Pixelation forum by any chance? 
Ptoing: 
 
Yeah, they are palettised. I work in Cosmigo Promotion which is geared toward indexed work/pixelart and animation. So nothing here was painted at a higher bitdepth and quantised down, it is from scratch using the Quake palette.

And here is a little teaser for FifthElephant :)
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/purplebrick.png

About the organisation, yeah. I don't think I would have them all in one wad. It will for sure be wads sorted by theme, texture type so they can be easily found as well and you will have groups that make sense in editors like Trenchbroom.

What would be good to know is if I can give the textures longer names than 8 symbols, and which symbols are allowed. I reckon alphanumeric only and _- or something? seeing as + and * are special. Any clearing up in this regard would be much appreciated. 
 
than: Yes I am. To my knowledge there is one other person that goes by the name of ptoing but our paths have not crossed so far.

metlslime: thanks a lot :) 
Textures Can Have Names Longer Than 8 Symbols 
but I don't know what the maximum length is. 
 
It says 15 characters in there. And I reckon 15 should be enough.

brick1_2purple is 14, so yeah. 15 should be plenty enough. 
These Textures Are Pretty 
But they're very big.

I think brick works well if it's small and dense. It's interesting that you have stuck to the same palette gradient in order to get more out of the texture colour range.
It might need to be made grittier or dirtier in order to fit the quake aesthetic, using noise and colours from other sections of the palette.

Here's a really simple room I just made -

https://www.dropbox.com/s/rbuzgtoy873p2e4/ptotex.jpg 
 
In this screenshot the texture is scaled to 0.5 in order for it to fit with quake's scale. 
 
Hm? Why scale it down, I am confused. The texture is 128x128, but has the same scale as all brick textures in quake, just less repeat. As in the bricks are the exact same size.

I think bricks work in all sizes and of course I will make smaller ones as well which probably can be 64x64 tiles, but I might as well make stuff 128x128 since it is not a lot more work if I got good base textures.

Some variants with more colour shifts are a given, I have been looking at the Quake textures quite a lot to see what colour combos they used and such.

How many variants of the texture have you actually used in that little room? 
Seems Like They Are The Same Size As The E1m2 Bricks. 
 
 
Last one before bed.

Highly experimental this one, and also WIP. I quite like the colour combo in this one though.

https://dl.dropboxusercontent.com/u/15588722/post/func_msg/weirdrocktest.png

Also, I appreciate people doing small tests to see how these look like in maps, but please do not use them for anything you release until the set is done. 
 
First quake since 16 years back
http://imgur.com/bnkNg4Z

I'm only learning how to develop my textures into Q1 and also trying out both radiant and trench, I will probably build a little singleplayer level later on. 
 
I scaled down as I wasn't sure about how to use them. I won't release anything until i see the full set to be honest, if these initial textures are anything to go by this should be really nice.
Also I probably should have gone to bed rather than mess around with these. I will keep a close eye on this thread. 
 
* Ptoing:

- Purplebrick: looks good, with a strong personality. I'm also waiting to see a purple texture set, and if there is a orange and pink ones, even better.

As Fifth said, i also see that they aren't very Quakeish. It's good because that gives us the option to make maps with a different feeling, but most mappers prefer to make Quakeish maps for Quake, so it can affect how many people will use them.

Something that had bugged me is that in my eyes those are blocks, more than bricks, at least in size. Apart from the size, i can't tell for sure if that is stone or brick.
In Quake, bricks are usually smaller (8-12 units high), like ID's city1_x and city 2_x textures. Check Quake e4m7 for reference.

Don't misunderstand me. It is good to have bricks so big, but it is probably better if bricks so big aren't common in the texture set, except if that is one of the charms of the set, if it is like that, ignore what i said about their size and keep going like that.


- Weirdrocktest: looks good as well, as a desert rock texture, but the tiling is a bit obvious: In a normal texture that wouldn't be much of an issue, but rock textures are often used outdoors, where most brushes are well and homogeneously lit, very big and you see them from afar, so the tiling is way more noticiable (in this case, the whitish zone in the upper-left corner).

Try to make all rock textures at least 128x128 and make some 256x256 or maybe 512x512, and check that there is no point in them that stands out noticiably (in this case probably getting rid of the whitish zone is probably enough).

Well, most of those tips are in Rorshach tutorials(at the bottom of the page), so it is probably better if you read them directly than me continuing to write.



*Hipshot: looks decent for a first try. It would need something around the door, a frame, or better, some rockish detail.
Glad you are coming back to the dark side of mapping ;) . 
Gonna Do A Quake Map 
Any requests? I remember when I posted my Quake 3 WIPS here that people said that certain themes were done to death. I can only promise to do my best but it would nice if it's a theme people would like to see.

I'm also open to continuing unfinished stuff that people don't care about anymore. Just hit me up! 
@SpronyvanJohnson 
> I'm also open to continuing unfinished stuff that people don't care
> about anymore.

Please, check this thread :

http://www.celephais.net/board/view_thread.php?id=61065&start=19

Two very nice maps almost finished, that were scraped ! :-( 
Sprony 
Rather you build with a theme you want to build with and that you have ideas for, regardless of what other people feel like seeing. Make us not tired of e3 metal! 
Cocerello 
Thanks for the feedback, I appreciate it. Just keep in mind that all of this is super WIP.

The main difference from Quake stuff is that they do not have as much colour variance, though there will be versions of them which will have that. But probably clean colour ones too, like they are atm, can't hurt.

As far as the size goes, there are plenty of textures in quake with stones/brick/whatever which have the same dimensions, just one a smaller 64x64 texture instead of 128x128. But yeah, there will be bricks/stoneslabs of many different sizes, don't worry about that.

The weirdrocktest is just that a weird rock test, and I am well aware of all it's fault, I have been doing pixelart tiles for almost a decade professionally, so I know about hiding the grid and all that.

Those tutorials you linked me to do not seem to be there, but I am sure I have read similar stuff before. And I could ask Kevin the next time he is in a hangout I frequent as well. 
Sprony 
Well, if you just want a theme that no one does. How it sounds a map for DoE expansion, in Alice textures, that relies heavily in rings of invisivility, and fully geared towards DMSP or COOP? 
 
i think there's definitely room for some more strongly coloured sets. some great maps have been made with the terracotta textures recently... Terracity and Red Slammer come to mind. They have an almost stylized strong orange theme moreso than e1m5, for example. 
Necros 
For sure. I think the Quake palette can produce some pretty funky stuff, but there are not many textures in the default set which use the more "non-earthy" colours in a broader way. Those are mainly used to add accents to other colours. Such as the purple and cyany colour. 
Ptoing 
Ok, no problem. I'll be expecting your work eagerly. Keep it fun for you. But ... if i were to say something egoistical, i would ask you to make it as crazy as possible, with white, pitch black, orange, violet, purple, as the main colour in and as many colours versions as possible :).

Well, if it is easy as you say to make colour versions of existing textures, maybe i could try begin to learn at texturing by doing that. I always wanted, but never knew where to begin. For now i am getting info on the issue till i begin with that.

I have been doing pixelart tiles for almost a decade professionally, so I know about hiding the grid and all that.
I know that you have been working as a pixel artist, and checked the links you provided, but by basing myself on those i though you worked in videogames with art similar to Monkey Island, for example, which is a very different work to texturing, and because those tips, even if they sound basic, i have seen them not present in enough famous videogames to put that info there for just in case ... Well, i just wanted to explain the reason.

Those tutorials you linked me to do not seem to be there
Rorsarch tutorials are there, but not the video ones, those are probably lost forever. I was telling you about some text based ''tutorials'' at the very bottom of the webpage, below of where it says: ''Various help pages'' and ''MAP TEXTURES''.
I suppose you probably know what they tell, but even with that, check them if you are bored, they are short, but kind of the base of texturing in Quake's community. 
@all 
Thanks for the comments. I'm very impressed with the unfinished stuff by Bal. However, I wouldn't have expected otherwise from him. Having said that, it's way out of my league but I still feel I could at least mess around with it. Quake and SP level design is completely new to me so having such an amazing base to start from is pretty convenient.

In the read me he says that all the content is unreleased Nehara stuff. That's a mod I was unfamiliar with (relatively new here). Does this mean I can't use the textures he used? Does anybody know this? 
 
Yeah, I will make variants, I said that already :) Atm I am doing a less bread and butter texture because I was bored of making bricks, haha. Gonna post it later.

And yeah, editing textures is a good way to start I guess.

I have done tilework for Wayforward, specifically on Aliens: Infestation for the DS, which was very limited in terms of colours and tile usage, good practise. And I have done other tile stuff before where you have to try and hide the grid. But I see where you are coming from.

Ah, found the tutorial stuff. It's under help. Will have a look a bit later. 
 
Just read some of his texture stuff and I actually disagree with some of his do's and don'ts. Specifically saying to not work at scale. I think working at scale gives you more control at the pixel level, because if you scale down shit will go to mush.

Another thing is that he does not seem to like textures like the bricks I done based on scale, saying the bricks are too big. I would disagree there too, especially in a game like Quake where epic/monolithic architecture works really well.

But yeah, the stuff where I agree I already knew. 
Please Ptoing 
 
Test 2 At Full Scale 
At full scale those texture do look pretty nice. In this picture it looks a bit like a cake but I reckon if you stick to the same colour range it will look good, just flat purple was really nice. (no this isn't a proper map, it's the shell map I made that ended up being my jam 2 map... I use it to test texture themes)

https://www.dropbox.com/s/suhl6p3t3zhkffn/ptotex2.jpg 
I Would Prefer Them To Be Dirtier 
The bricks, that is. They look a bit too clean for Quake IMO. 
 
mfx: Noted :) I quite enjoy doing Gigerish stuff.

Fifth: It does look like cake, yummy layercake.

SleepwalkR: Yeah, they are quite clean, as I said before, these are a base pass before mixing in other colours, doing "moss passes" and what have you. I think I will provide these clean variants in the pack as well though, because that can't hurt. Would be neat to have a map where stuctures get more and more decayed as you go along.

And here is what I been working on today. Also still WIP. And NSFW.

https://dl.dropboxusercontent.com/u/15588722/post/func_msg/basrelief.png

And there will be several broken versions, colour variants, splattered with blood (offerings to the goddess) and so on. And probably runes on her sides below the hands and besides the head. Variants are a lot of fun to make once you got a good base to work from. 
 
I think I will provide these clean variants in the pack as well though

PLease, please, do that, as long it isn't extra work for you.

You can always put them in a different .wad or even create a discarded textures .wad to keep the general feeling of each texture set. 
Fifthelephant 
Those so pure textures look suitable to Alice and other videogames in very weird surrealistic worlds, by looking at that screenshot.

Problem with that kind of texture combinations it that they usually require to keep the number of shadows to a minimun or give the map a minlight of 50 or more, because dim lighting makes all colours more similar between them. The good part, or bad depending of how you look at it, is that that issue is more prominent with ID textures, due to their similarities as usually they share at least the third most used colour in each texture. In fact, I tried to do a colorful map in ID textures and ended like that, so had it switched to brown-green textures, as dim lit areas is part of the gameplay of the map. 
Great Stuff 
There's a load of potential with everything you're doing; please keep going :) 
Alright, Getting To Know The Editor A Bit More Now. 
Nice One Hipshot... 
Looks good, I like the texture blend of the rock and grass... would look nice at the top too! 
Still Doing The Q2 Map 
 
That looks pretty decent for 3 textures. :D 
FifthElephant 
Yes it would, I'm just gonna figure out the best way of doing that on those angles, in this engine =) 
Hipshot 
Wow, that looks very nice. I know you've done amazing things for Quake 3 (and some other multiplayer games), but just out of curiosity, is this your first single player map? 
FifthElephant 
Cool, keep at it! Are you the only person in the world making a Q2SP map, or is there an active community of Q2SP mappers? 
Total_newb 
There seems to be a somewhat active community at -
http://leray.proboards.com/

But the Q2 community is nowhere near as active as ours and I am struggling to get answers to my questions fast enough. I expect once TrenchBroom 2 is release we'll see a huge increase in the different maps for different games. 
Aguirre 
should also officially release his q2 engine, it is perfect IMHO. 
I'm Using Quake 2 Pro 
it seems to be doing the trick pretty well... what's so good about Aguirres? 
Nothing To Fiddle With 
it looks like q2 just with WS support and other things similar to what Fitzquake does. 
Total_newbie 
Well, haven't done any mod SP since HL and Q1 really, so it's gonna be a really fun to return to it! 
What HL SP 
did you do? 
"since HL And Q1" 
You've made Q1SP content before? Did you use a different alias? 
Nothing That Matters... 
I did it ages ago, nothing that matters so. 
 
Assuming you did q3 maps hipshot?
This is quite nice http://lvlworld.com/media/id:2126/s:212612893015555064

I like the style, brick and sewery at the bottom, with mixes of wood and pipes and a more realistic setting with buildings. You should convert those textures to q1 and do a full q1sp out of it. 
Convert? 
Why bother if some existing made-for-q1 wads can pull this off just as well. 
You Mean 
The Kingpin set? There's another industrial one as well thats similar and I think Nehahra had a few in the same vein.

Can't see anything wrong with having more industrial textures.

Although after staring at the Rubicon2 set for months I probably won't be doing industrial for a while! 
Rivets, Rivets Everywhere!! 
Run! 
[Kona] 
Yes and <a href="url">this one</a> I just released, same theme kinda, but "even more". But I feel the Q3 community is "dead", even the QL forums, there's like 2 new maps there.
And I have been wanting to do Q1SP for a long time now, so I figured why not now, those Jam2 levels are really great! 
Why Can't You Edit Your Posts Here? 
Some 2003 Throwback Map Stuff 
Bigger Version 
ROQ 
...lookin' good. 
Not Kingpin 
the bricks can be jf2, the wood can be from a sock wad, and the metals could be cr8, ogro, or even some idbase/wizmet mix
Kingpin In Quake 
Has been underused. Here's a map by yours truly that uses Kingpin to good effect, if I may say so myself:

http://mpqarchive.pauked.com/index.php?view=viewcomments&review_link=17000 
Doors 
A made a func_door, out of two brushes. But it doesn't move. When I create a door with a single brush it moves, also, looking at E1M1, that door that consists of three brushes, seems to move, but I can't see that they do any different than what I do, seems to use the same spawnflags, just different shape and texturing.

I did search on google for a solution, but I'm having a hard time finding good Q1 mapping newb tutorials that describes the issue I have. 
Well, Two Things 
@Hipshot: Sorry for pointing out the obvious, but there are at least two things you can try. You can look at some released map sources and see how exactly they have implemented the doors. The map jams come with sources for all the maps, so they would be a good place to start. You can also find the sources for the original iD maps that John Romero released many years ago. They are a bit old, though.

And the other thing is to copy your door into a minimal map that has only the features you need to play it and attempt to open the door. Then if there is a problem, post the map here and ask people to look at it and explain why the door doesn't work the way you expect it to. For example, make two boxy box rooms and put a door between them. It doesn't even have to be lit properly or look pretty. 
Hipshot 
By two brushes I assume you mean two seperate piece that move in different directions?

If so, turn on the "Don't Link" spawnflag. 
Captain Obvious 
Sorry, that I wasn't clear enough, but I looked at the E1M1 Source map and it was as simple as mine, that's what I thought was so strange.

For some reason, it didn't move, but when I created a new one today, it worked, they look exactly the same in the editor, strange.


@ijed, it works w/o the don't link flag, it moves both brushes.

And sorry about posting this in the wrong forum section. 
 
That's not it. If he's got two doors linked they'll just open at the same time. That's what linked doors do.

If a door made of any number of brushes isn't moving it's probably some small silly mistake. Doors in Q1 aren't much more complicated than doors in Quake3.

If it has a targetname it won't spawn a touch volume, because it will assume it will be triggered by something else instead.

Is the lip too big? If lip is the same number as the door's size in that direction it'll move (lip - size) = 0 units. 
 
So I was editing the Quake palette, specifically the last ramp before the fullbrights with the horrible saturated blues.

https://dl.dropboxusercontent.com/u/15588722/post/func_msg/quakepals.png

What I did was just extrapolating the ramp back from the colours on the right side of the ramp.

This is likely what this ramp looked like before someone decided that they needed the Dopefish secret.

I am pondering using this for my textureset, though I wonder if I should make it mandatory or if I should make an extra wad with all the textures that make use of the new colours (probably not that many, seeing as the difference of this blue ramp to the other blue ramp is similar to the differences between the 2 purple ramps.) 
That's Hardly A Big Change From The First Blue Row Though 
 
 
Yeah, I already stated that :P

It is very similar to the difference between the 2 purple ones, mainly saturation change. 
 
If you use a different palette will it display properly? 
 
yes, you can modify the palette the engine uses. in fact, this was done for the YPOD doom mod so that the textures and art assets would look good.

the only thing to be wary of is to check that stock assets are not negatively impacted, but i'm sure ptoing will take care of that. 
 
I think the only textures where the sat blues are used are the dopefish stuff (who cares), one of the stained glass windows and the silver keycard texture. None of those should suffer (probably look better actually)

I will probably have to supply an adjusted colormap too, but that would not be a big deal. 
 
 
Don't make two identical blue rows just because there's precedent. The fact that there are two very similar purple rows is already stupid, especially when the complete list of purple things in Quake is three items. 
 
Haha, yeah I know. But the resulting blues would be more useful than that fullsat blues (though I guess I could do something else with the saturated end). 
 
I thought about it more, and I think the list of purple things in Quake actually is three items:

- Runes
- The sky
- Voreballs

Am I missing anything? 
 
http://imgur.com/MUf2uMO

Id1 texture arch07? Or not id1? Purple. 
 
It's used in a few textures, but never as the actual colour of an object, just as an accent/blend colour. Underused for sure. 
The Slipgate Too 
And yes, there's a version of an arch (or a window?) with purple, but it only appears in QTest.

Someone should make an otp.wad :P with purple variants of existing textures. Jam! 
Reccomended Settings For Screenshots? 
 
 
like in the game? or like the image itself? 
Did Not Have A Lot Of Time, But... 
here's some more work on the big stones tile and a tiled view.

https://dl.dropboxusercontent.com/u/15588722/post/func_msg/brickstile.png

There are still areas which need some work, to hide the tiling a bit (mainly the area where there are 2 broken bits right next to each other, which creates a dark bit.

Colour variations on this are also not final, just research, but it works pretty well I think. 
 
They look so rounded and smooth. Like blocks of cheese. 
 
Buncha moldy cheese! Actually, with the colours that Quake has you could make some pretty good cheese textures. 
 
Haha, blocks of cheese, indeed. And there you have a name for your texture set. 
Just Passed The 5000 Brush Mark On My Latest Map... 
Kewl! 
Cheers! 
Very Nice 
You can pop the texture box and visgroup box underneath the Categories/Objects/Faces box, just drag and drop - then BOOM - you have more room ;) 
Oh Cool.. 
just saw the name of the map. 
 
Looks pretty rad! 
Oooh Classic Idmetal 
H Y P E

can we get a nicer screenshot? :D 
Thanks 
MFX: Thanks

RickyT23: Startlingly obvious, but it never occurred to me once. It feels like my mapping window has doubled in size, which is hugely helpful. Thanks.

MFX: Discovered it while browsing the <a href=http://www.noevdia.com/news.php>NED</a> website for new releases. The name stuck in my mind (didn't hurt the I liked the <a href=http://aluktodolo.bandcamp.com/album/finsternis>album</a>

Fifth: Thanks

Daz: There is no nicer screenshot. It's mostly wide-open areas that are only partially complete. This is one of the few places cohesive enough to represent the map in a positive light. 
HTML FAIL 
Daya 
skill 2 demos for gravelpit_1.3: https://www.dropbox.com/s/buhx9ux7w4vdaor/grav13_ericw.zip?dl=0

Looking good. The final arena still needs a bit more ammo, I think.
There could be more monsters given the large spaces... Maybe spawn in reinforcements when you hack the computers? (totally cliched of course.) 
 
Don't know if this link will work but ... messing around on the long weekend. Coding...

https://drive.google.com/file/d/0B6cay6zUJZndTU15R2UzcWZuZEE/edit?usp=sharing 
Gore Is Good 
Knave is done to death i heard someone saying last time around:)

Prove him wrong! 
 
Whoever said that is an asshole, Knave rules.

Is that a Knave and Zer combo? I always wanted to do just that. 
 
The gore fountain is indeed inspired by Zer, but it's my own code... 
Sweet 
new willem map! 
Dat Font Rendering! 
Also nice level ;-) 
 
Right? I can 45 degree with the best of them... 
 
So I got my OBJ to MAP convertor thing running .. you feed it an OBJ file and it places the MAP formatted text on the clipboard, ready for pasting into Trenchbroom. This SHOULD alleviate a lot of the issues I was having with trying to get good looking rocks and other shapes.

We'll see. It still carries with it all the Quake weirdness with plane accuracy and stuff. It works OK with simple edge bevels but trying to do something even slightly complicated and the planes start sliding off just enough to get misaligned certs where shapes meet...

... actually, SleepwalkeR : Does Trenchbroom use the grid size at all when handing pasted MAP text? Maybe that's why the planes seem so wrong sometimes. Probably not but it's a long shot. I'll try setting the grid to 1 next time I have a problem and see what happens.

/ramble 
Obvious But... 
Did you snap the geometry to grid after pasting it?

edit/actions/snap verticies

It has crash problem in TB1 when snapping large amounts of geometry, like entire levels, but thats probably just a memory issue. 
 
Oh yeah, I can fix it by manually twiddling verts and such in Trenchbroom but I'd rather not. A clean paste is my goal. Heh... 
Nope 
TB parses the pasted brushes just like it would parse them from a map file. The grid has no effect on this. I suppose that either you are snapping your plane points to integer coordinates, or that the process by which you determine the plane points is not accurate, or, finally, you're seeing the inherent imprecision of the vertex generation algorithm that TB uses. 
 
Yeah ... OK, thanks for the info! It's close enough for what I need so I'll probably move on. :) 
Ye Olde Screenshot Thread 
123

Not much texture in this, mostly column01_3 with some runic addons:) What do you think? 
 
Very nice. 
Very Nice!! 
You and Sock should conspire to build an episode ;) 
Very Nice!! [Edit] 
You and Sock and negke should conspire to build an espisode ;) 
 
Gah! Really nice mfx. Love the architecture, wow... 
 
You and Sock and negke and CZG should conspire to build an espisode ;)

I don't like these whitish textures though 
How Could They Be Improved? 
Or just more variety overall?
Have the same issues, all looks alike.. 
Mfx 
Sauber :D Looking good. What I always wanted to try is make a textureset very specific to a level.

One of these days, once I got more time and am done with my other texture stuff I would totally be up to doing that with some people on here. As in you people map stuff, plop on placeholder grid textures and I check what the sizes need to be and make specific textures to fit what was made. /me shakes fist at time! 
Negke Should Make An Episode. 
By himself.

The shots look nice. The silver key cathedral in particular stands out, and looks finished.
I wouldn't say that same-ness in looks is particularly prominent to me.
Maybe the ceiling textures/ architexture could be broken up in shot 3... 
Idea Spam 
Make some gigantic floating asteroids between the structures that the player doesn't walk on as points of reference, but make all the actual buildings from the same repetitive style. 
Mfx 
i absolutely love your visual style!
can you make it more asymmetrical? 
Make The Next Jam A Chainmap 
if you want to see a colaboration by all these matters.

Now that i mention that, wasn't spposed to be the third jam on september?

*Mfx, that looks very good, and the textures look OK in both highly lit and in darker areas. Please make a map out of that, with more of the second screenshot, the other two, while having their own personality, are still probably too similar to Sock's map. 
More Doom 3 
[IMG]http://i.imgur.com/KjNiThI.jpg[/IMG]
[IMG]http://i.imgur.com/jTfgK2w.jpg[/IMG]
[IMG]http://i.imgur.com/DFsl4BQ.jpg[/IMG]

Obviously ripping off Mars City pretty hard, don't worry there are non-corridor areas in this map. 
Oh, Right, No Inline Images 
whoops 
Mfx Are You Referring To My Post 
Or just more variety overall?
Have the same issues, all looks alike..


could you try to use metal4_4(rotated) tex instead?
just to see how it works and fits(or not)

i'm not insisting to you switch the whitish immediately, just for variance 
Doom4 
 
Mfx 
the two-tone look is very quake3.

It seems very clean and pure. Not bad in and of itself, because not every quake map has to be a rusty gory mess, but with filthy blood-covered ogres and knights crawling all over it might seem a bit odd. 
MFX 
Looking great! Love your diamond thingies. 
MFX. 
Holy shit! 
 
That's a beautiful Quake place. It's nice to see textures with a light palette that still has the Quake-y grit/grain, and shows off chunky architecture. 
Mfx: 
I really like #2, it's the one shot of those 3 that evolves beyond "brushes" into "architecture." The shape of the door echoed by the shape of the large angled pillars on either side is really sweet, the overall profile of the floating island is cool, the chain and broken stairs are cool. The only bit that seems out of place is the arch; i don't think you need or want arches in this level. The wedge / triangle shape plus angled pillars and mitered ends seems to be the unifying motif, a curved shape like the arch works against that unity and looks out of place. 
Thanks For Your Feedback Guys! 
 
Mfx 
indeed. We should totally try that sometime when I got more time. I mean even just using the textureset I by then hopefully will have made and adding to it where some more specific textures would be needed. Like for platforms, lifts, arches, tech machinery and so on. Or even for chainlinks. making a texture that has built in edge wear at the appropriate places. 
Mfx 
looks great. I like ijed's idea too. 
My September Quake Project 
I thought I posted this ...

Sorry if this is a repeat. Anyway, I'm doing a project this month and hope to have something to show at the end of it.

WIP test level:
https://dl.dropboxusercontent.com/u/161473/SeptQuake/Update1.jpg

And here's a utility I made to help out with converting OBJ files to Quake MAP files for pasting into Trenchbroom. YOu still have to work with convex shapes and such but it saves time in that TB really only supports cubes at the moment.

https://dl.dropboxusercontent.com/u/161473/SeptQuake/Update2.jpg

I'll post more info as the month moves along...

Bonus shot - heads on pikes! Gibbable, of course:

https://dl.dropboxusercontent.com/u/161473/SeptQuake/SpikeHeads.jpg 
 
that is a very interesting style, don't think i've ever seen anything quite like it! 
 
very cool, look forward to seeing more of it. 
 
chains are the new crates. 
COOLBEANS 
NICE WarrenM I'll be watching this 
The Artist Formerly Known As Willem 
That looks really good! 
 
WarrenM, that is so fucking cool. What 3D software is that? 
WarrenM 
Yup, looking very neat! 
 
@WarrenM: Will you be releases the OBJ converter thing? Also, am I correct in assuming that it also uses UV data to get texture scaling and rotation and such? Or did you do that in Trenchbroom after importing?

@FifthElephant: Looks like Modo to me. 
 
Thanks guys!

Yes, it's MODO. I lurve MODO.

And I could release the OBJ convertor thing. It's not as awesome as you're imaging, believe me. :) All texture work is done in Trenchbroom. The OBJ->MAP thing is a simple polygons to planes thing.

BUT it's useful for getting shapes that are hard to do in a traditional Quake editor. 
 
If you do a MAP->OBJ thing as well, we have a deal. 
 
Do you mean MAP or BSP? MAP wouldn't be THAT hard ... 
Mfx 
I know, that's why i said you should stray from it, to create your own map. 
Willem 
looks rad. 
 
I would love to tinker with the converter 
 
I'll definitely release it ... probably once I get done with this project. I'll include the source as well as a lesson in what NOT to do with code. 
Looking Forward To Another Quake Map To Play! 
Because I'm too lazy and obsessed with doom mapping. 
 
MFX you got talent, love the visual.

Simple and efective. 
WarrenM 
I like it, looking good, nice style. 
 
Spasm62 
Gives me impulses to to make the smoke.spr a broader range of five frames, and to decorate the sides of the corridor with an animating roll of trainview frames.

Great sreenshot. 
 
Three red spots and a flashing white blot! 
 
That's what I see too. DAMN that's dark. 
Mystery Train 
The side slide of a static ent can make smooth animations,
alhough they get queer in long termain.

func_train 
 
Haha, awesome. 
 
i love train levels. the constant and fast movement gives a very action feel to a level and the sound contrast between indoor and outdoor portions works really well to set the tone for pacing. 
Did You Play 
The Q2 Lazarus pack called Citizen Abel?

Its a heavily scripted cyberpunk story style mod which has trains and car chases.

And a fight against a helicopter. And a casino.

It's great. 
 
played the first one... was really shit.
this is what you're talking about right: http://blendogames.com/older.htm (at the bottom)

there is a train sequence but it's little more than running across the top of 6 cars while monsters spawn behind you.

i was thinking more where you're fighting through the cars themselves with different types too (cargo ones, passenger ones, fancy passenger ones, etc...) where monsters can break in through windows or in the case of cargo containers, open those side doors or something. 
Citizen Abel 2 
Maybe it hasn't aged well, but that unit was very good, according to my memory. 
 
Experimenting with both a different visual style and also hammering out bugs in the OBJ->MAP convertor.

https://dl.dropboxusercontent.com/u/161473/SeptQuake/Update3.jpg 
They Got Better 
With each version, the 4th was great. I think that's the one with the Makron as a crime syndicate boss, and more involved train stuff.

Also I stole an idea from it 'telefragged' :) 
Willem 
Minecraft has taught me that wooden floors and lava don't mix. What about flagstones?

I hope you've got some eerie sounds for that void as well :D 
Sick! 
 
 
Haha, never even thought of that ... lava and wood. My general feeling is, "Fuck it, it's Quake" - but who knows. 
How About 
Break up some of the wood and have lavaballs bounce from below. 
 
Looks very Doom-ish! 
 
it was... ok.

also Quake2 engine has bizarre physics. Like the way you bounce all over angled floors or how you will slide down even modest slopes, not to mention to way you will step up on a ledge if you jump towards it. 
Willem/Warren 
YES. That is all. The finely crafted... almost delicate brushwork looks fantastic. More please! 
Very Alice-esque! 
Or Burton-y, if you like. 
Citizen Abel 
3 and 4 are very good. 1 and 2 not so much. 
WarrenM 
cannot wait for this map. 
WarrenM 
Cool..! 
 
Cool stuff. Also lol, clearly Willem is doing this to procastinate work on the UT. 
It's A Long Con 
The obj->map converter works both ways and he's converting all Q1DM's into UT4 maps as we speak. 
If That's The Case... 
then Epic will finally manage to have a good deathmatch level in one of their games. 
 
Hah! Truth be told, I'm off work this week so I'm hoping to get some real work done on this project. We're moving into our new condo today, so starting tomorrow morning I should have days of time spread out before me to work on stuff ...

The convertor is working well enough. It's very delicate however and I don't totally understand why. Probably my lack of programming skills. But it works well enough to get shapes converted and that's all I need for now.

Now I just have to decide on a visual style and start putting some sort of playable map together that works well with my mod ... Argh! 
 
Willem that looks shit hot 
 
Agreed. Super awesome style keep at it pleas 
 
Trying to squeez an Ogre!
Hope he don't get bored. 
Is That 
The bit of the Vermis we don't see? 
CS:GO Map 
I realize this is a little OT for this forum so feel free to ignore me, but if any of you play any CS:GO I'd really appreciate your feedback on this map I've been working on! 
 
looks nice, but I can see that the texture is really broken on the tower in shot #5.
Can't really comment on gameplay as I don't have the game. 
 
Oh yeah, thanks for the spot! That's where the tower turns from a brush in to a displacement with alpha blending, so I'll have to extend the displacement down to the bottom. 
 
or hide it with rocks... btw, I really like how worn down the cement looks. Reminds me of some coastal fort I visited in Florida. 
11686... 
...Ogre == auger & "bored"
With wordplay like that Madfox I'm starting to think you control of the English language is far better than I thought :) 
Some Progress On The UE4 Whitebox Challenge 
Cross post from the news item:

I thought I would share some screenshots of the amazing stuff that these guys are developing:

Russel "Castle" Maekim:

http://i.imgur.com/7lSU73K.jpg

http://i.imgur.com/EpWGwmT.jpg

Chris "2d-Chris" Kay:

http://i.imgur.com/zj2J78l.jpg

http://i.imgur.com/uJNMtQt.jpg 
 
These last two shots are great. 
 
Hard to go wrong with that nice color scheme 
Text_fish 
that map looks hella nice. I dont have the game installed but it looks good.

Sprony

I like the second map the most. The first map feels very 2k3 or 2k4 UT and I wasnt a huge fan. 
Warren. 
Latest shot has a great style! 
2d-Chris 2nd Shot 
If the skybox has only one sun/moon, the shadows are in the wrong place on the architecture. 
SleepwalkR 
How about a feature to render the skybox and sunlight direction... 
 
ZBrush for basic shapes, ZRemesher to bring poly count down, optimize and chunk into convex shapes in MODO, OBJ->MAP, and into Quake ... Voila, a face shaped cave entrance.

https://dl.dropboxusercontent.com/u/161473/SeptQuake/FaceMadness.jpg

I'm sick, help me. 
That Is So Cool! 
 
Do Some Gothic Statues! 
And boroque fountains! 
The Empire Strikes Back.. 
Both. 
Very cool. 
Warren 
Thats awesome, same for mfx too 
 
mfx - Oh shit, nice! 
Fuck Me Silly 
Warren, that pipeline is nuts. Excellent results. 
Warren 
nice technique. 
 
Thanks to Preach and his awesome FBX->MDL Python skills this project has been extended as I now have the ability to do custom models...

https://dl.dropboxusercontent.com/u/161473/SeptQuake/CustomBanners.jpg 
Le Reddit Was Here :^) 
Nice. They're going to be very useful in giving the map more color. 
 
Thanks to Preach, I can now do custom models and skins. Let the fun begin!

https://dl.dropboxusercontent.com/u/161473/SeptQuake/CustomBanners.jpg 
Cool! 
Dig the look of the map. There isn't enough contrast in the lighting imo, maybe its just too much minlight? 
WarrenM 
Your quake looks old school, what engine are you running? 
 
 
DaZ - Lighting is all temp, just letting myself see what's going on.

RoQ - Quakespasm with everything set to "old school" 
How Did You Set It To That? 
 
 
It's basically just setting the texture filtering to nearest, the particles to square and ... I think that's it. 
 
Oh, and I run sort of a low res so I get that old Quake software feel. 
So 
Is dickbutt going to be the final boss? 
 
I shudder to imagine his finishing move... 
I'm Regretting Speculating About This Now 
 
I'd Also Add These For Additional Oldskoolness 
r_lerpmodels "0"
r_lerpmove "0" 
@Necros 
Reminds me of some coastal fort I visited in Florida.

St. Augustine? I visited there in the early 70's as a kid. It was quite the trip. We went from Key West to Jacksonville and back (my grandparents lived in Plantation at the time). We hit Disney World less than a year after it opened so no Magic Mountain for me (this is my sad face). We honeymooned in Florida but we went for Expo instead. That and Sea World, some water park next to Sea World that I can't recall the name of (the Der Stukka slide I remember though, jammed my swimsuit so far up my ass I'm still picking out threads over 30 years later. The wife also remembers it because it turned her swimsuit into a thong long before that was fashionable)and Coco beach because she wanted to go to Ron Johns surf shop. 
 
nothing so fancy. there are a bunch of them that are nominally maintained yet still look pretty run down (eg: http://fortdesoto.com/ ). 
Ok... 
I was thinking east coast and not Tampa. St. Augistine is the oldest fort in Florida so that's what I thought you were talking about. Fort Myers was going to be my second guess. Desoto was my third.

I'm not a big fan of the Gulf. It's too shallow. Deeper is better when you happen to be inside a submarine. The North Sea and Irish Sea was also a problem in that regard (600 feet isn't the best depth band). The White Sea and the Barents were all good though. Deep water is better, less chances of hitting the dirt that way. 
Very Nice Warren 
I think this mapping scene is only getting better with age!
I need to get my pc sorted out so I can join in again 
WiZaRD MeTaLS!!!! 
Nice Broken Wizmet1_2 
 
More Screenies Please! 
Thank you! 
Please Release Me 
Good Job, MadFox ! 
 
Nice... And Indeed... 
... it needs to be released now ! 
Nvidia DSR 
So in the latest Nvidia driver they have included something called "DSR" or "Down Sample Resolution" that lets you boost the native rendering resolution of any game by up to 4X and then resize the image to your monitor (basically giving you controllable super sampling in any game you like).

So here is The Marcher Fortress in 4K resolution http://www.quaketastic.com/files/screen_shots/marcher4k.jpg

Great for screenshots! :D 
Dsr 
nice screen. does nvidia dsr work with any dx version and opengl? i use gedosato sometimes - borderlands 2 in 4k downsampled to 1920*1200 looks amazing - but it works only with dx9. 
 
What's the benefit to the gazillions of anti-aliasing options? Super sampling is from the 90s, right? 
Aa Variants 
supersampling is extremely resource demanding and incompatible with some modern engines. post-procesing fake aa works always but the result is questionable at best. instead of sharpening the image it just blurs everything. the idea behind dsr is interesting. would be nice to have one standart for both amd and nvidia cards. i tested stalker: shadow of chernobyl in 4k donwsized to 1920*1200 and it it incomparable with those crappy fxaa or mlaa fake anitaliasing modes. proper supersampling doesnt work in stalker so downsampling is the only option. of course you need super fast gpu.. 
Jakub 
The driver release notes state that is should work with any game, opengl/dx. I believe you do need a (somewhat) recent nvidia gpu for it to actually work however, I have a 660 and it works for me.

As for performance, yes it is super resource demanding. Quake was just about holding 35-40fps @ 4K resolution but I also had 8X msaa anti aliasing enabled as well which much be a huge resource hog with so many pixels on the screen.

Definitely recommending for screenshots only! 
Old Games 
i think it's a good way how to play older games that are not so hardware demanding. in many older games we can set 4k resolution and even standard gpu can handle it at playable fps. 
Stress Test 
Not sure where to put this so I'll post here.
Seeing the trend towards large BSP2 maps. I wanted to see how far I could go before something broke. I used Hammer 3.5 and the ID map source. I was able to add the first 14 Quake 1 maps to a single BSP2 file.

I strung the maps together so you can play it. Somethings are broken due to redundant targetnames.

http://www.mediafire.com/download/ipdets9uiogdq3y/stress.zip 
 
cool! i had tried to glue the other episodes into a single map and couldn't do it in bsp... maybe now that bsp2 is more widely supported, it might be time to revisit that project... 
This Would Be Very Cool IMO 
Run through quake in a single go. I like. 
 
How easy would it be to convert the q2 maps to q1, maybe string several together using bsp2? replace the baddies with their q1 equivalent, maybe rework some of the textures. could be a cool remix project. 
 
Give me the sources of your Q2 maps and I'll tell you. 
A Quick Thought 
A glimpse at the original Id map sources shows they have targets and targetnames like this:

"targetname" "t143"
"targetname" "t143"
"targetname" "t141"
"targetname" "t142"
"target" "t53"
"target" "t144"
"targetname" "t144"

It's no wonder they clash if you try to join the maps together. However, I think it would be easy to transform them by adding the map name as a prefix, so you'd end up with names like
"e1m2t142" and e1m2t144" in map E1M2, which is where I got the above lines from. These names couldn't clash with those from any other map, because the other names would have different prefixes.

This a simple text-processing task that any programmer can quickly script together. If there aren't any serious problems with the simple solution that I am missing (not knowing the map format inside and out), it looks it could make joining multiple maps together much easier.

So, I guess I almost volunteered to write such a program with this post. Heh. Does anyone think a little helper program like this would be super useful to have? 
 
sed -i 's#"targetname" "t#"targetname" "e1m2t#g' 
Amen. 
 
It's Just A Regex 
find ^(s+)?"(kill)?target(name)?"s+"(.+)"(s+)?$
replace \\1"\\2target\\3" "whatever_\\4"

That covers targetname/target/killtarget, are there other places targetnames are referenced in the standard id progs? 
That Should Be 
\1"\2target\3" "whatever_\4" 
Not Very Practical 
Your proposed solutions are not very practical for people who only use Windows without Unix-like extra packages like Cygwin. (Which is not what I do.)

I found only the three keys, killtarget, target and targetname with this:

grep (BACKSLASH)"t[[:digit:]] *.MAP -h | awk '{print $1}' | sort | uniq

Replace (BACKSLASH) with the actual backslash character, because the preview is apparently eating it.

It printed this when run on the Id map sources:

"killtarget"
"target"
"targetname"

I think that a simple Python script would be more practical for Windows users. They'd only have to one fairly basic install to run the program, if they don't have Python already.

People who want to do this, but don't have the programming experience, just ask someone. It really is as easy as czg made it look. Just, you know, better not ask Spirit, because he will judge you for not having sed on your computer :)

(Actually, I will too.) 
 
No need to provide a tool, just do it once and release the result. The sources are gpl after all :)

I don't judge anyone, I just feel superior! czg's regexp looks much nicer but he probably has some seeds on his MacBook Air. 
 
use a proper text editor and you can stick that nice regex in there! :) 
JAMMING 
Here is one final pic of my jam3 map : http://www.quaketastic.com/files/screen_shots/jam3_daz_4k.jpg 
DaZ 
cool.. 
Nice Daz 
Very evil looking 
The Crimson Slipway 
Is that a euphemism? 
Lol! 
yes, Zwiffle returns with an epic post!

(I wish there was a gib icon) 
 
I wonder if the bsp file is smaller than that image. 
 
ehh at least it looks awesome! 
Jam3 Teaser 
 
This jam is looking sweet! Nice work, guys... 
Nice Shot Daz 
does tronyn have a shot too? 
Yes 
I should be clear that this is something I finished, rather than started, for the jam. I wasn't even sure if the theme fit, but then again the theme is evil, and I find using the zer chaingun in this map very fun.

http://www.quaketastic.com/files/screen_shots/jam3t1.jpg
http://www.quaketastic.com/files/screen_shots/jam3t2.jpg 
 
My god ... it VIS'd ... finally. Lots of blood on the floor getting this thing sealed. Likely due to my wretched brushwork but whatever.

https://dl.dropboxusercontent.com/u/161473/SeptQuake/MyGodItVISd.jpg 
 
Looking great! 
Warren 
Yup! 
Hmm? 
Looks awesome, but doesn't seem very vis-straining. What was the time elapsed? 
 
VIS time is very fast (a few minutes). Getting it sealed was the problem. VIS was consistently convinced that it could walk straight through walls into the void. Aggravating. 
Nice! 
Reminds me of a Thief map. 
 
Lovely colours! And yes, also reminds me of Thief. 
 
looks nice 
NICE 
Still looking forward to mesh->map script 
Warren 
looks superb from up here! Looks nice and varied, like the colours and the lighting a lot 
 
My hope is that this bastard ships tonight ... just... please. PLEASE SHIP.

https://dl.dropboxusercontent.com/u/161473/SeptQuake/shot2.jpg 
Test 
Looks Nice. 
Also, how did you even manage to make the rock / ground blend texture? 
Lol 
totally not retro, way too good for that :) 
My Turn 
Bit More Retro 
but still too good :) 
 
I really like how you get terrain textures to blend. Great texture alignment work there, it really makes a difference to element the terrain bits to the next level. 
 
Loved watching skacky on twitch last night ... you're a beast, skacky! :) It's hours and hours of constant brush throwing. 
 
"high Fives.." 
Awesome Warren! 
Dear God 
The screens this year just keep topping themselves. 
 
This is absolutely amazing. 
Warren. 
That's kinda vaguely semi-okay...


...in a fucking great sort of way! 
A Map 
with many such islands in the sky would be great. 
 
with many such islands in the sky would be great.

oh god... i was just happy with the one island, but that would truly be glorious to behold. 
 
skacky, warren: awesome screens! 
WarrenM 
That looks good. If you release that, I'll play it. 
Amazeballs! 
 
 
Wow. You might have use for this
Ag 
The negke city shot strikes again! Finish it! (or I hope someone will)! 
That Looks Fucking Amazing 
 
 
Top: my retrojam1 map.
Bottom: My Zendarified version.

http://i.imgur.com/stvt7aB.jpg 
Looks Great! 
 
Crappy Screenshot Time 
Sadly I had to work today, so didn't get started until about 7 hours ago. Sleep time now, but I was able to throw down 1039 brushes. Maybe 40% done at this point. Don't know if I'll be able to finish, but I like what I have so far.

http://i296.photobucket.com/albums/mm196/voiceofthenephilim/rg2_ionousA_zpscf4e95dd.jpg 
Nice Start :) 
 
Looking Good Ionous! 
 
Skacky's Upcoming Q2 Unit 
I Kid. 
Great shots both skacky and ionous. 
<3 
 
It Evolves! 
Otp What Are Those Of? 
 
 
retrojam2_skacky.bsp 
 
Not fond of the colored lighting. It looks too dark and saturated, possibly wrong tone, for that skybox. 
Or 
.. use proper smooth fog color... such as white grey..

IMHO, this looks pretty nice :) 
 
yeah looks great... just the sky is bit light in comparison to the buildings, it makes it harder for the eye to focus on the detail with the brightness behind it. 
Some From Sock: 
Hipshot Skybox! 
I tried many times to make a map that works with that sky and failed.

I always wanted rotating sky parameters like in Q2... 
I'm Pretty Certain 
That this will be my, and many others, favorite map from Sock, in terms of visuals alone. 
That's... 
... indeed really nice :) 
CTF 
I made a static entity of a flag and hope to get smarter to get the backside not transparant. I need one that is doubled sided textures but the parms for it are a little kinky. 
Madfox: 
just duplicate the polys to make the other side, and add edge polygons to connect the two. Quake doesn't have double-sided polygons. 
Yea 
I couldn't find the right program for it, then I used Q2mdl-v9.0
to copy the parts and save them as 3ds.
Rather a long trace for 74 frames.

I had how-now and now know-how
..,
it was an old problem.

Uploaded to quaketastic as qflag.zip
as here
I Made A Map 
For a neverhappened jam.. Now i dont know what to do with it. Hmm...

https://pbs.twimg.com/media/B4aVM6TCEAI_Pio.jpg:large 
I Have An Idea 
Release it! 
^^^ That ^^^ 
And more that. Crapping fuck that looks nice, finish and release! 
Flood It 
And then build an E1M4 remake on top of it. 
Horde Of Zendar Called 
They want their level back....

Finish it! 
Mfx 
Nice :) Looks beautiful.

I'm also making a similar thing, but i map WAY slower than you, so give me a month or so :)

If I was to make any comment about the screenshot you posted it would be 'try some different rock textures'. 
 
Looks like a great level for exploration AND progression ... gah, really nice! 
Go 
release it ! 
Make The Rock Grey First 
 
 
mfx, you are a mapping machine!

love your maps dude!

:) 
How About... 
A Zendar re-make of Shadow Over Innsmouth? 
Shambler Remake In Progress 
https://dl.dropboxusercontent.com/u/1849053/Shambler_Wip.jpg

Currently working on his rig and animations. Already have him working in engine too but with temp poses. Once I have him working properly then I'll post more images.

The skin / texture will take me the longest though. It must be epic.... 
 
Yeah, getting the fur right seems like the hardest part. 
 
shambutt 
 
hmm, if engines supported transparency on models, fur wouldn't be too bad. you could just make a few bits that hang off the model and the rest could just be painted on.

as it is, you might be better off just going with a white albino skin interpretation instead. 
Cool 
I think it will be the fur that makes or breaks it. Shamblers have fur!

The head looks like it is not hunched forward as much as the original.

Perhaps the muscles around the elbow are slightly too large? Now that I think about it, I think a lot of underlying muscle structure would be covered by the fur? It suddenly looks a bit weird!

I don't know if you intended these shots to be a size reference also, but the new Shambler looks much bigger than the old one which will cause problems when in game.

Great start. Love the teeth! 
Skiffy 
I think that's awesome! 
Shambler Skin IRL 
Omg 
Does it even have eyes?? 
Transparent Fur 
hmm, if engines supported transparency on models, fur wouldn't be too bad. you could just make a few bits that hang off the model and the rest could just be painted on.

I tried this on the dancing shambler model
http://tomeofpreach.wordpress.com/2012/12/24/shambler-dance/
I added a tga skin with an alpha map so that the "furry" polygons could be shaped like tufts rather than triangles. The trouble is that you quickly end up with overlapping alpha-blended triangles, which start rendering in the wrong order causing visual artifacts. Doesn't mean there isn't a way to do it, but you may need to be careful. 
General Direction 
The screenshot is not a scale indication. It is also in a bind pose for those wondering why its not hunched over. The forearms and claws are bigger yes but its a style choice I am going with and it looks bloody evil in-game. Don't worry you shall see :)

As for Fur... I think I will be going more with monster distorted pale flesh and blood covered skin / exposed muscle instead. of fur. Maybe I will have some fur on the back and its nether regions though. 
Alpha Fur 
Does Quakespasm or Fritzquake support alphakey on MDL models? 1bit alpha like they use on the sprite FX? That would avoid alpha sorting on models. 
 
maybe similar to the doom3 mancubus... but less fatty? it certainly wouldn't be a bad choice. 
Re: Generic 
As soon as I read your post, I envisioned a version with Zendar textures, but also involving Heretic2 textures and Ik/palace-style textures as well as Heretic 2 statue models like the giant amphibian dude, a huge super-detailed palace/ancient village getting progressively slimier as the map descends towards the waterfront. Then I remembered, there's no time to map and even if there is I have other things I must finish. But damn that was a great idea anyway! 
So... 
Zendar + Heretic 2 + Koohoo? That would = awesome! 
 
a huge super-detailed palace/ancient village getting progressively slimier as the map descends towards the waterfront.

Something like this? 
 
hehe, that was actually going to be a sort of weird arx fatalis styled map.

The idea was that the surface of the planet was constantly covered in acidic rain (the rain would have caused damage in the finished mod) and that the surface inhabitants had all moved underground, as in arx fatalis.
the twist was that this somewhat medieval setting was basically a facade built overtop a high-tech facility, so stone and brick corridors have air returns where you can hear fans whirring, underground waterways lead to hydroelectric generators and eventually as you got deep enough, it was a full-on ikbase area ending in a quake rune-gate.

it was kind of a reverse monster progression too, starting with demons and medieval guys and ending with tech guys.

man, that video made me nostalgic... 
That's A Worrying Use Of Past Tense 
 
Well 
maybe THE ULTIMATE SHADOW OVER INNSMOUTH could be a gigantic turtle map.
Spires and palaces -> Skacky
Moving parts and dungeon scenarios -> Necros and Madfox
Design aesthetic and QA -> Sock
...etc! 
That's 
A fucking cool Shambler model.

I'd vote against transparent fur, in games it just tends to look out of place. Polygons aren't suited to it IMO. 
Shambler Wont Be Fluffy. 
http://www.compositeeffects.com/site_images/CU/HRM/image_107.jpg

Going more this type of stuff for his skin. Will be fun to pull off. I always read it as distorted flesh and gore hands and blood covered limbs / mouth after all. Never got the fur sensation. :P 
LOL WUT 
I guess its not a shambler then! 
Sure It Is :) 
It just depends what folks read in those blurry pixels from the old model. Flesh or fur who the hell truly knows. 
It Is. 
Short, thick, bristly boar-like fur.

As any fule kno. 
Finally Got My Map Tools Setup! 
Random doodle... first time doing Q1 maps. Colored lights for the win?

https://dl.dropboxusercontent.com/u/1849053/Quake_Mapping_01.jpg 
Hmmm 
Colored lights for the win?

100% saturation red lights on dark green quake textures is just about the worst lighting combination possible, so I would say "win" is very subjective here.

Look at sock's maps for a good case study in how very subtle coloured lighting in quake can work in the right places. 
Well. 
Nice designs, the walls look great.

Would look good overall without the coloured lights. 
 
I do like the feeling those red lights give off though in combination with the textures, reminds me of a mix between Sixth House caves and Daedric Shrine locations from Morrowind. 
 
Using colored lights as main light sources isn't a good idea in most cases. In my view, you'll get better results by using regular lights for the overall lighting and colored lights only with a fairly small radius for a subtle tint around the light texture. 
Walls 
Agreed with negke there, the way the coloured lights have tinted the doorway in the close-up works really well, but the spotlights seem a bit intense. 
Btw... 
We're quite averse to coloured lights on here, I think it's a reaction to Quake II. 
Hmm 
We're quite averse to coloured lights on here, I think it's a reaction to Quake II.

I'm not so sure any more. A few years ago I would have agreed with you but looking back at the last year or two of releases, external assets in the form of replacement models and coloured lights have become the fairly normal, rather than some abhorrent beast.

It's really interesting to see the shift over time. I remember when even the mention of using a coloured light in a level would have you running from the forums, wiping the flames from your body as you went.

Opinions can swing and this is usually accompanied by a map release that pushed the envelope in some way. An author does something in a fantastic way that keeps the Quake aesthetic intact while making the level/game look better and the community accepts it. Most people hated coloured lights because the examples they have seen are horrid magenta / green / red combos in a medieval map or some such other idiocy but as soon as someone did it right it cottoned on.

I think another side of it is that some people (I suppose I am included in this subset as well) have always seen these various graphical upgrades and additions as somehow taking away from Quake's old school identity and turning into some awful botox infused mess that has no idea how old it is :)

I don't really view it that way any more, as authors have figured out for the most part how to incorporate new things such as coloured light, replacement models, increased map detail limits into the base Quake aesthetic and still keeping its essential Quakeness.

So yey for that.

This got long. Not picking on preach' post at all I just got inspired and nostalgic after reading his message :)

Now go map you scums, don't you know there's a JAM on!? 
Of Course I Know 
Coloured Light Or Not 
The question you have to ask yourself is:

do you wanna keep it oldskool with the 1996-era white lighting flava, or do you want to be a funky fresh nuskool 1997-era colour cat? 
Colored Lights For The WIN! I Say 
Not to worry I wont do ugly colors. I guess the "got compile tools working" part should have been stressed a little more. As for the lighting I do plan on using it ALOT but in a tasteful fashion. This is just a test map for random butchery. How intense can lights go and what do all the 5 zillion light settings do in the end with these new compilers. So you all get to enjoy my Frankenstein creations for now till I figure out all the buttons. As for the white lighting of the original quake? I think its time for subtle warm and colder colors for those interior and outside areas.

I do like Quake 2 but indeed they went a bit Primary back in the day. Back then it WAS Colored lights for the WIN!?! Before that nobody had done it much before accept in the realms of prerendered CG. nobody thought about tasteful interior lighting.

But we'll see if you guys like my eventual creations. Wandering from Unreal and Cryengine into the older tech is fun.

I love a good Min Max challenge.

Cheers! 
More Mapping Fun 
Doing a map in the style of the new Mapjam4. Doubt I will finish it in time though. But hey nice learning process at least for me.

https://dl.dropboxusercontent.com/u/1849053/Quake_Mapping_02.jpg

Some early style experiments. 
Too Dark 
can't really see anything :) 
At Least... 
...the darkness helps hide the slightly-too-strong red lighting, tho. 
 
I find red lighting difficult to get right.
It needs to be strong enough that it is clearly red and not pink, yet that is usually 'too strong' in that it just looks like batman forever. 
Colored Lights... 
... when well executed, it gives awesome rendering. Just try to make it smooth: no saturation, no strong colored lights, just smooth... and that will work fine... 
Maximum Size Map For Standard Quake 
For anyone looking to make a huge map that will fit within the standard .bsp size.

http://www.quaketastic.com/files/single_player/maps/hugemap.zip 
 
@Fifth: Pretty interesting.

@Skiffy: Looks promising, keep it up. 
Even I Agree Too Dark :) 
 
 
I find red lighting difficult to get right.
It needs to be strong enough that it is clearly red and not pink, yet that is usually 'too strong' in that it just looks like batman forever.


I always had the impression Quake engines do something strange to the blending of red lighting, sometimes it appears equally dark as it's surroundings while it should be brighter... or something. Cantputmahfingeronit. 
 
With multiplicative lighting (and also real world lighting), component red light is going to eliminate any blue and green luminance information, and likewise with any other combo, so colors and brightnesses can appear to change weirdly. Rune metal for example has a lot of blue and green in it, so hitting that with pure red just gives you a strange dark mess.
Justoffthetopofmaheadtho.

You wouldn't ever use pure component green lighting, or blue, red technically shouldn't be an exception. Is it just because it's a DARK VIOLENT COLOR that it feels less inappropriate than super crystal green? 
Red Lights 
need a high saturation or they're just pink, as Mentioned above. The reason they look dark in Quake is because lots of the textures are green.

Green + red = black.

The map looks good, keep the lights. 
Whoops 
I skipped Lunaran's post :p

To elaborate a bit, there is also a clamping issue; colour components can only be so bright (ie 255) which often combines badly with the quake palette / textures. Specifically red as well, since it practically requires 255 0 0.

Once you know this, you can use it for specific effects. The screenshot still looks good, but the proof is in the playing. 
How To Do Colored Lights In Quake 1 
1. git gud 
Mor Progress On Map Jam 4 Attempt 
https://dl.dropboxusercontent.com/u/1849053/Quake_Mapping_03.jpg

Some more areas developing. The blood tunnels will get more open spaces soon... But I like the door style :) spikes! 
Ooooohhhhh ! 
Really nice ! 
 
An obvious texture misalignment. :) 
Looks Good 
 
Skiffy 
i feel like the middle screenshot has too many of the cross lights in one spot.

maybe if the bottom ones were the rectangle lights, or even better, if the lights that had two on the same pillar were merged into one long 192 unit tall light, it would make it look better. 
Yea I 
Dwere, Texture issue is with Trenchbroom bug currently... or my compiler need to check

Necros, Yea I need to consolidate some of them into the taller ones or change style indeed. I also want to make the area taller and a bit more spaced out since it goes past too quickly. The lower gravity requires that I make those upper platforms a little taller :P

Still not bad for 2 hours of mad mapping at 2 in the morning for that entire space haha. I am enjoying this. A lot less work then UE4 :P 
Skwkyigfifg. 
Good stuff, I like the proper metal style and the tall pillars. Keep it going! 
Skiffy 
Looks promising, proper style throughout, the last shot espicially.
Map on! 
Agree 
More of this please! 
 
Looki lookie, my new level. A shameless rip of Overwatch, still, someone needs to do the empire of the rising sun some justice in Q3. 
 
Soes anyone have or know where one could download those old, original pre-shipping screenshots of Quake 1? Remember the ogre (not even the shipping model, I don't think) walking down the hallway, the shambler fighting in front of the slatted stair case .. and a few others. And the dragon!?

I've scoured the internet and they seem to have disappeared. I'd love to get a hold of those and check them out again ... 
Seem To Remember 
that Spirit had a bunch on Quaddicted somewhere. Could be wrong though. 
 
AEon's nostalgia pages would be the best source but I cannot find them online. 
@WarrenM 
An old ogre pic is included in this PDF.

http://www.quaddicted.com/files/misc/Tronyn-QuakeSlides.pdf

Here are some other pics, including one with the dragon.

http://www.gamers.org/games/quake/screens.html

Dat 90s screenshot resolution. 
 
Thanks for that! That ogre shot is cooler in my memory but whatever .. nice to have it back! :) 
 
heh, I had a similar feeling about a Quake2 (pre?)release screenshot I remembered... A gladiator on a bridge over lava...

Tracked it down and ugh.... box room, saturated light, stretched textured on boxy character model. 
 
Mapjam 4 Progress. 
Spent some time on a new area that you'll find yourself in early in the map. Had some fun with terrain as well. Included a snapshot in-editor of that madness!

https://dl.dropboxusercontent.com/u/1849053/Quake_Mapping_04.jpg

Then just some more small scale are details when you are not bouncing off the walls in low G.

https://dl.dropboxusercontent.com/u/1849053/Quake_Mapping_05.jpg

Hope you like it! 
Temp Lighting. 
In case anyone wondered. Not final lighting at all. 
Skiffy 
that looks lovely! 
 
i really like that doorway design with the spikes. very distinctive and quite original as well. you should try to work that design into more of the map, make it something that appears in more than just doorways. 
Very Stylish. 
Glad it;s not final lighting tho. Impressed with the designs for sure. 
Looking Good So Farm Skiffy. 
 
 
Man that looks awesome. Pretty neat trisoup in the last screenshot as well. 
Very Nice 
I can't remember the last time I saw a Runic map like that. It's almost like a resurrection of the Runic maps of 10 years ago, but with modern build quality, scale, lighting, etc. The blood bowls casting light are a cool touch. 
Very Very Nice ! 
Yep, this map is promising.

I think that Runic metal is the best "out of this world" style for Quake1. 
Neat! 
Really promising shots there! 
Is That The One With Don Draper In It? 
 
Whoops Wrong Thread 
 
Lol 
 
I Was Expecting Screenshots... 
...not this. 
If This Can Be Done In Minecraft, It's Certainly Possible In Quake 
 
This actually. 
Tbh 
I dont think anor londo would be a good fit for quake in terms of gameplay. 
Well 
whether the compilers will agree with you is another matter. 
The VIS TIMES ALONE!!?? 
 
I Made Some Teleports 
Its Beautiful.... 
What madness is this? I love it! 
Aaaaaaand 
I'm through mapping. There's no point.


There's just no point. 
Anor Londo 
would love to get to the top of the buildings in a low gravity environment.

Now to think which kind of gameplay would fit that ... 
Negke 
I'd be really interested in building something like that, actually.

Funny but I actually preferred this: https://i.imgur.com/IV2lL.jpg instead of the second link you posted. This is way more interesting to look at, what with both the circular design and the whole built-into-the-mountain thing. 
 
lower right dome looks like a bellend #sorrynotsorry 
To Add Some Content 
Using some of the external editors for minecraft to whip out amazing structures like this is probably fun, but I imagine as soon as I started I'd ask the question "why am I using this engine?" 
How About 
one of us just wins the lottery, so that we can ALL have the "3 months" or whatever that it took that guy.

Loved the link btw. Sucks that as time goes by there's less time for mapping. At least for me. And others perhaps. Ahem. Necros.


If one of us wins the lottery, we should all just make "What Quake was supposed to be" as a game. You travel to different realms, upgrade the hammer, it has RPG elements, etc. Lol. 
If I Won The Lottery 
I would start up a game studio as one of my first things to do... and hire a bunch of people from func. 
And 
I'm through vising, there's no point.

Full:97.71 Elapsed 116h13m Left 17h13m Total 133h27m 87%

happy newyear. 
WHA! Vis Madness 
Using all the tricks in the book I am sure too. I tried a lot of Sock's tricks from Zendar with Func_Detail and Skip Render brushes that would contain those elements. TON of work sheesh but does make it worth in the end. 
 
133 hours is long, but it's not exactly LONG.
WVIS would help. 
Mfx 
beautiful. 
 
Seriously, multithread that shit. :) 
Mad Vis Ness 
Too late for wvis now, it was just a shot in the dark,
looking if my efforts would have faith, and have a test vis.

I heared the stories of vis time for months,
but I didn't see this one coming.
I expected three days, my limith for vistime.
If it's more my interest become mapping smarter.
I had to take more care for the "sawn into leafs" warnings
and block everything out in func_wall.

Full:98.98% Elapsed:134h59m Left 10h36m Total: 145h35m 92% 
I Know Those Approximations. 
I predict three more days:) 
 
I don't know what sort of abuses you guys are throwing at VIS but damn ... I haven't seen a VIS longer than 10 minutes in years. 
Madfox. 
Seriously. func_detail everything that isn't the shell of the level, and I would guess your compile time will drop like a stone to <1 hour with tyrann's latest vis tool.

Of course, don't that as gospel, I haven't seen your level :) 
 
Seriously. func_detail everything that isn't the shell of the level

Out of interest, how many bmodels can you throw into your levels these days, what with increased limits and whatnot?

Is the answer "all of them"?

Also, I'm guessing Tyrann's new lighting wizardry makes bmodels visually seamless with world geo?

#OutOfTheLoop 
Wait I'm An Idiot 
func_detail isn't bmodel

Actually - my question still stands :) 
 
bmodels actually draw quite slowly. I had an great idea of making a huge, unreachable terrain as an external bsp bmodel.
I got less than 15fps. 
Yeah 
although that should be fixed now in QS 0.90.0, large bmodels should render as fast as the world.

With tyrutils you can set "_shadow" "1" on a func_wall to make it cast shadows. for more info: http://disenchant.net/files/utils/docs-release/light.txt . haven't tried that feature myself though. 
 
although that should be fixed now in QS 0.90.0, large bmodels should render as fast as the world.

Sweet. What was the reason the rendering sucked before? 
 
I think it was just lack of batching OpenGL calls (not sorting the bmodel faces by texture), so for each face of the bmodel, there were a bunch of gl calls to set up the gl state (bind textures, etc.), then draw the single face, then reset the gl state. This is fine for ammo boxes, but as the bmodel gets complex, all of those state changes start to take most of the drawing time. 
 
although that should be fixed now in QS 0.90.0, large bmodels should render as fast as the world.

Oh cool, I might try that again then! 
Bmodels 
I was wondering about these... what is the process for making them that is different from normal mapping? I would love to do some custom pickups myself... 
 
there is almost nothing different.

you put some brushes into a .map file, add some lights, compile it.
next, you load it in the same way you would any other model file and it display in the engine.

if you make them solid, you can walk on them and collide with them just like any other.

you *can* rotate them, but it is weird and there are some technical limitations on that.

problems:
dynamic lights will not work on them (except in some engines)
if you rotate a solid bmodel, the collision is broken.

also, you don't need to make ammo pickups bmodels. they could be normal models, like in sock's mod. 
MDL Files For Pickups... How? 
Since those work in Vanilla quake those are BSP I thought. I did not spot MDL's I must be missing something... 
Fun Fact 
While I'm not sure that sock exploits this, stock quake engines don't actually use the file extension to decide which file format to load. So you can take an .mdl format model, rename it b_shell1.bsp, and the engine will still load it. Or you can rename it hello.jpg and that's fine too, you can still write a mod with that as a custom resource. 
 
I think it was just lack of batching OpenGL calls (not sorting the bmodel faces by texture), so for each face of the bmodel, there were a bunch of gl calls to set up the gl state (bind textures, etc.), then draw the single face, then reset the gl state.

Ouch. 
Ok The Model Trick Is Interesting 
I will have to give that a try indeed! :) 
Word Of Caution 
It seems like the kind of thing that modern but cautious custom engines (like fitzquake derivatives) should display a "extension does not match model contents" warning, and exotic custom engines that support lots of other model formats may have broken support for inadvertently. Also, bear in mind if you replace a bsp with a mdl, the game will crash if that entity is given SOLID_BSP status - you need a genuine bsp for that to work. 
 
Everytime I read this I'm stunned... that Darkplaces & co. are still seen as "exotic" in some corners of the Quake community. Lord Havoc is among the people who put the most time and energy into this community, into QC extensions and so forth. He basically wrote the book. Yet, no one uses his engine except for custom textures. It's really weird.

Back when Nehahra was made, engine extensions were apparently cool.

Don't take this as a mortal insult, I'm just completely stunned by this.

I'd think a mapping theme of "use at least 1 Darkplaces extension and Q3BSP" would be pretty interesting to see. But well, that's just me.

Again, no flame. Just marvelling.

I'll go back into hiding now. 
 
The trouble is, for me, I really don't like the DarkPlaces look. So if the default look turns people off (I can't be alone) then engine extensions are going to be of minimal value.

Added to the fact that you'll then be locked into DP for your map and ... bleh. 
Darkplaces 
I would be interested to hear why people don't like DP (ooh-err!) around here.

To be fair, last time I tried DP (oh behave), was a few years ago, but it felt sluggish compared to fitz, had loads of annoying eyecandy crap on by default and I couldn't be arsed to trawl through a ton of stuff on the internet to figure out how to make it look more like quake - and the physics felt just slightly different.

I am aware that it has loads of awesome potential for modders and mappers (q3bsp spoooge)- but because no-one here plays in it, there isn't really an audience for DP-specific maps. 
I Like DP 
Darkplaces is a good engine, too XD

The only thing I disliked about it was the mouse smoothing/acceleration or whatever it is. But I'm sure I can probably adjust it, if I only knew how.... 
Kinn 
Out of sheer curiosity and insanity, I just installed DP to check how close to Quake can I make it look.

Model interpolation is essentially required, since you can't turn off movement interpolation.

Particles are shit and blurry even at the highest quality, and apparently there's no option to make them square. They don't behave correctly, either, because way too many of them spawn, and also smoke particles seem to fade to solid black before disappearing. This is very noticeable when using the GL.

Underwater warp exists, but the actual water surface doesn't get warped. All it does is a Q3-like rotation.

No way to disable colored dynamic light, by the looks of it.

The game font is scaled at some weird size that makes it blurry with linear filtering and MSPaint-quality jaggy with nearest filtering. 
 
OK, but if someone is able to use QC extensions (or, hm, if someone is able to create game levels, even) I would expect them to be able to take DP's particlefont image and just paint themselves some nice new particles, even blocky ones if they want.

If too many particles spawn, well, the particles are customizable so someone could write a vanilla set with square blocks instead of dots.

Waterwarp is gonna have to be a shader. You can probably do it with a Q3 shader, but I think MH wrote some pretty cool waterwarp GLSL some time back that could be ripped. Perhaps there's even a cvar for Quake-style waterwarp.

I'm just saying these issues are not insurmountable for people who routinely create game content. IMHO getting to use the QC extensions is worth a little investment polishing the particles and whatnot.

Just as an example, hipnotic and I believe Chapters (and who knows, maybe Quoth) uses copyentity implemented in QC. It's in hordespawn I believe. That is absolutely horrible for various reasons. DP has a nice simple builtin that does that. Same for many other things. It's just an improvement to have such things provided as engine builtins any way you look at it.

I agree that it should have a "vanilla preset" like FTE does though.

Regarding DP-only, well, a lot of maps are Fitz/QS-only in practice, which is the same thing. DP is easy to install and free.

On the other hand, extensions could be added to Fitzquake etc, but that's gonna be significantly more work and you need engine coders to do it, whereas most of the other stuff can be done by content authors.

