News | Forum | People | FAQ | Links | Search | Register | Log in
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.

Need a place to host your screenshots? Upload them here:
Username: quaketastic
Password: ZigguratVertigoBlewTronynsSocksOff


File size limit is 128MB.
First | Previous | Next | Last
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. 
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. 
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. 
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. 
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. 
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. 
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. 
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: 
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! 
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. 
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. 
I completely agree with NewHouse's post, which is interesting. 
Shadows Of Our Forgotten Ancestors 
Cool Stuff Naitelveni 
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:

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: 
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


Castle cortyard in they skies
difficulty: medium/hard
Lenght/size: 5-15 minute (small)

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.

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. 
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! 
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 :) 
map looks good, very unique use of textures :) 
Love The Idea HexenMapper! 
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. 
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 

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. 
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.


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

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 
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. 
I call them:

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! 
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.
You might wanna join the QUMP project here:

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. 
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. 
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:

I look forward to seeing the map develop further. :) 
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. 
I don't have critism,
I only see "for the joy of the game"!

Go on!
And let the good advice help you. 
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:

The map is tentatively titled Aaa, which is the hawaiian word for "lava tube" (seemed appropriate). 
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. 
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.
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. 
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.

Your lighting is pretty bright and flat as others have said.

Windows in Quake are usually set into the walls like this:

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! 
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?
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. 
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! 
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 
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. 
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). 
Very unique themes, nice. Vids would've been better off youtubed, though. 
I Though That... 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. 
fishing ogre.., but I could offer a dozen more. 
I Offer 2 Douzens 
Mfx Get Off That Tower! 
right,I cheque my spelling. 
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 
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. 
If only there was an engine that had support for multiple progs.dat where any added progs were simply to include extra functions. 
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. 
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! 
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. 
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... 
It's Unity or Custom stuff? 
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! 
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!

*Taken from not my desktop at home so the resolution is lower but meh!* 
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. 
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. 
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. 
are you talking about the weird artifacts seen in this screenshot?

The reflected image has weird cracks along the waterline? 
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

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 
Update On My Quake Map (WIP) 
Some crazy stuff going 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 
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. 
If you're using tyrutils-ericw compilers, you should check Surface lights. Might be useful in this case. 
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.) 
Why are you posting without a name? 
Yes, it just duplicates one light entity over faces with specified texture name. Saves time when you have to edit lots of duplicated lights. 
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 
"−surflight_dump" command line option for light.exe saves all of the generated lights to a file "", so you can then paste the copies into your map and edit them individually. 
How To Light A Map Properly?
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. 
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... 
Thanks Skacky! 
Makes more sense now. Bookmarked. 
This is sometimes useful to refer to: 
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. 
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?

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. 
You seem to be talking about "negative light" - that's not "minlight" 
Minlight = "minimum light" =/= "minus light" 

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 

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?


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. 
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

playing around with lights, color blends, wait values shadows and highlights... 
That looks interesting. I'd recommend a bit more texture variation but that's about it :) 
It looks good just the way it is, just keep playing around with lights and it will turn out great* 
But yeah, I tend to agree with Fifth. 
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 & I found I kinda get the basics but pages like the abovementioned
and especially the images on 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. 

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. 
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. 
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. 
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? 
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. 
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: 
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 
Please redownload this demo zip. I'm an idiot and I packed bsp instead of a demo... but link is fixed now. 
Okay. Now I redownloaded "", and the demo file's there. Good. 
Okay. Now I redownloaded "", 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. 
Please relight your map. It is very bright :(

And add some ammo and item_healt in the area around the "pyramid". Please some 
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 

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 
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.


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. 
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. 
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. 
Cool Stuff 
That looks rather unique with the mash of textures. 
Socks Dreams 
Oh My Word 
that first shot is stunning! 
Holy shit. 
Nice Quoins 
looks great! 
Jesus Christ 
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. 
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... 
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:

Thanks in advance :)

Almost Finished Map 
Hello everyone, newbie here.

I've almost finished my first map ( 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: 
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! 
Map looks cool. Will look at playing it if I get time 
Thanks for the input everyone! Will take it into consideration!

Now for the extensive yet informative Preach post: thanks for the "developer 1" command! I was running the map over and over again trying to visually find which items dissapeared lol.
I'll change the geometry a bit to to fix most of the issues while adding more 45� angles. And yes, found the gap in the vore room.
Nope, I didn't planned for the drole(s) to jump, but hey, why make that skill controlled when there is only one difficulty: harder :P

About the ending... spoilers I originally planned to use the Eldritch Trinity long room as a "phasing" room for my future maps. That way, after finishing this first level you would start the second in the same room sligthly modified, finish that level, then find the long room more modified again for the third time, and so on. spoilers end 
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): 
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. 



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. 
I need to add music to the next beta then, what would be a good track for these runic/maya type maps? 
Looks Nice 
Metal Retro, liking the rafters above the lava. 
Looks Good Newhouse 
Will download the beta later 
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. 
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. 
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. 
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.

That was a response to NewHouse, of course.... 
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: 
There Should Be A Beta Folder For This Stuff 
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. 
Thanks. I'll go to TrenchBroom for the improvements. 
Got Drunk, Here's Screenshots

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. 
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. 
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. 
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 


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: 
Uhhh, Sexy! Looking Forward To This! 
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 


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. 
i didnt get any crashes, what is stack overflow?
I'd like to see some demos people playing these crazy maps. 

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! 
Thanks For Playing Ipowell 
haha Barnak, love the comment! did you try LuLz 1? its even crazier! 

It started with a speedmap in 2005 so 12 years old!
Maybe it will be done in 6 to 7 years.
Maybe 6 Or 7 Days?? 
#14614 - Noice 
Sweet Shit 
I approve of those 2017 detail levels on the crates :)

But seriously, finish it :) 
Very nice! 
i unironically liked lulz1, more than lulz2

a quake slaughteramp! and it's fun!

now i want to make one too 
go for it! im making LuLz 3 this evening and releasing it tomorrow 
Hrimfaxi... make ID base look damned good. 
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. 
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. 
Where's LuLz 3? I enjoyed your LuLz maps positively, but you said you would release LuLz 3 one day after LuLz 2. Delays? 
im vising it at the moment! just a couple of minutes more! :D 
Map Release: Leviathan Underworld Labyrinth Z 3 


on and off 3 days maybe real work done is 7-10h

10 minutes

monster count:

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. 
i just clicked on the link and it is the proper one. Click it again! 

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. 
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.

I realize my understanding of texturing is pretty off, still learning what they all mean out of context.

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! 
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.

You are a mapping machine lately! This all looks really awesome man! Keep that up will ya please. 
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 

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! 
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. 
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. 
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. 
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.

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. 
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).

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:

Start on zqfarrivalintro

Monsters: 247/291/490
Secrets: 11

> 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. 
Looks awesome! 
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. 
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. 
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.

Much niceness and vibez :) 
That's Just About Porn 
+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!

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. 
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 
looks awesome 
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:

Some screenies:

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! 
You got mail sir 
Looks Neat Redfield 
keep it up 
Very Nice Old-school Vibe 
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! 
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:

Anyways, I love when people dare on brushwork. Looking forward to play! 
Heads Up 
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.... 
are officially a Lovecraft monster.... 
....but not the negke map I am looking for. 
Redefining Egyptian Culture... 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 
I made a Quake Team Fortress map using Trenchbroom. I thought I might add a SS.

It's hosted over at Classics ( 
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 
This map is relevant to my needs. 
I've been practicing some mapping.

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. 
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. 
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. 
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.


Trenchbroom users you are so screwed. 
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. 
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! 
that looks great! 
Crazy Detail 
Ludicrously impressive brush-vehicles are the new crates now. 
Re: CR8-Vehicle 
WTF? Amazing. Is that really brushwork?!? 
I Always Knew MFX Was A Fucking Loon. 
This proves it. Shockingly good. 
can we get an orgy inside that car ? 
OBJ-2-MAP ? :) 
Cheatin sunnuva Shambluh-monkey.

But still awesome. 
But Can It Roll? 
thats exactly what a vehicle like that should look like in the Quake universe. Spot on, great work! 
Does It Move? 
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! 
y u no twitter? 
It Looks Kickass Btw 
ahh, respect man, amazing work. 
If There Was A Func_detail Competition 
I think mfx just won. 
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. 
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... 
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.... 
Notice mfx is still leaving us wondering what the inside looks like. Dirty we must play it. 
Those tires! 

check it out

you need to rotate it yourself. 

Coming for ID1 or maybe something else, hopefully this summer. 
Cool rockscape! 
Rool Cockscape more like... 
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 seeing these!

And extra points for staying on top of your coursework...yeah buddy. 
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:

Now I've also implemented support for HD textures on liquids, including luma textures, mipmaps, and properly scaled turbulence:
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. 
Can't wait to see this in motion. Looks amazing. 
Good Stuff Mankrip 
That's some lovely liquid right there. 
Can't Wait 
For retroquad to "come out". 
Will Retroquad support bsp2, protocol 999, and enhanced limits?

Or is that too "modern" for Retro? 
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. 
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. 
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! 
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.

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? 
It looks good in motion because it's dithered in screen space, using an ordered dither. 
That Looks Rad 
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 
Looks very interesting. Unique geometry and feel to these. That rotunda in the first few screens reminds me of a roulette wheel. 
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! 
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. 
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:



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. 
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. 
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. 
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. 
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. 
I see you've been reading "Better Caves & Crypts" magazine for those Orge bricklaying tips and tricks. Cheers! 
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... 
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. 
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. 
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. 
It doesn't remind me of E1M3, but that's fine.

I'd put some stone faces in the walls. 
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. 
GPL version? What is that? Where'd you get it? 
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? 
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.


Couple of screenies:

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 ! 
We need Qoth to play this map ?

Alright so here's a beta of my second proper map, for Arcane Dimensions.  
Those are fun. Is this a TC or just a small project? 
Not familiar with terms. (What's a TC?)
Took me years to understand the word mod.
So I guess it's a small project of a quakemod with the startrek vessel and a borg cube.
Some new monsters and a challenge to resistance
(is futile).

short declare:
Once I made a rebuiled of a DukeN3D level of Startrack. Converted it in an obvious way with qwinbsp to Quake and got a level that outdstrided its dimensions much too large. It also had so many wedges I spent weeks deleting them untill I had a "reasonable" level. Years on I went back searching but it was lost.

Then I tumbled into a mod from Andrew Wyllie from 1997 and again my facination grew. It was a perfect mod, complete with additional qc, but no players as it was a level made for the net. And for me as addicted singleplayer this was a sad conclusion. I couldn't contact Wyllie, all posts from 1997 were lost.

So I began rebuilding the level piece by piece, as nowadays compilers are much more flexible. Also I thought the lightning was far too bright, and I wanted to add some new parts to make the level more attractive.
Then I came to the part I don't want the common Quake monsters in it, so here I am, construckting Romulans and Ferengi's.
Quark is from Deep Space 9. 
A TC means total conversion. Replacing all models and sounds and textures etc.

So no, this is not a TC as you will have kept a bunch of Quake stuff in your project. But that's cool and it looks like it will be fun. I was just curious. Also Quark made some appearances outside of DS9.

Armin Shimerman first appeared as Quark in the Star Trek: The Next Generation, season seven episode "Firstborn", where in conversation it is clear Riker already knew him, and in the Star Trek: Voyager pilot "Caretaker". He also played the character Quark on The Tonight Show with Jay Leno and Regis & Kathie Lee. 
New Map Beta 
Just A Trekky 
As I made new monsters for it, used the original textures of Andrew Wyllie, stripped the naughty sounds from the Startrek movies I'm close on the way from mod to tc. Only Quake's qc is still in use.

And yes, Quark may be in another chronologic matter, but I mapped for so long with the so called editor, I think it a tribute for the rather old actor nowadays. I thought eighty years or so. 
Screenshots Xlarve 
Please, put some screen shots before we download something. Is this too much to ask ? WTF ! 
What's wrong with you? Dude just posted his map and you're jumping down his throat about screenshots. At least ask politely. 
New Map Beta - Screens 
Wow Xlarve 
Now THAT'S a fucking Quake map, texan style ! 521 monsters in a monstruous freaking map of pure evil !

I was expecting another small retro map, but it's actually a major map for the serious quakers !

I played about 2/3 only. Would take me a full year to do it all without cheating ! 
Wow Xlarve 
dont worry - im making - playing only 7.5 months and learn every monster trap - map can walking through for 30 min (killing all monsters) 
A bit fiddling on a bork model. Not yet well balanced, the weapon is a bit kinky. Also the wires get stuck when it makes movements.

New Arcane Dimensions Map Sneak Peak. 
Tentatively titled Paradise Sickness, this map is much larger and more ambitious than my first. I am experimenting with the idea of a base map and Egyptian/medieval map in one. The story is that the forces of Quake have discovered some ancient ruins and have built an archaeological facility around them.

The map is using the Soc's amazing Egyptian set and Ikka's rusty ikbase set. Many other custom textures including some of my own are being put in. The map is inspired by Operation Earth Magik as well as many other things.

Here is a gallery of screens at Imgur:

I also created a short HollyWood style teaser trailer so you can see the map in motion:

Let me know what you think. I am hoping for this map to be impressive. Beta will not be ready for some time yet, I've got more additions to make.

Cheers, Redfield. 
Yep, Thats Cool 
I'm seeing a lot of very cool details like the lightning effects and "warm up" of the slipgate, the rotating bridge and a lot of very cool vertical elements. Looks great! 
Bork Model 
Madfox, that reminds me of one of Chasm the Rift monsters, you should check it out to get some ideas! 
Good Stuff, Redfield! 
Down With The Sickness 
Looking good Red, love the infusion of Egypt and base. Cool map name as well! 
I have the Rift conversion from Ijed.
Chasm the Rift I couldn't find.
Not on Terminus or Quakaddicted. 
they defiled our altars with profane rites

at what point should a gif be a video? a 9mb is a little ridiculous... 
More Like 
At what point should a gif be a WebM?, with the answer being "always". 
Just Googled Webm 
and it's awesome. webm from now on... 
Your monster looked like the Faust 
In 2017 only MadFox is allowed to post animated GIFs! 
Hey thanx for the link yhe1! A welcome addition!
I never played this mod and I am looking forward to it.

I had no idea these creatures excisted so I can imagine the likeness.
I have developped my skills to create new monsters, but at this time I'm more interested in adding new qc. And that's even a more harder skill.

@negk!e - Right. I'll scrap all earlier yearends.
What happened to the quicklink <a href="url">label</a>
Madfox, what qc are you in need of? Perhaps I can point you to an example. 
There are some things I really would like to do, but I know it is almost impossible to start with.
I remember I "stole" the rats from Malice, buy couldn't make out the code.
Years later someone here on func had the malice code, and to my surprise it were just a 5 sentenced script to make it go.

But to give you an idea what is puzzling me.
- code to "freeze" the players view.
almost impossible as one has to stop time, while the game runs on.
- the stolen weapon code from hiptronics.
I've been searching for months with no result.
- the statue code from hiptronics.
Can be easier, although it only worked for the knight and hellknight.
Hard coded maybe? 
•Nehahra has this sort of thing for cutscenes:
Check out cutscene.qc and maybe some other files.

•Hipnotic code, look at hipgrem.qc for weapon stealing:
There is a 50% chance of a weapon steal if within 100 units of self.enemy. If you use custom integer values for any items (e.g. IT_SUPER_SHOTGUN) or if the weapon the player is using is stored in self.items2 instead of self.items, make sure you account for that or else the enemy might steal all sorts of stuff like keys whenever the code performs a victim.items= victim.items - (victim.items & best);

•Status code? 
@qmaster - for cutscenes I used the CaptureCameraKit from the Vision level. A bit slow but I'll check this one out.
The weaponsteal code is a good link, thanks for that.

@shamblernaut - desaturate, colorize, qpal was the best way the go.
It looks good now 
Hacky Slideshow 
I was checking out the screenshots and wound up in the source directory. There were a lot of images. I didn't want to keep clicking back and forth between the source directory and the links so, I made a simple slideshow that scrapes the directory for image links.

instructions to start
1)download and unzip the above link to your documents directory (or any directory that is not the desktop. Otherwise, your system will complain about permissions with connecting to quaketastic remotely and will not honor permissions)
2)either open the standalone player I included, click "file" and select Quaketastic_Screens.swf or right click Quaketastic_Screens.swf and "open with" the provided standalone player (or any other standalone player you may have or need to download if you aren't on windows)

How to use:
Left Arrow Key = previous image
Right Arrow Key = next image

How it works (internally...if you want to know):
1) The entire directory is scraped of all image paths and those paths are pushed into an array
2) The first index of the array is automatically downloaded, pushed to the lib and displayed
3)every time you press right or left the library is checked. If the image exists it is displayed. If it doesn't exist it is downloaded, pushed to the library and displayed.

Basically the images are downloaded as you first request them. Past that it is just traversing the library. I'm telling you this because, if you have limited bandwidth this is potentially a terrible solution for you to view the images with.

I may make this better one day. It pretty much has zero features beyond previous/next image. 
QuaketasticScreens 0.65 
Numerous upgrades and polish. Included READ_ME explains everything. 
New Q1SP Beta 
Looks Cool. 
Creative and atmospheric. Some proportions don't seem quite right but already as a beta version it's inspiring. Nice one. 
Looks Moody, 
gonna play this later tonight. 
I was just trying to find this the other night since I remembered the screenshots. Didn't realize it wasn't released yet.

Love the upsidedownness. I need to test this later if I have time but...too many releases lately (not a bad thing!). 
Little Crumb 
is growing over my hat.

Nice To See You Mapping Again, Madfox 
Cool shots madfox, screen 3 (dust) just screams madfox to me haha.

Looking forward to more! 
Serge Jaeken 
has put up a page for his beta here
Nice screenshots! 
Old School 
Bad news - haven't finished AD_Sepulcher.

Good news - mapping instead.

That looks fantastic! Great vibes with the red lighting 
Thanks! It's about a 10-15 minute playthrough map. I am very close to finishing it. Need to refine skill 2 and 3 then some cosmetic things. So close! 
They're looking good, yhe1!

I'm playing though the first levels, and it is quiet an atractive mod.
Looking at the packed file, I think I'm not the first one who wonders, how to get grip on these rather unusual bin files? 
#14887 @madfox 
What mod? Someone did Chasm The Rift mod? 
Chasm Mod For Quake 1? 
If you are talking about the models, I am not sure they can be extracted because they are in an unknown format.

The following link is the closes I found 
Thanx Yhe1! 
That's a hint in the good direction.
I didn't realize using dosbox had already created an extra map with further info about the game.

It looks as if this mod is more for win98, or better MSDOS. Most of the addons won't like winxp. The mapeditor looks like an early version of the first doom editors I remember. Rather kinky because there are no faq's.

Transferring all to my old computer, see how far I can get. I didn't know they made addons for this mods too. I wonder what I can extract. 
Maybe this link can help you as well 
That Looks Right. 
While trying to unzip the chasmmap editor I chunked on an error.
Just tinkering a bit with the ventilation shaft.
Hard to get the velocity right, as quake uses 0.1 sec /frame.
Not bad afterall, see what I can do.


The wad is just the start of the ventilation shaft.
It is slow, I know. 
If You Are Using Func_wall 
You can get 0.05s frames with this trick:

Nice vent. 
@your Vent 
I messed with it and the problem is there are too many blades. With less blades it would not be a big deal to make it go faster but, with so many tiny blades anything past this speed is either going to look like it's moving backwards or moving very slowly forward.

I also removed your "lump" in the spin. Well, as much as possible considering the center is not round.


If You Don't Want The Middle To Spin 
Properties Info 
If you want to make this yourself due to some anomaly or whatever that my version may contain but like the fan speed....

I rotated the blade from 0 to 50 degrees over 5 frames at 10 frames a second. Up to 53 degrees still looked pretty smooth. Anything less than 50 or more than 53 started creating problems. Trying to use less than 5 frames and capture only a blade width of spin was too obvious. Using more than 5 frames produced results that were no better than the 5 frame way. I'm pretty confident I got it about as good as you can expect considering the graphic and the FPS. 
work Gypsy. That is a lot better.

I used three animated pares of frames to influence the velocity, but with Qmaster's hint I'll try out Preach concept.

As I dived into the Chasm game further, I decided to redraw the whole texture file into a wad file.
Some textures become pale as the chasm pal is different to Quake, but the most come out good.
Another thing is quake hasn't transparant textures, or I have to change them to sprites which is ugly.
Better to fill them up to a better content.

The map editor is more stubborn, I never got Doom maps right. As the monsters they're quiet hard to purchase. But I like a challenge. 
I Only Used The First Vent File 
I then brought it into flash, drew 2 concentric circles to break out the blades and from there simply created a little 5 frame timeline with a motion tween. It was cake from there. I just kept adjusting the final frame rotation til it looked as good as I can get it.

I made some tiny edits to the non-moving parts of the image to get rid of some little white dots where my blade cutout wasn't elite and simply exported every frame of the tween.

This is why I am confident it is basically as good as it's going to get. All of the work was in adjusting the final rotation and I tried pretty much every number between 20 something and 360. I also tried a few numbers based on 360+(>50) after I nailed that 50 is basically the hotspot. I also tried more frames that attempted to edge the number past 50 a bit. What I gave you is the best results that all of those tests provided +/- a final degree or 2. Part of my goal was to do it in as little frames as possible. I tried between 3 and 10 frames. 5 frames seemed to be the hotspot.

I still have the project open. If you see something small you don't like I can probably fix it really fast. 
Strange how my first attempt with a screenshot just blew me out of sight. Then I took half the picture, tried to blend it mirrored/flipped on top and gave up.

Then I realized it was dosbox that screwed it up, so I took one printscreen, recovered the raindrops and gave it a three degrees turn.
In CorelDraw5 I can melt parts of them and after 27 degrees I had 10 frames. (max frames for animations dew to the zero).

I'm still amazed what you did with it, didn't expect to see the outcome so good.
Preach's method can work also, but I'm so ferocious when it comes to using entities for textures. 
Use A Hybrid Solution If You Want It Even Faster 
my results plus preach's method should result in a 2x speed version of my results.

@amazed what I did with it

Well, people can say whatever they want about flash but, these simple tweens is one of it's main purposes.

How much easier could you possibly get?

So I did a small compare, I'm not that good in hybrids. What I do no is I think your solution is still better compared to Preach. Or you should hussle in the funk model. I tried to speed it up, but it is locked to the 0.1 sec gate.

I think the best way to get it better is make it a static entity. 
I Checked Out Your Bsp... 
They all look wrong. I made a quick bsp with my wad version. I was blown away by how shitty it was. I kept tweaking my wad with new rotations and then testing in a map and it's garbage, bro. There is no way at such a super slow framerate to make the fan blow fast and smooth. I made numerous edits to the image to clean up a bunch of garbage that was way more visible at 256x256 quake units than at 256x256 pixels. I have the animation down to 3 frames but it is slow as shit.


You are more than welcome to use it but, IMO whereas this is probably my best one, on multiple levels, all of my attempts are less than desirable. Unfortunately, I don't see any way to make this better without using Preach's method. 
I saw that one coming. It's a tricky way to make it go. I did earlier animated textures and got blown away by the low frame rate, and the fact it only works on 10 frames.
Nevermind, it's only Quake and I like it.

I wondered if the Chasm already had a Quake wad file already?
All info on Quakaddicted seems vanished.

So I made a static of it, it needs only 15 frames and the velocity seems well. Another backdraw is the texture is screwed as it comes on 302x 108 size. Maybe if I hussle the skin file I can stretch it a little.

Thanks for the inspiration!

static fan 
That Fan Is Awesome 
The skin is terrible but, you hussled that fan like a true hussler ;). I like how you put a little bit of drag in the spin. Nice touch. 
Madfox, if you are working on Chasm texture conversion, please do it as close as possible to the original, otherwise I'll be sad and disappointed.
I can help you with palettes, but imo best way would be to make Chasm palette into Quake.

I can help you with QuakeC later if you want. 
Just Use External TGAs 
Groundbreaking tech from 2005. 
Chasm Wad 
@gypsy - I was mistaken about the skinsize. It looks that it's width 308 / height 94 archives.
So I can make it three times bigger. Also it is possible to put the same parts behind eachother.
That way it will become even smaller, which solves the resolution three times higher.

Fine things could be made turning the thing into an entity. That way it would act like a fan with three stages of velocity. Also the possiblity would be created to shoot the thing and use it as a secret passthrough.

@kreathor - While converting the *.cel pictures I was confronted with the fact that chasm.pal has much more brown and grey colours than the quake pallet. So while I was converting them back to Q.pal with Wally some of them suddenly bleached out. I made note of that ones, as I could always fill them up with some more clours. But this is not the same as the original. Also there are a lot of them using the pink transparant colour like Doom.
Quake has no transparant colours for textures, only for sprites.

This is how far I came with the Chasm.wad. It's only temperary, just for testing. Most textures do come out fairly bright. Take a look and tell me what you think.
Chasm Test Wad

@onetruepurple - yes, that would be an idea. Although the file would become rather large. 
I'm not sure actually how much a TGA of a 64x64 8-bit image would weigh, but I don't imagine it would be too much.

Right now I'm on my phone but you can check out the Doom textures in Quoth's pak0.pak. 
I was converting them back to Q.pal with Wally some of them suddenly bleached out.

I found that Wally has problems with managing colors in most cases. Textures become brighter than from TexMex.

2nd thing is that doing direct palette swap gives worst results. What you would like to do is to convert textures with dithering. All colors that are not available, will be "simulated" by dithering. It doesn't work for all cases, but it will narrow amount of ugly textures.

I'll try to prepare some examples later today. 
I Find 
That making color/brightness adjustments in Gimp etc. And then pasting it into Wally works best. You have to actually right click then click paste in Wally tho. It's...ancient.

Wonder why the engines, compilers, etc keep getting modified and love but we are stuck with ancient buggy tools for textures. 
I'd prefer to be able to work 100 % in photoshop. It would be cool if someone knew how to take these tools over as extensions to PS and I assume GIMP can do something similar. 
Did you check the chasmtest wad? Maybe that could enlighten the case? This is what happens acording the two different pal files.

Here are my latest fan drivers.
The last one is so fast the gif file causes the so called wharfdale effect.

Wharfdale Effect? 
You making shit up Madfox, don't you? 
I Ment 
the wagon wheel effect is an optical illusion in which a spoked wheel appears to rotate differently from its true rotation.

If I made shit up, I hope it is blown away. 
Madfocks I Agrey 
you are good to go sir. Shit is blown all over here.
The rotaters look niece. 
I tried my "pipeline" on random 20 Chasm textures and everything looks beautiful! Can you tell me what texture was problematic for you? 
New Static, Grab It Or It's Gone. 
@mfx - no offence.
I've got a good relation with my niece.
Wait, do I go on or back?

@kreathor - watch left and right and you'll see left is original and right, well.., not so right.

I didn't get the sound looping, me badass. 
2nd one (05GROUND) doesn't look that bad...
Quake's palette has more contrast, so textures get more crispy.

Firs one is more trickier indeed...
Here are my tests from automated remapping.
Left one - Aseprite
Middle - Original
Right - Pro Motion 6.5


Left one looks like shit... but Right one shouldn't look bad if we turn on filtering and mipmapping.
Although it's not what we wanted to achieve...
Ones like this will need manual work. 
Ter Shibboleth 
AVI? okay. Pretty wild. When you say a variety of themes you mean it! I am really looking forward to the western themed map. The mine especially looks very cool. 
Realism In Quake? 
the third map looks really impressive btw 
Very curious about that Western themed map, very exciting! 
Western Quake 
Yep, this looks like a funny map.

But please, add more details, for the realistic feel, especially on the rails ! (they're looking too blocky).

Maybe a few gallows with zombies on them, in some corner :

And more natural rocks. 
KenChennar #14921 
Wow -- I echo what dumptruck_ds, PuLSaR and Bloughsburgh have said: that looks fantastic, and the third map in particular looks amazing! Really impressive work; can't wait for the finished release. 
That western style looks really interesting. 
Yes Plz 
Need A Place To Host Your Screenshots? 
although the password is fucking anoying,
I even can't log in under my former password.
Is it my Firefox, Google or Tronyns socks? 
Try Imgur 
You don't even need to log in. 
Imgur can make dark images look even darker. It's really annoying as it can make my already gloomy maps look pretty much unplayable, rather than just moody. Getting feedback on my lighting has been very difficult because of that... 
I didn't mean screenshots, I ment wadfiles, static entities etc.
It seems the safty protocol of the php is changed since may 2017, and as it is not updated I get this rare behaviour. 
I Need A Level Design Affine Person Who Could Take A Look At My Map 
I've got a map almost ready. It would be awesome if someone could take a look at it, mostly visually, and comment on "good level design" without playing it, before I do the final gameplay balancing. It would probably mean notargetting through it following the player path and pointing out stuff that doesn't work.

Gameplay currently has only hard, and it should be nightmarishly hard. I would like to balance it after all geo changes... 
is your e-mail still accurate? catweasel...sth sth...????

check it or mail me your new one maikfranzxaver at g mail d co m. Please. 
Doot Doot 
Test Compilation I

Back in April, the team at KillPixel Games doubled in size with the addition of a programmer. Since then, the project has gone from being handful of mockups and documents to becoming an actual, functioning prototype. These are the first fruits. The next test compilation will be gameplay oriented, whereas this is more general in nature.

Although early in production, any feedback is welcome! I would also like to take this opportunity to ask a few specific questions:

Are you interested in retro-styled FPS games?

If so, what is something you want to see in this type of game?

What is something you do not want to see?

Probably unnecessary disclaimer: some of the temp sounds contained in this demonstration are property of Id Software.

P.S. this isn't an official announcement, but is a sneak-peak for the quake community. Please keep that in mind if you choose to share this material. Thanks! 
Looks Amazing! 
1. I am definitely interested. :)

2. Good monster and weapon variety, and good weapon SFX. The SFX in particular is very important as it affects the feel of the whole game a LOT, imo.

3. Procedural/Random generation of levels! I don't expect that you'll make that mistake, but I think it bears saying anyway; "unlimited levels" do not maketh for a good game. Actual handcrafted maps, even if they're not the best or most interesting out there, are always much more fun to play on and engage with. 
No Random levels please 
looks great!

I'd love to see some magic and other runic style weapons. Magic weapons Ala American McGee's Alice had a great arcadey feel whilst remaining fps-y

Give the character a little air control and give us a level editor XD

Don't make it feel too techy- we have a shit tonne of other tech fps already.
I wouldn't bother about multiplayer unless you're including coop.

I'm looking forward to seeing more. 
I'm liking the early steps so far. I would definitely encourage you to take some inspiration from Blood and add horror-inspired themes. 
1. We're on a Quake 1 forum, so I'm guessing pretty much everyone here would answer "yes" to this question.

2. Doom/Q1 style of fast-paced movement.

3. Being limited to a "realistic" carry-2-weapons-only gameplay.

Other than that, what Pritchard said. 
Thanks for the input, guys. I think we're on the same page, more or less.

Procedural level generation
This is the most common response. No danger of his, hand-crafted levels all the way.

Don't make it feel too techy- we have a shit tonne of other tech fps already.
Agreed. The first few drafts were straight-up sci-fi/tech. That idea was ditched for a variety of reasons.

I would definitely encourage you to take some inspiration from Blood and add horror-inspired themes
That's the intent, though not 'classic' horror mythos and tropes.

Being limited to a "realistic" carry-2-weapons-only gameplay.
One thing I thought of that I forgot to mention...

When I saw the monsters in your latest video I was reminded of "living" technology. It would be awesome to see some "living" guns, like some of the weapons in HL / or the dragon gun in Undying. 
Ya the green ball launcher from Opposing Force was such a cool idea! 
Living Tech 
yeah, that's a cool idea. I've tossed that one around a bit. I was thinking something along the lines of prey 2006 but more decrepit and bony, not so gooey and insectoid. 
Chasm Wad 
Chasm wad and fanhouse vents added to quaketastic.

I'm not sure, I tried the chasm wad without and with an extra textures file with tga's. It looks as if they are slightly different, but in the sky and m1/2 it is hardly worth mentioning. 
Madfox, maybe see if you can video the monster models using this: 
It would be awesome to see some "living" guns 
I Need Two Testers For Very Hard, And At Least One For Easy 
A medieval map, between 30-45min of play, ~230 monsters on hard, ~120 on normal, less on easy. 
Send It 
Could Test Skill 2, 
if that's what you mean by "very" hard. 
...I haven't been able to offer much to the community for quite some time, but if you need an 'easy' tester then my hand is in the air. 
You've Got Mail ;-) 
thanks for the file.

Fact is that most programs only work under DOS6.4. So to have acces I have to try them on another computer. I've managed to extract the textures, sounds and most other files, but for *.ani files there are no editors anymore. Also the *.30 files are hardly editable. I tried the editor but it's an advantage to get it working.

It reminds me of the first Doom editor which also gave me a hard challenge. I don't think I can get a grip on them, but at least it's worth trying. 
Chasm Monsters 
People keep mentioning it, are you trying to actually convert them to Quake? That would be fairly awesome if true! 
What is something you want to see in this type of game?
Honestly all I'd recommend is ensure the overall style and feel isn't simply a quake replica; art direction will go a long way here too. Personally I'd start with the weaponary as an example, maybe focus more on the arcane (since Quake's were very normal/techy) or some combination of two styles like that shotgun shown in the video with the... glyphs?

What is something you do not want to see?
Walking into a room, forced to backpeddle to gun them down, progress forward, rinse repeat. Common mistake I see in "retro fps" attempts. I'm perfectly fine being forced to keep on the move, area denial and such, but that's done through varied enemy types and properly designed encounters.

Art related suggestion
I understand its probably too early to bring up art related stuff, but I feel this is still worth mentioning so it can be thought about earlier than later in regards to, not only visual style but also gameplay;

Don't be afraid to get bold even with something as simple as ammo sprite pickups. I'm assuming those pixel shells on the floor are temporary, but do ensure even these item types look visually appealing and have distinctive silhouettes which can be recognised from across any room/distance, even if the item art needs to be larger than you currently have it. A few pixellated blocks will eventually be lost amongst the scenery I fear. Here's a rough example I whipped together to showcase exactly what I'm thinking. 
Doom-era retro is not my personal taste, but in the context of that, your stuff looks very good and pisses all over most of the so-called retro stuff that actually gets released. Simply because of the theme, consistency, art style, atmosphere, etc. Everything about that little test video is completely harmonious from the gun to the trees and rain etc. The semi-modern effects are nice in it too. 
Looks really cool killpixel, love the little touches like the subtle colored lighting, reflective blood, blood running in the grout, and lightning.

Is this Darkplaces ran or something else? 
@quakis - Excellent feedback, thank you. I strongly agree with all your points.

I understand its probably too early to bring up art related stuff

Is it ever too early? :P

You're example is precisely what I had in mind. The small scale of item pickups is an artifact of early paper designs where *everything* was intended to be as close to a realistic scale as possible. I quickly found out that this does not work in practice, at all. And yes, most of the art in the demo is temp. The next demonstration will have, aside from actual gameplay, a more unique, cohesive and functional aesthetic.

@Shambler - I appreciate the kind words! Still, what's in the video is very basic, I'm confident that later iterations will be much better!

@Qmaster - Thanks! Yes, it's running in DP currently. 
For what you are doing, should work nicely. Do you plan to/do use csqc for the hud? 
It does the trick. Yeah, the hud is csqc. The game is retro to the core, literally! 
Finally watched this all the way through today. Looks great even at this early stage. 
Will you be doing mostly realistic layouts or go for more Quake style fantastical levels?

Gameplay feels like Doom, looks like AD mixed with Hexen. Nice! 
This Looks Cool 
WRATH. I keep going back and watching the video again. Keep it up killpixel. 
So I just watched your test compilation video. One thing I've noticed is that the game seems to require items (soul tethers) to allow saving. IMHO free (and perhaps more importantly quick) saves are preferable in an FPS, especially if you're aiming for oldschool. 
@Qmaster - Levels are fantastic/abstract, much like Doom and Quake, since gameplay largely dictates the shape of the level. I'm refraining from writing 4 paragraphs detailing the enemy mechanics, weapons, artifacts and level design as I think those are the coolest aspects the entire project :P Just be assured that gameplay is the core pillar of Wrath and everything about the game is designed to that end. Glad you dig the project!

@Mugwump - Yeah, I realize that is a bit weird. As someone who uses quicksaves liberally and appreciates the option, I do think unlimited saving has a couple problems: 1) quicksave spam or 'save scumming', which fundamentally undermines the game itself and 2) saving is fairly disintegrated from the game, especially for being such an intrinsic part of it. My solution to this is to integrate saving both thematically and mechanically.

In Wrath, there are two forms of saving: Shrines and Soul Tethers. Shrines are checkpoints. When a shrine is 'illuminated', progress is saved and the player receives a boon (such as full health). Depending on level size, there can be 1-3 shrines in a given level. Soul Tethers are item-based quicksaves and are one of the 8 artifacts found in the game. Their rarity is such that the player will have enough to save when needed, but not enough to savescum. They are also valuable items that further incentivize exploration and completion of various areas/challenges. I think this is a reasonable fix, though I understand why others may feel differently. 
That is fine, but you should still allow the player to save whenever they want, it is about giving the player a choice like old school shooters 
Hard Save? 
That is fine, but you should still allow the player to save whenever they want, it is about giving the player a choice like old school shooters

I'd say include a hard save option at least. Some of us have to play in short spurts when we can grab a few minutes here and there. You could limit the amount of saves or give the player a budget of soul tethers to begin with. I'd be very careful with making players frustrated. 
I'd be very careful with making players frustrated.
My point exactly. The soul tether system could be fine, provided these items aren't too scarcely distributed. This will require a fair amount of balancing for each level and difficulty setting. 
I hear you guys loud and clear. Just to reiterate: saves are limited, not removed entirely. The player will have the to option to save, just not 15 times in the space of a couple minutes.

It's too early to tell how well this will work. We're doing more testing. Player feedback, once they get their hands on the demo, will help out here as well. 
Seems Fair 
you are just limiting the number of saves, not their location, or number of loadings, so i think it work well for your objective. 
I think that will work. Plus it spurs actual progress 
You Could 
Do cheat or developers only quick saving? ;) 
I Need One More Tester For Final Testing On Skill 2 
Basically, I need to confirm no more bugs are left before the map is released.

It will be quite hard (but cheating is fine). 
Experimenting With Fog. 
^^madfox that looks awesome! Venus flytap?

I've got a gallery of a couple new screens from my AD map. I've been playing with the fog settings to give some ambience. The colour changes based on locations in the map, having triggers everywhere gets tricky.


Its really tough to get an idea of how lighting looks based on screens, and my own monitor. I have a waterfall that was being turned into a grey mess by the fog. Its func_illusionary with _minlight, _minlight_color and _lightignore set. This makes it more visible despite the fog. Any suggestions let me know. 
Screen #3 Is Gorgeous! 
Venus Flytrap 
plumivitius fluctuarish.

It's a model mfx was looking for his deepgreen serenades. 
That plant looks awesome Madfox

and even if you can't extract the chasm monsters, hopefully you'll use them as inspiration for when you create new monsters! 
is that a vulva on a stick ? 
That all looks good. Fog is generally fine, the bright room is a bit bright but that's probably deliberate.

One thing I would say is try to put more design interest into the overall shapes and layouts of the rooms as well as details and structures inside them, if that makes sense? 
Killpixel Feedback: Better Late Than Never? 
Sorry, I'm very late to the party. If no-one's interested any more, then the TLDR version is "Yay Killpixel, that looks awesome, keep going!". Otherwise:

Are you interested in retro-styled FPS games?
Yes, and your demo video looks great; can't wait to see more.

If so, what is something you want to see in this type of game?
Simple game mechanics (like in Quake) that are easy to grasp and intuitive, so you can just pick up the game and start playing.

And secrets/easter eggs to encourage and reward optional exploration.

Also (maybe this is not a direct answer to the question) that the final game is cross-platform, incl. running natively on Linux.

What is something you do not want to see?

Cutscenes, a heavy-handed story, voice-acting; anything that ventures in the direction of B-Movie rather than game. A "story" told by/revealed in the levels themselves during gameplay is fine of course, but the focus should be on gameplay and not narrative.

And as a corollary to what I wrote above, complicated game mechanics, e.g. RPG-style elements etc.

About the soul tethers: I'm kind of in two minds about this one. On the one hand, I like the fact that it's creative and new, and I kind of like the idea of in-game saving for the same reasons I like in-game difficulty selection in Quake start maps.

On the other hand, I have never felt that the ability to save was a bad thing in any game I've played, and have often wished that I could in games where it was not possible. I kind of feel that the soul-tether idea could be implemented well enough so that it does not become a huge problem, but that I'd always feel that unrestricted saving (like in Quake/Doom etc.) would be better.

Honest question: why is it important to prevent the player from e.g. save-scumming? The way I see it, either the player won't because they don't like playing like that -- in which case the soul tether/save limit system is not really necessary -- or they would want to because that is their playing style, and then the save limit system becomes frustrating.

Is it not a little like using invisible clip brushes to prevent players from reaching an area that should be out of bounds, but that could be reached with plenty of patience and skill were it not for the clip brushes? I mean, is not better at some point to give the player the freedom to play the game the way they want to, even if it means they might not experience it exactly the way the designer envisioned?

I guess I'm explaining this badly, but is it not tempting when you've made a level or an entire game and you've poured all this time and effort and passion into it, to want to (metaphorically) grab the player by scruff of the neck and say "Look at this! Now go here and look at this!", whereas the trick is ultimately to let go and just allow players to roam and do their own thing? I kind of worry that the soul tethers might be a case of the former... 
CR8 Set Base 
That Was Me 
Will You Ever Stop 
Second shot has major Hadley's Hope vibe. Gonna get Fox'd! 
Never Stopping 
Hadleys Hope is sth. i didn't know of until now. Thx! 
I like base but prefer other styles in Quake but man those shots are looking beautiful. Looking forward to playing this. 
I like base but prefer other styles in Quake but man those shots are looking beautiful. Looking forward to playing this. 
That's just incredible. 
Mfx Go Finish Map 
Looks amazing. 
Map Finished Mfx 
@yeh1 - : Thanx for that! I used Gamextractor to get out of the Chasm. Made a new wad for it on Quaketastic and also the inspiration to make a new fan-vent models. The 3OView showed the two models, but the others are used in another pcx format and crash the viewer. So for models I have to play the game a lot. Started with the dino.

@- Barnak : No it's a pizza deliverer that uses self supporting sparechange. 
Fucking Mfx Man 
only criticism I could possibly level at above RubiCR8 shots: slightly distracting degree of tiling with the sand texture in shot 1.
eg rotate and increase scale a bit? or rejig texture? 
I Am Mfx 
All your base are belong to us. 
stands for Mapping Freak extraordinaire...

Moody AF! 
The X In Extraordinaire 
was supposed to be capitalized. Fuckin' autocorrect. 
mfx's shots look very dark, which I like but have been told off for doing before. The double standards in mapping!!!1!

Honestly though, I hope to one day be as accomplished a texture wrangler as mfx is. I'd like to imagine that I'm halfway there, but that's probably an optimistic estimate... This stuff is amazing! 
Lol I Derped 
15000 Fail! 
Duplicate of #14999...
Really digging that ongoing neon band in #14998.

@Pritchard Darkness is fine as long as the important stuff is properly lit or signalled. And these shots don't look that dark to me. 
JFC that's nice. Hopefully we can play this soon. 
Fucking Hell 
fuck you mfx, seriously.
I personally think that everyone is a wuss for being afraid of the dark. People seem to have this obsession with high visibility, even though you really don't need to be able to see what you're shooting that well in Quake.

I really like what mfx is doing with their lighting, plenty of bright highlights that are well placed/used appropriately. I just feel like if I made my level as dark as I had originally wanted to...

1. The water would look even worse. Seriously, where is my lit water support?!
2. People would complain that they couldn't see well on their 17" 2003 matte TN panel that they use in direct sunlight

Things like hiding the floor in darkness (ala and only highlighting the edges with light are things that I would like to do, but my experience last time I posted my own screens has made me wary of trying... 
There is a chasm the rift reverse engineer project 
mfx, amazing shots, very impressive! Although I do feel the contrast between the sky and everything else is a bit too much. 
@mfx Looking Like Something Made In The Source Engine! 
#14987 You Never Watched Aliens? 
Thanks for the feedback! It's welcome anytime. We're very much on the same page as far as the dos and don'ts :D

Honest question: why is it important to prevent the player from e.g. save-scumming?

Think of save-scumming in terms of its mechanical impact on the game: it's sort of like a retroactive god-mode. Save-scumming fundamentally undermines the game itself by not allowing it to make demands of the player, or to reward the player for their successes or to provide consequences for their failures. What you have left is a walking simulator where the player has no accountability and meaningful interaction with the game is at a minimum.

Now, I'm not trying to imply that the player should be pushed to frustration or deprived of agency. If the player is regularly failing a challenge then they are either playing on too high a difficulty or there is a serious design flaw within the game.

Soul Tethers integrate the powerful mechanic that is quick-saving into the game. They themselves can be a reward for exploration or for completion of other challenges. I want to reiterate that the player is not denied the option to save; they are denied the option to save very often to the point of abuse. Consider this: say you have a level with a 20 minute play time. Within this level are 3 shrines (checkpoints) and 3 soul tethers. That's an average of 1 save every 3-4 minutes (assuming the player has no other soul tethers in inventory). IMO, that doesn't sound so bad. I hope this helps.

@mfx - lookin' great! 
But not everybody plays the game for the Challenge, also this is like console gamers saying "if quicksave exists I can't help myself" 
But not everybody plays the game for the Challenge

this is where difficulty modes come into play. 
I watched Aliens numerous times but never registered that the outpost was called Hadley's Hope. I had to google it. It's not like this is vital info, after all... 
I think it's only in the special edition which adds some scenes 
What Metl Says 
Hadleys Hope did ring a bell, but i was connecting it to Halo. I know, lolwtf?!?!

The directors cut/special edition does mention it.

Lame me. 
Halo (...) lolwtf
Well to be fair, Halo owes quite a bit to Alien(s)... 
Here are some links if you still want to try the 3O models from Chasm 
You Never Watched Aliens? 
WIP Jam9_dumptruck 
Lots more detail and lighting tweaks to be done. This will be my 2nd Q1SP release but technically my 3rd SP map. Happy to read constructive criticism. 
Looks Promising So Far. 
Probably needs lots more detail and lighting tweaks but definitely good potential :) 
This looks too dark too me, and too empty. Need more details, broken pieces, ... 
Too dark? I can see pretty clearly. Maybe you need to adjust your monitor, Barnak. 
Looks Good 
focus on layout and gameplay before working on details 
Re: #15019 
Thanks for feedback all.

@Barnack The map is being designed for GAMMA 1 setting in the console. I'll be tweaking things a lot before release. As far as empty... yep but little details come last in a Jam. Last priority for me.

@Drew Luckily Quoth makes it so easy to tweak game play with the use of multiple targets per entity. I love it. 
definitely comes in handy, hence why I always pissed everyone off with my non-vanilla speedmaps hahaha 
I think that what makes Quake maps interesting, is the exploration factor, the atmosphere, the out-of-this-world feel and the vistas, the details.

Thi is what make Quake different (and superior ?) to most modern games which are using high resolution textures and fake 3D to make them realistic looking. Quake compensate its low resolution texture set with more 3D details.

Add more ruins, piles of bricks, rocks, broken parts, pilars, columns and altars, pipes and machinery, holes and traps, broken walls, etc. This is so cool in this game ! 
lookin' good. the first shot feels pretty doomy. When is the deadline for jame9, anyway? 
Deadline was extended to the 22nd. The big area in that first shot is an homage to Doom 2 Map03 The Ganlet. I was going to stick to that layout but that central area is really all that survived.


Add more ruins, piles of bricks, rocks, broken parts, pilars, columns and altars...

These are WIP (work-in-progress) shots as I mentioned. I'll put in as much detail as I can. I was planning on it. I totally agree with you about atmosphere. Jams are jams though. :) My shoulder is already killing me from mapping for hours on end! 
Hello just wanted to show off my QWTF map. :) It was made with Trenchbroom and tyrutils. 
Too bad this is a team/deathmatch map.

Perso, I only like/play SP Q1 maps. 
Cool. I will check it out with some bots. 
Oh It's TF 
Tough Crowd. 
func_ is primarily a singleplayer focused site. I don't know of any TF mapping/playing communities, I don't even know if there are bots for TF?

You're always going to struggle with feedback on such a small niche 
I'm also singleplayer, but for a CTF map is looks amazing! 
release the source so somebody can make a single player version 
Multiplayer...looks awesome tho. 
The screenshots look cool. But the Quake version of TF AFAIK has no bots and not too many servers. Please let me know if I am wrong. MP Quake is not exactly user friendly. And yes this is a SP focuses site for the most part. My first two posts here were for MP maps. So you're not alone. 
Fly Trap 
I deleted the stem and furnished it on a button plate.
I wonder how the qc would work, while eating the player.

Fly Trap

You've got mail, mfx. 
Cancelled Hc4. 
I have cancelled hc4 for reasons I'm stating here, starting from the next paragraph.

It is true that I was not an honest Quake map author. That was because my Quake maps were plagued with issues. Inconsistent, poor brushwork, too many monsters, unnecessarily easy, and worst of all I release a new version of my map that, contrary to my statements that it will be improved, are often worse than the original level. I won't lie anymore, okay anyone?

That spatial transcendence thing was dumb. I tired of word salad. "Psychedelic" is awful. "Anti-authoritarian" is awful. I brought up "word salad" in the same sentence with "Skinny Puppy" in it. I don't hate Skinny Puppy, it's just I don't listen to them as much as I used to since February 2017, though occasionally I do that when I have enough time to do so (which is nice but rare). I mostly listen to metal music (especially thrash metal), industrial music, old electronic music (including 20th century Detroit techno and 90s electronica), ambient music, and yes, Nine Inch Nails (yeah!). And I don't watch anime a lot these days.