Just my 2 cents. 
Otp 
Cheers. One of the absolute most basic requirements of a custom quake engine should be that it's possible to make it look like vanilla Quake.

Otherwise, well there's your reason no-one uses it here I guess. 
Gb 
Well it sounds plausible that a modder could jump through a ton of hoops and make DP look quakey enough to please most people for a specific mod, but I don't think that will help it be adopted much.

My reasoning is that I'm assuming most of us quakers really just want to have a single engine of choice for all our quaking needs - fitz, QS, whatever - it works for everything, or at least 90% of everything. If DP only looks acceptable on maps/mods designed specifically to work around all the silly eyecandy stuff, then I don't think that's a great solution. 
 
I love DP (darkplaces not double penatration) and wouldn't use anything else. Maybe it takes a bit of getting used to, but I go back to fitz and other engines are find them a bit vanilla. Also there's lots of maps that say "don't use DP due to bugs", but I still use it and never come across any of these so-called bugs. 
 
I started trying to use DP to get some cool texture effects going, but the shader tech in DP has some pretty severe limitations and being spoiled by Doom3, I kind of grew frustrated with it.

And then there are some fundamental changes to how some things work in the engine that break some QC stuff that relies on the original behaviour and tracking down the console variables you need to set to revert back to the old behaviour is annoying. 
 
"I go back to fitz and other engines are find them a bit vanilla"

That's what the rest of us LIKE about those engines. :P 
 
DP is great. It's just that to me and the way I generally use Quake it feels too "awkward" to use compared to ports like Fitz/QS - too complex in its usage and features/settings, too slow in terms of loading times.

In a larger, more active community, I guess it would've been more established as a modding platform, similar to ZDoom, but Quake doesn't have that anymore. For the remaining people the costs of making something DP-only may not justify or outweigh the "costs" in most cases. 
 
*benefits/"costs" 
Or The Other Way Around? 
Damn it, someone make me a moderator just so I can edit my stupid posts.. 
Kona 
what willem said, it's hardly a gfx fancy game in terms of content. 
It Just Keeps Getting Bigger!.... 
So yea.. it keeps going. And I have a few other sections I still need to brush out! Madness. I am enjoying this mapping thing though.

https://dl.dropboxusercontent.com/u/1849053/Quake_Mapping_06.jpg 
Great Stuff. 
Some interesting designs in there. See if you can work on interconnectivity a bit too. 
Sky Vs Sky 
old sky meh:

http://i.imgur.com/Aas7Mtn.jpg

new skybox hotness:

http://i.imgur.com/MSq6U56.jpg

Note the nice new knight.mdl. Aww.

I think the new sky/fog looks way better. 
Indeed. 
But yes, map? 
Reminds Me Of 
the town of Laketown from The Hobbit. 
That Looks Waaay Better Than Before 
I like the tone of the rocks and the sky.... 
 
Yeah new sky/fog looks definitely better. 
That Water Surface On The Old Pic Looks Very Wrong 
 
From Warren 
https://dl.dropboxusercontent.com/u/161473/Misc/QuakeAO.jpg

AO or not, this screenshot fucking owns. 
Dunno What AO Is. 
but I know that's some nice design there :) 
-=- 
Shambler 
look in the mapping help thread for more of the pretties.

In short - we have a new toy! 
 
qriple zomby

info_light makes the light origin so dimm,
hard to believe that spots emmiting so much light.
already over 720 ents while the limit is 620. 
 
Looks really good MF. Definitely need to get some small radius lights near those light textures. Other than that though I'm liking what I see. 
Madfox 
Those screenies look like '96 - '97 era screenshots.
Do you have an old PC? (just wondering) 
 
Looks really cool overall, Madfox! Agree w/ fifth on the light fixtures; it looks a bit weird to have a nice cone of light hitting the rocks, but the fixtures themselves are dark.

In those screenshots at least, the skybox brightness is also a bit overpowering, maybe they would fit in better if darkened a little in an image editor? 
Bleh 
@-5th All the info_light have an upper light, but that makes the entcount so hight.
I tend to a light0.3 with dist0.7 and range0.7 -light15 for a large area soft ligtning.

@-uaddy Quake screens always are point of taste.
Sometimes I can't see a thing.
This case was I support them on my own site and they were low jpgs.
I turned them into high, hope you see.

@-ericw you're right about the skybox, but it's the fog0.02 that's causing it. I changed the boxtga but it won't work, only clearing out fog, but then they're so awfull cliffdemon it cries out colour. Or no fog and soften the original. 
Ah Cool 
For fitzquake family engines, you can set "r_skyfog 0.1" to reduce the fogging of the skybox (default is 0.5) 
 
Make another light near the light texture itself with a small radius (like "wait 3" or something")... pretty much standard practice for the type of light you've made. 
Oops 
didn't know that r_skyfog 
Made A Cinemagraph Of An Old Videogame 
 
WARNING: 16,384px * 12,288px.
http://triptohell.info/moodles/junk/fte-megapixely.png
hopefully your browser will cope... 
 
I'll never know since NOD32 blocks that website. 
I Like The Useless HUD There 
 
Yeah, I Wondered If Anyone Would Notice That Hud. 
 
WARNING: 16,384px * 12,288px. 
My browser coped fine.

My boredom threshold didn't.

Most pointless screenshot ever, congrats. 
 
Chrome can't handle it 
 
Spike: hah! Just what I needed to test my megapixel viewer :P

lotsa pixel

Should work in every browser
(do tell if you have issues) 
 
fyi 'my' megapixel viewer = https://openseadragon.github.io/ 
May I Let Facebookloose On That? 
 
 
Feel free! It's on my shared hosting which I canceled half a year ago. Apparently they're too lazy to close it, should have done it earlier. lol. 
Q2 Map For Q2 Cafe Map Thingy... 
http://i.imgur.com/EaTaJIh.jpg
http://i.imgur.com/poYy8tj.jpg
http://i.imgur.com/oQWkLo1.jpg

Took me a day to do all the gameplay blocking out first and the basic lighting. And then another day to do all the texture work and do the lighting proper.

I think gameplay-wise it's one of the best DM maps I've done, it's like a cross between DM6, Q2DM8 and Deck-16.
Contest hasn't really started yet but the map is mostly done, needs a couple of gameplay tweaks and a bit of bug-testing. 
Needs More Ammo 
I might run out if I hold down mouse1 all the time. DM is supposed to be about dealing with a fuck-ton of enemies and surviving against ridiculous odds, not ammo management. 
 
I see what you did there 
Looks Neat And Well-designed. 
If a bit grey in places. 
But Enough About My Hair 
 
Yeah... 
Maybe make some of the inset pieces either orange or black, even though visuals are a secondary consideration for DM.

Here's a primary one though; the 16 unit slope next to the stairs might cause a problem for movement. 
 
I think colored lighting is overdone in a lot of quake 2 maps. The lip on the stairs is not a problem but the ladders in the map are a bit crap for some reason.
It's mostly done now and I could release in its current state and be happy but the contest doesn't start for a bit so I might polish ot up before then. 
Nah 
I meant change the textures to those red/orange bulkheads - if memory serves they are the same versions of the ones you've used.

I always liked the powerstation black textures as well, but maybe that's just fond memories of that episode, probably the most enjoyable one in Q2 for me. 
 
If you're not interested in colored lights, I suggest stronger shadows where appropiate. Obviously visibility in DM is a concern, but nobody would mind if the ceilings faded to nearly complete darkness.

Maybe even hack AO into q2's light somehow? 
 
Q2 has radiosity. It literally already has the real thing. 
 
i remember trying to compile a map with q1rad a short while ago and it was still slow as hell.... i dunno, but fake radiosity seems like a better option even now. 
Hello Gentlemen 
Recent Quake mappings:

https://flic.kr/p/qMCsgc 
Wow 
That's really nifty.

How'd you do the rain? 
Oooh 
It's like a rainy terra4... 
Nice. 
Very nice....keep it going. 
Question 
How much of that is func_detail? 
 
Somebody please finish CZG's terra 
 
it's not finished? 
Finish It, Hypnos 
 
Just A Little Bit Of What I'm Toying With... 
Mostly just theme testing. Not properly nailed down the layout yet...

https://pbs.twimg.com/media/B9Mi3aSIcAA_F5e.jpg:orig 
Lunaran 
CZG : "There's supposed to be more of them, and they should have a proper finale, but dammit, I'm so sick and tired of these things. " 
Who Cares. 
Terra is fine the way it is.

Fifth that looks arousing. 
Hypnos And Fifth 
keep going guys, screenies look neat. 
Yeah 
awesome looking work both of you :-) 
Hypnos 
that's a cool look and needs to be expanded on! 
Fifth 
How did you get transparent textures to work? 
Quaddy 
the transparent colour on the palette is index 255, the peachy coloured one. Also your texture name needs to start with a "{" character for it to be recognised as a masked texture. "{cobweb.pcx" for instance.

https://www.dropbox.com/s/o8se6ino3z7fwfr/cweb.jpg?dl=0 
Thanks 
Thank you fifthelephant for this information. 
Note About Masked Textures 
If you use it then for non solid objects like cobwebs make the brush func_illusionary. And for solids make it a func_wall otherwise you may get hom errors etc 
MineQ 
FifthElephant 
You are on a roll. I love the Q2 stuff. Looks very true to the original. Also, are those decals (spiderwebs) in Quake? 
Sprony... 
Nah, I messed about with ripping them from some Thief FM, converting it to the quake palette etc.

I just wish that quake engines supported having an alpha on a masked texture. But it's not to be :( 
Sprites 
I just wish that quake engines supported having an alpha on a masked texture. But it's not to be :(

Well, you can use a sprite, you just have to bake lighting into it... 
Fifth 
All (afaik) of the engines with { texture support can also take an 'alpha' key on the func_. Only problem is, if you go below about 0.7, QS/MarkV/DirectQ have a bug where the whole alpha-mask part will disappear. But at least you can make the cobwebs slightly transparent. 
FranckQ 
I hesitate to say this, but what about the monsters?

...

5th: Level Upped! Now bug Sock for the Spiders... 
MineQ 
@ijed I do not know yet for monsters. I hesitate to integrate is the vera thereafter.

Extra Screen WIP: Startmap

http://image.noelshack.com/fichiers/2015/07/1423503957-spasm0002.jpg
http://image.noelshack.com/fichiers/2015/07/1423503956-spasm0003.jpg
http://image.noelshack.com/fichiers/2015/07/1423503952-spasm0001.jpg

I think the startmap be over in 3 or 4 days.
I rework the texture to remain in the quake universe.

Thanks 
 
Edit: have seen later for monsters ! 
2spooky4me 
 
MineQ 
Welp 
very doomish, and very 2d flat 
 
Doomish ..? 2D flat ...? 
 
I think hellish or hell themed is the main reason 
2d Flat 
All 90 degree angles man.
Looks pretty evil, I like evil looking stuff. You could put a few lights in with "light" "100", "wait" "0.25", to light up the totally black areas subtley 
But 
it's MineQuake. The only lights allowed are ones that simulate the lighting properties of MineCraft's various light-emitting objects. 
Ok Not Exaclty 2d Flat 
but flat/plain 2d
is what i'm trying to say

and dat pic looks like it could've been a level from d1-2

sorry, no offense here
i'm retarded 
Aaaaah 
I see! Mine-Quake - all 90 degree angles. I'm stupid - carry on.... Looks evil as f@ck! 
MineQ Wip 
http://www.noelshack.com/2015-07-1423924190-spasm0008.png
http://www.noelshack.com/2015-07-1423924185-spasm0007.png
http://www.noelshack.com/2015-07-1423924193-spasm0005.png
http://www.noelshack.com/2015-07-1423924189-spasm0006.png

I read your recommendation and try to do the best . Of course it is square , for this is the theme of minecraft > < . I work on the optimization of the room and light now.

Thank you for your comment 
MineQ Wip 
http://www.noelshack.com/2015-07-1423924190-spasm0008.png
http://www.noelshack.com/2015-07-1423924185-spasm0007.png
http://www.noelshack.com/2015-07-1423924193-spasm0005.png
http://www.noelshack.com/2015-07-1423924189-spasm0006.png

I read your recommendation and try to do the best . Of course it is square , for this is the theme of minecraft > < . I work on the optimization of the room and light now.

Thank you for your comment 
FranckQ 
theres excerpt from frib's readme

I promise you that there are no crates, no 'jump pads',
and nothing which could be accurately decsribed as a 'curve'. [b]Angular
is beautiful too! [/b]

bear in mind
Angular
is beautiful too! 
Picasso Design... 
... not sure angular is my of my taste... curves are greater... have you even seen a woman with cubic boobs ? That does not work... except in Mine-Quake ;) 
Ricky35 
 
Dammit 
rickyT35
Mike Richards LA Kings 
Viridian 
Thanks all.
The rain effect is from Zerstorer with a model instead of a sprite.

Really love the Terra series, haven't played it in years. Definitely influenced by czg's work.

https://www.flickr.com/photos/129414687@N03/16342455767/ 
FranckQ 
That's so cool! Would love to see the monsters styled in minecraft too 
Hypnos 
That is damn sexy screenshot again, i really dig the mood. 
Guys 
Ahahahaha 
ah holy shit :D 
 
I just felt a great disturbance in the force ... as if millions of profile pictures were suddenly switched to Doom Guy flipping V's. 
 
That is holy SHIT awesome... 
Funny... 
... idea...

we should do the same with the Quake guy :) 
:) 
Lighting Test 
http://www.quaketastic.com/files/rift0test.png

Uses AO and light dome style GI. 
 
ohh yeah, that is a perfect use for that! 
Gaah 
Looks good, seems like it might be even more atmospheric with fog and a skybox that has green mountains that would appear to merge with the map edges.

One day I will have time to map again... GB just posted a ton of shots on the Quakeone.com forums which makes me want to map even more... 
Yeah 
EricW's AO appeared at just the right time.

Been messing with lights, fog skybox and various options to get the nicest look, something I don't usually bother doing.

Next up, foliage. 
_sunlight2 
gb asked about getting _sunlight2 in my modded tyrutils, and I made some progress on that this weekend with more code borrowed from q3map2:
https://runeofearthmagic.wordpress.com/2015/02/22/yoghurt-sunlight/

The second shot is my modified tyrutils using a 200-light dome, and unlike _sunlight2 in bjptools, they're regular additive lights instead of minlights, so you get some nice gradients in the shadowed areas. Also at the same time I added a penumbra feature that splits up the primary sunlight, giving it some nice soft shadows (neither screenshots is using -extra or -soft, light time for my code was around 20 seconds).
Need to polish a few things, write docs, etc, but will have a beta up for this sometime soonish :) 
Errr. 
Dunno what any of that means but the 2nd shot looks well good, lighting wise :) 
NICE 
That is a huge improvement! 
 
Now do it again with not-the-worst-possible settings in the first shot...

Not saying the new way is not great but that is not exactly a fair comparison, is it? 
Soft Shadows! 
What's the unfair comparison? 
Wow 
You have my sword etc. 
 
isn't the first one without all the soft and 4x4 shebang? 
 
I think the second one is too, actually. The softness is only the penumbra, if I understood ericw correctly. 
Actually 
The second one is what I'd expect the first one to look like with just the improved light dome effect.

Extra4 would just make the edges of the shadows smoother, and is the sort of thing it'd be hard to discern at that distance.

What you've got in the second one (appears to be) more sunlights producing a more contrasted effect overall and the additional shadow casts, which are the much, much softer edges.

I'm mouthing off because right now I'm trying to achieve the same thing by hand, and the effect is very similar... but nowhere near as nice. 
Ericw 
looks pretty nifty. I dunno if it looks better than slapmaps fake GI lighting.

https://slapmap.wordpress.com/2013/04/23/outdoor-lighting-and-fake-g-i-in-quake-with-examples/

Infact I know it doesn't. I think once you add all the fancy new features in then it'll look real nice. I'd love to play with this. 
Fifth 
surely with AO turned on, it'll look just as jolly? 
 
I think with AO turned on it will look good. But probably not as good as fake GI. The thing with the fake GI is that it's less uniform, has brighter highlighted areas.

I think you'd have to spend a bit of time making it less uniform. It would be nice if there was a way to add a bit of a gradient (brighter at the top and slightly darker near the bottom).

Still though, these extra features are always welcome. I assume someone will add radiosity at some point too ;) 
 
And of course I expect someone will get around the problem of adding phong shading ;) 
 
Spirit, neither one is using soft or extra4, it's just that the second one has lots of suns to give the soft edge on the purple light. I maybe should have left that feature for another comparison, but oh well.
Here's another test where the sunlight deviance angle was raised to 25 degrees: (cloudy day diffusing the light?)
http://i.imgur.com/zJ3nqFt.jpg

The main thing I wanted to show is the effect of using minlight for the light dome (first shot) - this is why the shadowed areas look flat - vs regular additive lights in the light dome (second shot). I think the light domes have a similar number of lights actually.

Fifth, yeah, good point. Could just be a question of tuning the parameters, not sure. 
 
fuck that looks good. 
Speaking Of Sunlight 
back in the elder days when i made maps, I remember various quake engines drew the skybox at different orientations, turning the highly sophisticated idea of sun direction matching the skybox artwork into a bit of a "why do I even bother" situation.

What I'm trying to say is - have the various engine peoples sorted that shizzle out yet? 
 
i think so. 
Necros 
thanks! also I remember on your website, you were saying it would be nice if you could split up a light entity into a bunch of smaller lights in a ball- i've got that working as part of the same patch, it looks handy! 
Awesome! 
how are you doing the fake GI? When I did it, I just spawned a bunch of suns in a sphere and divided the light level by the # of suns. I had to convert all the light variables into floats though because each sun would have like 0.5 light intensity. :P

I also find it is *insanely* slow because each sun is now impacting onto the entire map. 
Yeah 
that's all I'm doing. It's a dome for _sunlight2, and for regular _sunlight I just jitter the angle a bit on each sun to get the penumbra effect.

It is slow, but none of those screenshots took more than about 20 seconds to light (and I'm on a laptop, though it's an i7 quad, so 8 hardware threads.) It'll be a lot worse for -extra4, but even if it's 4 or 5 minutes for the final light compile, that's not bad. 
Lol Kinn 
"Elder days," I hope you come back one day.

With all this lighting discussion, I am hoping for some help from some of you with a question I have, "WHY SO UGLY!" I have a map whose architecture I think is reasonably okay, but it always looks like shit in-game, and I think the lighting must be part of it. I have looked at it enough to feel stupid even trying to figure it out. I hadn't even mapped this year until a week ago, and I may be living in a tent this summer while trying to finish my Phd (lol)... but nevertheless I am going to annoy some of you (and/or anyone who volunteers) with this question of WHY SO UGLY, posed in .map form, soonish. 
Ericw 
I assume you are accounting for how there will be more suns near the poles of the sphere? my problem was I forgot to do that, so there was a much larger percentage of sunlight coming from straight up and less from the sides. 
Http://i.imgur.com/zJ3nqFt.jpg 
Yeah so you need some texturing, good skybox, bit of fog maybe, looks like a neat village layout for Quakey exploration... 
You Fucking Cunt 
Don't put urls in the title please kthxbye. 
Http://i.imgur.com/XdTlIeZ.png 
porblem? 
How To Right Click If The Mouse Is Magic? 
 
 
Oh, hey, instead of just making it clickable here are 3 steps that are super easy instead ... wat? 
Bitches. 
Just put the URL in the body. 
 
 
Just sayin' it's not the end of the world you know? 
Kinn Should Write A Book 
i believe his a great writer 
And He's My Favorite Poster Right There 
 
For SleepwalkR 
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Http://i.imgur.com/zJ3nqFt.jpg Just In Case. 
But nice on Scampie that's solved that. 
Somehow I Knew This Would Happen... 
 
 
funny someone else is working on foliage at the same time, well here's my attempt at it:

https://www.flickr.com/photos/129414687@N03/16453403469/ 
Foliage? 
I've tried that recently. And by foliage I mean shitty, drippy slime and dopey ass looking plants. 
Wow Really Cool Shoots 
What game is that? Potions, zombies, trees, looks great.
REAlly liked the Quake shot as well; Cyclopean for sure. Loose stones are a nice touch. 
 
cool! I think this is going to be a good year 
NICE 
Looks like Angkor Wat 
Yes 
Foliage is the hot new stuff it seems.

The maligned and yet mighty {

And just as EricW starts putting together lighting models that are especially suited to open terrain. 
 
hypnos - that looks hot! 
I Like It 
crisp, crunchy, old school foliage, fits with the aesthetic whilst progressing it in a way that's perfectly cromulent to quake traditionalists imo. 
Both Shots Look Good 
 
 
Foliage was pretty much possible all the time, with oriented sprites. 
 
Oriented sprites won't work for anything other than grass tufts or maybe flowers. 
 
also they don't take lighting.

rubicon2 originally had sprite-based metal grates, and i tried to make it work better by having the LD choose the lighting level (by setting the skin index) but it still didn't look right almost ever. 
Yeah 
.spr for anything environmenty always looks like pickled arse.

.mdls do also, but to a lesser extent. 
Currently Using .spr32 
really wish autosprite2 was vp parallel upright :/
maybe there's an "autosprite3" on the horizon... 
Indeed 
rags do look ugly in sprites.
They are only usefull in caves at distances. The ones 5th_elephant uses are better but static.

rag.spr 
Alpha Textures 
on .mdl files would be nice. I don't know how feasible it is though. :)

That way you could make rags/spiderwebs that can move with the wind etc :) 
Yeah 
I'm looking at the same problem - I want thin fenced stuff with alpha that can blow in the wind and has lightmaps applied.

I can kludge it with some entities, but really a hierarchy (eg. bones) is needed for this type of stuff. 
Hexen2 Mdl Flag 
#define MFH2_HOLEY (1u<<14)
set that bit in your .mdl header's flags field (hex editor? 78th(#77) byte becomes 0x20), load it up in fte, marvel at palette index 0 now being alphatested (that's the theory anyway).

or if its an iqm you can just provide your own shader while playing with the model's bones via csqc. lightmaps is less easy, although iqm does support vertex colours, while mdl would need to bake it into the texture itself.
I guess this stuff needs some new light util tweaks. 
Mooie Vis 
A zoo een mooie vis 
Moldy Ruins Concept 
Pretty much starting over with that rainy level as the visuals keep evolving.

https://www.flickr.com/photos/129414687@N03/16585062198/ 
Yeeah Not Bad ;) 
 
Love That Shot 
 
One Can Almost HEAR The Atmosphere 
 
Lovely! 
 
Very Good, Hope To Play That Map Soon! 
 
Whoa 
absolutely love it! Perfect texturing, and what looks like nice dirtmap lighting... and the transparent textures too! Great example of using new techniques but keeping an authentic quake feel. 
That First Shot Is Great 
love the sense of scale and atmosphere in that first shot.

second shot looks properly damp and dreary too. 
1st Shot's A Photoshop Yo 
 
 
cubespew is spreading to the other quakes

but, yeah, what's going on on the floor in the first shot? it looks ... painted over? 
Well 
unless quake can do reflective water suddenly, then yeah it sure looks like a shoop.

Dude says it's a "concept" tho, so I guess it's a...concept. 
 
Yeah, it's partly shopped, don't want to throw away anymore brushwork so I'll be painting over primitives before building them. It's convenient to be able to make your own reference. 
 
Not Quake, but whatever ... I finally finished a contest scene and submitted something.

MODO, Substance Painter and Unreal Engine 4.

http://www.polycount.com/forum/showpost.php?p=2272200&postcount=8

Moving on ... Qonquer map jam and then who knows! 
Toy Soldier Style UT Map 
Why not make one of those? little people maps have been a staple part of maps for a long time :)

https://www.youtube.com/watch?v=2FRkAat9ROA 
 
Bedroom maps are a staple of every UT game. Many will be made, trust me. That's not a niche that needs filling. 
People Need To Make More Giant Bathroom Maps... 
...inside crates! 
WarrenM 
Absolutely wonderful stuff! I love the details here, so authentic and personal. Love the Far Side calendar, and all the games and tapes. Zork! Bards Tale! Slayer mixtapes! Coffee rings on the dungeon map. Great attention to detail.

Also I guess all the fingerprints and griminess was substance painter? Looks like a sweet tool.

Probably a bit too late for construction criticism, but if not, I thought the empty cans looked a bit sketchy, and I would've preferred the carpet if it was dirtyish and more of a subdued colour. Also where the hell are the cheeto crumbs?

Overall though, amazing composition and really shows off your modelling / materials skills. Makes me want to get an oculus rift and just sit there.

You should make the full house and set a whole game there. 
Oh And 
make the commodore playable obviously ;) 
 
Thanks a lot!

Yeah, it was all done with Substance Painter, actually. It's all I want to use for texturing these days... 
Post Screenshots! 
do it... 
Amazing Detail Warren 
 
 
Omg 
so stoked! 
Lol That's So Modern Hollywood Meta 
Instead of a trailer, I'll offer you a trailer for a trailer!

Why not a screenshot for a screenshot? 
Warren 
Awesome.

related to that, I've been playing with qbsp a bit and trying to get it to load .obj's directly, like the q3 utils could do with misc_model, and it seems pretty promising. the disadvantage is there's no collision against the model, since I don't reconstruct brushes like you are. 
 
Too bad Quake doesn't have a weapon clip etc, because I wouldn't mind having to make my own collision.

Guess you'd need to do something funky with skip textured func_walls to make the collision for a misc_model? 
 
ericw - That sounds more useful than what I'm doing. :P Honestly, I tried that at one point as well - inserting model triangles directly into the BSP but I didn't understand the code well enough to get any real headway on it.

That code is ... well, let's face it, it's a mess. 
#12130 
ericw - that sounds awesome - does lighting work with them? I can see that being a good way to get things like decent dead trees and whatnot 
Warren 
I tried an experiment like that a while back - I wrote a program that took a bunch of triangles and stuck an extra vert on the back, pulled out a little to create a tetrahedron, which I then wrote out as a brush in a .map. An optimisation could be used when, depending on the topology, pairs, or trios of model triangles had a convex relationship and could be used in a single tetrahedron brush, which brought the complexity down a little bit.

It worked very well, but I found that when used on a large-ish scale, e.g. to create big cave systems, all those funky planes would caused the bsp compiler to go bananas and generate microleaks. Made no real difference even if i made sure all tetradedron verts were snapped to grid.

In these days of detail brushes however, it might not be so much of an issue... 
 
Yeah, that's the "spikey" option. It usually sucks but sometimes it works so ... might as well include it. 
Argh 
Sorry Ericw, I'll get back to that soon - got sidetracked with the Qonquer Jam. 
 
It worked very well, but I found that when used on a large-ish scale, e.g. to create big cave systems, all those funky planes would caused the bsp compiler to go bananas and generate microleaks.

I wonder if the next enhancement to the engine and tools should be increasing (or removing) the maximum number of unique planes. 
 
I wonder if the next enhancement to the engine and tools should be increasing (or removing) the maximum number of unique planes.

Don't know if this was an issue.

I just think the compiler wasn't really designed to handle that sort of geo. When it tried to make a bsp tree from several hundred non-orthogonal triangular faces, everything ended up being sliced and diced with floating point inaccuracy stacking up until it eventually plopped a great big Welsh salad on the table.

I haven't tried it though since detail brushes became available. It probably works a bit better now. 
 
maybe at that point it really is time to move on to bsp3. :S 
 
Interesting 
does the "standard" option simply take all the polygon planes in the obj model and define a brush with them? So that option would only work if the obj model is convex? 
 
Right, it treats each mesh in the OBJ file as if it's a set of planes and converts it into Quake MAP format.

It doesn't do any kind of automatic decomposition. The meshes need to be convex already or you'll get weird results.

I WANT to do some sort of automatic convex brush breakdown but ... it's a seriously tricky topic. 
 
maybe at that point it really is time to move on to bsp3. :S

I'd rather people bite the bullet and just embrace q3bsp, rather than add more cruft to the q1 bsp format. 
 
I'd rather people embraced UE4, rather than add more cruft to Quake. 
 
Right, it treats each mesh in the OBJ file as if it's a set of planes and converts it into Quake MAP format.

It doesn't do any kind of automatic decomposition. The meshes need to be convex already or you'll get weird results.

I WANT to do some sort of automatic convex brush breakdown but ... it's a seriously tricky topic.


Yeah, that would be the holy grail, but it's a massively tricky problem :/ 
 
I'd rather people embraced UE4, rather than add more cruft to Quake.

Don't throw the baby out with the bathwater. 
 
I don't know what I'm waiting for as this seems to work, so ... If you're feeling brave:

https://dl.dropboxusercontent.com/u/161473/OBJ2MAP/OBJ2MAP_PreviewA.zip

I don't have any docs written yet but it's pretty straightforward.

If you're using Trenchbroom, you can just paste the results directly into your map. If you're using Jackhammer, you'll need to load the resulting MAP file and copy/paste the brushes over.

This is also a test to see if this needs anything other than the EXE to run ... I think it should "just work". It needs .net but everyone has that these days anyway.

Windows only, suckas! 
 
I'd rather people bite the bullet and just embrace q3bsp, rather than add more cruft to the q1 bsp format.

i meant q3bsp. :(

is there any chance of seeing it implemented in quakespasm? ^_^; 
 
first we need to add light styles to it 
 
wat. 
 
first we need to add light styles to it

http://i.giphy.com/wJ0EQe2y5dRgA.gif 
 
ikr. how is this even possible. 
 
NICE. I have to try this, feeling brave! 
 
WarrenM, I couldn't get it to output a .MAP file. Pop-up window tells me "Input string was not in a correct format".

3dsmax-2014 x64, exported OBJ using default options. Exported 3 OBJ's; a box, a pillar, a humanoid creature. None of them could be used to output a MAP.

Any particular OBJ export options to use, or what am I am doing wrong/missing? 
 
Can you send me the OBJ files?

warren.marshall@epicgames.com ? I'll debug... The box will be enough if that causes the error. 
 
After messing with qbsp a bit I'm kind of fed up with my approach, I think Warren's tool is the right idea. My patch was fragile/ugly and could fail in strange ways (e.g., sometimes the models block gunshots and sometimes not, because of qbsp black magic :-/

For mesh decomposition: would this do the trick? https://code.google.com/p/v-hacd/
Tempted to play with that.. 
Q3bsp 
I wouldn't be totally opposed to supporting it in quakespasm, if there is a substantial q1 map release using it, not sure what the rest of the team would think.
To be honest though, I think it would be a lot of work for little benefit, given that we have bsp2 now, which has essentially no built-in limits. 
 
but what about the issue of unique planes? afaik, that is still a limitation of q1bsp regardless of bsp or bsp2. 
Yeah 
I always figured that the only motivation to adopt q3bsp in other engines would be if there was a worthwhile amount of q3bsp Q1 mappage already existing (for use in DarkPlaces, or that one other engine that currently supports it, I guess).

Has anyone even made a q3bsp Quake 1 map? 
 
bsp2 should be fine with >64k unique planes.
From what I can see, the only reason vanilla q1bsp had a 64k plane limit is the planenum field of dface_t is 16-bit, but that's been increased to 32-bit in bsp2 
 
Wow, 3DS Max spits out a special OBJ file format ... yeah!

So new version ... should handle more OBJ goofiness now:

https://dl.dropboxusercontent.com/u/161473/OBJ2MAP/OBJ2MAP_PreviewA.zip

Much thanks to WizardExt for the OBJ file samples! 
 
v-hacd ... I think we JUST integrated that into Unreal Engine 4 for collision mesh generation.

I think that might work but it would have to have an option for exacting output because I don't think anyone will accept approximations. They'll want the exact mesh they modeled.

But I'll look at it, it can't hurt! 
 
Oh, and if more people could give the OBJ2MAP thing a go, I'd appreciate it. I want to make it real release but I'm afraid that there's something I'm missing. And the immediate problems WizardExt ran into tell me I'm probably right... 
 
 
Shit just got real! 
 
tool sometimes outputs scientific notation for small numbers. just round to 0? anyway, TB can't parse that. :(

{
( -63.6619 8 -2.5683 ) ( -63.6619 -8 2.5682 ) ( -63.6619 -8 -2.5683 ) EMPTY 0 0 0 1 1
( -55.6619 0 -4.99999999998835E-05 ) ( -63.6619 8 -2.5683 ) ( -63.6619 -8 -2.5683 ) EMPTY 0 0 0 1 1
( -55.6619 0 -4.99999999998835E-05 ) ( -63.6619 -8 -2.5683 ) ( -63.6619 -8 2.5682 ) EMPTY 0 0 0 1 1
( -55.6619 0 -4.99999999998835E-05 ) ( -63.6619 -8 2.5682 ) ( -63.6619 8 2.5682 ) EMPTY 0 0 0 1 1
( -55.6619 0 -4.99999999998835E-05 ) ( -63.6619 8 2.5682 ) ( -63.6619 8 -2.5683 ) EMPTY 0 0 0 1 1
}
 
 
Odd, there's code in there to handle that ... but I guess it's not handling it in all cases.

Can you send me the OBJ file that does that? warren.marshall@epicgames.com? Or just give me a download link or whatever? 
Which Programs Use This? 
Not really looking to be a pirate 
OBJ2MAP 
OBJ2MAP worked for me under Wine in Linux and successfully converted a small obj file containing a single octahedron. If there is a larger obj file you'd like me to run it on for more testing, gimme a copy and I'll give it a go.

The window layout is a bit wonky, but it's all right to use.

http://i.imgur.com/jCrqM4J.png 
Necros 
I can't believe TinyPic isn't dead, either. 
Coder Challenge 
Make the tool automatically scale and align the brush textures based on the skin. 
 
primal - Thanks for looking! Nice to know it runs under Wine. That layout is basically correct...

Fifth - https://dl.dropboxusercontent.com/u/161473/OBJ2MAP/OBJ2MAP_PreviewA.zip


I have some test meshes from various people that are behaving stupidly. This is the joy of trying to release something publicly. :) 
 
Finally We Can Get Realistically Modelled *things* 
 
OBJ2MAP (alpha 3) 
https://dl.dropboxusercontent.com/u/161473/OBJ2MAP/OBJ2MAP_PreviewA.zip

+ added field to the UI so users can choose the decimal precision they want
+ added code to remove scientific notation in number results
+ added log file for debugging purposes (OBJ2MAP.log in the same folder as the EXE)

This should handle your gear mesh without scientific notation in the map file now, necros.

This also writes out a log file so if you get a problem going foward, please include that file with your bug report ... it may help save a life! 
 
Using the "spikes" method with current fixes...

https://dl.dropboxusercontent.com/u/161473/OBJ2MAP/Gear2.jpg 
Hypothetically Speaking 
if there was a special texture applied to the non-drawn planes of these mesh-brushes, that represented "this plane is not supposed to be part of the bsp", could a suitably modified bsp.exe use that info to discard these planes in way that simplifies the compilation process / makes it less error prone / makes these structures more robust and less likely to leak? 
 
I could add a field for a user specified texture name to be applied to the extrusion and spike faces that get added pretty easily if that would be useful, sure... 
Awesome 
i've had some scaling problems with that converter, objects scaled way too large.
Now its working, thanks warren!
Go map! 
 
Seriously ... time spent on this is not time spent on my jam map. Gotta buckle down ... Sunday!! 
OBJtoMAP. Run As Admin To Fix Possible Crash! :) 
For anyone having issues with crashes when pressing the GO button to convert OBJ to MAP files make sure to run the program as an Administrator. :) It crashed for me at first but then I thought I would give it a go in admin mode. Worked perfectly then. 
 
Am I the only one who has an admin account on their machine? :)

Out of curiosity, what crash are you getting? 
 
I could add a field for a user specified texture name to be applied to the extrusion and spike faces that get added pretty easily if that would be useful, sure...

Certainly a worthwhile feature. Could default it to "skip". 
When I Say Which Programs 
What I meant was which 3d modelling software? No piracy ofcourse. :P

Is Gmax still a thing and does it export to obj? I have blender but it's a little bit obtuse (plus getting grid snap to work is impossibru) 
 
Oh, most any modeling app will work. OBJ is an ancient old format. 
 
Kinn - will do! 
V-hacd 
Found a thread were someone tried using v-hacd in a SketchUp -> Hammer workflow, and it sounds like it didn't work out because of the v-hacd results only being an approximation.
http://sketchucation.com/forums/viewtopic.php?f=323&t=60709

I found another reference to this library, which seems to do exact decompositions, might be promising:
http://doc.cgal.org/latest/Convex_decomposition_3/index.html

re: texture coords, I did get conversion of UV's from .obj to .bsp tex coords working when I was playing with qbsp. I could probably contribute code to convert from .obj UVs to .map coordinates if you want (would probably need to offer the user a choice of Valve 220 format, or standard) 
 
Wow, really? Texture coord conversion ... that would be interesting! Being able to UV in MODO rather than Quake would be cool. 
 
I'd say UV in 3d modelling would be only go so far because of the way textures tend to skew in the standard .map format. I think it may be better in 220 as it is more accurate. 
 
Imagine stone statues and things like that. Would be KILLER. 
 
Yeah, from what I could tell, the conversion is lossless for triangles with UV at each vertex, to the format .bsp uses. (If you have a 4 or more -sided face, I think you can make it stretch weirdly at one corner in a way that can't be stored in the .bsp format, but that shouldn't usually be an issue.) Valve 220 is almost the same as the internal .bsp format, so that should also be lossless. You'll get possible distortion with standard map format, but nothing can be done about that.

This was a .md3 I grabbed from nexuiz, converted to .obj, and ran through my patched qbsp: https://www.dropbox.com/s/o4fbwqc9lq5uk93/obj.jpg?dl=0

Messy code is here: https://github.com/ericwa/tyrutils/blob/obj/qbsp/brush.c#L784
basically you just have to solve a "known 3-vec = (known 3x3 matrix) * (unknown 3-vecor)" equation.

I could give it a shot if you don't mind sharing the source (either just privately or here?) 
 
Wait ... those spider things are BSP? I'll be in my bunk. 
 
Let me get the first real version out and then we'll talk. I'd LOVE to get some sort of convex decomp thing going along with texture coords ... oh yes. 
Errmmm 
that's amazing! Right?!

the possibilities for this seem ludicrous 
 
Warren, cool, sounds good!
Yeah, the spiders are in the BSP - each one's a func_illusionary, but instead of being made of brushes, qbsp is getting the faces directly from the .obj file. It can also insert them directly into the world instead of into bmodels, but you still don't get collision, and the model may or may not block gunshots depending on the obj file.
I think going via .map is the way to go in the long run, though my approach has the benefit of handling textures and concave models right now... I can post it if anyone wants to mess around. 
Ericw 
omg - keep working on it, you'll get there! 
RE: Gear 
I probably didn't do that right. I think the real way would be to convexorize the stuff myself and then rotatecopy it. That way I could use your default setting to generate several brushes instead of 1 brush per face.

auto convexorizoring would be awesome though, but likely really mathy and complex. 
 
Yeah, I had that thought while looking at the gear ... doing it yourself would definitely be WAY more efficient in terms of brush use.

But, the other methods will work now so it was worthwhile as a test case. 
OBJ2MAP 1.0 
I'm going to do a proper news item tonight or over the weekend but for now, I think we're at 1.0 and ready to release.

+ logging should be more reliable now
+ added more info to log
+ user can specify a texture name for visible and hidden faces

https://dl.dropboxusercontent.com/u/161473/OBJ2MAP/OBJ2MAP_Release.zip

https://dl.dropboxusercontent.com/u/161473/OBJ2MAP/ReleaseShot.png

Run it as administrator! Apparently that's necessary for some people. 
Still Runs With Wine 
I just tested the latest version with Wine, and it worked fine. Since it's going to be a 1.0 release, I thought it was a good time to confirm this.

There are a couple of minor typographical errors in the log file. It says:

"Copy To Clpboard : True" - should be Clipboard
"Beginnning MAP construction" - should be Beginning

Glad you shared the program with us all. 
 
My attention to detail is stunning.

Thanks, will fix! 
Convexorizing Yourself 
is definitely the way to go: http://i60.tinypic.com/zm1c7p.jpg 
 
Nice. 
Bumped 
I can't wait trying it out, but I'm stuck on the message:
it's not a valid win32 application. 
 
That's odd. It's definitely a 32bit application. What OS are you using? 
 
'not a valid win32 application' is typically a dependancy issue. make sure you have .net 4.5 installed (I think that's its only dependancy). 
 
Yeah, should just be .NET. Although that's a terrible error message if that's what it is...

Also, run it as an administrator. Don't know if that's relevant. 
 
i think the run as admin is only if you're writing to a folder that is normally protected, eg: program files, or documents?

and yeah, that is a shit error message for a missing dependency. :\ 
Passed 
I'm using WinXp servicepack 3, but it's fresh installed.
Also I hate adding an administrator and password as I'm the only user,
so I can't even reach that prick.

I think it is the .net.45 not installed.,
but in that case I'm not lucky
because it won't fit WinXp.

I'm an ancient fossil, I know. 
Windows Xp 
Is(was?) fucking awesome. I miss it anytime i have to use windows 8 
 
Why is that? I'm honestly curious because I'm hard pressed to think of anything I don't like about Windows 8.1 
Windows 8 
Broke a gazillion of awesome old games by ruining DirectDraw emulation.

I wouldn't even complain if compatibility mode worked, but it simply doesn't. 
I Prefer Win7 To Win8 
 
I'm Totally Un-informed With Win 8 
So that was just my knee-jerk reaction from using it for ~1 day I'm afraid. First impressions were not good though, it seemed very naggy, it forced a restart without me being able to postpone. The mobile/desktop UI mashup was confusing at best, and enough's been said about the start menu.

I presume it gets better though use though? Or at least that the annoyances can be mostly tweaked away? I'm planning on building a windows gaming machine sometime soon, so I hope I can come to like the OS :) 
OTP - Direct Draw Issues 
you can fix the DirectDraw problems in windows 8 but it involves changing registry settings. The problem is that it limits frame-rates in fullscreen mode but not windowed mode.

You can fix it by following steps on this guide -

http://www.blitzbasic.com/Community/posts.php?topic=99477#1202630

It's not a very well known guide at all and I spent a lot of time searching google for a fix. 
 
Windows 8.1 works 99.9% identically to Windows 7. 
I Actually Like Windows 8.1 
It's a good operating system. The fact that direct draw is broken is a huge problem for me since I play a lot of old school games. There are other problems I have had running games on win 8.1 (like hotline miami 1 being broke, amongst other titles, because game maker isn't built for win 8.1).

For anything other than gaming it's really great, but gaming on pc is going through a golden age right now and microsoft needs to step it up. 
Meanwhile 
I've read that Hotline Miami 2 doesn't run on XP? 
 
but gaming on pc is going through a golden age right now and microsoft needs to step it up

what's fun is that it's not because of anything microsoft has done, but in spite of it. that's one of the strengths of the PC space, that even with msft's totally clumsy efforts with GFWL, constant driver fuckups, and their single-minded dedication to bringing every good gaming experience they can acquire exclusively to the xbox, it's still been entirely possible for other parties to do a total end run around the de facto owners of the platform. 
Technology Arms Race 
The advent of the internet allowed individuals to take the power of their own creativity and make stuff that the slow, short sighted and clumsy megacorp can't for various reasons.

I don't think its a golden age, because that implies that it will end. Instead things just get more and more possible as we improve our methods.

I can now 3d print a working gun I want, all media (which the megcorps want to gate access to) is effectively free, governments and corporations are fighting a constant losing battle against the rest of humanity, and they're giving ground each time a new startup appears with a cool idea and just does it.

The next step would be the dissolving of such cumbersome and wasteful institutions as we approach a type of creative singularity. Which will happen once the actual costs of production become low enough - which many smart people are currently working on.

Yes I'm talking more about physical products, but we've already reached a point where this same community is producing free content of a much higher quality than many paid digital downloads.

Someone is going to come up with a cool idea which frees this content creation from the licensor's.

Hm.

I should look into how much it actually costs to license Quake1 from id. 
 
So to wrap up my Throne Room posts from a little bit ago, the contest wrapped up and I managed to squeak into 10th place! Only the 9th loser, not bad!

But I got the prize I was shooting for so I'm happy!

Now, back to Qonquer jamming ...

http://www.polycount.com/2015/04/07/the-throne-room-10th-4th-place-winners/ 
 
Grats and well deserved! 
 
cool warren. probably only 10th because, well, it wasn't really a throne (if that's what the contest required), but it still looked cool. 
Oh Hey Warren 
On noticing you're using Modo to UE4, what's your pipeline? I had some trouble exporting FBXes that UE4 would accept, and I'm just wondering if it might be that my Modo version is too old or if there is something special you have to do to make it work. 
 
I use the FBX 2010 exporter inside of MODO, if that helps. I use MODO 801 as well.

Does that help? 
 
Kona - It's funny because a bunch of people messaged me saying how much they liked my scene and it should have ranked higher. I even had a few judges tell me I was in their top 3 - yet, 10th place. :)

I don't mind tho, as the prize for 4th-10th was exactly the same so other than ego there's no difference.

Was a fun contest tho, and I had a blast making all those props... 
 
It helps in that now I know it's just supposed to work, and I don't have to do any conversion steps inbetween.
I'm still using Modo 501, so I guess my problem is it doesn't support the right format? Time to try to upgrade I suppose!
I did get it to correctly import geometry, but the UVs were missing. 
 
501 might be the problem, yeah ... I don't know how that version handled FBX files. :) 
 
It does output something that identifies itself as FBX 2010, but probably not the right FBX 2010.

Thanks for the info! 
 
If it helps, this is my FBX export settings in MODO ... and it's a screenshot so it's on topic!

https://dl.dropboxusercontent.com/u/161473/Misc/2015-04-08%2006_27_38-Preferences.jpg 
Guys 
this thread called screenshots & betas for purpose. 
No It Isn't 
 
Yes It Is 
 
Yes It Is Not 
 
HEY GUYS WHAT IS THIS THREAD? 
 
 
so it's a beta of a tool, get over it 
 
Didn't mean to get in the way of the flood of screenshots pouring into the thread. 
Doesn't Seem To Work 
This doesn't work for the modified .map files in COD: WAW :( 
A Bloody Mess 
Interesting! 
I think the candles in shot 2 should create a brighter hot spot around them, it seems very flat atm.

Shot 1 looks really cool. Again maybe a little dark though. Nice atmosphere however! 
Redone Lighting For Jam5_hypnos 
I took out all the lights and replaced it with the new sunlight stuff and also added dirt mapping. I loved his map but the lighting seemed like fullbright. I also added WarrenM's skybox.

https://www.dropbox.com/s/ueyhc3a7bn33efa/hypnos.png?dl=0 
Fine Screenies 
Feels like a domish start of Quake4.
skybox greys me out and wrench my tornados! 
Even I Say Too Dark 
this time tronyn :) 
Fifth 
is hypnos ok to release that version? 
QuickerQonquer 
http://scampie.net/privfiles/QuickerQonquer.zip

Not a full release or anything, no bug fixes or anything... but if anyone wants to try this out, I've tweaked Qonquer a little to make the early rounds faster.

There are more enemies at a time, a little less delay between spawns, and time between waves is shortened. The effects of difficulty are much more pronounced now too.

I tried not to go too crazy so all the jam maps wouldn't become unbalanced (items still respawn at the same rate, so I can't make it too fast!), but I think this will help get to that later fun rounds faster 
 
Scampie - maybe post that into the map jam news thread as well. Nice work, thanks! 
Nitin, I Haven't Spoke To Him 
So I'm not really going to release it without his permission. But it's more of a proof-of-concept. What I found interesting is I just wanted to add dirt mapping at first but I couldn't get it to work right without nuking all the lights in the map. 
Scampie 
That works really well for me, makes the mod feel fun from the first wave and I ended up playing for quite a bit on each jam 5 map. I do feel my map is overly hard now but I think it's because I was evil with vores and shamblers. 
@Fifth 
Go for it and thanks for the re-light!

Didn't have time to explore the light past the initial ones I placed in the scene. Haven't even had the time to play the jam yet :( 
Hypnos Map 
Cool, I will tweak it and release. I like the custom textures in the map btw, did you do them? 
Textures 
Sort of, blending mixes of stock textures and a few from knave. I'll expand it if I ever make a standard map with this theme (or someone else could do it..) 
Do It And Host A Map Jam! 
You don't even have to make a map (actually you do, I've decided new rules)... would love to see this theme explored more!
(playing your map to the assassins creed sea shanties is fun) 
Hypnos. 
Yes, you DO have to make a standard map. 
 
Looks like I have no choice in the matter!
Still backlogged with taht rainy thing I started in December so I'll finish that first.

Sorry fifth! No jam organizing, time is scarce. 
Jam5_hypnos2 
Enjoy my tweaked version folks.

http://www.quaketastic.com/files/single_player/maps/jam5_hypnos2.zip

I added the source and a readme explaining what tweaks I have made and compiler settings etc. Just pop it into the Jam5 maps directory. 
New MOD By SOC. 
Anyone Interrested 
in a doom3 textured map?

http://imgur.com/a/RaYdi#0 
 
Third shot is neat with the pixelated textures. Love that look. Almost has a Dark Forces vibe.. 
Sexual! 
That looks really good MFX! :) 
Sock's Mod 
looks excellent.

mfx, yes sir very interested although I find the skybox too contrasty to the textures personally. 
Yes To Both. 
It does work well when it's mostly obscured, like in shot 2, though. 
 
mfx: shots look promising, but:

try turning on trilinear filtering and crank up anisotropic as high as it will go. The see-through gratings will hopefully look better. 
Yep 
will do, shots were taken on mobile laptop with poor gfx. 
Sock 
Did bellends drive him out of func or something? 
Long Story. 
TL:DR Kinn go map. 
I Have 
an erection.

On both counts. 
By That I Mean 
the screenshots look amazing. I really like the Doom 3 shots, brushwork looks fantastic as ever. And Sock's mod looks really sweet too, the Furry Knight isn't very cute. Got some moves though. But the shots of the lava cave look really immersive :) 
MFX. 
Another MFX map?? Ooooh could be tempting. Of course :P. Shots look great, well apart from Shot 3 but that will look fine in GL...

Kinn: It was the flounce of the decade, so, errr, yes?? 
Hehe... 
Sock's last shot looks quite the homage. 
 
sock's screenshots are making me homagesexual 
My Func Gay Lovers! 
It was the flounce of the decade, so, errr, yes??
As always there is mighty stirring of the drama teacup here! :)

Arcane Dimensions is indeed a new MOD I am developing featuring tons of new content from many different people all nicely stitched together into one package. I only intent to post about it in one place and have no interest in chasing everyone (the 5 active quake people) around on 4 different quake sites! if anyone wants to post news items on other sites, by all means use the screenshots.

As always feedback is most welcome and is really important to my creative process, so get involved and post comments over at the Moddb pages! Obviously once the mod is finish I will be back with a news items and download link!

@nitin, @rickyt23, @distrans, @lunaran, thanks for the comment and feedback and yes lots of homage! 
Welcome Back Sock! 
 
Yay! More Sock Stuffs! 
Also, just wondering, don't you still have a job IRL? 
Paperclip Quake 
Scanned a cardboard layout of a ship, and transformed them to textures.
Now I want to make a mod that scrambles the monsters into nonentity paper rags
Time For A Remake = 
And Keep It Quake+ 
Get on your fifth elephant!
Flying Dutchman 
RetroJam3 Hype! 
Mine is almost, almost done but I'm too tired to continue today. I've also pushed the deadline to the 28th so Ionous and Back2CCCP can finish at their pace, so negke and OTP, go map!!

http://i.imgur.com/jl9iCsN.jpg
http://i.imgur.com/amw4iAf.jpg
http://i.imgur.com/xNXW9Ua.jpg
http://i.imgur.com/AGdX6WY.jpg
http://i.imgur.com/m4pv2WW.jpg 
Amazing 
 
Wow Old School MadFox ! 
 
Skacky ! Can't Wait Playing This One ! 
NICE MAP DUDE ! 
Metal4_4hype! 
Looking great! 
Retro Jam Progress Shots 
Add Some Red 
looks nice but very sterile imo. Needs blood or other red/copper colours! 
Plant A Tree 
Feeling like a poststamp.

After two days of texture tags the map starts cluthering in lower areas, while it didn't before. Added no brushes, just texturing.

I must admit I'm over marksurfaces and entity limit, but while only texturing that can't count so much? 
 
Looks hot, Madfox! 
 
I almost feel bad for posting that picture ages ago... how long have you worked on this?! 
Speaking Of Works Long In Progress 
What ever happened to Than's next DM remix? 
5th 
you didn't had to do what you did
but you did

and I thank you!

first screenshot dates from 6-6-2013.
I'm a snail what mapping concerns. 
 
SUPER early look-dev for a thing I want to do. I've never tried this approach : work on visual hooks in a test map before starting the gameplay layout.

Might save time, we'll see!

https://dl.dropboxusercontent.com/u/161473/PersonalMapJam/PMJ_A.jpg 
Warren 
i prefap already. 
 
Looks clean and pretty! 
 
kinky dopefish 
 
I want googly eyes on all the quake monsters now. 
Doom Map I'm Working On For Mayhem 2015 
 
I wish I could make a few doom maps, I really hate the way gzdoom ed works though. 
New Map: MyHome Alpha 
Map: My Home Alpha 1
Mod: Quake
Link: https://www.dropbox.com/s/x7alibiwjm8wdg3/MyHomeAlpha.zip?dl=0

I have reproduced my house to integrate the quake atmosphere there .
Currently there are 40 monsters, 3 secret. I finished a 6-minute rush by knowing the secrets course.

It remains that the first part of the map so alpha . I'm still working on balancing the placement of weapons etc ... You can make suggestions, I will study there after.

Thank you and good games. 
Too Cramped. 
The rooms are all too small for proper Quake game play. The corridors are too narrow and the ceilings too low.

it may be "realistic" but it is not particularly fun for Quake game play.

I didn't like all the teleporting enemies, even teleporting directly infront of you or even behind you depending on where you are standing.

It gets better when you go outside because you now have space to move. You can get stuck in the cage that comes out the floor after picking up the SK. Need to add a button in the hole that will raise the cage again.

Couldn't find SK door so I gave up :P 
@DaZ 
The problem I wanted to keep the real proportion . but I agree that his remains narrow for the games. next time I would increase the proportion of out realistic and increase playability .

There is 1 boutton secret per floor.

I intend to overtake me on the rest of the map expanding the corridors.

Thank you for return 
 
I once made my house in UT, kept the same scale as my own house pretty much but sadly these games are designed with really fast player characters in mind and dont work from a gameplay POV. Larger spaces might work, like your town centre or something but these are usually very flat and wouldnt work for different reasons. Some games it may be cool, like Doom 2 or Duke 3D or even newer games like Left 4 Dead or Half-life 2 since those can have more real-world settings. But Quake is really abstract. 
 
"The problem I wanted to keep the real proportion . "

Yeah, don't do that. :) Real world architecture might be a good learning platform to get used to Quake editing, but it doesn't make for good maps. 
Pretty Cool 
Neat little map, I enjoyed running through it. From the description I knew what to expect in the gameplay department so I wasn't particularly disappointed by a lack thereof and don't hold that against it. Also, as much as I love Quake, I feel its gameplay is pretty flat and limited even in best case scenarios.

I made a Quake map once and tried to be somewhat "proportional". In my experience, that's impossible as Quake is fundamentally disproportionate: crazy move speed, insane jump height/distance, quakeguys eyes being in his chest, massive pickups, etc.

Maybe you could find a happy medium by just keeping the map architecture proportionate to itself and double, or maybe even triple, the map size. Something along the lines of de_rats, just not as huge.

This would more or less play to Quake's strengths (freedom of movement, more enemies in the combat space, etc.) and you could scratch that "proportion itch".

Just my two cents, nifty project nonetheless. 
 
quadammage lift 
Oblivionaut 
Should be coming with the RetroJam3DLC pack soon-ish.
78 monsters on skill 2/3, 6 secrets.

http://i.imgur.com/2V0A34a.jpg
http://i.imgur.com/GosQpUV.jpg
http://i.imgur.com/K584OaI.jpg
http://i.imgur.com/qW7OVkG.jpg 
 
damn 
Wow 
not sure if it's the map we deserve or the one we need right now, but looks awesome! looks like it combines some great elements from the ever-classic e1m8, as well as runic maps by kell and necros! can't wait!

I just spent several hours building some evil bloody flesh thing today but don't have anything worth giving images of yet. 
Skacky 
Looks awesome: release it now !! 
I've Never Been Discouraged From Mapping By A Screenshot 
Until now. 
Awesome 
 
Dat Skybox! 
BRB, changing pants. 
Nice! 
 
Retrojam3_negke Scrapped 
The Cthulhu eye texture fits very well. 
In The Great Democratic Tradition Of Func_msgboard 
I decide that we take a vote:

Is negke a fuck?

AYE X

NAY 
 
I checked out MyHomeAlpha.zip and found it exceptionally well made for a "my home" map. Very creative, surprising and fun. Got stuck in the zombie cavern, is there a way out? 
Negke 
is a huge cock. 
Meant In The Same Vein As #12307 
Of course I'm going to finish it - can't wait to see Daz get lost in search of the key doors! 
Yay! 
Mmmm veiny. 
.lit2 
http://i.imgur.com/zwuQv4j.jpg

Spike and I (mostly Spike) have been working on a .lit2 format that can do custom lightmap scales per-face.

It's looking promising: it'll be backwards compatible (light will generate regular lightmaps, .lit, and .lit2), and I have some tool support already (you can set "_lightmapscale" on a func_group/etc. to modify those faces, same as q3 I think). 
Wonderful 
I am imagining all the amazing lighting effects I can do with more detailed shadows. Been after something like this for years :D 
Ericw 
That's awesome! Can't wait to see sexy new maps sporting this extra quality! 
 
Nice!...misaligned texture... 
 
it's classic id style... 
Haha 
I have a folder full of crappy box maps like that for testing compiler features. 
 
so that's pretty damn amazing??! so you basically end up with a .bsp, .lit and .lit2 and your engine will just ignore the .lit2 if it doesn't support it? that's awesome! 
Necros 
 
 
i see you mentioned there will be a _lightmapscale setting for func_groups?

so you will be setting lightmap scale based on faces, however, would it not make more sense to set lightmap scale per light instead?

i think 90% of lights would be fine with their old resolution, but for key lights (eg: those shining through cool transparent textures) a higher resolution would be desired.

so could you not just output low res shadow onto a high res lightmap by default and then when a light specifies it, do the extra traces for the high res shadow? 
 
If you do it per light, what about cases where you want the sunlight casting strong shadows in just one particular area? You set your sun as a high res light and you end up having an enormously inflated lightmap size just for that one transparent chainlink fence texture casting shadows into the courtyard, whereas with per face you can just set the courtyard faces to be high res. As ericw said, the method he's proposing is basically the same as the Source engine, and per face works very well there in my experience. 
@necros 
The way it's currently set up in the light tool, that'd be a bit awkward because the tool needs to know each face's lightmap resolution before starting the light tracing. I think you would need whole lighting pass just to figure out what faces a "high res" light is hitting. 
Global Setting 
A global lightmap scale setting would be very nice also. 
Lol Daz@ 
"i basically want the global lightmap to be the highest" 
 
I have to ask ... why ever opt for standard lightmaps? It isn't like machines today can't handle it or that memory is scarce. Jack that bastard up and let's roll! :) 
What Warren Said 
 
I Guess 
ericw is doing .lit2 as an external file to allow other engines that don't support it to play the map, albeit at lower res. I think this is a good thing 
Also, 
I find it amusing that you can have real-time lighting and shadows etc in dark places (and I guess you could make some really nice maps using this) and yet it seems the community is still in love with baked lighting :P 
 
Real time lighting without bounce isn't all that useful. Stencil shadows only go so far... 
 
would it not make more sense to set lightmap scale per light instead?

you're right, this would, in fact, not make more sense. you're picturing only the use case where you put a torch in a little lantern cage thing to throw those neat lines, and you'd rather just tag the light to upres every surface it touches. this sounds like a recipe for winding up with tons of faces with far higher resolution than they need.

I'd be just as excited about selectively turning lightmap resolution DOWN, in areas where high ceilings are shrouded in darkness or on the backs of pillars or what have you where there isn't a lot of variation or contrast in the lighting that actually hits that face. I'm a pretty obsessive optimizer though.

Having control only per brush and not per face is a bit of a shame, but I understand it's a .map format limitation. Maybe we need a new, extensible .map format first :) 
 
"this sounds like a recipe for winding up with tons of faces with far higher resolution than they need. "

But again, who does this affect? What machine is having a problem loading Quake levels because of texture/lightmap memory?

Turn that dial to 11, let's go! :) 
 
What machine is having a problem loading Quake levels because of texture/lightmap memory?

Lots of them were until the recent version of QS.

There's a fallacy here that a 1996 engine can have no bottlenecks in the year 2015 - it absolutely can. 
 
Because of texture memory? Not other limitations? 
 
Some maps slow my surface down 
 
:-| 
To Be Honest 
I'm kinda with WarrenM here.

If the whole map runs fine with increased lightmap resolution, I think I'd just go with that, rather than spending a ton of time setting up funcs all over the place where detailed shadows appear. 
Hmmmm 
Brainfart really

let's say the compiler does a hi-res lighting pass. After this pass, could you then do something a bit clever like automatically detect surfaces that have uniform or near uniform lighting and automatically downscale the lightmap resolution there as appropriate? 
 
@WarrenM, if you compile a box room and whack the lightmap scaling to 0.0625 (1:1), then fire a rocket, your framerate WILL plummet (you can use rtlight-style lighting to avoid any slowdown, or just use gl-style flashblends instead, in any current engine including vanilla... assuming you were getting those slowdowns from crazy lightmap resolutions in vanilla anyway).
throw in a load of flickering lightstyles and your framerate will stutter 10 times a second (this can be worked around like rmqe already does, although this is not without its own cost).
high lightmap resolutions are NOT without their cost, and using a scale lower than 0.25 (4 texels to each luxel) is probably going to be abusive unless constrained to specific surfaces. 0.25 should generally be okay though.
For reference, 0.0625 gives 176mb for just vanilla start.bsp. There is no way around the load times, if nothing else. Using that resolution on every single surface a light might hit is just impractical, but you can get away with it if its just one or two surfaces.

@necros, typically you want the lightmap resolution concentrated behind the fence texture (typically ground). spreading it around the entire light is going to be wasteful. see my remark about <0.25 being abusive.
it would be nice to auto-detect the surfaces that got light applied to them through a fence texture, or areas with hash shadows, possibly by just calculating it at a high res and then reducing the resolution if it doesn't have many harsh boundaries on it, but this is likely to result in either every surface being high-res or significant glitches between highres and lowres surfaces.

@ericw, presumably the "black" texture should have its lightmap scale set to a low resolution by default, as it shouldn't normally be significant anyway (really this should be surfaces that have all texels set to 0). 
 
Maybe it could use the standard res lightmaps for dynamic lighting effects ... like, overlay them on the high res lightmaps. Odds are you wouldn't even notice. 
 
Kinn, I was thinking the same thing, automatically lowering the resolution when it won't be visible would be cool. Just need to try coding it. 
Yeah 
there's gotta be a pretty standard image processing algorithm that finds the minimum resolution for an image that still preserves its significant details. 
 
my original suggestion was with the implication that all lightmaps would be high res, and only indicated lights would cast high res traces (because it is the traces that will take the most time). For other lights, they would put their low res maps (upscaled to match) on the high res lightmap. (like simply increasing a bitmap's size by 2x, maybe use some filtering to smooth out the results)

I have had light take several hours when doing final passes with -extra4 and all that other stuff.

increasing the number of traces to get high res light maps would increase that by order of magnitude, I would imagine...

unfortunately I hadn't considered how dynamic lights would work what with having to update all those lightmaps.

could there be 2 full lightmaps, one low res for dynamic and one completely static high res one and then just do some additive blending at run time?

also, for setting lightmap res on faces, would that just be a huge pain? If i set 1 light to be high res vs setting all the walls, doors, plats, whatever else in the room to high res? 
 
the problem with per-surface lightmap res is how you get it from the editor to the qbsp. it would require a new .map format instead of just new entity fields. and that would require editing all the map editors etc too, which becomes a significant undertaking.
I doubt that it would be that hard for the qbsp though. 
 
You could do it with the standard .map format by using texture names as flags... so a surface with the texture "*texturename*$lm256" or something like that would be flagged in the light compiler as using a 256x256 lightmap res.

Might be a slight pain to work with, but if you're only going to utilize the highres lightmaps in key areas, it shouldn't be too bad to set up 
Pixel Journeys 
 
Nice, I really like the lava river ... the organic shoreline with the structure of the pillars works really well. 
Very Nice. 
Also what Warren said, lava river is the one. 
Spoogetastic Sock 
how big is this and when is it coming? 
Duke Screenie 
Near completion with a few tidbits left to do.

http://i.imgur.com/EpzDPbq.png 
 
Neat!

What editor are you using? 
 
Nice, I never say no to new Dook maps. 
 
Yeah I wanna play it :) 
Searching For Link 
Hi, I was browsing this thread and came across a screenshot on some blog, I'm trying to find it again. It was of a fairly basic scene, with two views. One with void or dark area, the other with lava. I'm pretty sure it was from this thread, a few pages back. Anyone recall? 
Arcane Dimensions? 
Not AD 
The scene is of a corridor with a gap in the floor, which has lava in the second view. I think it's a single image of composed of two shots. 
Hypnos2 (or 1) 
In post #12241 there's a link to a map from jam5. It crashes my ezquake as it loads, did I install it wrong or is it for another client? 
 
ezquake is a quakeworld client, it is not meant for singleplayer, it will make you play a different singleplayer, it will not support mods, you should use quakespasm, fitzquake or directq. 
@dogman 
Use sv_progtype and sv_forcenqprogs 
 
AAS, I can load the map with both of those set to 1 but crash on spawn. With ezquake.

But jam5_hypnos2 doesn't look like the early shots from posts 12087 and 12106 :) 
 
ezquake is a quakeworld client, it is not meant for singleplayer, it will make you play a different singleplayer, it will not support mods, you should use quakespasm, fitzquake or directq. 
#12362 & #12365 
slowest double post ever :P 
Found That Screenshot I Was Looking For In Another Thread 
Cave Of Pixels 
@WarrenM, @Shambler, thanks :)
@Nitin, 2-3 maps from me, no release date yet, still building stuff.

The AD MOD project is also designed to be a resource kit for mappers to play with and luckily MFX is busy creating a new map for AD. 
MFX Is A Great Addition! 
Looking forward to this MOD, more and more... 
Sock 
sweet. you + mfx = me very happy. 
Room Of The Moment 
http://i.imgur.com/UPkmIqc.jpg?1
From my first map. Sorry about the hud. Dig it and get out. 
Room Of The Moment 
Well, it looks better than my first map, which was a box covered in textures that came with the qED map editor, that said "qED" on them in big letters.

Pretty hard to see much in that screenshot, but the lighting from the sky looks good, could do with being lighter on the left side of the screen as I can't see anything. I think the engine/texture replacements are getting in the way of seeing whats going on. Looks like you're adding some nice detail to the computer section.

Would recommend downloading an engine such as Fitzquake if you haven't already.
http://www.celephais.net/board/view_thread.php?id=60831&start=871

happy mapping! 
First Room 
is the hardest :) Keep going! 
Misty Moon 
Rises over Foggy Bogbottom (more MFX goodness) 
More Like 
boner rises over foggy bogbottom 
Looks Fantastic As Usual 
 
 
Sick. 
Looks Okay I Guess 
slightly better than dogman's shot. 
I Cleaned Up The Room A Bit 
Still simple. Didn't want to leave that first one without an update :D
http://i.imgur.com/0tW0Dhm.jpg?1


Do people screenshot qw maps here? 
The Usual Genius... 
https://www.youtube.com/watch?v=entq9ZReftE&feature=youtu.be

Some really cool stuff especially later on, I do think some breakables need a higher HP though. 
 
Marvelous! :)

Also, not gonna lie, those candles on the floor as light sources made me tingly.

So, so good. All of it. Great stuff... 
Perfect! 
I loved the atmosphere in that clip :D 
 
oh cool, i love that monsters can brake brushes on their own, especially that melee attacks can do it. awesome. 
Uh 
also 'break'. 
 
@shambler what is so genious about it? I mean, breakables already been made in hexen.

yeah, it looks cool and, as it was noted by necros, I like that monsters can destroy those specific brushes on their own.

But I wouldn't call it genious anyhow. 
 
But I wouldn't call it genious anyhow.

Don't worry, you won't ever have to worry about anyone mistaking you for a genius. 
It's Not So Much Breakables 
but how the video shows that feature has been implemented, both from an AI sense and a mapping sense! 
 
My one complaint is that it sometimes lack a little clarity in the visual language -- i.e. these brown bricks are breakable, those ones aren't -- but I'm sure sock will sort that out before release. 
 
Yeah, and the way the AI interacts with it is cool. Makes it feel like a native feature rather than an add-on. Them pathing to a boarded over window and busting through looks great! 
Agreed! 
Needs some slightly different shade of brown for the breakable rocks perhaps. Or make the cracks more evident.

I know I'll miss it otherwise :D 
50 Shades Of Brown To Make The Crack More Evident 
so Daz won't miss it. 
Its 
All design language that needs to be done by the mapper. Honestly its well done ingame :) 
 
can the breakables be made weapon specific... axe for wood, grenades and rockets for bricks, everything for glass? 
 
if we're talking a modern game, it would have a giant arrow pointing at the breakable, then perhaps a qte such as spamming the space bar to break said breakable. 
Well 
That wouldn't be far removed from spamming LMB. 
 
I'm just talking about clarity of design. If some brown bricks break and others don't, that's going to turn a cool feature into something annoying.

And I don't pretend that sock doesn't know this ... I'm sure he does. :) 
Escape From Your Cell 
I need some feedback for the "final" version of my Quoth map before I can host it on Quaddicted.
It is a short map and was made so I can have more experience in Quake mapping and making maps that aren't recreations, which is why it's kind of blocky.

screenshots:
http://image.noelshack.com/fichiers/2015/25/1434630724-escape1.png
http://image.noelshack.com/fichiers/2015/25/1434630726-escape2.png
http://image.noelshack.com/fichiers/2015/25/1434630713-escape4.png
http://image.noelshack.com/fichiers/2015/25/1434630765-escape8.png

download link:
http://www.mediafire.com/download/449awkn0ijiw8kx/escape.zip 
Escape 
I enjoyed your map. I think it has a strong Doom feel, so you can say it's blocky by design. You're right, it's short, but it's consistent and looks good. I couldn't find any of the two secrets, but maybe it's just me.