And please notice that I am posting here without my func_msgboard "hexcalk" account because I don't use it anymore. That's because I was annoyed that my name appearing on the FAQ page for 3+ months straight without an apparent end on sight because people thought I was browsing func_msgboard for far too long. I still have my email intact, thankfully.

Better luck next time, me! ;)

hc4 was a metal map named "0: Metallic Fort", and I put up the final incomplete version on Quaketastic because I spent too long changing it. The link to the source map is here: 
WWTF Dude !? 
Heeh ? 
Okay, I was already encouraged by the func_msgboard community to get better at mapping, so yeah, I have done this "I release an incomplete version of hc4" thing for that reason. I am growing up, hoping that people make my mapping skills reach maturity levels. Whenever somebody tells someone to make a good Quake map, it's proof that the author's gonna accept his future as potential to become satisfied with how polished it is. 
Go map!

func_msgboard is not always the most pleasant place for newbs or people who go against the norm. Map for you and no one else and you will be happy. Just be prepared for criticism, learn from it and then let it go. 
mapping block is a regenerating process.
three months rest makes dust falling off. 
Interesting Responses. 
It's nice that everyone is giving me advice here. I'll listen. 
You Sound A Lot Like Me, Down To Not Logging In 
"Inconsistent, poor brushwork, too many monsters, unnecessarily easy, and worst of all I release a new version of my map that, contrary to my statements that it will be improved, are often worse than the original level."

The one difference is my maps are unnecessarily hard instead hahaha, but that last thing did happen when I released the Arcanum demo people thought the house map was fine, but then when I released the final version of the same map in the episode people hated it lol. Another difference is that I never cancel projects ever, I just take years to finish them. Oh and also I tend to listen to more metal-ish stuff. But keep at it, mapping is fun and interesting. 
TF Bots.

Only three of the waypoint files work and even then the bots are MEH. 
Re: TF Bots 
TF takes a lot of work to play on Quake even with humans. Configs etc. I personally wouldn't bother. Team Fortress Classic and 2 were more fun IMO. There was a GREAT Quake 3 version but no bots IIRC. 
I always keep a copy installed on the off chance people happen to be playing, which is incredibly rare.

Something that I started months ago but lost steam on. Hoping to finish it...someday.

Inspired by Neuschwanstein Castle 
Go back to that one! Looks promising. 
Yeah MUK 
Looks real cool. 
Inspired By A BavarIan Castle, 
really? Then how come it looks more middle-eastern than bavarian? 
Cos It's Inspired By Not Derived From. 
Don't go all sock on us. Just come back to it later or start a new one in a different theme. Just remember, have fun with it. 
Hey Mukor! 
Your loss of steam is the surprising moment of the observer!

I had a hard bite on FourFeather castle too.

Your map has a shadely athmosphere, looks promissing!
Map on!
Ikwhite Is My Secret Love Next To Metal-theme. 
I'll start a map in a new theme. I already created a outdoors Japanese shrine-themed map before saying this (as of now it's only 1 brush), but I've paused work on that one because people expect me to take a mapping block or start a level in a new theme. I chose the "new theme" route because I wanted to release another map in this year. It's gonna be an indoors Japanese castle map. 
Just Kidding. 
I'm not gonna do that "indoors Japanese castle" theme yet.

I'm just gonna do a map in a new theme, that being something I never quite used before. After I release that map, I'll take a 3 month break from mapping, then I'll do that "outdoors Japanese shrine" map and that "indoors Japanese castle" map. ( 
Have fun with whatever. Don't place any worries of expectations on us. We'll play whatever you make, whenever. I've got 4 maps I have been working off and on for 5+ years and no one has given me crap about taking too long or whatever. Take your time. Have fun! 
Okay, I'll "have fun with whatever" as you say! 
Blown Glass In Quake? 
Yes it is possible:

Being playing around with the alpha key and simple glass textures and came up with this little hourglass / sands of time thingy. Making it illusionary allows for the sand to be seen inside.

The alpha key is one of the coolest features available, thanks to whoever implemented it. I'm not sure if all engines support it though. I was thinking with alpha, and maybe a blue glass texture one could make ice cubes and a frozen castle style map... Lots of possibilities. 
I don't see the glass, only sand in a very dark corner.

But yes, my tech map makes use of alpha for lots of things such as glass. 
Better Shot Here I Hope... 
Imgur seems to have really destroyed that other shot. This one its easier to see the glass in. Never sure how dark things are going to be... 
If you post screenshots, it's good to know to tune up the gamma 200%.
It's hard to keep up with the thin blue gamma colour.
Nice done!

I was working at something simmilar static entity.
And statics have no transparents.
Thanks Madfox 
Now I see it. Subtle but well done I think. 
Thanks for the tip. I like how easy Imgur works but I'm not to happy with the way screens look on there. I increased the brightness and made the alpha higher in the second screen.

Your model looks really cool too. You are certainly the master of Quake modelling. I would like to learn some modelling after I finish my current map, but it seems very challenging. 
High Performance Rain 
shader/brush rain

An alternative to DP's rain that has virtually zero impact on performance, even with very, very low-end hardware.

Next is snow, which will be a little more tricky. 
isn't there a fillrate cost in areas with long sight lines? 
I Can't Answer That Question 
I'm certain it *technically* has a performance impact, but in my tests (so far) it isn't appreciable. 
let it snow

This turned out much better than I expected; however, there are a few issues: 1. when viewed from certain angles a pattern is noticeable, but this can be fixed by using more than one snow texture and varying the texture alignment, and 2. the brushes move in unison. It would be nice to make one set of bushes begin their move while the other set is in the middle of its own. I don't think there is a way to time delay deformvertexes purely shader-side. It's not a super big deal as you have to sit still and really look to notice it.

After reflecting on what metl said about line of sight, I figure you probably don't want to fill massive open areas with rain/snow. But, I think if you correctly hint/optimize your map there shouldn't be an issue. Compared to particle rain/snow, this method is worlds apart in terms of performance.

Also, in the video the framerate dips because of the recording software, it's normally pegged at 1k. 
Nice, KP! 
2. the brushes move in unison.
You could use your fix from point 1 to prevent this, using duplicates of the same textures with their order shifted. 
Nice, KP! 
Looking good. 
Nice! Use ash instead of snow =) 
Where's the download-it-now! button? :) 
I Like These Weather Effects 
Very cool stuff :) 
Thanks All 
@mugwump - that won't do it, unfortunately. I'm speaking of the deformvertexes parameter in the shader. I use "move" to make the brushes appear to sway to and fro in a sine wave motion. The lame part is that the shader is executed globally at the same time at map load so all brushes reach the end of the move and change direction in unison. Offsetting half of the shaders so that they begin their move while the others are in the middle of their own would be preferable.

Use ash instead of snow =)

figured out the "deformvertexes happening in unison" issue. "phase" is what I was look for. snow is awesome now :D 
Madfox! Come At Me, Bro! 
I prepared test statue.
Works in vanilla.
Light is not exactly right on the 2nd screenshot, but I just have put it into some simple scene, to see if it works.

Statue - QME
Statue - WinQuake

1v1 me Muk style! 
That statue looks really nice :O any plans to release it anywhere? 
Oh Dear.... 
kreathor, maybe the grey skin could be more weathered.
Resolution is good. Made it yourselve or converted?

1) some 3D scan (photogrammetry);
2) Retopo;
3) UV Unwraping;
3) Baking AO;
4) Baking color;
5) Mixing textures;
6) Indexing and adjusting;

Voilà! Quake statue :D

Retopology consumes most of the time in this case.

I have to try add more weathering in Substance Painter.
Now when I have a pipeline, I'll create some stuff from scratch :)

That statue looks really nice :O any plans to release it anywhere?
Yes I will release it. I want to create a statue pack, with few different cemetery statues/sculptures, but first I would like to use some in Episode Jam :) 
statue pack
Hmmm, cool idea. Any Cthulhu statue in that pack, by any chance? I could use it on a future project. 
Any Cthulhu statue in that pack, by any chance?

Depends on how much time I'll find for this :) 
Fingers Crossed! 
I won't be needing it before months, though, years maybe, so there's plenty of time. I have this long term goal of making a full-on lovecraftian episode but I want to finish my other mapping projects first. And I currently have little to no time for mapping. 
Ter Shibboleth Delay 
Due to unforseen technical issues, Ter Shibboleth will unfortunately not make its July deadline. The release of the episode will coincide with the next official release of Quakespasm, which will also be a requirement.

Thanks for your understanding. 
How about the smoking angels from heaven and hell? 
#15088: KenChennar 
Really looking forward to that episode. The teaser videos you posted a while back looked amazing.

Maybe a slight delay is even a good thing, so it doesn't coincide with Mapjam 9. 
When downloading the terminator.3ds file I thought it would look good in Quake. Bad thing it has that many triangles.
So I remeshed it and added some new subposes.
Now it has more the look of a Quake2 entity.

It seems fitzquake085 doesn't like its highcount verts.
817 vrts/ 1968 trs. It just shuts down.
Quakespasm runs fine. Didn't see that coming. 
I thought you were talking about THE Terminator, as in "I'll be back"... That's a model you made? I like its very steampunk look. I think it may go well with ogres and knights in metal maps. 
Lots of details go lost. As you can see the original is more challeging. So no. It's no schwarzenegger.

I got it from a free download site Space Marine Battle Group.
I neede some models for a space mod. 
I think it's WH40k terminator :D 
You can totally see the original model is from Warhammer. Your textures (I assume you did the texturing yourself) give it a completely different feel, though, much more quakey. 
Chapter Honour 
Back when I first got into Quake I played a lot of a mod called Chapter Honour, which recreated 40k 2nd edition in the engine. It was a really weird idea actually, you had the movement mechanics of a normal FPS but the combat resolution was all random dice rolls according to the tabletop game rules. But it had all the space marine models including a low poly terminator:

This is actually one of the earliest skins I ever did for quake, although I didn't make the mesh. 
Nice Preach! 
Tried to find out if the mod was still available somewhere. Is this it?
I found it on a site dedicated to... the Amiga! 
That's the one. Worth noting that although you can play it in single player it's supposed to be a multiplayer game, and there aren't any bots so it might be a bit tricky to really experience it.

Also you won't really have any of the maps - although I still do have a folder with some of the more popular ones - I can upload if there's interest. They are real products of their time though - it would be generous to suggest that they are stylised representations of the appearance of wargaming terrain... 
Ah, I Don't Play DM... 
But I guess some might be interested. 
I'm Terminated 
That looks good, Preach. Really a fine skin tex.
It took me days to color the thing.
No plans to use the mesh for a Q1 entity?

I watched the gif files on the site, after I had animated them.
Then I reminded I forgot it's mighty hand swing.
Another strange thing is, that when I visited the site a few years ago,
the downloads were 3ds.
Now it are replacements one can use to update the game.

So it is Warhammer.., mugwmp.
I had the idea it was something like Command&Conqerer. Funny to see such a hughe monster change to such a tiny piece on the board. 
Screenshots From Upcoming Quake 2 SP-maps Here! 
As I am working on a new SP-unit for Quake 2 in time for its 20th anniversary, you can if you want see some of the screenshots from it here: 
Looking Good! 
Not sure how torches fit in the über technological world of Q2 though. At any rate, the flame looks a bit too orange and lacks brightness at the bottom. Points for effort. 
What If... 
Quake was the sequel to Quake 2? 
Very Impressive 
Wow, nice work, quakeulf! Looks surprisingly and impressively Quake-ey for Q2.

This and Citadel make me want to get Q2 up and running again... 
There's nothing wrong with torches in a cave. Ignore Mug on this one. 
There's nothing wrong with torches in a cave. Ignore Mug on this one. 
Am I Not Right About The Flame, Though? 
flames look good
other shots look fucking awesome 
I Agree With Mugwump On Both Points. 
The skin looks a bit too simple and comicy, needs some darker ("vertical") parts like the Quake flames. 
Id Textures Only 
Since I am making use of only Quake 2's internal textures for this to make it as vaniller as possible (meaning you don't have to do anything except for putting the maps in the "maps"-folder and start the game by typing in the mapname or click the shortcut), I have had to make the most out of what is already there.

If anyone can point me to a better texture let me know. 
I think it's really cool precisely for that reason. 
Fires have different characteristics depending on a bunch of factors. There must be large concentrations of Calcium Chloride in the atmosphere on Stroggos!

Go with your vanilla textures. I think you're smart to make this as accessible as possible to a great many owners of the game. 
Temple Of The Moon 
Here is a new screen from my AD map Paradise Sickness:

There is a lighting issue that maybe you can spot: The pillar on the right is both a detail brush, with the upper portion being a breakable designed to shatter. The lighting seems to split exactly where the detail brush and breakable meet. The breakable works fine but the lighting is wonky. Can anything be done? Should I make the lower portion a breakable that is immune to damage maybe? In this case why does the breakable appear "darker" than the detail brush?

Any help appreciated, thanks! 
I'm not sure what's causing that, could be a bug in the light tool.
One thing you can try is set "_shadow" "-1" on both the func_detail and func_breakable to stop them from casting shadows, in case the func_detail is casting a shadow on the func_breakable somehow.

Another option is to change the solid part of the pillar into a func_wall and set "_shadowworldonly" "1" on both the func_wall and func_breakable, this will make both parts still cast shadows, but only on the world (not each other). This is a new key in the 0.15.10 version of my tools 
Note that "_shadow" "-1" only works if the map is compiled with tyrqbsp_ericw 0.15.10 unfortunately. 
Smooth Pillars 
@negke - Yup, I posted this over to the tyrutils thread and ericw and Spike helped me out with this lighting anomaly. I have the new 0.15.10 and it seemed the breakable was being lit differently than the detail pillar because of the way the phong shading was applied.

Because the pillar cracks in half at an angle the pillar end is not flat and apparently this made the phong shading act wonky. But by reducing the_phong_angle to about 45 the shading smooths out and the func_breakable and pillar are lit better. The strange effect is still there, but almost impossible to notice. Smooth like... a woman's legs. The only way I could get the pillar and breakable to light exactly the same was take off phong shading completely, but that is not desirable.

I will point out that I had some other little breakables on the pillars that were strangely shaped, very thin slices, that would break off like Hollywood squibs in a matrix scene. I could not get these to light correctly at all, even with adjustments to _phong_angle. I'm not sure what can be done, but I suggest keeping breakables on 12 sided pillars as simple large chunks with a flat end.

This One Will Be Interesting To Animate... 
started this guy last night

quick mockup sculpt before committing

modeling is slowly getting easier. maybe someday it will actually be fun :/ 
Niiice. Alreading looking great at this early stage. 
Quake 2-stuff Is Here 
Observe it on Twitter:

It's the chronologically last map of my upcoming Quake 2 singleplayer-unit btw. 
Looks like a good base file!
Somehow gives me an Archville character.

If you want it animated, give me hint. 
Thanks For The Kind Words :D 
started another one this morning:

heretic sculpt

original doodle from days long past

original sprite mockup

after getting two enemies and a viewmodel under my belt I feel brave enough to tackle something a little more ambitious. it's nice to finally see what he looks like in 3d. now i'll attempt to make him look a little less caco-esque :P (it's not a rip-off if you call it an homage, right guys? ...guys?) 
I Like... 
how elongated he is in the Sprite mockup as opposed to the others. Groovy design tho. Reminds me of an evil version of Hindu god Brahma. 
yeah, I need to figure out what to do with that area. I put long hair there because I suck at drawing and didn't want to deal with it at the time, same goes for the top of his head. The drawings just serve as notes for when I "do it live" at a later time (which is now). I just overlayed the sculpt with the original drawing in photoshop and they actually line up quite nicely, so that's neat.

I recently discovered the pain elemental from doom 64... so much for having a semi-original idea... 
There are no original ideas. It's all about the execution. Take a concept and work on it until it looks good. Iterative design based on existing designs as a base is how most new things come into existence anyhow. When you made the design form the start you must have been inspired by something, so don't worry. 
I would call it Taenia, because it reminds me the head of a tapeworm.
I loved the design, congratulations. 
All your stuff has an awesome Doom/AD/Retro vibe. Keep it up! Can't wait for your game to be finished. 
@quakeulf - I agree.

@adib - thanks! Taenia - tapeworm from hellllllll!

@Qmaster - appreciate it. I'm trying to be as authentic as possible, I think it will work out :)

Ok, I'm going to take a break from spamming this thread with non-quake stuff for a while. Here's one last little thing: quick n dirty paintover using new sculpt
I'm curious, are you using a hybrid Q1 + Q3 mapping setup?

If so, how did you implement "light styles"? DP's rtlights hand placed? 
Maps are q3map2, I used an in-house UI for DP's light editor to set up the lights. There a couple good editor UIs floating around on quakeone if that's what you're looking for.

I have since switched back to lightmaps because the massive performance hit of rtlights isn't worth. That means no lightstyles currently, but I intend to get fbsp support into DP at some point. 
Let There Be Light 
You could have an option to switch between lightmaps for weaker computers and rtlights for high-end rigs. It's a bit of a shame to use an engine that can handle rtlights and not make use of them.

I used an in-house UI for DP's light editor to set up the lights. There a couple good editor UIs floating around
If your UI is better than these in any way, it would be nice of you to share. 
You could have an option to switch between lightmaps for weaker computers and rtlights for high-end rigs.

Lighting each map twice for no real benefit is something I want to avoid :P Lightmaps looks much better than rtlights (AO, bounce, more complex shading in general). The downside, of course, is the lack of lightstyles, but that would be resolved with fbsp.

Our editor is functionally the same as the editors for quake -- just some hotkey differences and default values adjusted to better suit the game's scale, which is different than quake. 
What's that? I'm intrigued. 
It's essentially q3map2 w/ lightstyles: doot. FTE supports it, AFAIK. 
Ok More Spam 
then I really am done for a while :P

oppressor base sculpt

original oppressor doodle

He's pretty goofy looking, but he reads pretty well in game. 
Looks great... wonder what he'd sound like. ;) 
(Speaking only for myself of course) please don't feel like you have to stop. I really enjoy seeing these. I'm excited about your game and it's interesting to see he process behind it.

Speaking of which -- this might be a stupid question, but how do the 3d models fit into your development process? I thought you were using sprites for all monsters and items, or has that changed? Or are the 3d models part of the process of sprite creation? 
@dumptruck - probably something along the lines of "mrwWAAAHRRGGuummmrrr" I reckon :P

@newbie - Thanks :D I intend to post, just in a less spammy manner (fewer, more consolidated posts with juicier content).

The models will become sprites in the end. Most sprites start out as either physical or digital models. Examples: doom/doom2, doom64, blood, duke nukem 3d/shadow warrior.

If anyone has stumbled across pics of heretic's or hexen's models I'd love to see them :) 
Not Really A Screenshot Or A Beta But... 
Was chatting on the Q2 discord(Quakeulf) and I was reminded of and posted this:

Description: A one off, custom made, blood "splattered" metal Quake 2 symbol clock! Made for me by a friend "back in the day".

It mostly collects dust these past 15 years, hehe! 
Hexen Hide 
great model there killpix!
Here 's an old site for hexen maps, models etc. 
thanks, this is a cool resource :D 
Looks Awesome! 
I'm actually excited to play this game of yours killpixel. 
AD: Paradise Sickness Beta/Help Needed 
Well, its hard to believe its been 5 months already. This project currently dwarfs my previous release and has much more to offer. I've got a Beta ready to go and am looking for a couple people to play through and give demos/feedback. You will have to click my name and them email me - private beta.

The map features new textures, sound effects, and implements many AD features such as custom particle templates, storyline and more. I've already posted a couple of screens, but here's another gallery update:

So far I've had a lot of great help and feedback from people on func already, and it has been a blast to work on this. As mentioned before this map is a mix of Egyptian ruins and base map, inspired partly by Operation Urth-Magik. Anyone who wants to be a tester, click my name and email me! I will try to send you the beta within 24hrs.

Thanks, Redfield 
Looks awesome! I got your email and will give it a spin tomorrow. 
Looks great! Though the only gripe I have is that the outdoor area looks a bit dull with lighting. I would suggest adding some proper sunlight, so you can mess around with _sunlight_mangle until it looks right to you. 
The Bloody Sun... 
Hey Breezeep, ya I do agree with you on the flat sun. The reason I've got _sunlight2 right now is because of frustration. I had a sunlight mangle setup, trying to replicate the sun in the skybox and I end up with super vibrant areas of sun, and dead black goofy looking areas of shadow. The shadows are so bad that I place lights everywhere to fill them. I keep replacing lights, compile, hate it, replace, repeat. So I went with sunlight2 for less ridiculous shadows.

Maybe I could try a much smaller mangle, I'll keep experimenting, but I'm really not too impressed with _sunlight. 
Combining _sunlight2 and _sunlight is a good bet.

_sunlight gives you sun light coming from a particular direction that matches the skybox (but fully black shadows), and _sunlight2 is coming from all directions (anywhere that can see sky texture) and helps light up the harsh shadows a bit.
I have a screenshot on in the "sunlight" section, click on "sunlight + sunlight2" 
I never thought to try them both at once, I'll give that a go.

If there is anyone else that has the time to test my beta, please post here and either email me or give your email and I can send you the beta files. I saw that it was actively discouraged to post betas on quaketastic anymore, and to handle it privately, so I'm going that route. 
Switching To Models 
Sprites are awesome but impractical and will be the death of the project if I don't ditch them :(

in-game oppressor model + test animation

original sculpt


It turns out models are 10x easier and faster to produce than sprites and way more flexible. Go figure. It was a naive pursuit and I was too hard-headed to realize it. Note to self: try to avoid such blunders in the future. 
As someone who prefers Quake, as cool as the sprites were I think that models are better.

I think you made the right decision :) 
Good. 100% Prefer Models. 
Same Here 
Yup. And he looks spectacular in-game. Life is all about learning or at least it should be. 
Thanks Guys, Glad To See Models Are Well Received :D 
@dumptruck - I agree. Sometimes stubbornness pays off, not so much this time. However, I'm optimistic about the model route and moving full speed ahead! 
I hope you can achieve the same feel with models. I really liked the aesthetic. 
Models Look Really Great 
I can't wait to see more! 
Just Stumbled Upon This Today, 
thought I had to share:

Yes, you read that right: Soulmarine is remaking Q3 maps for AD, with MP (duh!) but also SP added in. Even got a little help from our own dumptruck_ds... 
Design And Textures Need A Bit Of Work But Good On Him. 
I quite like the idea if he can pull it off. 
Do Not Use The AD (Arcane Dimension) Name For Your Own Mod 
it's not a mod but a map pack/episode for AD. 
I really dont think the guy is calling it "his" by any means. 
Is There 
A way to overwrite something I've uploaded to quaketastic later when I've updated it or is google drive share link better? 
Same file name overwrites previous one i believe. 
on a Chasm Rift Dino 
You managed to extract the models from Chasm? 
I think it's not possible to extract the data from Chasm.
With the viewer are just the first two models to see, the lizard and the knight. All others have a different format in the color gamma, some sort of customization.

After trying out the older programs, I don't think that a clear 3d file could be extracted, or a more efficient coder should have a try. Most are still available under the dos box, but had a dos extender to an older

So I made an example of the dino by using the viewer. A bit of foul texture, but a good looking Turok. First model I suceeded in a split UV filter.

Nice! hope you can do something with the morg and the faust 
Thing is I only have the screenshots of the site, which are quiet flat. Gameresolution is also small, so I have to use my imagination.
I wonder how they managed to obtain the gibbin in partial body corpses. 
You can use Panzerchasm to load up Chasm, then you can increase the resolution to get a better look at the monster 
The screenshots on the site give me enough info.
It was just the intention to extract the files like in Hexen or Doom.
It seems as there are no editors left to handle the stubborn *.30 extentions. I tried Noeesis, Gmax, no way.

To modify new models that look like them is something else.
I'm already glad I got the chasm.wad together. 
Heretic Model Test 
in-game test

retopo (just north of 1k tris!)

final sculpt

original doodle

@shamblernaut - Yeah, I really liked the look of sprites, too :( I'm still sad about it TBH. I made this oppressor sprite because I'm a masochist.

@fifthelephant - Thanks, here's another one :)

@madfox - wasn't the dino cut from the final game or am I mistaken? 
Onward! (away from pixels.) This looks much better, feels much better and is still faithful to the idea of pixel art. I think you made the right decision.

You could do DLC later that is pixel art or some shizzle, but everything is looking ace ATM. 
Yeah, the heretic model is really nice with the swirling tongues and glowing eyes. 
The models look very cool. Though I liked the sprites, too. Not sure what's better in the long run. Models are probably easier to make and more flexible to work with; sprites more in line with the "classic" approach. Hmm, just keep both and make it switchable in the options! :D

Having models kind of suggests there could be some 3D architecture/layouts as well. Not necessarily as complex as Quake, but something to carry a touch of 3Dness over to the environment as well? 
Trailer For Jam9 
Late but worth a share or two.

Should have a cut by Monday. 
@dumptruck - I think so too :D are you using premiere?

@mugwump - i appreciate it. I like the look and the tongues make it particularly unsettling.

@negke - thanks, although probably not happening, having the option to toggle sprites/models would be awesome. There isn't a game out there that does that, to my knowledge.

The gist of wrath gameplay is doom-like combat in quake-like spaces + other stuff I'll detail at a later time. 
Yes I use Premiere (latest 2017 version) at home and Avid Media Composer 8.x at work.