I played it with the MarkV engine, without the Quoth mod.

But don't realease it yet. It probably has leaks, because all exterior surfaces are visible. You didn't just put the whole level inside a box, did you? 
@Daya 
Two things about this room in escape8.png you posted:

1- The open corridor above this room leading to the end is a nice touch. This corridor should have rails instead of solid walls, so the player can see the room below. It shows off your design and add to the "accomplishment" sense: reminds you of a fight you already had. Wich leads me to...

2- The room seems too big for too few/weak enemies. You feel like "what was supposed to happen here?". This is a big room with a valuable item, the YA. The battle here should be memorable. Maybe a Fiend room, not Enforcers'. Or maybe the enforcers would be in a level above, surrounding the room, giving them advantage.

P.S.: yes, I didn't play it with the Quoth mod, but hope these comments worth something. 
 
It's kinda strange to complain about the lack of opposition while playing without the mod the map was intended for. 
It's Not A Complain, 
I made the disclaimer. Didn't wan to play Quoth, but wanted to help anyway. The author can decide if it makes sense or not.

About (1): maybe it should be a corridor made of glass panels. It would show off the room below. 
Update On Escape From Your Cell 
https://www.mediafire.com/?449awkn0ijiw8kx

*Made some changes on the enemy placement
*Secrets are a little bit more noticeable
*Modified the bridge so you can look down on the computer area, even jump down here

Issues I can't seem to fix is destroying the first computer brush, light and ambient sound at the start of the map when the player shoots the computer

And yeah, it is a Quoth map so you kinda need it to get the full experience ;) 
Nice One Day 
it's a fun little map.

I'd make the nail gun a little more noticeable or prominent as I somehow managed to miss it.
I still managed to complete 90% of the map with just the shotgun and SSG so maybe tone down the ammo a little?

Also the room full of ogres, plasma dudes, flame guys etc is the best battle (although a bit hairy when you only have the ssg) I think this fight should be the last fight in the map?

Anyway, nice little saturday morning distraction! 
S'more Small Tweaks, Like Make The Nailgun More Noticeable 
:D 
Played with Quoth now. It makes it harder, indeed. I like the new nailgun position. Like that you made the secret door slide in, not out. I wouldn't change anything now, but that big room...

In nightmare mode, I just stayed at the top of the stairs, behind the glass, killing everything that tried to climb with the shotgun. Maybe some enemies would activate when you get in, other wave when you get the YA, and finally the worst wave when you get the silver key. Maybe that stair would be broken, so it's a one way only into the room and you have to cover beneath the computers, and not just climbing the stupid stairs again.

I was actually waiting for it, but it didn't happen. I took a breath before getting the YA and another before getting the key, waiting for the worse... but nothing happened.

Just my 2 hundred cents, though. The level is already a lot of fun the way it is! Nice work. 
Today Is A Sad Day 
Well That Sucks 
 
 
Well it's up on moddb, 99% of what goes up on moddb is bound to be cancelled eventually. At least it didn't drag on for years like most of them.

Maybe he'll come back to it one day. 
Don't Panic 
just be patient :) 
It Aint Over Til Its Over 
Listen to Daz and be calm, all is fine. 
ALSO LISTEN TO MFX THE SNIPER 
 
Mfx Is Over 
 
Chill Winston 
 
Looks Lovely! 
 
Another Update On Escape From Your Cell 
*Fixed the readme file
*Fixed some geometry errors like clipping brushes
*Added a new spice to the final fight
*Fixed ogres appearing at the wrong skill

https://www.mediafire.com/?449awkn0ijiw8kx 
@Daya 
Nice! And talk about EXTRA spice. 
It's Out 
I'd like to hear your thoughts about this 1v1 deathmatch level:

https://drive.google.com/open?id=0B3Ww0W8WFfq7ejJqTFRONUNUUEE

The textures are mine, except for the stock Quake teleport. The skybox is derived from a Q3A skybox I took from .:lvl:. The sky texture (for those who don't like skyboxes) is derived from a picture I found at http://thefulldomeblog.com/ All credits will be in the final version.

To make things easier, the zip contains the level, the Reaperbot and MarkV executable. Just run markv.bat on Windows and you're set. To add a bot and start the deathmatch, just press B. I recommend to add just one, it's a tiny level.

I wasn't cheap on geometry. Think I pushed the limits a little.

To do: music (it's being made by a friend).

Just let me know your impressions. 
Also... 
... it doesn't have a name yet, and I'm open to suggestions. 
 
Super pretty! Reminds me of counterstrike

No idea about DM.

Never ever put a id1/config.cfg in a download. >:D 
Oops! 
*facepalm*

Here is a better zip. Deleted the other one, so no one curses me.

https://drive.google.com/open?id=0B3Ww0W8WFfq7Tk5KUVpIU0FnMDA 
Escape By Daya 
Not bad. Seems to be improved a bit. When you said you added extra spice I'm not sure that's what I had in mind ;) 
Adib 
that is a very nice and striking visual you have in that map. Reminds me of some of the later UT99 community maps with the texture set.

In terms of gameplay I think you really need several ways up the tower. Someone with the RL could easily dominate the whole map at the top since it has just one entrance and you can pretty much rain down rockets at people below. 
@Fifth 
Wee, thanks!

Yes, more than one way up (to every floor, by the way) is always a good thing.

But the upper two floors only have the bigger weapons, 1 health and some ammo. Health and armor is at the lower two floors. Doesn't it give balance?

I was thinking about a secret with a Quad at the first floor (or maybe underground), so you can get to the top with: yellow armor, mega health, super shotgun, super nailgun and quad, giving you leverage.

What do you think? 
Damn, These Are Some Sexy As Hell Textures 
 
@skacky 
:D
Couldn't use all of them yet. There is a sidewalk, a brick road, grates and fences, arches, iron gates, plants, parquet... 
Adib 
Level looks great, played a few rounds with bots.
Fifth already said it: a second choice of route up is needed.

After that, make a singleplayer map.
..and show us the other textures! 
Sure Thing 
Yes, a single player would be nice. Gotta organize prefabs and wads out of this stuff.

What about these map jams? Is it a thing closed to friends, or anyone can join? 
 
Anyone interrested and able to map can join. 
Adib. 
Satan's scrotum those textures are NICE - best new ones I've seen in Quake for a while. Great use of fog and lighting too.

I'm not really sure about DM but it seemed like the map wouldn't be free-flowing enough, needed a bit more openness and route choices. 
Adib 
I've used the provided executable and batch file, but I can't see anything because of the fog. 
@dwere 
Really? That's odd. You're the first to give this feedback. Maybe it's an engine issue and some cvar tweaking at the console would help. 
@Shambler 
That's exactly where the textures came from, how did you know?

And yes, I'm thinking about a second route now.

Thanks! 
@dwere 
Set fog 0 and r_skyfog 0 in the console to get rid of the fog. 
Adib... 
I think the map is a bit like Aerowalk, but it does need a couple of routes to the top, probably a 2 way teleporter also. Having the powerful weapons at the top needs to also come with some big risk or way of countering a height advantage.
I would have given more feedback earlier but I had a short break. I would add a second lift and maybe a couple of ramped or stair-way paths up. Looks good though, can't wait to see the rest of the texture set. 
@FifthElephant 
Yes. But there should also be a Quad far away from the upper levels, so one could storm upon the rocket launcher with leverage. 
Those Who Mentioned Gameplay, 
please, try out this new version:

https://drive.google.com/open?id=0B3Ww0W8WFfq7QmxENE1FYXBVY3M

It's still WIP, just to test the gameplay.

There are 2 elevators, one for each room in the 2nd floor;
The nailgun room now takes you to the terrace;
There is a quad damage still poorly placed. The goal here is to see how it breaks RL dominance. 
Pictures ! 
This thread is supposed to be about pictures. Please post pictures ! 
Betas ! 
This thread is supposed to be about betas. Please post betas ! 
Boobs! 
ahemm, forget it.. 
CZG's Moobs? 
Pwhoar! I'd beta-test those. 
Picture 
I shall try and satisfy your demands with a picture.

http://www.stjohninthewilderness.org/wp-content/uploads/2015/07/oms3_2_overhead.png

It shows the majority, but not all of, the second part of my map oms3_2 in a birds eye view from the editor. The first part lasts about 20 minutes, and I anticipate the second part presented here lasting anywhere from 20-30 minutes. The construction is nearly complete, with only one big area left to create and apply details to.

It will absolutely require Quakespasm and or RMQ since it not only breaks every standard Quake limit known to man, and probably some not even known, but it slightly extends beyond the +-4096 boundary. In other words, its huge. 
Yeahhhhh ORL 
 
Pron 
 
Totally 
 
Lets Bang. 
 
O_o 
You Post That Screenshot Of Mouth Salivating Goodness MFX, 
And you have the nerve to call my map pron? :) 
Orl & Mfx 
fantastic! 
Quality Screenshots Abound! 
Heh... 
...that looks as far from Periwinkle Paranoia as anyone could get. Looking forward to it Ionous. 
Boobs (oYo) 
 
ionous - It looks like stars in the night sky. 
You Guys. 
Rock. End of story. I can see fuck all from those shots, but I just know they will be good :) 
@Daya 
Awnnn I got a thank you in the credits! :D You're welcome! Glad to help. I'm stealing your readme template, though. 
New Version 
Your comments about gameplay were absolutely right. DM-Cepheus plays much more better now. Check it out:

https://drive.google.com/open?id=0B3Ww0W8WFfq7eTdqM0hhOG1DSnM

As far as I can tell, it's finished. What do you guys think?

P.S.: Promise to build some single player next. 
"much More Better" 
geez... "much better" 
 
http://imgur.com/fQ3VK3f

Start map, maybe. 
Holy Shit 
incredible. 
 
gorg mfx 
 
awesome, i'd love to see a map that is composed of a dozen of those floating chunks, different sizes, where you have to travel from chunk to chunk. Mmaybe using wind-tunnel type launchers, or maybe by riding various moving platforms/ferries, or maybe the chunks move closer and farther based on the wind, like in bioshock infinite. 
Metlslime 
That is exactly the plan, some hanging wooden bridges, some stone arches, floaters in between, ladders, chains, and a new gadget to explore it all... 
No 
no grappling hook. I promise. 
On A Similar Vein 
I always liked the concept of a treetop city, like what the ewoks had on endor, or "tree top town" stage of donkey kong country.

Having said that I don't think it would easily lend itself to a quake map, maybe deathmatch, but it's probably a bit tight for monster combat. 
FUCKING HELL. 
Each year I think that people have done the cool stuff and explored all the cool styles in Quake and anything further will just be a improvements and rehashes (no bad thing).

And then MFX does something like that....okay so maybe it is the same old textures, maybe people have done enough floaters before (I did a massive one after wednesday's stir fry), but fuck me that just looks so good. 
@mfx 
What a beauty. Awesome job, man. 
Yup 
We need coag4. 
Mfx: 
in between the floating architecture, you should have a piece of a large tanker ship, and it should be connected to the other islands with big drooping chains that you run across. 
Final Version 
To anyone interested, the final version of that level is:

http://www.mediafire.com/download/7dscbi1pvo730in/dm_cepheus_markv.zip

Here is a video:

https://youtu.be/UB8HxFaBXpI 
As Long As I Posted This On Daz's Stream, I'll Post It Here Too 
https://dl.dropboxusercontent.com/u/32711504/pulsar_runic1.jpg

Almost no lighting so far. I wanted to make a small map, but it turned out to be pretty large 
Wow 
Just wow. 
Thats So Cool! 
 
 
Lovely. Love all the layered geo, that's going to look amazing... 
Awwww YEAH 
i love that metal texture used as trim in circular designs. wonderful! 
Woah. 
Trimgasm! 
 
that looks awesome. I much prefer small maps with detail like that than huge maps with plainess everywhere. 
Really Liking That Shot Pulsar 
Good luck! Hope this marks your triumphant return to quake mapping! 
Looks Excellent Pulsar 
 
Brush Abuse 
Gotta love it. Beautiful. 
Not Working On The Map Jam - 
Because I have pressing matters to attend to -

http://www.quaketastic.com/files/screen_shots/sensf1.png 
I Am Cumming 
You better have rolling boulders around the corner from there. 
Mmmmm Hmmmm. 
Interesting, good stuff. 
TDM Map To Test 
Note: Textures and lightning not yet done. Only checking basic layout / item placement for now.

After wanting to jump into level editing for years a friend recently asked me to make a 3v3 -> 5v5 TDM map for an event and this is roughly what I came up with.
I just want to check feedback on anything that needs changing badly.

Linky: http://www.mediafire.com/download/uvxnf915bd4svg7/spz1dm2ftk_test.zip 
Re TDM Map 
Whoops, should have mentioned it's for Quake / QW 
I Found A Screenshot 
i think its worth posting despite the gun.
http://i.imgur.com/re4mmwk.jpg 
Yes The Pipes Are Hollow 
NICE 
Strogg invaded netherworld 
 
I was excited, but your forgot r_drawviewmodel 0

-1/10 
I Will Be 
harvesting your brushwork 
Just A Little Texture Experiment. 
Works pretty well for like 15 minutes of work. Leaves could be added with fences maybe. And different coloured version (more brown) would be very feasable for barrier structures.

https://dl.dropboxusercontent.com/u/15588722/post/func_msg/bambootest.png 
Just Spooged A Little 
Fucking hell mfx that's some fine brushwork in this shot: http://i.imgur.com/fQ3VK3f.jpg

Looks like if Studio Ghibli did Quake 
Heya 
thx. Go map! 
Cradle To The Grave Map 
Hi. First time user. I'd like some feedback on a level I'm currently working on. It's a remake of the first level of Monolith's original game, Blood. I've added a few if my own touches to the concept to make it look more like a modern work.

Please watch this YouTube video to see a complete run through of the map.

http://youtu.be/wqaZqz-MM6g

I'd love to hear any criticism and suggestions.

Thanks!

Ruin 
Interesting! 
Very promising.

Outside bits look good. Rocks could do with some more rounding off.

Inside bits boxy and a bit cramped.

Textures are consistent but look a bit like arse.

I'd say, keep the design and layout, upscale the inside rooms a bit, add some more interesting quake-like designs and details to them, and go for a more subtle texture set. 
Small Progress On Textures 
This is just a quick test I made, which I think works pretty well.

https://dl.dropboxusercontent.com/u/15588722/post/func_msg/brickstile_test.png

Basically it still is only 8 different blocks from the source 128x128, but they are distributed around the 512x512 so there is a less obvious tiling grid.

Older for comparison:
https://dl.dropboxusercontent.com/u/15588722/post/func_msg/brickstile.png

Also this version is already somewhat dirtied up with tints and the like, so ideally I would do the tiling pass on the cleaner version, and then dirty up from there, so the dirt is actually unique. I reckon for stuff like bricks and the like, things that tile across bigger areas, this is worth it, no? Do we even need small 128x128 versions? 
Ruin 
as a fan of blood I really like the look of your version of the map. :) 
Ptoing 
texture is very well done... though I think if you want the texture to be used alongside or fit in with the current set of textures then it needs colours from different parts of the palette. When you look at even some of the most simple textures in quake it's very rare they stick to the same colour row. 
 
Atm this one uses colours from 4 rows I think, but they are all brownish, apart from the little grey bits I got in there. That kinda stuff will be what I will do later on when I got a really good base to work from and sorted out some other colour variants first. Little bits of green, blue, whatever works nicely.

Though I am not necessarily thinking about how these will work with the original textures, since I want to make a full set, trims, buttons and all of that. So mappers can just use my set if they want, but it should work OK with the original Quake stuff nonetheless.

Also when it comes to all the wads that are floating around out there, from the Dooms, Heretics, Hexens, stuff like Kingpin and what have you. All of those are kinda different styles and people still mix them together (more or less successfully)

So with that in mind I will just mainly focus on making a selfsustained set where people will not generally think "Oh, I need this one texture from the original Quake here." 
Ruin 
Everything on the right track, but get rid of that 'kin' horse that's following you! 
 
Just the Quake marine wearing his step dancing shoes. 
Looks Good Ptoing 
Though I am not necessarily thinking about how these will work with the original textures, since I want to make a full set, trims, buttons and all of that.

If that's the case just keep doing what you're doing. In comparison to Quakes textures though, Quakes are considerably more noisy and generally don't have as many colors per texture as yours do.

Maybe play around with adding a bit of noise for some texture that will register close up in game (try 1% uniform monochromatic before indexing). If you do that, you many not want to dither at all during indexing, or at least very little, depends on the look you're going for. Are you using Photoshop?

...and then dirty up from there, so the dirt is actually unique. I reckon for stuff like bricks and the like, things that tile across bigger areas, this is worth it, no? Do we even need small 128x128 versions?

Good. I opted to go for larger textures for textures that will often occupy large spaces. Go for unique as possible as much as you can in this case. Typically, I'll make the entire thing unique or make half the grid seams then copy-paste, flip and rotate bits and pieces till I fill up the whole texture. after that its just a mater of drawing in the bricks and tweaking.

I cheat a lot, however, on basic pattern based textures. For instance, I made a brick seam template, which I can manipulate with masking layers and layer styles. This lays over the base 'brick' image. Then of course, detail passes, which take the most amount of time.

Anyway, your texture looks very good. I posted my first textures here a little over a year ago and they looked like ass. Nice work! 
Thanks KillPixel :) 
Some Quake textures are more noisy, some less. In general there will be a bit more colour variation in tiny amounts. As far as colours goes, this has 27. There are plenty in Quake which have way more.

I use Cosmigo Promotion, which is for indexed work. Like a more powerful version of DeluxePaint and the like. I do have Photoshop as well, but I probably wont be using it that much for these textures, apart from maybe some groundwork. I like to have 100% control as to which colours become which when I repalettise and I wanted to practise indexed texture work a bit more anyway, so this is a good excuse.

Also I have been doing pixelart for over 10 years professionally now. So that helps with this kinda work as well :) 
 
Also I have been doing pixelart for over 10 years professionally now. So that helps with this kinda work as well :)

I bet, no wonder your textures look good. I look forward to seeing more! 
Thanks 
It will probably be a while until I have some more time for this stuff. Pretty busy with working on a game we just released a while ago on Steam early access, as well as a freelance gig I need to finish. If I had the time and money to just do this right now I would, but alas. 
What Game? 
I saw one that looks similar to SLAIN that just hit early access. 
Bombernauts 
http://store.steampowered.com/app/246920/

If you like really chaotic multiplayer fun that is more aimed towards party than competition you will probably enjoy it. We also seriously need more players. Going a bit slow right now, though I am confident it will pick up over time and when it gets more exposure. 
Awesome 
Makes me want to plug in a N64 controller. Looks cool, I hope it goes well for you guys. 
Thanks 
 
Ruin 
Quake is a fast game, as Shambler says, what you've got there is a bit crampt for how quickly the player can get about, meaning that they're going to trip over the geometry quite a lot as it is now.

For the aesthetics, try and make the textures match the geometry they're placed on a bit more, that can help a lot to lead you to new ideas for the layout and deco itself.

Also (and take this as you will) don't use Darkplaces. It might sound purist, but if you can't make it look good in Quakespasm no amount of real time shadows, bump maps or particle fx will save it.

But yeah, it looks good - keep going and good luck! 
 
Not as much Quake related, but more something that bears similarity to Quake. The level is mostly done in Ogier, but TrenchBroom also came in handy for speeding up the process of creating cliffs and rock formations. For anyone curious, the game is Enclave.

http://www.ogier-editor.com/files_ogier/Forum_Northern_01full.jpg
http://www.ogier-editor.com/files_ogier/Forum_Northern_02full.jpg
http://www.ogier-editor.com/files_ogier/Forum_Northern_03full.jpg
http://www.ogier-editor.com/files_ogier/Forum_Northern_04full.jpg 
Fucking Shit! 
Quake conversion please!!' 
Nice! 
 
Wow 
looks very pretty/atmospheric, makes me want to get enclave, makes me fondly recall when I had time to play games, and also makes me want to play lots of coop rpg/action games / quake maps at christmas. win. 
Enclave Is Fun! 
And perfectly consumable in bite-size chunks :) 
Enclave Rocks 
also that level looks very nice. 
 
Great to see Enclave finally getting some mapping love. Looking great so far; rich design and tons of architecture! I've still got the editor all setup here, but nothing has come to mind yet. :( 
Enclave. 
Was good. CyBear of this very forum worked on it. Never worked out how to get combo moves working properly, but it hit the medieval 3PS melee vibe just right. 
 
yeah i remember how varied and interesting the maps were too. all very different with a good solid theme in each.

ranged attacks were hard for me though... really difficult to aim the bows and xbows... 
 
Thank you for the kind words! I've always found that Enclave has some great level design, and it's made all the more interesting that it's a brush based engine similar to Quake. (The editor can even save levels in .map format.) I still need to get back to finishing some of my Quake levels, but this was definitely a good diversion.

If anyone's interested in Enclave (and with any luck editing for it as well), just shoot me an email as I have a few spare Steam copies. 
Couple Of Previews 
Sweet! 
Gotta respect cool stuff made with Quake textures.

What about this orange container? Is it just a brush with a very good and hi-res texture scaled down? 
Previews. 
Both cool, well apart from the castle which is cool / fucking great ;) 
Adib 
The orange containers are from jf_obtex .wad which is used in rubicon I believe. 
 
jf_obtex.wad is actually a palette conversion of the quake 2 textures I made for the "oblivion" mission pack 
 
Well I never knew that :) 
Blood Bathroom 
Here's a wip of the blood bathroom I'm redesigning. I'm creating my own .wad (which is the most fun I've had in a while), and I'm making custom textures for my Blood levels, instead of using the textures ripped from the original game.

My goal is to make prefab's of all props. This is a demonstration of that.


https://db.tt/CkP02bou 
Ruin 
this is really neat, you know there was a Blood TC project for Quake a while ago? They probably could have used your talent very much :)

Also for something like your maps I feel that Quake doesn't quite offer the right variety of enemies, if I was you I would check out either Drake or Quoth or perhaps even wait for Socks Arcane Dimensions mod as they will probably have the right kind of variety of enemies. 
Ruin 
this is really neat, you know there was a Blood TC project for Quake a while ago? They probably could have used your talent very much :)

Also for something like your maps I feel that Quake doesn't quite offer the right variety of enemies, if I was you I would check out either Drake or Quoth or perhaps even wait for Socks Arcane Dimensions mod as they will probably have the right kind of variety of enemies. 
Ruin 
this is really neat, you know there was a Blood TC project for Quake a while ago? They probably could have used your talent very much :)

Also for something like your maps I feel that Quake doesn't quite offer the right variety of enemies, if I was you I would check out either Drake or Quoth or perhaps even wait for Socks Arcane Dimensions mod as they will probably have the right kind of variety of enemies. 
 
T-T-T-T-TRIPLE POST!

Sorry guys, my browser has been a little weird lately. 
FifthElephant 
Thanks for the constructive criticism, Fifth. I agree that Blood and Quake are a funky mesh. I decided I'm going to attempt to use Quoth , since they do have a lot more features and rotating brushes, which would be great for the doors in Blood.

Yes, I am aware of Transfusion/QBlood total conversions. I feel that what I'm going for at this time is more of a blood-inspired complete episode with subtle changes to the original Quake gameplay. I'd like to keep this mod simple and focus on level design above all else.

If this project picks up momentum, I'd like yo get into my own custom enemies and weapons. For right now, as you've said, I feel Quoth offers a lot of elements that will fit in this project nicely. 
 
Here's a level designated to prefabs for upcoming levels I'll be working on. All textures were made by me, with resources pulled from cg textures, and the Getty's public domain website.

These are all map objects, created with Trenchbroom. Also used Wally and Gimp for the textures.
https://db.tt/WzLz1Bw3
https://db.tt/As5oHXBU
https://db.tt/qX9kCHUA 
Video 
#12533 
That looks great! 
 
Neat! Those look cool.

I'd love to see more Quake-y type prefabs like that. Medieval dungeon stuff ... 
Very Cool, Ruin 
I'm playing through Blood for the first time atm and I'm thoroughly enjoying it. Can't wait to play this project, so far everything is impressive. 
Ruin 
Really nice scene, I love this kind of setting. You mastered those curtains, the look so very real.

What are these textures' size?

So, this is something I'm calling "Concreto":

http://www.mediafire.com/view/rq6382z4ibfgc43/cct01.jpg

Textures are derived from stores' catalogs and free stuff. I'm giving proper credit when I release.

Along with cement and iron, I intend to make it fire and brimstone as well... 
Dinner 
Thanks, adib.

I'm keeping all the textures the standard quake resolution. I believe the curtains texture is 128x128.

There's a lot of stuff I wanted done for my maps, but since I couldn't find proper textures to truly fit my theme, I started making my own with a lot of help from cg textures and other online resources.

Here's a pic of what I was able to finish tonight. https://db.tt/tq71feoO 
:D 
Lovely!

I think you should risk more with texture size, make them at least 256x256 and scale them down on the surfaces, in Trenchbroom. That would give them a sharper look. The floor, for example, looks washed.

Also, it looks like you're facing something Warren was talking about few weeks ago: Quake player is a speedy dwarf and it's very hard to make realistic sized stuff for him. To me, it looks like you're getting close, but this is something you can only tell while you play. 
Concreto 
 
You guys are using the worst image hosts imaginable (Photobucket, Tinypic, Mediafire, etc). Why not direct links to Quaketastic or Imgur? 
Yeah 
was about to say the same. If you can't post a direct link to a jpg file, learn 2 internet plz. 
Adib 
Coo. I think the light coming from the white lights on the pillar falls off too fast, it looks very artificial. Maybe the skylight is a little too blue as well, but hard to say without seeing more of the level. 
 
DropBox gives you 2GB for free if you sign up. Direct image links. Get some. 
 
As for the shot, the white lights are a little weird as well in that they wouldn't be splashing up on the bottoms of the pillars like that. Your light entities are too far away from the light source... 
Cant View The File Here 
Stupid Host, use quaketastic or imgur. 
Imgur 
No sign up required, no buggering about, just upload and go.

http://imgur.com/ 
Dropbox 
Doesn't go directly to the image, so for many places is more than a nuisance than a help, for many reasons.

For other things, like for big files is good. 
 
It certainly does.

https://dl.dropboxusercontent.com/u/161473/Misc/RobotDesigner.jpg

Does clicking that not just load a JPG for you? 
First Time ... 
I see it like that.

All i have seen till now where like the one from Mediafire Adib linked to, and in worst cases, the page wouldn't even load, depending of the system the page used and hard/soft used to load it. 
 
Yeah, Dropbox usually puts a WOULD YOU LIKE TO SIGNUP popup above files hosted there. Super annoying.

imgur has the drawback that big files get re-encoded and dropped after a while. Just use Quaketastic! 
 
It might be because people don't know how to use DropBox ... If you right click the image in file explorer and use the "Get public link" option or whatever it's called, you get a clean link. I imagine there are ways of sharing via DropBox that do annoying things like what you guys are saying.

The way I do it, it's transparent. 
Dropbox Has The Disadvantage 
That the files are likely to disappear when people clean up their Dropbox though. 
 
Sure, there's that. I treat my public folder as frozen but I know not everyone will do that. 
Grrr.... 
There you are:

http://quaketastic.com/files/screen_shots/cct02.jpg

Someone please delete cct02.jpg from "files" directory? Don't know how to do it. I saw the "screen_shots" dir too late.

DaZ and Warren

Thanks for the comments. Warren is right about the splash. DaZ, I can try either a longer falloff or a weaker bright. That amount of brightness is falling too fast, indeed. But the blue comes from a night sky (yes, another nightie level). Makes more sense now? 
Adib 
really neat, the concrete + metal + flesh theme is unique.

One idea, try making it so the lights below the concrete pillars don't light up the lower part of the pillars, since it looks like that should be in the light's shadow (or at least, receiving less light than the floor does).

Also think the blue might still be a tad too saturated, I get a bit of a theatre/movie lighting feeling from it. 
 
There would be some light reflected off the floor that would illuminate sides of the columns. I would probably stack 2 lights per side, one near the floor and the other slightly higher and dimmer. 
 
Thanks everyone.

About the pillars, I think Warren and Eric are saying the same thing. So I turned the big lamps func_wall and placed a point light entity inside each one, instead of using surface light. Lamp + pillar look better and the metal parts trace a soft shadow on the floor.

So far, this room is all I got. I'll get back to your comments when it's time to tweak.

I'm inspired by The Devil's Advocate and a 2009 movie called Walled In. 
Feedback Needed 
More Stuff That I Am Working On - 
MFX / Sock 
Flames will look bad as mesh IMO...

Why not a particle effect instead?

Otherwise, it's cool - I like flying melee enemies a lot :) 
Mfx 
Loved the Lost Soul. I think it's finished the way it is plus flame particles (agree with ijed). 
Fifth 
Looks like a metal map using some base textures. Metal is my favorite Q1 theme. The level looks all atmospheric already, and it's looking great. Wanna play it.

I know that while you're posting you should be mapping, but I'd love to hear more about people's creation process. 
Fifth 
Looking awesome.

I made a crappy speedbase version of muh_bad a while ago, uploading in case it's useful: http://quaketastic.com/files/texture_wads/speedbzmuhbad.wad 
Rad As Fuck Fifth 
 
Adib 
my creation process usually involves a huge amount of procrastination. The problem is that my PC is my primary form of entertainment so it's easy to get distracted away to youtube or steam.
One of the biggest things I find about mapping is that you need to actually lay brushes down in order for something to get made. Mapping in front of an audience, like on twitch, kind of forces you into a frame of mind of "well I need to be doing *something*" so you just throw brushes down in the hope that something decent will come of it.

First thing I do is pick a theme and make some prefab areas, usually a test map, play with lighting a little bit and some specific shapes (long curved rooms, stair way ideas, door-ways and windows etc), think of it like creating a kind of "palette" in which you're going to paint your map. It also helps to keep the theme consistent.

For the main map I usually start out by making some shapes on a 64x64 grid just to get the ball rolling. Even if it's just the main atrium or a couple of rooms. I then see about how traversing the environment might be fun, so I make some raised platforms and stuff and think about how the encounters might play out. When it comes to detailing I have made my test map with prefabs already, so I see how they fit into the gameplay area I have made, sometimes it involves shuffling things about and making areas bigger or smaller.

The last part, but the most important, is to ensure you put at least 1 spawn in the map. Preferably in a small room that is hard to escape from if you find yourself in there. 
Spawn 
You mean a tarbaby? I thought you all hated this monster.

Anyway, I used to blockout the level completely and then start to make prefabs. For jam 6 that cost me about the time I took polishing the map after deadline.

So, now I'm starting with an overall concept and making prefabs. I got stuck because I don't know where to go after that room I showed above. I decided to just think and prefab other spots to connect them later.

But you're right: maybe I should prefab and map separately. Let's see how it goes. 
Fifth 
that looks spectacular. The first shot reminds me of UnrealED type architecture. 
Nitin 
One of my earliest forays into level design was for unreal... 
Lost Soul 
@mfx- model looks great, I like the way it has it roundings and carves it mouth. Maybe make it more vampire with hooked teeth.

I made one for the quake/doom mod Hangar, but mine is more smaller and I used a torch for flames. 
Question Re: Modelling 
All kinds of new methods have been invented since I last played with qme (and did so amateurishly even then) but I'm wondering how easy it would be to convert models from other Quake-engine games (q2 engine, or even q3 engine), PURELY models for decorative items - no animations.

I find lack of decorative objects in Quake, very limiting. In Drake there's trees at least and the hexen 2 statue, so that helps. 
Well 
if you have a model that fits in qmle it is easy to export one frame out of it to a 3DS or DXF file.
Opening a new model from scratch and import the same frame back in Qmle you can save it as a mdl.
From there it can be used as a static entity that can be used in game as eyecandy.
As long the model excist on the extention 3ds or dxf and is under the 1000 verts / 2000 triangles it will do.

Just give it a qc code like:

$frame 0

void() squad_stand1 =[ 0, squad_stand2 ] {};
void() squad_stand2 =[ 1, squad_stand1 ] {};


void() model_squad =
{
precache_model ("progs/squad.mdl");

self.solid = SOLID_BBOX;
self.movetype = MOVETYPE_NONE;

setmodel (self, "progs/squad.mdl");

setsize (self, VEC_HULL2_MIN, VEC_HULL2_MAX);
self.think = squad_stand1;
self.nextthink = time + 0.1;
};


Of course you need to compile it in a new progs. dat. 
Tronyn 
preach has a md3 to mdl converter so depending on what you need, it could be trivial to convert them! 
Thanks For Feedback All Ya! 
The model is done by Sock in the end. We just collect thoughts together... 
Thank You Madfox And Necros 
(it is awesome to hear from Madfox and Necros! If I won the lottery I would pay you guys to make a giant rotating mechanical quake episode).

I will write you guys later this month. I will see if I can rouse PM from his slumber. 
Egypt 
Great Stuff Fifth. 
Liking the stuff ur posting, hope it comes to fruition. 
^Iron Maiden! 
 
 
Wow 
Fuck that, and fuck anyone who targets 8chan in particular. 
 
I Don't Care :-) 
 
This Post's Body Contains A List Of Things Dumber Than Chan Users 
 
 
sure 
 
I'm really with czg on this. Meh. 
 
Aren't 8chan users mostly pedos?

I'm just going from things I've read, I've never visited that place. 
 
yep, and antisemitic. 
 
It's just shitheads fighting with other shitheads, who cares. 
 
the part about imgur being used in an XSS attack doesn't bother you? Don't you guys ever go to imgur? 
 
This post has some details on what happened and some updates:
https://www.reddit.com/r/technology/comments/3lw2g6/imgur_is_being_used_to_create_a_botnet_and_ddos/cv9tzzm

It was concerning that it was able happen of course... but Imgur has removed the images with the attack and fixed the exploit of how it got there in the first place.

Still, it was shitheads targeting shitheads. You were only affected if you went to specific images that were uploaded with the exploit, and they were all posted to /r/4chan/ and /r/8chan of Reddit. Hard to muster any concern for them. 
There Is A Lot Of Trash On Those Boards 
but there is also a lot of interesting content too. Just stay away from the *troublesome* areas. 
The Areas With Pictures Of Willies 
 
You Mean The Secret In The Q2 Final Map? 
 
+1 
 
Redo 
Ok, after obtaining a little more knowledge about Quake mapping (stackenblocken actually did help!) and using tronyn's lighting tools, I was able to come up with this so far:
http://www.quaketastic.com/files/screen_shots/dp20150923220544-00.jpg

Thanks,

Ruin 
Ruin.. 
Looks interesting ! 
Yup. 
Cool overall design, will be interesting to see it fit into the Quake vibe and scale. Keep it going! 
Nice! 
 
Ruin, 
that looks super nice. It looks like you're spending a lot of your "budget" on those railings. If I was you I would try to use alpha or masked textures instead.
https://www.quaddicted.com/files/wads/blood_transparent.zip
you will have to put a { as the first character in the texture name in order for the pink bit to be transparent. And transparency isn't supported in some engines like Dark Places, I hear you can write a shader but I have no clue how that works. You could also make things like cobwebs to get a creepy mansion vibe going on. 
Ruin 
Cool! 
 
That looks cool, but those railings are exactly what brushes are not for. 
 
It's fine to build small details like that in brushes in my opinion, but it would be better to use them for detailing in areas where you actually would like to have the player looking.
Along the edges like that it will just be a part of the backdrop and "disappear" even though it's right there. 
FifthElephant 
I wasn't even aware that there was a way to do transparent textures in the Quake engine without an external file with an alpha channel.

I wanted to avoid transparencies because of this weird bug I've been having in Darkplaces, where any object behind a transparent brush becomes invisible, showing the void behind it (refer to my first map for an example of this).

I know a lot of people have been telling me not to use DP, but I love the features and overall feel of that engine.

Perhaps I can create both a shader file, and use the pink transparent color for support on other engines.

Also, meant to say "Tyrann" not "Tronyn"...sorry Tyrann :(

The _dirt feature is amazing. I hope I don't get carried away with it... 
Ruin 
Yes, I'm pretty sure you need a TGA file with alpha channel, but it works.

About this "bug" you're reporting: BSP compilation deletes faces covered by brushes. Compiler is not aware that you're using a transparent texture on that brush, so if you see through it and there's nothing else behind, you'll see HOM. Make the transparent brush a func_wall and test it again.

Quakespasm and Fitz Mark V have this "{" transparent feature. 
Re: Ruin - About DP 
In your Cradle level, darkplaces shows the same shadow artifacts on the ground that made me give up on this engine. QS, MarkV, EzQuake, none of them show these dark spots. You can see them around the graves in the beginning of your level, for example. 
OGkspAz TDM Map 
oGkspAz, I've bumped around in your map briefly online, and I think you could add some geometry to block up some of your atriums slightly. I know you had 5v5 in mind, but my impression was that the rooms are too open, and the connecting corridors are really claustrophobic. Sorry if this comes too late :p

To everyone else, does anyone discuss or play quakeworld here? :) 
 
Take a look at the General Discussion thread, the last 25 posts. 
Things 
Babel Tower 
I love this kind of design, you can't go wrong with it. Looking forward to play.

On a side note, I'm still amazed by how people here love texture mode GL_NEAREST_??, the "pixelized crap", like someone named it. You are conservative folks. 
Pixelized Goodness 
Won't play any Q1/Q2-engined game in any other mode. Hell no. 
 
I think I was the one that said "pixelized crap".

The way I see it, Quake was a pioneering game in the world of hardware accelerated 3D graphics with texture filtering. Why use that capability to emulate the appearance of archaic software rendering?

I know a lot of people disagree, and that's fine. It's a personal choice, kind of like whether you want to run Windows 10 and be spied on by Microsoft or not. 
Erm 
pixelized crap

they are pixel art textures. They are designed to look like that and they look like runny poo when you use blurry filtering. 
 
"The way I see it, Quake was a pioneering game in the world of hardware accelerated 3D graphics with texture filtering. Why use that capability to emulate the appearance of archaic software rendering? "

Because that's what the art was authored for. Blurring it removes the charm and character from the textures. 
Rick 
When I played Quake I played it software mode. I played the game with a 3dfx card but even when I had one I still preferred the blocky textures. Also GL mode had rubbish lighting because it lacked overbright. 
 
"The way I see it, Quake was a pioneering game in the world of hardware accelerated 3D graphics

Actually, GLQuake was rife with all sorts of graphical glitches and compromises that made the game look a bit rubbish compared to the original software version. Please don't point to GLQuake when making an example of what Quake was designed to look like :) 
#12613 
You are a wise man. 
#12613 
You are a wise man. 
 
Why use that capability to emulate the appearance of archaic software rendering?

People is answering: "because it's archaic art". What surprises me is that more people would be largely using Q3 textures to map for QS or MarkV, but most of you rather stick to traditionals. 
 
People is answering: "because it's archaic art". What surprises me is that more people would be largely using Q3 textures to map for QS or MarkV, but most of you rather stick to traditionals.

This is not really any different to the "more polys = betterer" "argument".

Open up any Sock map. Note how awesome the texturing is, and how the low-fi textures compliment the low-fi architecture and the low-fi monsters. Once you start randomly adding hi-res to certain aspects of the game and not others, the cohesion just breaks down. 
 
Yeah, I mean obviously you can set up Quake to look however you want, but just in service of explaining why I myself like to disable texture filtering I'd say the same things as Warren/Kinn. The game's visuals were designed a certain way, and while that doesn't mean it's immune to improvement, it does mean that changing certain things may "break" its look by making it less harmonious.

On a similar note that's why some things about the look of Unreal/UT rubbed me the wrong way. I like those games _a lot_ and am only teasing if/when I get involved in the "Quake vs. Unreal" wars, but I always thought they tried to do too much with texture detail for the level of geometry detail that they had available. It's probably at least partially just because I imprinted on Quake first, but I always thought it had a very nice match between its chunky geometry and pixelly/impressionistic textures.

Unrelated P.S.: negke is playing some cool Than maps right now on twitch.tv/negke 
More Resolution = More Freedom 
Just for the record, I've seen amazing things people here do using 1996 textures. Scampie just posted some. 
 
more resolution is not more freedom.

I have fun making content for this game rather than doom3 or unreal4 because I can spend as long on an entire quake level as one model in those engines. 
 
Sock's mod has a nice alias prebinded: 'pixels'. It lets you switch between crisp textures or blurred textures simply without having to remember the obscure GL_WHATEVER_MODE_SETTING command, so you can all set it to whichever you prefer. 
 
More resolution is more work, nothing more. 
Go Bind 
alias filter1 "echo Point Sampling -OFF-; bf; gl_texturemode 6; r_particles 1; bind F1 filter2"
alias filter2 "echo Point Sampling -ON-; bf; gl_texturemode 3; r_particles 2; bind F1 filter1"
bind "F1" "filter1" 
Lol 
the 'bf' is a nice touch

"shazam! pixels!" 
 
let's make it a powerup you pick up in game. 30 seconds of pixel-vision, and you can jump twice as high. 
 
Hi-res Minecraft powerup! 
My New Dm Map Im Working On 
http://imgur.com/a/qoq41

not a whole lot to look at without textures / detailing. just working on the layout. might inspire someone with the basic architecture though 
Inspiring 
Looks like it will be a really nice DM map. Love arenas.

What QuakeWorld client is this? 
Preview 
Fifth 
This and #12560 are the same? It's evolving really nice. These screenshots are beautiful. Again, you guys squeeze sweet juice from these textures. Kudos. 
Fifth 
looks nice 
Adib 
Yes, it's from the same map. The second shot isn't really lit. But I enjoyed the silhouette so much that I thought I would share. In-game it's a bit too dark. 
 
I enjoyed it too :) 
Playing With Texture Lights, Only Source Of Light Is Lava. 
Zwiffle 
Very nice! Looks like it could have been a good map for the last jam! 
Zwiffle Has A Timemachine 
Looking brilliant, the rockwork especially!
Go map! 
 
adib: thanks, ezquake. 
Streaming Tonight 
forgot to add im doing some level design streaming tonight. just working on that dm map cleaning up the brushwork and changing a few things before texturing / lighting / detailing.

http://twitch.tv/foogs_ 
Not Much Progress Was Made Tonight 
im awful at the art part :(

http://imgur.com/a/YJnut 
Foogs 
Sweet broken floor. I could see the layout when you noclipped. It will be a fast 1v1 arena, right? Those are my favorite. 
Jam 6 DLC Feat. Zwiffle 
hype. 
Cradle To Grave - Redo 
After considering a lot of the constructive criticism and suggestions from Quaddicted and here, I've made some changes to the original idea for my map. This is a complete overhaul. Please let me know your thoughts.

Thanks!

P.S. for some reason the video is super bright, but I recorded it without it looking like this, so I don't know wtf. I have bad luck with technology, I guess...

https://youtu.be/x3G7NDBwQpE 
Enclave On Sale @Steam 
 
Foogs 
Watching you run through the map last night makes me think this will be an excellent map to play on. I'm not sure about your texture choice, also it looks like your texture res is lower than it should be? Even quakes textures aren't normally that low resolution, you should always take your preview screenshots at the best quality you can.

I'm not 100% sure on the theme, I dunno if the texture you have on the walls is doing it justice since it's more of a floor or ceiling texture. I kind of expected something like the DaPak or ZTN style aesthetic. 
Ruin, 
The scale looks really great now! I'm glad you took on-board the advice given.
The outdoor area feels really huge. I would get some people to playtest the map a few times and get them to record some demos for you with annotations to help you fine-tune the level. But it looks great. I still think the monster variety in standard quake isn't doing the level justice and I would recommend using Quoth, Drake or waiting on Sock's mod to gain access to a larger bestiary. 
Fifth 
that looks really nice and moody. 
5th 
2nd shot needs some pipes!

1st shot looks super fucking sweet. I'd personally add some trim or something along the window there though.
Really digging the slime. 
Zwiffle 
continue please 
It's My Birthday! \o/ 
Happpy Birthday Darryll! :-) 
 
 
Happy birthday!

And we get the gift? I want to play it! 
Happy Birthday! 
 
Happy Birthday! 
Go map! 
RIP Zwiffle 
 
Looks Cool. 
happy birthday.
please continue. 
Some More Progress Shots. This Time With Textures 
Foogs 
looking good man!!

Interesting texture set, I haven't seen that one before. I'd probably have the floor texture as something that is a different colour to the walls for contrast. Also if you're using coloured lighting then I find picking 2 colours works well... Make them quite subtle so it adds tone but doesn't make the map look like crayola.

https://www.dropbox.com/s/0tb6qoepfyno6e6/lightingexample.jpg

https://www.dropbox.com/s/qy4rektk41ddgma/qon1.jpg

Having 2 tones adds a lot to a scene 
Agree 100% 
Maybe integrate some Rubicon textures in? They'd fit pretty well... 
Smore Screens From Tonight 
 
what's up with the water? Looks like the faces got split somehow; check that the textures have the same alignment and offset as that will prevent the faces looking like one smooth bit of water. 
Foogs 
Yeah looking a lot better with the contrast... dunno if I would have chosen magnolia for the floor but it's your map!

Necros is correct on the water, make sure the water texture is aligned otherwise the faces will split and it will look weird in the engine. (I usually select all water brushes and reset their alignment and it will fix this for you) 
 
Yeah, I call that a "GL seam". Any time there is the slightest difference between the textures, you get one. Rotation, pixel color, offset, etc., any difference at all. In this case, I'd guess the scaling is different. 
Shots. 
Scampie map - awesome, keep it going.

Fifth map - awesome, keep it going.

Zwiffle map - awesome, keep it going.

Pixels - pure shite but who gives a fuck at least we can easily make the game look good and proper with the usual GL renderers. 
 
Pixels - pure shite but who gives a fuck at least we can easily make the game look good and proper with the usual GL renderers.

nice opinion u got there m8 
Welcome To Func 
Where everyone plays favorites and everyone is in bed with everyone else whilst comparing who has the biggest and thickest map to use to violate everyone else. 
Mine 
bigger is larger than your worst! 
Enclave 
Mentioned in #12510 and some following messages, Enclave is on Steam sale until the 5th. Amran posted some screens of his custom map for it, if you don't remember.

The game is also being given away for free (in the form of a Steam key) with every new account on DLH.net!

I released a version of the map a while ago, and also the source for it if anyone is interested in a closer look. I'd be excited to work on more content for the game, and a collaboration with others would be interesting to do as well. The link to the map is below (and the source files can be found under the 'downloads' section).
Northern Watch (on ModDB)

More information on the map and a progression video are included under this topic (Ogier-Editor)
Help 
http://imgur.com/Nl2ZTCk ive looked at all sky textures and changing them to moving every brush to a different location to moving lights. Why is this little bug happening? Bengt Jardrup light tools. Thanks for the help. Sorry Shambler for something k? 
Help 
http://imgur.com/Nl2ZTCk ive looked at all sky textures and changing them to moving every brush to a different location to moving lights. Why is this little bug happening? Bengt Jardrup light tools. Thanks for the help. Sorry Shambler for something k? 
Foogs 
not sure.. I would see if my light tool makes any difference: http://ericwa.github.io/tyrutils-ericw/

Also, what engine is that? There is a bug that 64-bit engine builds can have that looks like that. Check in quakespasm? 
Spz1dm1 - Simple Duel Map 
Right - technically my first almost finished map (started on spz1dm2ftk after this)

Somewhat inspired by cpm3 and Aerowalk-ish.
Feedback welcome.

Screenies:
http://quaketastic.com/files/spz1dm1_1.jpg
http://quaketastic.com/files/spz1dm1_2.jpg
http://quaketastic.com/files/spz1dm1_3.jpg
http://quaketastic.com/files/spz1dm1_4.jpg

Known issue: Textures on 2 spots not lining up after compiling yet it's correct in TB.

http://www.mediafire.com/download/0aczfxuv8cnfcvl/spz1dm1.rar 
More Stuff.. 
http://www.quaketastic.com/files/screen_shots/5thdm1a.jpg

Basically an expanded DM1 style map, heavy influences in places and straight up rip off in others. 
SPZ 
Looking good so far.

I think on the walkway on screen 2 you should stick some trims on there.

Screen 3 there should be a little extra detail, lots of flat space that could do with filling.

All in all though this is a really lovely looking effort for a first map, you should be proud. Looks very classic id. 
Fifth 
nice

one day I wanted to combine all e2 maps (except the base, though even that could be used as a "gateway point" across a bridge or something) into one giant megamap. Riffing on the original content is always interesting. Your shot looks suitably eldritch! 
SPZ 
I made you a demo with all my thoughts on your map... I'm hoping it's constructive. I think your map has loads of potential.

http://www.quaketastic.com/files/demos/5thspzdm1.zip 
Tronyn 
Thanks dude. I like the idea of the having a mega-map made from an episode. Though I would probably choose E4 because I'm a sadist.
Actually there's quite a few places in my map where I took inspiration from Episode 4. For example I didn't use the 64x64 sized buttons, I made Sandy style thin buttons (the tall brick style with the sword?). I also threw a bunch of spawns in there too, very under-used enemy that doesn't feel unfair if you stick em in the right place. 
@fifth 
Thanks for the feedback. I'm visiting family but will check out the demo when I get home this evening. I've been trying to think of ways to fill out the SNG / RL room and even the platform it's on now was only added before upload. 
@fifth V2.0 - Thanks 
Fixed the stairs near GL, wasn't really very fond of that setup myself. Trimmed the lava walkway. I was only aware of the grenades that get stuck on down angles and not the look down thing so will see what I can do there, Contemplating a room through that wall and maybe shifting SSG + GA there. The 1 unit lip on the trims came from q3dm6 but I was very much in two minds about it, flattened it again.

The weird angle near the bottom RL is also intentional as the stairs are clipped off to allow for angle jumps. You can jump from the bottom stairs onto the platform with the TB (and if timed correctly up to the YA from the pillars angle too).

I figured lighting is going to be an issue for me. Still looking for decent lighting guides. Things that say "If you're having this issue try this" etc instead of the current "this command does this" versions out there. Having big problems lighting spz1dm2 due to this.

Might have to move some weapons around and maybe even drop TB entirely. I stayed away from powerups due to wanting more of a 1v1 map but have contemplated a TDM version featuring an extra room or so with at least a Quad.

Thanks for the lots of z-axis comment. Was definitely a theme I was trying to go for. 
Spz 
For lighting it might be worth checking out this guide, it's a little out-dated -

https://shoresofnis.wordpress.com/guides/lighting-basics/

This has some stuff you might be interested in -

http://ericwa.github.io/tyrutils-ericw/

and this isn't for quake but you may find the general advice to be sound -

http://www.worldofleveldesign.com/categories/wold-members-tutorials/magnar_jenssen/functional-lighting-magnar-jenssen.php


My own advice when lighting is concerned -

If you have a light (like a spotlight) then put a bright light near the source, like something that is light 300-400, but make the "wait" key 3 or 4. Then use a fill light. That is a light that is lower brightness, like 100-200, then use "wait" of a sub-decimal. Maybe 0.7 perhaps.

Doing the above gives you a nice bright light source but fills the room with a nice level of ambient light. You could even double up on the spotlight effect by having a bright light near the ground where it would hit.

You could try messing with the "delay" key, mappers like Sock tend to create fill lighting with a delay of 5, a wait of 2 and a light of 1000. This will ensure the light will fill an area nicely but wont look super bright due to the way delay works.

Another thing with lighting is shadows. Having the interplay of light and shadow is always good. Think about how you can obstruct a light in interesting ways to cast shadows with interesting shapes. It's not practical in a realism sense but Quake is a very abstract world.

Lighting takes practice, and I would say copying is the best way to achieve your goals. Try and emulate nice lighting scenes, look at other maps that have good lighting and emulate it. The key to making maps and getting good at it is making test maps. I guarantee that every mapper here has 5 times as many test maps than the amount they release.


That's lighting.

When balancing weapons and powerups I find you need to ensure that a player has to work hard to dominate. So make weapons spread out as much as possible. Some weapons you will need multiples of, like the super shotty and nail gun. This enables new spawn players to be able to arm up against players with the rocket launcher or lightning gun. Put powerful items in more dangerous places, this gives you a risk/reward scenario where taking risks net you a reward. Like putting a Quad in a tricky jump over lava, or a rocket launcher at the bottom of a central atrium (moving into an open area makes you a sitting duck but if you get the gun then you'll be powerful).
Put powerups in secret out-of-the-way areas.

I used to love making DM maps, getting the gameplay balance right takes a lot of thought. 
Also For Lighting 
A nice little way of adding extra depth to your lighting is by adding -dirt to your light.exe command. It will add fake ambient occlusion and make corner areas darker. You may want to bump up the brightness a little to accommodate for this but you will find that scenes "pop out" a bit more and add extra depth. 
Re: Fifth 
oh man I would love to see someone try to fit E4 into a mega-map, but I have no idea how anyone could go about it. My plan was to just stack the e2 maps and/or use them as different sides of the same giant structure in a swamp, calling it "The Tower of Black Magic." I'd love to win the lottery and dedicate 6 months or a year to that. But if you were picking E4, it's hard to say what the meta-environment would be; certainly not a swamp. Much of E4 is indoor without even a sense of any outdoors existing, which is part of why it's so strange. Maybe the meta-environment could be piles of dark stones, ancient ruins, or just void? What's "outside" The Tower of Despair? 
Ericw Light Tools 
your tools are fucking amazing. texture alignment actually matches what is in radiant. surface lighting is going to make lighting maps so easy. thanks man. 
Beta 
Where can I upload a beta of my map for some of you to test? 
Re: Beta 
I would suggest Quaketastic:
http://www.quaketastic.com/ 
Tronyn 
i had started on something like that but at the time bsp2 wasn't common and it was well over standard extended limits... now though....

my plan had been to use the nameless city map as a hub and then glue the major parts of each map around it.

the nameless city would become a more outdoor area and you'd eventually be able to explore hills and such around between all the other maps. i never really got far with e4 (little more than taking the sky brushes off of it) but i do have an e2 which has a decent start but I got sidetracked with trying to do some weird base monster vs demons war thing which ended up being dumb :P 
Cool Idea 
Make a 6 megamap remake of id1. One of the levels becoming the hub / filler for all the others is cool as well. I wonder if it could be done removing all the end/start level teleports and using some sort of extended key system.

The RMQ map scraps have could be useful... just sayin. 
 
the big problem which made me stop completely on the e2 remix was there's not enough room in +/- 4096.

the way I wanted the e2 one was to have all the maps connected by terrain as if they were on giant world. you could explore each map separately in whatever order, but there were not gates that would stop you from finishing any one map without visiting at least another.

but yeah, you'd need at least +/- 8192 to really get it done nicely. 
Hm. 
 
Also 
The RMQ scraps wouldn't be much use considering the size restriction. Each individual map used most of the 4096 footprint. 
 
no, that was unrelated :)

i had planned to continue working on that goofy rpg mod i started, so i needed a huge map where you could spend time leveling up and such, have more difficult areas you might go back and visit later, that sort of thing.

now i hadn't considered converting some maps into dungeons... that's an interesting idea, but i still prefer the idea of a big sprawling map with canyons and rivers connecting everything together. 
Would Be Hilarious 
If you could fit in all of E2M2-7 in with some trickery like ijed said, but there was no room left for the lost E2M6 entrance. 
Shifterb8 Screens With New Light 
http://imgur.com/a/nEUE4 <-- 4 shots

got to play with ericw's tools. only have 1 light entity now. pretty awesome makes changes so much faster. feels a little overbright but pretty happy with how it turned out. 
Foogs 
Noice. Make sure you slap a bit of AO on that gentleman too. 
 
foogs, kinn is right. If you're using ericw's fork of the compiling tools you can add -dirt to the command line. Or add it to the worldspawn. Either way it will add some extra depth to your scene by faking ambient occlusion. 
 
Yeah and you'll want to goon around with the various dirt settings. Here's a handy visual guide!

http://ericwa.github.io/tyrutils-ericw/ 
Spz1dm1 - Some Updates After Fifth's Suggestions 
Moved a few items around and added an extra room after getting rid of the big ramp.

http://www.mediafire.com/download/94w8mbq7alssjy6/spz1dm1_14Oct15.rar

After this I vote I'll need some help lighting spz1dm2 
Spz 
I like the addition of coloured lighting, looks nice. Map looks a lot better now. Still a few things I would clean up, some of the trims near the lava need to go all the way to the end of the platform edge for example.

But my quibbles would be minor at this point. 
Just Realized 
i just realized i was doing lighting with gamma 0.5. no wonder why everything is so bright :(, But it's what I play with though :( So I guess I should do lighting with default gamma in quake? 
 
gamma should be 1 when mapping because that's the default. 
 
disagree, gamma should be used to make the stock ID levels look correct on your monitor, then you should make your levels similar to the brightness of the stock ID levels. 
^ What He Said 
 
Trimz! 
Just had a look at the map and no idea how I missed that. Thanks for the heads up. 
Compiler Problems 
The last time I asked for help with Screenies I was told to put it in the screenshot thread instead of Mapping Problems so here goes:

I have two different compilers on the PC: Txqbsp and Tyr_qbsp(renamed so that I could differentiate).
Both of them are giving me texture alignment issues (IE they don't match what I see in TB)

With Txqbsp this happens:
http://www.quaketastic.com/files/screen_shots/spz1dm1_txqbsp.jpg

and with Tyr_qbsp this happens:
http://www.quaketastic.com/files/screen_shots/spz1dm1_tyr_qbsp1.jpg

and generates 5 warnings:
"*** WARNING 12: New portal was clipped away in CutNodePortals_r
*** WARNING 12: New portal was clipped away in CutNodePortals_r
*** WARNING 10: Reached occupant at (-720 -688 294), no filling performed.
Leak file written to spz1dm1.pts
*** WARNING 22: Healing degenerate edge (0.000000) at (208.000 -1264.000 512.000
*** WARNING 22: Healing degenerate edge (0.000000) at (224.000 -1248.000 480.000"

leak being here (my teleport entity might be extending outside map, I'll check)
http://www.quaketastic.com/files/screen_shots/spz1dm1_tyr_qbsp2.jpg

1) Why? and...
2) What do? 
Addendum 
 
 
You can likely fix the second one by passing in "-oldaxis" or whatever the flag for that compiler is. It flips the 45 degree determination logic... 
The 3rd Warning Is Crucial 
check the coords given, there is a hole in your map.
You can put the .pts file into your /maps folder, load the map in engine and via "pointfile" command check where the leak is located. 
Lol 
i read only the half of it.

Note that liquid brushes (*prefix) dont seal your map, so it looks like that teleporting brush could be the cause of the leak. 
 
The strange thing is with txqbsp the leak doesn't happen. There's a solid wall behind that teleporter brush. I just checked the entity after my post earlier and that's also not outside the map. Possibly due to the supposed leak it does not vis with tyr_qbsp either.

-oldaxis worked by the way thanks. 
Pointfile 
You can also load the pointfile in TrenchBroom if it's in the same directory as your map file. 
Addendum 
It's under the File menu. After that, you can ride on the point file trace, look in the View > Camera menu to find the shortcut keys to advance / retreat the camera. 
Pts 
 
No It Wont 
first try to delete and remake that brush, if you haven't already. 
 
After various cases of "Is it this one? Delete, recompile, No!" etc I just deleted the whole lot and started again.

Good news: No leaks
Bad news: wtf...
http://www.quaketastic.com/files/spz1dm1_wtf.jpg
(could have sworn i was in the screenshots directory, oops...) 
 
Yep, thats a missing face, check for floating point inaccuracies.

Or even duplicate brushes at that spot. Or or or.

Try to keep the brushes on grid and their texture alignments too. 
If You're In Trenchbroom 
Snap the verticies of all nearby brushes. I think it's under edit? Or Tools maybe. 
 
Okay, figured something out. No matter what the brush looks like, as soon as I add it inside this area, that wall to the in the WTF screenshot gets the missing face. Even these 2 pillars I have in now cause the same issue.

http://www.quaketastic.com/files/screen_shots/spz1dm1_TB.jpg 
Interesting... 
Just ran a test. Compiling the exact same .map with txqbsp instead of tyr's and that brush works fine. 
 
In my experience those sort of differences between tyrutils and txqbsp are usually due to the different default epsilon values the compilers have.

For research purposes: try passing the flag "-epsilon 0.0001" to txqbsp, it should bring back the flickering face. The next version of my tyrutils-ericw will support that "-epsilon" flag so you can tweak it.

However, as ijed says there are probably some off-grid brushes / small misalignments that are the root cause. 
Epsilon 
Just gave it a go but no flickering faces that I can find anywhere. Tried snapping vertices too (Ctrl+A and the ctrl removing all the entities. Ouch)

Thanks all though. Giving up for today. I'll make do with the misaligned trim for now. 
Screens Before I Call It Final 
I don't really wanna do any wall detailing. but here's some screenshots before the final release:

http://imgur.com/a/GNRJv
-extra4 -dirt -dirtgain 0.5 -dirtmode 1 -light 50

http://www.mediafire.com/download/5qio1p35pvaqe90/shifter_b10.bsp

thanks for the advice on the lighting tools and everyone elses input. 
Nice ! 
 
It Really Looks Nice! 
 
Curves And Yellow Light 
Pulsar 
looks good. I can see some vertex snapping issues in that screenshot on the right hand side. This type of architecture can be difficult to get on grid for sure. 
Fifth 
It's actually on grid in editor but it turns out that way after qbsp. Don't know how to deal with it. 
 
pulsar: which editor and compiler are you using? make sure you turn off integer planes in TB, this has always been the source of problems for me. 
^^^ 
and same goes for radiant, there is a integer option there as well. 
Hm 
tho I've got an idea of how to fix this. Though every vertex of these brushes is on grid I have a problem with the shape due to the difference between rear face that can't be seen and face that is actually visible. If I cut of the rear part of each brush , I may solve this problem.

http://clip.corp.mail.ru/clip/m0/1445188735-clip-112kb-b5AsCfnN6ugp.jpg 
 
I used to get issues like that when I used Worldcraft. 
Pro-tip 
for something like this it may be better to use pyramid/wedge shaped brushes instead of cuboids. 
 
vertex being on grid has nothing to do with it.
the plane described by those vertices cannot be represented by an integer, this is the source of the problem.

try using other shapes like fifth is suggesting, also try splitting that square shape into 2 tri faces. (eg: turn 1 brush into 2 brushes each representing half the face). 
 
necros: I use jackhammer and updated version of aguire's txqbsp.

fifth: Yep, that was the idea I got. I'll try it when I get home.

It's funny that such ideas come not when you're making the actual part, but when you share it. 
 
paper dog programming! 
Impressive 
Making curvy corridors are always difficult. I tried once but gave up after some time, so well: you made it right, keep it up ! 
 
Worldcraft/Hammer for some reason lets you use vertex editing to create bullshit impossible brushes that you only notice when your bsp is full of cracks. Primary reason I stopped using Hammer tbh. 
 
To make curvy things in Quake, it's best to stick with triangles (triangular pyramids in this case).

http://quaketastic.com/files/screen_shots/jam66601.jpg 
N00bs 
Tris Suck Big Time. 
Also this. 
Pwnt 
 
Sorry If I Sounded Assholish. 
I would just expand the brushes, Pulsar, to close that gap. I wouldnt care too much about intersecting stuff, the compiler works it out in the end.

Unless, of course you want a dibblydeedobbledoo super clean map file, but basically you search for integer solutions for diophantic equations with those curves being snapped to grid.

Ermm yeah, this wont work(as far as my tiny knowledge of this topic is correct..) 
Oh And Of Course That Shot Looks Ace As Hell, Even With Those Gaps! 
Thats what i wanted to say in the first place!

Quad Post! 
 
My steps actually curve, the tops are not flat (the corners are not co-planar). Every face on the steps is a separate brush face, not created by BSP chopping up rectangles.

It compiles error and warning free. Also, it was a real pain in the ass to construct.

I left it in my Jam 6 map if anybody wants to look, but I didn't use it because it has serious clipping issues. 
I Would Ignore Mfx 
cause he's one of those fel-wizard mappers who uses unholy incantations to appease the BSP eldritch-gods.
You have no idea how many babies he's consumed just to get his foul maps to compile. 
I Would Ignore 5th 
 
Pulsar 
I think it is a great map piece!

After all the wrenchtalk I even haven't the nerve to enter it.

Heep! There's a geek on my wall cheek,
I wish I didn't seek the freak when I was the innocent mapper
on cripple creek!. 
O_O 
 
Ignore Me 
^v^ 
Pulsar 
looks sexy. 
Ignore Madfox At Your Peril 
 
Anybody Said "curves"? 
Oh Fuck What 
 
That's Cool 
 
How Does One Take Those Grey Textureless Screenshots 
like in #12738 and #12739 and on ericw's light tools page?

Also gaaah, need to get back to mapping. Stupid life, always getting in the way. 
 
r_lightmap 1 in quakespasm/fitzquake 
Cool, Thanks, Scampie! 
Also, PuLSaR, I think that looks great, vertex issues or not. 
Mankrip 
That is cool, i love the transparent transition to lava somehow. 
Kinda Made It Better 
splited those brushes in 2 triagle shaped.

how it looks from previous screenshot spot:
https://dl.dropboxusercontent.com/u/32711504/mark_v_0016.png

it seems like those gaps are gone.

what it actually looks like:
https://dl.dropboxusercontent.com/u/32711504/mark_v_0017.png
https://dl.dropboxusercontent.com/u/32711504/mark_v_0018.png

also it produces tons of spam in compile log :/ 
Just Listen To What Necros Said 
Snapping vertices to integers will not fix it. You need to ensure that the planes line up. The vertices depend on the planes and not vice versa. 
PuLSaR 
That's great! Gapless surfaces are one of my recent topics of interest, due to their influence on features like Phong shading. 
Pulsar 
As I said before, you guys do magic with these textures. =~) 
Okay I've Had Enough. 
This whole recent "I love Quake even though it's shit ugly and unplayable, thank god you guys can polish this old turd!" meme has gone past getting on my nerves and now it's just plain fucking annoying. 
Enough Already? 
http://i.imgur.com/ZS8lJ47.png
You should see how funny not rotating bboxes from monsters react to round brushwork. 
That's A Valid Opinion 
And this is why improvements should be optional. It's good to keep a foot on the ground and not forget what the game's design is really like. Otherwise, it may lose its personality. 
Pulsar 
one last thing you can try is to stretch the brush out so that the faces overlap. this will let qbsp knit things together without gaps. it won't be pretty in the editor, but it should be fine in game. 
 
Released final version of that map I was working on. Thanks again for the help. I'm always lurking here if I have anything helpful to add to anyone I'll try to post more often.


http://www.mediafire.com/download/bdoqbovbl28849i/shifter.zip

http://www.quakeworld.nu/forum/topic/6700 
Foogs 
Had fun playing against a Reaperbot in Fitzquake Mark V and Quakespasm.

In Fitzquake Mark V I get stuck at that upper ledge when teleported from LG + YA + RL site. That doesn't happen in Quakespasm. Probably not in EzQuake, or it would be fixed already.

It's a beautiful level. Really good textures, nice lighting, good navigation. The old Reaperbot mastered the level, easily going everywhere.

Great job, man. 
Lava Exhaust? 
 
that's awesome. 
Mmm Lovely 
lava ice cream 
 
i want eat 
Would Like Some Minor Trim Along Those Rubicon Walkways 
but that's just nitpicking I guess?
looks cool, particularly since it looks like there is a dense knot of hyperdetailed corridors within that structure. 
 
lol. Level name found: Lava ice cream maker. 
Doom 4 The Way 1996's ID Would Have Done It 
 
 
Not Quake but what-ev ... Kind of has a similar vibe. :P These are progress shots of a set of meshes I'm working on for the Unreal Marketplace ... and Unity ...

It's almost done. Just gotta grind through a bunch of tech details and such ...

This is standard game dev stuff. Lots of little pieces bashed together to create an environment.

https://dl.dropboxusercontent.com/u/161473/WarrenMarshallBiz/CrumblingRuins/WIP/CR_K.png

https://dl.dropboxusercontent.com/u/161473/WarrenMarshallBiz/CrumblingRuins/WIP/CR_L.png

https://dl.dropboxusercontent.com/u/161473/WarrenMarshallBiz/CrumblingRuins/WIP/CR_M.png 
 
Looks Pretty Sweet 
I think I'm right in believing that this kind of soft-edged, "cartoony" design has been closer to your forte than the usual realistic gloom? :) 
 
It does seem to be what comes out when I start making stuff. 
Pretty 
is this for a particular project or just for fun? 
 
Marketplace and Asset Store stuff ... I want to sell it as a mesh set. 
Selling Meshes 
has that been a success for you so far? I could imagine buying assets for an indie project could run expensive unless you have some self control... 
 
I've only been doing it a few months ... it's not a living yet but I hope to get it up that high eventually. 
 
Lovely, Warren! 
Nice 
I hope that works out, quality seems to be there. 
Yeah Nice Vibe Warren 
 
Those Looks Pretty Cool 
 
 
Warren 
it looks great man! 
Looks Boring 
just kidding, looking great really!! 
Cool 
Reminds me of Vermintide after playing it a whole bunch today 
Yeah I Was Thinking Gardens Of Morr 
Very similar thematically 
NICE 
Looks like Tiny Keep art but higher def. 
Awesome! 
What 3D software is this? 
IPACKTHAT For Lightmaps! 
As for collision generation... yea pain. 
 
adib

Those shots are in UE4

Skiffy

Oh yes .. iPackThat fo' lyfe. 
Warren 
brilliant, I love the style! Fantastic execution as always. 
Love It 
 
For What Its Worth 
I have a handful of scrap maps sitting around on my hard drive - a couple of which are almost id1 quality/length, hovering at 50-70% done.

I will probably post here in the next little while, since real life doesn't seem like it will be mapping friendly for the next decade or so.


yup. 
My RJ4 Map - 
Apparently 
Sock has been feeling the E4 spirit too:

1 2 3 
I Saw Those 
If he did that in his spare time for retrojam I will be so envious. 
 
That would own but those screens are distinctly from his mod (note the particle effects). 
Recharche 
my thunderbold!!! 
Oh Man! 
Madfox, you are awesome. 
You Know 
I was thinking just the other day of how to fake a working conveyor belt in Quake, and other than a convoluted func_trains system I'm not sure if it can be done. Looks good madfox :) 
 
yeah, thats neat! 
 
I wonder if it works properly... 
My Five Pence 
@-Tronyn: You haven't seen the dopefish yet.

@-Zwiffle: I think it is as hard as the escalator in Quake.

@-mettfuchs: gut zu wissen, dass ich ein Begleiter zusammen habe.

@-5thphant: this fucking demo took as much time as the construkting of it. What I learned is that all engines have another way of exposing.
I am still missing some frames though. 
So I Decided To Try GTKRadiant... 
Result of Boredom

I still would prefer Jackhammer, since Radiant seems to be more complex and challenging to master. 
Hehe 
it's funny you say that as, coming from a radiant background, i find hammer editors very difficult. 
Start Map Theme Of Sock 
#12812 
My body is ready. 
 
Are those custom textures in shot #3 of red brick alpha blending into green brick? 
That Looks Fantastic! 
It's a shame he isn't around here on func_ anymore. 
 
The bone recess in pic 1 is awesome. I'm ashamed I didn't think of that earlier. 
That Sauce 
is awesome indeed 
Conveyor Belt? 
It reminded me of this infinite scroller experiment I've made over two years ago:
https://youtu.be/-qvli2BFIGk 
Mankrip 
dat potato resolution. Do you have a higher res video? 
 
I don't remember. That thing is really old. 
Looking Amazing 
 
Like Over Two Years Old 
I think computers were made out of vacuum tubes back then, so give him some slack. 
ROFL 
:D I love this place.

Anyway, the variable framerate of the Quake engine (in that case, FTEQW) made the loop get out of sync, so the floor repositioning is noticeably abrupt, and the mountains behind the trees aren't spaced correctly.

This is why one of my goals is to implement scrolling textures. It will be a much better, cleaner, easier, more flexible and more accurate approach. 
 
wouldn't mind scrolling textures for waterfalls, actually.

but then no one will use it until other engines have it too. :( 
 
as long as the texture name prefix for it isn't '(' or something dumb, you might have a chance... 
 
well we already have {, so using } would be a nice bookend to that atrocity! 
Where Is Sock Posting This Stuff 
TWITTER 
Elder 
scrolls maybe? 
Make Sure 
To use something that turns your grammar from context free to context sensitive. That would give me another chance to get told to fix my parser when I complain about it. 
My Turn 
@necros 
I *REALLY* hope editors have started properly using quotes when saving .map files by now...

it'd be really nice to NOT use yet more name prefixes as they tend to fight each other. Maybe we should start hiding our extra surface attributes inside // comments for backwards compatibility! :P 
 
if we rely on comments then we have to add support to all the map editors, and the map compilers also need to add support and it won't be in comments since there aren't any in a bsp file. If we use prefixes then the only the engines need to add support for the feature. 
Spike 
What so you mean by using quotes properly? Texture names are not enclosed in quotes, at least according to the unofficial map specs:

http://www.gamers.org/dEngine/quake/spec/quake-spec34/qkspec_2.htm#CMFMF 
For Scrolling Textures 
I'm certainly going to use surface flags. Q1BSP doesn't support these, but scrolling textures would appear broken in vanilla engines anyway.

Surface flags will also allow for physics scrolling (so conveyor belts will really work), and for entity interaction (bind it to an entity field, so the entity can toggle the scrolling on/off and change direction and speed at will).

And the "{" for alphamasked textures is dumb.

I already have plans for a new map format. Things will eventually happen, and I'm going to do it carefully.

Editor support will also be considered. 
SleepwalkR 
the unofficial map specs are just that - unofficial.

I'm far too lazy to actually test it, but as far as I'm aware the following is a valid-but-sadistic .map file as supported by QBSP (apart from the bit in angle-brackets that denotes the other planes, because I'm too lazy to come up with witty wtfs for those too):

"{" // }
classname worldspawn
sounds 2 "{""(""what" the hell ")"( 1 shoddy parser ) ( hello "2, or 'to' if you'd prefer" you ")" "tex with space"naught//(shift_s) slash(shift_t) there(rotate) 1t(scale_s) 2oo(scale_t) //and a real comment.
<OTHER PLANES>
"}" "wad" "c:\this\is\borked\"
"message" "and somehow\nthat was a newline, at least for the engine" "}""{" classname info_player_start }

thank god nothing actually uses all those quirks... at least not all at the same time...

the various bits of punctuation (especially noteworthy with the ( and ) brackets) MUST be their own token, which is why they normally have extra spaces.
the format is simple and stupid. a token is just a token, once parsed it is irrelevant whether it originally had quotes.
A token is either quoted, or its all chars until the next whitespace where 'whitespace' is any char above 32. Because this check is agained signed chars, any utf-8 chars or non-ascii ansi chars will be considered whitespace but can be quoted to pass them through unmodified.
If a token did have quotes, then whitespace is not needed after the token to determine the end, as this is inferred from the fact that the quotation ended. Additionally, there is no special handling for punctuation (like any kind of brackets).
New lines are disallowed in certain places, but entirely optional otherwise (with the obvious exception at the end of a // comment).
Double-slash/single-line/c++ comments are only recognised as comments when they are at the start of a token. If they directly follow an unquoted token without whitespace beforehand then the token will contain the slashes rather than the parser seeing the comment. Because they are terminated by a newline, they cannot be used anywhere that a newline cannot appear.

*SOME* editors write quotes around texture names (I'm fairly sure I've seen this happen). These editors do not have problems with spaces in texture names, and also avoid the {foo issue when importing in certain other editors (although nothing can be done about those other editors saving and then failing to re-load the file they just wrote themselves, other than fixing the editor).

QuakeEd uses the exact same helper functions as QBSP. It doesn't write quotes itself (and thus will bug out if the file is re-saved thanks to the spaces in the texture name), but it should parse it all just fine (I don't have a machine with actual NEXTSTEP on it).

If you're worried about compatibility with other unofficial tools then just write the quotes only when it has chars that are not azAZ09_*+
If an editor sees "{foo" as literally containing the quotes then at least it'll save it out correctly too, even if it cannot display the texture properly in the editor.
But whatever you do, don't write out a file that the same bit of software cannot then re-load!

So yeah, that's what I mean by 'using quotes properly' - using them in order to stop your importer+qbsp from reading the file wrongly. 
 
"*SOME* editors write quotes around texture names (I'm fairly sure I've seen this happen)."

I'd like to see an example of that. I've never come across that in all my years of Quake tinkering. 
Mankrip, Serious Question 
how does one make a new map format, with everything that modern mappers want without losing the q1 feel?

If we're going to lose the feel of the q1 experience, then why not just use an engine that supports and migrate our mapping HL(2) / D3 / Q4 formats? 
 
Depends what you mean by "q1 feel". BSP2 already lead to many not very Q1-ish maps. 
 
Bsp 2 with quake 2 style surface properties would be a dream. Phone shading!!!!! 
 
 
Nice Response. 
It is clear that you've put a lot of thought into this. I hope you can get it through to completion.

On a side note, why re-write an engine rather than contributing to an existing engine? Your comment seems like you'll be doing it for philosophical rather than practical reasons. It sort of seems like you'll be re-inventing the wheel if that is the case.

Unless you want a bare-bones engine. In which case, yeah, go nuts. 
 
And faithfulness to the Q1 feel will depend entirely on the mapper.

These are wise words. 
I'm Reluctant To Have Quoted Texture Names 
Because I'm really not sure whether other editors can read them back in properly. One option would be to have TB write with quotes if the input map file had them in the first place, and have some option to turn this behavior on and off.

Demonstrating how bad the QBSP parser is doesn't really prove anything other than "QBSP doesn't conform to the agreed upon standard". And from what I have seen so far, the unofficial Quake specs appear to describe the least common denominator that all tools that I have seen so far understand.

I do agree though that having texture names in quotes would be the best option. I just fear for compatibility, and it's quite important as a lot of people seem to use more than one level editing tool. 
SleepwalkR 
The 'agreed upon standard' also doesn't include floating point coords, nor Hammer's texture planes stuff.
Writing out .map files that the same editor cannot later read in is always going to be broken however you look at it.

By all means only use quotes when they're actually needed (yay for smaller file sizes), but do make sure they're used when they ARE needed, because writing out a file that can only be read by your own program is muuuuch better than writing out a file that can be read by nothing.

The times when you NEED quotes are:
empty texture string.
texture name contains spaces / other whitespace.
texture name contains chars that an unofficial parser may consider to be punctuation.
texture name contains non-ascii chars

Also, I wouldn't call QBSP's parser bad, I'd much rather call it simple. And by simple, I mean that its tokenizer is consistent and predictable.
That said, showing exactly what weirdness you can throw at it is fun, as well as a possible way to hide other optional extensions (without needing the qbsp to write out multiple copies of the same texture). 
Shamblernaut 
 
Fuck Yeah 
 
 
Carmack is kind of an exceptional individual, but more power to you. Doing it yourself is very rewarding. 
 
If Carmack created it all almost alone, then it's humanly possible.

Way to go assuming Carmack is human. 
That's A Great Attitude 
For a hobby project. Doesn't mean you can't get a job that pays the bills though. 
Does It Have To Be Hobby? 
Writing a game engine from scratch - nothing stops you from trying to get it greenlit. 
Mankrip 
that's awesome.

Do us a favor, if you make a new map format, document and comment the hell out of your code so that others can implement it in their own engine too :) 
 
Carmack also wasn't nearly alone - Michael Abrash was instrumental. 
 
SleepwalkR: I do have a full time job. The payment is low, but it's almost stress-free and gives me free time to study.

ijed: There are some plans for a commercial release using it.

Shamblernaut: Sure!

Lunaran: Yes, and I've already beaten some of his contributions. My particle drawing code is faster than his x86 ASM code, and my Z-buffer drawing code in C is as fast as his x86 ASM code. I like the challenge of optimizing the software renderer. 
 
There's a lot more to a game engine than the renderer. Don't pat yourself on the back too hard JUST yet. :) 
=P I Know 
 
 
Great stuff! I'd recommend posting over at the vogons, there are some super smart and retro affine people there. 
Monsters 
keep a hold on me! 
Where's That Mini Shib Niggurath From? 
That thing looks great.

Also, somebody should tell the second Orbb that his RL is backwards. 
Bender And The Dopefish 
 
Dude... Sweet 
A true medieval Ogre!

And Bender, the robot from Futurama, armed with the Perforator! 
Yes 
I know, have another look, I changed the pic.
It was quiet a lot of work to get the both parts together,
when I saw too late how the launcher is placed.

Open for command, please hit me, before these beastards do! 
 
why is there bender lol i'm dying 
 
rocket launcher is on backwards :| 
In D&D 
Madfox is Chaotic Chaotic. 
In D&D 
Madfox is Chaotic Chaotic. 
 
i can turn my head 90 degrees to the left and cross my eyes. it's in 3d! 
It Always Irked Me 
how the ogre holds a nail gun, yet shoots grenades.

I once modded them to shoot nails. Ruined the ogre experience. Always felt like he should have had a sack of grenades that he reached into to throw. 
Ambient_fox 
Mini shub was born while I played OneDarkNight and the Old One wouldn't let me win that tiny orbit.
So I painted my eyes and received a blind spot from the
rocket of this creep.
Bender is there to steal fried schrimps of Scampy and he sure jumps the gun with his shiny ass!

Much fun to meet a monster that doesn't do what you expect.
I'll never cured from chaotic after QuakeTest'96. 
That's 
what I ment with a blind spot. 
Omg 
that's so cute 
 
oh no my fried schrimps :( 
#12869 
I love mini shub! 
 
awesome. baby shub and eyeball look great in their solo photoshoots. 
Thanx 
We did it for you! 
Madfox 
your are a gem of its own kind! 
 
 
i like the ceiling. 
Skybox Generator 
Recently a really cool skybox generator was released... but it took me fucking forever to figure out the right orientation. So here's a cheatsheet and a link to the tool to help you get started -

https://twitter.com/GavinEdgington/status/670624431459442688

It should be easy to figure out, make sure you save as a .tga file and the asterisk is what you name the skybox. 
 
That's very cool!

What do rt, bk, ft etc. even mean, though? I've never seen an explanation anywhere. 
Right, Back, Front Maybe? 
 
 
Basically you need to name the file ending with those things. DW is right, it stands for right back front etc. 
Pretty Awesome. 
Nice, quick skybox generator. 
 
fifth, the _ isn't necessary, or you're going to have to specify your 'skybox' in worldspawn with an underscore at the end of the name.

also, front/back means x+/x-, left/right means y+/y-, and up/down is z+/z-. (or more likely some daft never-tested rearrangement of same.) 
#12880 
dn=down
up=up
ft=front
bk=back
lf=left
rt=right 
Lun 
yeah I was so excited that I had figured it out that I insta-posted my findings... There are definitely problems. However, it's probably the most helpful thing I've done in a while :P 
 
 
To Be Fair.. 
Even Valve struggles to get their own skyboxes correct. If you turn the graphics down to minimum in L4D2 then the skyboxes disappear because of missing texture errors... 
'Even Valve' 
Hm... I saw how they did their path finding solution. They're incredibly good at some things and have massive knowledge gaps in others.

I think I own most of their games though, so just ignore me. 
 
Right. Valve make great games but have god awful tools. It's always been that way... 
Molten Texture Mapping 
 
Oh my ... 
 
that's awesome 
 
...what is it? 
 
is that playing at full speed? it's so wonderfully hypnotic.


..

sensual, even. 
HOW 
:D 
Awesome!! 
This Owns 
 
Charming 
that _should_ be on your patreon page 
PuLSaR 
My Patreon page is gone for good, I won't reactivate it. But I'll keep coding. 
Xmas Presents 
The code is written, the art is drawn and the mod is under the tree!
Are youReady? 
Looks Fantastic 
I am excited, not sure if I'm ready though! 
Pretty Sure I Am Ready... 
...to die horribly. Ace looking map there. 
 
That church/abbey looking structure in the back is sort of what I see in my head when I think about what I want a Quake level to look like so ... excited! 
I'm Ready! 
...terrified, but ready. 
My Body Is Ready 
 
 
Circle of destruction, hammer comes crushing, powerhouse of energy! 
 
+like 
FUCK YES 
 
.soc 
It's not complete without a boss monster
I Agree 
It's indeed an awesome monster. The .mdl is in the main folder and there's a corresponding .qc file, too. 
 
yo; badass :o
except some tris are inverted in the .mdo?

anyway, yeah, someone do something with that. it's awesome! 
Is That The Q3 Custom Made Violator Model Reskinned? 
or your own creation sock?

Either way, I am ready yes :) 
The Gun? 
No 
the big white looking things. 
They're From Bastion & Marcher 
And knowing how much Q2 and Q3 content those used, I'm gonna say... probably yes? 
Awesome 
Recoil, noise, that's how a weapon should be! 
+1 
As I've said before: "Cannot wait!" 
Arcane Addendum 
@OTP, @negke, the source for the mod will be released, you are welcome to add any extra monsters yourself. I have already added 23 new monsters, I think that is plenty enough from me.

@nitin, The white skinned monster is called a Minotaur in the mod, Here is a video showing in action. The monster is from the Marcher mod, similar code but it has some new tricks. The model is originally from Hexen2, like most of the new monsters I have put into the mod.

The plasma gun model is from slapmap/speedy, very cool model, it is my own QC setup. I do have extra documentation on all the new weapons and how they work, it will be part of the release. 
The Wizard Boss 
the tri's are flipped, yes, but for some weird thing that happened during my export process - when animating it's fine... apart from the wrists breaking a bit :L

It was supposed to be the boss of episode 2. 
Xmas Tales 
On the fifth day of Christmas,
A Skull Wizard gave to me,
Five Lo-st Souls 
 
Yay, more flying creatures! It always bugged me that Quake had, like ... one. 
Yessssss 
>:}

Do you plan to be giving the skull wizard a more quakey skin...? 
Yeah. 
Skin is kinda meh for Quake. Skulls look very high quality tho! 
Wardrobe Dilemma 
@Kinn/Shambler, What is "A more quakey skin"? 
"A More Quakey Skin" 
I have to agree. This one's a bit more "high-fantasy" than "eldritch terror", in my books. Probably because of the bright red cloak. Maybe a swampy green one would like better. And a big toothy grin. 
 
I loved it. 
Hmmm 
I think the worst bit is the high contrast black and yellow trim all over the cloak. The red would probably work, but maybe the red needs to go a little darker and the yellow/black trim replaced with a different trim design that's a bit murkier, and less contrastey?

Maybe the cloak also needs to look a bit ripped and dirty. 
 
Read : More brown 
Brown Could Help 
but really it just looks a lil too clean, both in terms of the primary color contrast and like it's physically not grimy enough. 
Fits A Knave Setting Very Well Imo 
 
The Skin Looks Great 
As do the Lost Souls and the candle models in the back. Nice. 
I Like The Skin 
Makes the guy stand out as someone special. 
Heh 
I obviously think the Skull Wizard is epic and am really looking forward to that map/mod.

Most Hexen II monsters have been ported to Quake somewhere by now; are there any yet remaining that haven't?

Ps post screenshots people!
I will when I get enough time to make something worth taking a screenshot of lol. 
Screens Post Shots 
made a new skin for the fish.
almost there.
the screenshots for lol gorge ofSin
Xmas Tales 
On the Twelfth day of Christmas,
Cthulhu sent to me,
A Wraith who loves to burn down trees! 
Nice! 
Great Egyptian-themed setup. Where are the statues from? 
Hexen II 
Please port any and all remaining Hexen II content!

(no Raven/Heretic logo on func_ unfortunately) 
Someone Has To Say It 
yeah, keep ripping stuff from other games and mission packs. if you're gonna get a C&D then you might as well do it in style.

that was meant to be sarcasm, just in case people didn't realise.
mods get much harder to endorse when the user has to buy and manually merge content from 20 different games just to avoid copyright minefields. 
 
can someone plz port all the monsters from shogo 
 
Someone Has To Say It

But why on earth say it now? Sock's about to give us all the best Christmas present ever and you think it's time to drag this old thing up?

Take all the big quake releases from the last fifteen years - it's probably hard to find one that doesn't in some way use assets from other idTech games of the 90s - be they textures, sounds, or in some cases models.

I'm not saying it's all perfectly above board and legit, but if anyone gave a shit, surely they would have given a shit. 
On The Fifth Day Of Christmas, Activision Gave To Me 
a shit 
 
What are they gonna do? Undelete it from my drive? I have backups! 
Kinn Is Right 
And considering the amount of repurposed content in both Bastion and Marcher he's kind of a celebrity authority on January he matter.

inb4 the "stealing is creative bankruptcy" argument. 
What 
on that matter.  
In January I Do Matter 
because that's when my birthday is, yo.

repurposed content in both Bastion and Marcher

To be fair, back when I released that pair of otters into the river - just over a decade ago - I was young, dumb and full of "don't tell me what to do, mum", HOWEVER...

I think the horse has bolted, the ship has sailed, etc. etc., let's just shut the hell up and enjoy the tasty Christmas pie sock is cooking up for us. 
And Yet 
You chose not to include the q2 weapons out of legal reasons. 
 
You chose not to include the q2 weapons out of legal reasons.

Actually the q2 weapon support in my mod back then was something I did for my own personal gits and shiggles - I never had any real intention of supporting them in the publicly released map(s). 
 
You know, it's weird ... and I admit it ... but the thing that excites me most about socks upcoming mod are the candles, torches, breakable stuff and AI improvements (I thought I read there are some, right?).

Those are things I've long missed in Quake.

Those little candle piles and such on staircases really turn my crank. 
There's A Lot 
Of exciting stuff to play with and I'm sure we'll see some great new maps for this mod in the coming years 
 
January will bring us kinn_plantagenet.zip? 
Not This January 
maybe next january, depending if I can score a few months of unemployment between now and then. All these bastards keep giving me work though... 
#12949 
Seconded. 
Lots 
of screenwriths, afterall. 
 
Damn those screenwriths >:{ 
MADFOX 
love the fish, love the castle, love the balloon tree next to the castle, love the lolshots of the weird remake of that one part of ETC for HL 
Hmmm 
 
Hmmm 
 
Ok Full Disclosure 
I'm drunk 
 
we figured that out at 'love the fish' 
The Fish 
loves half a horse in ten minutes. 
 
So he can finish in 20? Not bad. 
 
#12949
i'm looking forward to admiring sockarchitecture!

#12952
yes, I'm sick of bastards wanting me to do work. leave me alone I just want to video game. 
The Necromancer's Keep 
 
Yeah, yeah ... SHIP IT. :) 
 
Necro. 
<Shambler> <onetruepurple> http://scampie.net/etc/wip/necrokeep_tease.png damn
<Shambler> dat vibe
<Shambler> sick
<czg> looks like a scampie map AKA shit
<Shambler> love the little details
<Shambler> hush zweiburp 
More Arcane Dimensions Stuff 
That Looks Fantastic 
tell me the AD release date to make me finish my extended retrojam4 map faster, cuz nobody will notice my release if it takes place shorty after AD =) 
When It's Done 
 
 
Lame. 
Ok Fine 
Soon TM 
Alright 
let this be my last screenshot then.

https://twitter.com/MaikFranzXaver/status/678277515916496898

Check your tree this year, there may be some Arcane Dimensions lurking under it,
lit by glowing candles... 
 
<czg> nice viewpoint you're probably never going to actually be able to see! 
Noob Czg 
never must've heard of info_intermissions. lols. 
#screenshotsaturday 
 
MFX 
That looks great

I've long wanted to make that type of map. "Intermission / Kleins Bottle" was great too. 
Ace Looking Stuff Guys. 
xxx 
 
 
Hot Damn 
 
Mapping Machines 
 
How Many Maps 
in this mod? 
The Final Countdown 
@PuLSaR, the mod is under the Xmas tree, you better hurry! We are planning a release some time before Xmas Day!
@nitin, 10 proper maps and 14 secondary test/start/end maps

My trip down memory lane ... Firetop Mountain 
Sweet 
look forward to it. 
All Those Shots Are... 
... awesome !!! 
Yule Gift 
Dawwwww! 
 
E1M3 Inspired - WIP 
Woah 
Love the style. The blood water works really well with the green bricks and lighting.

2nd shot looks very cramped in the vertical space. Suggest lifting the ceiling somewhat and raising all the structures up to support it.

Getting a very "classic id" feel from it, nice! 
Blood!! 
Those freestanding gateways with the hanging sconces are rad.

Can't wait to play it! 
 
Thanks for the comments.

@Daz the cramped vertical height in this area is actually inspired by a real life location in Florence (the museum at the Medici Chapel see link.) We just took an awesome family vacation to Rome, Florence and Venice. Not sure if I'll change in this little area it but def understand it's limited for combat.

@NarNar. That was one of those "I'm out of ideas for the night, let me try this." Glad you like it. :)

Less than 50% completed on the overall design. But lots of vacation time to keep at it!! 
Oops 
 
I actually like the idea of having low arches to duck under during a firefight in a more open area, the way mice have the safety of their lil hole in the wall. 
 
Hi-res kernel-dithered texture filtering, with 3-step hi-res kernel-dithered lightmap filtering.

[url]https://pbs.twimg.com/media/CXByDhLWwAE9MK2.png:orig[/url]

[url]https://pbs.twimg.com/media/CXByEVaWMAAwpQc.png:orig[/url]

[url]https://pbs.twimg.com/media/CXByEgmWAAAqNwe.png:orig[/url] 
Clicky 
Mankrip 
The pixelized version is the original and the smooth is yours? 
Yes 
 
Beautiful! 
 
 
Looks blurry. What's the difference with normal filtering? 
Necros 
 
 
That looks awesome. 
 
I just don't understand why people want to mess up all that gorgeous pixel art. :-/

But it looks like a good algorithm, yeah ... 
 
I just don't understand why people want to mess up all that gorgeous pixel art. :-/

This.

It's like taking Quake's monster models and running a meshsmooth on them.

I can see it being interesting from a coding point of view. But...the art, man :/ 
Because It Sells 
The general public doesn't care about pixel art, and I need not to take pride on such technical limitations. Such advancements are optional, of course.

Also, I'm aiming for specific technical challenges, and for a specific visual style to use in games made with Retroquad. 
 
what message board does the general public post on? 
 
"The general public doesn't care about pixel art, and I need not to take pride on such technical limitations."

I guess that explains the complete lack of interest in retro gaming. 
Oic 
Didn't realise it was software rendering there. Very cool you got modern he filtering look with software, although as others have said, I prefer the pixel look because it's clean and sharp. 
 
Lol, here we go again with the pixelated crap vs. realistic graphics thing. 
 
Vasoline smear isn't realistic. 
WarrenM 
It's not a lack of interest, it's about giving people options.

And retro doesn't mean pixelated. By your standards the SNES isn't a retro console, because it uses true translucency instead of a pixel grid like Genesis games does.

Also, the Nintendo 64 is a retro console, and Quake 64 is a retro game. But whatever, have your opinion. 
 
It's just a personal preference thing. I prefer the pixel graphics in Quake and I generally dislike anything that messes with it. Smearing, blurring, high-res texture packs, fancy shader effects, etc. 
On Retro Artistic Style 
One thing I agree is that the filtered look isn't perfect for Quake, because Quake's assets were not created with filtering in mind.

However, Mario 64 would look like ass without filtering, because its assets were created with filtering in mind.

Both are different retro artistic styles, made for different retro technologies. My style will mix some different retro approaches into its own thing, with new assets made specifically for it, offering a different vision about retro gaming.

And, well, if this is giving people some food for thought, that means I'm in the right way. Some disagreement is normal. 
This Old Argument... 
As long as the option to switch blurring off is present then who cares? 
Lunaran 
Retroquad will remain compatible with Quake, although my main focus now is on developing this engine towards creating a commercial indie game.

Quake-specific improvements aren't a priority now, but I'll also work on them from time to time. 
 
People are expressing opinions. It's OK. You don't have to try and shut it down. 
 
That was for Fifth. 
I Prefer The Pixelated Look For Quake 
But that filter sure is impressive in its own right. 
Warren 
I generally dislike (...) high-res texture packs

I'm surprised, because you seemed to like those I made for Cepheus. 
 
I like that the filter is skewed like N64 mipmapping 
 
adib

Hence the word "generally". 
Funnily Enough. 
The world being made up of lots of little visible squares isn't fucking realistic either you shitcunts.

As long as the option to switch pixellation off is there, who cares tho?? 
 
It's existence is an abomination unto the Lord. THAT'S the problem. 
LOL 
 
 
I don't understand the fascination with writing software renderers with "modern" features. I mean, this has been done in the Unreal 1 and Unreal 2 engine, and also done in that old Pixomatic thing from RAD Game Tools:

http://www.radgametools.com/pixo/PixoWithUnreal2004.txt

Unless, of course, you like heroic coding:

http://blog.codinghorror.com/i-happen-to-like-heroic-coding/

But it's not innovation in any way. 
 
Not everything is done to innovate or profit. Sometimes it's just for pure enjoyment. Folks 'round here call it a 'hobby'. 
Testing Stuff 
Now I'm doing some detailing here and there with my map on the more finished areas I decided to experiment with phong shading again -

http://www.quaketastic.com/files/screen_shots/5thphongrocks.png 
Fifth 
That makes my phong erect but FFS enable anti aliasing already. 
Fantastic Looks Awesome 
can't wait to mess around with the phong shizzle 
Well Phong Innit. 
No point moaning about anti-aliasing with non-GL Quake surely?? 
Looks Lovely 
 
#13030 
I don't understand the fascination with writing hardware renderers with "oldschool" features. I mean, this has been done in other engines.

Unless, of course, you like lazy coding.

But it's not innovation in any way. 
 
Sorry for the trolling, but it's impossible to demotivate me. I just don't care about such arguments. I'm used to them. 
Ah Mankrip 
I see what you did there. I used to use anti-aliasing in my quake all the time but it does tend to look smudged when I posed a JPEG online so I decided against it to get a little sharpness in my images. 
 
I just phonged. 
 
I just phonged. 
Twice In A Row Apparently. 
Phones need spinny things to let you know you hit submit already. 
Phongs Need Spinny Things. 
 
How Far Along 
Is that Map fifth ? 
What Compiler ? 
Hey Fifth what compilers are you using for this stuff? Am I also seeing see through glass with shadows being cast on them for the building on the left or am I crazy? 
Skiffy 
you are indeed seeing glass with shadows cast on them. My method is using a texture with lots of gradient detail but only in one direction (to simulate those "lines" you see on glass), but setting a very low alpha amount. I believe the texture is a metallic one.

As for the compiler I'm using the test build that Ericw posted in the tyrutils thread. It has smooth lighting support. 
Finally Starting Mapping For My Mod 
Doing the start map now

http://image.noelshack.com/fichiers/2016/01/1452201677-screen1.png

Living the dream boyyyyz 
<--- Jealous 
 
Of What? 
 
Good Installation 
of Trenchboom. 
Those Viewport Has Its Charme, Right. 
Love me some editor shots from time to time. 
Living The Dreaaaam 
Sleep 
Of finishing a mod, giving life to a vision, winning a learning curve... 
But.... 
Well ok then. 
Daya - Your Mod? 
Do you have any details on what you are up to? Curious. 
Dumptruck_ds 
Technically a simple 8-maps long singleplayer campaign. It adds 3 weapons (Infantry Gun, a basic machinegun ; Gatling Gun ; BFG) and some more monsters, both custom and some added from Scourge of Armagon. I'm also planning on adding a Berserk Powerup where the general rate of fire is increased by 3.
The basic premise is that some strange ruins have been discovered on a northern island, so a colony is made there. 3 years later all hell breaks loose and you're sent to "investigate".

While I'm at it, here's more screenshots:
http://image.noelshack.com/fichiers/2016/01/1452276770-screen3.png
http://image.noelshack.com/fichiers/2016/01/1452276781-screen4.png
http://image.noelshack.com/fichiers/2016/01/1452276772-screen5.png
http://image.noelshack.com/fichiers/2016/01/1452276777-screen6.png
http://image.noelshack.com/fichiers/2016/01/1452276775-screen7.png 
Daya - Your Mod Pt 2 
Looking good and sounds pretty fun. 
Stairs 
please don't leave the stairs floating like that, put some supports under them thx!!!! <3 
That's Good Timing Because I Just Thought Of An Alternative 
I Put A Support Under My Stairs For You Daz 
Which Map Is That, Scampie? 
Looks cool. 
Daya 
Your shots look neat too! Go map! 
 
An Arcane Dimensions Jam needs to happen. 
It Does 
But please, no sooner than early-to-mid February. Right now I am completely and utterly swamped (like treading in waist high shit) with volunteer work and I only fet enough spare time to annoy skacky on Steam.

Currently the ratio of jams to finished otp maps is 10:0 and I am quite eager to fix that, especially with AD. But I would very much like a breather from everything else first :( 
Hey Sexy, Nice Gams 
 
mfx, it's e1m1, obviously. 
How's It? 
 
Looks interesting man... can't wait to see more. :) 
Wanna Chaingun And BFG That 
 
Pew Pew 
red lighting is a bit over the top, I would dial it back a bit!

Glad you worked out the fence texture stuff!

Also not too keen on the rock texture used but that is personal preference I suppose. I think something with less green in it might work better? Hard to say.

Add a white light to the front of the teleporters so the skill text is more readable. 
Changed Rock Texture For Something More Fitting 
Oooh Yeah 
New rock texture rocks! 
Yeah 
that looks good. Be careful with saturating lights like this, especially when those lights share the same room.

I know we all have different taste in what it "should" look like, but on the other hand most here would agree on "what it shouldn't look like".

Right? 
You're Totally Right 
Objectivity fuck yeah 
 
 
...and from the archives....

https://www.youtube.com/watch?v=8KK7qwyi9mY

that was my testmap for the stupid coffins no one saw in necrokeep... originally the monsters spawned below the ground and rode them up, but they broke in the real map so they just spawn above ground but since no one even sees the coffins explode out of the ground it doesn't matter! 
 
...more from the archives...

https://www.youtube.com/watch?v=QmsfYn1jF_I

when the nailgun used to be in the center of necrokeep, and did the e3m2 thing... couldn't ever get it looking right and I ended up moving the NG anyway so it wasn't easily missed. 
Almost Done Here, The Nightmare Secret Still Needs To Be Done 
http://image.noelshack.com/fichiers/2016/02/1452591659-razenkrauft20160112103624-00.jpg
http://image.noelshack.com/fichiers/2016/02/1452591659-razenkrauft20160112103630-00.jpg

Though I gotta ask, what's the ambient entity for that "bzzzz" sound effect used for emulating electric lamps? ambient_light_buzz doesn't produce a single sound. Also, I looked at the original start sourcemap to see how to go to the next line for a message, I tried /n as shown but this doesn't work. What gives? 
 
Isnt it \n instead? 
Oh, That Was It, I'm Always Confused Between / And \ 
Still, what about the ambient sound? 
 
...there's ambient_flouro_buzz and ambient_light_buzz as the total entirety of ambient sounds with the word 'buzz' in them... I let you go ahead and experiment and discover which one is the buzz you want.

(also, ambient_light_buzz DOES work, it's just a low constant hummmm of a light, hard to notice if you have music on) 
 
That coffin thing was cool. 
W00t 
letting mappers build their own rubble props for breakables is such a great feature. You could go really nuts with it and unique breakable rubble for everything :o 
#13083 
Lol read my mind was about to post much the same thing. external bsp model breakage is one of those "holy shit that's awesome how did no-one think of that before" things :) 
 
Quoth 2 had this feature in 2008. 
Remember 
Anything that references a progs and also ref a bsp - we had this back in the day as well. Only real problem is setting the size of the pieces. You can either leave them as points or try and guess. 
 
You could go really nuts with it and unique breakable rubble for everything

The end result would certainly be cool but I'd rather take a nap in the garage with the car running 
 
LOL, exactly ... 
 
Even if you automated it by writing the generation of breakable bsp models right into the compiler, so that each piece can take roughly the average lighting of the area where it will be used, it would simply make the way they spin in that wacky not-quite-physics way all the more glaring instead.

I'm very okay with tossing a big handful of small, generic .mdl material 'gibs' and calling it a day. 
 
I kind of assumed the furthest anyone would want to go with it would be reusable gibs that match the texture of the object (which is what AD did anyway) not unique gibs for every single object. 
Daya 
#13078

that centerprint in your last screenshot seems redundant since from the screenie it appears obvious that you're supposed to use the door with the massive red lights on top. 
I Meant It More As A Way To Tell The Player There's Something Else 
As there's a teleporter just behind that brings him back to the skill room 
 
 
I'm not sure if that's an failed attempt at making an opengl sierpinski triangle, or sadism.bsp with a corrupt graphics card 
 
it's lunsp2 :( 
 
I cant wait to play this modern art masterpiece. 
 
Quake surely needs more maps devoted to abstract expressionism. 
Sick Fire And Brimstone Theme There Dude. 
 
That's A Lot Of Lava 
Are you going to print that and sell it for a million dollars? 
Update For The Shambler 
Here is a little video showing the Shambler with all new mesh and animations! Still working on the texture so not done yet but sooooonnn....

https://www.youtube.com/watch?v=OemMkCeTB6Y 
That's Awesome 
 
Kudos! 
Great job. Can't wait for the new anims. 
Skiffy 
when it throws its head forward, can it open its jaw at the same time? 
E1m1 
Holy Shit 
Doom hype really is in overdrive 
Nice 
 
Ultra-Violence 
Wow that is really impressive!

Can't wait to play! 
So Awesome 
Quake stile doom intro map with such wicked style! 
Shambler Jaw.. 
I actually did not make it so the jaw can open. Did not feel right for the remake for some reason. 
Looks Great! 
 
Base Hype! 
 
@Scampie 
Looks great,
are there more areas yet to cr(e)ate? 
 
are there more areas yet to cr(e)ate?

Yeah he still has e1m2 through to e4m9 to do. 
Would Be Nice. 
I've never played Doom anyway.

But, does that mean no crates? 
Use Rmq 
 
 
It's just e1m1... I had considered putting some other stuff in there, but I decided against it, felt it wouldn't be right. It's ultimately a pretty short and sweet map, 5 mins if you spent time finding the secrets. Which you might want to do if you want to survive hard...

And yes, I managed to make a base map without any crates... unless you count the explosive boxes. 
Looks Great, Scampie! 
 
 
Wait, wait, everyone, hang on ...

"I've never played Doom anyway."

We're just going to let that go? 
 
My brain blocked it. As much as it blocks your new nick. :) 
I've Not Played Doom Either 
Unless those 20 minutes me of me waffling around in MAP30 with cheats counts. 
Scampie 
the baseman. Looks great, and with AD it will play great. 
 
I know people who haven't played doom... haven't watched star wars or indiana jones...

It's a dangerous world out there full of scary people. 
Well 
I did watch Indiana Jones. Public opinion dictates that I should have hated 4, though, which I didn't. 
For Me, Quake Is The Video Game. 
I have played Dyna Blaster a lot. I could play Wolf 3d at school but it was not approved at home. There was no chance for Doom either, so I continued with DB.

Then, on a summer holiday I got introduced to Quake.
It was the full step from full 2d to full 3d.

More than a decade later I said 'let's shoot some'.
I remembered Quake however I never got past e1m4 before: the drop down to the gold key in e1m3 with the zombies and the ogre guarding the silver key in e1m4 were enough to make me start playing Quake in 2010. 
No Doom Here Either. 
Watched a mate play it but Quake was my first gaming experience. 
<3 
You're all so young. 
 
I started with Doom 2. I had played the shareware Doom, but you couldn't buy the full game in stores, only mail order. Doom 2 had just come out, so that's where I started mapping. I remember clearly my first one room map, four walls, a double barrel shotgun and an imp. The ceiling was apparently the same height as the floor, so I could'nt move to pick up the gun and the imp killed me. I was hooked. 
 
Was shown Doom and Quake at the exact same time. '96 or '97 (just before Quake 2)

Saw Doom, thought "cool". Saw Quake, thought "HOLY FUCKING SHIT BALLS".

Immediately forgot about Doom and never played it myself until about 2000 or so. 
 
I often feel slightly alien in my exposure to games, especially on pc... I actually don't remember a time were videogames weren't part of my existence. I've played everything that id software made as it came out and each successive id game blew me out of the water. 
 
doom was my favourite over quake until like 98 or early 99... quake was awesome, but it felt slower than doom. plus hordes. 
Re: 13118, I Too Assumed Having Played Doom Was The Default Here 
I played Ultimate Doom a ton and Heretic as well, even started crappily mapping for Doom, then Quake came out. The open levels that Doom and Heretic had were something that I missed in Quake and Hexen II. 
 
The open levels that Doom and Heretic had were something that I missed in Quake and Hexen II.

Yes! This is why I didn't really switch over right away! 
 
The first videogame I ever played wasn't even electronic. It was an arcade machine in 1975, a periscope where you try to torpedo the passing boats. The periscope had lens, but the boats were little cardboard shapes, the sea was a series of parallel lanes, the torpedo was a red led crossing the lanes, the sinking effect was a red lightning on the horizon.

I loved that machine. I was too little, my father had to lift me to play. 
My Goodness 
Good God 
that is some classy lighting scampie. 
Texture Update For Shambler! 
Here you go! Still need to fix the hands but he can open and close his mouth now. It was requested and I got it working after the fact. Worth the effort I think.

https://dl.dropboxusercontent.com/u/1849053/Shambler_Mouth_Texture_Update.jpg 
Thank You 
For making an updated shambler that actually looks like a shambler. 
 
God damn!

Skiffy that is freaking incredible! I really can't wait to see this in-game! 
Shambler! 
we want the Shambler in AD!!! 
Unit Offsets For Shambler? 
Anyone know all the movement speeds to the shambler? I know he moves 8 units per frame in his walk.. but not sure for the others. Is there a snippit of code where I can see all the info? :) 
Shambler In AD 
Working as fast as time allows me. I do hope I can get it done before the patch. But we'll see. I am polishing walks and runs still for foot sliding and there is some seams left to fix... plus his forarms and hands need some love still.

Sooooon..... 
 
Skiff, Sock is a good person to ask about all that... And also a good person to ask about including the shambler in AD with some extra goodies ;) 
Skiffy 
that is some badass shit! i love it!

here's the amount of movement per frame:
http://pastebin.com/xFm144ig 
That 
is so sexy 
I'll Admit 
I was quite apprehensive about a new Shambler model when you first started talking about it but this stuff is beyond brilliant. 
 
where are we at with authentic monster replacements now?

grunt
dog
shambler
 
Seriously, nice job on this! Someone else said the same above but I LOVE that you updated it and still kept everything about it that makes it what it is. Beautiful work. 
 
I would accept a new Quake if all the graphics were updated in this fashion. :) 
Skiffy. 
Congrats for revamping an iconic monster that makes it still look like an iconic monster. You can be trusted with Quake :D 
 
AD is full of detailererered id monsters isn't it? 
 
AD might be ... i thought it was mainly new variants rather than straight replacements though. 
 
Well, if they're all redone in AD and nobody noticed... that's kind of the same as them not being there. :P 
 
well i haven't played it yet, so that's no criticism 
 
There's a new Hell Knight and Ogre model, but they are not straight replacements, they have different animation lengths.

You can't drop them in like Lunaran's Knight. 
Nice Work 
the shambler looks great 
AD 
has improvements, like extra details for death knights and ogres (extra spikes and armour details). Some extra varients like the zombie knight. If you didn't notice the upgrades you must have your eyes closed ;)

The enemies that have seen visual upgrades are the grunt, dog, knight, player model. Now we have an improved shambler. 
AD 
And don't forget the monster footsteps in AD. The shambler stomping around...hoo! Who knew you could make a shambler even scarier! 
Skiffy 
We need moar polished monsters! 
Suggestion For AD - Shambler 
In SMC (by Seven - QuakeOne), the Shambler seems really heavy. This feeling is the result of the shaking earth when he walks runs and falls dead. I personally love this effect. Would it be possible to implement it in AD?? 
Terrific 
 
 
yeah looks awesome. Can you give him real teeth, rather than painted on teeth? That's the only bit that I reckon looks like it should be 3d. 
Noooooo 
don't add more polys for the sake of polys 
 
Things like spikes, and I suspect teeth, are susceptible to vertex wandering with animation. It would probably be fine if it wasn't for quakes 8 bit models. 
Agree With Kinn 
re: not agreeing with kona 
 
i would agree with kona except for fifthElement's reminder that it will turn into trash with the low-precision coordinates. 
 
FifthElephant, I meant 
Lol 
Chris Tucker. 
MDL Sucks For Tiny Details. 
Teeth maybe if I get MD3 support... otherwise the dang things jitter and wobble like crazy. The default MDL format just cant handle tiny details. That is why I stuck to using a texture instead. 
This Feels Way Better 
than the quake remodelling project

and for that matter the retexturing project

they both felt really plastic with the implementations at the time... too much bump mapping, overkill on coloured lights.

see:
http://qrp.quakeone.com/screenshots/ 
See. 
That looks like ass.

Skwiffy's shambler does NOT look like ass.

People need to learn from this shit. 
 
Beautiful, amazing job.

Does the skin have to be 256x256 pixels? This one looks bigger. 
Skin Is 256x256 :) 
The arm and leg is mirrored but I hide it with a unique middle torso. It could be 512 x 512 too I believe but right now the shambler has a 1 to 1 pixel ratio with the level geometry. Kinda nice ha. 
Remodeling Project 
I am sure the tech on Darkplaces can make some sweet visuals but you need artists that have an eye for proper color and details. Those screenshots are very primary in their understanding of design aesthetics.

I personally prefer all hand painted textures plus default Quake1 geo is just not detailed enough to hold up with super high resolution textures. The stuff being done in AD on a BSP level could work with double rez textures I think.

One of the few things I would love to add in all the quake engines is better water. Water with shadows and reflection and proper murky depths.

I'll be sticking around for the foreseeable future so expect a few more remakes of classic monsters. PLUS colabs with other members to expand on the remade monsters abilities and behaviors. 
Nice? 
Extraordinary, I would say. It's amazing that you painted so much detail into 256x256.

About water, I would love to see UT-like water surface. 
 
http://scampie.net/etc/mapshots/ad_e1m1_win1.jpg
http://scampie.net/etc/mapshots/ad_e1m1_win2.jpg
http://scampie.net/etc/mapshots/ad_e1m1_win3.jpg
http://scampie.net/etc/mapshots/ad_e1m1_win4.jpg

MarkV WinQuake shots... map still looks cool :D In fact, without the colored lighting and fog to distract, all the lightstyle animations look much cleaner. 
Neat! 
But that slime is bigger than 64x64, isn't it? That causes some distortion. 
 
it's a 64x64, but the texture is scaled up on the liquid brush, there's a func_illusionary below it as well with the same slime texture rotated and at normal scale. It looks pretty goopy and thick that way I think... Looks better in normal MarkV than in WinQuake MarkV though. 
Shambler Head Gib Progress! 
 
I'm not 100% sure on the missing tooth... maybe it's because I'm used to the texture having such lovely teeth? 
 
That's pretty nasty ... :P 
That Good Or Bad? :) 
 
 
Nasty is usually good when it comes to forcefully disconnected monster body parts... 
Color-corrected Alpha Blending 
 
 
Looks great mankrip :) 
Damn 
 
Mac Version Plz 
 
NICE Water. 
I like that a lot. Now we just need some reflection and make it standard for all engines going forward? :) 
 
Skiffy: Water reflection isn't in my plans, I don't see any gameplay reason for it and it's not needed for artistic consistency.

SleepwalkR: I don't have a Mac. =P 
Razenkrauft Is Now Schlossherr 
Beginnings of the first map, a Port Town:
http://image.noelshack.com/fichiers/2016/05/1454452471-shlsr1screen1.png
http://image.noelshack.com/fichiers/2016/05/1454452490-shlsr1screen2.png
http://image.noelshack.com/fichiers/2016/05/1454452480-shlsr1screen3.png
http://image.noelshack.com/fichiers/2016/05/1454452486-shlsr1screen4.png

And seeing how much trouble I'm getting with coding properly the BFG, I'm thinking more of doing something similar to the Shotcycler. It would be easier to code (though I won't add in shotcycler jump for obvious reasons) and its design would be on the same tier as my Gatling Gun: great damage output, but eats lots of ammo and has a wind down time coupled with an arbitrary fire. 
What WAD? 
Taken Directly From Deathmatch Classic 
I saved it as a quake wad, I was surprized quakespasm and so forth got no texture errors, but there's still bullbright pixels there and there. 
Looking Good 
Very nice start of the port town Daya! 
Cheers 
Azymuth 
Using a rotating static entity as a skybox
 
Rotating skybox + VR = vomit!

Otherwise it could be cool if it rotated much more slowly 
It's Pretty Good For Cosmic Horror I Think 
 
 
cool, needs to have a radius of like 4000 though.

And try rotating it in quakec instead of animating it, to eliminate swimming vertexes.

Or, try making it rotate with the model flags, like weapons do.

And needs a higher-res skin :) 
Madfox 
I would love this functionality with the skyboxes we have now since there's a nice range of cosmos skies available.
It would also be neat if we could control the speed and other settings too. :) 
Speaking Of Skyboxes 
Wasn't there a quake client that has Unreal-style skyboxes (the one that could have multiple layers of textures)? 
Turning Skybox. 
I used a resolution of 320 x 1324.

The bad ods are the texture skin takes boths sides for resolution. It is layout as a flat layer but comes up in qmle as two sides.
So only the half is used.

A static entity can only use 256 frames so I'm bound to the fast turning, or change it into a player, who has more frame content to include.

My qc know-how is too poor to change it into a qc file. I thought the weapon turn flag goes rather fast and is there a way to change it?

For now it is 1404 units and that is more than qmle can catch, as it appears as a white dot.
If there was no skin correktion in fitzquake to 320 height it wouldn't come on screen.

@-fifth: well, I would like some support on this subject. I'll send you the file, see your email. 
 
try using the rotate flag AND animating the rotation in the opposite direction. the combination of rotations might give you a slower cumulative rotation...

maybe.

or.

 
I was thinking of animating it only for a half cycle and use the skinfile doubled in length. In this way the speed slows down.

Necros, how do I add a rotation flag?

I made a static entity before, used the texture name to upgrade it to 512 and placed it in the high resolution teture file.
In game it came up right, so now I wonder how I can place this sky skinfile upgraded in this texture file.
I did but for some reason the texture won't come up in game, maybe because it isn't square.


Fifth.., you're email adress is lame! 
 
whats up with my email?? :P 
 
why not have a false skybox using the rotate stuff in the "teaching old progs.dat new tricks" thread? 
Server Blooper 
@-fifth: it may not be your email, but I tried to send an email and keep
"Can not send the message because one of the recipients was etc."

A turning skybox would leak the file? 
 
no, like a faux skybox.

have it properly sealed outside the skybox. 
So 
I just did, downloaded the rothack_example and changed the fans into a skybox.

I made it turn slow '0-3-0' and as long there's no sky gfx/env set the box turns, although not smooth, more like a clock abcis.

When I use the gfx/env option of a skybox the box keeps turning, but the front side left right stay frozen. 
Does Anyone 
Does anyone have a good looping ambient sound of wind, particularly as in winter wind in the mountains?

http://www.quaketastic.com/files/screen_shots/frost.png 
I Would Whistle For That! 
 
Tronyn 
check ne_ruins' pak0.pak...
sound/ambience/region_windmnt.wav might be good? 
 
that looks disturbingly like hexen2's mission pack... you might want to make sure the textures are legally usable.

also it definitely needs some sort of trim, the boundaries between snow and sudden cliff face has a very low poly budget to it (both next to walls and drops). 
What Spike Said 
The edges desperately need blending. I suggest the jam2_mfx rock textures. 
Tronyn 
AD has some excellent wind sounds and ambience noises. 
Very Helpful 
thanks guys!

textures are from Daikatana E3, a mainstay of Q1SP. 
Sry For Double Post 
maybe I should ask Romero if he wants to make a guest map for this episode - lol maybe I even will too... 
First Part Of The Port Town Almost Done 
 
I really don't think anyone will spend big bucks to take you to court for using the textures from a 20 year old game in a free non-commercial map for Quake that. Nobody cared when we used to do it with latest releases in the late 90's, early 2000s.

alice, quake 2 and it's various mission packs, quake 3, dkt, heretic 2, hexen2, kingpin, rune, fakk2, undying, wolf, sof, doom 3. None of them cared then did they? So they're even less likely to care now.

Hell, if I was mapping I'd be ripping the Doom 4 textures and other modern games :D 
@Tronyn #13208 
If you hit SHIFT+Z you can make the active view fill the editor window. You hit SHIFT+Z again to unfill it. Great for taking pictures in the Worldcraft/Hammer/Jackhammer editor. 
 
Are editor screenshots the new thing?
Sucks to see no lights. And clip brushes?!? Come on. 
Tronyn 
You can have some of my wind if you want?? Might not fit the map though, maybe better with fire and brimstone theme??

BTW, the top of that rock texture could do with some editing so it's not as an abrupt transition to the snow above, otherwise, cool stuff. 
Daya. 
Go map for HL2. Seriously. You've obviously got good ideas and passion for it, but I think you're going to struggle to fit those into the Quake engine / style... 
No Way 
I prefer Quake's gameplay a lot more than HL2 (or any other FPSes I've played, even Doom. The only one that comes close is Unreal but it's stiffer). And the only struggle I have right now is for natural brushes like cliffes and mountains, but I can learn.

It all comes down to using the grid system properly anyway. 
For One Of My Map In My Mod I'll Take Inspiration From This One 
https://www.youtube.com/watch?v=9buU-_Vbqeo

Sure it's Daikatana but considering it's the only game that comes close to replicating Q1's movement I think it's worth mentionning. 
Woops, Wrong Thread 
someone delete the post above 
Well 
it's a very early shot, I just wanted to post something to show that I'm not dead and along with the question re: the wind sound. This is the first chance I've had to map in months.

haha Shambler. 
Test Screenshot Link 
 
"Are editor screenshots the new thing?
Sucks to see no lights. And clip brushes?!? Come on. "

Yeah, I agree. That shit's fugly. :) 
Map's Playable As For Now But 
dmc.wad still has some fullbright pixels, making stuff ugly, so I have to rework them. It's tedious but doable. 
 
ericw has a small tool that removes brites. 
Neat, What Is It? 
Or can TexMex do that? Since there's some fullbrights I want to keep 
Yes 
Editor shots are the new things. From now on editor shots only. Bwhahaha. 
Yep 
I Jizzed A Little 
 
Oh Yes 
 
Fullbright Pixels, Begone! 
OMG !! 
Really impressive set of well done shots ! 
 
It has a certain Kinn flavour with the greens and copper colours. 
Actually 
I meant to say Kona not Kinn... 
Color & Brightness Correction + Light Dithering 
This is how vanilla Quake renders dwmtf.bsp:
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s2_correctionOff_ditheredlightOff.png

And now this is how Retroquad renders it:
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s2_correctionOn_ditheredlightOn.png
There's no colored lighting and no texture filtering on this screenshot. 
Vore... HD... Remake WIP! 
So yea... I could not resist starting on this one just as I finished up the Shambler. Might as well keep the momentum going right?

Vore Wip Screenshot!

This is the final mesh and unwrap with a temp rebake of the old texture with some quick cleanups that included fragments of the face from the GIB head texture. Same workflow that I employed on the Shambler. So get the shape done first and then work ontop of original texture as a starting point though ultimately that gets replaced almost entirely.

So like before I will most likely setup my animation rig with proper animations before working on the final texture.

I'll keep you all posted! 
 
It looks like a great model but (I probably won't be the first to say this) - the addition of ladybumps and a slim waist may not be to everyone's taste :} 
Was A Lumpy Thing :P 
In the case of the vore... It really was so badly constructed with zero lack of any sort of anatomy. We'll see how it looks like with a more final texture. For the torso I will be going for a more gaunt emaciated ribcage / waist.

Ha it wont be sexy when done I hope. That or folks are in to some freaky stuff on this forum.... 
 
Interesting stuff there Mankrip... is there a major performance hit with this? 
Voorrre! 
Whew, the vore getting a Skiffy job? Fantastic.

I remember first hearing the idle sounds of the vore and it chilled me to the bone. 
 
That's great Skiffy!

I always thought the Vore was female anyway. Looks great so far, can't wait to see how this progresses!! 
Fifth 
The only significant performance hit comes from the dithering, mostly because the lightmap uses a separated surface cache now, which is combined with the texture in realtime.

The color & brightness correction has near zero impact on performance. 
 
Resist the urge to add human tits to a weird interdimensional monster just because it's female. The lovecraftian horror that comes from unknown things from beyond our world is reduced when they have relatable human features. 
 
(other than that, looks good :) 
Relatable Human Features 
Like breathing. 
 
CZG told me that you need to add a vagina... which, I assume, is where vorelings come from?

Also make a birthing animation.

Screw all these guys not wanting a female vore ;) 
Skiffy 
can you make the vore really twitchy? like really fast acceleration of movements.

might make her seem more arachnid-like 
Vore 
I think it could make a subtle suggestion of female anatomy, yes. If people notice, it adds an even more twisted look. So far is looking great.

I saw Fifth's shambler video. Its movements are so well done, so smooth, it's impossible not to wait for all other monsters' revamp. 
Mankrip 
Man, this is some wicked render! Retroquad (I still love "Retrowheel", but anyway) is gonna be outstanding. 
P.S.: 
it's very clear now that you're not reinventing the wheel: this and other screenshots show what you're trying to achieve and it looks very unique. 
Agreed With Metlslime And Adib 
I always got a feminine vibe from the vore monster.

I think subtle suggestions would enhance the model but nothing further than that in my opinion. 
 
You guys hang out with the wrong women. I never got the "vore is a girl" thing :/ 
 
you haven't met my ex. 
 
According to the Quake manual, the vore is male!
I concur with metl's statement. 
 
Oh god this is the new "Fiends have eyes" / "Shamblers have fur", isn't it? :( 
Vores Have Penises! 
 
Vormits Have Balls! 
Hands up for skiffy! 
 
Vore idle confirmed 
Nice Vormit Jugs. 
Both of you, unbridled geniuses. 
Fiend Has Eyes 
Awesome vore! Tho I'm also not a big fan of humanisation of creatures from another realm. It should be more unhuman that human.

Madfox: this is so great! You made my day! 
 
The fiend has boobs too... boobs on everything! hooray!

Seriously though, the fiend has eyes, the shambler has fur and the vore is a girl... just the facts people. 
 
mankrip: whoa awesome

"with zero lack of any sort of anatomy" <- i like that! 
Elder Boobed Creatures 
If vore has 3 legs it may have 3 boobs. Fiends may have boobs on the back (with eyes). 
 
I hope Skiffy takes the negativity with a pinch of salt. Because this forum has some of the worst trolls, even worse than youtube. 
 
uh no what? 
 
To be honest I kinda want Skiffy to give it a couple of big pendulous dairy cannons now just to mess with us. 
Plug 
in your juggling vormit. 
I Am Thick Skinned :P 
I'm just going to finish the skin and animations and then see if you guys are still on the fence hehe. 
Color & Brightness Correction + Light Dithering 
Here's a more complete set of comparisons.

All these images are 8-bit color data rendered via software in a 8-bit color mode using the vanilla Quake palette. Without colored lighting, and without texture filtering.

Lightmaps are rendered using a separate surface cache, which is combined with the texture in realtime.

The lighting has four steps of dithering applied to it now. Each dithering step is done on a different step of the rendering, so they're actually multiple different approaches to fix different aspects of the vanilla software renderer's limitations.

These comparisons are extreme cases, which are quite common for completely custom textures in maps designed without the original software renderer in mind. The better the texture & palette combination is, the smoother the resulting image will be, with the color differences being more subtle. I already have a method for generating an optimal palette from 24-bit images, so a game made from the ground up for this engine should look significantly smoother than this.

I've still got to propagate these color corrected lighting modifications to the rest of the renderer (water, skies, and sprites first; MDL model rendering needs a complete update). Afterwards, I'll start preparing some completely custom content for a demo.

No correction, no dithering. Exactly the same as vanilla Quake:
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s0_correctionOff_ditheredlightOff.png

No correction, but with 3-step lighting dithering:
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s0_correctionOff_ditheredlightOn.png

Color & brightness correction enabled, but dithering disabled:
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s0_correctionOn_ditheredlightOff.png

Both correction & dithering enabled:
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s0_correctionOn_ditheredlightOn.png

Other comparisons:
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s1_correctionOff_ditheredlightOff.png
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s1_correctionOn_ditheredlightOff.png
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s1_correctionOn_ditheredlightOn.png

http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s2_correctionOff_ditheredlightOff.png
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s2_correctionOff_ditheredlightOn.png
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s2_correctionOn_ditheredlightOff.png
http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s2_correctionOn_ditheredlightOn.png 
 
I prefer this one....

http://www.quaketastic.com/files/screen_shots/retroquad_dwmtf_s0_correctionOff_ditheredlightOn.png

the other corrected version looks less vibrant 
 
The other shots look much nicer though :) 
 
The bathroom floor render is killer. 
 
This dithering gives a sexy retro feel. It's kinda scary retro, actually. You can render unsettling horror scenes this way. 
Skiffy 
The corrected version looks less vibrant because that's how that texture is. See the hardware-accelerated screenshot from Quaddicted:
https://www.quaddicted.com/reviews/screenshots/dwmtf.jpg

But I agree that there are cases in which color correction isn't desirable. retrojam4dlc_dw.bsp comes to mind, it looks better without it. And vanilla Quake in general feels a bit different to me with color-corrected lighting, so I'll make it optional.

#13277: That's a good description. 
Mankrip 
I'm definitely a colour correction OFF fella - with it on, it sort of has that sterile GL washed-out look.

Dithered light is kinda nice 
 
If you swapped the dithering algorithm slightly every frame, you'd like get a film grain effect for almost nothing. :P 
 
Kinn: I've also noticed that.

JneeraZ: :P It's already very grainy when in movement. Not so much in maps with textures that matches the colormap better, of course.

Fun fact: The more fidelity the drawing algorithm gets, the harder it is for the PNG compression to save space. The screenshot filesizes got progressively bigger. 
Mankrip 
I'm no coder but that is very impressive stuff. 
@Skiffy 
Just don't rush it. make it perfect like your Shambler. 
Yes Good Things Take Time. 
Yea I plan to do just that. And then it might be a while before I do another one. Because I have some serious anatomy course studies coming up in April which will consume my soul for a few months. So this and maybe another critter if I can then it will be quiet for a long time at least with new model updates. 
Skiffy 
Well, it happens. But let me thank you for having done a fantastic job on the shambler, which was sorely needed. Quake as a whole looks a lot better thanks to that.

I suppose your pending anatomy studies are the reason why you're focusing on non-humanoid characters at the moment. In that case, the fiend would be the logical next step, I guess.

:) But anyway, thanks for what you have already done. 
 
http://www.scott-eaton.com/anatomy-for-artists-online-course

this one for anyone interesting in upping their game as an artist. :)

Oh and here is my thread on polycount... I randomly post stuff there now and then.

http://polycount.com/discussion/119346/skiffys-wip-thread-old-and-new-projects 
Wow 
Surely you got some fine art in there, skiffy!
Some of the monsters do me think of characters from drwho,
or that fish like archville dolphin.

That anatomy site even spontaneous set me on drawing again. 
Did You Ever Release That Level Skiffy? 
 
Still Mapping Now And Then. 
Nope I did not... its still being worked on though as I learn from you guys and the level work from Arcane Dimension. It will be a level for that mod now for sure. 
Haha No One Here Learns Anything From Me 
 
Sigh 
 
which is exactly why I don't post screenshots anymore lol 
 
Do q swap with someone, get that badboy finished 
Don't Worry 
it is being rather actively worked on.

it'll come with an all-new hand-painted texture set and hopefully some interesting foliage models and maybe a new monster or two. 
Sigh 
which is exactly why I don't post screenshots anymore
I have that screenshot in my Quake inspiration folder, looks so good, the height variety, the architectural shapes, the church in the background and the zombie crucified at the top!?!
I don't suppose I can help test this map? I promise to find bugs!?! :) 
 
looks so good

Thanks :) The map has since turned into a ridiculous vis-mulching monstrosity, and sometimes I do worry that I've lost the simple elegance of that initial area I screenshotted years ago :/

I don't suppose I can help test this map?

You'll be the first I contact once I have something playable :} 
 
Kinn 
all-new hand-painted texture set

Insightful. Maybe it's the right approach for Q1. 
 
Necros 
love the colors 
When I Played Quake As A Kid 
My uncle always said the vores were his sister, that's why the shriek so loud. 
Made A Pre-fab For My Map 
Some Badass Tank 
Now, about the elder world variety... 
Nice! 
 
 
Badass style. It gives a lot of atmosphere to Quake's military bases. 
Brush Porn! 
Really nice. This level is gonna kick ass. 
 
sweet tank. I also like those red crates on the top right. 
Vista Munching 
Kinn, use detail brushes!

The longest compile phase should now always be light.

Yes there are complaints that my maps don't run on everyone's computer. But mine cost 200 quid and runs them all at 30+ 
Autocorrect :( 
 
 
Kinn, use detail brushes!

Word up, yeah I use detail. It'll be fine, I just called it a vis-mulcher to imply that its layout is somewhat...not very retro. 
Will TB2 Be Able To Import/export Prefabs? 
 
Tank. 
Really cool, very appropriate for the future Quake world, got a burly and gritty look. 
 
Got my inspiration from looking at references from command and conquer. I intend on a couple more prefab vehicles to round out the base... The level is fairly complete in terms of geometry tbh. 
KF2 Map KF-SweetDreams 
http://imgur.com/a/ijNgv

http://www.moddb.com/games/killing-floor-2/addons/kf-sweetdreams#downloadsform

Not really a 'beta' I guess since I'm done with it barring game-breaking bugs that need fixing, but otherwise yeah I'm pooped on it. :( 
Another Vehicle... 
I found a texture flat of a vehicle from C&C, basically put it into Quake... Will probably need to modify the texture if I am to use it.

http://www.quaketastic.com/files/screen_shots/5thvehicle1.jpg 
 
Ha! Brilliant 5th ... 
Awww 
is Quaketastic down? The image doesn't load ;( 
 
Should work now? I dunno, I wrote over the original file. 
 
Should work now? I dunno, I wrote over the original file. 
Haha Nice 
actually works surprisingly well 
 
I just need to remove the GDI markings and put my own stamp on it. Probably will use the quake skull markings or whatever is normally used in the base maps. I have Speedy's signature all over my map. I know it's his texture set but it's kind of immersion breaking... obviously he'll get readme credits and stuff. 
 
It's a shame I'm not a better texture artist, I would love a range of vehicle prefabs that can be added to base maps. 
Yes 
texturing can be a hard job
Looks Neat Fifth 
 
Nice Vehicle! 
 
 
Texture definition test. 512*512 @ 0.25 scale:
http://www.quaketastic.com/files/screen_shots/scr_0728.png

Still using the Quake palette. 
FifhElephant 
absolutely love that, great job! What C&C game is that? So you took the texture and made the model yourself? 
 
starbuck... I just googled "c&c vehicles" and someone had the flat texture map, so I converted it to the quake palette (actually zero hassle, most of the colour was retained), and built the thing with brushes.

I haven't made anything proper in a model program since I was in college, I need to learn how to do that stuff at some point. 
 
ah cool, not a stressful process then! Definitely enjoy the result though. Wonder if there's more stuff from that universe that'd fit in quake, quite a nice look that I we don't normally see :) 
 
C&C has the right amount of gritty chunky design that can be converted to quake. The tank I made was based on the GDI Predator tank from Generals, although I didn't have any textures to work with on that. It's all brushwork and whatever stock textures that fit.

There's some definite vehicles I want to see. I would love a big blimp, a submarine and some kind of futuristic chinook or jet.

I have some ideas in my head for those. I think it would be nice to utilise AD's extra functions, like a futuristic plane could hover like a harrier jet (this could be done with func_bob quite nice I think). And it would be cool to use them in some kind of set piece, maybe have the tank be used as an objective where you blow a hole in a wall to progress? 
Mankrip 
When can I get my filthy hands on Retroquad (alpha, beta...)? 
 
There's still a lot of work to do, so I can't predict it yet.

I want it to be actually usable, not just a gimmicky engine. And I'm also simultaneously developing a whole game on top of it. 
 
Cool, you have a solid plan there mankrip? 
 
There is a solid goal, but the path to it will be a mess.

I have zero experience with developing a whole game (Fightoon doesn't count, it's unfinished) plus zero experience with the commercial side of things, so there will surely be a lot of unpredictable mistakes on the way.

Anyway, at least I won't make the same mistakes as before. It's time for new mistakes. Life is fun! 
 
No news here, but these CleanCut comparison shots are a good example of an extreme case for color correction on translucency.

First, a 24-bit color mockup. I've done this by getting a screenshot taken with r_wateralpha 1, and applying it with 60% opacity over another screenshot taken with r_wateralpha 0.
http://www.quaketastic.com/files/screen_shots/correction_2_mockup.png

Now, an actual ingame color-corrected screenshot taken with r_wateralpha 0.6. It's not as smooth as Floyd-Steinberg dithering, but it's very close to ordered dithering, surpassing it in some other cases.
http://www.quaketastic.com/files/screen_shots/correction_3_translucent_on.png

And this is how the translucency was without color correction:
http://www.quaketastic.com/files/screen_shots/correction_4_translucent_off.png

The Quake palette is quite poor for translucency, because the game wasn't designed for it. But an interesting side effect of using such a limited palette is that it makes easier to measure the effectiveness of such graphical improvements. With a palette developed with alpha blending in mind, the results will be significantly better. 
 
Danget gives engine already! This supports colored lights? Be curious to see some shots from the E1M1 Doom remake with this engine. 
Window1_2 
Static entity as frame for the alpha glass. 
 
nice work 
 
Is that a model or bsp? 
Lol 
model

It reminds me of the examples of the coloured tifany shadows from darkpaces. I guess it's not possible to simulate coloured glass. 
Get It 
here and explain me how to obtain coloured glass! 
Mankrip 
a palette developed with alpha blending in mind

Do you plan to develop a palette? This is something I'd like to see. 
 
Skiffy: No colored lights yet. I've got a plan for that but the engine needs some structural changes.

And the engine isn't robust enough, there's a lot of cleanup and bugfixes to do.

Adib: I already have the method to generate an optimal palette, but it needs all textures to be created first. 
MadFox 
Damn, that's cool! 
MadFox 
Are the window bars double sided? Or do you need two models, one for each side?

Colored glass = solid color testure named with * at the beginning. Its water.

*waterglass1
*waterglassred
*waterglassgreen etc etc 
Tiffany 
The model has a broader width so it will fit in a glass brush of 4 units.
example

I wonder if I can break the alpha 1 to obtain more colours. 
 
404? 
Argh 
I have used the simple glass.bmp with alpha 1.
right link 
Scampie 
I just noted your doom-e1m1 level there, it's funny, cause I saw someone remake e1m1 in UE4 a couple days ago, and it looks so so bad:

http://www.pcgamer.com/the-first-doom-level-has-been-recreated-in-unreal-engine-4/

I told my friend that I can make that shit in Q1 and have it look 10 times better and now I see you did just that =)

The only reason why I shun that remake so much is because it has gotten so much attention around the net and it just strengthens my belief that gen-pop don't understand quality, especially in older games, using old tech.

These Unreal-remakes get's way to much attention, it's not like that Kakariko village level looked any good either, but this guys seems to think so:

https://i.ytimg.com/vi/SOsQ3288SzI/maxresdefault.jpg


Sorry, 0750-hours, before heading to work in a cold Stockholm, rant =D 
Hipshot. 
100% Correct. That UE4 level looks utterly fucking awful in the shots and would still look utterly fucking awful if it had been done in UE1 18 years ago.