I used a modified template for the grfx in After Effects. 
Well that's a new kind of spam. Does it just take an old post or two, jumble them up and mix a link in? 
Looks Like It. 
I remember that post, it was a reply to me. 
WTF With Spam And Fuck Bots !? 
These guys should be instantly teleported into Quake hell, without weapons. 
Back At It With An E2 Map

Here is an Episode 2 themed map I started a while ago that I've been working on again lately. It might be finished soon or go back into the pile of unfinished maps for another 6 months until I feel like dusting it off again lol.

Anyway, this one is clearly Ebon Fortress inspired. I've been kicking myself a bit for studying the original maps a little TOO close, so I'd like to try and stray away from that in future releases, but a lot of work went into this one already and I'd hate to just throw it away. 
According to your shots, this map is too old school for my taste. Add more details, broken pieces and debris. Make the map interesting to look at, not just to frag monsters. 
I've been kicking myself a bit for studying the original maps a little TOO close

I have no problem with striving for the look and feel of the original game. Map for your taste first! You know from /r/quake I am a fan of this approach anyway.

This looks freaking cool. I hope you decide to finish it up.

And I will be reaching out for that test I mentioned on /r/ within a couple weeks. 

Not sure if you're pulling my leg or what, but if you're serious, then the map is indeed not for you! I don't map in that style for old-school games and probably never will, but I appreciate what other people are capable of achieving with Quake.


Thanks - the inspiration is flowing right now and I've managed to fix up some issues I've been having with it in terms of layout, so I really hope it will be going somewhere soon. I'm looking forward to testing your map too! 
Love the Ebon Fortress DNA. Full speed ahead!

There are parts of the original Quake ambience that have not had all their juice squeezed out of them in recent releases. It's great to see them pop their heads up again. (And I was always partial to the more watery/stony/mossy bits of Quake anyway.) 
Ignore Barnak, He's Weird. 
He wants "pets" in Quake, despite the inevitably terrible pathfinding...

...and he does the thing where there's a space before his punctuation:
Want a shambler as a companion pet ?

Screenshots look nice, hope we get to play soon :) 
He's An Idiot. 
One minor suggestion I'd make aesthetically based on yhe first shot might be to add a little bit of height variation. I'm referring to the wall on the left side there. Maybe some further upraised pillars/ buttresses etc. Maybe some tiering.

Sorry I'm drunk.
In general I think the map looks very good and clean. 
Forget it. Nevermind. 
You "buttressed" your post with alcohol. +1 
Looking Great MissBubbles 
As a rule of thumb you want to ignore Barnak. Do your thing. 
Looks Good. 
I can only agree with the previous statements:

1) E2M4 is a good source of inspiration
2) Try to have more height variation
3) Ignore Barnak

My favorite part of E2M4 is the completely optional zombie sewer with the Gold Key, hoping you came up with something similarly twisty. 
First Shot Looks Great. 
The rest could do with a bit more spectacle IMO. Nothing too outrageous but the first shot has a cool style with the rocks and water, I think you could do more details and designs in the other areas without straying from classic Quake style. 
Looks Delightfully Retro MissBubbles 
Keep it up, I absolutely get the Ebon Fortress vibes here!

As a rule of thumb you want to ignore Barnak. Do your thing

Also this ^ 
I Dig The Retro Vibes 
Have enjoyed your previous releases in their retro glory. 
Problem Is Not The Geometry 
You can keep it simple and "classic", but you also can add more contrast. Dark/light is part of classic Quake vibe. 
Looks Good 
I should go dust off my e2m4 inspired map... 
Looks Nice Miss Bubbles 
Screenshots look great! Really liked your previous maps, so I hope this one gets released soon.

@15199: I'm guessing it's the same set of maps Kaiser released earlier as Harvester of Chaos (Func thread). I'm pretty sure I recognise at least some of those areas. Would be nice to see it finished, if it is the same project. 
Nice screens, MissB. In Barnak's defense though, I would say he has some sort of point in that recent maps have kinda spoiled us of the wow factor for vanilla lack of detail. Still, you nailed the id1 look down to a T, and that's an achievement in itself that not too many mappers have managed to really pull off.

@Pritchard and he does the thing where there's a space before his punctuation
That's probably because he's not english/american. Typographical conventions differ from one country to the next. France, for that matter, does that very same space thing for punctuation marks other than simple points and commas. 
Mon Baguette ! 
Exactement ! 
(should be "ma baguette", though) 
J'enfonce ma baguette, tout doucement mais surement, dans le tendre cul de Drew ! De grands frissons de plaisir parcourent mon échine tandis que je vois suer ce grand connard !

Hé Drew, mouche ta prostate plus souvent mon gars, car elle est congestionnée ! 
This Explains A Lot 
La Pipe Du Papa Du Pape Pie Pue ! 
Hé Drew, tu as des poils au nez. J'en ai dans le cul ! Et si on les attachait ensemble ? 
Screenshot Jam 
whoever is not dead post a screenshot by friday even if its an editor shot 
Here Is My Editor Shot

I had noticed this thread getting used less and less but still continued to neglect it for twitter

Ohhhh Muk. 
Nice. WTF is that statue? 
Khreathor made it for skackys jam9 entry. 
Really beautiful details there. 
Why Not?

It is mostly boxed so there isn't much to show and i reached the limit of what Hammer can show some time ago (around 10000 brushes at a time), so there is lots missing in that shot. 
How About A Textured Shot? 
Not That Much Worked In That Regard 
so it won't make much of a difference and will even look worse, but its the most advanced map i have right now, and the rest are mainly speedmaps, which aren't appetizing for screenshots. I'll see if i can get a decent textured shot of it.

With a bit of luck i'll have this one done before november and i can get to work on the Christmas jam one. It will depend on how much i can control myself on making the map grow. 
I'm Limited To Editor Shots For Now But Not For Long 
Whoa. Polygon-Palooza! Looks great. I can imagine some insane shadows in there. 
Looks Good Muk/ Tronyn. 
Hard to tell coco

Very excited by the stained glass window there love your extrapolations of Hexen style shit 
Tracking chasm scorpion
I got curious, are you doing on purpose because you know of this or it is accidental? I read it before here but not sure if it was from you.

Tronyn, those look good, with the first hard to tewll that it comes from Quake. But on the second shot there is something that puts me off, don't know what, maybe the colour of the water compared with the other textures or the scale of the stained glass. 
Final level of a short WIP episode I've resurrected to tinker with KEEP:

Some of the brushwork in the distance isn't compiling properly right now, so I need to figure that out pronto. 
The scorpion looks really good madfox, does it have AI yet? 
Though it is still in kinky way.

Fun game, though. Not that poor man's quake afterall. The monsters are quiet good textured, and act in a brutal way. Not sure how they managed the partial limbs scattered.

chasm rift/quake1 
You played all of it? using Panzerchasm or dosbox? 
I'm still on the second level, playing on win98.
So far I'm mostly impressed the way it has that quake "feeling" all the time. 
Shambler - Today at 10:01 PM
why has madfox's scorpion got breasts on the front? 
That's The Kinky Bit 
true, the original looks better.

@-Ipowell: your txt vanished.., that's the kinky part. 
*/madfox was googled by the talking head. 
Why is the scorpion green instead of brown tho? 
is my weakest skill. I spent some time to get it right, but the dimmed pal make my ears turn weird. 
Enter Sleepgate 
My first quake 1 based base map, some quirky unconventional way of progressing the level, infiltrate and operate the sleepgate.

Have done maps for the old but gold build engine with Duke3d but familar with 3d engines just never really finished a fully fledged 3d map.

uses a stack of quake 2 textures and requires quoth.

Based on the sleepgate, rather than a slipgate, send your physical being into the world of dreams nightmares, a slight spin on the slipgate tech.

My thoughts on the sleepgate

"Like Doom was based on a hellscape, I feel quake is based on nightmares and dreams

So what if they brang back the slipgate and made it something that can send your physical being into demensions that we explore passively with our minds with our sleep and refer to as dreams.

Its such an interesting cocept if they were to bring back quake and expand on that idea, you couuld really capitalize on all the bad dream tropes like running and feeling like you are getting no where, falling dreams.

I feel there could be so much gameplay in a world with no logic, walking on walls and ceilings, pure chaos demension that shifts around your emotions, your mind makes the world in a way but its subconcious and beyond your control."


I say its in a beta stage with mostly some texture cleanups required and smaller areas textured properly, but should be fully playable.

Infiltrate the facility and gain access to the sleepgate. 
Congrats on your first Quake map. 'm out tonight but you should get some feedback soon enough on this board. Good that you are taking the "lore" of Quake and adding a twist. I am intrigued. 
Cheers I have been pretty into mapping before, I used to use the build engine heaps made the "Duke Nukem Eternity" mod which had some pretty intense mapping, used to use the polymer lights kind of like quake maps and applied quake type techniques to my build maps, but alas they never bothered to fix performance and the editor was very clunky

trenchbroom is a blessing 
Looks Good! 
What skybox is that?

Looks cool, nifty details like the forklift. 
Oh just one of the skyboxes that came with quoth 
slight problems with that beta/alpha thing

- some monster at the start are supposed to spawn in later

- cant finish the map

ill put a new version up soon with that fixed and more texture work. 
k uploaded a new version, texturing is mostly finished, items and monsters

I think there is a bit too much health but i don't know because i know the map well.

requires quoth 
updated the .rar Basically complete now :)

Ran a final vis, no leaks, all texturing done, monsters and items too

Enter Sleepgate

90 Monsters
4 Secrets
Co-op support 4 players 
New Ogre Model 
Please check out my new Quake Ogre model.

You can download it here:

You're welcome to use it for your mods, just please give me credit.


Thats pretty good Chillio.

I like his hunched over stance

Do you have any other Quake models you are working on or plan to work on? 
very nice Chillo!!

I like it! ..I´m using it in my standard setup. Do yuo also have a second skin? so that it can be used in mods like AD? 
New Ogre Model 
and the decap + decapb animations! ;-) 
Ogre Model 
Not yet, but I would definitely like to see him implemented in Arcane Dimensions!

I can certainly add the extra skin and animations to him for AD. 
I'm not currently working on any, but I plan to make a new knight and scrag in the near future. 
New Ogre Model --> AD 
Sock is planning a final update for Arcane Dimensions for the end of October! 
Thanks, Icaro. 
I let him know that I was interested.

I just fixed the model a little more and re-uploaded it:

Here's a screenshot:

The animations seem a bit... energetic. Stuff like the swing attack at 0:13 happen very quickly.

Otherwise a pretty nice model :) 
The model looks good, but some of the animations seem a bit floaty (feels like he's sliding on the ground), or too exaggerated. 
My SP Map Finally Finished 
Release coming in the next few days!

early stages, sourcing and reading up on real castles and what rooms they had.

this is modeled around Kitchen Old Hall Gainsborough

hoping just to sink a few months into a big big castle, man these surface lights are awesome, just deciding how they should be balanced for use with both sides, would i be right in thinking i need to put in a sun angle, and use that angle for the surface of the windows too, and then make a new texture that wont be effected by surface lights to put on the exterior windows? 
Dude Awesome 
back in like 1997 i wanted to make a castle map based on this:

so even Masque, not finished until overhauled/remade 8 years later, was a compromise. I actually think this would be doable today, not exactly like that with the siege towers, river and fields (lol) but with the top level of the castle, a bit of terrain and a good skybox. 
Nice Plan Stabs. 
Not That You Need Reminding Tronyn, But Bsp2...ya You Could Fields 
QUMP First Release Candidate. 
QUMP - the Quake Upstart Mapping Project, is finally released!
10 months in the making, QUMP includes 8 Brand new maps, mostly by people who had never made a quake map before.



QUMP is designed to run in quakespasm or darkplaces, although quakespasm is recommended.


Beginning - Pritchard
Citadel of Suffering - Topher
Manchester's Leftovers - Daya
Start Map - NewHouse
Stygian Waterways - Vingal
Sunken Cathedral - HexenMapper
The Dog Prison - Kres
The Three Towers of Tremendous Terror and Turmoil - Brassbite
The Real /vr/ Experience - Spud (Secret Map)

Special thanks to NewHouse for all his help with this project, and to func_msgboard for answering our questions 
QUMP - the Quake Upstart Mapping Project, is finally released!
10 months in the making, QUMP includes 8 Brand new maps, mostly by people who had never made a quake map before.

GET QUMP HERE: (currently 1.0 version)


QUMP is designed to run in quakespasm or darkplaces, although quakespasm is recommended.


Beginning - Pritchard
Citadel of Suffering - Topher
Manchester's Leftovers - Daya
Start Map - NewHouse
Stygian Waterways - Vingal
Sunken Cathedral - HexenMapper
The Dog Prison - Kres
The Three Towers of Tremendous Terror and Turmoil - Brassbite
The Real /vr/ Experience - Spud (Secret Map)

Special thanks to NewHouse for all his help with this project, and to func_msgboard for answering our questions 
Can't wait to check this out! 
Seems like first bug is found. Brassbites entrance looks the wrong file "brassbite1", and gives an error to the console. That will be fixed in a day and link will get updated. 
i forgot i was in this. Good to see it finally release, I'll have to download it and check out everyone's (probably much better) maps. 
Updated minor QUMP bug, link is the same. current version now qumpBeta2

Some Screenshots: 
nice ogre model! 
Looks Like Shit 
Anonymous Coward 
Instead of just saying the IP of the anon when the post, I propose we adopt the /. "Anonymous Coward" followed by the IP address.

It would certainly be fitting for posts like these. 
just fucking ignore them so we don't have to read stupid "i hate anon posts" every fucking day.

We get it. Ignore and move on. 
Every Day Posts 
Last I checked it wasn't that frequent.

Consider ignoring and moving on next time you feel like slagging off on a post trying to support a content creator in our community.

p.s. I think I'm pretty out of the loop on what those screenshots actually... are? They look neat but they also don't look particularly like any Quake I'm familiar with. Is it some kind of fighting/brawler mod? 
Daz Confirmed For Anon Poster 
Fucked up if truu m8 
@DaZ - unusually salty response from you

@Pritchard Is it some kind of fighting/brawler mod?

This took some real digging (on Mankrip's Twitter feed!) I actually think it's pretty neat when you see the video in action. Not my type of game but still cool enough to check out.

@Mankrip Please 'splain more next time. :) 
I Actually Laughed 
I was obviously trolling in my URL description, so the anon's reaction was appropriate.

And it does indeed look somewhat bad by today's Quake mod standards; it was made around 2004 IIRC, and the maps were very poorly detailed because that mod was initially developed for the Sega Dreamcast ports of Quake.

Pritchard: It's The Ascension of Vigil. Pretty fun mod, never finished, and the latest versions only runs properly on Darkplaces. 
Sorry Pritchard 
had a voreling up my arse or something this morning :/ 
Pics or it didn;t happen. This is SS & B after all.... 
A cursory search revealed no easy way to get TAoV anymore, so I decided to upload it to Quaketastic. Hopefully that's okay and hopefully I put it in the right place. 
I actually just went thru the hassle of finding it myself. I want those skeleton guys! So thanks!

Looks like super smash quake or street quaker or maybe even golden quake axe. 
I was obviously trolling in my URL description, so the anon's reaction was appropriate.

I didn't take your link as trolling at all. I just thought you were talking about the modding flexibility of Quake and that you could make a groovy little fighting game. 
Well, Quake was never about being little, and its modding flexibility isn't all that the game is about. But thanks. 
Producing Pestiferous Peoples To Plague The Player 
afflicted animation/lighting test
concept art
sprite version

bonus: scrapped deformvertexes shader stuff - I like the undulating effect, it makes the purulent masses look volatile. Sadly, I couldn't find a way to keep the outer vertices of the boils attached to the body mesh thus avoiding the clipping so I ditched the idea entirely. Not a huge loss, the effect is so minor I doubt it would even be noticed during gameplay.

I'm not crazy about the model and it wasn't fun to make. It still needs a lot of work but I'm happy to have the bulk of it behind me. Now on to more interesting enemies... 
Looking Bad Good 
You put a lot of work in it. It's quiet a challenge to create a model from scratch, but it sure comes out right.

While working on a new model it is hard to keep a fresh vieuw on it. Hardest part for me is painting the skin file.

Would be fun to see it in game, maybe like a Rune greenish sprite of bad smoke. 
Yeah Nice One Killpixel. 
Got an authentic Northern Britain skin care regime look there. 
I really like the super deformed concept art, any reason you didn't go with this idea? 
@madfox - Thanks, and you're right, it's pretty challenging. I don't think the hardest part for me is the painting, it's probably the rigging... or the retopology.... or the weight painting... or the overwhelming feeling that I'm fucking up throughout the entire production of the model. eh, it all sucks IMO :P

@shambler - I don't know what that regime is and I don't want to (maybe a little... drugs?).

@fifth - short answer: a mistake on my part rooted in lack of experience and the desire for the model to read well in-game.

long answer: original tests (with sprites) taught me that the thin, mangled and busy form of the original afflicted just didn't read nearly as well as the bulky, simple enemies from games of yore example so I simplified the sprite (see my previous post). That line of thinking carried over to the models. I'm not happy with the afflicted and will redo it at a later time and make it more interesting and grotesque. The current one is adequate for dev, so I'll be using it for a while. 
Weight Painting 
First have to make disasters
before one can judge the favorite one. 
Weight painting sucks.
Rigging sucks.
Retopo sucks (I generally just avoid it but then again I don't sculpt much).
Animating a poorly retopoed, poorly rigged, poorly weighted model sucks.

Animating one that is mostly kinda sorta ok is fun though!

Good luck, looking pretty good. As for redoing later, you could maybe just swell up a shoulder or something else simple. 
WIP Shots From The Potentially My First Published Map

Inspired by the works of Tsutomu Nihei and brutalist architecture, the map is focused on exploration (especially vertical) and puzzle than combat. Monsters rather serve as frictions to both elements. It's using Quoth.

I hope I can release a beta version next month. 
Looks cool! 
Very different, will look forward to seeing more. 
Ummm wow. Looking great so far and very unique. 
Demos Of Bod, Spy's Map 
I uploaded some demos of my first four attempts (actually, demo 4 was my fifth attempt; I just had died so soon in my fourth attempt that I hadn't started recording yet).

My comments are in the demos, where I comment the lighting as much as possible, as requested by Spy.

I hadn't expected a huge map with over 300 kills, so I guess I'll record more demos and finish the map when I have some more time. And I guess I gotta swallow my pride and quicksave/load. :C 
damn son :)

Looking forward to playing it! 
Looks very interesting especially the tall stuff with nice neat textures. Keep it going man. 
Le Grunt 
fallen mercenary WIP. Had to pump out one more guy before moving on to more interesting stuff...

@qmaster - it's getting easier...

@sunk - looks cool! 
Thank you Esrael for your demos, i'll make a corretions.

while watching the demos and comments it's makes me realize that you haven't played kinn's huge masterpieces bastion and marcher, the most significant releases of 2000'

so i strongly recomend you to play them,
bod uses the very same assets from kinn's mod

looking forward for your next demos
maybe i should post the updated link 
I sent you an email with demos and a full report. Hope it helps. When this is released I know people are going to love it. 
Thanks For The Update, Spy 
I've done my fifth playthrough now, only this time with the updated map. I died during the second to last arena, so when I quicksaved, I didn't know it stopped recording the demo. It means that there is no demo of me finishing the rest of the map, so I'll just type here the comments that I had made during the last part of my playthough.

The demo is here:

There was a point where the map told the player with a direct message to watch his/her step, which is fine in the sense that it spared me from a surprise death. But, I would prefer if there were some indirect clues that made it clear for the player to watch his/her step. Just telling it by a message is the easy way out.

The second to last arena had the player face hordes of a single enemy type, which meant that sometimes the player had plenty of room to just easily walk around to dodge the enemies while taking them out one by one. Especially the scrags were too easy. Maybe a mix of monsters would keep the encounter more engaging? Like some ogres or fiends to keep the player occupied on the ground as well?

Otherwise the map looks really nice and if the lighting used to be bland, it definitely is no more, in my opinion. The ammo balance was a lot better for me this time, and even if the map is long, it didn't feel dragged out to me. There was enough variation to keep things interesting; even a little bit of platforming to change the pace a bit, which was nice.

In the end, I had fun, which is what matters. 
New Enforcer 

Please check out my new enforcer model:


I would love feedback. Thanks! 
Looking Tasty 
Liking the screenshot! What inspired you to remodel the enforcer, in particular? :) 
Very nice work. It's very subtle at first glance. I went back and forth between the original and yours. The differences are very subtle. More polys for sure but still old-school looking. I like it but I wonder if there's just a bit more detail you could add to the skin or something else to distinguish this from the original? I know it's a fine line though. Overall great work. 
if it's supposed to be a replacement, it probably shouldn't look distinct from the original. 
also, nice work 
@Esreal I wanted to start remaking all the monster models in time. The enforcer is just one that I haven't seen anyone else remake yet, so I figured I'd go with him early on.

@dumptruck_ds I struggled with the concept of adding more differentiations on my model. it would be great to eventually tweak the skin and animations to where it still fits Quake, but is also more noticeably different.

@metlslime yes, i want it to look like it fits Quake, but I do intend on changing it up a little in the future, so that the player easily notices that it is a replacement model.

Thank you all for your kind words. 
Generally Replacements Are Best Done By Improving Quality. 
Rather than radical changes. I think this fits the bill :). 
Awesome, Chillo! 
I dug your ogre and I dig this too. I like the pushed shapes - the spaulders, bracers, the gun and the bunched up pants where they meet the boots. I like his slightly more 'realistic' proportions as well, he's a bit more formidable than the original. The skin is great, but this leads to my few criticisms: being that the skin is slightly higher res and quite noisier than the original, there's some texture aliasing in-game. The contrast is a bit too much, too, and the edges of the backpack are a tad bright in particular. Maybe reduce the contrast a bit, pull back the highlights and lower the noise/diffusion when palettizing.

Great model and I look forward to your treatment of the other enemies!

I noticed this has 270% more triangles than the orginal. The future is now! 
Awesome, Chillo! 
I dug your ogre and I dig this too. I like the pushed shapes - the spaulders, bracers, the gun and the bunched up pants where they meet the boots. I like his slightly more 'realistic' proportions as well, he's a bit more formidable than the original. The skin is great, but this leads to my few criticisms: being that the skin is slightly higher res and quite noisier than the original, there's some texture aliasing in-game. The contrast is a bit too much, too, and the edges of the backpack are a tad bright in particular. Maybe reduce the contrast a bit, pull back the highlights and lower the noise/diffusion when palettizing.

Great model and I look forward to your treatment of the other enemies!

I noticed this has 270% more triangles than the orginal. The future is now! 
I Just Had To Say It Twice! 
but yeah, I pressed submit once... 
if it's supposed to be a replacement, it probably shouldn't look distinct from the original.

The recent Orge and Shambler replacement models are quite distinctive and got a bunch of high praise. This one seems so close to the original that I wonder if it was worth the effort.

Good example of what I mean: 
I don't see that replacement shambler as distinctive. It seems to stay true to the visual design of the original, including the colors, sillouette, etc. and simply adds a little more fidelity, fixes ugly texture seams, etc. 
Avant-garde Enforcer 
Looks very good, nice touches while still staying true to Quake. Good job! 
Enforcer Model Looks Good 
I vote for NOT making it more distinct. The good replacement models in my opinion are the ones that don't immediately jump out at you as new and different, but rather are just subtly improved (matter of opinion, of course). That replacement Knight by Capnbubs would be a good example, as well as most of dwere's replacement weapon models.

Am I the only one who really doesn't like Skiffy's Shambler as a replacement? I mean, I respect the work that went into it and it's incredibly well done, but it looks completely out of place with its smooth curves and high-res textures. 
I really like his shambler, I just think he should redo the rest of the monsters to follow suit. Until then, it is incredibly out of place. 
Very nice faithful remake, good job.

My only question is, why is this enforcer so "jiggily"? Standing still in E2M1 he resembles a bowl of jello!!

Much more dramatic than stock models. Is this a Quake .mdl format limitation/issue? The higher the poly's the higher the drifts? 
Good model Chillo!
It's a bit rougher than the original, as it comes out to be more solid.
I miss the gunflare.

Qmle has a poor grid (512x512?).
When scaling a model down to get it fit in qmle, it often has given me a jiggled size. Then I tried to start them the right size, so small movements don't get scattered. 
Thank you for the tips and demos 
Yes, there appears to be some jiggling (Seinfeld reference).
I may need to rework the model completely. It wouldn't be too big of a deal. Right now, I'm remaking the fiend, and making sure the vertex wobbling doesn't occur any worse than the original model.

If that model comes out looking solid, I'll apply that technique to redoing the enforcer.

Thank you all for the support and suggestions! 
Apart From The Skating. 
That is cool as usual :) 
Love It 
That shotgun reload is very smooth. Great stuff:) 
Agree with Shambler about the skating... loving each update. Cannot wait for this. 
Glad You Guys Dig It 

I'm using func_train for lighting tests. feet will get dialed in when working on the actually entity.

Cannot wait for this.

you and me both! 
BETA: The Dreaded Dreadbase Of Dread 
Hi there,

some time ago I wrote a tool to mass-convert directories with textures to Quake .wad files ( One of the texture sets I applied this to were the textures from FreeDoom.