And yeah Scampie's pisses all over that not least because Scampie understands high map quality.

FFS. 
Signed Up And Commented Too. 
 
Bloom...Bloom Everywhere 
Are people really that struck over bloom lightning and cheesy shaders? There is a time and place for UE4 but not for something like this. I am fortunate that a community exists that has similar views! :) 
Lmao 
Signed Up And Commented Too.

Never disappoint. 
Also From The Op 
[[[CAN WE PLEASE HAVE A NEW PASSWORD FOR THIS AS THIS ONE IS UTTERLY FUCKING ANNOYING]]]

WHO DID THIS &#128514;&#128514; 
OTP. 
Someone with moderator privileges who is a bit of a knob and abuses them, obviously. 
 
My favorite kind of person. 
Per-pixel Skybox Dithering 
I wasn't satisfied with the Floyd-Steinberg dithering that I had implemented in the TGA loader ages ago. Floyd-Steinberg dithering only works per-texel, which means that its color correction doesn't interpolate at the subtexel level used by the 3D rasterizer and the level of detail gets quite poor when the image is projected in 3D space:
http://www.quaketastic.com/files/screen_shots/scr_0735_fs.png

So, I've ditched it and came up with a 2-step per-texel & per-pixel approach. There's a huge amount of preprocessing involved in this method, so I'm gonna have to make the engine store the compiled data in the disk to make loading times tolerable:
http://www.quaketastic.com/files/screen_shots/scr_0735_mankrip.png

And here's how it looks with a high-res skybox from Arcane Dimensions:
http://www.quaketastic.com/files/screen_shots/scr_0755.png 
Mankrip 
Some way of making textures look more highres, more like "detail textures"? 
 
No. It's about improving color definition, not texture resolution.

Detail textures adds more detail than originally existed, while per-pixel dithering prevents average color loss.

Sometimes I may get a little odd with nomenclature because I'm inventing these features from scratch and I'm not a native English speaker. 
Mankrip 
What you are doing looks great! What engine is it that you are working on? 
Lights 
Maybe this will help a little.

http://www.quaketastic.com/files/LightTest.jpg 
Poison 
Texuring is hard, even if I scramble my skybox. 
Rick 
#13361: I'm guessing that was meant for Specialbomb, but as someone who's still trying to learn the finer nuances of Quake lighting I find that really helpful.

By the way, what (in relatively lay terms) is the difference between wait and delay? I'm sure they're completely different and this is probably a silly question, but I've read necros's guide (before and again now), but I still don't quite grasp the difference between the two. 
Oops, Probably The Wrong Thread For That Question 
 
 
what (in relatively lay terms) is the difference between wait and delay?

delay is just an integer id to denote what attenuation formula the light uses - read the light tool readme to see which number means what.

wait is a float scale factor that stretches or shrinks the attenuation. wait < 1 stretches it (light goes further), wait > 1 shrinks it.

If you use ericw's version of the light tool, the readme will tell you everything you need to know about using lights. 
Thanks, Kinn 
That sort of makes sense now (I mean it's well explained on your part; it just needs to sink in on my end). It'll hopefully become clearer with time and experience, but now I don't feel quite so lost.

And thanks for the tip about ericw's readme. It really is very extensive, but your explanation helps me understand the readme a bit better too.

Sorry for the thread-inappropriate discussion. 
 
madfox, that looks wild! 
 
Yeah, I somehow managed to post the link to that screenshot in the wrong thread. 
Total_newbie 
with light, the fastest way to become completely 100% clear on everything is simply to make a test map, and just tinker with each light setting one by one, referring to ericw's readme, until everything makes sense. 
Madfox 
Channelling Beksinski's digital phase perhaps? 
Kinn 
Thanks, will do. 
 
Qmaster: The working name is Retroquad, but it should be changed upon release.

Rick: Cool guide, we need more stuff like this. 
Phongtastic! 
Yay! 
 
Need Testers 
Need testers for my new map

screens:
http://digspt.ru/quake/digs08_02_tmp.jpg
http://digspt.ru/quake/digs08_01_tmp.jpg

map (without VIS and with draft light)
http://digspt.ru/quake/digs08_test.zip 
Test Map 
please, send your comments to digs[at]mail.ru 
Digs 
I love this map., Great geometry. I like this style in Quake.

I didn't had time to make it all, but here are my crittics on a few things (so you could make it better) :

1. Not enough monsters (I tried it in nightmare mode). I felt lonely in most places.

2. Not enough atmospheric sounds (winds, water, etc). The map is too silent.

3. The trees are as ugly as my butt (too crude, the trees, not my butt !). Make them without leafs, or replace them by strange rocks formations, or some kind of out-of-this-world sculptures. Trees in quake really suck.

4. Some corridors are a bit old-school (very square), and could have more "out-of-this-world" details. 
Barnak 
Thank you!
1. I may increase the number of monsters.
2. No sound, because they do not complete the assembly map. When the full - they appear
3. Trees ... I think you're right. I think that can be done
4. I tried to make more parts, but probably will not change my architecture. 
Digs 
I'll be glad to test if you still need people this weekend! 
Bloughsburgh 
Thank you! I've got a lot of feedback. By the weekend I will try to resolve any issues and make another version for testing 
Quake Map Episode Preview: QusPack I 
Map Screenshot Album: http://imgur.com/a/NIFEx
Downloads!
First two maps beta here: https://www.dropbox.com/s/1f2cv6odho8i58b/QusPack1.zip?raw=1

Installation instructions:
-Extract to your Quake folder :)

Running Instructions>
-Run "Start QusPack 1.cmd", input your Quake executable name and voila! Started QusPack with majesty!

Please note it's not the preferred way if you want to change difficulty. You should instead start Quake, start the console, type the difficulty level you want (0 for Easy, up to 3 for Nightmare!) and then do "map guse1m1". Enjoy!

I'll later add a difficulty level selector for a future GUSINTRO map.

Open for criticism! Thanks :) 
Gustavo 
your texture quality is lower than it needs to be, have you set picmip to a different amount? 
QusPack 
Map 1:

-Item fell out of world, check bounding boxes.
-ambient_thunder does not work in vanilla quake, just remove it from the map.
-Quite a small map with only 4 monsters and 3 rooms. It is more of a test map and that's fine but there is really no "level" here.

Map 2:

-Turn around from the start and you'll see a visual error referred to as the Hall of Mirrors (HoM). Check that location in the editor and see if there is even a brush blocking this wall.

-Two monsters stuck in wall

-Nice use of the monster jump! I told you that was a fun way to go about things. It worked perfectly for your trap.

- The lighting was a bit dark, consider adding more especially at the underwater section.

Summary:

It is clear that these are test maps and it is great to get feedback on them...the only issue is that there is so little here to give feedback. I would expand the first map by at least 4 more rooms and add some more gameplay in general.

The second map holds its own but it's still very tiny with just 8 monsters on skill 2.

Keep mapping! :) 
Thx Again :P 
FifthElephant,
wtf is that? I just used the textures that I had to use in TrenchBroom: loaded QUAKE101.WAD and MEDIEVAL.WAD from Mike's website.

Blougsprug,
I can't see any HoM from Darkplaces, I guess I'll have to use Fitzquake for this one.

And I can't see stuck monsters in Map 2.

I will also increase both maps :) They are small because they were done for people learning to play (in special MAP01, and MAP02's first Shambler fight has that penta so nobody cares with the shambler in special. :P )

In overall thanks for feedback! :) 
DP 
Darkplaces is typically not the best to test maps on that you plan on releasing. I would use Fitzquake, MarkV, or Quakespasm instead.

I started testing my very first maps with Epsilon...good lord was that a terrible idea. 
A Horse Named Quake Beta 
Hello,

I figured if I don't upload a map now I may never. There will always be something to improve but I'd like to have at least one release under my belt.

I started mapping for Quake starting in December and learned a lot through this board.

I would appreciate if I could have some testers play through my map. Look for texture problems, broken entities, and gameplay balancing. All difficulties accounted.

**Requires Arcane Dimensions**

A Horse Named Quake:

Screenshots:
http://imgur.com/1I66T0H
http://imgur.com/2gOVeJP
http://imgur.com/ate92Mb

Map:
https://copy.com/v4rqzblLUyi6YwtU

Please do not download the map if you do not intend on providing in-depth feedback. Wait for the official release!

Thank you! 
 
Blough,

Map looks nice, even more impressive if this is your first?

Gustavo,

Try entering "gl_picmip 0" and then restarting the map and see if the textures look clearer. 
Bloughsburgh 
Screenies look great! You started mapping in December and have already managed to produce something like this? I'm deeply jealous!

(Haven't played the beta as I don't have a working Quake setup at the moment; just going by the screenshots.) 
GUSE1M2 Revision 
Well total_newbie, I started mapping a week ago.

Revision 1 of GUSE1M2 is avaiable here: https://www.dropbox.com/s/wfj440tkrnq2bn4/guse1m2.zip?raw=1 Won't release the source .map file right now :P

Now with more rooms, more monsters, and a deadly final trap! Play at your own discretion! ;) 
Thanks 
Well that's a good sign about the screenshots.

I would like to say the map is very small, I decided to focus on fine-tuning versus size to get something out with some form of ...quality I guess. 
Bridge, My New WIP 
Description:
A 1v1 deathmatch map.

Problems with it:
Needs to be bigger.
Some items don't spawn.

I'm tired. Sorry if I'm not being to informative.

The map:
http://www.mediafire.com/download/cx9oz664ly42j6i/bridgetst.bsp 
Wtf 
Bloughsborough, nice map!

Btw, I still didn't find a reason for that HOM. I tried shrinking the brush a bit, but it's visible face has about 3 tris! (tested in Darkplaces with r_showtris 1) Still didn't test if the HOM still shows in Fitzquake after shrinking the brush.

I ask this here because this is where I was warned about the HON. 
HOLY SHIT BLOUGHSBURGH 
That map looks sweet! The lighting looks amazing! I'm going to download it and try it out! 
Map Limits 
Another thing to check is if that wall is close to the standard map boundary limits (4096 each way)

In your are in TrenchBroom, just click on that wall and look to see if any of the coordinates are over or very close to -4096/4096.

And thanks! :) 
Well, I Don't Have Arcane Dimensions... 
I can't really play the map. Anybody have a link to the mod? 
 
SpecialBomb... 
Anyone who does have Quake1, and doesn't have Arcane Dimensions, should be impaled and crucified, pure and simple. Texan style ! 
Barnak 
Keep in mind that I'm new to the scene, and I have no idea what's required and what's not. Someone should make a Quake essentials guide if it's that serious. 
Bridge Screenshots 
SpecialBomb 
AD is quite new. It's not required for mapping so much as required for playing.

The levels are monstrously long and challenging, it is really the antithesis of what some of the guys here have been working on the last few years.

For your own mapping, they have HEAPS of good ideas to *cough* borrow and set a pretty good example of map design. Recently a map called Zendar was modified for AD as well, while I haven't played the AD version, I can certainly recommend the original. 
Shamblernaut 
Sounds hard. I personally have never beat Quake, because for me, it's really damn hard.

Also, I don't really want to focus on singleplayer mapping, so if I do make a SP map, it probably won't use any mods. 
 
specialbomb, needs more texture variety and lighting. 
Necros 
teach me how to shitpost like you. 
 
Please please use imgur.com guys.
I'm not going to whitelist all that crappy other stuff no more, just to look at screenshots i don't like:)

+1 for necros doing it for me..
+2 for texan style! 
Necros 
Very funny... 
 
Those screenshots are unlit/basically untextured, it's hard to even make out the map shape enough to give feedback.

The scale looks off/cramped to me. e.g. stairsteps should be wider than they are tall.

Avoid having the ceiling all the the same height.

I suggest using a strong texture set, this will help get the scale/shapes right. 
Dude, Its A Beta 
I'll work on it, jeeze. I made it last night. I'm not publishing it yet, which is why I posted it in betas. 
Specialbomb 
screenshots and beta's is certainly for unfinished work... usually we're used to seeing something that's a little more finished than your screenshots though ;) 
Again, Last Night I Did This. 
I'll add textures to it later, I got school stuff to do. I would have given it a bit more detail if I had time. 
It's Cool Man 
do you school-work first, it's more important anyway! :P

If you want to show off work as early as this it might be an idea to do a stream, people love seeing this stuff made from scratch. 
 
'shitpost'? if you don't want feedback, don't post screenshots in the thread. 
Indeed 
SpecialBomb - I don't know what feedback you are expecting from those images, and getting all defensive when someone gives you valid feedback is not going to end well here. 
Kinn 
I dunno why I even put the screenshots there in the first place. I just thought it would be a good idea, but I obviously didn't base it off of anything. I won't put any more screenshots until it looks acceptable.

(Note to self: Don't piss off kinn, he is made of pure salt) 
SpecialBomb 
Fullbright screenshots (or anywhere really) are always a bit of a ghastly sight because everything is 255 in brightness. Even with the very similar brown textures you used, having lighting would have increased the visual flair of the screens by a considerable margin.

As far as texturing goes, don't worry right now about getting things perfectly aligned or what goes best with what. Instead, search in the texture browser for "floor" and apply that to your floor faces. Do the same with "wall" for wall spaces. You can just slap the floor texture onto the ceiling for now.

For lighting, if you really don't want to mess with specifics just do this:

Add a light into the map and add a key called "delay" with a value of 5. Give the "light" key a value of 450 (or higher...play around with it!) and then just copy+paste them around the map. You'll notice a large increase of visual fidelity doing this.

Then, as a test post another screenshot of your level with texturing and lighting and see the difference!

Good luck 
A Horse Named Quake 
So, link to map is broken...here is the updated file. Would like some testers!

https://copy.com/7uLLFsTBpsB0K8RS 
"If You Don't Want Feedback..." 
Lol, I couldn't agree more.

I sometimes get annoyed by the fact that some people on here champ at me even though I'm putting in a lot of work for free because I love mapping, as if they think I'm a robot and they're the user, and they should just be able to control my creativity - and force me to hold back releases until those releases live up to the particular standards of how they voluntarily decide to spend their free time. Still, I recognize that with a very tiny amount of exceptions, this is mostly meant as constructive criticism, and that's how it is best viewed.

Kinn, by the way, is "made of" pure win. 
Tronyn... 
Go map! 
Tronyn 
You ARE a robot.

Now do the funky dance moves! 
Bloughsburgh 
Is it supposed to be played with AD? 
E1M3 - Remix 
Making a remix of my favorite Q1 map E1M3 - The Necropolis, I'm a few days in at this point. It is not a brick by brick copy but instead a re-imagining. Keeping some key components like the "ring of shadows" secret, traps and overall layout of the original. Going for a "medium-sized" map, not much bigger than the original, and certainly not legendary scale like the amazing AD maps :)

Some things I'm not sure about, like shifting from the brown/white castle theme into the swampy/brick theme as you move down/away from the start area. Maybe stick with with the broken/swampy theme, feels more like the original?

Also, another consideration is to either stick with classic Quake or incorporate AD entities, there are especially some useful ranged monsters like crossbow men etc.

Some screens for reference:

Start Area
[img]http://i.imgur.com/wkq8dZS.jpg[/img]
[img]http://i.imgur.com/RWAVC5o.jpg[/img]
[img]http://i.imgur.com/ql7FJBP.jpg[/img]

Gold Key Area
[img]http://i.imgur.com/diwP3op.jpg[/img]
[img]http://i.imgur.com/1jwxN5M.jpg[/img]

It is early but if you have considerations and feedback I would appreciate it. 
Looks Nice. 
Giftthing, can't wait to play it. 
Yes AD Is Required 
That was stated on the original post but I guess I should entered that information again! 
Giftwhatever. 
Great idea, E1M3 is a classy and iconic map (maybe due to it being an early aspiration of Quake speedrunning, as well as the great variety), and has a lot of potential for enhancement whilst retaining the classic layout and atmosphere.

It looks good so far BUT needs some more texture variety, especially in the 1st start shot and 2nd GK area shot. Feel free to go heavy on the detailing too as long as it's consistent :)

P.S. I kinda like the shifting thing at the start, adds a bit of flavour. 
Bloughsburgh 
Yeah, you can't expect people not to be lazy.

Here is a demo
https://dl.dropboxusercontent.com/u/58150516/q1/mjb.7z
there is a few notes in it.
Thought I was stuck at the top level but noticed the key right after saying that.

Ran out of ammo couple of times.
Forcefield ambushes trap you in an area that feels a bit small, not much space to maneuver.

Overall, plays well imho. 
Thank You 
DeeDoubleU,

First of all, thank you for testing the level. I really appreciate it!

I'll just list things in bullet form:

-I wanted the NM skill search to be assigned to the player so they start looking around the skill selection room. It is atypical to be sure.

- The Mega Health clip through the crate thing in the stable is a glitch I was made aware of yesterday when friends tested the level. I tested the level +500 times and that one eluded me haha.

-You say: "Oh come on" during a yellow window shot...is that because of the lack of direction they give? The yellow windows are tied to a super secret but maybe providing the *"More to go"* message is the better way to go.

-The bobbing crate is not a favorite among testers haha...I will have to rework that section a bit.

-Stable key sort of blends in but I am not sure how to draw attention there.

-Force field fight is not implemented the best but I didn't want the player to be able to freely leave at the same time. I might add an extra respawn of items in there.

-As for ammo, a lot of items were sitting atop breakable planks throughout the level. I think I need to add a visual connection to show the player that you can do this.

-You and the rest of the testers only found the one secret (armor in the window) so I wonder if I should make them a bit more obvious hmm.

-I may add the entrance to the stable to break open so the "Horse" can chase the player further and not get stuck in the stable.

-You escaped so fast at the end that you left the "surprise" encounter in the dust!

Very interesting (and nerve-wracking!) to watch someone that isn't me play through wow...so much insight about how players interact with the world you designed. This will be of tremendous help and again thank you! 
Double Post For DeeDoubleU! 
Couple of the questions on the technical side:

Lighting okay? Overall presentation not from a gameplay perspective...atmosphere...stuff like that? 
 
Thank you for the feedback shambler, regarding detailing, I'm new to Quake 1 mapping and the extended engines (I use quakespasm) but just how nuts can you go with details in one area without causing problems? :P

PS: Sorry for broken links, wasn't sure how to put them here. 
Giftmacher 
Looking good! I like the additional vertical layer at the start section and that things are a bit more open in general. I would say go all out re-imagining with AD!

Looking forward to more :) 
 
I played Horse Named Quake last night. Not a bad level at all, with quite a lot packed in to what is basically one big room. Played on normal.

Found 6 of 9 secrets but I only completed the yellow windows because of no clipping. Discovered a window that wanted a "widowmaker" and had no idea what that meant. Saw the red armor, couldn't get to it.

The little ramps to get up to the higher area (after climbing the ladder) are too awkward. I could climb the rope but couldn't figure out how to get off.

Doors in the start area just sink through the ground in a way which which looks weird. Wood textures everywhere need to be aligned better. The grain should appear to run in the same direction on all sides.

I saw what looked like a red key in the start area but couldn't get to it. I also saw what looked like a shoot button, but wasn't shootable and didn't see any obvious way to get up there to push it.

Didn't have any problems with the amount of ammo or health. Monster placement was okay, but it seemed like one of the little spider things was stuck under a ramp.

Lighting was a little bland and maybe a bit bright, but way better than none at all, and really good lighting can be very time consuming get right.

Overall a pretty good map. Even though I'd never played an AD map before, it wasn't hard to figure things out, so you did well in that respect also. 
Bloughsburgh 
- I meant "oh, c'mon, how is this not a secret/button?"
Disregard that. I guess I was too far away for me to see that particles were "bloody".
I don't think you need "More to go" message, would make it too obvious.
Have no idea how to activate top-most trigger, tried to shoot while jumping but always hit the wall.

- I don't think it is the crate itself, but the context - most of the time when I tried to climb it, there was few enemies around. That made me panic and miss those jumps more than I should.

- stable key
some particles maybe? Torch above entrance to courtyard drew my attention immediately.

- Ah, breakables. I'm not used to AD and keep forgetting about it.
Noclipped to check other stuff and I think secrets are fair. It's up to you of course.

- "surprise" encounter
Whoops. I honestly thought that is all there is.
I think it is cool that different people will have different experience.

- lighting is just fine.
Only weak point I see on the visual part is view from ground looking up. Ceiling areas(there spider is hanging from for example) looks empty.
Imho few supports, wooden beams that kind of stuff is needed there.

As for the atmosphere... stables without a single manure pile?! I don't buy it. =P
To be honest, I was too overwhelmed with action most of the time and could only enjoy the aesthetics while flying around. 
Feedback 
Rick, thanks for testing the map!

Refreshing to see you found more secrets...it would appear that Hard skill makes players focus more on surviving rather than taking time to explore the site.

-I guess if you haven't played the AD mod, that some terms are confusing. In any case, if the secret is solved you are rewarded with the Widowmaker which would hopefully make the player go "Ooh!". That was the plan anyway ;)

-Now that is interesting! You found 6 secrets but couldn't get to the one that everyone else could only find. Just really curious stuff!

-Always felt off about the small wooden ramps upwards. Going to implement stairs so ramp running is not required.

-I added some lip to the start stable doors so they don't just vanish...good eye.

-Yep, red key is the puzzle to reach nightmare. I tried to keep the convention of red = shoot and anything else means to push. A well timed slope jump may be able to reach that button. ;)

-I know what spider you are referring to and I pushed him out a little more.

-Any pointers on the lighting? I did focus a good amount of time on lights. Tune down the sunlight/2 perhaps? Should I remove some ambient delay 5 lights I placed around...?

- Whoa, wood grain alignment...not something I was thinking about! That is a nice bit of feedback. You say everywhere but I look at major wood textures (Like ceilings of the vertical sections) and it looks like they are all going the same direction. Any specific glaringly obvious examples?

-Cool to know I conveyed AD even with the absence of AD knowledge! Excellent feedback and this helps a ton...thank you again!

DeeDoubleU:

Ah, great to hear about your noclipping analysis! Adding wood beams or detail to the ceiling sections is a great idea...going to definitely do that.

Ah, now I need to create a poop model to really enGROSS the player...haah! Thanks for the follow up! 
Wood Grain 
Try to imagine how the grain would be oriented if you actually built in real life using something like 2x4 or 4x4 planks.

http://quaketastic.com/files/GoodandBadGrain.jpg 
Okay 
I think I understand now, it is more so the planks of wood and places where you can see all sides of a wood brush, thank you.

Any advice for the lighting aspect...to make it less bland? I tried having intense light at the windows and source of flames. :) 
 
It's possible my TV is just set too bright, but everything looks fine to me. I switched to Nvidia controls instead of Windows and turned the gamma down a bit. Seems better. Maybe it's that moon up in the sky that makes me think it should be darker. I also noticed the gamma in Quakespasm was set one notch higher than in Fitzquake and I've been testing my map in Fitzquake only for the last few weeks.

And yeah, about the wood. When wood is turned into lumber and used to build stuff the grain will almost always follow the longest dimension. That's the way it has the most strength. 
Outta The Weeds! 
Finally have time to do stuff! 
Thanks Rick 
Okay well if you are saying it looks fine then I am pretty satisfied with that. I have seen your WIP shots of your wish level and that lighting is gorgeous so I feel safe haha.

Looks like that damn bobbing crate is the source of many tester's woes. It appears that sometimes it will bob lower than it should and prevent the player from reaching the higher ledge! Going to need to implement an alternative route up, can't risk that happening on official release! 
 
The TV computer's Windows install has some issue with adjusting display settings. They will adjust but then it complains about "path not found" when it tries to save them, and resets them back to default (which is actually way too bright).

The thing is, Fitzquake's brightness (gamma) setting seems unaffected by the Windows desktop gamma, but in Quakespasm it is.

In Quakespasm, the Windows desktop gamma being too high also causes the in game brightness to be too high. I think that's what was making your map look too bright.

I wouldn't worry about it too much, though I think the sky light could be lowered a bit without hurting anything.

I wonder where other people set the gamma in Quake? I play in Fitzquake with brightness at two notches from the minimum.

Judging by looking at the status bar in youtube videos, I think a lot of people play with it set too bright. 
Beta2 
Beta2:
http://digspt.ru/quake/digs08_beta2.zip

1. Fixed an issue with the two hell knight
2. Increase the number of monsters.
3. Added a few secrets. A few old secrets are made more notable
4. The three buttons in the blue region. I made them more notable and increased security. Now the fun
5. Some weapons moved. Now it is easier to see
6. Added a few pointers that reduce the probability of getting lost.
7. Added ammo, medicine chests, armors
8. portal that opens golden key now double (not one with double side)
9. The trees were old. I do not know how to make good trees
10. Fixed a lot of small problems

Map named "The Isolation". Barriers that appear not to provide an opportunity to get out. They are needed to tease freedom.
And yes, I'm not going to reduce the number of teleports, as planned from the outset that there will be many. Especially since the branch on the map is not so much, in fact. 
Digs 
Already much better.

Please, don't forget to change the sucking trees !

Use some weird out-of-this-world alien-like Giger-erotic sculptures.

Is it possible to add "infinite" number of monsters in nightmare mode ?

Kill'em-all-more-are-spwaning-on-their-way-back-to-kick-your-chick-butt ! Texan-style ! 
Horse Named Quake Beta 1.1 
Hello again, thanks to DeeDoubleU and Rick and a few friends for testing my potential first release. I fixed some things, upped the visuals a tad and (hopefully) aligned wood grain ;).

I still would like some testers to make sure nothing is outstanding but if I receive no hits for about...oh a week I will release the map!

Screenshots:
http://imgur.com/a/XkmbF

***Arcane Dimensions with Patch 2 Required!***
http://www.celephais.net/board/view_thread.php?id=61270&start=662

A Horse Named Quake Beta 1.1:

https://copy.com/Ddsy3FydWR9J7VFI

Thank you and looking forward to joining the long list of map creators! 
Looks Cool 
Good luck with the final steps! 
Barnak 
In original Quake is not possible to make an infinite number of monsters. 
Bloughsburgh 
and (hopefully) aligned wood grain ;).

I'm sure I have updated version since there is particles around stable key. Maybe not the latest one though?
Parts with wood grain still misaligned is shot in the demo.
https://dl.dropboxusercontent.com/u/58150516/q1/wood.7z

Unrelated question - why I can't pickup items while notarget is on? 
Mind Grain 
Drew,

Thank you!

DeeDoubleU,

Well bleh, at least some of it must be fixed. I admit it is a bit challenging for me since I made many things wood. Great that you found them though so I can see for myself! I do understand what the alignment requires...just probably missed some. You have the latest version if there is a lift by the bobbing crate and a shortcut to the 3rd level.

Any other outstanding issues? Are improvements apparent? I made some large and some small ones.

I will check the demo when I get home...thanks for taking some time to look for me! :) 
 
why I can't pickup items while notarget is on?

It's an AD "feature". 
 
I already thought it was good last time. Only pointing out those wood textures because I got an impression you are on a hunt to cath'em all 8)

Lift next to crate helps with jumps. On the other hand its area is even smaller, felt even more like sitting duck while riding it. 
Redid The First Map Of My Mod 
Did so because I wasn't satisfied with the first one.
Just wanted a quick test to see if the overall geometry was good enough, and see if _sunlight2 is what I am looking for for overall outdoor lighting. I'm glad it is.

Some areas need to have their lights reworked, and some textures still have fullbright pixels left(wierdly enough, the big rock texture from the first ep of Daikatana have fullbright pixels leftovers). Still, I have hope.
http://image.noelshack.com/fichiers/2016/12/1458752404-schlossherr20160323172542-00.jpg
http://image.noelshack.com/fichiers/2016/12/1458752406-schlossherr20160323172742-00.jpg
http://image.noelshack.com/fichiers/2016/12/1458752406-schlossherr20160323173018-00.jpg
http://image.noelshack.com/fichiers/2016/12/1458752407-schlossherr20160323173042-00.jpg 
Looking Good 
Gives me a bleak port/town vibe. I like the moody darkness in each shot. 
DeeDoubleU 
That has to be the greatest demo I have ever seen. You were like a wood god seeking out his disloyal subjects. I am glad I did understand the alignment and most of the offense is in the stable.

Thanks for presenting it in such a way that both made me help optimize the map and also chuckle.

And, none of the random planks are meant to shape any form of lettering but I like that it looks like NiN! 
Some More Tests, With Lighting 
Warm 
Nice and warm glow to the brooding dark skies...I like it! 
E1m3 Remix 
looks sweet, can't wait to play it. I wanted to make e1m3 remix by myseft for a long time (since mid 00s), but never made it.

Though some more texture variety and trims would be nice. 
Retrojam 5: E1M3 Remix 
 
Hey Guys. 
I've dusted off the deathmatch map I was working on and need some advice.

The map is pretty functional as is in terms of gameplay, I am just prettying it up, placing some visual cues so that it's easier to learn teleporter locations.

I have some platforms that hang over a pit of spikes that players need to jump over in order to traverse the level. The platforms look silly sans support, so I fabricated up some chains to hold them in place. Visually it looks excellent.

As a player would you rather these chains:

a) slightly obstruct player jumping, increasing the risk of death?

or b) be func_illusionary removing some "reality" but less chance of death? 
 
Maybe they can be supported from below or from the sides, with thin brushes?

I'm a little dubious about the idea of falling-into-certain-death in a multiplayer map though.

If the platforms are quite big, so that essentially you're making a "space map" (hipdm1, q3dm17), then that's fine... but since you're worried about players blundering into edge supports then I'm guessing the platforms are small.

There are maps like q3dm6 and Furious Heights that do have spots where players need to bounce across some player-scale platforms, but the penalty for falling is just tactical (and maybe a small bit of falling damage). If those maps had death-pits underneath then I don't think people would enjoy them as much. 
@jlaw 
They reside in the middle of an open area that is meant to have risks to traverse. Both in dangers from other players and the "oops I fucked up this simple jump" factor. The platforms are quite large.

http://www.quaketastic.com/files/screen_shots/hellvertica.tga 
Fuck 
That was a 6.2 mb tga, uhm... sorry. 
 
The chains don't look right to me just disappearing into the floor like that.

They could use some kind of fixture to represent an attachment point, and probably would look better attached to the side of the platform.

Personally, I'd just add supports or something underneath. 
Yup 
I was going to add a fixture to the top, but now that you mention it, the side will probably work just as well if not better. 
 
Very few of the screenshot links works on the first pages? 
Hardware Versus Software 
I was testing some stuff out, when I loaded E1M1 in both QuakeSpasm and Retroquad and got shocked. For a moment I almost thought I hadn't alt-tabbed properly.

See the comparison: QuakeSpasm & Retroquad

This also shows how faithful to the software renderer QuakeSpasm is. Good work. 
 
i've been meaning to ask... what is with that weird fuzzy look in your engine? reminds me of software unreal. 
Necros 
It's the series of dithering filters I'm developing. It's actually superior to the filter in UT99 (though not to the filter in UT2K4, which uses a 16-bit bilinear algorithm instead of dithering). 
 
Here's a view of a single pattern generated by Retroquad's 3-step dithered lighting: screenshot.

Rendering in Retroquad generates multiple patterns like this, non-overlapped.

And as can be seen, the resulting pixel patterns in Retroquad are more dynamic and complex than the ones in Unreal. 
Wow 
thats art! 
Looks Like A... 
nice carpet =D 
Return To Mapping 
I decided to go back active in mapping for Quake. Yesterday started a new small
map, which probably will be a bit nonlinear on the walkthrough.

Th map will be for AD mod.

http://i.imgur.com/7hoFPqW.jpg
http://i.imgur.com/oTxNk1z.jpg 
Great Start 
Awesome to see new AD mappers! 
 
The Windows behind the archways are a nice touch. 
 
If he is the DOOMer I think he is, then a phrase "everything new is well forgotten old" couldn't be truer. 
If You Mean 
absolutely annoying asshole, then yeah, he is. 
I Love The Smell Of Arrogant Hypocrisy In The Morning 
 
 
@Bloughsburgh
Thank you :) And your map too inspired me to make something not under vanilla
Quake or Quoth2, but under AD.mod.

@mankrip
Yes :) But the arches in my opinion look quite just, perhaps they lack the
borders of another material.

@DeeDoubleU
I don't know about what you think DOOMer, in the Q-community were many. I have
no big releases for the first Quake. I have previously participated in several
speedmapping events and made a map for the Jam 1. 
Doomer 
Looks pretty oldschool. 
DOOMer 
Yeah, that's why I recognized your nickname. Saw it while going through top rated maps at quaddicted and at quakegate. 
Upcoming Project X 
You're not ready for what's in store for you. Many months and money have been poured into this project, codenamed X-tra HOT that will leave even the most skilled of Quakers on their knees pleading for mercy. What is it you ask? Take a look.

Right off the bat, we're talking next generation level design here.
qrf.servequake.com/~orl/misc/af1.jpg

Each map a true work of art, designed by only the most professional of crafters.
qrf.servequake.com/~orl/misc/af2.jpg

Hundreds of traps and dangers just waiting for you to be victim to.
qrf.servequake.com/~orl/misc/af3.jpg

Bizarre worlds and enemies with state of the art gameplay that will leave you on the edge of your seat!
qrf.servequake.com/~orl/misc/af4.jpg

Mini-games like golf to take the pressure off from getting whooped by your adversaries, because everyone needs a little relaxation.
qrf.servequake.com/~orl/misc/af5.jpg

This is no doubt the ultimate in Quake experience, re-defined for next level gaming! Coming soon to ColecoVision, Emerson Arcadia, and the Casio PV-1000! 
 
I used to use the nickname "Fragger" before realizing how common it was. 
Project X Looks Great 
How many weapons will it have? 
Looking Forward To It! 
Make sure you get some red armor if you sink hole 18! 
Steve Urkel 
Go Map ! 
Orl = Madfox?? 
 
 
>10 Fps 
 
 
The 10 fps screenshot was taken in my Celeron laptop with Windows Vista, which is the one I use for coding. And there's been some optimizations since then.

But yeah, I'm aiming this renderer at high-end CPUs (for full HD, a Core i5 should be the minimum recommended). 
Per-pixel Quantization 
Here's the skybox l_swampn from Arcane Dimensions: before and now. These shots are from one of the lower corners of the skybox, and skyboxes in Retroquad are (still) rendered without any lighting of fog, just the raw preprocessed textures.

Now all six sides of the skybox are preprocessed as a single image, to smooth out the edges, and I've noticed that this helped to improve the image quality as a whole, getting rid of image artifacts like the pattern on the lower side of this skybox, therefore improving the overall color fidelity.

Right now, skyboxes are the only thing using this image format, but I'm going to port this image preprocessing algorithm into a texture compiler tool, to allow the engine to use 24-bit textures everywhere with fast load times. I'm really curious to see how the combination of this texture color quality with the 4-step dithered lighting will look.

All this has near zero impact on performance, by the way. I'm getting around 60 fps when rendering nothing but the skybox at full HD in my Core i5 laptop. Regular BSP geometry is slower to render due to lighting and their 3D mesh complexity. 
Makin' Sprites 
I was going to post this in the LowRez Jam thread since someone had brought up making pre-rendered sprites and I thought my tests could be helpful. But, it looks like the project may have found a pixel artist, which is awesome. For those of you who also like pixel art, this thread over at polycount has some awesome stuff.

Since I don't have the time, money or talent to create an entire bestiary of beautiful pixel art monsters I opted to do pre-rendered sprites instead, here are some shots from the first test I did some time ago:

pre-model doodles
initial sculpt
pre-retopo rig test
rendering setup
eight angle render
in-game test

This was made in blender. This is my first model and, of course, pre-rendered sprite. Making the actual model took a couple days, but most of that time was spent going through tuts from CG Cookie. I was pretty burned out after making the model and just did a rushed paint job because I really wanted to figure out the rendering bit and see how it would look in game. Needless to say, a better paint job would have gone a long way, but this is sufficient for this test. Also, I intend to use GLSL shaders to emulate software rendering of the game, so that will further alter the look of the sprites (and world).

I prefer the look of hand-drawn sprites over pre-rendered sprites, but the flexibility of going pre-rendered just can't be beat. Also, this project has a lot of characters and lots-o-frames for each one. So really, pre-rendered is the only feasible way to go about it, I think.

One thing I *hate* about some pre-rendered sprites is hard lighting and shadows, which give it a plastic, fake look and totally gives away the fact that they are pre-renderd. I did a series of tests and it turns out that flat, uniform lighting looks best (IMO). Maybe incorporate something like SpriteLamp could yield some badass results.

Here are some picture dumps of the sprite making process from Blood, Duke Nukem 3D and Doom that I found helpful and interesting.

I've also done some viewmodel tests with physical models made from toy gun parts, duct tape and paint. It was a fun experiment but I have since moved to 3D models for that too. Maybe I'll post some pics from that test sometime as well.

I know this is kind of a niche thing but I hope someone may have found it useful or interesting, I did! 
O_O 
O_O 
Killpixel 
I find this very interesting, I've also seen the graphics for the level before, at least the bricks and the ivy hanging down from the arch, cause you have posted this at Q3W before right?

I love these old low polygon games, I have such an itch creating a game like this haha. 
Hipshot 
Yeah, this is some of the earliest test art, so you may have seen it before. I go to q3w when I'm having difficulty wrapping my head around shaders. The arch is a decal with which I was having issues, that's probably what you saw.

I'm trying not have so much of a death grip on what I reveal or not, plus this is only old, pre-alpha test art, so not that big of a deal.

There certainly is something charming about low tech games... 
 
Do you use the Q3 engine for this, or what do you mean? Just the bsp with it's shaders?

I think you can get a long way with pre-rendered frames, like you do. We talked about this at the office today, if you do ONLY that and not mix it in with regular pixel art, then you will have a consistent and clean overall art style. 
Just The Bsp/shaders 
Yes, consistency is definitely best. I use hand drawn sprites for pre-model visualization just so I can get things looking right before committing to a model. 
 
What engine? Darkplaces perhaps? 
 
Yes, dp, which I would like to eventually fork. Also using quakec/csqc. 
 
This is also made in darkplaces
http://www.retroblazer.com/

And also uses sprites as enemies. 
 
Yeah, I'm familiar. I was rooting for them when they launched their kickstarter. Sadly they did't get very far. IMO, it's sorely lacking in the gameplay department, which the primary focus of my current project.

AFAIK, steelstorm is the only commercial game using darkplaces. 
On Mobile 
Words not good 
Killpixel 
This art of yours is freaking great.

I don't think you need to mimic software rendering. At 64*64, you're going to need all the detail you can get, specially on distant objects, so I'd recommend regular 32-bit rendering with anisotropic filtering and trilinear mipmap filtering.

Since the resolution is so small, you can also use 8-bit alpha channels on the sprites and enable FSAA to smooth out all edges.

And for sharp pixelated texturing on close-ups, you can use this large texture magnification for pixelated games without aliasing between texels shader.

By combining all these approaches you should get a visual style with sharp texturing and smooth geometry.

Also, pre-render a shadow directly from above the models, to give a better sense of them touching the ground. You can even use an 8-bit alpha channel to make them really smooth.
The fact that the prerendered models aren't lit directly from above isn't a problem. Artistic freedom can be more charming than realism in such cases. 
 
no chance of making that a 3d model then? you could make a low poly mesh and render the high poly texture onto a low poly UV...

either way, that thing looks awesome. really well done. :) 
 
Oh crap, I thought Killpixel was Khreathor. My reply was for the low res jam game.

https://33.media.tumblr.com/c3139b5d84e53da909f8b7083b022f23/tumblr_nsb0doVQEo1s2yegdo1_500.gif 
Doot Doot 
Oh crap, I thought Killpixel was Khreathor. My reply was for the low res jam game.

Nope, not Khreathor. Glad you liked the art though! Interesting write-up you linked as well.

@necros - Thanks :) But no, game-ready models are not on the agenda. The irony of creating high poly models just to turn them into low res sprites has not escaped me, however. 
 
well, most of the hard work is done already, if you ever decide to do it... 
 
Beautiful work, hell of a first model! With Blender you can render out a world space or tangent space normal map. SpriteLamp tends to have a pillow shaded look it to. 
Quaketastic 
Did the password change? I tried the ZigguratVertigoBlewTronynsSocksOff and it doesn't seem to be working 
 
@joshua - thanks! I'll look into normal maps, still feeling my way through blender (and 3d modeling, for that matter).

Delver was one of the games I used as reference when exploring the pixel art style. I still pop in once in a while just to so soak in the art, go figure! 
Quaketastic 
The password still works for me.

One problem I've had before is when using copy & paste to enter the password. Sometimes I would get an extra space at the end. 
Notastic For Me 
I can vieuw quaktastic, but every link further bounces back to the waybackmachine.

I tied all, delete cookies, cleaned up webbrowser. There's just some kind of hacker in between. 
I Ment 
Quaddicted. 
Ad_e1m3 Beta 
Here is a beta of my AD remix of e1m3, it got a little messy but I did learn a lot about Quake 1 SP gameplay and mapping. I would love some feedback on this, I have put monster setups for all 3 difficulties.

Feedback on just about everything is appreciated -> layout problems, lighting, technical aspects with triggers/entities, gameplay aspects like balance of monsters/items. And of course bugs.

Thanks!

Link here -> https://drive.google.com/open?id=0B4sO-9thmVw8bzVLTzFWZlBTNVk 
Gift 
I have had a very quick bash and so far it looks decent enough. I died a couple of times and I will give some proper impressions when I can properly play it...

Is this your first map? 
Will Check 
I will try your map out when I get the tomorrow! :) 
Ad_e1m3 Beta 
Looks nice :-) More boxes of ammunition, please. For players like me who save bad ammo. 
 
Yea first q1 map, I've done small maps for Q2 before 1500-2000 brush limit (quark + q2 does not mix well). So the extended limits/engine is a little bit overwhelming at this point :)

More ammo yes, demos would be very helpful 
Outstanding! 
First demo: First run...dying at SNG trap

Second demo: Completed on Skill 1 with 3/5 secrets.

https://www.dropbox.com/s/bxhkboqxtzsam1y/mjb_gift.7z?dl=0

First off let me say this is beyond impressive. This is how a remix map should be. It felt like an entirely new swampy dungeon map but sometimes I would say to myself: "Hey, this reminds me of the necropolis!"

Visuals are fantastic, sound, atmosphere...just all great. I personally did not see glaring visual or sound issues...top notch!

-Got stuck on a slope near the start where some shells are located...you will see in the demo. There is a sound load error (wood13?) in the demo as well.

- SNG trap is FAR too quick to punish, that needs to be twice as slow in my opinion...even when I knew where the button was I almost died!

-Ammo is a bit scarce at the start and I though I was being pretty gracious with the use of the ax. I found the overall difficulty on skill 1 to be quite challenging...could have passed for a skill 2 in my opinion. honestly, that's all of the issues I could see...although I am not sure what the ring key did...wonder if I missed a super secret!

-Make the exit teleport a func_illusionary so Ranger doesn't start swimming before he exits. ;)

-Be sure to add some neat info_intermission spots...AD can have more than one and can be cycled through!

+ That dark choir sound...is that from Duke Nukem? It sounds so familiar.

+ Lovely lighting, use of breakables are well implemented and inter-connectivity is full-fledged. I got a bit lost but I always ended up where I needed to be.

+Like the secrets, missed two and I wonder how to reach that circular pool behind the bars!

This makes me motivated that I have a LOT to learn when it comes to making maps. The amount of polish of this beta is outstanding in my opinion. Good job and looking forward to the release! 
Forgot To Mention 
Sorry, forgot to mention one more thing:

Developer 1 on console will show any little errors that may be present.

windgust5.wav is not a looping sound.

Sometimes got a message that the particle limit of 1024 was too low...could be because I was noclipping.

That circular pool is where I was before...so scratch that. ;) 
Giftmacher 
Impressive map, check your mail! 
Giftmacher 
This map is *A*W*E*S*O*M*E* !

My only complain, is the darkchoir.wav sound which I didn't even noticed in the game. Maybe it should be louder ? 
Glorious Necropolis 
Here is a beta of my AD remix of e1m3
Wow! that is an amazing looking map, such crazy cool details everywhere. My feedback is part of the MFX mail, I think! :D

BTW, please remix E1M4 as well!?! :D 
 
5 tries and still didn't finish it.

Ammo is scarce as already mentioned. I think you shouldn't rely on people finding everything hidden behind breakables.

Half of the times I couldn't see what I'm shooting at. Dark corners was shooting me, so I shot back.

There was some clip brush (I guess) between some platform and a wall, that made it look like I'm walking on air. Can't describe the place, but it is in the demo.

Difficulty felt quite hard.

Don't have anything else atm. Going to wait for the next version, so I could still have a first run of the rest of the map.

Here is my demos. Hope it helps.
https://drive.google.com/open?id=0B3li06myS1r1ZDYtWnhKR3pwbTA 
Love This Community 
Thank you so much for all the feedback, I have a pile of demos to review now. Although just by reading the comments I can tell the map is way too hard.

That is the problem of playtesting solo since you know everything, "oh this isn't so bad you just pick up these 2 secrets, avoid that shambler and go here!"

Bloughsburgh I don't know where the darkchoir.wav is originally from, I picked it up from a Q2 map. It says volume is capped at "1", can I make it go louder somehow?

I think, as you mention, a clear path is needed with the required weaponry and items to complete the map on skill 1. Then skill 2 can be the extra challenge.

sock, yes the feedback is in the mail, and man e1m4 is such a great map.. don't get me started, my wife will divorce me :)

Will start going through demos now, thanks to all of you, I'm looking carefully at your feedback. 
Oh Oh Oh 
Got an error message while loading the map: Mod_LoadBrushModel maps/ad_e1m3.bsp has wrong version number (844124994 should be 29)

I am sad.... :( 
Haha JPL 
get the latest Quakespasm or fitzmark5, this is a bsp2 map. 
Suggestion To Giftmacher 
The final boss room don't allow exploration of the rest of the map. I suggest a simple hole bellow the final elevator to return back. 
 
Barnak good idea, there should be a portal back like in the original e1m3, or something similar. 
 
Don't use BSP2 unless you absolutely need it! 
Mfx... 
Ah, ok... will give it a try later... Thanks for the help ;)

And to concur with negke, would be better to make it a bsp map as far as possible :) 
 
Got it, switched back to normal bsp. On another note, a weird problem with colored lighting have occurred. I used this light setup in worldspawn:

Light Setup

_sunlight 200
_sunlight_color 180 255 190
_sunlight_mangle 250 -28 0
_sunlight_penumbra 8
_sunlight_dirt 1
_sunlight2 50
_sunlight2_color 180 255 190
_sunlight2_dirt 1
_dirt 1
_dirtscale 1.5
_dirtgain 1.3
_dirtdepth 192
_minlight_dirt 1

Then to add some color to windows for a "glowing" effect I added yellow colored light, like _color 0.9 0.9 0.2 on a light entity

But then the light entity emits darkness instead (no negative light value). It works fine with default color though? 
Wild Guess 
You should be consistent in using color values either between 0.0 to 1.0 or 0 to 255.
Try _color 230 230 51 instead.
Not sure what is standard, but I think the compiler tries to auto detect what you intend, and probably got it wrong here.

In a fgd file this is the difference between using (color) or (color255) on the key def. 
Excellent 
You are correct, thanks! :) 
Crossbow Knight Variant 
So it's still compatible we should change the default skin to a more "armoured" look so people can tell they take more damage than the dguard. But you can have a "dguard" variant that is weaker? Maybe just have a spawnflag setting? 
That Sounds Good Too 
 
Dark Choir 
Ah, that's from Severance: Blade of Darkness!

I knew it sounded familiar haha. Works well with the skull wizards and wraiths. 
Blade Of Souls 
Ah, that's from Severance: Blade of Darkness!
I played that game to death! loved it! pre-darksouls mechanics, crazy hard in places. I even made levels for it as the editing tools were released and easy to use.

Checkout the lead artist website if you want some BoD style textures! 
Oh Nice! 
Wow, that is pretty awesome. I could see The Island of Karum fitting the Quake universe quite well with its dismal fog and dark tones. 
Severance: Blade Of Darkness! 
Took me two goes to get "into" the game, the first go ended up with the game CD in several pieces. Once I got into it it was great - the combat was very satisfying once you pulled it off, and guess what it was controllable with any config you wanted, obvi-fucking-ously. Also had great lighting for the time. 
Heck Yes 
Also took a few attempts to get into the game as Sargon: the Knight. First run through was pretty bad and never took advantage of the combos (Lovely red swirls of death!). Second play was with the Tukrum:(sp) The Barbarian and fully utilized his ridiculously sized weapon's combos.

I even did a Let's Play of it because I wanted to share the passion that I found from the game's design. I recalled using that Dark Choir sound for an intro of one of the levels and sure enough I found it! 
Swampy - Phong Shaded 
Swampy - Phong Shaded 2 
Swampy - Phong Shaded 3 
Hey, Cool 
bot works. 
Swampy - Phong Shaded 4 
Ad_test3 - Phong Shaded 1 
Ad_test3 - Phong Shaded 2 
Ad_test3 - Phong Shaded 3 
Ad_crucial - Phong Shaded 1 
Ad_crucial - Phong Shaded 2 
Ad_crucial - Phong Shaded 3 
Ad_crucial - Phong Shaded 4 
Ad_crucial - Phong Shaded 5 
Amazing 
When's the release? Next AD patch? 
Yeah 
these are nice. 
 
Looking good dude :) 
Soon. 
I fixed test3 already, feedback was devestating. 
Ad_test3 - Phong Shaded 4 
Ad_test3 - Phong Shaded 5 
Ad_test3 - Phong Shaded 6 
Ad_test3 - Phong Shaded 7 
Ad_test3 - Phong Shaded 8 
Thx Ericw 
and rebb. 
 
that totally tickles my ptarmigan 
Lol Kinn 
whats a ptarmigan?

Do i want to know..? 
Mfx 
it's a medium-sized gamebird in the grouse family located between the scrotum and the anus. 
I Knew It 
you sick fuck 
Sorry Kinn For My Harsh Words 
i adore you still, you sick dude you. 
AD_knave - Phong Whatever 
AD_knave - Phong 1 
MFX 
Looks really great man! Thanks for sharing the screens! 
Harsh? 
No worries mfx, there's plenty more where that came from. 
Hey. 
Anyone got any screenshots of AD maps with phong shading added?? I reckon it would go real nice with all the other modern Quake effects.... 
Sniff My Phong 
I take it phong is a global switch? Can you override phong settings on a per func_ basis? 
Kinn 
I did the shading on a func_group basis, idk yet if it works from worldspawn.

Gonna try this now. 
 
Per surface is the most ideal but requires a new map format 
Chutlhu Fhtagn 
mutha effers 
Chutlhu 
oh well, ok then 
Mfx 
your bot should try making hyperlinks with <a> tags! And bundle multiple links in a single post :) 
Metlslime 
done already, sorry for spamming like this.
Next wave will look better. 
Mfx 
those pants in crucial shot 5 are hotty.
Nice screenshot! 
I Know Right 
 
Metal Monstrosity (AD Version) 
A large towering metal sculpture floating above an elder world 
Looks Great Sock 
Love the func_bobs on the outskirts...really nice subtle details like that are the ones I appreciate the most! 
Trigger_once Sluggish Firing 
My trigger_once brushes are sometimes slow/sluggish/not firing when walking through them. If they don't fire, I walk back and through them again and then they go. Sometimes! What could this be?

I use QuArk map editor, if that's of any relevance :) 
QuArk 
That's an odd one.

Is it any trigger_once brushes or a certain few. If it is all of the once brushes behaving this way, I'd look towards QuArk having some strange nuance.

If it is just a few brushes, then try deleting and recreating...or moving the pesky brushes to a new room and test there. 
Giftmacher 
Remove the "angle" key from your trigger_once and _multiples, or set it to 0.
Bug in quarks conversion tools adds "angle" 360 as default. 
Yepp, The Angle Key Did It 
Thanks! QuArk certainly has some strange nuances Bloughsburgh :D 
MORE!!! 
Curvy! 
 
Those Curves... 
.. are... wow... 
Bend-o-rific 
 
Pilot 
This looks really really awesome. 
Schlossherr - Start Map + 1st Map(PortTown) 
Needs a sourceport which supports colored lightings and skyboxes (not implemented yet but there will be) + darkplaces files included.
Since this is a mod, extract the .zip file in your Quake/client directory.
What needs to be done: fix fullbright pixels on some textures + skybox.
http://www.mediafire.com/download/kxhaw2l9nn9ft6t/schlossherr.zip 
Forgot To Say, Demos Would Be Much Appreciated 
 
Daya 
why can't I use my config file with my settings ? 
Port 
A different feeling Quake map with some fun new weapons and monsters.

Skill 2, 3/4 secrets:

https://www.dropbox.com/s/ly2yx4u24614xnz/mjb_port2.zip?dl=0

Very enjoyable map with good flow and a nice nighttime atmosphere. Secrets were well placed and some lead to new areas as opposed to just a quick item cache. Liked all of the glass window views and little mechanical touches like trains and rotating doors.

If escape from your cell was your last map, then this sets the bar high for you! :)

Couple of water brush clipping out of where it should be contained...I point it out in the demo. Square lighting has dark rigid square shadows. Perhaps moving the light a bit away from the source would help. Keep a high wait value close as a source of brightness but then make the actual fill light lower. I point it out numerous times in the map ;)

Played on hard, difficulty was rather easy but very enjoyable none the less. Certainly wouldn't be a breeze for beginners!

Start map was nice, NM difficulty was nicely tucked away and I liked the level transition.

Looking forward to where this "train" takes us! 
Barnak, Bloughsburgh 
Barnak, maybe this is because I accidentally added a config file inside the .pak file. Use pakexplorer to get rid of it.

Bloughsburgh, I'm happy with your input. That BFG bug is intriguing. I think it's because both the MegaHealth and the BFG use the same item slot. I have to look into that. 
Yaya, I Don't Have And Can't Use Pakexplorer On A Mac 
Doh ! 
Barnak, Updated The Download Link 
config file no more + added a proper skybox as well as fixing the odd waterbrushes 
 
skill 2, 2 secrets

I didn't like sound design that much, but gameplay is quite nice. Map left me wanting more.

Imho rooftops are just asking to have some action there.

Oh and atm it is possible to get stuck in quad exit door. Demo included.
I think you can prevent this by adding clips to the sides of quad shaft.

https://drive.google.com/open?id=0B3li06myS1r1NmJIc3JCVTVhczA 
Update On Schlossherr 
*Fullbright pixels begone for dmc.wad
*Did clip brushes for windtunnels to better orient the player
*Pushed maximum nail ammo to 250
*Added scrags on the bridge parts, keep the dogs for easy mode
*Getting the BFG while picking up MegaHealth has been fixed

http://www.mediafire.com/download/kxhaw2l9nn9ft6t/schlossherr.zip 
 
I'm not sure if fullbrights fixed in dmc.wad supposed to mean that there should be none of those anymore or one wad is fixed and few more to go.

I can still get stuck in quad door. Was a bit tricky to find it since my previous method doesn't work in this version.
https://drive.google.com/open?id=0B3li06myS1r1ZFJ2Rko1NC01d0U
Pushing player farther or closing door earlier might solve it I guess.

Found gate#8 this time. 
File's Been Updated 
*This time, no more fullbright pixels (I admit I got lazy here, only got dmc.wad but that's because TexMex's remove fullbright feature is wonky so I had to edit textures myself)
*Didn't notice this, but going to the belltower secret before going through the rotating doors make going back to the lighthouse a chore, so I added a trigger up there to open the gates if they aren't. 
Also Modified Some Clip And Trigger Brushes Regarding Windtunnels 
 
 
Door seems to be dw-proof now.

Found few fullbrights and one z-fight.
https://drive.google.com/open?id=0B3li06myS1r1Y0pxRC1KamZ2bUk 
Hopefully Last Update On That Map. 
What you reported + realigned some crates in the Gate#8 deposit 
 
Sorry, last time I started my search after finishing the map, while all doors were open and missed these

https://drive.google.com/open?id=0B3li06myS1r1ZWU4bzJfME5tWmM

Aside from that I think you are good to go. 
Now I Hope This Was The Last Fix To Be Done 
Link for those who don't want to search in the thread
http://www.mediafire.com/download/kxhaw2l9nn9ft6t/schlossherr.zip 
(Made Another Update To Bring Max Ammo Nail Count Back To 200) 
 
Daya 
Keep it up, also good work on the new guns. Especially the BFG, it's probably the best version of the gun I have seen in Quake. 
Wait, Did You Get The BFG, Or Did You Watched Bloughsburgh 's Demo? 
But thanks! 
Test.bsp 
;) 
Ah, Right 
The BFG's unfinished though. Not only did I not put in ammo consumption (I plan for 30 cells per shot), I need to make the initial impact sprite appear (which doesn't even though I literally took the original explosion code alongside doom's sprites, I can't find a solution to this, same goes to the Rocketman's rocket explosion sprites which doesn't appear even though it's the same explosion code as vanilla) and as for the sphere going through gibbing enemies, I have to find a way to destroy the initial projectile and make a new one while still using the first projectile's speed and angle (I have no idea how to do this).
I plan on adding a weapon similar to Daikatana's Shotcycler (but with more power to it, think actual 6 consecutive SSG shots) as well as adding a Berserk powerup (that will add a lot of IF in the code...)
But since I'm using hipnotic's source code tacked on, nicely placed weapon HUD won't be a thing, since Preach told me I can't add nor change HUD elements, only modify the icons. A shame. I could've at least make an Infantry Gun, Gatling Gun and BFG9500 weapon icons if I used rogue's sourcecode, but I guess that's too late now. 
 
I didn't know you couldn't change the hud... is it hard-coded? 
As Preach Put It: 
"You only have three options as to how the HUD works. You can have the HUD like it is in vanilla, or the HUD from mission pack one, or the HUD from mission pack two. You can customise the icons themselves, but there is no way of rearranging them or adding more than what the mission packs have. The mission packs got special customisations to the engine code before the source was released, it's not something the QC gives you any ability to change. " 
 
So it would require an engine change? 
Seems So. 
Something like Darkplaces would overcome it I think, or hell, a port to a new engine to really break engine limits (which would mean no more bit slots and modifiable HUD).
But I want Schlossherr to be compatible with the most clients possible (yeah there's colored lighting and skyboxes but whatevs), so rendering it DP-only is a no-no to me. 
Fourth Method 
fourth method:
csqc can change huds however it wants. obviously this requires people to use an engine that isn't basically crippleware.

fifth method:
either svc_showlmp or tei_showlmp extensions. while limited and a real pain to use (on account of not knowing the user's screen size, these can provide simple additions that are usable from ssqc. oh noes! an extension! I shall surely burn in hell for suggesting that!

sixth method:
make a guess at the user's video resolution and spam centerprints at them, with enough new line chars that the visible text appears just above their hud.
this one truely is evil. and hacky on account of not knowing their resolution, and can't do images. But hey, if your user doesn't want to give you any possibilities of using extensions, they'll be the ones to suffer by having to explicitly tell the ssqc what resolution they're using so that the mod can waste enough of their bandwidth with new lines to put the text in the right place.

seventh method:
directly hack an engine so that your mod stops working correctly as soon as the user tries to use an engine version which doesn't crash on the next limit-breaking map or whatever.
yay hacks. 
Showlmp Sounds Good 
I could try csqc but that thing's barely documented and is DP exclusive. Where can I get that/those extensions? 
What I Did During My Holiday, And Other Horrors. 
DP exclusive
no offsense, but that's bullshit.
FTE's implementation is much more versatile.
And if you want something more like quakespasm (and by that, I mean crippleware) then RMQe's implementation is sufficient for most huds.

which part of http://triptohell.info/moodles/fteqcc/csqcsysdefs.qc do you believe to be poorly documented? Imho its better documented than vanilla ssqc was (but then I'm biased as I wrote that stuff and thus understand it perfectly). Yes it is also more versatile/complex than vanilla ssqc and thus does kinda need more docs, you can't win them all. That said, if 'use the source' worked for carmack, then I'm going to be lazy too... :P
I'd be nice to add better/more complete descriptions to it, but I'm a) lazy. b) terrible at explaining things without getting annoyed at how verbose you need to be to fully explain things, and how fully explaining things does NOT aid with idiot-proofing at all and it being those people who actually need it to be fully explained. What can I say? Mutual exclusions annoy me.
Anyway, once you know the name of something, you can generally search insideqc.com's forums and get further info that way, and I'd like to think that most of it is fairly self explanitory once you know that the builtin exists. If you still have any problems, post about them (ideally on insideqc) and in that way the available 'documentation' will hopefully improve enough to help someone else, even if you yourself are defeated by it.
here's my old poopy hud code: https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/quakec/csqctest/src/cs/hud.qc?format=raw
you need some CSQC_RenderView function that called clearscene();setviewprop(VF_ENGINESBAR, FALSE);addentities(3); renderscene();Hud_Draw(...); and you should have something that looks somewhat like vanilla but is fully defined by qc.
I'm sure you can find nicer examples out there if you look.
basically, use getstatf to read the various STAT_* values (clientstat in ssqc to define custom ones starting at 32+), then call drawpic, drawfill, drawstring accordingly to throw it all at the screen.
DP requires some other functions, which you can provide stubs for easily enough. RMQe is a bit more basic in that its qcvm requires a very specific defs layout, and has multiple omissions.
Additionally, here's my attempt to repeatedly insult anyone who complains that csqc is poorly documented: https://sourceforge.net/p/fteqw/code/HEAD/tree/trunk/specs/csqc_for_idiots.txt?format=raw - once you have a basic understanding of the various concepts, the entire thing becomes much more aproachable.

if you want nehahra's svc_showlmp, then:
WriteByte(MSG_ONE, 35);
WriteString(MSG_ONE, "slotidentifier"); //just a name/id, not visible to the user in any way.
WriteString(MSG_ONE, "gfx/foo.lmp"); //the image to display
WriteByte(MSG_ONE, xcoord); //might be a short in one of dp's other protocols, good luck guessing what it'll expect. nehahra used bytes.
WriteByte(MSG_ONE, ycoord); //yes, this means that the image is probably limited to the top left of the screen. you have no idea how big the screen is either, so that's probably for the best.
you can then move/replace it by using the same series of writes.
To remove it completely:
WriteByte(MSG_ONE, 36);
WriteString(MSG_ONE, "slotidentifier");
note that while the extension is called 'showlmp', engines will probably also support tgas too, but they *might* still depend on the lmp to determine the proper image size (hurrah for the lack of width+height args). Or they might just display your high-res image at a really really high resolution... yay engine-specific behaviour.
this particular extension should exist in nehahra (of course), dp, markv, and fte.

you can find documentation for tei_showlmp2 in http://triptohell.info/moodles/fteqcc/fteextensions.qc but there's no real descriptions. this extension came from telejano, hence the prefix.
there's a bit more functionality to it, in that it has a 'zone' argument, so you're no longer limited to only the top left of the screen, and you no longer have to guess the screen size. the coords can be a bit weird though, as tei opted to require 8000 to be added or something like that rather than use signed offsets. its also utilised via builtins rather than having to guess whether the current network protocol is using shorts or bytes. however, it only exists in fte+telejano, and its been years since I heard anyone else even mention telejano. shame really, but oh well. as the original showlmp works in fte anyway, you're probably best focusing on that prior extension and only using this extended extension if there's a compelling need for something that'll only work in only one current engine.

looks like I wrote another essay... meh, screw proof reading. 
On CSQC 
My mistake on believing it was DP only.
Though while it looks interesting, I don't really understand how it works, nor its functions. I guess I should've said instead of lacking documentations, more like it lacks tutorials, since I don't see many people use it that much, so I don't really get what does what.
Still, I'd like to know more about CSQC. Maybe after working on that HUD stuff I could see if I can move the weapon viewmodel around the screen, like nQuake did (though purely for cosmetic reasons, sometimes I like me some side weaponmodel, better if I can switch that on while looking at demos). 
 
when you start using extensions - any extension - you can find yourself tempted to use just one more... CSQC's versatility makes this so very tempting.
There really is no harm with just making a hud and stopping there.

I keep thinking that I ought to write a patch for quakespasm or markv to provide hud-only csqc support, except that I'd probably end up overcomplicating it or something, plus I've got enough other stuff demanding my attention. 
 
maikfranzxaver posted this on twitter

https://twitter.com/MaikFranzXaver/status/726178528241324033 
I Really Did 
Another One 
@mfx 
 
Nee, Alter! 
 
Sie Meinen? 
 
Quake's Start Map Replacement 
Here's a fixed start.bsp derived from the vanilla GPL release:
Download

I've fixed all the texture misalignments that annoyed me, plus some brushwork. Also added _dirt -1 to some light entities and compiled it with -dirtscale 1.25 and lit liquids. 
Start.bsp Fixed 
fixed textures can make all the difference in the world. thank you mankrip. misaligned textures in original q1 are terrible with hd textures.
-
jakub 
Gameplay Video 
I've modified some things in the chiaroscuro lighting, because the models were getting too bloody dark when they shouldn't: Explore or Die - map gameplay.

I've died in a humiliating way in that video, but the video as a whole was nice to watch so I've not re-recorded it. 
Mankrip 
What's that music?
I love that name, explore or die.... 
Hipshot 
Mankrip 
A really cool map, one of my favourites. The video looks really dark on my screen, maybe try a YT filter or brighten it up with Video Editing Software like Windows Movie Maker. 
Sock 
I'll re-record it with a higher gamma setting in the game. It looks really good when playing, but YouTube compression is really bad on dark areas.

I'll try to find out a good balance between dark areas and YouTube compression; one of my goals with these videos is to learn how to make the game look better on YouTube videos. Video compression is really bad for a visual style built around per-pixel grainyness.

On a side note, it's curious how this video didn't suffer from the same hiccups of the previous ones. 
Mankrip 
I don't know if playing a heavily colored-lit map in an engine that doesn't yet support them was the best idea. 
Onetruepurple 
For the purpose of testing the image fidelity between the engine and YouTube, that's enough.

Right now I'm focusing on gamecode, there's a lot to do. 
So Very Yes 
 
work of art 
Buddy 5ths Does Good 
Nice 
Very Cool, And Green. 
 
Was Bored 
Decided to screw around with Arcane Dimensions stuff in my Jam6 map.

1
2 
 
Looking good, but I think you should stick to the skybox you used in your original map, it suits the textureset better than moorise. 
BloodQuake Alpha 
Hi guys,

Just thought I'd announce that I uploaded a small project I'm dubbing BloodQuake to the quaketastic ftp upload site.

You can download it here.
http://www.quaketastic.com/files/bloodquake/bqalpha.zip

It's playable, but buggy as hell. I'm mostly uploading it here for safe keeping, but I'm open to any feedback you'd like to give.

It comes with one custom level I made (not the same version which was reviewed on quaddicted.com) and comes with a bunch of new monster models, weapons and items.

I'm including the source code for anyone who wants to tamper with it. I'm terrible at coding, and so I credited a lot of the code I'm using from other sources (like the X-Men ROA code, which has been drastically modified)

There's still plenty of junk to clean up in the code and gameplay, but I thought I'd upload it to make sure I wouldn't lose it.

Thanks. 
You Should Show Screenshots 
The first bite is always with the eye

-- Some bloke 
 
Nice 
I always appreciate a new runic map 
 
Could do with some texture variation, but structure is nice 
Runic Is Nice 
try more variety in those m4_4 trims. 
Screenshots 
Very Dark 
I an barely see anything on first two screenshots 
Looks Pretty Sweet! 
Definitely getting the blood vibe there, love the grittiness of it all. :) 
Ruin 
I'm glad to see you still working on stuff! I really love Blood, favourite build engine game! 
Ruin 
I just tried to load the mod in Mark_V and I got a crash to desktop error. "Bad FOV 180"

I tried in Quakespasm and I got a crash to desktop error saying that "progs/cyborg.mdl is missing". 
FifthElephant 
I'll go back and debug it as much as I can in order to have it run on other engines.

Thank you all for the feedback! 
Ruin 
I tried this out last week in darkplaces and encountered several visual bugs and a ton of console spam. I've been meaning to tinker with it and try it in other engines.

I dig the project and am looking forward to the debug! 
 
 
You use the floor textures as walls and ceilings rather freely, nothing particularly wrong with that, but it did make me think that this is another map like "the fly" from 1997 by Markus Klar.

For now, I'd say you should focus on texture alignment rather than choice, quite a few of little pesky errors in the metalwork from the last shot.

Looks like a vertical and multi-level map so far, keep the Z-axis going! 
Looks Good! 
First map process, that is some pretty decent lighting and the textures are not too shabby either. It is a bit mish mashy with the textures so I would work on making things a bit more consistence. Looks like a pretty foreboding map!

Keep it going! 
Lane 
What otp said, dont mix wall/floor textures too much. Else it looks good, go map! 
 
Damn, it's been a while I passed through here, and I never posted before, but these screenshots are looking mighty fine. Makes me want to make a Quake map soon :P 
 
Thanks for the tips y'all. I can see the misalignments otp was talking about it, and I've found more elsewhere in the map. As for the wall/ceiling textures, I kind of just stuck those on there based on the color palette I was going for without much regard to what they're normally used for in Quake. I had initially used a different wall texture (from ogro.wad) but decided it didn't look good in-game, plus some of those textures have nasty fullbrights. I'll have to experiment a bit with different wall textures. 
Walls On The Floor 
My all time favorite Quake theme takes the floor and uses it as the wall and the ceiling as the floor, it's great. Limbo map from the first mispack, h2m5 or 6 I think.

So don't worry about it. Your skeleton textures seem out of place though. 
 
I'll think about it... honestly the textures just look like brick to me, I don't really register them as floors even after it's been pointed out. 
 
Brick is only used in this pattern when it's a floor. 
 
Oh yeah, 'nested' like that. Yeah I will change it. 
Looked Fine As Is. 
 
 
 
Remake of your mapjam 2 map? Awesome! 
It's Priscilla's Arena In The Painted World 
 
Yes Please 
 
Yes Please 
 
 
I don't like dark roots. Should be more of the snowy rocks instead. 
Like So? 
Nice... 
... flying arches ;) 
 
much better than the roots 
Yes 
Better than kebab tentacles. 
Not Sure 
while the roots had their issues they looked evil which went well with Quake. This ones need more work on it to look like rocks (too geometrical i guess), right now they look like leaf barnacles https://en.wikipedia.org/wiki/Pollicipes_pollicipes or like quartz crystals. 
 
The original dark meat tendrils looked interesting and unique.

All this design-by-committee stuff is just watering it down to something bland. 
 
I prefer the rocks to the tentacles. 
Come On 
There's doing something new to break a pattern, and there's a detail sticking out like a sore thumb, which the meaty parts did. 
#Bringbacktheroots 
 
Compromise 
rock tendrils 
Uhuh. 
Obz Kinn likes a bit of dark meat tendril action.... 
/me Wants Some New Screenshots From Kinn 
 
 
I prefer the rocks much more than roots. partially though because the white bricks just ended instead of kind of crumbling into the roots.. regardless I think I prefer rocks.


I also want new screenshots from Kinn.
And from Than. 
Rocks Rock 
... or rock rocks...

.. so please no tentacle, it is not Hentai mapping :P 
Rocks? 
they look like teeth. 
No Email Mfx 
Maybe an entangled oldone root would like good.
I made a static of three oldones to obtain a pool of slime.

And also I want more selfies from the Oldone.
And from Pulsar. And from Drew. And from Than. 
Shub Niggurath Ballet?! 
Are you ever not weird? 
Schlossherr's Second Level Preview 
Yeah! 
Great shots Daya, they make me feel souls of evil! A bit weird by the fluorblue, but I guess that is mapper's own right.
Sure pronounce the dark atmospheric effeckt.
Sixth shot is really good. 
Collaboration With Pulsar 
https://twitter.com/VoiceOvNephilim/status/741567623238799361

Coming soonish with the next AD update. 
Nice One. 
Also MFX is looking great too. 
All Screenies Looking Good 
 
Nice Shots Guys 
Like the looks of that stone bridge and blue strog wall lights Daya. 
Daya 
Looking good, nice and moody! 
Ionous And Pulsar Collab 
That looks spiffy as well! Definitely fitting of the AD tool set! 
#13672 
Rockwork is better...makes me think some enormous arcane force has levitated the structure, foundations and all. 
A Couple Animation Tests 
also trying to figure out how to make a proper gif. these are ~2.3mb, so that kinda sucks... need to work on that.

water & caustics energy 
 
Ooh prettay! 
Whoa - What Engine? 
 
Darkplaces 
 
How 
Did you get Darkplaces to look:

1) remotely normal, and then basing on that
2) that good? 
Unfair Hate 
(Disclaimer: I am a Quakespasm user, with gl_nearest and square particles. My only real sin is that I don't turn model interpolation off).

It's not that hard to make DarkPlaces look fairly vanilla. Even the default settings in a fresh installation aren't that bad; once you've changed filtering to gl_nearest (which one would have to do in most engines anyway, I guess?) and turned off the blood stain effect, you're not that far from a vanilla aesthetic. Most of the garish bells and whistles aren't enabled by default. This is what a default DP installation looks like where I've only changed gl_texturemode to gl_nearest_mipmap_linear" and adjusted the resolution to my monitor's; nothing else.

And using DP doesn't mean you're automatically using "high res" replacement content. Every instance where I've seen DP look "bad" (from an old-school purist point of view), it's been where the user has enabled all the optional extras and used replacement content. 
Yeah 
I know it's possible to make Darkplaces not look completely offensive, but I've never actually seen anyone go ahead and do it...until now I guess. 
 
DP supports basic (single stage) q3 shaders, that's what you're seeing.

The engine isn't perfect, I have my own short list of bug fixes and feature additions, but I never quite understood the hate it receives. Given that it's free and fairly easy to use I'm inclined to appreciate its existence :P Same goes for FTE. Cool/pretty shit has been made DP (xonotic, steelstorm, etc.)

However, DP is more of a developers/hobbyists engine than a quake players engine IMO. 
Gorgeous 
Good stuff killpixel, love the water effects! 
Thank You, Sir 
 
Yes. 
Very nice! 
Per-pixel Dithered Quantization 
An update on my 8-bit color software renderer:

This is what 8-bit textures made with Floyd-Steinberg dithering look like.

And this is my approach, using the same texture resolution as the above picture.

Usual dithering algorithms for creating 8-bit images works per-texel, which is bad for scaling the texels afterwards; the intended color definition gets lost.
My algorithm compiles the textures in a format that allows for per-pixel color definition at any texel scale.

And this is an example of the texture quality I'm going to use in my game. The palette isn't final, that skybox wasn't made by me, and I'm still going to implement better support for TGAs with 8-bit alpha channels, so some things should improve. 
Cool Stuff Mankrip 
 
Very Impressive 
 
Errrr. 
I don't get it. I presume the grainy effect is deliberate? 
 
Shambler - shhhh. It's a journey of discovery to learn, pixel-by-pixel, why graphics cards were invented. 
Something Like That 
The grainyness is inevitable, and I like it. 
No Srsly. 
I don't even understand what you're doing....but I want to.

Oh okay comparing the two same images side by side, yours looks a lot better. Why do they both show a fine grainyiness that one presumably doesn't see in game? 
 
Why do they both show a fine grainyiness that one presumably doesn't see in game?

It is seen in the game.

The first one has 8-bit textures quantized with Floyd-Steinberg dithering, plus 4-step lighting dithering (including color correction and brightness correction), which is combined in real time with the texture. The texture in it is mapped using a hi-res kernel with 16 levels of dithering, like the one in PrBoom (but smoother). The combined T&L kernels can smooth texture detail up to 32 levels, which is higher than any software renderer I know of.
Some people like to compare my dithering to the dithering in the software renderer of Unreal and UT99, but those games uses a 4-level kernel, which is much less smooth.

The second screenshot was rendered using the same techniques, but instead of using 8-bit textures quantized with Floyd-Steinberg dithering, it's using 32-bit TGAs compiled into the 8-bit data format I've created.

It's all rendered in real time, in 256 colors. Take a look at the palette of those screenshots.

Of course, the engine has cvars for disabling most of those effects. Color & brightness correction can't be disabled yet, because it requires significant changes in the code, and to disable it I'll have to implement a secondary codepath that works in the old way. 
Very Old Q3A Map 
Concept Map - The Bridge Crane
Music by Devastus and cool cameras by QMM 1.7! 
Really Nice 
And the music has a UT vibe to it. 
I Remember That On Q3w 
that was some sort of demo map only no? 
Makrip 
Ever since 8 bit graphics became obsolete graphics manipulation programs have lost their dithering options. I remember having numerous different colour reduction options available to me. I remember being able to mark a certain region(s) and prioritising the colours in that region over the others.

Your work reminds me of those days. 
Mankrips Work 
reminds of nothing i've ever seen before.
So, that's that. 
 
Thanks. The main purpose of this is to make texture creation easier, because I'm not a very good artist. 
Beta Tester Wanted 
http://stainless-software.com/quake/horror-nailgun.jpg

Beta tester wanted - mostly to make sure I've packaged this right, it's been ages. Apply within. Or below. Or something. 
MovieTime 
I Remember That On Q3w, that was some sort of demo map only no?
Yes, it was just a concept map I made years ago which I recently installed again. I thought it would be cool to create a video of it and learn some new camera stuff at the same time! 
Screenshot 
Nice 
Though much like all of your recent maps/shots the fog looks too dense. 
 
fog might be fine for actual player POV though -- aerial shots will have longer sight lines. 
Yeah, 
Looks great TBH. Love the spectacular architecture shizzle. 
Latest Version Of My QS-IRC Mod 
This is the version I hope to release for QExpo, should everything turn out to be bugfree.

Dropbox link:
https://db.tt/vvXGPDnv

Yes, I finally worked out how to compile the thing for windows too. 
 
Q20 
Quake Sin 
Trying to convert the gorge from sin to quake.
Mapscale is too big for it but anyway.
Let's say it's my guilty pleasure.

elxu4 elxu4 elxu4 elxu4 
Good Stuff! 
 
Great! 
go mapfox! 
Like It MUCH! 
 
Odd Shapes 
Looking Good. 
Your Mother has an odd shape. 
Ha! 
That's the reason she created me.

...more in the way of a double animated static
Ha Yeah, That Was My Comment.. 
Don't take it home.
#13737 is really cool! 
Dammit 
i meant #13738. 
Looks Great! 
Wonder what the enforcers are using those objects for? :O 
 
source for teleporters? 
Coming Real Soon... 
Love The GREEN! 
Looks good. Nice industrial look to it. 
Love The Green 
Moody green ambiance is one of my favorites! 
Looks Sick. 
In both ways ;) 
 
Here are two wood textures I made. I think I probably wasted a Saturday morning because I don't like them much. Better than wizwood1_8 maybe but they don't look enough like wood to me. The closer you are, the worse they look.


http://quaketastic.com/files/screen_shots/wish_rk_wood1.jpg

(gamma corrected but forgot to rescale before uploading, sorry) 
 
Looks ok Rick. I think it may be a good idea to work at a higher res than 64x64. Try 128x128 and add some more variance here and there. 
 
Well, those are 128x256 actually. I may go ahead and use them. For some reason though, they really look bad on steps. Maybe a separate version with narrower planks would look better, 8 pixels instead of 16 pixels.

After looking through a lot of texture wads I've decided that most wood textures depend heavily on context (how they are used). If not for the seams that divide them into planks and a bit of curviness to the pixels, most could pass for metal.

There are many variations of wood in the RTCW and Kingpin wads. 
Some Ideas For Rick 
nice texture, maybe adding more variance as fifth said might make it nicer.

Maybe try making each board a different length so it's no perfectly symmetrical. Perhaps add more woodgrain to reinforce the idea that it's wood and not metal or stone.

I did a texture test similar to this a few weeks ago, this is my result. Not great, but a step in the right direction. Maybe it will give you some ideas. 
 
So. . . 
When can we download this awesome kripquake or mankuake build of yours mankrip, whatever it is you call it? ;) 
 
I've modified the stippling patterns for 8-bit alpha, so they combine better with dithered filtering: screenshot.

The previous screenshots of this scene were taken with r_fullbright 1, by the way.


Qmaster: I have no idea, there's a lot to do. Also, right now I'm only doing some work in this engine because I'm recovering from some injuries, but my current priority is to solve some real life problems. 
Wow To That Shot... 
...and good luck with the RL stuff. 
Map Jam 7 Is Done 
Just waiting for moderator approval.

http://www.quaketastic.com/files/Jam7/mapjam7.jpg 
Yummy! 
Loving those dark blue atmospheric lights. What's the theme of MJ7? 
BACK2BASE, BITCH 
 
 
Yeah, I noticed the post about the release right after asking that question... Thanks anyway, Shambler. Not too fond of base theme but that doesn't mean the maps can't be great: Crucial Error is the perfect example, and the pictures look very nice indeed. 
Newhouse Release Ready For Testing* 
Hi.

Here is direct link to current test version:
https://drive.google.com/open?id=0BwxYkKdSD855TUFHRTVTRHZRd3c

Requires quoth mod, yet better to replace the ones that are in, if that is possible (I'm not familiar with this stuff yet).

Jam7:
http://www.celephais.net/board/view_thread.php?id=61347&start=44
or Quoth:
https://www.quaddicted.com/reviews/quoth.html


I tweaked balancing, ammunition (feeding player more), and fixing trigger_counter mistake I made - now easy mode works, but it would be great to hear from others too. You can record or just tell how does it feels now. I have to say, because there is only 3 main skill levels I want to satisfy even skillful players. So I'm not quite sure am I giving too much ammunition or not, so let me know and I will try my best.

Also if the map is still too dark, just let me know. As long as the darkness doesn't make the map unplayable - I intended my map to be dark that player can't see everything and enemies can hide in darkness (sometimes). 
Another Links Comings 
Fixed one flickering light I placed in place, doors don't block lights, and light comes through on ground level if you know what I mean. So it that bothers here is same test version without that flickering light thing:
https://drive.google.com/file/d/0BwxYkKdSD855TWJ2cV9nYUdiRDA/view?usp=sharing 
NewHouse 
Just played your new version. Lighting looks great! I'm seeing so more much detail in your brush work that I missed before. There are a lot of Mega Healths out in the open on Normal difficulty I'd replace those with just regular health. Loved the new ambushes. 
Semitransparent Shorelines 
Screenshot - This method has near zero impact on the framerate. Still needs some tweaking.

And I've been really missing out on the newest releases. The Back To Base jam looks sweet. 
Awesome 
That is really cool man! Nice job! 
Seriously Good 
Mankrip's engine looks better and better every month. He teases us to no end. 
Makrip 
how different is this going to be from super8? and linux binaries / source? (I may have asked the latter question before) 
 
 
Cool 
are you going to support limit breaking maps? 
 
Some, yes. But I can't promise anything specific. 
Gamma-correct Color Blending 
This is what 8-bit color translucency usually looks like. As explained in some previous posts, the scene in this screenshot is a worst case scenario.

Now, the same scene with brightness-correct & color-correct lighting, color-correct & gamma-correct translucency, gamma-correct per-pixel dithered quantization on mipmaps, and soft-depth transparency on blended liquids (the "glass" in this map actually uses a flat-colored liquid texture, which is why it's also rendered with soft-depth transparency).

Gamma correction on color blending makes the resulting image more smooth and colorful, avoiding saturation losses across different hues. This is actual gamma correction, based on the gamma scaling techniques implemented on computer monitor hardware. Here's a practical explanation.

This was how it looked without gamma correction. The colors were more dull (as in the example from the link above), and less smooth (as can be seen in the wall at the right side of the image). 
Soft-depth Sprites 
Translucent_gamma? 
Does Quakespasm support translucent_gamma? Those windows looks much better with that on. 
 
Though I'm a bit confused because:
correction_5_translucent_gamma.png has much cleaner window frame look kind of, but in
correction_3_translucent_on.png
you can see color of water better.. is it even bit higher.

Does that map has blue fog or something, because window clearly wants to color everything blue that is behind it? 
NewHouse 
Thanks for the heads up. I've investigated this, and found out that the pre-gamma screenshots were taken with the slime alpha set to a different value.

This screenshot was taken back then with the glass fully transparent. Now I've used it to adjust the alpha value for the slime, and found out that the value was 0.6. The slime alone is a little less greener now due to gamma correction preserving more of the background hue, which is mostly brown.

With a slime alpha of 0.6 and soft depth disabled, this is a more accurate screenshot for comparison. By the way, this made me notice that the shape of the slime texture is also preserved a lot better now.

And Retroquad doesn't support fog. I've thought a lot about fog rendering, and still can't confirm if I'll try to implement it. 
Retroquad Is Looking Great! 
 
Lava Bloom 
My second map for Quake (first was a quick, minute long map I have no intention of releasing...), thinking of uploading a beta version in the future to see if the gameplay is okay.

imgur album

I can't believe I've been working on this since ~July... 
Grittiness 
I like it. 
Holy Crap, That Looks Great! 
Excellent texture choices. 
 
Thanks, glad to have such a positive response already. The texture work is a huge time sink, finding the right look and breaking up brushes to make them fit properly is a large part of why it's taken me so long to get this far. But the more I do it, the better I get at it, with better results and efficiency.

A lot of these screenshots are from more recent parts of the map, in part because I feel that the earlier sections aren't quite up to snuff. I'll probably take the time to touch them up a little after everything else is done, but they're passable, at least. 
 
Looks good. I love the soft blue/greenish color of that light. I can see a pyro, are you making this for AD 1.5? If you need beta testers, I'd be happy to oblige. 
HOT 
These look great Pritchard! I especially enjoy the base architecture molded with the rocky walls. 
 
It's a Quoth map, actually. Mostly because that's what someone suggested to me first when I wondered how to expand the base-themed enemy selection a month or so ago. Now i'm married to it for this map, since I can't give up my beloved Edie! ;P

I'm not sure when i'm going to do a beta, but it probably won't be a private one; I'll most likely end up whacking a changelevel in the map somewhere that isn't really the "end" and posting that version of the map here. I'm mostly interested in player experience, as well as how long it takes people to beat what's there. I tend to blitz through the level, so I find it difficult to judge how long it actually is for regular players... 
 
Ugh, I hate Edie! I mean he's a challenging enemy and that's a good thing for base maps, but I think he belongs more in Q2 and doesn't quite fit in Q1. Still, I'm looking forward to playing this.

My playing style is more slow-paced and methodical. I often take 2 to 3x longer than the average YT playthrough to complete a level. 
That Is Great Texturing And Lighting 
very nice mood. 
The Best Rock Texture Ever Created 
The map looks great, very moody! 
 
Pritchard, it's looking great indeed. Lots of variation, curious to see how environments blend together.

As of me, this thing is developing:

http://www.quaketastic.com/files/Jam7/jam7_wannabe_02.jpg 
 
Those looks great, eager to play them when they're finished! I must be the lowest person compared to you guys*

If someone is interested I have been extending "IceCore" a little bit (mostly just thinking). Here is work in progress images (pretty hard to take pics because I haven't finished ceilings and so on):

https://drive.google.com/file/d/0BwxYkKdSD855TVJDMWlSSGo4VlE/view

The actual 'IceCore' I haven't started yet.. but it should be near the tower (bottom left). It is going to be basically much bigger cylinder shaped room.. etc. 
Looking Good 
Adib, love all of the detail work in that hallway section.

NewHouse, you are bringing that cold vibe very well! 
 
I was testing something.. it is a bit dark but that is part of atmosphere also in the end:

https://drive.google.com/file/d/0BwxYkKdSD855aWRBa1piYTdWS2M/view?usp=sharing 
 
Just wondering.. is there yellow liquid texture already in some wad? 
NewHouse 
Cool looking hellish screenshot there!

I can't think of a yellow liquid but you can make one yourself. Use TexMex, export a liquid you want to be yellow. Then open in a Photoshop program and change the color level or what have you. 
 
You wanna build a river of piss? xD No idea if such a texture exists but you can always take a previous texture and recolor it to your needs. The standard id tex for water should do fine. 
 
Okay.. now it is turning into bee queen's palace or something..

Mugwump : not piss -> liquid honey (it is golden/yellow like a lava or something)

https://drive.google.com/file/d/0BwxYkKdSD855b3BUdEhWNDdKRjg/view?usp=sharing 
 
Damn you Bloughsburgh, you beat me to it! ;)

NewHouse, I saw your new pics. Did you desaturate your blue lights? They seem to have lost much of their hue. 
Mugwump 
Part of yes.. and no, since I'm still working on lights. I kind of came back to original ones, because blue wasn't that much as present. Too much white and it kind of lost the whole mood totally. 
 
Yeah, I loved the intense dark blue of your MJ7 version.

Yellow Death: Hey, if it isn't good ol' hskl07_1! I've just used the exact same texture for some stairs I made. Is that a new map? There is a very yellow lava texture in AD_lavatomb, maybe it will do? 
 
Also, when you're in need of textures, make sure you visit this page: https://www.quaddicted.com/files/wads/
It has a whole bunch of .wad files used by mappers available for download. 
 
Thanks buddy, this is just the concept. I really have to finish up first my IceCore map.

It feels so great to know.. actually when it is finished - I don't want to sound rude or anything, but it is sure couple people will start posting comments like "buhuu it is so dark, I can't handle this darkness" yet "it is so hard, I can't handle this madness".. it really makes me wonder why brightness settings aren't implemented yet for quake (modern standards). It is impossible to make everything work for every person screen settings, when dealing with colors a lot, and that is fact.

About difficulty.. if you remember playing doom maps, difficulty was often just pure evil (almost even impossible), and my map wasn't even in those levels. Just couple projectiles to be able to dodge, shoot precisely not wasting cells etc. basic stuff. And some people starts almost demanding/expecting that hard difficulty it shouldn't be that hard.. what do you expect sincerely? Next difficulty after hard is nightmare already yet we don't live anymore in 1996 when even couple shamblers was too much to handle. I personally appreciate hardcore players, which love even unfair situations and ammo limitations. Normal mode will always be just enough, it will be a bit harder than normal mode in original episodes.

But even though if I appreciate many opinions, and try my best to make it appeal as many people as possible, it is unavoidable that surely some people will dislike it no matter what you do. That's why I want to do what just feels right to me in the end. 
"That's Why I Want To Do What Just Feels Right To Me In The End." 
Amen to that. You first get into mapping because you want it, not because the others want you to. It's good to take advice from the community but when you aim to please everyone, you expose yourself to losing your identity. I love it when mappers have their own style and personality. A Sock map doesn't look and feel like a Necros map and that's how it should be. Hell, even the original id mappers had their own styles! If your style is intense colors, so be it! We don't see this kind of stuff much since Unreal and I enjoy it. People say it's not realistic but since when Quake is supposed to be realistic? It's one of the most surreal FPS I've ever played.

And if people really find your map too dark, they can easily adjust it with QuakeSpasm's new contrast setting. I've used these settings:
contrast "1.5"
gamma "0.85"
and it was perfectly fine. I still need to play it in Darkplaces though. 
 
I haven't tried it on darkplaces either, even though I had downloaded it long time ago.. it has that a bit shiny-look, if you know what I mean. Also I need to consider writing down on readme something about those console commands. 
 
I think Quake's light map is gray scale 0-255 if no lit file is used, and I don't think screen shots are affected by the gamma setting. If so, you can probably tell how well a map is lit by looking at the RGB values in a photo editor for screen shots taken with r_lightmap 1 
 
And if people really find your map too dark, they can easily adjust it with QuakeSpasm's new contrast setting.

Literally the opposite of "good advice for lighting". 
 
Literally the opposite of "good advice for lighting".

"Nothing wrong with my map, must be the player's fault" seems to be a running theme in the Cumdump and PooHouse show lmao :D 
LMAO. 
 
Rick 
Rick: I have been doing that, but it is not that easy in practice.

onetrupurple: Not the best advice & I highly try to avoid it, but in the end "some" people might need to use them.

ayy lmao: you aren't spammed already? 
Wot Like "some People" Radically Change The Gamma Of Quake Itself?? 
Srsly tho. Look at Quake. Make your maps a comparable overall brightness to that. Then it will work for almost everyone. It's not complicated. 
Shambler 
Okay? Then what do you think about these pics I sent earlier (I haven't received much feedback about new lighting attempts):

https://drive.google.com/file/d/0BwxYkKdSD855V0RmZHBFNENRRms/view?usp=sharing 
 
Instead of acting like complete jerks, why don't you guys be constructive for once and share your own brightness settings? 
NewHouse 
That's a lot of effort to work on light levels so kudos to you on that.

I would say something in between the two examples you are showing in that grid picture. I definitely think some of the images on the right are much too bright and detracts from the atmosphere you are so purposefully trying to achieve. On the other hand, some of the darker images on the left do not display any detail at all and I find that to be simply too dark.

I know that cold is a theme so if some dark areas are absolutely vital to your design then keep them, but the fact you are taking these steps to fine tune light is a good sign! 
 
Picking a suitable lighting level for a quake map is not some incredibly obscure alchemy, comprehensible to only the most wizened mappers - it is literally - like Shambler says - a case of comparing your maps with other known good maps like the original id maps and just making sure you're not far off that.

You won't get any useful information from knowing what gamma settings people play on - you may as well be asking them how their monitor is set up, and what the brightness of the room they are playing in is. 
Bloughsburgh 
This might be too much to ask.. but could you or some people actually mark pics which are too dark by "x" and some what are too bright by "y". And in the end I could actually analyze results. I could use this for my future maps too, to check good brightness for every color. After all, I can't adjust my screen's brightness level any lower, and it is still bright and colors are showing well, I should do something else to my screen to make it work like every cheap acer laptop screen.

This is maybe too much to ask, but I have been playing with values you guys (Rick/ericw) has sent to me. And also listening you Bloughsburgh how to use wait etc. Maybe I haven't found the right combination yet. 
 
Don't use my maps as reference though. I'm bad at light. 
NewHouse 
The new lighting looks fine. I don't think there are any pics that look too dark. Some of them may actually have a bit too much light (mostly the L shaped corridors) - maybe use a different delay setting.

MugWump, if a map is too dark with gamma 1, then it's not lit properly. 
Onetruepurple 
Should I use gamme 0.9 or gamma 1.0 while compiling? Or should I rise up it even, when using colors as main light source? 
 
they look good newhouse, you've put a tonne of extra work in since the jam, that is pretty obvious. the results look like they're paying off. 
I Don't Know About -gamma In Compiling. 
Use "gamma 1" in game. 
Lit 
Honestly, looking back at the grid I think the very bottom dark pictures are perhaps a tad too dark. Those are probably the only ones.

As OTP said, I think a lot of the pictures are a bit too bright (Especially the far right examples)

Admittedly I only ever played your very first offering of the map so I don't have much reference to go on. I'll have to try your newer version at some point! ;) 
Sorry Being Stupid Person. 
You know I'm a bit slow when it comes to learning basics.. I'm more visual person, I almost need people to go hand in hand showing me how things should be done.

L shaped lambs on top indeed are so bright that even my eyes are now burning. I have to decrease intensity a bit* I was only thing on make focus much more clear - but then there is also part "not too clear". It should be a bit more tender touch there.

Inside joke "I have a headache". 
 
Kinn "You won't get any useful information from knowing what gamma settings people play on" At least knowing which settings people generally use can give some kind of reference.

OTP "MugWump, if a map is too dark with gamma 1, then it's not lit properly." As I said, my gamma is set @ 0.85 with contrast @ 1.5. Not just for this map, but as a general setting. I may need to pump gamma up 1 or 2 notches on certain maps, like Khreathor's Sewage Farm, but NewHouse's Ice Core looked fine to me like that. Sure it's darker than the usual base map, but not to the point of not being able to see shit, and also that's what gives it its distinctive atmosphere.

So, what are you people's gamma/contrast values? 
 
When running light, is there an actual difference between -range and -gamma? 
I Would Assume Gamma 1 
 
 
As I said, my gamma is set @ 0.85 with contrast @ 1.5. Not just for this map, but as a general setting.

http://www.monitorsetup.com/
http://www.displaycalibration.com/brightness_contrast.html 
I Play On Gamma 1 
It's very bright and vibrant. It looks great. Mostly because my laptop LCD screen is very bright and looks completely different to my other LCD screen, and also I don't Quake play in a bright room.

Really, just knowing what gamma people play on tells you like maybe 25% of the story. 
#13822 
+1, your settings sound wonky, probably trying to compensate for a not so good display.

Mugwump, having a properly calibrated display really is crucial in general. Calibrate it and use it for a while so your frame of reference can readjust.

Then, light your maps using gamma 1. You'll get the desired look in the ballpark for most users this way. 
 
OTP I'm not talking about the monitor's calibration, but the in-game settings.

Kinn And do you use the default contrast with that or do you tweak it? On my rig, Quakespasm's default settings make a slightly too dark image and I've found that playing with the new contrast setting gave much better results than gamma. 
Killpixel 
I did calibrate my monitor the best I could but it's an old and quite crappy LG CRT. 
If You Need Gamma 0.85 In Quake Then Your Monitor Is Badly Calibrated. 
 
 
For me, Gamma 1 looks perfect on 99&#8453; of quake content, IF all the following are true:
- on a calibrated LCD
- in a pitch dark room
- in full screen.
If I am not in those ideal conditions, I need to raise gamma/contrast to compensate.

Btw just switching from windowed to Fullscreen makes a difference, because typically stuff on your desktop is a lot brighter than quake. This is why screenshots look so dark even when the pixel values are the same. 
Otp Is Right 
reset to 0's and try again. black will probably appear washed out, which sucks, but that seems to be the nature of your display. boosting the contrast and dropping the gamma or brightness seems like a fix, but it really isn't (I used to do this too). 
 
And do you use the default contrast with that or do you tweak it?

Default I guess. I didn't even know QS had a contrast setting. 
Then Again 
I remember using high gamma on an old CRT also... 
 
So, I can see all color changes all the way through that top 5 (pure black) on my screen+settings, can I use this as a tool somehow? http://www.monitorsetup.com/ 
Then Again. 
Quake was developed on CRTs... 
Rick 
Yes the -gamma option for light.exe is a real gamma, applied on the floating point light map before converting to 8bit and saving. I just added it because it was easy and could be used as a bandaid fix to tune lighting globally.
I forget how -range works but it's not the same as gamma. This is something I should do a series of screenshots of on my site for light. 
 
Since 1996 I've played quake on all manner of different monitors under all manner of different conditions and used all manner of different gamma values. There isn't really a "correct" gamma value. On old CRTs like in the late 90s, my gamma has been set a lot lighter than I tend to set it today on LCDs. 
 
I've been using -gamma in light because after I added bounce everything became too bright. Worked pretty well, far easier than changing the values of every light. 
Im An Idiot 
black will probably appear washed out, which sucks, but that seems to be the nature of your display.

I'm an idiot, ignore this. I assume your display seems too dark. CRTs generally have deep blacks and rich color, so boosting contrast seems strange, I would boost brightness first then mess with gamma if you want to brighten up the low end. Of course I'm not there and able to look at it...

Why the fuck am I attempting to deduce what someones monitor looks like from across the world based on contrast and gamma settings in quake? I'm a fool on an errand.

Anyway, I still think it would be worth your while to re-calibrate, reset quake to gamma 1 and go from there. 
Range 
I forget how -range works but it's not the same as gamma. This is something I should do a series of screenshots of on my site for light.

This would be great to see! 
 
Yes the -gamma option for light.exe is a real gamma, applied on the floating point light map before converting to 8bit and saving.

Okay, good to know.

I always assumed -range was just some kind percentage increase. I somehow got started mapping with low light values years ago. Instead of fixing them, I would just bump up the -range setting. 
Bit O' Rocket Science For Y'all. 
This is how it looks in game:
https://4.bp.blogspot.com/-Lx3BB5zDt78/V9hBdNVR9vI/AAAAAAAAAjo/fnhGnkx8qD0Mgo3dCVOPWG14IgKugR_8QCLcB/s1600/screen2.jpg
Make your maps with a similar brightness to this.

This is how it looks as an unedited screenshot:
https://4.bp.blogspot.com/-BNDUeY5YyV8/V9hAKNsrEAI/AAAAAAAAAjk/VLKdTt-T544OLLOBKwjS8VQ84u6KzDsNwCLcB/s1600/screen1.jpg
Don't make your maps this dark. 
BTW. 
That is on Quake gamma settings that look perfect on 90% of maps, and on screen settings that look perfect on 99% of other content. 
OK, Thank You All For Your Input 
Killpixel Well it is a bit dark, but instead of having gamma wash everything out, I found it better to tone it down a bit and ramp up the contrast. Also, I don't see a brightness setting in the QS menu.

Kinn Yes, since 0.92 QS has a contrast setting.

OTP & Kinn It's nice to have constructive and non-aggressive replies from you guys. I hope things can stay this way. Bury the hatchet? 
Bury The Hatchet. 
IN THE GREASY FLATULENT ASSHOLE THAT YOU SPRAY OUT ALL THE SHIT YOU TALK INSTEAD OF USING YOUR MOUTH LIKE A NORMAL HUMAN BEING??


























(i.e. yes good idea) 
Shambler 
Judging by your oh so "normal human being" intrusive response to something that wasn't even addressed to you, you must be talking - I mean shitting - out of personal experience... 
Aww Yisssss 
Chill Out, Please 
I have learned now many good things about mapping "gamma", "contrast", "range". So thanks for your patience and honest in the end.

But still, try to chill out a little bit? I might sounds childish time to time (bad grammar maybe), but I never try to make people get triggered over 'these things'. 
Yeah... 
...but apparently for some people, conflict is more interesting than cooperation. And to think that they're the ones trying to lecture you on being normal... Fail. 
Gamma 
I use gamma 1, I also configure my monitor using this site - http://www.lagom.nl/lcd-test/

A good litmus test is to just compare your lighting with vanilla Quake. 
#13840 
In the monitor i am using right now (switched to TFT from CRT recently), i am seeing Quake practically like your second screenshot (QS with gamma 1). From what you wrote, does that mean i have something badly configured? Even though, personally i think the first one is too bright and bland.

TFT monitors are something arcane for me and i resigned myself on making them look well, but i even considering that I don't get what you say.

Aside form that, about brightness configurations, it does matter a lot when there is several ways to change it and the range oof the available changes is wide, like in Quake 2 where it can be a pain to map, as some maps can look cool in some settings and lame in others.
In this game it doesn't matter, its just a matter of comparing it with other maps like said posts above, and it is a big relief when mapping. 
Pritchard... 
...I'm digging that vibe. Yes, it drips atmos. I think you are pretty close...now to concentrate on gameplay ;) 
 
Adib: Great looking corridor, can't wait to see the rest of the map.

NewHouse: Egyptian themes are always cool, though egyptian-themed textures are hard to work with because they usually looks too flat. Using non-square angles as much as possible on the geometry can help a lot (multiple ramps instead of steps, reclined walls instead of straight walls, etc). 
Mankrip 
Hmm.. color world might make it look like part of "Egyptian", even though those tiles are from hipnotic wad, large white marble tiles/bricks. To be honest it reminds more of "White Greek Marble Temple/Bathhouse", I got couple small souvenirs from my family and all these Greek soldier figures had this white/yellowish theme going on. 
 
A new screen.

My mouse has become very flaky over the past week or so, i'm going to be returning it under warranty soon but for now i'm using a crappy wireless one I found. Progress was slow until I switched mice, as by the end of my last one's life it became impossible to click/drag anything, including in TrenchBroom.

Anyway, that (half, behind the camera is a mess of untextured brushes) room is all i've really done since I last took a screen, but it was a fair bit of work cutting it all up for the texture details and so on... Which, again, is quite hard with a bad mouse :( 
Sweet 
Looks great man, excellent atmosphere. 
 
Image is not shown for me, but just known it is you, I already know it is near perfection. 
 
Thanks guys :) still working on it.

Pritchard

Wow, loving it. Rock and base, nice mood.

NewHouse

Try a texture called *firecoal It's in "lavacity" wad. 
Adib 
I will check it out, after this noir jam is over~ 
Pritchard 
agree looks nice. Nice distransian style texture medley 
... 
only thing missing in that last shot is some light sources, perhaps? 
Almost Done 
Should be finished within a week or so, provided my high-functioning ADD doesn't screw me again.

https://drive.google.com/open?id=0B5ubevjSCiEYQ1RDOS1jaVN3LVk 
Drew 
The sky is a big light source in that area, although you can't see it in that screenshot. I'm not decided on any other sources yet. 
New Map: Infernal Ascent 
I just released a new Q1 map titled "Infernal Ascent". It's nothing special, but screenshots and a download link can be found on my blog:

https://ubiquitousgame.wordpress.com/2016/09/18/quake-map-infernal-ascent/ 
That Looks Good 
 
Did you not run light -extra4? The spotlight cones look somewhat jagged. 
Odd 
that you chose to use textures from different themes. 
 
Yes, I did run -extra4, though I agree the lightmaps look a bit aliased in places.

The different themes started as an experiment. The map has 3 main areas (plus a central hub) and the idea was that the hub is a military base on which is built three macabre tests/gauntlets, each constructed around a different theme. But the thematic differences in the original version were far too stark so I toned them down by at least using broadly similar colour palettes in each area. 
Lovely Map 
Very strong 90s vibe, but in a good way. The mixture of themes is executed really well; gameplay was well designed.

If you want some critical (nitpicky?) feedback:

There's a clipping error here -- you can pass through the wall at the top of the ramp (you don't have to try hard; I did it by accident) and skip a large section of the map.

The twisted and broken bars near the start of the map feature some dodgy brushwork and would look a lot better if aligned correctly.

The last section of the map (after you jump into the floor teleporter) is way too dark, imho. 
 
Thanks total_newbie, this feedback is very helpful. The clipping error and misaligned brushwork were bugs that crept in during construction. I have uploaded a new version where those errors are fixed. I also added a couple of additional light sources in the last rooms of the level (though not too many, so as to maintain the intended atmosphere).

As before, the file is at

https://ubiquitousgame.wordpress.com/2016/09/18/quake-map-infernal-ascent/

Thanks again! 
I Had Fun 
It's not in the news, so here goes.

Yes, strong retro vibe. Combinations of enemies worked well for me. Best part of the map was the button sequence puzzle room. That shambler + ogre room could be improved, I easily worked it around. Dogs gave me a nice scare.

My criticisms are about lighting and signaling. Lighting felt kinda caotic to me. Spotlights not highlighting anything special; pitch black darkness at some points, worse being that section after you fall thru the funnel, where you navigate completely blind.

After beating the map I noclipped and "r_fullbright 1". That's when I could appreciate your brushwork. I had no idea that I fell thru a funnel, for example. Shadows are supposed to enhance the environment as much as light, right?

One last bitching: you hint attention points with textures as well, but without anything special around. If you choose a white light fixture set, a yellow fixture draws player attention, for example.

I think you managed to create that classic unsettling feeling of danger that iD maps used to give. Also, passing thru the same room from different levels/sights is something I love and value, you're putting the environment to use.

Hope I could help someway. Thanks for this release, it was good fun :) 
Infernal 
Skill 2, 2/5 secrets 64/65 kills (Glitched zombie!)

https://www.dropbox.com/s/1ggljkzaht0wh1t/mjb_infernals.zip?dl=0

Nice map to play on a Sunday afternoon! I like the theme of rising into different realms of Quake. The transition is done nicely through the use of broken bricks and the base textures. Game play was fun with lots of knights to ambush you in the shadows.

I would say a large thing I noticed is the lack of source lights being illuminated properly. So when I saw a light source, the actual lamp texture would blend into the background. Placing a light with a high wait value (7-8) can really bring that nice touch home! Also I agree with adib about lighting in general...bit all over the place.

This is a unique map and I am looking forward to seeing more! 
 
Thanks guys. The light surface textures not being properly illuminated has been bugging me too. I don't understand why id made light textures that don't use fullbright colours. Rather than do as you suggest, Bloughsburgh, and use a high wait value, I implemented the simpler (for me) solution of making custom versions of id's light textures that are fullbright and therefore appear to illuminate properly regardless of how much light falls on them. This fix is in a new version that i have just uploaded on the same page as before:

https://ubiquitousgame.wordpress.com/2016/09/18/quake-map-infernal-ascent/

Sorry to hear that you found the lighting to be chaotic. I'll be the first to admit that I am still learning the fine art of lighting, but there were, at least, a few elements of the lighting in this level I was happy with. Hopefully, what I learned through this experience will inform a more nuanced approach for my next creation.

Thanks a lot for the demo, it's valuable to watch how others get along with and interpret the level. 
 
I saw the map showed up on the front page news (http://celephais.net/board/view_thread.php?id=61352), so it might make sense for further discussion to be consolidated in that thread. 
News 
Here :) 
Color Correction Evolution 
At first, 8-bit color translucency was like this. Due to the limits of Quake's 8-bit color palette, straightforward blending of color values was very lossy.

Then I've figured out a way to apply color correction on both translucency and lighting. The colors improved a lot, although the results were very grainy (see how the shape of the slime texture became completely unrecognizable after being blended twice).

After that, I've decided to try implementing gamma-correct translucency. The blending became smoother, color hues became more faithful and the shape of the slime texture could be recognized again, but a few details were lost in the darker areas of the image.

Now, I've also implemented gamma correction on the lighting. This helped to recover those lost details back, and then some. Now the slime texture is fully recognizable, even through two passes of alpha blending, and details such as the pipe texture on the bottom left of the image are more faithful than ever.

For a final comparison, see this 24-bit truecolor mockup I've made in GIMP (which doesn't use gamma correction). If you convert this 24-bit mockup back to Quake's 8-bit color palette using popular error diffusion algorithms such as Floyd-Steinberg, my results are still smoother.

I have one more thing to change in Retroquad's color management, but I'm skeptical about further quality improvements. This "one more thing" will be just to simplify some calculations. 
 
Why does the glass look like a sieve in all your color/gamma corrected pictures? 
 
Because of dithering
 
OK. And I suppose there's no workaround unless you revert back to the uncorrected look? 
 
I'm so excited for this mankrip

quake in its intended 256 colour brilliance. 
Mankrip 
this is pretty darn sweet. 
#13880 
Exactly. The only workaround would be to convert the whole renderer to 24-bit color, which is what the Pixomatic software renderer in Unreal Tournament 2004 did. 
...but That Is Not Your Purpose. 
Which map are these pics taken from, BTW? I don't recognize it. 
Mankrip 
Can't wait to start experiencing that by myself too* so this is your own engine project? 
 
Mugwump: It's Clean Cut, by MFX.

NewHouse: Yes. 
Thanks 
Haven't played that one yet. 
@mankrip: What Is It You Are Calling Your Engine? 
 
 
Qmaster: The name is Retroquad, but it may change before release. 
Mankrip 
P.S. 
Take a look at the whole article. I pasted a link with redirection to "Gamma correction" by mistake, which is least interesting part of this page. 
Khreathor 
Thanks, I've read all of it (minus the code, because I'm on a smartphone atm).

So far I've not used any iterative color search methods, only straightforward calculations. But that article may give me some ideas on how to improve TGA skyboxes and external textures. Skyboxes such as "Interstellar" and "Violent Days" still looks pretty bad in Retroquad.

Another idea on how to improve external textures is to perform topological analysis to scale the error diffusion in a non-linear way. This is in my mental list of things to try sometime. 
That's Very Nice 
 
Me And My Mouth... 
As mentioned before, this is the best result I had achieved.

But after testing the translucency on several maps, I've had one more idea.

Now I've modified the gamma correction algorithm on the blending, turning it into adaptative gamma-correct blending. This helped to give the resulting image an even more natural look, with even more details being recognizable now. Both this screenshot and the previous one were taken with exactly the same settings (r_slime_blend_alpha 0.6; r_wateralpha 0.5). 
Mooning 
Thoughts?

I want to use a skybox in my map (before now it was regular boring old blue sky) but i'm struggling to find the right one that matches with the lighting. I think this one kind of works. Any ideas for other good ones?

Also, it's alright for me to use it, right? It's taken from AD, but it's uncredited in the readme so yeah. I'm sure no one would really care if I did or not, but I still feel like I should be a responsible citizen and check first. 
Mankrip 
Nice! I can't see any sieve effect on the glass anymore. 
Pritchard 
Not bad. You should ask Sock if you wanna do this by the book. Check this page http://quakeone.com/forums/quake-help/general-help/10727-definitive-hd-replacement-content-list.html for links to a bunch of skyboxes. 
Pritchard 
In Photoshop, I would pick the color in these rocks, invert it (Ctrl+I) and start from there. 
Mankrip 
Interesting changes.

I notice a bit of graininess has crept in in the shadows. You're able to recover quite a bit of detail on the crates, where prior they were almost flat.

Is there a method you could apply to selectively remove dithering where it is going to appear grainy?

The areas in particular I'm thinking are where the biggest shadows are, or will that ruin the glass transparency effect? 
 
Is there a method you could apply to selectively remove dithering where it is going to appear grainy?

No. But while playing the game, the grainyness isn't as noticeable. The area in those screenshots is a worst case scenario, translucency effects usually looks better than that already. 
 
So I pasted the id metal skull texture over some fucked up overlapping brushes and it resulted in this weird conjoined twins effect where the overlap occurs. I think I'm going to keep it.

http://www.quaketastic.com/files/conjoinedskulltex.PNG 
 
It looks cool but the effect is only in this particular place. All other skulls look normal. Now you need to fuck up the rest of your wall! xD 
 
That's Quake's normal "natural" texture alignment. You'll have to scale/shift the texture on the angled wall if you want to fix it. Even if the alignment looks okay, I sometimes still scale so that the pixels aren't stretched. Depends on how noticeable it is. 
 
I think I'll keep it, it's only in one other place but it's amusing to me. Who knows if it'll be noticeable once the map is lit.

Anyway, here's a speedmapped layout I think I'll make into Qonquer map (originally supposed to be a coagula level). Might make a whole pack of these for kicks. Dunno how the rest of the community feels but imo there aren't enough good Qonquer layouts.

http://www.quaketastic.com/files/qonquermet.PNG 
D3 Textured Map By Mfx 
That's Some AAA Vibes Right There 
It reminds me a bit of War for Cybertron. 
Those Curved Pipes 
Fucking how 
 
Patience, so much patience if the tools we use these days are anything to go by. 
 
If those all are in grid (no half pixels and so on), there has to be some extreme math going on behind all this madness. 
 
I've added a last step to improve the color blending.

In the previous screenshot, there was still some weirdness in darker areas.

Now, in this new screenshot the contrast is more faithful.

Now I don't see anything else to improve in this specific test case, and in all my tests through several other maps this algorithm also seems optimal... except for one thing: I've found out that it's only optimal at 50% translucency. I'll have to do some tests to figure out exactly what needs to be compensated from one blending level to another, but I'll leave that for later.

Also, I want to thank MFX for his Clean Cut map, which was really helpful to test and improve the color blending. Those flat-colored gray color windows served as a good neutral ground for figuring out which properties of the colors were being distorted, and how. 
Mfx 
insane 
Mfx 
How in the hell you did that? I expect you ported it from another program to the editor, if not, i can't see how. 
The Posts Below The Pic 
would seem to indicate all done in TB2. 
Yes, True 
It can be done in an editor, and quite fast. Took me just 2 minutes after realizing how.

It reminds me of something that happened in 1997: my oldest brother did a 16 steps per round spiral staircase on the grid with just the carving tool that looked awesome and left me wondering for months. And in the end the trick was easy and fast to achieve.

What's impressive on Mfx's screenshot in the end is the results, and the goal this achieves: something impressive with fast done brushwork and good ambience, completely the opposite of what i did in the starting areas here. Well, thanks to it i toned down a lot on difficult brushwork, and Mfx's screenshot reaffirm my conviction. 
Cocerello 
I tried using rotation tool to make same kind of result, but only problem was that face's texture alignment started acting weird flipping directions and so on. Did Mfx actually calculated all those broken face's texture rotations manually after rotating brushes or am I just too inexperienced when it comes to using TB? I used 22.5 degree steps because 22.5 x 4 = 90 degrees..

What is carving tool? I think TB2 doesn't have anything like that. Or do you mean clipping tool, where you cut slices by choosing 3 vertex points? 
 
I've seen people talk about different types of texture alignment, such as world vs. arbitrary--to pull off the effect mfx has one would need to use arbitrary alignment, by my understanding (not 100% sure). Also I don't know how to actually implement that sort of alignment but it would be good to know. Calculating texture rotations manually? Doable, but have fun with that lol. 
 
To be honest it is not fun at all calculate manually something like that* but because I haven't figured out other ways to correct these when things doesn't went as planned. Maybe J.A.C.K handles these better atm.. maybe.. but I'm not that used to J.A.C.K's interface yet. 
Strange 
 
Oh Shit! 
read that you had problems with brushwork instead of problems with texture alignment and realized just now.

For texture alignment in those circumstances, align them bit by bit when you have the first cylinder brush done and use texture lock for the rest. I use the map format 220 from HL which has enhancements to texture alignment, but i i am not sure if Trenchbroom supports that or just can open those files. 
 
I've not really touched it, but TB2 seems to support the 220 format, at least for creating and loading. Not sure how stable the support is though.

Speaking of which, is there any tool that can convert between standard quake and 220? I'm interested in seeing what difference it makes (if any) for my work. 
 
You would have to use the Valve 220 format for that kind of texture alignment. The basic orthogonal (align to world) projection would never look right.

https://developer.valvesoftware.com/wiki/Texture_alignment 
 
So basically I should use J.A.C.K for those kind of brushwork/rotation practices. So I highly doubt mfx was able to pull this off 100% in TB itself. Unless he took like 3 months manually calculating messed up faces or just using Valve 220 format. Not sure how does it work in TB, what are differences.. have to check it out after this noir jam. 
 
I've had issues with texture lock in the past when rotating brushes. One thing I've tried doing in the past was making a cube and then rotating it with texture lock on so that one of the diagonals was parallel to the z axis, but after I did this the textures were completely warped. 
Depressing/Weird/Alien-like Future 
I'm a bit of confused about what I have done.. what does this remind? (possible gameplay section in my noir jam map) : https://drive.google.com/file/d/0BwxYkKdSD855LTE2dS1wSXJHUDg/view?usp=sharing 
 
It reminds me of HL2. 
Standard Axial Texture Projection 4 Life 
#13926 
math or patience? 
 
guess with a rotation, press 'fit' tool, repeat until it's pretty close 
Mankrip 
HL2, not episode 1 or 2.. that tech tower section? Also I think it reminds a bit of Duke Nukem 3D's episode 2, latest maps. 
#13927 
This was fun

standard format & patience 
That Looks Good 
a bit of phong and it'll be smoother than baby poop. 
Baby Poop 
Interesting... We say baby skin in France. 
Really Cool 
 
 
I think in Australia we say "Baby's bottom" which is like half way between the two on the creepy/gross scale. 
New Brightness Controls 
I really dislike how vanilla WinQuake's "gamma" cvar makes the colors washed out, so I'm working on a new system using two cvars: pal_darkness to define the minimum brightness, and pal_brightness to define the maximum brightness; the resulting value is normalized between them.

Default settings (same as gamma 1).

Maximum brightness scaled up.

Minimum brightness also scaled up.

Now, a question: Does the resulting image looks fine for everyone here in this personal settings test? Afterwards I've reduced pal_brightness a bit, to 2.5, but I don't know if this is still too dark for most people.

Anyway, one of my goals with this is to improve the image quality for YouTube videos, since YouTube compression is bad for dark colors, and WinQuake's brightness control makes the colors too washed out. 
Mankrip 
I think 5 might look good. Doesn't QuakeSpasm allow you to set brightness and contrast in the options menu? I have my contrast turned up a bit, it seems to boost brightness a little as well.

Also, how'd you move your HUD to the corners like that? 
 
Looking at your personal settings test on my phone in a dark room, it looks good. Dunno if it's enough for YT vids though. And yeah, the new contrast feature in QS is very useful to have a brighter and more vivid image without washing it out. 
 
Hmm. I've tried increasing the brightness, but this time in another map:
E1M1, default brightness

E1M1, pal_brightness 3.5

E1M1, pal_brightness 5

5 seems to distort some colors too much. 3.5 seems to be the maximum that doesn't distort the colors too much, at least for me.

The below shots were also taken with 3.5:

E1M1, well lit area.

E1M4, dark area.

sevin: This HUD is custom coded. 
 
Still on my phone, but this time with the lights on, I agree that 5 might be too much. E1M4 dark area looks nice but the brightest parts of E1M1 well lit area seem a bit overbright. Maybe you should try 3 again but it's hard to judge how it would look on video, though. 
 
On video it always looks a lot worse, which is why I've lost the motivation to record gameplay videos. 
@mankrip 
Can you share the code for the HUD? I'd love to use that. 
 
Worse as in darker, I assume... Well maybe 3.5 would do, then, I don't know. There's really only one way to find out: make a video. 
 
sevin: This HUD is still the same as in the Makaqu engine. Qbism's Super8 also uses a slightly modified version of it. 
 
If you want video to look good, don't let it within 10 feet of any web-friendly encode or YouTube. Maybe just upload files to a host somewhere for people to download. Not sure what kind of encode is good for HQ gameplay though... 
Mankrip 
Most of what you want to recover in these situations is details in the shadows, instead of stretching the entire palette, you probably want to shift the shadows slightly higher. Of course whilst keeping the blacks black.

I do a bit of photography and when I edit the exposure of my photos I often use the tone curve tool that adobe lightroom has. Opening an image and playing with that will give you an idea of how much you can separate tones whilst retaining a good "realistic" looking image. 
The Initial Shot With 3 
looks good to me. 
Nehara HD 
Nehrahehrhahe Movie 
wow it's like watching an autistic child play with action figures for 4 hours. 
 
lol I picked a random spot and got 42:45, watched until 44:00 laughing my ass off. 
Shamblernaut 
Thanks for this. 
And The Oscar Goes To.... 
The HD really lets you savour the artfully-crafted nuances of the vertex swimming, whilst the mushy blur of the texture filtering adds an evocative, dreamlike quality to this visual feast. 
WTF Did I Just Watched ? 
O M G ! The parallel world of YouTube ! 
I Still Can't Take It...yech 
 
 
So I'm not only one who thinks this is nowadays a bit of.. outdated when it comes to cutscenes artistic look. 
 
Unfortunately, even DarkPlaces and all its shiny-pretty can't do anything about it... Was good for its time, though - except the vocal "work", that's awful no matter the period. 
A Plant! 
http://i.imgur.com/elqml3q.jpg

This thing took me far longer than it had any right to. First I had to recolour the texture for the plant itself, since the background wasn't index 255, then I had to figure out which format TexMex felt like importing today (please tell me there's something better than TexMex), then I had to edit the texture again because it was really tall and dumb, followed by reimporting it again.

Then I set it up in the map so that it looked like a decent plant in-game. Then the real fun started!
To build a decent shaped potplant pot in TB I first had to find a crash bug in the CSG tools, followed by trying to figure out how to work around it. Then I had to copy it back into my actual map, try and select all the tiny brush fragments I ended up with, group them, align them with the base of the pot, texture them and then spend another few minutes getting the plant itself to line up in the center...

Finally, I have a really ugly potplant pot and a decent-ish plant! This is really how I wanted to spend my evening mapping. 
Dat Pot 
Better be critical to every aspect of your map. I'm talking linked to 4 secrets, key to open 6 doors, and spawns massive hordes.




It is a nice potted plant. 
 
Everything in that screenshot looks nice. I liked the potplant. 
Double The Pot 
Double the Fun!

And here's a small album of general shots from my Jam map. Not too many enemies featuring here! I don't want to spoil the surprise of playing it.

One of my favourite things about the map is the boxes. They're all breakable, except for the really big ones, and some of them have stuff inside. Getting really half-life right now, I guess.

The shots are taken with the jam palette loaded, by the way. It's pretty effective! 
Looks Neat! 
 
@Pritchard 
Nice mood! 
Heya 
Jesus 
 
Holy Fuck 
Only the filename gives any indication that that screenshot is from a Quake engine. 
D3 Techbase In Quake 
Yes plz 
 
I've never used those textures, but in my general experience, it's crazy that you managed to get any textures to curve so well. Wow! 
Someone Ban That Guy Already! 
 
Mfx... 
...w00t! 
Blam! 
was the sound of my jaw dropping on the floor.

Stellar work! 
Lol 
you bastard, you killed quake mapping! 
 
Stunning work, MFX 
What The Fucking What?! 
Doom4 called, they want their map back!! 
 
Kids love the Teletarbbies 
MFX 
never ceases to amaze 
First Quake World War Begins 
Looks nice! Hopefully gameplay is also stunning and not just the brushwork* Would you make the whole spaceship explode at the end.. cinematic ending. Killtarget everything.. then turn on copy of everything and kaboom. Epic ending for Arcane Dimensions. Then people keep writing 10/10 reviews "the best Quake map ever made". Sock gets mad and punches you in the face, and every other top mapper joins to the battle.

https://www.youtube.com/watch?v=PFkAAvDkj9k

But no seriously, looking very nice mfx! 
 

<KinnyCrumbles> squelching around bouyantly in my jizz-soaked office chair, kept afloat by aching, swollen testicles, bobbing on the surface like space hoppers bouncing in a vat of molasses.
<otpffs> KinnyCrumbles
<otpffs> http://www.quaketastic.com/files/screen_shots/spasm0003.png
<Shambler> u just seen mfx's screenshot too then
<KinnyCrumbles> yes
 
 
Someday I'll release a screenshot that gets this kind of feverish response. Someday... 
... 
I'll just join in with the crowd and say: holy fuck. 
#13976 
Earlier still:

<onetruepurple> jesus fucking christ on a vintage yamaha 
Wow 
hust wow 
Errr 
1. mfx what are you doing

2. when are we having beers again (stopped smoking though)

3. he never said he used TB for this 
#13973 
I need a purple one and itll get thrown into every map i map in response to the "does everyone hate tarbabies?" Thread on quakeone.

Maybe i can take a poke at it myself to throw in my first offering... 
Pixelarting 
finally found a way of hand painting textures that works for me.

http://i.imgur.com/j8Q35FN.png 
First Look At External HD Textures In Software 
Screenshot.

I've found that compatibility with standard _luma textures will be a pain. It seems that standard _luma textures have lower dimensions, plus no alpha channel, and are rendered by overdrawing the opaque textures with additive blending in realtime.

This makes sense for hardware rendering, but it's a bad, bad approach for software rendering. It's much slower than the standard "color shading map with fullbright colors" (aka colormap) approach of the software renderer.

In the scene shown in this screenshot, I've manually adjusted (upscaled and alphamapped) the _luma textures of the top side of the boxes with GIMP to see how they would look using the colormap approach.

I'm not happy with the idea of having to implement an algorithm to convert the _luma textures like that, so manually editing the _luma textures may be required. Also, I'm not sure if support for non-power-of-two HD textures will be implemented, as that would require huge surface caches. 
 
Also, I've gotta make the engine save the compiled textures to disk, as compiling HD textures takes a bloody long time. 
Mankrip 
Are you writing your own conversion code? What part of the process it time consuming (at runtime)? is the code just unoptimised? 
Shamblernaut 
All of the improvements I'm implementing are custom coded by me. External textures are pre-compiled into a special 8-bit data format I've created for per-pixel dithered quantization.

The texture compiling routines are very optimized already, but due to the very complex nature of the process it takes a long time. 
 
So you'll just convert the textures on the first load of the map then? Seems like a fair approach.

Out of interest does the conversion prefer a single thread or parallel processing? 
 
I haven't implemented any kind of parallel processing yet; will do after the core architecture of the engine is complete.

In fact, this engine is still compiled for first-generation Pentium CPUs. It could probably run (unbearably slow) on a 486 too, except for the memory requirements.

I'm following Michael Abrash's philosophy of "the best optimizer is between your ears". Compiler optimizations, CPU-specific compiler flags, multi-core processing and so on will only be implemented after all the possible manual optimizations are implemented. There's tons of code refactoring going on, I'm trying to rethink every single routine of the engine. 
Sounds Exciting 
 
 
Even when properly formatted, some _luma textures still looks bad. Oh well.

Personal tastes aside, it's nice to see Retroquad being able to support such high-res textures. 
 
(Waiting for someone to say "Now you just need overly saturated colored lighting, N64-thick fog, obnoxious specular lighting, myopic bloom and abyssal normalmaps to make everything caked in vaseline and raise hell.") 
Nah, We Have Doom 4 For That 
 
Here You Go... 
Now you just need overly saturated colored lighting, N64-thick fog, obnoxious specular lighting, myopic bloom and abyssal normalmaps to make everything caked in vaseline and raise hell.

Happy? 
 
I chuckled. 
 
A bunch of new screenshots at QuakeOne (and Twitter).

HD textures does have some significant impact on the framerate. d_mipscale 2 helps to recover the framerate, but anyway, those textures are huge. More mipmap levels are needed. 
 
it really needs high-res hud+font images now... 
 
Yes, but that's not a priority. 
Hexagons Of Death - Testing Lighting 
Looking Good 
Beehive theme? Either way, looks interesting. 
 
Only thing I need is an actual bee enemies* but I assume vores will work too~ 
Needs More Zingers 
Aaaarrrgghhh 
<Shambler> finished solus project
<Shambler> made no sense to me at all
<Shambler> nice to see ur name in the credits
<Shambler> it was okay overall
<Shambler> some interesting vibes, some good mysterious / creepy bits
<Shambler> but far too long and far too many hexagonal rocks
<Shambler> i'm going to see a neurosurgeon to see if there is someway they can burn all visual acknowledgment of hexagons out of my mind 
 
Bad Memories about that Donkey Kong level? 
Columnar Basalt. It's A Thing. 
 
I knew the famous Giants Causeway in Northern Ireland (pictured on Led Zeppelin's Houses of the Holy cover art) but I thought it was a unique formation and I wasn't aware of similar sceneries existing in Iceland as well. 
More! 
Heh 
Columnar Basalt really does look like a map generation bug ;)

It's fucking awesome though 
Q2 MOD - Strogg Empire, Fresh 2016/10/11 Pre-Alpha Build Released 
Link: http://www.moddb.com/mods/strogg-empire

Version 2016/10/11:

* Added support Variable FPS on clients/servers based on Q2Pro (crussial for Plasma Beam and Chaingun)
* Plasma Beam ported from Ground Zero (Rogue) with the following characteristics (to see the weapon model itself, please, copy pak0.pak from "rogue" folder into the "empire" folder with name pak8.pak):
- Rate Of Fire: 2400 (per minute)
- Damage: 4 per shot
- Ammo Consumption: 0.5 cell per shot
- Range: 768 units
- Behavior at Q2 10FPS ordinary server/client: 16 damage per shot, 2 cells per shot consumed
* Health behavior:
- Initial HP is 125
- Health reduced by 1 every 1.0s, provided that current HP value is greater then 100
- Reduction rate is delayed by 1.5s after Stimpack (item_health_small) was picked up
- Reduction rate is delayed by 5.0s after Mega Health (item_health_mega) was picked up
- Absolute HP maximum is 200, none of health items can be picked up at this value
* Armor behavior:
- Armor reduced by 1 every 1.5s, provided that armor value is greater then maximum value of current armor type (situation with Armor Shard)
- Reduction rate is delayed by 1.5s after Armor Shard (item_armor_shard) was picked up
- Absolute armor maximum is 150% of maximum value of current armor type, Armor Shard can not be picked up after this value
* CG (Chaingun) changes:
- Damage value per bullet is 7 now (was 6)
- Spread is reduced by 10%
* MG (Machinegun) changes:
- Damage value per bullet is 6 now (was 7)
- Spread is reduced by 60%
* Added auto-jump ability
* For testing purpose (like DM in Warsow, FFA is totally another thing there), all players are spawned with all weapons (except BFG10K) and ammo

Current build is coming with Q2Pro built with Variable FPS and Anti Cheat (Server-Side) support. Both, x86 and x86_64, builds for Windows are provided. To launch game, please, use ".CMD" launchers instead of ".EXE" directly. To install this version, please, delete your previous "empire" folder.

Version 2016/10/11:

* New hit sounds based on damage amount or kill
* Announcer messages

Version 2016/10/07:

* 125 points of initial health
* Lowering the level of health points to 100 if the current level is greater than the maximum, not only when a player has a Mega Health
* Quick weapon switching
* Hit sounds for better feedback to an attacker 
Courtesy Of Urthar 
Does This Look Too Bad? 
Looks Good. 
Pretty sure. 
 
Are the graininess and sieve effect caused by your 8-bit conversion? The grain could be cool, like a filter of sorts, but the sieve looks weird IMHO. 
 
@mankrip: Does the dithering animate, like film grain? I imagine that would look nice. 
Pipe Up! Beta [qw] Multiplayer Map 
hey boys doing my yearly 1on1/2on2 map creation. Here's what I have so far:

http://i.imgur.com/kNhUBo6.jpg
http://i.imgur.com/mJcdK81.jpg
http://i.imgur.com/SQ3tAJu.jpg
http://i.imgur.com/0POm7Fq.jpg
http://i.imgur.com/NUuxIWK.jpg

quakeworld.nu forum thread for download:
http://www.quakeworld.nu/forum/topic/7023/105506/pipe-up-1on12on2-dm-map

Any critiques or suggestions are welcome! 
 
mfx: Thanks, I feel a bit unsure about the quality of the alphamasking.

Mugwump: The graininess is caused by multiple stages of dithering from several different parts of the renderer.
The sieve effect is due to the palette. The closer to the palette a 32-bit image is, the more balanced the colors gets (example).

#14014: I've tried this once, and it didn't look good. At first it worked well, when I was using only one 2x2 kernel for the texture and another 2x2 kernel for the lighting, but once things got more complex it got too distracting. 
 
@mankrip: I might be wrong, but that sounds like it might be due to the noise distribution. You perhaps could try "blue noise" as described in the two articles below. Though I have no idea how well that would map to software Quake's case, looks great either way :)

http://gpuopen.com/vdr-follow-up-fine-art-of-film-grain/
http://gpuopen.com/vdr-follow-up-grain-and-fine-details/ 
#14017 
The noise in those articles is for modifying channel intensity; this requires a RGB framebuffer, but Retroquad's renderer operates in 8-bit indexed color all the way (all RGB color operations are precomputed upon loading).

Even if I were to try implementing that as a brightness modifier only, all the different dithering kernels in Retroquad must stay aligned in a very specific way for all the different blending and smoothing operations to work properly; some of the kernels took me weeks to figure out their best layout. And shifting the layouts of all kernels together gives abrupt results, which doesn't look good when animated. 
Addendum 
The most effective way to achieve an animated grain look would be to blend an animated texture over the framebuffer; this way, the kernels would still be static, and kennel alignment would be preserved.

But of course, this would slow down the rendering some more. 
Autocorrect Fail 
 
 
"i should post a screenshot. first im gonna do some touch ups"

repeat ad infinitum

ill try and break the cycle in the next few hours... 
Mukor 
Don't be shy.

This screenshots thread is for unfinished stuff. To get feedback about unfinished stuff, there's no need to finish it. 
 
I conquered a massive design block the other day so my confidence has gone up quite a bit.

I think i bit off more than i can chew in regards to scale. Ive only two out of five areas done and im already 5k units in size...i thought my whole map was gonna be this big.. 
 
http://imgur.com/IlLznKN
http://imgur.com/WWkCW9S

itll be a bit before i get some compiled shots.

AD mod, of course. Necrokeep inspired, if ya couldnt tell...:P 
Sweet! 
 
Mukor 
That looks fantastic man, nothing to be self-conscious about!

The front facade looks great, if you are looking for criticism perhaps add some background brushes past the rock wall so it doesn't just cut to skybox.

Look forward to more of your progress! 
Mukor 
Really good looking, interested to see how you're going to use those wide-open areas, a lots of flying monsters I assume* (If I can see correctly, there is one soulless placed already). 
Mukor 
Looks awesome pal, keep it going! :) 
 
Thanks everyone!

@bloughsburgh exactly whats in store once the main bits are nailed down. the rockwall will get some hefty vertex manipulation as well. trenchbroom has given me a lot more confidence in my brushwork with the clipping tool and vertex manipulation. all my prior experience was in hammer, and as great as it is, I always felts weighed down in some ways. I imagine it was that I was trying to map for Counter Strike and it requires too much "realism". Every room had to have a purpose and a rhyme and reason. Quake has been a breath of fresh air to map for.

A big thanks to the Sock and the AD development team for all the fun stuff to play with! Also, sleepwalkr for Trenchbroom! 
Mukor 
Looks well nice, apart from that rock texture. Good stuff. 
New QSS FX 
Mukor 
Looking great btw, try changing the rock texture as shambler already said.
Go map! 
That Looks Amazing MFX 
Also really digging your screenshots, mukor! 
God Damnmit MFX 
Stop being so good at quake mapping 
How To Stop 
a derailed train? 
Another One 
Just Nuts 
You really are hyping up something incredible here man! 
You're A Wizard, MFX. 
 
 
Thanks everyone. Im looking to get this finished up by new years so i can utilize some free time next year for my next offering.

The rockwall was a placeholder so i didnt pay it much attention. Now that its been pointed out, that texture is horrible as it tiles way too much.

MFX: cant wait for the release...is it for AD 1.5? 
Not Dead Yet (insert Zombie Noises Here...) 
Are editor shots the new normal? Should Tronyn release further maps or just fuck off? Will Trump or Hillary win the election?

http://www.quaketastic.com/files/screen_shots/River_of_Fire.png

I'm mainly just trying to demonstrate that I'm not dead yet. The "final Drake" may resurface yet, with the help of God (or Satan, if you're one of those who hates my maps). 
Damn Tronyn! 
Looks gothic AF, love it! 
That Looks Very Nice! 
I hope to see more new maps from you soon 
Looks Cool! 
Excited to see another map from you Tronyn! 
Shots. 
Nice one guys. MFX looks ace. Tronyn looks very cool, hardcore textures going on there. Love your maps, hate the drake mod tho (well, tolerate it I guess). 
Whats Up With Drake 
I know the maps tend to be more like the doom slaughter map style but it's at least different from most stuff you get in quake.

I did have a drake map in development ages ago... 
Re: Drake 
assuming I finally do get around to "finishing" it (my projects are like the freaking Tower of Babel), I'd be interested to know what features should be changed. I know lots of players find the bosses too hard and the monster AI annoying (at least they don't dodge like in Nehahra, lol). I do want to preserve dragons though, as they are a pretty key enemy in wide open maps. I'm hoping to finish it next summer, if no sooner, so at that point I'll probably make a thread for feedback/issues/suggestions.

Glad you guys liked the shot. Other shots posted here look awesome too. MFX you are insane in the best possible way! 
Looks Good NewHouse 
Like the lighting. 
Thanks Bloughsburgh* 
I'm trying out a bit of aqua/neon style when I get further with this map. Also want to see how does the lighting works under water. 
I Like Those Shots Newhouse 
 
Thank You* 
When this neon jam is going to be btw, during the December or January? 
Errrr 
It was a joke, in the sense that Orl pointed out in the other thread. There is no jam. 
Blood And Gore Jam ! 
 
Texan Style Jam! 
 
 
Any theme is fine as long as it can be interpreted in a very loose and generic way. 
Any Theme 
That doesn't require fucking with the default palette, 5 different versions of texture packs, or whatever else.

Jams should be very inclusive and have no barrier of entry. 
 
Oh, it is hard to tell when it is joke or not. At least this film noir jam came out of nowhere for people that aren't hanging out that much in terrafusion or other quake chats* 
Generic Jam! 
Sounds good to me! ;) 
 
Pick any two words that sound good to you:

Arch/Arched/Arches
Ascent/Ascending
Attic
Bent/Bend
Box/Boxy/Boxes
Bridge/Bridges
Cantilever
Cavern/Caverns/Cavernous
Cellar/Cellars
Chasm/Chasms
Derelict
Dock/Docks/Docking
Enormous
Fort/Fortress
Ledge/Ledges
Rooftop/Rooftops
Ruined/Ruins
Tall
Tower/Towers/Towering
Truss/Trusswork
Tunnel/Tunnels
Underground
Water/Wet 
 
Void jam 
Enormous Wet Boxes 
 
Rick You Reminded Me 
http://udelle.com/minecraft

for those lacking ideas 
 
Yeah, that was something like I was thinking. I didn't really spend that much time coming up with the words, I'm sure there's plenty more possibilities.