Clearly, I had to try these textures in a map.

The result (I still consider this unfinished, but playable - a *beta*) is "The dreaded dreadbase of dread". This is my first Quake map, so I'm not sure if it is a) somewhat fun and b) if the difficulty is roughly okay. I can breeze through this thing quite easily, but then again this map offers no surprises for me.



(Includes sources, the .bsp and .lit).

I'd be interested to know if this is something that can be salvaged into an enjoyable map.

For the most part I do like the textures. I am kind of a wad fiend so will look at them in more detail.

The map was fun and very good for a first map.I must say it's probably too easy on Skill 1 because I am a pretty crappy player as you can see if you ever watch any demos. I was playing this at work with a trackball so sorry for the herky-jerky movement. I was playing very cautiously so I only died once. 2 demos here:

I gave you some notes in the demo but I want to add that i think there are too many crates. This is a very doom-y map - and that's fine but add some interesting details to your base. Also the stairs are kinda bland at the moment. Maybe some side with interesting textures and such.

Play Arcane Dimensions: Critical Error map for the pinnacle of base map design. (IMO) It may be some inspiration for you. Here's a 'tube but I recommend it. Fun, crazy map.

Congrats and make sure and update us on the next version or final. 
Sorry. I just happened to notice the link above was a shortcut to the demo zip. Here's the correct zip file with my demos for your base1 map. 
Wow, thanks a lot for your playthrough and demos! This is extremely helpful!

I agree on the crates - a cheap way to fill room without clear purpose since 1993. I need to reduce the overall count of those...

I hope freedoom.wad is useful - all credit to the FreeDoom texture artists, of course! 
No worries. That's what func is all about. 
not fair using a replacement grunt model to make your engine look better :) 
Ha! Retroquad's MDL renderer still sucks anyway.

Besides, better is subjective. I'm sure a fair number of people will think my engine is just weird. 
Also, what I actually wanted to write instead of the parenthesis was "Quakespasm screenshot for reference", to tell which engine was the hardware-accelerated screenshot from, but Twitter's 140 character limit wouldn't allow. It wasn't my intention to sound unkind or to be unfair.

By the way, IIRC I've put all replacement models into a pak11.pak file, but most engines won't load non-sequential .pak files. Either that, or that model is in the test mod dir which I use to test Retroquad.
The map isn't exactly the same either, the one in the Retroquad screenshots was recompiled with lit water. That's also why the shadow in the ceiling above the stairs is smoother. 
is it different than quakespasm/MarkV's "contrast" cvar? (I'm not sure how it's implemented in MarkV, but in Quakespasm contrast is just a multiplier applied to the framebuffer; every R/G/B value is multiplied by the value of "contrast", has gamma applied to it, then is clamped at 255. Pretty sure the output is the same as MarkV.) I'm guessing from the "pal_" cvar name, you're manipulating the palette.

I think features like this are great for playing on laptops / under non-ideal lighting. Turning up "gamma" very far just results in a grey washed out mess. 
Shots Look Pretty Good 
a bit plain, sparse etc but I like the general vibe. Would recommend being careful with the coloured lighting. 
New Grunt Model 
Please check out my new grunt model:

You can download him here:

Please give feedback and thanks. 
I Like! 
especially like the more gaunt look with the skinnier arms - like he's shrunk as he became zombified and now the armour is too big for him. 
I think it's cool that you're working on redoing some Quake models. Would be interesting to see some unique creations rather than recreations. 
Finally They're Equipped With Shotguns! 
Liking the emaciated looking grunt model! Also, actually seeing the corrupted soldier wear a measly shotgun instead of the futuristic looking rifle of the vanilla model really adds to the picture of the soldier having become more or less a brain-dead zombie. 
Looks Great Chillo! 
I wouldn't want to see those grunts down a dark corridor yikes! 
The Grunt's Eyes Remind Me 
I'm really enjoying doing the Quake remodeling right now, and it's helping me brush up on 3D art. I do have a whole list of original monster ideas that I plan to get to once this project is finished. 
Found an elephantalk monster. 
Which Instrument(s) Would This One Play? 
It's like a Delek mutated by some kind of infestation. 
Whats that fro madfox? 
DJing On 6 Decks From The Look Of It. 
Dj tentacle b2b2b2b2b dj tentacle. 
Elephant Talk 
What order does a quake monster have to be?

That was the question that came up to me.
Keeping in mind quake monsters are rather gaga and comick-like they do tend to a darker behaviour like creeping freaks.
My personal feeling is there could be any kind of creatures, at least as it is low poly, has a hazard potential danger, and does not meet the reasonable forms of civilized beings.
At least that's my opinion.
No problem with Bender, MrBig, or JackJazz.

It's just a temperary study in func_cloth function. Animation of secundary movements like swing & balance are rather hard and time consuming to attach by hand.

A "cloth_attach" is a computed weight counter, that gives the model its gravity forces. That way the tentacles move in a natural state, without adding all perticular states by hand.

So I took an OldOne look alike, turned it upside down and started to give it some random movements.

When finished it looks like an elelphant snail.
It has aptitude for music, moves like a starfish, like to puzzle cryptograms, and gives explanations for its behaviour. 
Teh Widz 
widow model and lighting test

concept art

after a recent string of failures I decided to revisit my fist enemy design... and it turned out pretty good! I really like the classic ghastly look, very creepy. her speed and evasive maneuvers should make for a tense fight. I'll probably regret giving her articulated hair (6 segments per hair leaf!) but it should look pretty sweet.

learned a lot about blender and modeling in general with this one: alpha channels (hair, teeth), multiple texture layers (super flexible!), vertex groups, masking, etc. lots of valuable knowledge here that will be very useful going forward (and repainting the previous models).

@chillo - looks good :D

@madfox - did you make that or is it from something else? my inner japanese school girl is frightened. 
She looks great man. Super creepy. And that RL... sweet. 
Thanks Dumptruck 
wish I could take credit for the RL. it's from DN3D and being used as a placeholder. 
Yup Creepiness Confirmed. 
Updated BETA: The Dreaded Dreadbase Of Dread 
Hi there,

I took the liberty of updating the beta for The Dreaded Dreadbase of Dread.

- fewer crates, trying to compensate with more interesting architecture
- tweaked enemy placement
- more sophisticated secrets



There still are some areas I'm not happy with regarding how sparse they are, but I think this should be a nice update regarding the previous beta.

If someone finds time to record some demos, that'd be awesome! 
i'll try to record a demo

but i'm pretty limited to explain my expession 
Re: Updated Dreaded Dreadbase Of Dread 
Just noclipped through briefly, and there are some definite improvements. The brushwork is much more interesting visually. The staircases look a lot better, and it's particularly good how you've broken up some of the large grey swathes with tech details and/or rusty browns, and some more detailed brushwork, e.g. in the first room. The map can use more of that: there is still a lot of monotone grey, and those grey textures really only come into their own when thrown into contrast with e.g. brown/techy textures.

The boiler-like rusty structure you added in the second room is also very nice, not only for the above reasons, but also because it immediately makes the place seem more real and less like a game level, by hinting at mechanical processes going on in the background and a function that the place may have, other than simply being a space for the player to traverse. Plus, by adding chunky structures into otherwise wide open spaces, you're immediately making the gameplay more dynamic, by giving the player ways to break line of sight (which is invaluable in a map with many hitscan enemies like grunts, in my opinion) and opening up ways of engaging with monsters. I'd say the map could use a lot more of that as well, as the spaces are still very, well, spacious.

It's good that you reduced the number of crates, and the remaining crates often fulfil the above gameplay purpose (breaking up large spaces) -- but they still don't look that good in my opinion. I don't think the crate texture and the square brushwork are interesting enough to be used as such a prominent element. The map would be improved if you replaced more of the crates with architecture -- e.g. mechanical structures or pillars instead of a row of neatly stacked crates in the middle of a room. You could then still plonk in a couple of crates here and there for extra visual detail/extra diversification of space afterwards.

I saw what I assume to be new secret areas; those look enticing. At some point I need to play through the map properly and find them. :)

TLDR: Very nice changes, but I'd say take it even further.

Also: it's interesting to see your progress. It looks like you're just replacing the download and the screenshots as you update. I tried to go back to the earlier screenshots you posted for a side by side comparison, but they turned out to have been replaced by shots of the updated map. This is kind of a pity; it would be great if you could rename the updates something else, e.g. base1v2/v3/etc. or something. Just my 2 cents. :) 
@spy And @former_total_newbie 
@spy, thanks for your willingness to give the map a try!


Thanks for you quick look - I agree that there's more to be done. I often find that it takes quite a while and much experimentation to come up with interesting brush shapes - I guess I'll need a few more iterations until the boxy feel of some locations is fixed.

Yeah, I was foolish enough to not keep old screenshots around. So, I created new screenshots of beta1 and beta2 in areas with significant changes: 
here's the skill3 demo

i liked a lighting very much, the gameplay itself
was around the id maps 
Wow, your demo is very useful! You're certainly playing quite differently from how I approach things (great jumping skills!) and I now see that some encounters don't always work out as intended.

For instance, it never occurred to me that one can simply cheese out of the Shambler fight by leaving the arena, I always go in guns blazing. But then again I don't play on skill 3 ;-)

Also never noticed that the Shalrath doesn't trigger when staying in the elevator.

Seems the secrets are too obscore. They are marked visually and/or via geometry, but it appears it's too easy to miss them.

I wonder why you seem to dislike the lighting gun. Does it make things too easy?

Thanks four your kind remarks regarding the lighting. I spend quite some effort on tweaking lighting to my liking, and your comments enforce my impression that lighting is, indeed, very important. 
@ SavageX 
I'm a bit of a drrunkkk, to explain some thing prroperly, sorry

speaking of a secrets - i'm failed its plain and simple

about the shaft, it seems i have missed the super nailgun, but i'm strongly believing there ain't no need for a lighting fgun(Sorry for my broken engleesh)

overall , it is a great map to starting on (Sorry for my broken engleesh2) 
Shots Look Nice 
sparsity not always a bad thing. some good little touches here and there.
Reccomendations>>> maybe non wood crate texture? JF2 texture pack or whatever by Metl has some nice basey ones that might fit well. That one for the oblivion mod? Someone please clarify if you could

re shot 3 having some trim around the holes through which the big columns recede would be a bit more visually pleasing.

one other way to break up monotony, eg in shot 4, might be some recessed computers or vents in between the panels. Again could mine the aforementioned wad, or even rubicon2 for some that might work there.

can't comment as to gameplay, sorry! 
New Demon Model 
Personally I don't think a fiend would be so gaunt, specifically around the biceps. They need to look as though they're capable of smashing through armour with a single eviscerating blow. 
Where Are Eyes? 
Oh Lord... we go again 
its "bicep" could be bigger, but overall looks great. Also what about adding some blood to the ends of its claws? 
Claws Paws And Maw 
Need blood.

Then again it would explain why the poor feller is starving. Ya beef up the biceps a bit, and feed the poor guy and he'll be grand. I love fiends! Looks neat. 
Looks Perfect As Is 
... except yeah blood claws.
lil biceps work for me. 
The more gaunt appearance works for me, because it seems like the fiend hasn't eaten in a while, which in my mind makes it more wretched/dangerous. 
Chillo Fiend 
I don't think I like it as a fiend replacement, but it has the beginnings of an interesting monster -- maybe an additional variety on the fiend? The thinner claws make it look a little like a bird carcass or a Half-Life headcrab in-game, which is unsettling (in a good way). If it had a faster clawing animation than the fiend, I could see it becoming a nicely terrifying monster.

The whitish hooves look fine in the editor shot, but in-game it looks like the fiend is wearing white running shoes. The open mouth during the attack animation also doesn't work for me aesthetically. 
I can adjust the biceps, maybe adjust the coloring on the hooves. Adding blood will probably help as well.

I'll also see if I can adjust the mouth during the attack animations. Make it more subtle.

Thanks for the feedback, everyone! 
I can adjust the biceps, maybe adjust the on the hooves. Adding blood will probably help as well.

I'll also see if I can adjust the mouth during the attwck animations. Make it more subtle.

Thanks for the feedback, everyone! 
Can you adjust the eyes, to make them exist? 
Ban OTP. 
I Mean, He's Not Wrong 
Never understood the eyes vs no eyes Fiend argument myself. At least the Shambler's fuzziness is questionable enough to be worth arguing about (including two opposing official stances, A. Carmack saying it's flesh and Romero saying it's a shaggy yeti coat), but this isn't 1973, it's easy enough to open up the pak files and look at the Fiend's texture and gaze into its piercing yellow eyes. Yes, there's an extra bit at the top that, if applied, removes the eyes, but it's unused in-game (as everyone should damn well know because we're not barbarians playing with texture filtering enabled making the eyes impossible to distinguish anyway, right?). 
Those Aren't Eyes, 
they're turn signals. 
Shamblers Are Fleshy 
Fiends have eyes
Vores are called vores
Spawns are called spawns
Scrags are called scrags, have eyes, and are fleshy. 
The Shamblers Are Also Farting A Lot 
Dude, why not adding a spiky cock under your fiend model? That kind of long and thin spike that kills a butt! 
Again, I think I like the concept art more than the model. The texture is very clean/flat and I think the enemy design is kind of homogeneous so far. It's good to keep in mind the silhouettes when designing a character

Plus I think more colour variation would help make the different enemies stand out even more. :) 
@chillo - I agree with the advice given here so far. In-game his arms look small and awkward rather than intimidating. Otherwise, he's very cool and still a sweet model nonetheless!

@qmaster - I thought shamblers had matted fur?

@fifth - useful feedback, thanks! I think they can be pushed more in their shape and paint job as well. They're a bit bland atm. There will be much more diversity/stylization among the remaining ten enemies :D 
Shamblers and scrags have similar skin. Scrags don't have fur.

Shamblers have sinewy features in their skin texture, notably on their right arm and thighs. This looks more like skin stretched over a gaunt bone structure (similar to a scrag or vore).

Shambler is derivative of a Lovecraftian Dimensional Shambler, which is definitely NOT a yeti. 
I Prefer My Fiends Eyeless. 
despite whatever 
@killpixel whatever you do, just do it; explode! your talent is exponential. Then back-step and pick up the bigger pieces. You do good work. stop worrying about the now. you will, kick ass when you meet your goal. 
Shamblers have shaggy hair, matted with the blood of their victims. The hair around their claws gets singed when they charge up their lightning bolt which produced a sulphurous odour that follows them around.

Fiends have vestigial eyes inherited from whatever lowly wretch Quake corrupted many millennia ago, but the once vibrant orange glow has been lost as the eyeballs have receeded in to the skull and the horns (once standing proud and vertical atop their head) have migrated down to obscure them further, making their charge attack all the more deadly. Who needs to see in Quake's gloomy halls, especially when you're a mere puppet of some omniscient ancient evil?

Scrags have a faintly transparent, pallid reptilian skin, and they can turn incorporeal to move through walls.

But real Quake fans know all that already, so I don't even know why I wrote it really. 
From: Adrian Carmack <>
Subject: Re: Shambler: Fur or no fur?

Not fur.

Short Bristly Porcine Fur HTH. 
Your Face Is Porcine HTH. 
@qmaster - interesting. Apparently It's confirmed by adrian carmack as well. I will do my best to unsee the fur :/

@r00k - Thanks r00k, I appreciate it :D I'll take your advice. 
Fiend Update

So I've added more blood, beefed up the biceps a little bit, and darkened the hooves.

I've also added eyes. There's no question that the fiend has eyes, they're just so subtle that I didn't think it would matter.

Please let me know what you think now.

BETA: Shifting Planes Of Existence 

I'm still fairly new to this forum (and Quake mapping in general) so I'm just following the convention set by SavageX regarding the format of Beta posts.

So I finally got around to finish my first beta version of a quake map. It's pretty rough around the edges, it's currently only balanced for "normal" difficulty and the artpass is absolutely not done for the time being, but I really want to make sure the gameplay is at least tolerable before giving it some visual polish.

It is a medium sized map, takes about 20-30 minutes to complete, with 106 monsters and nine secrets. Its main gimmick revolves around button-operated dynamic "planes".



(Includes .bsp and .lit. Requires Qouth) 
2nd screenshot is very moody! Nice! 
Looks Like Some Good Styles. 
Nice lighting in 1 and 2. Lighting in 3 and 4 is a bit flat / bright.

Textures in 2 and 4 are a bit OTT with that repeating grille. 3 could do with something to break up the walls.

I'll let someone else do the gameplay :) 
The Gameplay Is What This Map Is All About 
Some feedback (possible spoilers):

Played through a sizeable chunk of the map but got stuck at the big fight in that arena-like area with the silver key door, where you fight several waves of monsters. I'd still like to finish, but I can write what I thought so far (before I forget what I think).

The "moving planes" gimmick is really nice, and it's effectively introduced at the beginning of the map, in a relatively simple space, before things get more complex.

The secrets are fun; I've found 6 out of 9 so far. I really like the way they utilise the main mechanic of the map, although I was in pretty much every instance surprised that I had found a secret, as I thought I was just going where the map directed me. But that might just be because of my play style; I like exploration-heavy gameplay.

I find that the map can get pretty confusing and disorientating fast. This might partly be intentional, but I think it would still help if the player can get their bearings more easily. That would arguably also make the unconventional means of traversing the map (i.e. by means of the shifting planes) more impressive: "Oh, I'm here now!" instead of "err, am I somewhere else or back in the same spot?". I would suggest using the detail pass not just for visual polish, but also visually to differentiate the various areas more.

I have two things to say about the arena/horde/wave fight where I'm currently stuck:

The first thing, which is probably a matter of preference/play style, is that I really don't like it. It's too hard and it seems to go on forever, and it's the kind of thing that's been done to death. The rest of the map was so interesting; to have to plough through yet another cliched over-the-top fight was a real let-down. It doesn't make use of the unique mechanic either -- it's just a bog standard wave fight. I don't know, if nothing else, maybe tone it down and shorten it somewhat, at least for normal and easy? I realise other players might have the exact opposite opinion, though.

The second thing is about the messages, and it applies if if you disregard my criticism above. I'm guessing each wave --or at least certain monsters in each wave-- trigger the start of the next wave. That in and of itself is not a bad way of doing things, but the messages to the player ("there are more to go", "only x more to go", "sequence completed") are a bad idea in this instance. What happens in practice is that you're in the middle of this chaotic battle, where you're killing monsters left and right -- and since this is Quake, they're killing one another too, in which case the player does not see any messages. And then seemingly at random, you see these messages: "only three more to go"; "sequence completed"; "there are more to go"; "sequence completed", etc. But there is no clear objective and no sequence to complete that the player is aware of, so it all just comes across as random gibberish.

Overall, though, this is the start of a really great map, I think. I hope some other people give you feedback too and I am excited to see the final version. No demo, sorry. I always get stage fright when recording demos and then can't play as I normally would. 
...continued (more spoilers):

Ok, I got impatient and just godmoded through that fight. Hmm, I guess that was the end -- except for then having to jump over platforms over an instakill void to then be surprised by spawns. I didn't mind the platform jumping, but those spawns just add insult to injury.

So yeah, a really annoying end to an otherwise really engaging map.

That reminds me: there is a staircase that would lead up to the blue key-door arena, were it not for a doorway that's blocked by vertical bars. And that staircase has pockets of instakill void on either side. This is also a bad idea I think. It looks more like a potential secret area shrouded in darkness (in fact, I jumped in on purpose and then of course died) -- which would be more interesting and less annoying than those two pockets of instant death.

To reiterate, overall this is really great. There are just certain things that detract from the experience in my opinion.

I noclipped around after I finished and saw that there are some areas I missed completely -- presumably connected to the secrets I missed, or maybe just optional extra areas. I'm tempted to play again and try and uncover the entire map, but part of me wants to wait for the final version so as not to spoil it for myself. 
This is an incredible concept. How long has building this map taken you so far?

I haven't finished playing it yet, but like former_total_newbie, I wanted to write this down before I forget.

The whole map feels like I'm inside a giant mechanical puzzle, trying to find the right sequence of switches to move on to the next area.

Is this going to be a void map? I'm curious, because at this point you don't die in the beginning if you fall off the edge into blackness.

The initial view at the beginning is rather unremarkable. I'm sure you intend to add more visuals to represent it as the outside of the complex/fortress/puzzle.

I really enjoy the feel of the level. Despite the texture set being familiar, this level gives Quake a new and somewhat unrecognizable impression during play.

My favorite part so far is of course trying to fit into the openings of the falling platforms. One thing that would be cool to see, and I don't know if this is possible, is to create divisions in the platforms depending on which opening you choose to fit though, since some of the plats have more than one way to get through. This could maybe lead the player through a completely different route through the level than if he were to choose a different opening to squeeze through. Not sure if I am conveying this accurately.

Overall a great map so far, and one that I feel would get even less-than-avid players back into Quake to try it out. Awesome work! 
Shifting Planes Of Existence 
The gameplay is cool. The map corridors are boring, though. For this kind of stuff, I would expect more "weirdness" in the geometry and details. It's not "out of this world" enough (i.e Lovecraftian).

Maybe darker ? 
Three Barrels 
Now in 3D!

Anyway, that's it for sneak peek stuff until the demo is out; I don't want to spoil all the cool stuff. Keep your eyes peeled q1/q2 2018... 
Thanks For The Feedback 
I'm so grateful for all the great feedback I have received so far.

I agree that the ending is pretty weak atm. I'll probably replace the final arena with some kind of puzzle section.
I'm already in the process of addressing most of the other issues you mentioned.

The earliest saved version I can find is from September (it was initially meant to be a submission for Jam 9).
I get what you're saying about the openings in the platforms leading to different paths (and I think I know how to implement such a feature) but I think it's sadly beyond the scope of this project. 
I know this probably won't sway your decision, but I loved the sprite weapons.... maybe it's a bit anachronistic but I love the character they can add to the screen, really charming when done well.

That said, your overall aesthetic is really consistent and good so I'm sure you'll put all the pieces together nicely. Look forward to the demo! 
Woo hoo. Cannot wait. Your hard work is going to pay off. 
@starbuck - I loved the sprites too and thanks :D Looks like Ion Maiden will deliver big time for those of us needing a sprite fix.

@dumptuck - thank you, sir. 
I Lied A Little 
coachgun test animation

thought I'd go ahead and share this last thing because the gun has already been spoiled and it's a personal milestone, so I'm all giddy. Anims are in rough form atm, especially the initial pickup. all sounds can be ignored too (they're just carryovers from the sprite version).

Wow. in actual (3D) viewmodel. functioning. in the game. :D :D :D 
Dig It 
again: cannot wait

can you talk a bit about the lighting. It's subtle but perfectly creepy and dark. Is that ericw's tools or DP? 
Haven't commented on any of killpixel's work but it's all magnificent. Really, really good models and animations, can't wait to see it all in action, and eventually play it myself. 
really nice ammo-loaded indicator, it's really subtle yet effective

also really like the fading (heat?) on the side of the barrel. It's a nice touch. 
Still Shugging Along... 
Bored of having boring flat walls? Nothing some fancy new flat screen TVs cannot fix!

Having trouble finding your silver key? Just add some subtle lighting fixtures where you put it! 
The lighting is looking great!

One little suggestion: use angle and softangle on those spot lights to soften up the edges

From erics tools docs:

"angle" "n"

Specifies the angle in degrees for a spotlight cone. Default 40.

"_softangle" "n"

Specifies the angle in degrees for an inner spotlight cone (must be less than the "angle" cone. Creates a softer transition between the full brightness of the inner cone to the edge of the outer cone. Default 0 (disabled). 
Thanks for liking the lighting - I think getting that aspect right is usually effort well spent :-)

I usually happen to like high-contrast spotlights. For instance, I'm quite happy with those:

In-game, these high-contrast cones nearly have a "volumetric" feel to them that depends on sharply defined edges.

In some places the spotlights struggle with lightmap resolution, though - I shall certainly try _softangle there to avoid an overly jagged look there - so thanks for the suggestion! 
It's really coming together. Great work and really smart additions. 
Yeah, this is getting markedly better with every iteration.

I was wondering when we were getting another update on the Dreadbase of Dread.

Thanks for those comparison shots you posted last time, by the way; those were really nice. Please don't delete them, and maybe you could do something similar again? 
@dumptruck - It's Q3map2 :D That test map is relatively dark. The outside portion where I have the enemy models is supposed be the dark of evening. The game itself has creepy lighting but is overall fairly well lit. Think quake's third episode. All the weapons, enemies, items, keyed doors, switches, and POIs have some sort of glowing bit to help mitigate the negative impact of moody lighting.

@lpowell - thanks, I can't wait for you to play it either.

@shambler - yeah, I'm pleased with the ammo indicators. They're a no-brainer in retrospect, but when I made the sprite version of the gun I was dissatisfied with the busy symbol on the back that was right in your face though it didn't have a purpose. Not sure why it didn't occur to me then... 
@dumptruck_ds And @former_total_newbie 
Thanks :-)

I'll try to have some nice comparisons with previous iterations of the map. In worst case I can just always include the old .bsp and .lit files for the curious to explore :) 
Dreadful Beta3 
Hi there,

here is another iteration of The Dreaded Dreadbase of Dread:

And some comparison shots:





Personally, I think that emotion is what makes us truly human, which is why I extended the exit area to present an emotional feat to the player: You'll encounter a beloved old friend! To ensure I don't spoil things, here's a screenshot that I processed to keep the surprise intact:

(the new exit area is still rather raw, but should still be a nice improvement over just running into the exit trigger)

There are other tweaks (e.g. regarding entity placement) that are hard to show on screenshots - I recommend experiencing things in-game ;-) 
BETA: New Version Of Shifting Planes 
The biggest change between this version (a2) and the previous is the removal of the final battle. Instead, I have added a sequence more akin to the one with the falling ceiling platforms. Besides that, there are a number of other small changes which hopefully improves navigation through the map.
Still no artpass, but I do have some ideas I'm excited to implement in the next (and hopefully last) version.

New Screens:


(Includes movplan_a2.bsp and .lit. Requires Qouth) 
RE: Dreadful Beta3 
Recorded a demo yesterday:

Otherwise, I don't have much else to add. It was a fun and frantic map.

I got the following error in the console: "Host_error: Cannot find maps/excavation.bsp". I don't know if it's related to your map tho.

I like how you can find the secrets using the sound from the teleporters (that's how I found the second secret). Found the third one after the recording by noclipping, and I kind of think it would be more interesting if it was a twist on the shootable secret wall formula like the second secret (e.g. the top of a generator is a secret wall), instead of being a repetition of the first secret. 
Thanks for the demo and for testing in FTE :-)

It's good to know you perceived things as "fun" and "frantic" - in the end what matters is that things are enjoyable.

I see that the Shambler fight just doesn't work out as planned. Instead of chasing the player around (to make it more difficult for the player to hide behind one of the pillars), the additional enemies tend to get into an infight with the Shambler, which actually makes things easier for the player.

Yeah, I'm not very creative regarding hiding the secrets. I want to be consistent (so the trained eye can spot them without axing every single wall) and not overly random. I'll see if I can remix the formula a bit for the third secret, so things don't get boring.

The error message at the end of the level is normal - this map was/is intended as part of a short stand-alone (not depending on Quake assets) single player campaign with the silly name "Zernichter" ( Basically you'd fight your way through a base (base1) up to the surface, where you'd find an excavation site (excavation.bsp - not nearly finished) uncovering a gateway into a demonic realm. There (in a hell-themed third map) you'd try to stop the demonic invasion.

Short and stupid story arch, but of manageable scope. I'm slowly progressing through getting the maps together, releasing them for Quake first. Then I may package them as free/libre stand-alone game (perhaps extending the arch a bit), but currently the liberally licensed assets I can use are of... limited... quality, so that would require a team-effort, e.g., with someone who can create models :-) 
Dreadful Feedback 
Played through this one, as opposed to just noclipping around. Somewhat sleep-deprived, so I hope I'm able to make sense.

Spoilers may follow!

The good:

+ Pipes! The decorative pipes add a lot. Overall the map has improved aesthetically.

+ The final area with the lift is nice; makes me curious as to where it leads. Pity there's no secret under the lift, though.

+ Found two secret areas (MH and Quad Damage). Really liked both of them, although the Quad Damage area in particular felt a bit empty. Maybe spawn some zombies when the Quad is picked up, which the player has to kill before returning to the main map? It would add bit of extra gameplay as reward for finding the secret (which would be especially welcome for players who -like me- find the secret after having cleared the rest of the map).

+ I know it's not new, but I really like that descending lift with the ogres etc.

The bad/ugly (not particular to this latest iteration, but things I don't think I mentioned before):

- Not too crazy about the coloured lighting, though I'm not sure what exactly it is I don't like. Maybe there are too many different colours competing for attention in the same space (red, blue and white lights in close proximity or in the same room), and/or maybe the colours are too saturated.

Generally I'm not a fan of obvious/in your face coloured lighting; for me it works best when it's so subtle that it just feels a little more realistic, without the player's necessarily even realising that the lights are not white.

- Don't like the use of death knights. In my opinion, knights and death knights do not belong in base/tech maps, just as grunts and enforcers don't fit medieval/temple/etc. maps -- unless the map justifies it somehow, e.g. there's a portal/slipgate, and as you draw near, the "wrong" monsters start spawning in.

Haven't played the new Shifting Planes beta yet -- sorry, Spipper! 
Thanks for your comments!

I can certainly dial back on the coloured lighting a bit. I guess that the "computer room" is one of the areas where things may be "too much" (there's red, yellow, green and blue light in there). For the yellow lights (for instance in the gold key room) I might reduce the saturation a bit to reduce the Quake 2 feel.

I understand your dislike for death knights in base maps. For some reason (and I'm not exactly sure why) they blend much less natural into a non-fantasy environment. Ogres are fine IMO (they're fantasy-tech hybrids anyway), Scrags/Wizads are okay IMO (twisted wanderers of dimensions) and Fiends and Shamblers are "monster wildlife" that could just as well shamble on somewhere in Siberia ;-)

Perhaps "knight" has such strong cultural connotation with "medieval" and/or "fantasy" that they just don't blend well with industrial/base settings, while the Lovecraftian creatures are not quite as tied to a specific setting (I could easily see Ogres, Shamblers and Fiends doing evil evilness in steel mill along 1980ies Heavy Metal tunes - Knights not so much). 
Less Elevator, More Stairs 
I took the liberty of replacing the first elevator the player encounters with an arrangement of stairs.

Yes, I know, this is less comfortable than simply pushing buttons - but I'm sure Quake Guy won't mind the physical exercise. It also allows for some actual gameplay being put on several different height levels.

Not very polished yet, but an early glimpse: 
New Zombie Model 
Slowly Moving Forward With The Artpass 
New screenshot:

Old for comparison:

This is going to take a while. 
Very nice. Loving it. 
Spipper is displaying the power of multiple iterations of the same scene. Its an amazing thing watching a space transform like this. Keep it up!

If you havent already, join us in our Discord channel! 
Spipper: nice!

Chillo: he looks very happy. Knees look a bit knobby for my liking but cool other than that. 
New Skill Selection Map 
That looks really good! 
Looks pretty snazzy, the soft fog and warm sky/lighting give it a neat look without feeling arid. Is the bright blue water supposed to stand out that much, though? Assuming it's water, I mean. 
Looking great! 
OTP, Spud, Mfx 

The blue water is not exactly intended - it just happens to be the one water texture I currently have (I avoid non-free textures in hopes of going stand-alone sometimes in the future).

Whipping up a more muddled water texture shouldn't be a major problem, though. 
"Those outdoor shots looks great, and surprisingly similar to Turok:
almost, but better :) 
Heh, that's indeed a nice visual coincidence - I think I'll try to sneak in a reference to Turok into the map. 
My Approach To Churning Out Terrain Fast 
First: lay out all floors and walls as "quadsoup":

Second: Start pushing vertices around until things look "organic":

Overview after approx. three hours of messing in TrenchBroom:

The big sky brush marks the +/-4096 limit of unmodified Quake network protocol. I'm expect I'll have to switch to BSP2 before this map is done. 
Brushwork Terrain Tutorials 
Thanks for posting that, SavageX. I've been playing around with natural terrain recently, also mainly using the TB vertex tool, but I haven't settled into a method that works for me yet -- though broadly speaking, I try to do more or less what you have done here. In my experience so far, however, it's tempting to go overboard and end up with an unwieldy mess of overly complex brushwork (something which you seem to have avoided).

Every so often I see people recommending this terrain tutorial by Sock. As I recall, Adib used it when mapping for the Fire & Brimstone jam. The thing is, though, I can't really make much sense of it -- or perhaps I'm missing something?

To me it doesn't really look like a tutorial at all. Instead, it starts with what looks like some sort of historical overview of terrain in brush-based engines in general, and then it moves on to a fairly technical discussion of something called DotProduct2 and some stuff that seems specific to the Quake 3 engine and Radiant. I really have trouble picking out the parts that are relevant/helpful to Quake mapping in a different editor than the Radiant family. Or is there a tutorial buried in there somewhere, and have I just never found the right link to click? 
the dotproduct2 stuff is 'just' q3map2 autogenerating per-vertex alpha values based upon the similarity of the vertex normal and some specified unit vector. And then squaring it (hence the '2').
(dot(A,B) == cos(anglebetweenAandB)*length(A)*length(B)), or in other words, given unit vectors, dotproduct gives 1 when they are equal, 0 when perpendicular, and -1 when opposing, so its quite handy when doing geometry stuff. squaring it biases it towards 0 in a non-linear way, so you don't need such vertical cliffs)
combined with a shader that performs alpha blending according to said vertex alphas, this gives different textures appearing based upon how flat that part of the map is meant to be.
manually doing all that stuff would take excessive amounts of effort...

its worth noting that its all q3map2/q3bsp-specific and doesn't apply at all to q1bsp (which completely lacks vertex alpha values... and shaders). 
Yeah, Sock's tutorial is certainly covering a lot of things that only apply to Quake 3 (or compatible engines).

I cannot claim to be an authoritative source regarding Quake editing - I'm not a veteran mapper and have yet to properly release a single (!) Quake map (apart from the betas in this thread). I try to adhere to following rules:

- Most vertices I only displace on one axis. So if I want to push the rock surface in, I'll grab a vertex and just push that one in exactly according to one axis. I try to make sure my brushes keep quite some volume (no strangely flimsy brushes), which is why I start with 128x128x128 cubes. I can push those around without

- I try to keep all vertices on-grid. I certainly make sure all vertices are on integer positions.

- be gentle on the floor, don't go as crazy on vertex editing as on rock faces. A few hills and ramps usually work fine, but if you go overboard you can run into collision issues, like players getting stuck on random edges (for Quake 2 and 3 the collision system works quite differently and seems to be overall more robust).

I uploaded an example map with sources over at - perhaps that's useful for you. However, again, I might do things horribly wrong although they appear to be working fine for me for now ;-) 
I've been using FraQuake to generate fractal geometry for my Xmas Jam map. (cavewalls) You'll need to run it in a 16bit compatible OS. I'm probably going overboard with the number of polys but you can dial it in to your hearts content. It's a multi-step process. Create a map in the application and then copy and paste what you need from the output. (It adds monsters randomly FYI) I use TB2's CSG merge to weld faces together to create borders. Then add _phong 1 to make the lighting pretty. I'm having fun and I think it looks groovy

this is the only screenshot I have access to ATM but it illustrates the fractals well 
lots of improvements.
I'd recommend some minor things... for the outdoor area, some upscaled textures set at like a 33 degree angle might prevent textures looking too 'gridlike'...
re indoor base shots, some trim along stair edges etc might be nice. Also, I think you could extend some of the ceilings upwards more dramatically for a nice effect. like the first shot where the pipes jutting out are, if they went up way far into darkness might be nice.
Just off the top of my head. But yeah looks pretty good! 
new intro area looks very cool. Wish you the best of luck with the rehaul - I'm sure it will be tricky but worthwhile as the comments regarding the actual gameplay are almost uniformly positive 
Hopefully The Final Version Of Shifting Planes 
@Drew Thanks!

Finally done with a full artpass. In addition to that, I have also added two new skill levels to the map (easy/hard).
The only thing between this version and a full release is some clipping, some ambient sounds and a bit of testing.



(Includes movplan_b1.bsp and .lit. Requires Qouth) 
Fine Screenies! 
Epic style, dark atmosphere! 
Some cool stuff there for sure. #2 and #4 especially nice. Hope it's a strong theme throughout - looking forward to playing it! 
Accidents Happen 
This happened by accident:

Hmmm... keep or remove... 
Happy Accident! 
Okay, Keeping For Now 
the facial features were unplanned for, but I guess they're somewhat charming, albeit cheesy.

Reminds me of 
Maybe Not Directly Related But It Made Me Think Of This

I once wanted to make a Rune level like that, but could not get it to to work. Maybe one day in Rune 2. 
More Dreadfulness 
I assembled a new snapshot of dreadful things. The "Dreadful Dreadbase of Dread" (base1) always was intended to be part of a short campaign I call "Zernichter".

I zipped up the current state of a custom start map ("Paths aplenty") and base1.


- Start: All new start map for all four difficulties. Of course, the entryway for the hardest difficulty needs to be discovered first. Also includes a hidden reference to another video game franchise.

- Base1: Added another secret, put some gameplay into the existing secrets. Got rid of a boring elevator and replaced it with a more exciting arrangement of stairs. Made sure the first Shambler-fight doesn't derail due to monster infighting.

- Canyons: Not yet playable enough, so not included yet. When finishing base1 it's thus normal to have an error message that canyons.bsp cannot be found.

Nice Rocks Man.

Dipping my toes back in the water, as I do every xmas break, to see where things are at. The current state of Quake editing is so good, it's surreal. 
Vibes Man. 
Love the light and atmosphere. Wooden struts seem a bit spindly but that might be deliberate and work well in context. 
I did a thing.

Ever imagined de_dust in Quake?

Probably not but I did it anyways.

Theres an included readme that attempts to explain the entity chain.

also dont ask me why i put it in demos :P i feel dumb 
and in case its not implied, feel free to use this set up in your maps. the readme explains how to expand upon it with some simple find/replace of the appropriate values.

Only want one bomb? Remove the extra sets of trigger_counter/relays and bombs.

This set up is actually really generic and could power more than just a bomb site :P 
Cool Shit 
the real question is if it works in team multiplayer games :P 
New Dreamcast/Windows 3D Platformer Based On The Quake Engine! 
Hey there! Just wanted to post my project I'm creating! It's a minimalist styled 3D platformer for the Dreamcast using the Makaqu Quake engine!

Patreon Trailer:

Alpha Tech Demo:

Future Player Character w/ animations:

The game is a tribute to my late Uncles music! I need some QuakeC coders for the project so it would be great if you are willing to help! Contact me at if you are interested!

Otherwise, the games Patreon is here if you wish to donate to the project, but it's okay if you can't!

Tell me what you think based on the stuff you see! 
youtube links are broken; they link to creator studio. 
Oops! Here Are The Correct Ones! 
Patreon Trailer:

Alpha Tech Demo:

Future Player Character w/ animations: 
Look Good And Old School ! Dreamcast Lives ! 
A Gun (spoiler) 
I said I wouldn't share anymore so as not to spoil more stuff (assuming that's even an issue). If you do care about spoilers, don't look :D

video (all the usual disclaimers: WIP, unfinished skin, unbalanced, etc).

This gun almost got cut/totally redesigned and was the last to get modeled since I kept pushing it back because I just wasn't able to execute properly. The design did get simplified quite a bit (the intended design was asymmetrical and had a couple broken ribs instead of all metal "claws" as well as some intricate mechanical bits to move them).

Modeling all the other guns first really helped me get over the mental block/lack of experience. I'm not super happy with it, but satisfied overall considering I thought I was going to have to trash it up until the very end of its production.

I like how I come here intending to post a link then end up writing an essay. Sorry about that :P 
Reminds me of a Flak Cannon 
Very Unreal. 
But that's not a bad thing. Really like the teeth/claw style. I think less obvious green might be better tho. 
Unreal Tournament 
Others have said it's reminiscent of UT and I assumed they meant the bio-rifle (I've only played UT3). I guess previous iterations of the flak cannon were similar to this? 
Gameplay Wise 
i think it is like a Bio-Rifle and less bouncy RL's grenades. I suppose that the Flak Cannon is mentioned due to how the weapon launchs its projectiles through it. And by the way i am talking about UT, as I never saw much point in UT2003 and 2004 over UT and forgot about them quickly. 
I have a suggestion regarding this weapon if you want to hear it:

Keep the teethy stuff, but turn it into a cursed gauntlet that the player wears, it bites into the players arm, curses it and morphs the arm itself into a weapon that shoots the green cursed goop or something similar.

Could have some fun sounds, like this:

or maybe a bit fleshier.

You could even do fun stuff like 1hp of life is one shot. Would make for an interesting risk / reward thing. 
Great Suggestions 
But there already is a gauntlet type weapon that consumes (a large portion of health) as ammo. However, this mechanic can be exploited by activating the 'life siphon' artifact if you have it.

Cool idea, I think. My current design for the gauntlet is less magic/cursed and more gory/mechanical (think of the absurdity of the bees plasmid in bioshock, sorta that kinda feel). 
The "Get-away-car" For One Of My 3 Projects 
That looks neat. Reminds me of the spore launcher in HL: opposing force. 
That is super Bio-Rifle-esque in its operation. TBH I always found UT's Bio-Rifle quite unsatisfying to use. I love your model and animations though. Maybe you could swap the green goop for something a bit less "50's B-Movie". Try changing to a purpley colour if you want it to be more Quakey, and maybe when it explodes the blob should really quickly expand rather than just dissipating like a wet fart. 
First One 
Hi! Kind of new here.
Started something simple, I looove Trenchbroom! 
Proper id1-feel* 
Angles Are Goood Mmmmkay. 
@Newhouse & @Shambler 
@qmaster - that's some good ship. Perhaps the wood planks of the hull should run horizontally as opposed to vertically. Also, I totally forgot about the spore launcher! Funny weapon.

@text_fish - Thanks for the feedback. TBH I always found UT's Bio-Rifle quite unsatisfying to use.

How about Quake's grenade launcher? 
Oh Quake's Grenade launcher is splendid. If the power of your goop gun is similar to the Q1 'nade launcher you definitely need to work on the explosion effect though, because right now it looks like a Tinkerbell sneeze. :P 
Mmm, Yeah 
you're right. It does look rather wimpy...

googles how to simulate liquid explosions in blender 
And by that I mean sprites. But if you must know...

Use hooks and shape keys. 
Shapekeys, Eh? 
so far, using fluid sim to use as a mask for sprite creation works like a charm :D the new explosions have much power behind them.

first time learning about hooks and shapekeys, though. Definitely useful things to know. 
They Are Good For Blobby Lovecraftian Things 
Terrain Practice, Getting The Hang Of It :) 
Cool Stuff #15483 
I would say you are nicknick! 
The blobs did remind me of this, not sure if you can do as much shader magic without being somewhat specialized, but I love this effect looks. 
Yup Good Terrain Keep It Going. 
Very nice looking~ 
Thanks!! Some More (heavy WIP) 
Looks Nice 
Good lighting and rock work 
I agree with Fifth, I like the softness of the light at the top and the light source looks spot on. 
so i feel good enough to work more on this stupid pack 
You Have Never Looked Better... 
And that shot is to die for! 
Youre beautiful. 
Loving Those Textures Lunaran 
I Like Everything About It 
Nice Lunaran. 
Holky Fuck 
Ionous and I were just talking about this the other day.

Looks great!

(But: With a floor this wide and open it's maybe worth considering a new variant of the texture with less contrast and repetition, maybe the honey ones?) 
Looks Awesome 
Lunsp2 Confirmed? 
very nice btw 
It looks great...BUT...break up that god damn floor and use a different texture entirely 
63 people on Facebook in 12 hours think you are pretty. Also, several people now are waiting for a new map from you. 
<- Func Heart Emoji 
i guess that floor texture is shit, isn't it 
Not Really 
It's good as a wall texture in small doses. But there's a reason why id used wmet4_8 for floors instead. 
Silly Idea. 
How about a wooden floor instead? 
Keep hoping for a follow up to lunsp1! Is this still the one you were talking about a ways back where the plan is for the map to go downwards? Either way, looks very good and please continue to work on it, or turn it into a speedmap, or something. 
Lunaran, More Pictures Please ! 
That last picture gave me a total erection.

More picts ! 
Yeah Lunaran! 
Interesting. Definitely have potential. 
#15507 God Damn 
yeah! Love it! The unfiltered card/sprite look for trees has (perhaps weirdly) always appealed to me.

These ones from Daggerfall are some of my favourites: 

That's gotta be some pimped out modern Daggerfall port, right? Because if the game looked like that originally, bloody hell did I miss out... 
Actually just looking at the # of trees drawn at once obviously it's a modern port. 
Those Trees Look Nice And Fluffy Pritchard, Good Stuff.j 
The grass could use a few darker shades towards the bottom of the tufts. 
yeah it's the Daggerfall port in the Unity engine. Well worth downloading and having a wander round. Gameplay-wise it's pretty "dated" but has it's moments. 
that's pretty cool! 
I came to Elder Scrolls pretty late with Oblivion on Ps3 so this is great for folks like me. 
A New Map - Work In Progress - Early Screen 
First off, Pritchard those tree sprites look awesome.

So after the craziness of a Disney map is over, I'm going back to something darker and more Quake/medieval in style. After just playing the excellent Return to Castle Wolfenstein (2001), I absolutely loved the castles, crypts and brick textures. I've started converting the RTCW textures over to the Quake palette and currently have a new texture set with nearly 100 textures including some modified Sock/Hexen2/Magna textures.

Here is a really early screen of the new RTCW textures in action. I've made some groined vaults, as the set actually has custom textures for these vaults. The architecture is mostly styled directly after RTCW but is different in scale so I had to chop up the textures a bit.

To my knowledge not many RTCW textures are in Quake WADS, as I've not seen these bricks and trim and colours before. I love the Quake palette so that's why I'm converting them over, rather than use true colour, but obviously I've lost a good deal of fidelity as a result.

Anyways, the map is planned to be a mod with new enemies, and as such is still a ways off... Cheers! 
Damn Nice Textures Son. 
There is a WAD file with all the textures from RtCW on Quaddicted. If you like the, it will save you from all the work you are doing.

Liking those shots, very atmospheric, man. 
not sure if this help, but the screens are too dark for my tastes
otherwise this is incredible 5/5 
Damn Quaddicted! 
It just figures this would be the case, I never saw the RTCW wad there in that mass of wads. Anyways I'm pretty much done converting the textures over anyway. Yeah the screens are really dark, mostly because coloured lighting sucks. 
I've maxed out my phone's brightness and still can't see anything on those screenshots besides a faint light in the ceiling.

Have you increased the gamma brightness in the engine, and are using low brightness in the map's lights to compensate? 
Embrace The Dark! 
Yeah, I always have gamma/brightness set to 0. Its just a dark room with only dark orange and dark blue coloured lights, cause its dark. DARK! My monitor is set at low brightness as well, and its still very visible on my end, but I usually go about adding white light sources to the map later on to brighten things up. I also just threw those lights in to take a screen, the map isn't anywhere nears complete.

Also yeah I can't see anything on my tablet either so I think I bigger screen makes a difference. 
I played RTCW recently. Need to finish it though. I had the same idea you are doing now. using those amazing textures for a Quake level. I won't have time for many months to do something so I am very excited to see your work on this!

The screens look promising! 
fiddle with the colors of the coloured lights and they will never suck.

For the darkness, they are a bit dark but i think that is almost spot on for the first. 
I can't see anything on my tablet either so I think I bigger screen makes a difference.

Yeah, I'm on my 40 inch TV right now and can see it. Still too dark to analyze the texture quality, though. 
Not going to post this elsewhere, as it's very unfinished, but here's a fullbright screenshot from yesterday.

There are dozens of other textures that I've been creating with the same level of quality, maybe hundreds. Still some more hundreds to go.

However, I get easily demotivated when trying to actually create maps. Anyway, maybe someday this will become something... 
Then Make Shorter Ones 
it will help with motivation 
Coce Dropping Wisdom Bombs Like I Drop Post-curry Shits. 
Serious business. Listen to him. 
Well, the maps I'm creating are headed towards environment art rather than gameplay, since their purpose is to showcase the renderer's abilities. In the end I'll merge all of them in a single map, if there's enough memory.

Probably the main creative block I'm having is that textures are self-contained. All the ones I'm creating are photosourced, so they only require artistic sensibility, not artistic creativity, while mapping is a more open-ended task and therefore does actually require creativity.

It's easy for me to create photosourced textures, no matter how depressed I'm feeling. Mapping is a lot harder, not just to envision pleasant environments but also to make them fun. It seems to require a pleasant & playful state of mind.

My current approach is to create textures, try to figure out good matches between them, and to create structural pieces out of those matches (walls, columns, ceilings, etc).
Trying to figure out good matches between those structural pieces and creating good environmental structures out of them is exponentially harder. But it should eventually happen. 
Didn't Know You Had The Copyright To Them 
Shambler, how much for the rights? 
I think the secret is to light it to let the player see everything, but still trick it into looking like deep darkness. Like night scenes in the movies that are shot on broad daylight with a black background. Maybe high contrast with dark colored lights would do the trick.

This kind of "old mansion" set is one of my favorites. Loving this one. 
Hey! This Is A Screenshot Thread. 
More Sexy Quake Screenshots! Give us an erection, dammit! 
Simple And Cubi 
I'm trying to make map with Trenchbroom 2.0 instead JACK and Radiant. 
Nice One DOOMer! 
I feel doom stricken already, Keep it up! 
Classic style. Nice lighting. 
Very Dark But Promising. 
I too like the style. 
Thanks for feedback, guys.

I did not work on the lighting at all, just placed the light sources through approximately equal distance between them. Even intensity of not drive the money changers.

Now I hasn't decided to make light in old school or more modern. But in General, the map will be most likely simple by design, doom-like geometry (without a large vertical gameplay). 
congrats looking like you are taking to TB2 nicely. 
Thanks for your TB2-tutorials, it very helpful for me. 