I tried to avoid words that were too style-restricting such as Gothic/Medieval/Egyptian and those that might require new, or a specific type of, textures such as Fire/Gold/Frozen. No reason they couldn't be used though. 
#14061 
i.e. czg's pants. 
Oddly Inspirational? 
At least judging by the number of speedmaps "czg's anus" produced... 
 
Void maps. Isn't that what "Coagula" maps are? I've always liked those for some weird reason.

I made a ctf space map for Q3 once. Never got around to putting the final polish on it though. 
Egyptian Jam In AD 
 
Egyptian/Temple/Desert. 
Verrrrrrrrrrrry long overdue. 
Not Quite Unique Enough 
How about Techno Egyptian? 
No No No 
Just Egyptian/Temple themed. 
Jam 
Egyptian/temple could be fun. But hopefully there is a little more downtime between the last jam. 
Egyptian Theme Is For Sissies... 
... unless there is a total Blood, Gore and Gibbs, Texan Style Fest ! 
#14069 
Techno Viking theme

ps
Egyptian/temple => steal textures from Hexen 2 and Serious Sam 
Texture Jam? 
I've been bangin' my head against the wall for months trying to think of a unique(ish) theme.

I feel like every theme and its permutations have been done to death. What was the last really strong, original theme you've seen? IMO, BioShock was the last one, nothing else since then has stood out to me (aside from that niche beksinski themed game).

It seems one of the major challenges of visual design is simply finding a concept to move on. I struggle to think of anything that isn't derivative of tech panels or bricks. 
Techno Viking Theme 
Hah, this could even work with Hexen/Daikatana textures. 
 
"Temple", maybe. "Egyptian Temple"? No way.

Too restrictive of style.

Of course, one could simply place a single obelisk shaped pillar or ankh texture somewhere and say, "There you go. Got that Egyptian part covered." 
Maybe... 
Purple Theme. Or Green. Or Green and Purple.

You know, not just the done to death colors like brown, blue, basetan, terracotta, metlbluegray, etc.

|| (this means OR)

Perhaps maybe a Liquids Jam. At least 50% of the map must be underwater (either 50% of gameplay time or 50% by volume).

||

Topsy-Turvy Jam. Whatever theme/location you want but it must have some or all of it upside-down, sideways, or otherwise topsy-turvy curvy angled twisted. 
 
brush theme. Maps must be build out of brushes to qualify. 
Spike Theme 
Must include spikes. Use nailguns. Can use Spiked Quakespasm features. Evil mood recommended. 
Unique Schmunique. 
Don't be too restrictive.

Temple etc etc hasn't been done much and it's a real strong style - or genre of styles. 
Techno Gothic Please 
Like Warhammer 40K

Spires and gothic arches in a dark future techy setting 
 
Well, that's a good reason for being non-specific. If you want to make your temple jam map in a techno Gothic style, then cool.

However, somebody that doesn't like that style could make their map in an Egyptian style. Or as sunken, medieval ruins, or whatever.

The more words it takes to define the theme, the fewer maps there will be. That's what I think anyway. 
Jam Jam 
A Jam with an actual deadline that mappers have to stick to. You can create anything you want, but you MUST do it in the allotted time. No ifs, no buts. Definitely no extensions.

The best part is that if no one gets anything done we can call it cancelled and move on with our lives! :D 
Pritchard 
You're asking too much* 
Double Post 
We need 2 weeks for designing/planning, and 1 week to finish it. 
 
I thought that people wanted to wait for a while before having another jam.

I would sit on it for a bit guys and work on your own stuff. 
+1 Naut 
 
+2 Naut 
 
+3 Naut 
 
+4 Naut And +1 Rick 
 
CSG In R/l 
Egyptian Temple Is A Cool Theme 
There's a great Sock's egyptian textureset btw 
Temple Temple Temple! 
 
Shut The Fuck Up About Jams In The Screenshot Thread 
 
 
Blue 
Ooh, more quakes! Looks moody and lovely. :) 
 
I can always respect a map that can make textures that are themed one way look like they're themed in another. Not sure if it's intentional, but great use of the egyptian set to build something medieval-feeling. 
 
Is that really using eqyptian set? Looking very nice in medieval theme. 
Nice Scampie! 
 
How Do You Know Its Scampie? 
Also looks awesome! 
 
i dreamt of it 
 
lol 
 
Simon's Egyptian set yeah, but I'm just using them for the grey stone and blue highlights, and less of the symbols... just like I did with my Jam5 Qonquer map that no one played. 
 
 
It seems like a vore and umm... red shadows? :) What's that LG model you're using? 
Dwere's G.O.O. Pack 
The guns of okayishness (g.o.o.). 
 
Mine is much less curvy.

This seems to be one of the models included with Makaqu, also by mankrip. 
Maka-whatnow? 
 
 
http://imgur.com/UorFgo8
http://imgur.com/eWL9NWa

Im all about editor shots. Leaves more to the imagination...or something.

Wanted to play around with knave.wad, maybe make a couple rooms.

2k brushes later and I think I might actually have my first map on my hands. All rooms are complete just need to commit to my weaker area of expertise and set up all the entities/triggers. 
Looks Great 
Awesome man, congrats on nearing the homestretch! It is more of an achievement than you may realize.

I am also working with the knave texture set for my personal map and find that triggers/entities are my strengths where as making things look pretty is my "needs improvement" area. 
Mukor 
 
 
Mugwump: "Red shadows" is a good description. I've just used the color shading map from the emitter shading instead of the one from the lighting.

Dwere: Yes.

mukor: The layout seems blocky, but fun to navigate, and the rooms looks well detailed. 
 
@mukor Yeah, what Romero said. Details on your walls seem good but that ceiling needs some too.

This seems to be one of the models included with Makaqu, also by mankrip.
Thanks dwere, I'm gonna have to check it out. Always found the blockiness of the original too... umm... blocky. Oh, and nice job with it, mankrip. 
Mukor 
Looking great! Always love the knave set.
Like the others said, the ceiling in that room looks very flat. Either decorate it more or add another vertical layer (this is good for connectivity) because it's rather jarring with the rest.

My days of Natural Selection mapping have spoiled me greatly because I often put more effort in detailing ceilings than floors (since an alien class could walk on all surfaces). 
 
http://imgur.com/6RhvxDa

Heres the spawn.

For what little experience I have with lighting, this looks really good to me.

The bland ceiling in the previous screen shot will get a similar treatment as seen here. I always make my best attempt at adding depth to all my surfaces.

Ive got most of the entities chained, should be able to wrap this up within the next week. 
 
actually wait, my lights are using the colors i set?

any clue why? 
 
arent using the colors i set.* 
Lights 
Seems a bit flat to me, the lighting that is. Are you using fill lights? Try toning down the light value for those. Otherwise, looks like a spiffy map and I am looking forward to playing it! 
Lit 
Verify that the .lit file is where your bsp is located for some initial troubleshooting. 
Mukor 
I'm liking the looks of your map so far, Kinda reminds me of that one map I made for Map Jam 666 :P
Looking forward to seeing it released! 
Map Jam Theme: 
"What Romero Said"

That would be too conservative for most mappers I'm sure. I really liked that quote though, because it explained something that I'm sure I wasn't alone in noticing in the original Quake levels (after all, Ziggurat Vertigo...). 
Tronyn 
That may be too vague a theme for a jam. It could be a required rule of the jam, but I feel like a theme needs to be tighter. But shhh! We've already been told to stop cluttering the screenshots thread with jam talk, so if you wanna discuss it further we should do it in General Abuse.

@mukor Did you delete your previous screenies? I wanted to look at them again but I can't access them. The first ones are still there. 
 
@mankrip

Blocky yes. It was an effort to remain simple as one of the biggest things that prevents me from ever releasing anything is that I try to do too much at once.

@bloughsburgh

Ive got a light with dynamic 2 32 units under the texture and another with dynamic 5 about 64 to 96 units under it.

It might be a directory issue. I havent been keeping it too clean. Ill have to look after work tho.

@breezeep

Ill be honest, i havent played near as many custom maps as I would like. At the moment, work and dad life eats a lot of my time but as of the New Year Ill have lots of freetime. I hope to get around to playing more custom maps by then. Most of my exposure is thanks to Dazs playthroughs/commentaries. An invaluable tool in helping me catch up to modern Quake aesthetic and gameplay.

@mugwump

Im not sure what the deal is. All the links are working for me.

Thanks for the kind words everyone! Ill get another screenshot in once i get my lights working properly. 
 
NVM, they're working again. Weird. 
Bloughsburgh 
You were correct. My .lit was in another directory. Thabk you. 
 
https://twitter.com/muk0r/status/794837715275620352

sorry for filling this thread up so much lately, im just really excited! 
 
Don't apologize for using this thread for what it's made for! Plus, I think everyone here likes getting their appetite whetted... 
No Screenshot But... 
... been hanging with Gotshun while he finishes up his next level. I'm kind of the alpha tester, woohoo! AND, going over tonight to snag his old levels off his ancient PC, haha. If anyone here remembers the days when you HADDD to have both a 2D and 3D video card yup... this is what we are talking about. Good ole 3DFX Voodoo baby.

I'd say he'll be finished... soon(TM) :-P 
Looks Goodmukor 
The fog adds a nice ambience. I wouldn't pay too much attention to those who say ita too bright. You are going for a certain theme and mood, don't let them force you into a corner of darkness only. 
Lights! 
Nice pic Mukor and please fill this thread with as much shots as you want, it is one of the more exciting threads to have new posts in!

I think the second shot after Daz's reply looks the better of the two. The fog does add a nice touch! 
Fog Looks Good. 
Keep it going mukusor! 
Next Jam Theme Should Be 
"Tronyn map" 
 
been hanging with Gotshun while he finishes up his next level.
Cool, I'll be curious to see what he comes up with next.

don't let them force you into a corner of darkness only.
I don't think that was their point. As I understood it, it was more about being mindful of not having a too flat lighting. Bright areas are just as fine as dark areas, providing that you keep your lighting interesting. Colored lights help with that too, which is what was missing from mukor's previous screenshots. 
 
https://twitter.com/muk0r/status/795028502722605058?s=09

Ligting is mostly figured out. Ive got all the entites chained together and the map is playable up to the gold door.

Im still working on ideas for puzzle for the final sequence. Sorry Daz but youre gonna have to jump. :)

This map uses AD. So far its just custom keys really. Id like to use breakables but to match the knave brick, Id need to retexture the existing brick breakables included with AD. I believe i could learn this in a weekend. Id be using QME and Wally to do it...correct? 
 
Nice new pic. Though if I may voice a little nitpick, the small archways on the sides of the large one look a bit weird without pillars or portions of wall to support them. I think adding pillars would make them at the same time more architecturally correct and nicer to look at. 
Mugwump 
Agreed. They are just flying. Maybe high corbels instead of pillars, so you don't steal space from player, on the ground. 
 
Them floating is kind of why I liked them. Makes em feel "otherworldly".

Ill take it into consideration and Ill design something to swap and see how it looks/feels. Ive a couple ideas in mind.

I figured out breakables. A lot easier than i thought. really happy to offer "custom" content in my first map.

http://imgur.com/zHU1laz

for the curious/uninformed, heres the excerpt from the AD readme:

"To create your own custom rubble the new bmodels should be setup in sets of 4
(roughly 8/16/24/32 units in size) and specified with the brkobj1-4 keys.
There are plenty of example map files under the 'maps/brk' directory which
can be re-painted to suit your needs. Always create any custom bmodels in
the map directory so that they can be grouped together with the map files.

It is recommended that all new bmodels be compiled with minimum lighting
using the following command line (tycompiler\light -light 150) The light
value (150) should be changed to suit the location of the breakable." 
 
Them floating is kind of why I liked them. Makes em feel "otherworldly".
Alright then, it's your map after all, we wouldn't want to dictate your style. Still looking forward to it any way! 
Custom Breakables 
Looks sweet, I'll have to remember how it easy it is when I am ready to include those in my map. 
 
Is there any interest in book textures made from the books on the shelves in the Knave textures?

http://imgur.com/q3tW7dJ

I think a better question is...should I ask Kell before doing so? is he still active in the community? I checked the other day and his last login here was in 2009? :\ perhaps he uses a different moniker?

My reasoning for making it is to make it easier to make books protrude from shelves, without having to stretch the shelf texture, which can prove a little awkward at times. I also wanted to add a "paper" texture to the side of the books.

http://imgur.com/M4c0LXc 
Jail 
Want to actually share something to help with the motivation factors/just to showcase.

http://www.quaketastic.com/files/screen_shots/mjb_jail.jpg

First pass on lighting, only really detailed room I currently have haha. 
@mukor 
I already made paper texture that's tan. Book textures wouls be cool. Would make interesting rubble for a custom bookshelf breakable too. 
 
+1 for tan paper. i think imma switch mine. is yours a piece of paper or the edge of a book? link to your textures perhaps? id like to check em out. ive seen you reference them a couple times now. 
Blourughguuhugfhhh. 
Lighting looks great in that. Good scene overall. Really elegant effects. 
Cheers 
Thanks Shambler,

I am hesitant of releasing WIP shots due to my own unfairly strict standards I set for myself but I personally really enjoy what I have here.

The good thing is even though I spent a fair amount of time working on this single room, I now have a template for lighting that I can easily reproduce in future areas! 
 
Looks great Bloughsburgh. Lighting and fog looks good. i dig the ceiling and the walls. Maybe try and spruce the floor up a little. Add a border...or maybe a "path" down the middle.

I finished the books last night. Well, mostly. i might rework the "paper" part.

https://twitter.com/muk0r/status/796301088924303360

Theres 29 total. I did them all in one 128x128 but im thinking it might be better to go with 4 32x32s. Its a bit hard to work with at 128 units. The paper would be best scaled at .5 but you can get away with just 1.

I believe these are easy enough to make sense of? Can you guys easily tell which part is the spine and which is the cover of the book?

Ill likely include a sample .map with these just for the sake of clarity. 
Bookies 
First of all mukor, the amount of effort you are exerting towards the small details makes me look forward to your release more and more.

They look great, I'll be sure to inspect that book texture goodness.

Great idea about adding detail to my floor, I seem to always forget about that aspect of a room. I believe I know what you mean, like create a center aisle with a partnering texture. 
 
Ive probably been mapping way longer than I care to think about so its about time I give back to a community that has given me so much.

Im one of those guys with a Quake tattoo, if that explains anything. 
 
I think the paper part would look better if it contained a part of the book spine. 
 
I wasnt sure how to acheive that while keeping the total number of textures low. My thought process was to do it like that, id need individual textures for every book and I feel like thats just too many textures for some books.

The way I was using em was to use 4 brushes to make a book. One for each cover, the paper and spine.

http://imgur.com/LlfOVHv

First texture, btw, so Im definitely open to all kinds of input. At some point after I finish this map, I plan on using these textures to build a breakable bookshelf or two. an explosion of paper, wood, and bits of books. Too much workload for right now, though. 
Bloughsburgh 
Looks good. So these are jail cells? They remind me of some famous parisian former wine cellars: https://c1.staticflickr.com/3/2826/13223588323_d68cc899a6_b.jpg 
Fermented Imprisonment 
I wish I could say that is where I got the reference from but actually I just diddled with brushes to make things look purty.

Being an otherworld jail place, I give myself creative liberties to do whatever haha. Trying to steer away from standard cell block expectations. 
 
After your MJ7 map, I have no doubt that you'll steer away from expectations... which reminds me that I need to play your first map sometime. 
New Quake Map In Development 
New Quake Map In Development 
Elder 
Awesome, super cool to see new maps being made!

I like the water on the ceiling, giving me some E4 vibes. 
 
Thanks, glad you like it. I'm planning to use water as an alternate means of transport, replacing lifts etc. 
Yep 
Whole map feels like it's upside down (in a good way). Looking forward to seeing what you do with the theme :) 
Re: Gotshun's Old School Never Released Levels... 
There are 15 levels(plus a skill/episode select) and everyone was designed with hipnotic entities.

Does pretty much everyone have "hipnotic"? 
 
I'm planning to use water as an alternate means of transport
Cool! It's one of the things I loved in Liquid Despair and I wish this kind of stuff was made more often. Looking forward to playing this. 
Leptis Magna 
Pulsar and I are almost done with our collaborative effort, Leptis Magna, and hope to have it released in about a week.

http://imgur.com/a/C5Dvv 
Nice 
 
Quick Question 
I know this isn't really the right thread to ask in (but when has that ever stopped anyone here?), but what do people do when they're collaborating on Quake maps? Just take turns working on it? That's all I can think of. 
He Hee... 
Ionous always did like it big. Can't wait to get lost in that "edgey" world. 
Woah. 
Looks cool man, hyped! Gonna put some black metal on in the background when I play it. 
Wow 
So tall, I can't wait to get lost in there! 
Ionous 
Looks awesome. Love the textures - are they new or sourced from something else? 
*Speechless* 
(but thinking "damn! That's gonna be a very long week...") 
Leptis Magna 
waht does it mean, anyway, i like the skybox tho 
 
It's the name of a carthaginian city. 
For Starters 
Kinn 
[b]are they new or sourced from something else? [/b] i believe it's a heretic2 texture set 
Dammit 
are they new or sourced from something else? i believe it's a hexen2 texture set 
Rough Translation To 'stone City' In Latin I Believe 
Pulsar and I worked on this map 'chainmap' style, handing it off after working on it, sometimes multiple times in the same day. We each had our 'main' areas, and occasionally pushed forward into each others area when inspiration struck.

Ha, BIG indeed.

A fine way to enjoy this map. You'll probably need more than one album.

Our vertical building styles are on full display here.

The textures are mostly from Hexen2, with a lot of augmentation from custom textures from Sock and Pulsar.

Ha, MFX. 
Ha Ionous 
go map 
 
For those interested:
https://en.wikipedia.org/wiki/Leptis_Magna

@Ionous Did you guys take some architectural inspiration from the actual ruins of the city? 
Leptis Magna 
That title was actualy selected at the stage when the map was almost built. I googled 'stone city' searching for a good title. And I think it's really a good title for such map.

Another screenshot for those who haven't seen it on twitter: https://pbs.twimg.com/media/CxEq22CXEAAbraC.jpg:large 
Hnnnngghh 
*spunks* 
 
Is it normal that I want to lick my screen? 
AD 
discouraging new mappers everywhere and disheartening the veterans.

That or its inspiring, not sure which. 
Its Just.... 
so... sexy...

the level of detail in just that one section is amazing. 
Ravage 
http://i.imgur.com/oY0lzmh.jpg

been working on a quake4 remake for qw. it plays really nicely. check out this thread for details. http://www.quakeworld.nu/forum/topic/7063/105681/ravage-2v21on1-map#105681

let me know if anyone finds shit wrong with the texturing. 
Nice Atmosphere Pulsar 
although if I had to nitpick, lighting looks a bit bland. 
Ravaging 
Looks pretty awesome foogs, nice work! 
@mukor 
Can we use your book textures? I personally would like to use them. 
 
http://www.quaketastic.com/files/texture_wads/knavebooks.zip

As a reminder, these are based on Kells knave.wad so a big thanks to him for those!

http://imgur.com/UOB54UY

Ive been making my books out of 4 brushes. Texture the sides of the book before you cut or clip it so you dont have to line up the insides of the book as well, if that makes sense. Scale the paper at .5 for the best effect.

once you have a book built, you can just move the texture up and down to go through different books. Sometimes youll need to make the book wider for different spines but it works pretty well.

I suppose i couldve included a small .map.

Im interested in seeing someone use these for breakables. A bookshelf exploding into books, paper and bits of wood.

Currently, I have them set up so you shoot or hit them and they disappear. Find all the books and get a reward for the final room! 
 
Pulsar, that looks amazing! Cant wait to play it! 
@mukor 
@MFX 
Thank you! those look amazing!

These are my first ever textures. :)

They wouldnt exist without Kells inspiring spines he created for the knave.wad shelves. 
 
 
I like that you made different-sized books. Awesome attention to detail as usual.

Libraries using these book textures will look much more realistic than a simple flat texture, however good it is. I wasn't sure at first but it turns out that it's a great idea you had there, Mukor! 
Now Someone Do A Remake Of Subterranean Library! 
 
I Only Remake My Own Maps 
 
 
Yes 
 
 
Is that motion blur I see? 
Cool! 
Can't wait to try it... 
 
Heres my progress on breakable books with Arcane Dimensions. Download this and put it in your ad/maps.

http://www.quaketastic.com/files/breakablebooks.zip

http://imgur.com/a/wukRA

So far its just three books(red, orange, green). They "break" into one of two "types". One being three seperate pieces; orange-1.bsp, orange-2.bsp, orange-3.bsp. The other being the whole book; orange-whole.bsp.

The pos1 property controls the particles. Each books emits particles to match its color!

Let me know what you guys think! 
Why Is It Like This 
 
 
"every book is (several) brushes" is the new "every brick is a brush" 
DOSQuake Didn't Have That 
Removing engine limits was a mistake.

/s 
I'm Currently 
Making a library map and every page of every book has its own brush 
I Meant Mfx 
 
 
every page of every book has its own brush
Make them breakables as well, so that pieces of shredded paper can fly all over the place! Next 1,000 brush jam, the whole map consists of ONE book. 
 
As someone who has yet to finish a map, god I shouldn't have looked at this thread 
Another WIP 
http://www.quaketastic.com/files/screen_shots/mjb_cloudy.jpg

Another random WIP of my personal AD map.

I might look into the QS Spiked rain effects even if it is only for those who use the engine...it sure looks like it is about to pour!

I would appreciate any comments or criticisms even though this is entirely up to change and nothing is final.

*Oh, and ignore the random floating square >_> 
 
Looks great, as moody as they come. If you implement rain for QSS, you should also do it for DP.

random floating square Make that a giant meatball for a cool pop culture reference... ;) 
Cloudy With A Chance Of DarkPlaces 
Thanks man,

If I do go with rain official I will certainly attempt to enable it for DP as well. 
 
Cool! What's that awesome skybox you're using? 
Space Gen 
http://wwwtyro.github.io/space-3d

It is a free Space Box generator that uses random seeds to generate a sky/spacebox. I think I found it from FifthElephant's twitter a long while back. Seeing his groovy green spacebox made me save the page...glad I did! 
Tyros 
Skybox generator is what I used for my next map 
Thanks! 
 
Has An Undying Vibe 
nice work 
Bloughsie 
If you need some guidance for DP implementation, check this tut by Seven: http://quakeone.com/forums/quake-help/quake-clients/6869-tut-creating-rain-snow-fog-darkplaces.html 
Clive Barking 
Thanks Nitin, I am definitely okay with this vibe.

Thanks Mug, I will take a look...if I do it would be at the very end of the map's life cycle. 
 
Of course it would, since it depends on your map's geometry. You're welcome. 
 
this is something I whipped up in the past day and a half. I'm moderately happy with it, I guess. Same texture set as another map I've posted about before, but no other relation here.

Question: How far along have you gotten before giving up on a map before? My previous map in a similar style was/is quite long at this point, with a lot of effort put into it (months). But i've lost my motivation to work on it recently, so I did my noirjam map and then started working on this one instead.

Not sure if I'll ever go back to my older map, but it's the first time I've ever "abandoned" something that was so far along. 
 
You're talking about the map with the lava pit? I was looking forward to this one. Have you considered a collab with another mapper? Some of the greatest maps around were made from scraps. 
Community Collaboration 
It might still happen some day. If this map ends up getting finished though I'll probably release the source map file + wads publicly. I wouldn't mind someone else finishing it, but taking the effort to specifically collaborate isn't really my style of doing things. I'd be more interested in seeing what someone with free license to mess with things hacks out of what I've made. 
Layout Before Art 
This is crucial to finishing a map. I thought this video was pretty good for layout creation ->

https://www.youtube.com/watch?v=vUwcX5Hbdng&list=FLdR9SxCXvkZjZfBdpQEUkyA&index=1

Granted it's CS:GO but as a general principle it works for level design, You can skip to 08:00. The hurdle, I feel, is fleshing out a full layout in the editor and refining it. This is time consuming and at least for me it's not a lot of fun. Your map also looks like crap and it's hard to imagine how this blocky layout is going to look good eventually :P

Here is a video on this process, the making of the CS:GO map de_piranesi. As you can see the designer spends a significant amount of time refining his blocks and playable spaces before adding art!

https://www.youtube.com/watch?v=--FxLX1RhuE

It's not easy but if you can persevere through the layout stages without getting caught up in too much detailing, you stand a good chance of completing a map. 
 
Interesting, but this would have been more suited to the Mapping Help thread. 
My Bad 
I got caught up in the discussion :) 
 
Greyboxing is good, but it's a lot easier with small maps for multiplayer than it is for larger singleplayer maps. Maybe if/when I find myself with a better eye for scale it will get easier, but throwing away large parts of a level because while it might have worked "on paper" but didn't in practice is exactly the sort of thing that killed my motivation on that last map.

Also, the "missing texture" texture is ugly as heck. Does anyone know if it's possible to replace it? 
Pritchard 
The screenshot looks nice. Dark and dank is how I like my Quake and I can appreciate the shoreline blend you did at the edge of the water. I also think you do well with infusing rock into your brushwork. 
I Like My Quake Maps Like I Like My Women 
dark and dank 
@Greyboxing 
I made my first serious attempt at the greyboxing method for my Blood level. Started off as an experiment to get a solid layout down and its design stage didn't happen until a start, middle and end had formed.

Several areas changed over time for the better; the library section was originally three separate rooms (bedroom/bathroom/library) before merging the space together and moving some places around.

Working in this way really helped me out and wish I had tried it way sooner. Was easier visualising level flow and could change anything on the fly if it wasn't working out. No time wasted adjusting visuals. Definitely sticking with method this going forward. 
Re: Pritchard 
I never give up on maps. A Roman Wilderness of Pain came out ten years after it was started. Lol.

But I know what you mean about layouts, my problem is the opposite though: I sketch out a gigantic layout, and then it takes forever just to finish the architecture, and even then plenty of other mappers have maps at a way higher level of detail than me.

+1 for the collaboration suggestion, that's always a good idea. 
I Like Rocks 
specifically pritchard's screenshot's rocks 
 
Pritchard: builder of rocks in maps since 2013

http://quadropolis.us/node/3967 
It Is Dark~ 
Dark C 
The first screen is very dark yes, but the 2nd looks nice with the floor! 
Thank You~ 
Playing on Darkplaces it is much more darker idk why. On Quakespasm it is much brighter for some reasons. 
The Notarius Ray 
why do my dark places look so grey? 
Hard To Say, Old Version? 
 
I Haha 
was just relativating.
:P
There are many mods on what Quake can handle.
They all have their own atraction.
Telejanos - great metal light shine.
QbizQuake - original dos quake on new engines.

DarkPlaces is developped by LordHavoc I thought and one of the populairest stars for modding.
The name relates to the dark and desolated places quake can be.
By means of what you cannot see won't say it doesn't supposed to be there.

There are a lot of ways to clear your view with the manual of the options.
So your first dark insight might be, that you had the wrong view options. 
Quick Test 
https://dl.dropboxusercontent.com/s/npdmdv3hlkbdyd7/pritchard1-alpha-1.zip

Built for AD 1.42 or whatever. Just throwing out the first 2 minutes of the map to see if i'm heading in a good direction or not.

Some screenies:
http://i.imgur.com/ax4hVg0.png
Don't expect to reach that gun without cheating.
http://i.imgur.com/ZZ2ppnl.png
http://i.imgur.com/LbuW9I3.png

Take the elevator into the dark texture to end the level. 
Pritchard 
Small feedback from screenshot (I've not downloaded or played yet). It is a fair bit of work too, so take suggestion with a grain of salt.

Make 3 borders around the edges of the dirt on the tiles, make the outermost one 80% opaque, the innermost 20% and the middle one 50%. That way you'll have a nice gradient of dirt over the tiles that looks more "realistic".

OR

around the edges of the tiles use textures generated by: https://www.quaddicted.com/files/tools/quake_texture_tool_v0_1_0.zip

Otherwise looks awesome! 
 
A noble idea, I suppose. Unfortunately I'm not sure how to get QTT to behave with my source textures :( one's 128x128 and the other's 64x64, and the result = total mush. Here's what I got out of it, scaled down to 50% size in-editor: http://i.imgur.com/fFU3WtE.png

Never mind that the dirt is facing the wrong way right now; there's so much lost detail in the floor tile texture it's just not possible to use.

I hearby leave the task of figuring it out to whoever wants to make it into the credits for the map.
Here's the source textures
@Shamblernaut 
That area is so small, why not just playing around with vertices? It must be the artistic choice to create opaque textures, slowly changing to an another texture. 
 
Or sculpt the individual floor tiles and have them lie on top of the ground in the center (maybe 4 units high), and then some dirt heaps on the sides, slanted faces towards the outer walls. 
Pritchard 
give these a whirl, I made them in gimp

You might need to remove the fullbrights if the gimp derped and decided to use them when reducing the colours.

https://dl.dropboxusercontent.com/u/108695968/pritchard.zip 
Alpha 
Pritchard I get an error of unable to load field.mdl.

:O 
Alpha Feedback 
Meh, I just replaced the mdl with another one.

-Cool brushwork and rock/base infusion...you do very well with that.

-Gameplay is fine, base enemies are fun to pulverize but a very linear trip...being that it is alpha I am sure that's intended.

-Some rooms had too much fill lighting in my opinion. I want some more contrasting shadows...the first room being the largest offender. The last room however is the most impressive room I think.

-I didn't care for the fiend trap, I rather be able to backpedal out the door since that is my first reaction...I almost am guaranteed to get leaped upon. Again, just my personal thoughts.

Keep it going, a really unique style being created here and I would say you have brushwork down quite well! 
 
I knew I was going to forget something. The field.MDL is from a post on Preach's blog iirc. It's not a big deal but I'll have to remember to include it in the future...

Thanks for the feedback on brushwork, I'm glad you think I'm heading in the right direction. I do need to work on the lighting in some areas like you said, I struggled at the start with deciding how I wanted to have the map look. I'm conscious of having the level be too dark to play properly in, especially. That was my biggest concern for the final room, actually.

The level is quite linear, I'd like to open it up a bit and I have some ideas for how that could work on the future. I'm intending on using a bit of backtracking, I think it'd work well to have the player use some of those areas in reverse. But aside from that I want to have some more blocked off doors like the one at the start, and have the player work their way through segments of the level again rather than just having them turn around and head back or anything like that.

The fiend trap is a tough one. Second try it's very easy, first try i can see it being a really painful experience. I suppose leaving the back door open could work to help that, but that undermines the experience of having a fight with a fiend in such an enclosed space...

Maybe I'll just replace it with a dog on easy and normal :P 
 
http://i.imgur.com/ZnRqTQ7.png Thanks Shamblernaut, they were a bit of a pain to put down since I had to cut up the floor quite a bit but the end result is quite nice. 
Looks Good! 
 
 
cool, I'm glad you could make use of them. 
 
also great moody use of oblivion textures, i'm always happy to see them used well. 
 
They're definitely my favourite textures to use for this sort of theme. They're pretty versatile, and they're a lot better for building darker, grimier areas than normal base textures are. 
Obtex2.zip 
is a finding, no doubt. 
Pritchard... 
I love that set. There's a really nice set just released that could be adapted into the set with a bit of tweaking -

http://forum.zdoom.org/viewtopic.php?f=37&t=54248 
Hah 
I've been working on a very similar set for Doom 64, but, sadly, I've abandoned it.

That tekwall is pretty sick, but I wish it would tile. 
Need More Techwall Textures* 
I have been over-using one from the jf2.wad 
More WIP 
In honor of AD 1.5, here is another progress shot from my upcoming map. I am going to incorporate some of the new toys from the patch so that will be fun.

http://www.quaketastic.com/files/screen_shots/mjb_cages.jpg 
 
Looking good Bloughs. Looking like a sizeable map you got going on there. Dig the caged lighting. You gonna add some broken ones on the ground? i see some ropes with no cages/lights at the end?

I still need to finish the books for my map. bleh.
Gonna focus on getting the gameplay done first so i can get a beta out to you guys. Itll be ~15 minutes of playtime. 
@Bloughsburgh 
Eager to see the final release~ 
Very Cool. 
 
Cages 
I didn't think about adding broken cages on the ground...that's a good idea! Yep some cages do not have flames or have other forms of lighting instead to produce some sort of asymmetry. The map is sizeable but it isn't of gargantuan size...today I hope to start adding game play to see just how long it takes to beat so far.

Looking forward to your beta Muk!

Thanks NewHouse and Shambler! 
 
http://i.imgur.com/zhOxLhn.png

Increasing the size of some rooms and repositioned the gold key after some feedback from skacky.

Ill make some more changes and get a beta in here in the next day or two. 
Lookg Good 
Feeling some warmth from that lighting...mmm.

Looking forward to the release! 
 
Looks good man, looking forward to playing :) 
 
I can see some particles in there. You're making this map for AD? 
 
Yeah its for AD. Some custom breakables in there too. Ill likely use a custom key for a secret as well. Not too many AD monsters aside from crossbow and hogres. 
Yay, Breakables! 
Looking forward to the beta. 
Nice Lighting. 
But would like rooms to be more complex designs. 
 
https://twitter.com/muk0r/status/807963099974238208?lang=en

Update to Gold Key Room...

I was told I needed "more verticality"... 
Verticality 
has almost become a trite buzzword. I'm not saying the suggestion is invalid, it just seems to be the go-to critique in any given level design forum.

cool looking map, btw. 
 
Needs more horizontality. 
 
The trick is to pitch the level 45 degrees so that you cover the most of each axis. That way you have plenty of verticality and horizontality. 
Diagonality! 
The way of the future. 
 
45 degree jam! 
What Is Truly Needed Is 
Reminds Me Of An Idea I Once Had 
which is 1) probably terrible and 2) probably already been implemented at some point and proven to be terrible.

the idea: an fps with normal player movement with the addition of being able to rotate the entire level. can't get to a switch beyond your reach? rotate! trying to get to a hole in the ceiling? rotate! is that wall just a skoshe too high? rotate!

Sounds like a migraine inducing pukefest. I hate myself for even thinking of this. 
That's Actually A Superb Idea 
and you should get to making it before some numbnuts steals the idea and turns it into the next Portal and makes a ton of money. 
Well, Shit. 
 
Fez 2: Canadian Bloobloobloo 
 
 
I imagined the same thing for a game based on Escher's drawings. Hipnotic and AD do rotations. Would it be possible to rotate an entire map? That would probably be a mapping nightmare.

While not being rotation per se, Cube had the possibility of shifting gravitational direction so you could walk on walls and ceilings to a similar effect. 
#14275 
Funny that you mentioned Portal because I remember playing a puzzle game (not first person, though) on the PS1, I think, where you had to escape a series of cubic rooms which you needed to rotate to reach the exit. The name eludes me. 
#14278 
Of course the best implementation would be to "fake" it by simply rotating gravity and camera orientation - the level would actually be (mostly) static - no need to make it literally rotate.

Dynamic entities in the level would need to react to the shifting gravity though - that's where all the work would go. 
 
1. Just replay Prey.
2. Not only vertical; it needs to rotate freely around all axes. 
 
Not sure if you're implying I was only talking about vertical because I wasn't - the gravity vector can be any orientation. 
Escher 
I can see this being an aesthetic but not a functioning mechanic. His art works because it's a fixed perspective in which he manipulates the perception of depth. In a 3d game you have a variable perspective and actual depth. I remember seeing a 2d escher game on steam that looked pretty nifty. 
 
Just replay Prey.

Best use of "topsy-turvy" for a fps in my opinion. 
#14283 
Monument Valley 
 
simply rotating gravity
Quake supports this?

I can see this being an aesthetic but not a functioning mechanic. His art works because it's a fixed perspective in which he manipulates the perception of depth.
Yeah, I should have mentioned this idea was mostly inspired by his maze-of-staircases stuff. I realize that his optical illusions would be harder if not impossible to pull off. 
#14286 
We're not talking about a Quake mod. 
I Was. 
 
Jedi Knight 
Makes me think of an old map from "the jedi returns". There was this spacecrft that hung diagonally, where the player hangs downunder.
A strange experience, for all elevators work arcangle. 
 
Serious Sam supports it.

But not the HD remake, AFAIK. 
Seriously 
Nope, HD takes away the awesome gravity stuff...was a large disappoint for me. 
I Vote. 
Rotating Kinn and changing his gravity. 
Kinnurat Vertigo! 
 
 
Just replay Prey.
I've installed it for the very first time today. Looks cool but... you can't run? 
 
Just wait till you get to the immortality part - you can't lose either. 
Hc2 Development: Ceiling 
I created hc2 a couple days ago and this is the beginning part of it with some ceiling detail. Map still in development.

Screenshot download: http://www.quaketastic.com/files/hc2withceiling.jpg 
Hc2 
Cool man hexcalk, this is how you do it! Displaying WIPs and collecting feedback.

Looks like some spiky ceilings, a medieval map in the works? Keep it up! 
Hc2 
Well, I definately don't remember seeing that kind of ceiling before, eager to see more of it* 
What Happened To HC1? 
Peripheral was HC0. 
Hc1 In Development 
This level that I recently took a screenshot of was named "hc2" because a map titled "hc1" was created prior to the release of Peripheral. Both are still in development. hc2 is generally E1M2 influenced, while hc1 will have Japanese themes and textures from Daikatana. 
Hc2 
Good idea to add detail to celings. try to make thea areas less boxy than the previoius map. 
To Naitelveni: 
Indeed, less boxy areas. :) 
Nice Ceiling Thingies. 
Better lighting too although needs sources ofc. 
Matter Of Taste / Modern Standard? 
Then again there is nothing wrong with boxy rooms or areas if those are intented to be that way. With extra details boxy-like areas, can look like they're not, even though they are. Maybe in details there is something they care so much that they doesn't care about the actual shape of area and are more focused on purpose than anything else. Hopefully this makes sense, when making more areas in the future. 
Agree. 
I completely agree with NewHouse's post, which is interesting. 
Shadows Of Our Forgotten Ancestors 
Cool Stuff Naitelveni 
 
GOLD Is GOOD 
Nice trim Naitelveni. Looks great. 
Looks Good 
after texture alignment it will look even better 
Quake Upstart Mapping Project (QUMP) 
Hi there, total newbie quake mapper here. we're putting together a mapping project for newbies, hoping to get together 5 or 6 maps. If anyone is interested, we have a google doc here, just add yourself in:

https://docs.google.com/document/d/1Zlfb2U2VCeS70uS6Klc2ZEOC9KtnYyCyBXEmeetjh0c/edit?usp=sharing

We're kind of running this through /vr/ s doom/retro FPS threads so you can head there, or questions in the google doc.

A screenshot of my first quake map ever:
http://imgur.com/ln2wqrI 
Killpixel 
I noteiced that mistake as I was posting, i had texturelock on. 
Quake Upstart Mapping Project (QUMP) 
HexenMapper, you can add my map to the collection once its complete! I'm also a newbie mapper and im building my first map! 
Quake Upstart Mapping Project (QUMP) 
Map Name
Shadows of our forgotten ancestors

Builder
Naitelveni

Description?
Castle cortyard in they skies
difficulty: medium/hard
Lenght/size: 5-15 minute (small)

Status
Almost finished my first build, and after that I will make an check up for fixes and bugs and fix those and then I'll be ready.

Link
 
Cool, I added you in Naitelveni. The deadline will probably be April 1 so plenty of time. I have a lot to learn and my map is only just started. 
@HexenMapper 
So non-beginners aren't welcome? I would like to do some more old-school like maps. 
Naitelveni, HexenMapper 
It's good to see a project that aims to get complete beginners to release a first map. I completely understand that even though this is partly what map jams are also for (the requirements of a map jam are basically just an info_player_start and an exit trigger), newcomers can find the quality of most jam maps intimidating. Likewise, I understand the lax deadline: a couple of weeks may be plenty of time for a seasoned mapper, but when you still need to learn the basics, that's a very tight deadline. So basically what I'm trying to say is: sounds like a great idea, HexenMapper, and I fully support it...

... but having said all that: Naitelveni, please don't tie your map to a project like this. Your mapping skills are already at a much higher level, and your map will probably be ready for release a lot sooner than the rest of the project.

No offense intended to HexenMapper! 
@Newhouse 
Anyone is welcome, the aim to give noobs an excuse to try to build something, but if you want to build a map and include it you're more than welcome!

@Total_newbie All good man, cheers for the support. No one is tied to this thing, its just for fun, not going to be released anywhere important, probably post a link on the /vr/ retro FPS thread and thats about it :) 
Naitelveni 
map looks good, very unique use of textures :) 
Love The Idea HexenMapper! 
 
FifthElephant 
Thanks alot! I'll be giving you guys another version of my map within 10 minutes. um going to post it in the mapping help topic. 
@Hexenmapper 
I want do something very simple for this, since I am kind of working "too seriously" one bigger fantasy map, this could be a good opportunity for me to relax and be noob myself. Bloughburgh you're gonna Join too? ;) 
New Bloods 
Nope,

I agree that although there is no barrier to entry, the jam entries usually would intimidate me if I was a brand new mapper.

Having the project be exclusive to completely fresh mappers seems to be the best direction. 
 
Yeah, maybe it is better leave space for the actual new-comers, I was just wondering how many would be interested. Also in jams, even in retro jams there seems to be quite high expectations about the entries, I was just wondering whether or not this might be good opportunity to try out something without those expectations. 
QUMP 
Well its all pretty casual at this stage, I dont know what kind of quality us newbies will be able to produce, we'll try our best and we have a bunch of time so hopefully something alright.

You're all more than welcome to put something together, I dont mind. Some casual maps by seasoned mappers will help keep the quality up.

What we need mostly is help with things like linking maps together and answering questions about how things work. I have a grasp on basic triggers, and was able to set the music for my map, but I've yet to attempt to make a working door... Thats about my level of knowledge. I've done a bunch of mapping for doom engine games, and made a 15 map wad for Hexen at the start of this year.

I'll need help organizing the maps into a file that people can run, I dont really know how to do that - how to combine a bunch of maps into an episode and link them together, and what format to save them in so people can run them with quakespasm or their chosen port 
 
linking maps together
You mean like an episode? Or more like AD with a central hub? 
 
Oops, didn't read the last paragraph. Making an episode out of maps by various authors would require a fair amount of coordination between mappers. Maybe it would be best to keep it AD style and make an episode when entrants are more seasoned? 
Sorry For Triple Posting... 
...but just to clarify, an episode requires to decide the map order and when to give a new weapon. This implies balancing combat in each map according to which weapons are available. 
Hexenmapper - QUMP 
count me in

i will release at minimum a bad but playable map with no leaks and vised.

Map Name
Don't know yet. Maybe Wizard Tower. Or Scrag Tower. How all of you call that monster? scrag or wizard? i don't like wizard, i think hexen wizards, robes, etc.

Builder
Topher

Description
Medieval tower, partially submerged.
Inspired in E1M4.
Old-School. Smallish. Around 50 monsters in hard.
Maybe some AD monsters and breakables, if it's ok for a newbie map pack. I think 1-APR is enough time to put some breakables, even if they not affect the gameplay. i want to use those crossbow knights

Status
Nothing yet... total newbie. 
 
regarding names topher

there is ambiguity between the death messages in quake and the entity names

scrag - wizard
vore - shalrath
demon - fiend
tarbaby - spawn

if you want to dig into the code and have a look for yourself, the death messages are in client.qc 
Topher 
Maybe some AD monsters and breakables
AD content requires to use the AD .fgd or .def file in your map editor. If you have built your map with the vanilla quake.fgd, I don't know if it's possible to switch afterwards without breaking your map. Also, all maps should use the same definition file, whether it be vanilla, AD or other. It's strongly recommended for just a simple map pack and probably mandatory if the project lead is adamant about making this into an episode. HexenMapper needs to speak up about this before too many people have started working on their entries. 
Scraggy 
I call them:

scrag
vore
fiend
spawn
death knight

I think those are the coolest names and that's my reasoning. Your map overview sounds promising! 
 
I wonder if it would be play if I threw in my first map? It's very short (2ish minutes) but it's also by a person who was a noob at the time :) 
 
Good point about the balance, a hub might be the best way to go, is it possible to have each map as pistol-start when entering from a hub? that way everyone can balance from scratch.

As for Breakables, I'd probably try to avoid them, keep it vanilla.

Perhaps a more experienced mapper could do the hub map, or someone can claim it.

Topher I added you in, Pritchard your early map is welcome too! 
HexenMapper 
You should create your own thread for this project, in order to avoid cluttering this thread with off-topic.

BTW, you can count me in too. I think 3 months are enough for me to make something. Most probably a runic/metal map.

is it possible to have each map as pistol-start when entering from a hub?
Yes. I don't remember how exactly but it has been discussed recently, most probably in the Mapping Help thread. Go there and do a search for "shotgun start" or "strip weapons". 
 
Thanks mugwump, I made a new thread, and I'll look into those shotgun start posts. Also added you in :) 
 
Hello everyone. I make my first map for Quake and I am looking for critism.
Screenshots: http://imgur.com/gallery/55Fyq 
Kres 
You might wanna join the QUMP project here: http://www.celephais.net/board/view_thread.php?id=61385

Judging by your screenshots, your map looks very 1997: blocky and undetailed. You might want to refrain from using riveted metal textures on large surfaces, it doesn't look very good. 
Kres 
Welcome to Quake mapping! It appears you know your way around the editor. I enjoy the sewer screenshots the most.

From glancing at the screenshots I find the lighting to be overly too bright and flat. Try adjusting light values to create a bit of darkness in the rooms. 
 
When I said riveted metal textures don't look good on large surfaces, I was talking especially about this one (metal2_6, I think) and met5_1. They're more suited to small details. A texture like wizmet1_2 looks much better, as evidenced by id's start map.

And yeah, forgot to mention the lighting. 
Kres 
Good to see a new mapper! Thanks for posting screenshots.

I agree with everything Bloughsburgh said.

It looks like a project with potential, but a couple more suggestions:

The proportions of the map seem a bit too large in a few places. Examples include the raised Quake sign on the floor in the third picture, the wall-mounted lights in the first, fifth and last picture, and the stained-glass windows in the first and fourth picture.

The raised Quake sign will probably make movement around that room a bit more annoying than it needs to be. It's not high enough to block line of sight, so it's bound to just impede player movement. If you lower it so it's just a couple of units high (and maybe turn it into a func_illusionary), it will probably look and play better. This goes for intricate floor details in general.

As for the stained glass windows in pictures 1 and 4: I would suggest letting the textures lead your brushwork a bit more. It looks like you've scaled up and stretched that texture to match your brushwork. Instead, maybe try creating brushes that match the scale of the textures. That way you'll end up with slightly better visual proportions.

Also think about what the textures represent. A raised stained-glass window that casts a shadow (picture 4) doesn't really make sense -- so either use a different texture for that kind of object, or make the stained-glass window flush with the wall, or recessed (sunk into the wall).

A related point: in pictures 2, 3 and 5, you've used a door texture that is rounded on top, yet you've placed the door brushes inside a rectangular opening. Here, again: let the textures lead your brushwork: if your door texture is rounded, turn the doorway into a corresponding arch. Or else, use a different texture for the door.

Also related to texturing: pay attention to all sides of brushes. The ceiling lights in pictures 3 and 5 have the same texture (the light texture) on all sides. That texture should only be on the bottom face of the brush; the sides should have a different metal texture.

The rooms themselves seem a little too large for the sparse detail they have: the ceilings are high, and the walls are pretty uniform from floor to ceiling. This tutorial might be helpful in learning to avoid that sort of thing:
http://isoterra.co.uk/quake/tut1/

I look forward to seeing the map develop further. :) 
PS 
There are two things I don't agree with in that tutorial, namely the recommendation not to use stock textures, and the suggestion towards the end of using minlight: stock textures are fine, especially the runic/wizard textures you're using; it's how you use them that counts. And DON'T use minlight.

But the basic ideas about using non-rectangular shapes, height variation and texture variation to give more character to a room are all sound, I think. 
Kres 
I don't have critism,
I only see "for the joy of the game"!

Go on!
And let the good advice help you. 
Http://isoterra.co.uk/quake/tut1/ 
Dude this is dope as fuck! every new mapper should read this!
this will instantly remove all these awkward flat ceilings, floors anw walls. 
 
It's a fucking sexy tutorial and I love it.

I'd lost it, thanks for finding the link for me again ^_^ 
You're Welcome 
 
Great Tutorial 
layering detail until it looks super-polished and refined is exactly how I do it :) 
Starting Area Of My QUMP Entry 
I made this in a couple hours today:
http://imgur.com/a/IBKNq

The map is tentatively titled Aaa, which is the hawaiian word for "lava tube" (seemed appropriate). 
Aaa 
Cool screenshot, I like the creativity already present in the first room! 
Thanks Bloughsburgh 
I shall strive to keep the same creativity standards for the rest of the map. I hope I won't disappoint. I wanted something reminiscent of E1M6 and the start map's entrance to episode 3, but different. I think I succeeded. What do you (and the others) think of the title? 
Looks... Hot 
I would advise against keeping an "intricate" look like that for too long. Certainly use it in sections, as it is quite nice and it has its effect, but it's quite "dense" and aside from probably not playing well with monster movement, I think it's too visually distracting. I would personally tend towards a solid face for the endcap to the "tunnel" shown here, but in general I would reserve it for interconnecting segments and keep it away from combat areas.

Perhaps it could work as an upper-wall/ceiling detail as well, I don't know. You'll have to see what works, but be wary of creating anything too visually dense. 
Aaaaaaa 
Maybe the tubes could be used as hallways or transitions to rooms...still way too early to make any assumptions but I like the initial idea of it.

The name is cool and pretty original...I can always appreciate it when a map title has relation to the map's theme. 
Mugwump Is Number One But It's Quake Maps 
It also has the benefit of being almost at the top of a lot of lists, if it were to ever be released seperately.

Although, has anyone tried releasing something that starts with 0? Releases that start with 1 currently sit at the top of Quaddicted by default. 
 
Don't worry, I won't keep this level of intricacy for the whole map. In fact, I was already planning on making this starting tunnel lead into a more solid room. I just wanted an opener with a bit of a wow factor.

Glad you like the name. So it's settled, then. I initially found it funny but it's growing on me beyond that. It can be viewed as a cry of panic or pain, plus the original meaning is aptly fitting to the architecture I want to build. Funny thing is, I stumbled upon it completely by accident. 
Prison K1 Main Room 
I've just remade the main arena. Hope it looks better.
Screenshots: http://imgur.com/6Fqxmao
http://imgur.com/v50gh5n 
Kres 
Nice screen, lots of detail going on in there.

2 things:

The rivets texture looks a bit skewed maybe due to texture scale increase? This looks worse on the slopes sections up above.

If that center blue section is meant to be a pool of water, then consider lowering it by 8 units to give it a bit of a lip. This make it appear more realistic rather than directly aligned with the floor.

Keep going! 
K1 - Nice Old School Vibe! 
 
 
Yeah, what Bloughsburgh said. And maybe add a border to the pool. Also, you could try to make the vertical girders protrude more from the wall with the Christ, like they do from the other walls. 
Kres 
That looks pretty decent, but my only complaint so far is that the room looks a bit too bright. I'd suggest toning down the brightness and it will look much better. 
@Kres Re: Screenshots 14354 
The water texture just sitting on the floor looks a bit strange to me. You may want to make it more of a fountain with a perimeter.

http://parentseyes.arizona.edu/placesinthesun/photos/today/places_fountain.jpg

Your lighting is pretty bright and flat as others have said.

Windows in Quake are usually set into the walls like this: http://pirat.snotboble.net/quake/pics/hip2m65.jpg

There are a lot of great touches too - keep going - you are well on your way to a good looking map. 
What If There Was A Mod With Everything 
Hail hail the gang's all here!

What if you could pick any enemy from Quake ever for your map?

What if there was a mod that provided every feature under the sun?

What if there was a mod that said the mapper is always right?

Many have created awesome content in numerous mods. AD is the closest to combining the most goodness in one package...and still...sometimes you just want a gug to beat up some poor crossbow knights. Sometimes you want a scragmother alongside mummies. Sometimes you want a vermis with lost souls.

What if...?


Now, if only I can get permission from all the mod authors to upload this someday. (Please note that content shown in picture above is actually coded and fully functional except where certain bosses are only visible when angered in which place I have used a misc_model to show them as non-angered.) 
Heres To Hoping! 
Sounds....fun. 
Everything? Qmaster! 
Whoa - this would be fantastic. Fingers crossed. 
 
I don't know about everything... Where's my X-Men total conversion monsters??????? or weird 1997 porn mod reskins?
/s 
 
missing Floyd 
 
What if you could pick any enemy from Quake ever for your map?

What if there was a mod that provided every feature under the sun?


I've been wishing for something like that. I don't think you need permission for AD content but good luck for Quoth content. Sock had to basically harass the Quoth team for months and was only able to get permission granted for some monster models, for which he had to rebuild the code from scratch. 
I'd Get Rid Of All The Shit Ones For A Start. 
 
 
The beauty of including everyone and their mother is that the mapper gets to decide which are "the shit ones", since this is highly subjective. 
#14366 
Just what I was thinking. If only there was a recent, highly polished mod which also did this but included just the good ones. Hmmmm..... 
What If.... 
Said recent highly polished mod was used as the basis for including new content and the older enemies now had AD features? 
 
Perhaps it would have been better to go rogue with this one and anonymously release without permission. Chances are that's the only way it'd see the light of day. Which is a shame, since doing that would probably piss a lot of people off at the same time you made quite a few happy.

Oh well, too late now! 
#14367 
If only that were actually true. 
What If Both Mission Packs Were Merged Together? 
With all of the cool powerups from Quoth and AD?
Locked and Loaded! 
Something Completely New And Different 
Would be my preference! 
Video Previews 
@Fifth 
You mean like Ken's map there.

You see, Quake is so versatile that anything can be made in it. I'm of the opinion that the mapper is responsible for the new and different. The mod is there so that the mapper's vision isn't hindered. AD did this the best, I only want to continue to improve and build on what has gone before, to continue what has been started. 
#14360 
everything... mmm... i don't know about that...

part of the appeal of AD is high quality. not quantity.

but... there are some things that i like, in any case:

a) seven SMC and improved quake 1.5 style of monster AI only in nightmare skill. a real nightmare to win. i check those two mods a few weeks before the release of ad1.5 and i like most of the AI features in the old monster. and nails that bounce! awesome. the only bad things is that it can break the gampeplay in some maps, and make others very very hard.

b) extend the particle system. optionally, it may involve too much heavy processing. examples: blood, when you hit a wall with a shotgun, lava, slime, explosions. the idea is: dots with different sizes and colors, instead of dots with same size and color.

there are other things. but they're very hard to implement. moving liquids. changing gravity (prey 2006). 
KenChennar 
Very unique themes, nice. Vids would've been better off youtubed, though. 
I Though That... 
...at least the Uber-scrag from Travail would've made it into that group shot. Lun's enforcers are pretty cool too IMHO. Mind you, if I ever fire up an editor again, I'll be using AD for sure. 
Sock Has Spoken 
No uber mod for you. Oh well. GO MAP WITH AD! Merry Christmas! 
 
No nehahra in that group shot? 
 
No uber mod for you.
Damn. I was really looking forward to it. 
No 
fishing ogre.., but I could offer a dozen more. 
I Offer 2 Douzens 
Mfx Get Off That Tower! 
right,I cheque my spelling. 
Mfx 
Looks ace biscuits but I think the phong shading is making the lighting look too flat where the columnar uprights meet the flat parts of the wall above the arches. 
Dat Wow 
 
 
It's a shame that there's no way to specify which edges must remain sharp. 
 
Yeah, it's nice and possibly a slight Sen's Fortress vibe. But I must admit I got a bit of a Honey/Sockstyle fatigue over the last couple of months. 
 
Looking good, not sure I agree with Kinn though - assuming I'm talking about the same place, I don't think phong is really making a difference. I think it looks fine, but if the goal was to spruce it up I'd go for a bit more brush detail (perhaps an insert or something sticking out slightly. Just to break up the texture a bit.

But personally I don't think it's necessary to do anything like that, 
 
I think it looks fine

Yes it's a minor quibble at best - a quiblet, if you will. To put it in perspective, a quiblet (in Standard Pedantry Units) is roughly equivalent to about two-thirds of a nitpick. 
Mega Monster Overload 
Sock Has Spoken, No uber mod for you. Oh well. GO MAP WITH AD!

I did not say no to your uber mod!?! I said - Please stop patching AD, create your own mod and use the devkit! This means creating your own uber mod in your own "uber" directory!

I did clearly stated this fact in the readme file
Line 34 -Do not use the AD (Arcane Dimension) name for your own mod

Are you sure you got the Drake monsters in that screenshot? :P 
Oh... 
I'm planning on calling it the Keep mod anyway. Because you keep what you kill (and kill with).

In that case sure. And yes it is only a start. I haven't got quite everything just yet. All must be subsumed into the continuum. The collector's Keep must be filled. Any mod differences must be accounted for and easily accessible by the mapper. For instance, the zombie has umpteen different abilities that have to be included such as crucifix dismounting, laying, necrosprinting, etc. 
Is That Really A Good Idea? 
Better to do something like an easily accessible (and compilable) bestiary like Realm667 has for Doom like suggested some time (years?) ago - where people can create their own collection of enemies from a database to include with their map. 
Minimal Map Extras 
I can see how someone who only wants to add a few new enemies would want to be able to add just those new features to minimize map download size.

However, devkits aim to provide one dowlnoad for the kit. Then maps don't need to include their own mod in the downliad at all. People download the kit/mod. Then download maps for it. I may do Preach's idea of making the Keep mod inside the base ID1 directory where the only requirement is for people to add pak0 and pak1. This way any maps that want to add something not included in the base devkit can have an extended mod with their features. 
Now 
If only there was an engine that had support for multiple progs.dat where any added progs were simply to include extra functions. 
@Qmaster 
FTE_MULTIPROGS... Its basically FTE's oldest extension :)

that said, you generally have to tread very carefully around the base progs because very few mods are clean enough/designed for it, which makes simple things like eg changing the obituary (when some new monster kills you) really painful.
Its also kinda too much of a pain to set up on a per-map basis, but meh...

And yeah, its still fte only, and not enough people around here are hip enough to use it. 
Hmm 
Reading thru recent discusion in the AD thread has me thinking I should just stick to the tried and true method of putting it all together in one package as a standard mod. Full multiengine support (though QSS is recommended), no muss, no fuss, best support for the mapper.

Obituary should rely on a specific .string deathmessage1, deathmessage2,... deathmessagen for each enemy such that obit only has to randomly pick one of the deathmessages so long as it is not "".

Systems. Better systems allow for flexibility and the best power for the mapper. That is why I use AD as a base for any added content. All the enemies you see above use AD code structure.

I really should create my own dev thread rather than clutter up the screenshots thread. :) 
Normal Maps Are Cool 
I had some free time the afternoon and, once again, found myself admiring Doom3's art. I loaded up some assets in darkplaces as I've never experimented with anything other than diffuse layers.

I also generated some normal maps for my 2D pixel art using nvidia's texture tools for photoshop. The results were pretty bad, though I didn't have high expectations. Using higher rez assets yielded some pretty good results but the art was of organic stuff (stone, wood, etc) and the plasticy look of the normal maps is pretty lame. It really takes a bit of fiddling to get it to look good.

On that note, it occurs to me that the design of Doom3 is perfect for showing off the tech it used. It seems all these nifty shaders and texture maps work best with hard surfaces and dramatic lighting. Doom3 texture set is really easy to map with as well. That's some good designing! 
What's With The Mini-ogre? 
 
Because It's Quake 
My player scale is different though. Mine being 128u and Quakeguy is less then half that, IIRC. Also his eyes are in his chest, making him feel even shorter.

Does anyone here know of a tool that will invert the z of existing normal maps? If you notice in the video, they're inverted (shadow where light should be and vice versa). 
Nevermind, Just Figured It Out 
turns out each image channel (RGB/XYZ) is actually grayscale, making it simple as pie to invert. Neat! 
Ogreling 
So cute. Needs helium-pitch sound effects. Quoth 3 confirmed. 
Ogreling Like To Chew On Toenails 
or sth.. 
More Shader Stuff 
trying out bump/specular maps on low res assets. i'm happy with the bioshock inspired water, looks good for a first draft. the splash/puddle are placeholders. there are specular map on the blood and both bump and spec on the metal trim of the chest.

i played with giving everything a specular map but most surfaces had to be toned down so much that they may as well not have one. i think having select glossy surfaces, namely liquids, is a nice touch though. they stand out against the otherwise matte world without having to be overdone. 
Killpixel 
thats an awesome mix of retro styling with new effects. 
Thanks Fifth 
i think it's pretty neat too. the hard part is figuring out an aesthetic that isn't bricks or tech panels :/ still looking for that "eureka!" moment... 
Killpixel 
It's Unity or Custom stuff? 
Killpixel 
Is this FX intended to be included in Quakespasm, eventually ? 
 
@khreathor - custom stuff currently running in quake/darkplaces.

@Barnak - Not that I know of. I'm not associated with the QS team, I don't even program :P 
 
Water sheet looks awesome, I wish we had something that good looking for waterfalls in Quake, to complement DP Pretty Water. 
Looks Really Sweet Killpixel! 
 
Ruiner 
I have been working on and off on a map for AD since the middle of October. I originally planned to release it by the end of the year but RetroJam 6 got in the way (and totally fine with that!)

In order to keep the mojo going, here is a random WIP shot from the map. It is entitled Ruiner (ad_ruiner)

I really have no idea on the release date, but I hope to get beta testing going soonish!

http://www.quaketastic.com/files/screen_shots/ruiner.jpg

*Taken from not my desktop at home so the resolution is lower but meh!* 
Bloouugughhhh. 
That looks cool.

Killpixel, that works surprisingly well with low-rez assets! 
 
Killpixel that looks awesome

Bloughsburgh can't wait to play it. I love knave maps. 
Bloughsburgh 
Locks is great :) 
Hype Is Great. 
2017 will be the best year~ 
Even More Shader Stuff + A Technical Question 
this is the last one for a while, i promise. waterfall, now with refraction. and something that's been on my to-do list for a long time, dp_water. i prefer this over my previous water test.

I wish we had something that good looking for waterfalls in Quake, to complement DP Pretty Water.

well, you can. this is basically quake in darkplaces. if you or someone else wants to use it for quake i'll upload the source files for the tests i've shown. i recommend making your own, though, as you'll probably get better results. these assets were made hastily for the sole purpose of getting it working. the waterfall is just noise with a directional blur and some squiggly lines to break up the uniformity. the normal map used for the dp_water was generated from an image created with the "render clouds" filter in photoshop.

technical question, probably for the engine folks

you may have noticed the bright seam along the edges of the dp_water caused by the reflection distortion revealing reflections that should be obscured by geometry. this is just plain awful with fog and/or skyboxes. can anyone point me in the direction of a reasonable "fix"? I have some pretty hacky ideas map-side, but they're just a band-aid.

another strange thing, that's not something that needs "fixed", but worth noting. when reducing r_water_resolutionmultiplier value, you have to increase the offset of decals else their reflection will z-fight. 
Killpixel 
you could try stretching the water texture a few units out on each side. I've used this cheap method to hide texture seams in other engines. Unsure if it will work here as shaders are involved but worth a thought? 
 
Yeah, I'm afraid that doesn't work :/ thanks, though. 
Killpixel: 
are you talking about the weird artifacts seen in this screenshot?

http://quakeone.com/~files/water_dm3_9NC.jpg

The reflected image has weird cracks along the waterline? 
Yessir 
 
 
yeah those bug me too. 
More On This 
setting r_water_reflectdistort to 0 will solve the problem (aside from a hairline seam, which is made more obvious by linear texture filtering and AA) but at the cost of no reflection distortion.

I thought about using cubemaps instead of realtime reflections but AFAIK you can only have one cumbemap per level and you can't link specific cubemaps to specific water brushes. You would still need realtime entity reflections too... and light styles. 
Found A Solution 
https://www.youtube.com/watch?v=qgDPSnZPGMA

in this example, by knowing the depth of the water you can find the edges and alphablend the reflection/refraction distortion.

this is similar to my janky map-side solution which is to use water "trim", i.e. water brushes without distortion to run along the edges of geometry. 
 
yeah, the only reliable solution is to compare the depth values from the refraction fbo to the water surface.
if you're trying to do nice sandy beaches, that distance in depth can also be used to determine how much surf to include (which is even better for obscuring any boundary issues).
of course, that gets a bit fancy.

the other option is to just copy the current framebuffer and use that as the refraction image, then any seams are much less obvious, but the refraction can still show parts that are not from the water areas. 
 
the only reliable solution is to compare the depth values from the refraction fbo to the water surface.

interesting. thanks for confirming that. I'll look more into this. I have a question, though:

the other option is to just copy the current framebuffer and use that as the refraction image, then any seams are much less obvious, but the refraction can still show parts that are not from the water areas.

could that be enlarged slightly so as not to reveal any unwanted areas? that might look pretty bad though. Maybe a parallel frame rendered at a slightly higher rez/aspect ratio so the scale and pixel density is the same but you have "extra" image on all sides preventing unwanted reflections. this is probably pretty resource heavy :/ 
 
using the current backbuffer as the refraction image is generally sufficient to hide the glitches that you're referring to thanks to them normally only being a few pixels anyway. the 'new' glitches appear from the viewmodel etc overlapping water, giving a sort of halo. Copying the backbuffer like that is actually more efficient than re-rendering half the scene, so if it wasn't for the viewmodel and opaque water vising this would probably be the preferred option.

another possibility is to try nudging the refraction image up by a few pixels, you might get some boundary clamping at the bottom of the screen (or you could extend the size of the refraction texture offscreen, assuming you're in to engine modifications), but it should help hide the cracks a little better. 
 
if you or someone else wants to use it for quake i'll upload the source files for the tests i've shown. i recommend making your own, though, as you'll probably get better results.
I wouldn't know what to do! If no-one else is up to the task, having the source files would be a first step towards learning the know-how.

setting r_water_reflectdistort to 0 will solve the problem but at the cost of no reflection distortion.
I talked about that with Seven once, his answer was not to set this cvar to 0 but instead to lower both this one and r_water_refractdistort. But...

Found A Solution
If you've really found a way to fix it without modifying the cvars, once you implement it in your game it would be super mega awesome if you'd be so kind as to update DP-water with your fix for all us quakers to enjoy. 
 
@spike - hrm, interesting ideas. it seems using depth values is the most correct way to do it.

@mugwump - here's the source. You'll probably have to tweak the shader for q1, or at least the texture paths. Looks at existing shaders created for q1, like pretty water, to get an idea. Here's the q3 shader manual for reference if you get stuck on something.

update DP-water with your fix for all us quakers to enjoy.

This is on the to-do list, but not the top, so it's a ways out. But, when it's done the source will be publicly available.

Ok, I'm done spamming the fuck outta this thread for a while :P 
Thanks Killpixel 
I'll look into it. 
 
My Egypt Map In A Nutshell 
mfw 
Lol 
Nice 
Update On My Quake Map (WIP) 
Trippy 
Some crazy stuff going on...like the inverted grave stones! 
Surrealism Always Suits Quake Well 
Can't wait to get my hands on your map, Serge. Any ETA? 
Kinda E4-ish 
And some of the background designs look a bit bland in that E4 corridor sort of way. But it still looks well built and some of the ideas look very cool and promising - the floating rune things especially. Keep it going dude. 
Nice To Both Negke And SJ 
 
@mugwump 
It's too early to give you an estimation since because it really depends on how much free time I have and right now it's not all that much :)
I'd say the map is about 30% completed. 
 
 
Two info_player_starts?

BTW, you know you can make albums in imgur, right? You don't have to post one link per screenshot. 
#14440 
If you're using tyrutils-ericw compilers, you should check Surface lights. Might be useful in this case. 
Mukor 
lookin good! 
 
Surface lights.
Does this mean what I think it means? What I think is: compiler deciding light value (and color) automatically from the light textures without the need to add light entities. 
Yes You Mugwump 
 
Scratching The Surface 
Surface lights are just a "Hack" (not to put a dampner on the awesome stuff ericw achieves) as far as I understand it. What happens is that you set up a light entity with a key that has the name of a texture in it, and at compile time that entity is duplicated repeatedly over all surfaces with that texture. It's the sort of thing you could do yourself, if you had the patience of a robot. It's pretty effective though with the caveat that if you wanted some of those textures to be lit and others not to be you'd have to have two of the same texture with different names in your map.

Feel free to correct me if I'm wrong about how it works, it's been a while. 
 
In case I didn't make it clear, the light that's emitted depends on the values given to that original entity, so there's nothing picked out from a texture or anything like that. (For picking colours from a texture, I like to use shareX's screen colour picker, it can give you the numbers in a format that you can just paste into an entity.) 
MFX 
Why are you posting without a name? 
Pritchard 
Yes, it just duplicates one light entity over faces with specified texture name. Saves time when you have to edit lots of duplicated lights. 
Mukor. 
I thoroughly approve of this situation. 
I Used Surface Lighting 
for light from lava in explorejam 2 map 
 
you set up a light entity with a key that has the name of a texture in it, and at compile time that entity is duplicated repeatedly over all surfaces with that texture.
Wow, good to know, this is gonna save me heaps of time! One thing though: would it still allow lightstyles on specific lights, like a neon blinking while others don't? 
 
I tried surface lighting on lava but found it to be very erratic, I think because of how the surfaces are chopped up. Some lava looked fine, while in other places didn't seem to emit any light at all.

What it's really best at is light emitting textures that have an obvious source in the center. You save having to place many lights, and they are all consistent throughout the map for color, brightness, etc. 
 
I'm pretty sure light styles work, switching the light on and off definitely does. Targetnames are retained by every duplicated light.