You do some awesome Model work.
The only thing I'm not too fond of in that last ogre is the Silver metalic looking "Q" sign. It's a bit distracting. Your other models in your 1.6 pack are great too. 

I recently discovered linear attenuation + fading and some better sunlight shaders :D 
Great stuff, looks faithful to the '98 era. 
Thanks ;) 
I'm relieved to finally have the lighting figured out for the most part... 
Looks Very 'unreal' 
Good work, best retro modern shooter to date? 
That's A Tall Order 
reserve your judgement until after you play it :D 
Nice Screenshot Killpixel! 
Spiffy lighting in that one. 
It's really coming together! GG 
@mjb & Dumptruck 
thanks ;) 
Any Playtesters For A Base Map? 
Hi guys!

Would anybody be interested in beta testing a small/medium base map? It's called the Subterrestrial Hangar picture, and is planned to be the first map in a series of maybe four maps.

The idea in all of the maps is that in the beginning you choose a path each with its own playstyle. In this picture you can see that this map has three paths: one involving Quad running, the middle one a "vanilla" path with no powerups and the last path about navigating a slime maze (probably a path everyone's gonna hate, but hey, if you don't like mazes, don't play that path!). ;)

So what I'd like you to do is give feedback on the gameplay: difficulty, balance, and above all, whether it's fun. :) I'd be interested in hearing any suggestions on how to improve the experience. A particular combat encounter of interest for me would be this slipgate room.

I'd like you to test each of the paths on all difficulty levels from easy to nightmare.

The vanilla and quad paths each contain three secrets, the third of which I anticipate is going to be quite tough to crack. Can YOU figure them out? ;) Should I provide more hints for the elusive third secret?

I've tested the map mostly on Quakespasm, but a little bit on Mark V GLQuake and WinQuake modes, too. The map is a mod (due to some custom decorative models), so unpack the zip onto the root of your Quake folder. It will unpack a mod folder called sthangar, so start the mod by typing "game sthangar" on your console and then type "map sthangar" to test the map. (Just giving detailed instructions like these in case of the unlikely scenario of a person with less experience with custom content happening to stumble upon this post.) 
Looking Good, Killpixel 
Quite a bit of work you've managed to pull off! You've made those monsters yourself from scratch? They remind me quite a bit of Doom2's revenants. Where'd you get the textures? 
Nice shots man, not sure when I'd find time for testing but I like the nice bright lighting especially in the 2nd. The multiple path choice does sound interesting as well! 
Thanks, I drew the textures ;) 
Thought About Making Bank On Your Game? 
You've certainly got quite the knack for art, I give you that! *o*

Got enough material on your hands already that you could showcase your game on a Kickstarter campaign, or something? ;) 
We have to help him make cool maps first :D 
@Esreal - Hangar Demos 
Hey Esreal,

I uploaded a zip with some demos and a txt with my thoughts and ruminations.

Neat little base map. Cheers. 
HD Textured Skies 

Zoomed in

Still got to implement save/load routines for these. 
That's simply beautiful. Looking forward to your release one day. 
What size is your texture? 
The texture in those shots and in the video is 8 times larger (128 * 8). But I've also tested with a 2x texture, and it looks good enough in full HD, even when zoomed in.

I'll upload that texture later, but it's basically the original texture with 2x Gaussian blur and a 2x sharpening filter, done in the GIMP. 
Beta Version 2 Of Subterrestrial Hangar 
I'd like to give a huge thank you to Redfield, who provided me with valuable feedback on the first beta version of my map.

Based on his feedback, I've made some changes and uploaded another version for you guys to playtest, if you like! 
If you are interested, i've recorded a playthrough of the beta 2 here:

I played the first beta, so i already knew what to do and where to go :P

What i still think it's strange (in middle route) is that you can completely miss a whole area of the map if you don't come back to that closed door at the stairs. Maybe if you put a key there to open the door to the slipgate you give the player a reason to search the map and explore that area ;) 
Thanks Tribal! 
Of course I'm interested; clicked the link pretty much immediately once I saw it.

Hmm, the more I think about your idea, the more appealing it becomes. Perhaps I will add a keycard to that area in the final version. Thanks for the good idea!

There's one thing I've been wondering based on your playthrough and Redfield's feedback. When playing the Quad damage route, did either of you notice the message popup informing that the quad damage has been respawned? Because when I watched your video, you didn't go back to the beginning to get a new Quad damage. Maybe you hadn't noticed the message or since you were already killing grunts and enforcers you were too busy to go back to the beginning?

Redfield had also told me on his feedback that the quad route is kind of brutal, so he suggested that I add another weapon early in the Quad damage path. So I was thinking that if I were to add a weapon to the path, maybe I could add an NG to the slipgate room storage shelf. Redfield, when you tested the 2nd beta, did you notice the message of the quad damage respawning? Because with that you could easily crush the opposition pouring down from the barracks room. Do you still think the path should get another early weapon even with the respawning quad damage?

If you guys didn't notice the quad damage respawn message, should I add more reminders to the player about the event? 
To be honest i only saw that message when i was editing the video to post on youtube XD
When i was playing i didn't see it, maybe because i was running around, shooting enemies and trying to stay alive =D

But i don't think a "respawning quad" is necessary here. only one is enough for me. but would be cool if you give me a double-shotgun before i enter the slipgate room. quad + double-shotgun = too much fun! =D 
opinions on Qoole editor pls? 
My Opinion On Qoole: 
Use Trenchbroom. 
Qoole Was 
well Qoole when it came out. But TB2 is a great option if you are coming back to Quake mapping or just starting out. 
RIP Qoole 
I learned on Qoole and loved it. Years later Trenchbroom came out and I can recommend it hands down.

The one BIG problem with Qoole is the brushes look fine in the editor but there is a rounding error in the save file which causes misaligned brushes and leaks. If Trenchbroom did not exist and Qoole's errors were fixed though, that would be the one I would have used. 
Qoole was the first editor that I hit a groove with after trying Worldcraft and not initially liking it. I ran into that same rounding / accuracy issue and abandoned it when a bunch of Qmap people said it was a known issue and not to use Qoole because of it.

There was something about it that *was* very user friendly to beginners, moreso than Worldcraft and Radiant.

Even in spite of that bug, a lot of people managed to put out some cool stuff with it. IIRC, a bunch of Aardappel's early maps were made in Qoole. 
"BETA" of BLUE ep, feel free to fool around in these maps. It is packed like a mod, create folder called BLUE, open editor, type to console game BLUE, and start the new game. I haven't been touching this for a while, but I want to finish this soon.

Couple screenshots

Link to zip: 
I Have Played Earlier Versions 
And that was a fantastic retro-ish adventure! NH uses "blue" to great extents here. 
I'll Second This 
Played an older version too and looking forward to playing this whole beta. 
Beta Version 3 Of Subterrestrial Hangar 
Thanks to Tribal's and Redfield's valuable feedback, I've made some more changes to the Subterrestrial Hangar:

-Major overhaul for Quad damage path: Quad damage is now permanent and high tier monsters appear later on.
-Silver key added to middle path
-Added dirtmapping

I've uploaded the 3rd beta version on Quaketastic for playtesting for people who are interested: 
What Do You Think Of My First Quake Map? 
Hello everyone!

I am a long-time Doom mapper and decided to try my hand at Quake mapping. I have just completed my first Quake map and could really use some feedback. What do you think? 
I Think... 
You need to post some screenshots! 
Ok, here is one. 
Nice Archwork! Wood And Stone 
Looks pretty good 
seen great screenshot of a giant runic sword somewhere here, was it from the upcoming dm4jam DLC expasion pack? 
That must be sock's upcoming standalone release inspired by dm4/dm4jam? 
Runic Pork Sword More Like 
Interesting experiment. Feels a bit anti-climatic, though. As if the level was only the introduction to something bigger, like an episode of path-defined levels.

Classic style - except for the props of course. They look just a little bit out of place in a Quake environment, or least next to the idbase textures. Not a big problem really. I found that the doors, while being useful for making the small base appear larger, can be slightly confusing as it's unclear which ones open and which ones are simply detail. You could maybe change the textures of the doors that never open, or add some detail to suggest they are permenently locked, or at the very least centerprint triggers.

No problems with gameplay really, even though for a moment it felt like I broke it when picking the middle path. Got through it fine eventually. Quad path, too. Not sure why anyone would want to pick the slime maze, though. It's a bit awkward with all the pipes one gets stuck on. You can see how to get past them, but it sometimes feels unnecessarily finicky to actually do it. The path is doable, though you can just as easily fail. Not much fun really, and no real benefit apart from skipping combat (e.g. no reward weapon if you dive up in the hangar itself). Quad is permanent while the suit isn't?

On a technical note, the map exceeds the edicts and the models limit as QS reports on developer mode. I believe this is something that can be fixed with little effort. In the slime maze part, each pipe is an individual func_wall which is completely unnecessary. All of them can be grouped into a single entity per corridor. Even better yet, if you use ericw's compilers, you can just turn them into func_detail_wall and save a large number of models while getting the same result (phonged pipes).
Likewise, the blankets on the bunk beds, which are all individual func_illusionaries by the looks of it, can be grouped into two big func_illusionaries (one for each side of the room= left and right of the door), or simply func_detail_illusionary.
And if these two measures aren't enough, there's another big potential for saving models in the monster teleporter room. The trigger_teleports there can all be turned into point entities and they won't count as individual models.

Doing all of that will also lower the edicts count, though I'm not sure if it's enough to get it under 600 (in practice should be lower than, say, 570). But I can look into that if required. 
Thanks, Negke! 
Thanks for the feedback, negke! I tried to download the demos, but the link was broken for me. o:

Yup, the level is to be the first in an episode of such levels, as you suspected. That's why there's a red armor in a tougher secret late in the level and is intended to be used mostly in the subsequent levels.

Yeah, I was wondering if the decorative doors would cause confusion, whether they will open later on or not. Maybe I'll add some large bars that make it obvious that they will never open or something... :/

Yeah, the slime maze... The idea behind the dense piping is to keep the maze challenging even for subsequent playthroughs, when the player has already learned the correct path. After all, it's supposed to be HARD difficulty. There are considerably fewer pipes in the lower difficulty levels, if the pipes are too much. But of course, making the maze hard in the expense of fun isn't quite right, so I just may have to decrease the amount of pipes for the hard difficulty. And btw, the slime maze DOES contribute to some other rewards besides just avoiding combat. c;

I also appreciate the technical feedback you give. I could give your suggestions a shot. Maybe they might help with the map's abysmal performance in Mark V. 
Forgot About The Biosuits 
The biosuits were made respawnable instead of permanent to keep the player on his/her toes. Gotta keep the feeling of urgency and the adrenaline flow going, you know! ;) 
Demo Link Fixed 
Detailed video showing most of Retroquad's scrolling sky rendering features.

I'm finally satisfied with it. 
Bloody beautiful, but the wooden archs could use less polygons.

Also, there's a piece of a wooden beam brush appearing on the inside of the top of the window on the right. 
insane. I've never seen any sky in Quake look that beautiful, including sky maps! GG 
I Don't Think The Arches Need Less Polygons 
sky looks very cool, interesting seeing all the options 
My First Quake Map "Ruins Of Mazotac" 
Hi folks! I made my first Quake map and would love to hear some feedback. It's pretty short and simple, maybe 3-5 minutes to play through.

some screenshots:

Is This A Beta Or A Final Release?? 
A beta. There are a few known bugs I need to fix, and I also wanted some gameplay feedback. Is this the wrong spot for me to post? 
Nope It's Correct. 
Nope That's Cool Man. 
Shots look nice, hope you get some good feedback. 
Nice Shots Mclogenog 
Congrats on the beta release! 
Why Can't I Hold All These First Maps! 
Yet another "My first map" post!
Took a map from an old doom2 dm wad of mine and remade it. Probably not the best dm map, but it served as a place to get used to working with TB.
Small map, 1v1 should be hectic, 2-4 would be bonkers.


From The Shots 
needs more verticality. something bout the colors is slightly off (palette issues maybe). Looks quite good otherwise, detailing looks weirdly good and sufficiently undetailed in those shots. 
Re: Colors 
I mean the mixture of textures. I find it quite hard to have good color scheme when choosing textures in quake myself :-( Something about the limited choice of base textures. 
Nice map for your first outing! Some thoughts:

1. good use of textures overall

2. good idea to choose DM as your first Quake map to work out the process of creating... the Quake SP community is much more active than MP for the most part. I switched from making only MP maps to SP and it's better overall as many more ppl play my maps. Something to consider. func is really geared toward SP maps

3. your lighting is quit good for an old school style map. I encourage you to look at ericw's tools website to see what can be done now with lighting. (I am currently working on lighting tutorials.

4. I really liked the small touches in your map. The uneven walls and floors, the door mysteriously cracked open in the other area. The warped woods planks were cool and I am stealing that idea!!! These all give your map life.

5. some of the areas felt a bit the same though so easy to get turned around. You can vary lighting and / or textures to give players signposts. The player should never be lost in a level.

6. congrats on a very nice looking level

7. keep mapping for Quake! you are off to a very good start.

bonus question: are there leaks? is this map vis'd? I only ask because I had a weird framerate issue here and there. It could be my computer tho. 
I posted this on YT but here's a repost:

I am working on videos this weekend. Would you mind if I did a "newb review" of your video as you mentioned? It may not be out for a while but I like this idea and of course will start with yours!

@megaman @dumptruck_ds 
Thank you both for the comments and suggestions, really appreciate it. :D
Coming from mapping for doom, I still a have bit more to get used to with quake hence the map is a bit more horz than vert. I kinda ran out of ideas at the time so yeah its a bit “where am I?”, as well as high and low detail all over.

As for the vis and leaks, I compiled in TB with ericw tools 0.18 and everything appeared to be ok, unless I missed something. It never complained about leaks in the log after the last compile so /shrug?
Hehe, I can’t even check it atm since my rig of out of commission until monday when the replacement for the new psu I got thursday comes in. 
I'll play it again today on my gaming rig. I wanted to be sure you had vis'd it. The compile is likely fine. 
I just played a DM session with Reaper bots. I added 4 - twas a bit hectic. But the framerate is fine. When I tested it before I was at work on an iMac so crappy Intel grfx. It's smooth as butter on my gaming rig. 
I just played a DM session with Reaper bots. I added 4 - twas a bit hectic. But the framerate is fine. When I tested it before I was at work on an iMac so crappy Intel grfx. It's smooth as butter on my gaming rig. 
I just played a DM session with Reaper bots. I added 4 - twas a bit hectic. But the framerate is fine. When I tested it before I was at work on an iMac so crappy Intel grfx. It's smooth as butter on my gaming rig. 
I just played a DM session with Reaper bots. I added 4 - twas a bit hectic. But the framerate is fine. When I tested it before I was at work on an iMac so crappy Intel grfx. It's smooth as butter on my gaming rig. 
Impressive Penta-Post! 
Is this possibly func_record? 
Must Be A New Record 
2008 was a rough year for mobile internet. 
In 2008 I still had 56k dial-up. 
In 2008... 
I still had a Pentium II. 
Yearly Update 8-) 
A year ago I showed this of a basemap I has been working on for around 14 years.

Anyway here are some more pics of the map, or rather the maps, because since them I have split the map in 3.

I also wrote that maybe it would be done in about 5 or 6 years 8-)
Well it looks like I was right, since I hawen't had much time to work on the map.
Another reason is that I have promised Tronyn to finish this map. 
The Promise Shall Not Be Broken. 
Awesome screenshots! 
finish them 
Holy Schnikes! 
It would be a crime to not finish/release these. 
I recorded two runs with your map (Short Yardage) using DMSP2 (skill 2: 80 enemies).

The central area is great to make enemies fight each other while you watch everything from above =D 
I believe in you! 
I don't know if you are interested, but i recorded a playthrough of your map "Chapel of Darkness" =D 
Between Tribal and I - your map is getting a lot of attention!!! Here's a new series of more general Quake-y type of stuff. A newb mapper review this time. 
Preview Of Castle Darkheart Interior... 
So I posted a TB block out of the castle exterior on Discord earlier, but I've been working on a new texture set, and have done some work in Blender to get a new prop model.

This gallery has 2 shots of the interior of Castle Darkheart. The new texture set is based upon photo textures, taken from images of cathedrals and other materials, all converted to the Quake palette. I've also been using a lot of RTCW, ad_magna, and Daikatana textures as a base to make new ones. (The banner is a fabric sample with Daik dragon, painted in brown.)

So I used Blender to import the knight.mdc from RTCW, converted to OBJ then to .mdl. It had a lot of problems, inverted face normals, and some of the vertexes had to be edited. I also had to create a new UV map and material because the .mdc consits of multiple models and 2 textures, where Quake mdls can only have 1. The end result is ok I think, 509 polys. Now we can finally have a suit of armor to decorate all those Quake castles.

Imgur seems to darken my images, so take that into account. Screens here: 
Nice work. This is really looking cool but still Quake-y. 
That looks great! Maybe add a little more visual detail, for example some damage to the pillars or something. Otherwise it looks maybe a bit too clean.

But apart from that it's really nice, I hope it gets released! 
Puts my recent castle-building efforts to shame. I'll have to steal some ideas >_> 
Don't Worry 
It is too far over hill for me to not finish it now. @Sleepwalker yeah I plan to go over the map with a sledgehammer and smash some of those brushes to pieces. It looks too nice for Quake monsters to live in.

It just takes a long time to make new artwork (If it wasn't for google Blender would be worthless) I am hoping to have this map/mod done by the end of the year. 
Howdy all. I've been working on another map and got it to a point where some feedback would help! The aesthetics are all still pretty basic, since I want to make sure the gameplay is there first:

Here are some screenshots: 
This is on my to-do list today. Speedmapping to hit a deadline at the moment. 
Here is my playthrough \o/

I love how the rooms are huge, with plenty of space to move and run in combat... but there is almost no combat :P
There's a lot of times that i enter the rooms waiting for a scrag to spit on me or for a grenade to blow up in my head, but nothing happened... there's so much space for epic fights, but there are no enemies to fight. Too many empty rooms, man. I played in hard difficulty and it felt like easy mode :(

Oh, I have to say that i love the green theme with broken walls on the first and second room, with jumping puzzles, pressing buttons and pushing pillars... it reminds me the first tomb raider game =D I wish the whole map was like this =D 
Thanks for the playthrough video and feedback! Between this and mazotac, I'm definitely finding I need to add more enemies :| 
Andrew! Re: Simplex 
Simplex is looking great so far. Some thoughts after the link to my 4 demos. I had a long day between yard work and Speedmapping 182! So my playthru is terrible but I have some notes embedded in the demos. I'd suggest using Mark V to view them because it has FF and Rewind! You'll need them with my demos:

okay some thoughts:

*Yeah you def need more enemies but not a LOT more IMO. I like quiet moments but currently there are too many. Also, you need quality encounters as opposed to the quantity. So for example: You have no fiends in your maps but a lot of loooooong hallways. Fiends are designed for long hallways. Throw a few in your next beta in strategic areas. They do get stuck on stairs and in small corridors but you have a lot of areas where fiends can introduce tension and OMG moments.

* You need some Vore / Shalraths in this. They are great with areas where you have a lot of cover. And your map has a lot of columns - this would be perfect for Vores. They aren't too hard to beat if you know what you are doing so don't be afraid to use them where the player can take cover to avoid. Just make sure the player has enough ammo to deal with them.

*with more monsters you need more ammo and armor. Use your puzzles as places to reward the player. There's one area where I hit the wall with the ax. (Large area with jumping puzzles and water underneath.) That would be a great alcove for armor to reward the player for making the jumps.

I LOVE the jumping puzzles overall. I noted a texture issue in the first demo. When you hit a button the texture should go from animated to non-animated. I got fooled for a second thinking I needed to hit the button again (duh me). I know you are "gaming" the system by looking at the map because the whole thing is a func door. However, you COULD try having the button on the func door have the texture of the "off" position of the switch. (+abutton) Before the player triggers the func_door you could overlap that brush by one unit with a brush with the animated texture on it. You make that a func_wall that will be "killed" using a trigger relay and killtarget.

I copy and pasted an example from your map of this into a test map of mine:

It's a small thing but small things add up and it's not too hard to do. Quake has a visual language that we have to stick to and this is a good example of something subtle that can confuse a player.

* Think of enemy combos for this map. When to use ranged enemies like the Zombie and Wizards as opposed to Knights who are melee only. try different combos in different situations. Ogres below the player are pretty useless as I noted in the demo. I use Hellknights for those situations.

*The funiculars. I picked off a bunch of enemies from above before activation as you'll see. Trying setting them to the "ambush" spawnflag. They will stay asleep until they see the player or are fired upon. You don't have to fix this in this map but here's some food for thought: After the player activates the funicular maybe delay it for a second and teleport in those monsters so savvy players can't kill them before they are a threat.

Those are plenty of notes. This is going to be a cool map. You have some really unique game play ideas as with your first map! 
Thank you for all the feedback! This gives me a lot to work with for the next version :) 
Something I've Been Working On 
Hey friends, long time lurker- first time poster. I've been learning Trenchbroom thanks to dumptruck_ds' excellent tutorial series. I'm dipping my toes, so here are some screenshots:

I'll have a link for DL once I iron out a few last things. Looking forward to some initial impressions! 
The shots look very cool and retro in the best possible way. I'll be play testing the beta upon release! 
I can already hear the tink of grenades flying through the bars and the glorious glrrSSCHR-plsch of the zombies gibbing behind, and it is a good sound. 
Tester Wanted 
I have a retro-themed vanilla-ish q1sp episode of 5 smallish maps, currently at 'beta 2' stage. Looking for a tester who:

- is really nitpicky
- normally plays on hard skill
- can record demos over multiple maps

First to shout gets an email (obviously let me know address if it isn't in your profile)

Thank you kindly 8) 
Can do that, if you need some hard skill demos* 
great. I like episode of smallish maps. 
Mire Prison Beta 
After some feedback, I made some changes but couldn't reupload to Quaketastic, so here's a new link:

It's crazy the sort of stuff you'd miss without the perspective of others. Looking forward to more feedback! 
Gave it a playthrough (missed the update though, so hopefully this info is still useful), skill 1. Here's the demo:

Some fun stuff and a good scaling difficulty to it!

The biggest problem I ran into, as you'll see in the demo, is that I went to the jail side first and then quickly ran out of ammo. The choice at the start between the water and jail seems equal, but due to the ammo and also the key, it's really the water side I needed to go to first. The distances are short enough that this kind of backtracking isn't a big problem. Hopefully that helps! 
I recorded a blind playthrough of your map:

I found a weird bug below the health pack (look at 00:47 in my video) in FTE engine the bug looks like a hom effect, in quakespasm it looks like a grey polygon.

About the gameplay, I have some thoughts...

I felt a little restraint in my moviments, there's not much free space to run and move around, every place seems so tight, mainly the walkways...

I think the final fight would be more awesome if you had released the zombies when the shamblers appeared. The way it is now, you can just kill the shamblers and go to the exit without killing the zombies, they are no threat to the player. And about the zombies in the second floor... there's any way to go up there? Killing them from below is just tedious. There should be a elevator or a platform :P

Oh, and never let the player leave the final arena. I could easily run away and kill the shamblers from the corridor. You should consider locking the door =D

But, for a first map, this is an amazing job. Congratulations! =D 
Thanks for the feedback, your playthrough helped me a lot. I actually didn't consider the possibility of completing the map with 100% kills, so I'm making changes to ensure that is possible, as well as fixing all the other bugs and stuff. I'll also try making the secrets a bit more noticeable since many players seem to miss them. 
I would try a version with out all the railings. You don't need them for the player BUT if you want them for "show" I get it. And obviously a couple are there as platforms for the player. Just something to think about. 
My First Map. 
High everyone!

Know after one month of work, after watching dumptrack_ds inspiering tutorials, I wanna show some screenshots of my first map.

Its mainly inspired by the Indy_2 Movie Temple of Doom and has three parts: a greek temple, an indy stile cave and sewers.
This map should be Part 1 of a 3 Level Minigame with some oldschool tributes to classic games, music and movies.

Ready for feedback, critcs or ideas. :) 
Good Start 
Add more trim maybe.
Maybe add strange features like spikes or beams to the large flat walls to break it up. Make sure your trellises are func_detail s 
Tod1: The suspended platforms look very slim and therfore probably not conducive to Quake's fast pace strafey gameplay. It's hard to tell from the screenshot but I can't see any way to get back up if you fall off (assuming here that the goal is to navigate from the door through the platforms to the other side). Jumping puzzles like this can be pretty frustrating when falling off = a hard reset of the puzzle.

Tod2 : Fuck yeah

Tod 3 : Looks like an arena for a large combat encounter. A bit bland in the center. Maybe a central column or raised area could make the combat here more interesting (assuming it is combat focused).

Tod4 : I'd keep these barrels out of the way of the player. Have them stowed on shelves or around the side of the room so that it won't be such a nightmare to move around in them. 
tod_1 - try adding a few more angled brushes to those rock cliffs
tod_2 - looks cool, but the slight lack of symmetry does not sit well with my OCD :D
tod_3 - I'd break the floor up a bit, maybe cut a rectangle 6 or 8 tiles wide (and however long) and lower it by 16 units so you have a sunken section, helps distract from the repetitive tile texture
tod_4 - that wall texture is normally used for floors, looks a bit odd

I like it, reminds me of old maps I used to download from ~18 years ago in a cute, nostalgic way. 
Thanks For First Feedback 
Thanks for the first feedback!