If you want some of them to do one thing and others to do another, then you'll either have to do ugly things with your brushes/textures or handle the lights manually. As far as I know there's no way to edit the individual lights that get created, they're only added when you compile.
(Maybe if you decompile your own map... but seriously?) 
There's A Trick For That 
"&#8722;surflight_dump" command line option for light.exe saves all of the generated lights to a file "mapname-surflights.map", so you can then paste the copies into your map and edit them individually. 
How To Light A Map Properly? 
http://imgur.com/a/p6jZt
From this screenshot you can see how i light my maps, hundreds or thousands of low emission lights that i tweek after i have vised my map, i move them change the values, and its difficult. How do the Pro's create lighting in maps? 
#14456 While Building It 
compile often. take your time and compare diff setups.
in the end you will get a feel for it. 
Lights 
I am not a pro but try this out:

Place a point light near a light source texture with:

light: 400
wait: 3

After that, test your map and you should notice that the light sources appear to be the source of light.

Now add some fill lighting around dark sections of your map (Darkness and shadows are important so don't go crazy!)

Light: 100 - 200
Delay: 5

*Keep in mind these are just numbers, you'd have to adjust and play around to get to where you want to be*

That should give you a good start. There are many different advanced techniques and better ways to do things depending on the situation but try that out! Like MFX said, you'll just get a feel for it after testing things. 
 
ok! :) 
Light Me Up 
Enlightning Techniques for the masses.
I found this Sock mail i think it is helpful for you:

* Never place symmetrical light sources in a room
* Never use global ambient light, learn to light maps properly
* Place strong light source first before placing additive fill lights
* If a room lacks strong shadows, tone down fill lights
* Consider shadow area contrast when placing source lights
* Understand the advanced features of wait/delay
* Try to keep light/wait values consistent for light source types
* Always sync light entities to actual light sources
* Always Illuminate the primary path
* Light Flicker (style 1) can be useful for focus in a room
* Play with up lights for ceiling detail focus
* Lights can use mangle/angle parameters for directional spotlights
* Lights should always create interesting shadows
* Place strong lights for large shadows, fill lights to soften the edges
* Switchable lights are perfect for creating dynamic detail
* Place identical light sources at the top and bottom of platforms so that when the platform is in both positions it looks right for the light source

Got it? Good. 
Imma Need To CTRL-C/CTRL-V All That 
Great tips, guys, thanks! And Eric, thanks for the workaround. 
 
Understand the advanced features of wait/delay
These are a bit cryptic. Is there a tut somewhere? 
Cryptic How? 
 
Those Are Good Tips 
For the less experienced designers. 
Not Easy To Understand 
I gather they have something to do with how far the light reaches and its intensity at the source, but I need to learn how they work. 
 
<3 Necros... 
...hehee 
Thanks Skacky! 
Makes more sense now. Bookmarked. 
 
This is sometimes useful to refer to:

http://quaketastic.com/files/LightTest.jpg 
 
Yes, I already had this pic, but it's not as clear regarding which param does what as Skacky's link. Plus, it doesn't showcase all scenarios. It's still a good immediate reference, though. 
 
If there is a way to edit the first post in a thread, this kind of useful stuff should be "stickied" in the mapping help OP. 
 
Yes, it could be better, but the top two rows were all I actually made it for.

Notice how the appearance changes with light constant and only delay changed. Then below that the delay is the same but light value is changed. It allowed me to see what those parameters did.

I would actually urge mappers to build a similar map for themselves. Some things are more easily seen if viewed in game, such as just how ridiculously far one light can extend using delay 1. 
14460 
this is good stuff, i've been playing around with the "wait" value and it makes things alot simpler, i no longer place a million lights. 
 
That light test game screenshot, is it using white textures? I want to create own and test different sized room etc.

About this fill lighting, it is not intended to come from "real" light sources (like lamps, flares, fire etc.) But doesn't it look weird if there is bright random ball shaped lights in every corner. How do you blend fill lights professional? Don't know is it possible to give certain areas minlights (well func_wall, maybe it is possible to give the other funcs too). Then again, what is good minlight value even, 25,50,75,100?

Seems like this requires a lot or trying. 
 
Then again, what is good minlight value even, 25,50,75,100?

Minlights 
are very pronounced.

A -40 light can dim parts of light 300 to black. 
 
So it seems like answer is.. never use fill lights if possible? 
 
But doesn't it look weird if there is bright random ball shaped lights in every corner.

That's not what "fill lights" are.

Fill lights are low brightness and designed to lighten shadows, simulating ambient or bounce light. Before ericw implemented procedural bounce, they were used liberally.

So it seems like answer is.. never use fill lights if possible?

Never use minlight if possible. Minlight is ugly and flat. Fill lights are good. Although now with the bounce functionality, they might not need to be used so much, I haven't really tested the new bounce stuff out though. 
Madfox 
You seem to be talking about "negative light" - that's not "minlight" 
 
Minlight = "minimum light" =/= "minus light" 
 
Newhouse,

Those are not textures in the screenshot. That is the actual lightmap. You switch it on and off in game using the console command r_lightmap as seen in the picture.

You can also bind a key to toggle it on and off in your autoexec.cfg 
 
@Kinn

Thank you, so fill lights are okay.. I assume I need to start using them in a darker areas. I know they aren't as bright as main light if set to be weaker, what I tried to ask was "how to make it blend well together with main lights / be smooth) what delay is good for fill lights?

@Rick

Thank you. Really didn't notice that it was just the lightmap (I must be blind). 
 
It's not like there'd be any difference between lightmapped white textures and displaying the lightmap directly. 
Screenshots 
Maybe it's too late to complain, but where are the screenshots? This is becoming another mapping help thread. 
Boom! Screenshot From My Latest Project 
http://i.imgur.com/uSLqXZD.jpg

playing around with lights, color blends, wait values shadows and highlights... 
Nait 
That looks interesting. I'd recommend a bit more texture variation but that's about it :) 
@Naitelveni 
It looks good just the way it is, just keep playing around with lights and it will turn out great* 
Neato 
But yeah, I tend to agree with Fifth. 
Yuip. 
What Fifth said, good and bad. 
I Like That Lighting 
 
Re:Lighting Info 
(It's been a while)
Lighting has been an issue for me as I haven't really experimented at all.

Having read https://shoresofnis.wordpress.com/guides/lighting-basics/ &
https://spawnhost.wordpress.com/2012/03/14/quake-1-lighting/ I found I kinda get the basics but pages like the abovementioned http://quaketastic.com/files/LightTest.jpg
and especially the images on http://ericwa.github.io/tyrutils-ericw/ are exactly the kind of things that I've been looking for to better understand what to do where. 
Is That 
A red sky in the back naitel? 
 
its a skybox from AD, i had a difficult time on thinking about the surroundings, its still a working progress, i was thinking about building structures in the background... we shall see... 
Perhaps A Lighting Tips Thread? 
Especially since this is evolving a bit as compilers add features like phong etc.

Also re: #14455 ericw that's a very cool feature. I've used surface lights a lot, being able to tweak them is going to be great moving forward. 
@Nailtelveni 
http://imgur.com/uSLqXZD

lighting is smooth as butter! 
Just The Quick Question 
How is the lighting looking? These are going to be default lights, then depending on situation there will be lights from other sources too. But making sure that if I create darker places, there is still enough light to navigate without problems.

https://drive.google.com/file/d/0BwxYkKdSD855MVpBU25EVHVvRzQ/view?usp=sharing 
 
Looks really good man, I admire the amount of pre-planning you do for your creations.

The light in the glass looks really nice. Everything else looks good too. 
Looks Good To Me. 
 
@Bloughsburgh @dumptruck_ds 
Thank you! These are elements that should have that consistency, especially moving platforms. I don't want to make peoples life harder than what it already is. My retro jam 8 map was a mistake in that sense.

Thanks to dumptruck_ds for helping me with door lights. I'm planning using them for doors that has lights attached (larger doors). I want to give different doors different purpose when to use them in a scene. Larger doors are like the biggest goal (depending on the scene), and also has this wow light effect. Giving a little reward for the player in a mental state. Then every larger door also opens slower than smaller ones, but I really need to play with timing, since players don't want to wait too long (yeah, it is a big deal, just come on open already).

Glowing window(s) is kind of.. focus point(s), where player immediately looks at, because it has the strongest contrast in brightness compared to other elements. 
 
Correcting typos.. retrojam6* 
Naitel And Newh 
Naitelveni since you're already nailing it, I would go further and dare more contrast. Backup your work and light up this lava, make it look hotter. You could try a little stronger and darker sky light as well. And I would choose a skybox that matches the color you chose for the sky light.

Newhouse, it looks great, but don't you think the doors should have light fixtures? Maybe the doorway could have a texture like this one you used on the open door. 
@adib 
Sorry I'm still noob with these lighting techniques, what is light fixture? I just placed on back and front these delay 0 lights to high-light them a bit.. also I tried that surface lighting, I put on sides of doors surface light textures and they worked tbh. If light fixtures will look better, then I gladly would like to try them out.

Also that glowing window used surface lighting. 
Newhouse 
A light fixture is a lamp, for example. What I mean is: your light is more believable if it looks like coming from a source. The surface lights you made are perfect: it's lamp textures "emitting" those lights. That metal plate full of little spots make perfect sense. But when I look at the doorways, where is this light coming from? 
#14494 
I wanted to do a lighting thread for a while now, I have an idea for it but I'll have time in a month or so. 
@adib 
Yes, indeed I didn't use this door light logic yet in that scene. But basically I will turn on lights when door opens. It will not be as pretty as in modern sci-fi bases, but at least something. I have couple ideas how to make it look natural yet cool (we will see).

Also I added couple lights inside those slots where doors goes in when opened, I wanted them not to be pitch black.. maybe I just need to turn down values a bit.

Of course for some doors I will add extra lamps in front and back. But it really depends on the scene I will set up. 
Hc1beta: "implo1t Dys3ngage" Beta 
So finally, I just have this map almost complete. It has Daikatana textures and is Japanese-themed.

Here is the Quaketastic download link: http://www.quaketastic.com/files/single_player/maps/hc1beta.bsp 
Remainder 
The skybox in hc1beta is from ikbaseq3. 
Hc1beta Screenshot: 
 
Map is super bright and textures have fullbright pixels. You should fix this.
Map need some balancing for sure and exit portal :D
Other than this it feels like Shadow Warrior :D
I have a demo if you want. 
Yes, Demo, Yes. 
Demos are accepted, khreathor. :D 
 
@hexcalk 
Please redownload this demo zip. I'm an idiot and I packed bsp instead of a demo... but link is fixed now. 
@khreathor 
Okay. Now I redownloaded "hc1beta.zip", and the demo file's there. Good. 
@khreathor 
Okay. Now I redownloaded "hc1beta.zip", and the demo file's there. Good. 
I Almost Died An 'asian' Jam 
but I thought egypt was a bit more accessible. Nice work though. 
@hexcalk 
Please relight your map. It is very bright :(

And add some ammo and item_healt in the area around the "pyramid". Please some 
@DOOMer 
Now I uploaded hc1, and I will reupload it to add ammo and health to that area. 
Hc1 Reuploaded 
hc1 was reuploaded one hour ago. Thanks for your patience. 
Pixely Portals Provide Passage To Peculiar Places 
 
Awesome!

This is good stuff coming from you man. 
Premature Presentation Of Pixels Proves Preposterous 
light rays now reveal teleport destination

@Bloughsburgh - thanks! I wasn't happy with my previous portal tests and I've been meaning to tinker with some particular shader stuff, so this was a good way to kill a few birds with one stone. 
 
This is some purdy stuff.

Is it going somewhere or are you just experimenting at this point? 
Thanks Dwere 
immediate goal, get stuff working. long-term goal, a game. 
Nice Torches 
 
@killpixel 
Thanks for showing us how "modern" effects can blend nicely with a "retro" feel.

what you're doing shits all over modern effects on classic maps.

see: https://icculus.org/twilight/darkplaces/screenshots.html


Thanks man, looking forward to whatever you end up releasing with this engine / mod. 
Shit's Lit, Fam 
This is where I'd like to see indie games go in the next few years. The kind of tasteful fidelity that is offered by modern effects, blended with the aesthetic of "crunchy pixel art" and low polygon counts.

If I ever made a game, that's how I'd make it look. 
Cool 
also, that light inscriptions in the walls looks like the gates of moria (LOTR).

cool stuff with those light rays

i want to see something like this too. but that looks really hard to do.
http://www.psychicsuniverse.com/sites/default/files/styles/250x250/public/stained%20glass.jpg 
Re: #14526 
Well said! I agree completely.

This aesthetic is so appealing. The low-fidelity abstracts things to the point where your brain is forced to read between the lines a bit. When things are crystal clear, it's almost impossible to suspend disbelief... I've spent 20 or more years playing games, and like most of us, i know what particle effects and skyboxes look like, and can spot the polygons in the highest polycount models.

But reduce the resolution and render fancy effects in software, and it's so much harder to figure out how the scene is created. I can't see behind the curtain so easily with this, and that subtle haze, that slight mystery makes the world so much more engaging. So great work so far! Really excited by this project. 
Thanks For The Feedback! 
@khreathor - thanks!

@Shamblernaut - I appreciate that. Those shots are a good example of what I'm trying to avoid. Funny, it's the same engine, same code, same tech. It really isn't about the tools, but how you use them.

@Pritchard - I agree, I'd like to see more stuff like this.

@topher - The doors of Durin were certainly an inspiration. That and Wayne Barlowe's work is what I drew from when designing those. I was slightly annoyed when a Doom4 gameplay trailer released and revealed the keyed hell doors that look very similar. Oh, well. Regarding the light rays: it can be done. I did some stained glass tests a year or two ago and it looked pretty good. Rays are easier if they're right angles. In half-life ep.2 they did angled rays like the ones you linked and they looked pretty darn good.

@starbuck - I think you hit the nail on the head. I liken the pixelated look to reading a book: a book gives you key information and a general outline but allows your imagination to do the rest. This makes the world so much more rich and interesting and gives the reader (or player) a certain authorship of the world they're in. It seems that the closer we get to the uncanny valley the less immersive and engaging the world becomes. What you described is a core concept of this project. 
New 
Cool Stuff 
That looks rather unique with the mash of textures. 
Socks Dreams 
Oh My Word 
that first shot is stunning! 
#14532 
Holy shit. 
Nice Quoins 
looks great! 
Jesus Christ 
mfx! 
Nitin 
sock made it, i just posted them here 
Still Wow 
 
 
Screenshots of unplayable "maps" should go into Inspiration & Reference. 
You Should Go Too 
little otp 
Holky Fuck 
 
 
It's like what Quake 3 should have looked like if Quake 3 had art direction. 
You Are A Fuckface Mfx 
 
"every brick is at least one brush" is the new "every brick is a brush"

No but seriously otp, what makes you think it's unplayable? Looks fine to me. 
 
The fact that sock said "it's not a playable map" on Twitter. 
Oh Right 
 
 
I suggested that he make a story driven map. AD certainly has the tools for that style of map. 
Mfx 
with that cruel stories about metal caches and corpses that were moleshed with rasping flesh cutters and fired daggers and examples of foto's of cathedrals after making them first in quake scaring the hell out of me. 
Something Like Firetop Mountain 
Would be cool... 
OTP 
you are the bigger fuckface, can we agree?
Didn't want to twiddle your knobs that bad, your screenie looks rather nice. I once played around with those textures myself, maybe i send you my extended textures of stone1_7 one day ;)

No beef here dude. I love you and you know it. 
 
Socks map looks cool! :) 
Feedback And Advice Requested 
Hey guys. I've been messing with my retrojam5 map lately, trying to make it into something more playable.

I still need to make the lighting better (removing leaks too) and tweak the encounters and ammunition. I also need to do some detail geometry in the "outside" area to cover the ugly rooms below.

I need some opinions of the gameplay thusfar. I also need some suggestions with what to do with the "blue room" in terms of encounters and the starting area in terms of aesthetics.

dropbox link to zip file:
https://dl.dropboxusercontent.com/u/108695968/rj5_shamblernaut.zip

Thanks in advance :)

-Snaut 
Almost Finished Map 
Hello everyone, newbie here.

I've almost finished my first map (www.quaketastic.com/files/libraryA_almostcomplete.zip) and wanted to share it.

It uses knave textures and needs Quoth 2.2. It also has the custom sky (is it called like that?) from ericw "etacarinae".
It's compiled with vis fast and light extra, tested on Fitzquake 0.85 and I believe all of the bugs are fixed.

Suggestions, critics and opinions welcome. 
 
We need screenies first! 
 
Sorry, here they are: http://imgur.com/a/agvPt 
Cool 
Love the outdoor space views! 
That Has A Lot Of Potential. 
Looking at the shots, good structures and design, perhaps an over-reliance on book textures tho. Keep it going man! 
RedMisao Feedback - Spoilers! 
Hi Redmisao, had a playthrough, and some suggestions followed by the bits I really liked.

First, try running your map with developer 1 to get the debugging messages. There are a few items which fell out of the level. There's also a Quoth specific message "X has spawnawake flag without teleport flag" which I should explain so that you won't worry about it. When you make a teleporting monster using the spawnflags, you lose the ability to trigger it to wake it up. The spawnawake flag fixes that, it really means "wake up when you are teleported". So it does nothing if the monster isn't teleported in. Does no harm either though.

Where you have the nailgun right now, it's too easy to miss. Not having it makes the double shambler fight nasty, and eventually you run out of shells and need to find it to progress. If you can put something else down there as a reward for exploration (a bunch of early rockets?), and put the nailgun somewhere unavoidable, I think that would be best.

I found two secrets, and one was the yellow armour. My trouble with that secret was that you can't discover it until right after you just picked up a fresh green armour, so that goes to waste too easily. Perhaps the green armour could be on a different floor in the area?

In that same areas, on the ground floor where the 45 degree wall meets the floor, there's a gap between the floor tiles and the trim where you can see the skybox (If you can't find it I'll post a screenshot of where)

Did you mean to have a trigger_drolejump for the first drole? I was seriously expecting one! He just stayed up on his sniper balcony, even when he was enraged. Maybe it could be skill setting controlled?

While I didn't actually miss either of them, I worry that both the silver and gold doors are very well obscured by the rooms containing them. Is it possible to open up the obstructing geometry a bit so they are really obvious to a player exploring the map first time? They are the most important landmarks for progression so you can't afford anyone to not see them.

Around about the point I was opening the silver key door, I found myself wishing I could turn health packs into shell crates. A few more of the latter and few less of the former!

The ending was quite abrupt, I was admiring the view from your last screenshot and suddenly I was whipped away to the scoreboard.

I thought that there was a nice 45 degree angle motif going through the map, the vore-filled room being the best example of that. Any place you can add a bit more of that to would be great.

I thought this map did a good job of showing you spaces you'd like to go to before you can access them. You could see the second floor atrium of the lava-ogre-ambush room, before you could get there you saw through the grates into the vore-pillar room, then when you get to the former you unlock the latter.

My favourite combat in the map had to be the arena below the gold key door. What I thought worked really well was the way that naturally you had less and less cover to work with, and less and less armour and ammo (but never too little) - kept it ramping up nicely.

Cool stuff, look forward to the final version! 
Redmisao 
Map looks cool. Will look at playing it if I get time 
 
 
The Long Room 
Cool, I'd only suggest adding a trigger with a message saying something along the lines of "Enter the long room to complete the level". That way, people who like to go back at the end of a map to find the secrets they missed know that now's the time. 
Hc3 In Development.: 
I have (since the release of hc1extndagain) been working on a new Quake map. It is called hc3, and it will use sock's tp-industrial.wad. Guaranteed quality assurance there will be curved walls and a unique aethestic.

Screenshot (Quaketastic): http://www.quaketastic.com/files/screen_shots/hc3devlop.png 
 
Tony Hawk Pro Skater? 
 
Tony Hawk Pro Skater?

Holy shit.


I never saw that texture wad used before so that's something to consider. Thanks for your assurance on quality curves...we all love them curves. 
Looks Decent. 
But lighting could use some adjustment. 
Tony Hawk's Pro Skater. 
I did play the Tony Hawk's Pro Skater video games back in the 2000s, they were fun. The Warehouse level in the first 1999 installment bears similarities to this custom one for Quake (hc3). For example, the industrial light fixtures of the room shown in the hc3devlop screenshot here look close to the metal columns from the walls of Warehouse. 
Plastic Coated Keyboards 
"Unfortunately my only remaining connection to this community is reduced to 15 minutes every month or so to drool over some Sock screenshots and sigh over what once was!"

More Stuff for Tronyn
Less Harassing Tronyn, More Releasing That Map! 
 
Wow (gets Plastic) 
Looks great Sock! As you know I particularly love maps which feature both the inside and outside of a large medieval structure. I'm hoping in a couple of months I'll be able to sink a lot more time into Quake and catch up on all the amazing maps I've been missing out on (haven't played AD or RRP yet, and those are just the start). 
Quake Content Mountain 
haven't played AD or RRP yet, and those are just the start
Wow, that is a crazy amount of new content to play, especially if you love hunting for secrets. It should also including the countless jam events that have happened since as well, as there are plenty of new mappers and styles to check out.

@Shambler, sorry that map was rubbish so I deleted it! I've made enough Quake content, don't need to release anymore! :P 
You Fud. 
I can't believe a map that looks like that, from you, is anywhere near "rubbish". 
Trying To Play Around With The Dark Contrast 
Dark Is The Word. 
Pretty sure there's potential there tho. The red style looks cool. 
 
I have to lit up main areas well then, the town center itself is going to be a bit stylished and dark, but then again I will set up areas where actual fights are going to be. 
All Newhouse's Maps Are Dark, Like His Soul. 
 
The Dark One 
I took the balrog from the Ring trilogy and converted it for quake.
I'm just such a bad skinpainter, and I thought to use the lavaball for its faceless void. 
YOOUUUUU 
SHAAAAAAAAALLLLL

NOOOT

PAAAASSS!!!


You on the other hand are awesome Madfox. 
That Could Be A Cool Boss 
It could be used in the new jam that is being discussed in general abuse 
Animating Skin? 
I was searching for a way to transpose it to a statue, like in the hipnotic mod.
After changing the pauze code of the hellknight and adding a grey skin, the model didn't appear
in game. It looks as if the code is only awarded to the knight and hellknight.

Now I end up with a weird model I'm not sure the animated skin was possible. 
Whoa Cool 
Very nice madfox! 
Anyone Interested Playtesting? 
I started this as a speed map, but then thought that I should actually finish this. So far I have play tested it with my friend, but I would like to know what you guys think about it.

It is on beta state, starting path about 50% percent done.
http://www.quaketastic.com/files/single_player/newhouse_runic1_beta1.zip 
 
I need to add music to the next beta then, what would be a good track for these runic/maya type maps? 
Screenshots 
Looks Nice 
Metal Retro, liking the rafters above the lava. 
Looks Good Newhouse 
Will download the beta later 
Newhouse 
I played your map. Everything works well. My crittics :

1. Map too small. Not long enough. Need more exploration and discoveries.

2. Not enough geometrical details and architecture. The map feels too retro old-school to my taste.

3. Ambiance/atmosphere is weak.

4. I don't like the bones piles. They look fake. 
@Barnak 
Thank you for your feedback. It is indeed made to feel like old maps without too much details.

1. It is second half of the start path. It is first beta, like I mentioned. I wanted to see is the beginning working before I start extending it more.

2. I can always add there more, but it has to follow some rules how I made these areas. It has to feel retro as much as possible.

3. I need to select good ambient track, adding possible ambient sounds, maybe considering using fog. For lighting I purely used delay 0 mostly, in couple parts I added delay 5 but I tried to prefer vanilla quake lighting as much as possible. I'm not experienced with that lighting style yet.

4. Bones indeed looks a bit fake, but personally I don't think it should look too real, always I could shape it differently. 
Madfox 
Did you accidentally make a skin group?

There's a functionality in the Quake engine to continuously animate the model texture. Much like the frame groups work, except with skins. 
#14581 
I meant by beta actually short alpha. I haven't been using these terms that much. Sorry I confused them. 
 
Nice work, looks like an E3 map with some unique details. I especially like the broken walls with the bones, but I have to agree that the texture looks odd used to stop up the doorways near the beginning. I would at least put a little more work into the shape of those blocks.

Gameplay seems fine, hard to judge based on the beginning of a map though. The traps I could go either way on, though I like how you used the crumbling pathway over the lava to signal to the player what would happen when they pushed the buttons.

All I'll add is that I hope you expand the map vertically as well as horizontally! id1 may not be filled with towering monstrosities but they worked with the z-axis for sure.

Demo: http://www.quaketastic.com/files/demos/nh_runic1_beta1_lp.dem 
 
That was a response to NewHouse, of course.... 
@Ipowell 
Thank you*

Yeah, I just quickly sealed map for "alpha" testing, those bone walls aren't going to be there, instead there will be other passage ways (possible non-lineary) and surely more stuff in layers in z-axis too.

Thanks for the demo as well! 
Hc3test: SurveylLance ZtateMent Beta 
I think this iteration of hc3 is complete now. The full version will be available soon.

Quaketastic download link: http://www.quaketastic.com/files/single_player/maps/hc3test.bsp 
There Should Be A Beta Folder For This Stuff 
 
Agree. 
 
Couple Of Thoughts 
I didn't play the map, just noclipped around.

Pleased to see it's sealed for a change! Don't really like the textures, but nevermind that. Picking up on my earlier Tony Hawk joke: much like a skate park is a playground for skaters, this map seems like a playground where you try different styles and architecture, which is good. Some interesting bits like the curved walls and the girders. Although the latter are used somewhat excessively in certain areas, you might want to break it up with other stuff for more varied visuals.

The lava texture is broken, you can see the tiles. Just use the standard Quake one, or better yet, something more in line with the (base-ish) setting like slime or water.

I think you should primarily focus on improving two things here:

- Lighting. It's very bright/flat and makes the textures look even more washed-out than they already do after the conversion. There are many (possibly too many) light sources next to each other -> experiment with lower light values or modify their attenuation (by adding "wait" key >1, provided more recent compilers are used; e.g. "wait" "2" halfs their range). Try to create contrast.
Also, be sure to run light.exe with -extra or even -extra4, at least when doing the final compile, in order to get smoother shadows. Currently, in some areas there are shadows with ugly jagged edges.

-Random monster setups. Like in your previous levels, there are rooms where you just threw in a random bunch of monsters and items, simply to fill the space it seems. While this can work in certain circumstances, more often than not it feels weird and doesn't play into a map's atmosphere. Try to create interesting encounters. For example, don't let the monsters appear all at once (standing around next to each other waiting for the player) rather than making them appear in waves, killing the ones in the lower part of the room makes some more rise up from a pit in the upper half, and when those are dead, the vore appears. Or something along those lines -> variation. 
@negke 
Thanks. I'll go to TrenchBroom for the improvements. 
Got Drunk, Here's Screenshots 
http://imgur.com/a/tkRX5

I'm a total lightweight, by the way. It's easy to get me off-balance.
If the screenshots in the album look really fucking dark, click on them to make them bigger. Even after the expanded view is shrunk back down they look a lot better. 
Uhuh. 
If the screenshots in the album look really fucking dark, click on them to make them bigger. Even after the expanded view is shrunk back down they look a lot better.


Weird, that actually works. Looks promising, good theme and the rocks in the last shot are real nice. 
Pritchard 
Looks good but I really think you need to use some brighter lights. I'm not saying make everything brighter but use spotlights or something. 
Pritchard 
I see you expanded on the rock stuff since the alpha :)

I agree with Fifth and it was an issue when I ran through the prototype, the source lights need to be more obvious...not brighter but more intensity.

Otherwise this is shaping up really nicely! 
Map Release: Leviathan Underworld Labyrinth Z 
Screenshot:
http://imgur.com/a/Aao5Z

Download:
http://www.mediafire.com/file/26rl2cg4bnlr9xu/LuLz.zip

Buildtime: 1h 30min
vistime: 60 sec
monster count: about 150
Type: ID1 map

Influenced by Hexcalk

I didnt want to post this as news because this map is really stupid and ugly, but its fun.
There is a demo in the folder if you are having difficulty with the map. 
On Other Stuff.. 
I've been working on a map for AD

here are some screenshots:
http://imgur.com/gLoUo3w
http://imgur.com/JeRpnmx
http://imgur.com/AT7AOtY
http://imgur.com/UtbjGZ5 
Uhhh, Sexy! Looking Forward To This! 
 
Woah. 
That is shaping up great. The tech-castle combo is still a bit weird but the designs look very impressive. Nice one. 
Map Release: LuLz 2: The Revenge Of Z 
Screenshot:
http://imgur.com/a/yjPPM

Download:
http://www.mediafire.com/file/u8y08daj9vudp22/LuLz2.zip


Whos got the record for map releases within 24h? Sock zero naitelveni two! ;-)

Another trollish map, with about 200 enemies. about 5 minutes worth of gameplay with filthy quad runs that will make you drown in gibs.


buildtime: about 6 hours
Type: ID1
vistime: 2 minutes 
Awesome Job 
First time I've played a map that crashed due to stack overflow. 
Ipowell 
i didnt get any crashes, what is stack overflow?
I'd like to see some demos people playing these crazy maps. 
Demo 
http://www.quaketastic.com/files/demos/lulz2_lp3.dem

Gave it a few more runs. That particular error hasn't repeated itself, but I got other bugs while playing it. Note the fiend that glitches out in the demo! I think you may be running against some engine limits or something.

Anyway, I actually unironically like this map, and mean to record a full demo (can't promise 100% kills). It reminds me of Doom II slaughtermaps in a way. Savescumming your way through it would be a grind, but to play it through without saving you have to really think about the best route to take, the most efficient use of available powerups, etc. The demo I uploaded was the best of 6 runs, and my main problem was that I was hoarding rockets and should have used the quads on the lower level shamblers.

If you make more of these you should release them as a pack. 
Full Demo 
No weird glitches. Missed one kill somehow. Fun stuff!

http://www.quaketastic.com/files/demos/lulz2_lp4.zip 
Lulz2 
NOW THAT'S A FUCKING QUAKE MAP, TEXAN STYLE ! 
Thanks For Playing Ipowell 
 
 
haha Barnak, love the comment! did you try LuLz 1? its even crazier! 
Sm73_hrim_DLC 
http://hrimfaxi.dk/Basepics/sm73DLC.html

It started with a speedmap in 2005 so 12 years old!
Maybe it will be done in 6 to 7 years.
Maybe! 
Maybe 6 Or 7 Days?? 
 
#14614 - Noice 
Noice. 
Sweet Shit 
 
Wow 
nice 
Nice 
I approve of those 2017 detail levels on the crates :)

But seriously, finish it :) 
Hrimfaxi 
Very nice! 
 
i unironically liked lulz1, more than lulz2

a quake slaughteramp! and it's fun!

now i want to make one too 
Topher 
go for it! im making LuLz 3 this evening and releasing it tomorrow 
Hrimfaxi... 
...you make ID base look damned good. 
@Naitelveni 
It is fitting that LuLz expresses the feelings I have for Peripheral Fundament (considering it's a joke map series "influenced by Hexcalk"). When I look back into hc0, I laugh at how insane and awful it is, which is what LuLz is trying to recapture. I've moved on to distancing myself away from problems in my Quake maps.

Your maps are great, by the way. 
Hexcalk 
I like HC0 because it was fast, short and brutal.
and thats where LuLz series gets its inspiration from.

ofc HC0 was unpolished but i dont really mind it.
HC3 had a much better level of polish and consistency in style. 
@Naitelveni 
Where's LuLz 3? I enjoyed your LuLz maps positively, but you said you would release LuLz 3 one day after LuLz 2. Delays? 
Hexcalk 
im vising it at the moment! just a couple of minutes more! :D 
Map Release: Leviathan Underworld Labyrinth Z 3 
Screenshot:
http://imgur.com/a/CKT8u

Download:
http://www.mediafire.com/file/cl1kda6w453d2w6/LuLz3.zip

Buildtime:
on and off 3 days maybe real work done is 7-10h

vistime:
10 minutes

monster count:
300+

Type:
ID1 map

background story:
It could be said that the subject is contextualised into a postdialectic capitalist theory that includes consciousness as a paradox. If cultural nationalism holds, we have to choose
between postdialectic rationalism and premodernist dialectic theory.


P.s. Mapping in 2k17, shoutout to baker! 
Proper Download Link ? 
Naitelveni, is this the proper link ? That map was already released. 
Barnak 
i just clicked on the link and it is the proper one. Click it again! 
Naitelveni 
LOLMAO THIS IS PURE QUAKE MADNESS, TEXAN STYLE !

What a wind of fresh air (and pure monster ass smell) !

You should also put some love on the geometry itself. Better, modern style, architecture (sock style ?). Awesome geometry with a pile of 2000 monsters could be incredible,with full quad on and ligthning gun ! (was awesome in the zombie cave!) 
Barnak <3 
thanks dude! :D

I did put alot more effort into the geometry in this map, i should do a polished map with 300 monsters because the gameplay is alot of fun. 
Block.bsp 
Heya, cross-posting this here from quaddicted. This is my first "complete" map meaning some challenge and an exit portal. It's really short, just a couple of fights and three weapons.

http://i.imgur.com/TWVNbzt.png
http://i.imgur.com/OWHXa1e.png

I realize my understanding of texturing is pretty off, still learning what they all mean out of context.

Block.bsp:
https://www.dropbox.com/s/axu3dw8way541yg/block.bsp?dl=0 
Your Understanding Of Texturing Is... 
...better than anything hexcalk will ever achieve. So that's something. Themes and designs look promising in both shots, keep at it man! 
Texturing? 
Well, I've had a mixed reception overall with my maps, but "block.bsp" looks beyond what I could achieve so far. 
Texturing And The Grid 
I'm sure that anyone who's tried to use it before will agree that the idbase texture set is an utter pain to use accurately. id themselves didn't set a superb standard at first.

However, the two step program is

1. Admit you have a problem
2. Sort it out

And you're half way there!

The bit that sticks out to me in that second shot is the big platform in the lower right, the textures are getting completely cut off around the edge. The thing that will make your life a lot simpler is having an appropriate texture in mind before you build a brush, and set your grid to multiples of the texture size. That doesn't help sort out existing problems though...

So what you need to be prepared to do is make modifications to the geometry in order to get the textures right. Try and find a more suitable floor texture. I suspect that no single texture will perfectly fit that space, in which case you may need to carve up the brush into more pieces. If you carved the inside rectangle where the texture tiles nicely into a separate brush, you could probably texture the leftover edges with a trim texture like tech04_3. 
Bilinear Texture Scaling 
Screenshot 1

Screenshot 2

Screenshot 3

Still some bugs to iron out. 
New Map 
Im taking a small break from mapping my tech castle, i want to get some distance so i have fresh eyes to see it with.

Now im working on a ID1 map.

Screenshots
http://imgur.com/a/pUjhN 
Cool~ 
 
Nait 
You are a mapping machine lately! This all looks really awesome man! Keep that up will ya please. 
@Nait 
I love those yellow light columns and the wood and iron trim you have there. Looking good. I want to jump in there now! 
Doom3 Textures Once More 
shipshot1
shipshot2_flat
shipshot3

Quaketastic seems to to have a hickup because of some outdated certificates and shit. IDC. 
Lets Try It Again 
Mind You, These Are Heavy WIP Models 
I'm not sure how to put it in my map atm, but only as misc_model or sth. We'll see, right? 
Lookin' Good Mfx! 
 
Insane 
And I thought my space ship model was good... :P 
Yours Was Moving Around In The Map 
so yeah, yours is better..
For now. 
Wouldnt Be Terribly Difficult For Him To Do The Same 
although it was Eric who did that not me. 
Hmmm. 
i know of the waypoints (path_corners) to change direction and movement. I need to talk to eric. But my ship has interiour to move in. So...
I plan to to have the player inside of it, which restricts me to linear movemovent, as in a func_train/door.
Or i do some magic with moving skip func_walls. IDK yet. 
Awesome! 
The animation in tfuma was pretty easy to setup, just a bit of trial and error to get the right angles on the waypoints. The two func_rotate_trains (one for the solid and one for the glass parts) can share the same set of waypoints which is nice.

If the player can be inside while it's moving, I guess you could try func_movewall's (I've never tried them, not sure if they work with func_rotate_train?), or just make it a linear func_train.. 
I'll Try My Best, Check Your Mails. 
 
Woah. 
 
Hoi 
Hi Jorg 
Never expected to see you here. 
 
I thought it just was someone calling out Shambler for being a massive jong. Rightfully so, one might add. 
NewHell Mod 
Thanks to Preach's help with the blood splattering code, I'm happy to announce my first mod release.

It's called NewHell, and it's a single player mod with the goal in mind to make single player vanilla Quake gameplay more interesting.

http://www.quaketastic.com/files/single_player/mods/newhell.zip

This is a small, 3mb download.

It features basically tons of blood/gore improvements, along with additional weapon/monster animations.

I hope you don't mind that I've uploaded it to Quaketastic. If this is a problem please let me know.

Thank you. 
Good Stuff 
Pretty neat, I found myself getting tired of the shell sound pretty quickly though. Also noticed that I could fire the nailgun while drawing it. Certainly interesting playing through a few levels with more "doom-like" guns. 
@Ruin Results Of Test On Quakespasm 
I had to use 999 protocol because I quickly got visedicts > 512.

While testing on my map, when I shot the dog I got error:
ADD_F 1039(?) 1027(mid_bouyancy) 1.2 1040(?)
gyro_physics.qc : Gyro_RunPhysics_Bouyancy
gyro_physics.qc : Gyro_RunPhysics
gyro_main.qc : Gyro_R

The error isn't regular: I killed about 20 dogs before get it.

Hope this will help you to find bugs and glitches. 
@Kres 
If you had to kill a certain amount before getting it, I wonder if it is an overflow error.
Is your map available for me to test on quakespasm? 
Interesting Stuff Ruin 
the shotgun feels really fun to use in this mod. 
Ruin, #14658 
Not my cup of tea (particularly not a fan of the changes to the weapons) but I appreciate the work you put into this.

In case you're interested:

Tested it briefly on some id1 maps (using Quakespasm 0.92.0 on Linux), and encountered missing textures on the following models:
The hurt/dead Ogre
The hurt/dead Rotfish
The gibbed heads of the Enforcer, Death Knight, Rottweiler, Fiend, Vore and Shambler -- basically all monsters except Zombies and Grunts (and Rotfish and Spawns, obviously, since they have no head models).

Examples of what I mean:
Fiend and Death Knight heads
Dead Ogre

When I activate noclipping, my forward key (mapped to "w") is stuck until I press jump (spacebar); then I can move around normally. Not an issue during normal play, but odd and somewhat annoying nonetheless.

Also, any reason why you included a config.cgf in the download? It messed up my video settings. Most of my other settings were the same as in the config file anyway -- but they could have been different, which would have made it even more annoying. I mean, it's not hard for me just to delete it, but it seems like a good way to scare off potential players of your mod (e.g. people who don't know what a config file is or does, and will just see their settings changed and decide not to bother anymore with the mod). 
 
Oops, forgot to list the gibbed Ogre and Knight heads -- their textures are also missing. 
Including A Config.cfg Is A Cardinal Error In Releases 
Several other errors:

- The weapon models don't show on Winquake. Not that it would be very playable anyway due to excessive packet overflow.
- The weapons generate "NAN velocity on edict #, muzz, progs/s_explod.spr" warnings on every shot.
- When switching weapons, there are "No such frame 13 ('shot1', 13 frames)" warnings.
- Most of the head gib models reference the wrong skin number as total_newbie says. The default skin is 0, not 1. 
@total_newbie, @negke 
I need to obviously do testing on more engines. Quakespasm and Fitzquake seem to be the most popular.

Right now, I'm using Darkplaces (I know I know) which seems to be a very forgiving engine as it didn't list any of the errors that are mentioned in your comments. So not ideal for bug testing.

What I've worked on since the initial release is cutting the amount of blood splats, and adding more splats to the model itself. This should help eliminate a lot of the packet overflow errors.

I was aware of the missing skins on Quakespasm, but kind of at a loss on how to fix it. I'm not a very good coder.

I've known releasing a mod with a cfg is a big no-no, I just forgot to delete the automatically generated one.

So yeah, like I said, I will definitely need to test on other engines. 
Lost Colony - Arrival Alpha 
Hello all, been a while. I've been going through old files and found the bits of my Quake projects that survived my harddrive crash years ago (which stopped me mapping because I had most of an episode blocked out and playable and lost 90% of it because backups are for sensible people).

http://i.imgur.com/8BODDCt.png
http://i.imgur.com/uHYsQV3.png
http://i.imgur.com/aK9o69N.png
http://i.imgur.com/xpGuzmh.png
http://i.imgur.com/qW5cHOd.png
http://i.imgur.com/xUfzoNx.png
http://i.imgur.com/0hNvIIH.png
http://i.imgur.com/Iakz4nj.png


Gameplay is a little different from normal Quake. Bits of it are a little Half-Life inspired with scripted silliness and a linear layout, and it's got a fair number of arena fights too. It is playable from start to finish, if you want to try it:

https://www.dropbox.com/s/fdpeclsqdowij7m/ZqfLostColony.zip?dl=0

Start on zqfarrivalintro

Monsters: 247/291/490
Secrets: 11

Notes:
> Requires Quoth 2 and limit removing engine blah blah blah
> There's a bit early on where some geometry doesn't have any collision for some reason. You need to jump/noclip onto a ladder.
> Lighting is awful, sorry. Feel free to throw the lit file in a bin and set it on fire.
> Hard difficult is brutal and assumes you know Quoth monsters already. Easy/medium introduces them more slowly, and gates you less aggressively.
> Map will auto save to 'zqfcheckpoint'. Probably something to ditch.
> It's full of little filler moments where two monsters attack you when a door opens. Somehow I didn't notice just how many times it does that.
> Negke, you've played this version already so feel free to ignore it :p

Now I'm going to see if I can get Worldcraft working again. 
ZealousQuakeFan 
Looks awesome! 
Whoa 
Crazy screens you got there! 
 
Insane looking in a good way~ 
 
Do I remember correctly that the map source was lost? Crazy idea if it's the case: plug the missing bits and polish the barren/unfinished parts by (ab)using Quoth's external brush models feature; it works with -onlyents. 
Wait 
Do any map editors support the viewing of .bsp files, for the purposes of onlyents editing and/or relighting? 
 
Thankfully I have the source for the two maps I've shared here. It's right at the vertex limit and I was having difficult with external brush models (hense the no collision bug early on) but if bsp2 is a thing now that shouldn't be a problem and gives me a lot more freedom to rebuild some dodgy parts. If anyone feels like giving me a hand with the lighting sometime that would be cool. 
Kinn 
Quark can open BSP29 and you can copy some stuff from it into a fresh .map.
Like .ents and textures iirc.
Stupid QuArK features.. (runs for cover...) 
That Looks Mexxesque IMHO! 
 
I'll Drop This Here For Now. 
Please keep in mind that these are WIP shots, not final product.

http://imgur.com/a/CFXe3

-Snaut. 
Yessssss! 
Much niceness and vibez :) 
That's Just About Porn 
 
Yummy 
+1 for making a gallery

Looking forward to playing the finals. 
That Shows Great Promise! 
cheers to all involved. 
Fog Is The New Pipes 
 
I Finally Got Started Mapping! 
https://imgur.com/gallery/AQkfi

It's obviously unlit. The greatest achievement is that I finally found some textures I feel comfortable with. And I wasted my life constructing a circular staircase. It could take months until I release it. 
#14682 
Looking good brassbite! Lots of fun having ogres bounce grenades down a staircase like that! ;) 
 
Looks like you'd constantly bump your head when running down the stairs. Be sure to leave enough vertical space for players and monsters to move. 
Apparently It's Enough Space For Anything But A Shambler 
 
 
If a Shambler doesn't fit then neither will an Ogre or a Fiend, they share the same bounding box size. 
It's A Height Of 144 
 
Think Inside The Box 
There are two bounding box sizes in Quake: 32*32*64 and 64*64*96 - there needs to be enough room for the whole box to fit plus a couple of units leeway. So in order for a monster to be able to walk the stairs, there must be enough room above and in front of it. To examplify, make a brush of the same size and try to move it down the stairs without it touching or intersecting anything.

Try r_showbboxes 1 to get an idea how it looks in game. 
Episode Jam HYPU. 
Can't Wait To Play It 
 
Shambler 
looks awesome 
Agreed... 
really nice ! 
New Q1SP: Unknown Kadath 
Hi, this is my first map, looking for at least 1 person to look for bugs before an "official" release. The map is Id1 with a skybox, the readme has instructions, a story and more.

Map Beta file: http://www.quaketastic.com/files/redfield1_beta.zip

Some screenies:
http://www.quaketastic.com/files/redfieldscreen001.jpg
http://www.quaketastic.com/files/redfieldscreen002.jpg
http://www.quaketastic.com/files/redfiedlscreen003.jpg
http://www.quaketastic.com/files/redfieldscreen004.jpg
http://www.quaketastic.com/files/redfieldscreen005.jpg

Thank you everyone, I look forward to feedback anyone can give. My email is in the readme for bug reporting. 
Cool Looking Stuff 
Congrats on almost getting ready for a release!

Nighttime terracotta with some lava is a nice mix! 
Redfield 
You got mail sir 
Looks Neat Redfield 
keep it up 
Very Nice Old-school Vibe 
 
Thanks 
Thank you all for the comments and especially the demo Daz. I'll be making whatever changes I can according to feedback before I post the map up officially.

Thanks again! 
Redfield 
Before releasing, if you're using ericw's light compiler, won't you try to apply some Phong shading in these columns? Check this out: https://ericwa.github.io/tyrutils-ericw/

Anyways, I love when people dare on brushwork. Looking forward to play! 
Heads Up 
gl_texturemode GL_NEAREST_MIPMAP_LINEAR 
Some Hilarity 
I made some statues as details/fillers. The sphinx-like ones are cute; as for the other ones, however, they kind of look like penguins or pidgeons wearing ties?! Maybe if they carried crates on their heads.... 
Penguins 
are officially a Lovecraft monster.... 
Cute.... 
....but not the negke map I am looking for. 
Redefining Egyptian Culture... 
...it turns out that they worshipped penguins. Who would've thought it? 
I Thought They Were Owls 
guess I was wrong... I love bsp prefabs like that 
QWTFSS 
I made a Quake Team Fortress map using Trenchbroom. I thought I might add a SS.

http://imgur.com/OZEspcg

It's hosted over at tastyspleen.net::MegaTF Classics (74.86.171.201:27502) 
Moat 
Cool stuff, I like the moat! 
Dunno What An SS Is.... 
....but the overall style of that map looks very cool :) 
Nice Work 
I wonder, is there an active TF community? 
Looks Nice 
Tip: make the top of the mountains a large rectangle, all back edges running in a straight line, in order to have only five sky brushes with smooth surfaces. Saves some polys. 
 
Sorry SS = screenshot.

Your best bet on finding a TF game happens on Fridays.

I made the sky that way so to give the towers the honor of being the tallest object in the map. The mountains are shorter so the sky had to be extended to accommodate the towers. Kinda makes them look bigger or maybe helps to focus the eye on them a bit more. 
Working On A Metal/tech Coagula Map For AD 
Cool Themes 
Awesome to see more and more maps in progress!

Cool theme going out there love Coagula 
Yes. 
This map is relevant to my needs. 
 
I've been practicing some mapping.
screenshot

I've noticed the seam, and the texture alignment hasn't been worked on yet.

Also, I've raised the brightness a lot for this shot; in-game it's darker, which makes the grainyness less pronounced. 
Smooth Lookin' Cave 
are you doing some special phong shading stuff with your lighting? 
 
Yes, but the cave's brushes aren't triangulated yet, so there's some vertex inaccuracies affecting the smoothing.

Also, so far I'm concluding that there's still a number of texture alignment tools that could be created to ease map development. Manually editing the texture coordinates for all brushes in the map takes an astronomical amount of time. 
Texture Alignment 
World vs Face:
World causes stretching on angled surfaces but allows for perfect alignment of, for instance, brick grout across bevelled corners.

Face allows for perfect representation of the texture on any angle of surface but makes alignment difficult. JACK/WC allow for Alt+RightClick to carry alignment across from selected face...tedious and still affected by...

NPO2 divisible face distances cause textures to end in the middle where edges on textures fail to line up with edges of faces in many cases. 
#14718 
The right-click in Jack doesn't really align the textures, it just copies the projection. This helps in some cases, but it's completely useless for wrapping a texture around a cube, for instance.

There really isn't any tool that properly wraps textures around brushes. To properly wrap textures without changing their projection, the rotation, scaling and scrolling offset must all work together to make the edges of textures with different projections match around a single axis in 3D space - of course, this doesn't apply to textures whose projection has a normal that matches the aforementioned 3D space axis.

Such a tool would be a complex task to develop, but it's sorely needed. From the experience I'm having with mapping, proper texture alignment alone takes days to do manually. With a properly semi-automated tool, all textures in a whole map could be aligned in minutes.

And another tool that needs to be developed is to automatically rotate a texture to match the angle of a user-specified edge in the brush. By the way, this should be implemented in the .map format itself. 
 
QuArK has a "wrap around" feature. Right-click a face, select "tag face". Then right click on an adjacent face, and choose "wrap texture around pillar" (or something similar). I think it does what you're describing.

TB has an alt+right-click shortcut which also copies the projection, but it's not wrapping around a shared edge between the selected face and target face. That could be useful. 
EricW 
Hmm... that looks really useful! The "Fit texture Across tagged" tool seems to work exactly as I described, I may try it later.

But this sounds bad:
Select tagged list [...]. This can be useful if you want to make a multi-selection of faces from different brushes, since [...] (if you have a face selected, to select one from another brush you have to select that brush, which looses your face selection).
So, the FTAT feature in QuArK may be not helpful enough after all. 
 
All I want is a way to make textures smoothly wrap around cylinders in 220 format. Something that can re-align every face on a brush would be a godsend... 
 
QuArK is unbearably slow and counter-intuitive. Using it for texture alignment won't make mapping easier. 
Pritchard 
align a texture the way you want it to tile across the cylinder, select that face in texture application mode and then alt+right click the next face along and it will align perfectly to it. Repeat the process as many times as needed. This works in Hammer and JACK. 
Align Along Specific Edge 
In JACK/Hammer, select face adjacent to the edge, use Alt+RightClick on face you need aligned.

This: http://www.interlopers.net/forum/viewtopic.php?t=20367

Trenchbroom users you are so screwed. 
And 
You can follow the alt+rightclick with a leftalign, topalign etc. To get the texture positioned quickly after getting the angle right, though this isn't necessary if you already did this to the touching edge. 
#14724 & #14725 
Thanks, that helps a lot.

It isn't perfect, because very often a texture needs to be scaled to properly do a full wraparound, but it already helps on a number of cases.

A good implementation would be to select all faces that the texture should wrap around, and alt-right click on the selection. The tool would calculate the full distance that the texture should cover, and scale the texture to make it fit. 
I Am A Trenchbroom User... 
...and I am screwed.

The texture tools in TB suck :( 
 
I believe Sleep mentioned wanting to get "texture wrapping" in to TB at some point. 
 
I think my biggest wishlist items for texture work would be:

1. Click on the texture name when a face/brush is selected to find it in the viewer
2. A better way to wrap textures around complex geometry such as cylinders
3. Being able to completely hide textures with conflicting names that have been overridden

I should probably be posting this in the TB thread... 
Untitled E1M3 Inspired WIP 
I posted some screenshots of this a while back. I set it aside due to work and real life. Hoping to jump back in very soon. Started in TB1 and will continue in TB2 RC4 as soon as possible. Work is slowing down for a few months - finally. Some screens.

http://imgur.com/a/YxGs8 
Looks Decent, Keep It Going. 
 
Cool As Shit 
Lovely id1 vibe. Looking forward to playing :) 
Great Work 
Looking great! I like the use of blood as the liquid here.

I can definitely see e1m3 here! 
Legit 
 
CR8-Vehicle 
Wow 
that looks great! 
Crazy Detail 
 
 
Ludicrously impressive brush-vehicles are the new crates now. 
Omfg 
 
Re: CR8-Vehicle 
WTF? Amazing. Is that really brushwork?!? 
#14741 
yes 
I Always Knew MFX Was A Fucking Loon. 
This proves it. Shockingly good. 
Mfx 
can we get an orgy inside that car ? 
#14736 
OBJ-2-MAP ? :) 
Doity 
Cheatin sunnuva Shambluh-monkey.

But still awesome. 
But Can It Roll? 
 
 
... 
Yes! 
thats exactly what a vehicle like that should look like in the Quake universe. Spot on, great work! 
Does It Move? 
 
Lol 
func_train, the wheels don't rotate and when it "turns" on its path, it doesn't rotate at all.

seriously though that's some amazing work mfx, it's epic watching you continue to push the envelope. 
 
#14745 no, fully made in editor with brushes.
It doesn't move. Thx Tronyn! 
Mfx 
y u no twitter? 
It Looks Kickass Btw 
 
#14752 
ahh, respect man, amazing work. 
If There Was A Func_detail Competition 
I think mfx just won. 
Hmm... 
Is quaketastic a good place to upload an html page for a new mod or is that presumptuous? 
Where Others Have Gone Before... 
...And Failed

The greater the number of assignments that are due in my course, the more progress I make on my map.

Procrastinating is easier when you can tell yourself you're working. 
Cool 
Telling a small story there.

Quake mapping can be finished at any time but your projects have a due date. Get em done! 
MFX's Car 
Can we go inside, even if it's stationary ?

Could be cool to get ammo and weapons from inside... 
Barnak 
Needs Deep Tire Tracks 
And a vista where the player approaches it from a slightly distant and elevated position to be able to appreciate the whole thing, because from it looks really huge in game when being close. 
 
my plan is to start from the vehicle, reaching a far out outpost which has gone silent after finding that evil stuff.... 
Whoa 
Notice mfx is still leaving us wondering what the inside looks like. Dirty rascal...now we must play it. 
Ooh 
Those tires! 
Tires 
tire.map

check it out

https://drive.google.com/open?id=0Bz_-bxPhC7gtY2RJZHBndDRNbzA

you need to rotate it yourself. 
Filth 
http://i.imgur.com/fBi32YF.jpg

Coming for ID1 or maybe something else, hopefully this summer. 
Otp 
nice! 
OTP 
Cool rockscape! 
 
Rool Cockscape more like... 
LOL. 
Nice one. 
 
A Deadly Drainage Pit

Despite all the mapping I've been doing, I'm actually still (mostly) on top of my coursework. I think they call this a "work/work balance". 
Into The Abyss 
Awesome man, keep sharing the progress...love seeing these!

And extra points for staying on top of your coursework...yeah buddy. 
@pritchard 
Looks great - reminds me a bit or Markarth in Skyrim. Which is a good thing. 
 
Pritchard: Holy crap, that's jawdropping. Great texture choices.
At first I thought it was a corridor, though; didn't pay attention to the link name.

mfx: Amazing work, that vehicle looks like something out of the Alien movies. 
HD Texture Support On Liquids 
First, here's how the vanilla slime looks in Retroquad's 8-bit color software renderer, with translucency and lighting enabled:
screenshot

Now I've also implemented support for HD textures on liquids, including luma textures, mipmaps, and properly scaled turbulence:
screenshot
The slime's QRP HD texture in this screenshot was manually edited by me to make the luma texture more subtle, because by default all QRP lumas on liquids are too uniformly bright. 
@mankrip 
Can't wait to see this in motion. Looks amazing. 
Good Stuff Mankrip 
That's some lovely liquid right there. 
Mankrip 
Awesome! 
Can't Wait 
For retroquad to "come out". 
Mankrip 
Will Retroquad support bsp2, protocol 999, and enhanced limits?

Or is that too "modern" for Retro? 
#14781 
BSP2 and enhanced limits would be nice.

Specific protocols from other engines will likely not happen, and I'll probably develop a custom protocol tailored to Retroquad's specific features. Also, hardware-accelerated engines will always be a better choice for multiplayer.

The only part of the BSP renderer still missing HD texture support is the scrolling sky renderer. There's also a bunch of usability improvements and some other stuff to do in the texture code, and the texture format still needs some changes & additions.

The palette management subsystem needs some big changes that will allow the implementation of a new color selection algorithm which should be more accurate in some cases, and also allow for colored lighting. 
Mankrip 
Decal support?

Also I was thinking that the tech that you've got in retroquad would make for a great 8 bit paint. Not very many programs let you paint with a palette with opacity. 
Shamblernaut 
Proper decals would take a lot of work to implement, and would slow down the renderer even more.
A more possible alternative would be to implement stainmaps similar to the ones in Darkplaces, but it's not in my plans yet.

Hmm, I didn't think about using it for 8-bit painting before. Nice idea.

The closest I had thought about was to create a modified version of the texture compiling algorithm as an alternative dithering method for quantizating standard 2D images (converting TGAs to PCX, etc.). It would be interesting to compare against usual 2D dithering methods such as Floyd-Steinberg. 
 
if you're still using a surface cache, you could try painting your decals into that. That should make them free other than for adding/removing them(or when dlights are around).
I believe this is the way halflife did them.
(stainmaps suck)

regarding 8-bit painting, increase the lightmap resolution and just megatexture the entire map! 
Spike 
Retroquad's surface cache only contains light levels, not texture data, and because of this there's no way to paint a decal texture into them. Lighting & textures are combined in realtime, per-pixel.

Also, decals aren't strictly necessary to achieve a cohesive visual style - they're an addition, not an improvement per se. Part of my main focus is on making the engine easier to produce content for, not on raising the amount of content to work on.

But it will always be possible to use sprite-based decals like the ones in Scourge of Armagon. 
Soft Depth On Opaque BSP Entities 
RetroJam 6 map: The Legacy of Giants, by khreathor. Edited version with soft-depth sand.

screenshot 
#14787 
Pretty nifty. 
Awesome Stuff! 
 
 
that's a clever use of soft depth effect, i've usually only seen it for liquids/smoke.

question, does it look good in motion or does the parallax give it away? 
Metlslime 
It looks good in motion because it's dithered in screen space, using an ordered dither. 
That Looks Rad 
 
Noice 
Looks Amazing 
any chance of a video? 
TF Map Pimp. 
Facing Worlds?? 
 
Pretty Much. 
 
 
Mankrip I mean, will you be able to see that the sand is either floating over the floor or sunken beneath it, due to parallax? 
Another One By Urthar 
Making My The 2nd Map Ever Made 
@Kres 
Looks very interesting. Unique geometry and feel to these. That rotunda in the first few screens reminds me of a roulette wheel. 
Cool 
That is some crazy central cylinder thing you got going there. I also like that sewer shot with an apparent gold key door. Nice work, keep us updated! 
#14798 
Yes, it looks a bit floating over. But if you look from an angle parallel to the floor, the sand will look fully opaque, because there won't be any surface near it from behind. The depth is calculated from the view plane.

I have an idea for properly multitextured surface blending, which would be way faster to render, but it's also too complicated to try at this moment. 
 
drow: It looks good, but you could use different texture themes for each side (medieval/metal/etc.), instead of changing the colors only.

Kres: Really bloody good. Water in Quake doesn't look good enough in pitch black areas, though. 
Kres 
It may look better if you try to align your rivet textures in the floor grid in the first shot: they should follow the angle of the metal pieces that make up the shape (dodecagon?).

Other than that, it is looking good. 
 
I'd be more inclined to use a more basic texture to avoid filtering seams and sliced rivets. There's a metal texture that's the same background but without rivets that might work better. Or is that one I made myself? 
Start.bsp Replacement 
I've got no time to finish this at the moment, but I'd really like some opinions:

download

screenshots

The floor on the exit to Shub-Niggurath's Pit is crap, I was doing an experiment that turned out bad and scrapped it. Also, the lava texture is wrong because there was a custom texture wad in the BSP compiler path. 
Mankrip 
Two obvious things:

1. the painted-on doorway trim in shot two does not look good (and Shambler hates painted-on trim), and the trim itself doesn't fit the width of the brickwork

2. in shot four, the brickwork of the transom is wrong on the left - the last brick on the left should overlap the pier below it (as it does on the right) otherwise it has no bearing strength 
MIke Woodham 
2: I agree, but I didn't want to change the proportions of the geometry too much to fix that.

Those columns are connected to the iron bars of the ceiling, and the fireplaces are centered between both columns, so to fix that I'd have to move the fireplaces and change the relative proportions of the wooden areas of the ceiling. But I'll play around with the proportions to see which looks better: extending the transom, or shortening it.

1: The thing is, the design of the original doorway from the main hall to the episode 2 corridor is almost impossible to salvage: screenshot. It was likely supposed to represent a toroidal arch, but Quake's BSP format doesn't support the kind of texture projection that would be needed to perfectly align the texture on all edges of such a thing.

So, I decided to reshape it using a mix of curves and square angles, keeping the textures continuous along the curves, and changing them along the square angled edges. With that in mind, I've also shaped it in a way that allowed most of the doorway to retain the original texture.

I'm not sure what you mean by the trim not fitting the width of the brickwork, but its proportions are exactly the same of the original doorway. In the original, the tiles in the lower steps were also cut in half by the doorway. There's no way to fix that without making the tile alignment change across steps, and I don't have a better idea.

There's a great challenge in trying to figure out what exactly some of the geometry in the original maps are supposed to represent. Trying to achieve a clear representation without deviating too much from the original design is a really interesting exercise.


The area where I took the greatest liberty was the path to Shub-Niggurath's Pit. The original was just a bland underground corridor with the same texture everywhere, but I thought that turning it into a proper underground cave would be more fitting. I've added wooden beams to make the steps of the staircase more noticeable, used a darker texture in the inside of the cave to give it a heavier atmosphere, emphasizing its "hidden underground" nature, and made the shape of the cave start wide and short, and end thin and tall, to emphasize the transition from the realm of humans to the realm of an elder goddess. I've also raised the ceiling of the room with the portal to Shub-Niggurath's Pit to put it in pitch black darkness, thus matching the ceiling of Shub-Niggurath's room in the end map. 
Memories... 
I did not remember how bad the original texture alignments were until I looked again just now. Oh, my word, they're bad.

The bit about the texture not fitting the brickwork is that the texture is based on circles and the circle is offset on the column. It just grates the eye; neither the circle, nor the enclosed diamond shape is centred on the brickwork. I guess the brushes were created without reference to the texture that would be used, and then the textures applied later at the default alignments. Also, now I look at it again, it is a totally inappropriate texture for a doorway anyway.

If I had decided to rebuild (not that I would) , then I would automatically correct those types of errors.

('error' is my choice of word as no builder worth his salt would choose to use an eighth of a brick with seven-eighths; they would use two four-eighths or one whole brick. Although Quake is a fantasy world, the architecture must still make sense.)

Nevertheless, good luck with the rebuild. 
@Mike 
Although Quake is a fantasy world, the architecture must still make sense

No. Maybe it's more believable to some but not necessary at all and limiting to have to create "realistic" architecture. Think about void maps like HipDM1 or the space maps of Quake 3 Arena. Those really defy all logic but they are fun. 
Dumptruck_ds 
I only play Q1SP.

When I say it needs to make sense, I mean that an ogre who can make a chainsaw capable of slicing your head clean off your shoulders, would not be so naïve as to not lay his bricks in proper, off-set, courses to ensure good bonding and load bearing strength ;)

But I suspect that we may have to disagree on one point: I don't think that 'making sense' is necessarily the same as 'realistic'. The best maps (imo) have fantastical architecture that, nevertheless, makes sense i.e it won't all fall apart with the first grenade explosion. 
@Mike 
I see you've been reading "Better Caves & Crypts" magazine for those Orge bricklaying tips and tricks. Cheers! 
Heh 
Because I stumbled into this awesome conversation I would like to say the following:

In one of the levels I've been working on, and maybe this is just a form of narcicissm as my theoretical builders suck at modern (Quake) design techniques, I think the builders, even if they were Ogres, did such a good job building, that it is kind of a shame to kill them. Alas, that's what the level is there for. Maybe I'll try to incorporate a merciful "no kill" alternative gameplay where a Ring of Shadows is always available within proper timing, if you can find it based on hints. But I swear at least some of those Ogres really can do infrastructure right... 
@Tronyn 
I just watched the Daz stream of your Zerstorer Jam entry the other day. WTF was that level?

Amazing... that's what. I digress...

I think we should refrain from culling the Ogre herd until we can be sure there will be enough for the species to survive. I've read at least one theory that those chainsaws were originally designed to cut bricks. Makes sense to me. Grenade launchers were originally "mortar" guns that spewed uh... mortar. In a bureaucratic mix up, the term mortar was confused and explosives suddenly were introduced into their construction routine, to catastrophic results.

The rest, as they say is history. 
Dumptruck_ds 
You're right about Better Caves & Crypts, I was given a subscription as a retirement present a few years back, and it has had a bad influenced me over me ever since

And I love the ogre chainsaw theory - mortar/mortar - brilliant.

Tronyn: having used some (plenty) of your mapwork in some of my released maps - A Roaming Wildebeest in Spain comes to mind - I would describe your maps as great examples of fantastical architecture that always makes sense. Please keep mapping. 
Descent2 Lvl -> Obj Prototype 
 
Sliced rivets always look very wrong to me. I've never seen less than a full rivet in real life.

Any time a texture with rivets spans across two surfaces and rivets fall on the seam, then it should align perfectly.

If the texture ends at a seam, it shouldn't end in the middle of a rivet.

This is not always possible to avoid, but should never be allowed in an obvious location. Hidden in darkness or where a player is not likely to see is okay. 
@rick 
I'm using a ton of the rivet texture in my current map. Trying to avoid "splitting rivets" is challenging. I've been tempted to fire up photoshop and make a rivet-less version of the texture to use as a clean-up for those edges. With content aware scale - this might be possible to do without too much pain. 
Splitting Rivets 
Splitting hairs?

Ha, no i agree, don't split rivets. 
Untitled E1M3 Inspired WIP 
New Screenie.

I have a title but not 100% convinced it's right. 
Dumptruck_ds 
It doesn't remind me of E1M3, but that's fine.

I'd put some stone faces in the walls. 
@mankrip 
It doesn't remind me of E1M3, but that's fine.

I'd put some stone faces in the walls.


Well, inspired is the key word there. ;) There are tons of stone faces. One directly behind the player in this shot. I still have a few weeks to go but looking forward to wrapping this one up. Almost finished with the first pass at gameplay. This will be my second SP map for Quake - I've learned a lot.

How did you recreate your start map BTW? Did you do it by eye? If so, very nice. 
 
Well, I've just opened the GPL version released by Romero and started overlapping the original brushwork with my own to get the proportions and the positions right, deleting the original brushes afterwards. There's also a lot of brushes where all I did was adjust the position & scaling of the textures to align them. It's not a full remake. 
Mankrip 
GPL version? What is that? Where'd you get it? 
Sevin 
MFX 
Oh, I have the map sources. I thought GPL meant something special about the file he has, but I guess it's just referring to the GPL license? 
Yes 
 
AD Map Beta 
Alright so here's a beta of my second proper map, for Arcane Dimensions. Some info:

- Metal/tech theme with some otherworldly bits.
- Coagula style, with horde- and vertical arena combat.
- Skill 2 is meant to be pretty chaotic and hard. For warning... if I did my job right, anyway.
- Final area could probably most use some additional balance and tuning, I think.

Link:
http://www.quaketastic.com/files/single_player/lpspad-beta.zip

Couple of screenies:
http://www.quaketastic.com/files/screen_shots/lpqsp2b1.png
http://www.quaketastic.com/files/screen_shots/lpqsp2b2.png

Any comments, advice, aesthetic insights, and pointing out of dumb shit I overlooked are appreciated. 
It's Runicon 2!! 
 
Looking Very Good In The Screenies :) 
 
 
Really nice shots, specially the second. And I liked the custom textures in the first. 
Feels Like Episode 3 
Hi, I sent you an email with a 1st run on hard. Good looking runic oldschool feel to the map. Difficulty is very very very hard, could not complete even the first room after a dozen attempts. I suggest deleting a few monsters, or giving them a delayed, staggered spawn. Or create more line of sight blockers to hide them from all aggroing instantly.

Couldn't complete the map because I got stuck in a room after the plinth floated up when I pressed it... Looks very promising overall. 
#14833 Was From Me. 
Wasn't logged in apparently. 
 
Thanks for the demo!

One thing I want to make clear is that skill 2 is meant to be very hard, for people who normally find skill 2 too easy--I will make this clear in the readme. Obviously knowing the map inside and out it's hard to judge myself what's fair, so I'll keep that in mind. Ideally, if people could try skill 0 or 1, that would be great--if *those* are too hard, that's bad.

In any case, I already noticed some important mistakes--you are *not* supposed to jump straight into the gold key elevator! Also, the .lit and .bsp files do not match. I'm quite the dummy! So yeah, let me fix those and reupload before anyone else plays this, hehe. 
 
I realized part of my last comment might make me look like a dick.

To clarify, I WANT skill 2 to be harder than most maps on skill 2. But I also want it to playable. Not trying to make a map that only speedrunners and Ubermensch can play on skill 2. 
 
I get what you're saying. You can make it really hard as long as there is some way to beat it I suppose. I did find normal much more manageable. I would definitely include a warning about hard mode.

The map does look really good though, I guess I should have said "coagula" as opposed to Episode 3. I would consider making the sky pure black as in coagula because the stars warp at the horizon. Or use a skybox in space/nebula maybe, because it is Arcane Dimensions and skyboxes are the thing to do. I suggest you check out Kells Signs of Koth page for some great space skyboxes. Also check out that second teleport I mentioned, I should have recorded it because I was trapped in that area...

Nice work:) 
Fixed Beta 
Lpowell's Beta 
Pretty cool map. We need Qoth to play this map ?

Played in nightmare with God more on.

Found a few bugs : once a button activated in that funky floating space (after a teleport), I returned there to see again and wasn't able to return back. Had to noclip.

That floating place in space is ugly. It's really weird to be able to walk on a space full of stars.

For the last button (below a crucified zombie), I got teleported back into (inside !) a zombie crucified on a wall. Was stuck there, inside that zombie, and had to noclip again.

Got several cool monsters from Qoth as a surprise. I love those weird looking tentacles monster. They're so hilarious ! 
AD 
We need Qoth to play this map ?

Alright so here's a beta of my second proper map, for Arcane Dimensions.  
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