@Qmaster: Thats a great idea because I'm still fighting with the big spaces and need more live in it.

@DaZ: Yes you're right. I created them in an early stage and tested them to late. I've implemented in my idear of loosen up the gameplay, means shooting, adventure, shooting, jump'n run, shooting. I know that this is totally breaking with the original concept but hoping that it works.
About the way(s) to the goal. :) You have three, at least four with falling down. 1.)Youse an elevator and get into the action. 2.) find a way over the platforms, find weapons and ammunition, clean up the hords. 3.) Use a platform kind of stairway to get down, clean up the enemys one by one and finish.There is also a oldsch. J'n'R way back up and you will need it. (see tod_7) You're right about the frustrating thing and I'm working on keeping it on a minimum.
The barrels will be minimized.

@rj: Yeah the brushes. :) Now that I found out how to break the Noodlimitation I do. The symmetry first was a problem for me to change bacause of the limitations. I try to fix this with lights and shadows. The walltexture.. damm. Haven't recognized. Is changed.

Have added some better Screenshots with lightning. 
Simplex B2 
Got a new beta of Simplex with a lot of changes from the feedback :)
The encounters should be more interesting now, and I decided to take the more ruined aesthetic throughout the level.


Simplex B2 
It's coming along and feels much more cohesive than beta 1. Me being lame on skill 1.

I got got turned around a few times and felt lost more that once but your encounters are way more fun now! I'd say a touch more health in the first two rooms. Don't be afraid to put a couple of arrows in your level to tell the player where to go next.

I really like the look of the level. You have some really striking geometry throughout.

What do the generators do? Is that element still under development? Or did I miss something?

Overall it's really a huge improvement. I might play again and send some more feedback about little texture things. It's the end of a long day. 
Those shots are looking pretty epic. I'm intrigued. 
Thanks for the demo! The idea with the generators is for them to power up the mechanisms nearby (the tram and platforms). I'll need to do more audio and visual work there to sell that idea though. 
Thanks! With your tutorials in mind, maping is real fun! In one or two weeks I should have a first playable version uploaded. I'm curious about your opinion. 
Galiduse Point 
That looks unreal. I love arctic themed stuff and that's better than anything that I could've imagined. 
Is that a goddamn aurora borealis? 
At This Time Of Year? 
I made a playthrough of the new version of Simplex \o/

Man, what a great adventure! It's like a totally new and different map! o_O

In this run i couldn't grab the nailgun in the beginning of the map, couldn't take the red armor and neither the supernailgun (i didn't noticed that one side of the cage was open, i must be blind) and i was so frustrated XD (i played the map three times now, so i could find all the secrets and take all the weapons)

One secret that i didn't understand was that door that opens behind the ogre (at 05:00). In my third run i nocliped to see where it leads, and found out that i had to shoot a wall in the corridor to go up there, but how can a player know that? there's no visual hint for me to shoot the wall :/

Anyway, back to the map... the design, the textures, the details, the monster's placement, the gameplay! I love it all!! XD

Congratulations! What a good job you did here =D 
@Tribal, thanks for giving it another playthrough! Definitely still some rough edges, especially around secrets and some visual bugs. Maybe by next weekend I'll have it in a spot where I'm ready to call it done :)

@KenChennar, dang that looks cool! I also hope that audio is an in game music track, because it gives the map a totally surreal feeling 
Localised Entirely Within Your Kitchen?? 
Orl, you are insane :) that looks awesome! 
Simplex Demo 
I love the look of it and the small platform puzzles. I really liked how the scrags filled that room in the beginning where the nailgun is. I'm sure I missed a bunch of stuff. Here's a demo: 
Holy crap that looks awesome!! Quite the reveal. Liked the roots in the cave too. 
Hi everybody. I've added some new screenshots of work in progress. Thanks for all your feedback. Have changed the textures where they were wrong and some map logics that had been asked for. 
Update 1.01 
Update 1.01. Missing 
Yeah. And still forgot to descibe the last screenshot. There are now three ways to finish. As I told before, it is your choice how to get down. You have to pass each zone, but the order of clean out is yours. 
As I told before, it is your choice how to get down

What happens if the player just steps off a platform and falls to the ground? 
Poorchop, Spud, Mclogenog, distrans, Qmaster. Thank you for the kind words and expressions of shock. With just some detailing and smoothing out the rough edges left, the map construction itself is pretty much done. Problem now is how to make it fun.

I've come to accept that I can't do Quake gameplay very good as it always ends up being too difficult or disjointed and unfair. And a map with this much space, well it just wouldn't work out at all. Not really sure what to do at this point. 
If you fall down, you are in one of three zones wich have to been passed anyway. The only thing that changes is that maybe you wake some monsters to early. :) 
Still looks really busy and unclear. I really can't tell what the flow is supposed to be when looking at the screenshots. The one with annotations isn't any more helpful in this regard sadly.

Crate mazes are not fun. Definitely reconsider!

A lot of the structural stuff looks really fiddly to get around, lots of stuff sticking out to snag the player etc. 
In Defense Of Crate Mazes 
Doom 1: e2m2: Containment Area 
In Opposition Of Crate Mazes 
Doom has some pieces of far worse level design than people like to remember, i.e. E2M2. Also, this isn't Doom so we have a third dimension to fuck around in. 
Thanks for the input. Pleas remember this is my first map. I'm working on it to get it as professional as I can. Some of my solutions now will not be the smartest in the world but they work at this stage of my leveldesign-learning.

Hopefully my first beta will give a better look!

About crate mazes. :) Every Doom, Quake, Jedi Knight, Tomb Raider,... I think every game since Commander Keen has crate mazes. There were so many that I dream of them since when I was a boy. So hopefully some day, somebody will write a "I've no idea how to fill this space in short time so bubbles would be a nice idea."- routine and free our minds from them. But till this day someone will run through crate mazes. :D 
I wanna throw in my WOW to you as well. I'm a huge admirer of your previous work, even if I was more forgiving of aspects of oms3's gameplay than some others. I'm sure I will have fun with it when you're finished, however it turns out. 
Crate maze? Bring it on! That sort of thing has a nice charm evn if it is a well used trope: 
Hey RJ! 
How goes the 5 map episode? 
You're dam right! Right now I'm creating the passage from zone blue to green with some cave stuff. But it now will have a bigger crate maze thing. Think I have to play some more Doom sessions for inspiration but will become funny. :) 
Soon! Had a lot on this past few weeks (as has Newhouse I believe) but it's on the home stretch.

Maybe if I publicise my self-imposed deadline of 28 May on here (ie. right now, in this post) it might spur me on... 
28th It Is! 
send a couple more screenshots to gain more attention/extrinsic motivation! 
Sure Thing 
One word: Amazing!! 
Fuck Yeah 
assuming lighting is cranked up to avoid people on func spazzing out?

This looks very cool! 
Must Play Blue One Now! 
Your game play is spot on bro. Ter Shib was a masterpiece not just in design but also in terms of game play. The environment is a factor in my opinion and you managed to perfectly intertwine it with fights. Shib2 is a great example of this.

From what I remember, my only issue with Ter Shib was being severely ammo starved at some points. However, that was largely because I started from scratch at shib3 after losing my save files upon completion of shib2.

Pushing these old games like Doom and Quake to the limit presents new challenges because enemies weren't designed with these new, more elaborate, and substantially larger spaces in mind. However, you still made it work. Looking forward to your map (and maybe some day expanding on the arctic concept myself since I love the setting and theme). 
Shots a tiny bit dark, bot looks really cool, proper quakey :) 
Looking forward for your upcomimg release(s) 
Well don't keep us waiting much longer! :D 
Wow! Looks realy great. 
Thank you for the kind words, though I can see the glaring gameplay flaws the maps have. Lack of ammunition and even health isn't fun for some. Even on easy difficulty it is challenging.

This being said, future shib like maps I have planned will be more of the same mostly. Possibly with custom monsters to add variety that might work better with large maps. And the arctic theme isn't the only unique setting for a map I have in mind. And please, feel free to take inspiration from my maps and even the textures for your own project! I'm interested in seeing what you could create. 
Beta Map 
Hello everyone!

I'm making a new map and I really would like to get some feedback. It's quite short, and it's a remake of a famous FPS map. Can you guess it before looking at the screenshots?

Here's the link:

Screenshots (they are a bit old, I've added more detail to the map):

Also, it has difficulty settings (normal/hard).

Congrats on the new map. I love your selection of Knave textures and lighting was another standout. Feels evil and Quake-y.

Some thoughts in no particular order:

*combat was fun and hectic but maybe could use a few more trigger_counter setups to pace the monster spawning a bit better. Right now it seems a bit random as to when they spawn in. You may want that I dunno.

*Your trigger_monsterjumps are awesome good game on that!

*I really liked the lava jumping bit. Not too hard but just nerve wracking enough.

*I like dark and contrasty maps but others might say this map is too dark. If you get more than 2 or 3 comments on that use the gamma worldspawn key in ericw's tools to increase the gamma of your map slightly. (I just did this with a map on mine.)

*slow down the door opening to the exit to make it more obvious to the player that something has happened.

*there's a "post" or pillar near the doors in one area I got stuck on. it's dark and almost feels like a mistake. Maybe put a torch on it or thing about removing it.

Link to my demos:

I always play on normal. 
Here is my blind playthrough =D

As Dumptruck_ds said, the map is a little bit too dark. I had to mess with the gamma of the video before uploading it to youtube, because i couldn't see a thing :P

But I love the details, the architecture, the textures and the first fight! Man, I love multiple Vores attacking me at once just to use the purple balls to cause monster's infight XD Awesome!

Thank you for the map =D 
Thank you for playing and for the demos!

This time I've tried to make a brighter level, so I went to the worldspawn entity and set the light value to 80, therefore there shouldn't be completely black surfaces. I think I'll set it to 100 and raise the skylight value a little.

I'll also make the exit more obvious, since it's different in this map. The initial idea was to trigger the exit (I mean, the intermission screen and the next level) after the last fight, but I couldn't manage to do it. It might require some hacking.

I'm not sure which pillar is the one you pointed out, but I'll try to fix it. I assume it's part of the broken walkway, to which I accidentaly applied a wood texture, so it's pretty hard to see it.

Thanks a lot again, I'm also learning from your videos :) 
Thank you very much for the video!

I'll fix the darkness issue. It's supposed to be dark indoors, but not excessively dark.

There are only ogres in the start area on Normal, but then I decided put those vores because I knew you were going to play on Hard :P

thanks for playing. 
I'd advise against using the light key in the worldspawn. That raises everything and flattens out your lighting. If you increase the gamma slightly you retain your darkest areas a bit better if I am not mistaken. There are also some other command line settings/worldspawn settings you can tweak to adjust this. e.g. you can experiment with -bounce -bouncescale .4 - .8 - this will really change your lighting so I usually use bounce from the beginning of the lighting process. More info here:

If it was me, I'd increase all the lights by hand in 25 unit increments and see what results you can get. But I like that dramatic high contrast.

Food for thought. 
Here's a couple of demos, I died my first try :D Is it supposed to be inspired by dead simple? That's the impression I got. I think the final fight with the 4 shamblers needs work, they kind of just stand there until you engage them. Also more ammo towards the end would be nice. I liked the lava part with the jumping vore, spooked me the first time! 

Yup, I noticed the flattening. I'll read the documentation carefully and test it to see if I get better results. Thanks again.


Thanks for the demos and suggestions!

Indeed, it's inspired by Doom 64's Even Simpler, which by itself is based on Dead Simple.

I don't know what happened to your intermission camera, but that's not how it should have looked. By the way, did you find the map too dark?

thanks for playing! 
I didn't notice anything wrong with the intermission. I played on the latest Quakespasm if that matters. I don't think brightness was an issue, though you've been given advice on what to check out in that respect. 
@jcr , @vaf 
It's a known bug in Quake that the intermission camera looks wrong during demo playback.

See e.g.
That's good to know, thanks! 
Court Of Fools, DM Speedmap 
Speedmap'd today. Just got back into the Quake scene this year and wanted to crank out a deathmatch map. So I managed to put one together with some interesting shapes and layout. Put in about 8hrs. Only used a few textures, so I tried to creat variety with lighting and such.

Tested with Quakespasm and reaper bots. Will test with a human opponent tomorrow, but wanted to put this up in case anyone else wanted to try it out or provide feedback. Any and all comments are appreciated.


Download ZIP: 
Maybe a bit more contrasted shadows in some corners? Keep the general lighting level but make stronger shadows in places that won´t get that much action. 
RE: Cocerello 
Noted on the shadows, thank you! I'll try that out.

I did some playtesting this morning [ if interested, here's a video: ] and found a few dead spots for gameplay and a few balance issues between ammo and armor. So I'll probably head back into the editor today and clean up a few things. 
I recorded two runs with DMSP2 mod on hard difficulty (100 enemies) =D

awesome map, great job =D 
Awesome! I don't think I've seen this game mode/mod before. That was very cool to watch. Thanks for playing the map! Much appreciated. 
Court Of Fools V2 
Updated the map yesterday, rebuilt a couple areas for better navigability, added an another teleporter and another hallway connection between the two main interior spaces. Moved all the DM spawnpoints into lit "closets" in the walls. Tweaked the lighting.
Added ammo and one more weapon.

Reaper Bots are having a way easier time getting around the level, and the flow is much improved. It still basically looks like a speedmap, but I think I'll call this a successful experiment now. I learned quite a bit cranking this one out.

If anybody plays it, let me know what you think.


Court Of Fools V2 
I recorded a demo using the same mod that Tribal used.

I think it's a really good map, although it's kinda big. I only dislike the fact that the rocket launcher and the grenade launcher are relatively close, so, by the time you grab the grenade launcher, you already have the rocket launcher in your inventory. Also, it seems to be easy to cut your opponents off rocket based weapons.

I love the textures and the archtecture. Nice! 
RE: Vaf 
Thanks for playtesting! I see what you mean about the rocket/grenade proximity. I think I might be able to swap the RL and the SSG (which are not on the same path) and have a similar overall balance.

I've also decided to reduce the cell supply, as we ran into scenario where someone could dominate the map for a good while with one pickup of the Thunderbolt (with cells already collected for it + too much opportunity to get more).

As to the large-feeling scale of the map, that's probably from playing too much ClanArena on QuakeLive, in which a lot of the popular maps make gratuitous use of long sight lines (for the sake of the railgun). On my last playtest, I found several sight lines long enough to see streams of nails/spikes coming at you, which is longer than I intended.

I think for this particular design it's as tight as it's going to get, but I'll try to scale down my next map a bit. I appreciate you commenting on that. 
RE: Demo 
Just watched the demo... that was delightful! Really intense moment when you grab the Mega and just chill there shotgunning the death knights until you can get off the ledge. I need to try out that mod. 
Update, Request For Support 
Hi guys.Have seen your awsome work meanwhile.
It's inspiring!
Had some exhausting weeks behind me and hope to did a good job on the map. Leveldesign is now 90% done, Entities and logics I would say 30%. Have some new screenshots for you and a request?
This Level got bigger than I thought. Would someone of you be so auxiliary to check out the map in its nower status? You know that this is a five mans job and at this state of progress the sight for errors is becoming smaler.credits are for sure. best wishes! 
is not showing.

The map looks like it is one i am going to enjoy. My advice is that seeing that you have several large brushes, to hide a bit that fact with lighting, by only lighting some parts or make contrasted areas.

The black lines in tod_17, as first i thought they were leak lines from the pointfile but they are curved. What are those? Now they look to me like the typical lines in Windows Paint 
Time Quake Ogre 
I finally decided to lay my hands again on this one.
Trouble is that now I've got so many poses there are not enough funcs to handle it, only seven th_funcs.
I can combine some but it will be a hussle.
Flies were pretty obvious, but came one dimensional out. Wish I had more qc knowledge so I could add that like in Q2.

Bastard Ogre 
Love It 
Love It 
Thanks for your comment. Yes the black lines are from paint. Seams I catched the wrong tool at first. :D I've the lighting thing in mind and do so between two area designs. Thanks! 
Theme and architecture show some promise, but at the moment it is very samey, very uniform in colour and tone, textures are repetitive and lighting is flat. Try to add some stronger designs, some complementary but different colours / textures, and improve the lighting contrast. Look at Id medieval levels for a very basic start, or some of the more recent medieval levels. 
Thanks for the tips. Do you mean with designs the leveldesign itself or to add more and different Objects in the sections? 
Structures, overall design, rather than objects. 
Its A Hot Day 
Cool off with this start to end playthrough of the yet unreleased Galiduse Point. Normal skill, one route taken. 
Very cool. Running with the Manke-on-steroids vibe and making most of the 'retro FPSs' look lame as fuck 
I've been looking forward to that map ever since you posted the preview clip so I'm pretty stoked over what I saw in the video. The point at which the player comes upon the hill overlooking the town is still awesome. The map is a lot more ominous than I thought it would be. The bunker area combined with the music kind of gives it horror vibes. I kind of didn't want to watch the full video since I wanted to experience it blind after you release it but I ended up watching it anyway. Really looking forward to the release. 
A Drake Map In 2018?!? 
Why, Is That Impossible Or Something? 

...wanders away grumbling like an old man... 
@KenChannar: looks dope as expected from what I watched, but I'm waiting to play the whole thing myself.

@Tronyn: go map lol ;) 
Ice To See You! 
Don't want to to spoil it Ken. Hurry up and release it already! 
Throne Room 
'Finished' another room in the castle:

Its unfortunate that Snow White and the Huntsman was a very poor film, but you gotta love Charlez in any case. The Raven throne was inspired from this. 
This map is screaming for some Hexen2 enemies =D 
Drake Mod 
It has many Hexen2/medieval-style enemies. And then some. 
Beta Testers Wanted. 
For this:

Skill 0 and skill 1 especially. Gimme ur email and I will send the map over.

Looking for feedback from a player's perspective about gameplay balance etc. Not from a mapper's perspective as I know it's technically shoddy and chaotic mapping behind the scenes!

I know there's issues with 2D-ness, simple layout, lack of detail inside etc etc. 
Looks old skool Shambler. Raises hand. I dig the simpleness.

And Redfield looks good too. About Drake enemies, why compromise. Use Keep mod and you can have (almost) any enemy. 
I Ask You To Unforgive Me? 
I like the drake mod, and had a really good time blasting through Unforgiven. Except for those like air strafing dragonoid type beings that seem to have the same code as an F-22 Raptor electronic warfare suite.

I am currently using the AD progs as the base for my mod, cause it has all the nifty tricks, and the potential for some Hexen 2 monsters is in there. The map is mainly supposed to feature my new monsters, although I'm not sure how things are going to pan out yet. 
Ooh You Have New Monsters?? 
Intrigued even more than I already am just from seeing the screenshots. 
I am in. Feel free to shoot me an email. 
New Q1SP Beta: Amphitheater Of Abaddon 
Don't know if many of you are busy playing maps from 2017 for the Quake awards, but if someone happens to find the time to beta test my newest map, that would be great!

The working title of the map is Amphitheater of Abaddon. It is to be the second map in my miniepisode (see here for more details). The way how the Quad damage works in this map is a little different from the first map, though. In the first map the Quad was permanent but in this one there are multiple normal Quad damages littered over the map (and I was thinking of modifying the first map to work like that, too... maybe).

So, I'd like you to play the map and provide me any feedback that comes on your mind for how to improve the map. It would be preferable if you tested all three of the different playstyles (and, optionally, in multiple difficulty levels).

You can download the map (source included) here. Just place the map in your id1/maps folder and fire away like a normal custom map. No mods this time around, unlike the first map in the episode. I haven't linked the two maps together yet, so you can't test the two maps in succession.

Note, that there are two versions of the map included in the package: an older version that hasn't been gamma corrected and a gamma corrected version (worldspawn has a "_gamma" key with a value of "1.3"). I think the gamma corrected version is more similar in brightness to the original Quake start map, so it may be the better version of the two. I've just gotten so used to the older version, that I'm not sure which I like better, so if you like, you guys could also give your opinion on which version is better.


To-do list for the map:
- Make the necessary modifications for dm.
- Fix compilation errors caused by the gamma correction (too many lightstyles on a face).
- Add some decorative corpses/gibs.
- Implement possible suggestions from beta testers. 
The map started out incredibly strong. The amphitheater is a really cool concept and it looked great. I was impressed with how you maintained the smooth curvature and symmetry of it all. The area under the stage helped to sell the concept as well. I assume that those were dressing rooms that were locked at first.

The first area that you climb up as ogre grenades rain down upon you was such a neat mechanic. I'll never get tired of people using the high ground ogre in unique fashions such as this. Finally unlocking the main amphitheater area was a groundbreaking moment as you are presented with the scale of it as well as the grenade barrage. It was tricky at first but I learned to avoid too much trouble by constantly pushing forward.

I started to become a little disenchanted as I began scaling the audience balconies. Taking the elevator up sometimes put me face to face with an ogre - first a grenade to the face, then chainsawed to death as I had no way of getting past the ogre and no way to go back down. At this point, health and ammo were extremely scarce. I started save scumming in order to make it to the end and even then, it felt too rough. I started to flat out ignore the teleporting scrags and the final vore. On one hand, the final elevator up was interesting with more ogre grenades but if one made it inside the elevator, it was almost impossible to avoid the explosion. The shootable switch that closes the door only helps a tiny bit.

I did feel that the first half of the map was pretty perfect though. The ogre placement was spot on. They were exactly the proper distance to cause just enough trouble without feeling unfair. In the amphitheater, I would give the player a way to jump back down when taking the elevators up. Either that or make it so that the ogres are clear from the space immediately in front of the elevator.

Also please, please, please give ammo. I really don't even mind scarce health but if I don't have the ammo to kill monsters, then that's a huge problem. I never found a grenade launcher either so those basement zombies were just roaming around freely.

I have a demo but I don't think that it recorded much given that I had to reload saves a ton towards the end. I played on skill 2.

The non-gamma corrected version of the map won't load for me in Quakespasm. The version that I played looked fine. I think that the lighting was well done. 
Recorded A First Run Quad Demo 
pretty rough on me, let me know where to email with demo/discussions 
Will hopefully get a chance to play the map later, I made some quick notes on your screenshots 
Amphitheater Of Abaddon, Beta Version 2 
Drew, I sent you an e-mail a moment ago, so you can send your demo to me in the reply message. Thanks in advance for testing! :)

And thank you, Poorchop, for your valuable feedback! Reading it motivates me and makes mapping even more worthwhile. :) Watching your demo was quite thrilling, with all the ammo and health shortages and close calls.

Hmm, I thought I HAD tested the map on the middle path with no secrets found, but I guess I hadn't, because I ran out of ammo, too, now that I tested it myself. @~@

Thanks to your feedback and additional testing, I added 40 shells to the map. Now I was able to end the map with around 40 shells and 20-30 nails (if I recall correctly); no secrets, skill 2, no zombies killed. I was also intentionally somewhat wasteful with my shells to allow some misses.

Of course, if one finds the grenade launcher, ammo becomes a LOT more plentiful after that. And don't forget that this is the second map of the episode, so the player could very well be stocked up with shells, nails and even a grenade launcher from the get-go.

Based on your feedback and some additional testing I've done, I've uploaded beta version 2 of the map:

Download here

Changes from beta 1:
- Added 40 shells and 15 health.
- Made a torch illusionary, so the player won't hit their head in it when using an elevator.
- Added a killtarget trigger for some some monsterjump triggers to ease movement of a fiend.
- Prevented ogres from getting right in front of an elevator in the amphitheater. 
Sorry, I forgot to reply to your message in my previous post. Thanks for the notes! I had actually thought about the roof indentation, but wasn't sure if it was worth the trouble.

Maybe try out the beta version and then give me an update on the previous notes, whether you think they're still relevant after seeing the map live. 
Don't Have Time To Play This 
But man those screenshots look great. I'll be keeping tabs on this one! 
Here's my second demo of the middle path. Sloppy playing (I actually died a few times before this due to being careless) but I was trying to run through fairly quickly. The ammo situation was good, as was the health. The center path is at a point now where it's challenging but completely fair. My only complaint was the fiend that sneaks out from behind the wall at the top of the first area you climb. I died there on an earlier attempt because I didn't have enough time to react to the wall opening behind me, and fiends hit hard.

It's hard to gauge the difficulty at this point since I mostly remembered what to expect but even then, it was still pretty tough. That's fine though - players who want an easier time can lower the difficulty. I tried a bit of the quad path but I didn't get too far with it yet. I also managed to find the grenade launcher this time and it made the map way easier.

I'll try to check out the right path as well. It's a cool concept to give the players three major variations of playing the same map. 
Nice Replay 
Thanks for testing again, Poorchop! :) Some highlights from your replay:

- Knights ganging up against a vore.
- Finding the GL. Yaay, good job! :)
- Killing with a single grenade three bumbling knights flailing their swords in vain against a shambler.
- Trying to reach the silver key with a trick jump. Believe me, I did my best to make it as difficult as possible! >:D I've been able to get to the dangling beams on the other side but not quite able to find a way to climb to the key itself (if I recall correctly).
- The two final fiends accidentally charging at each other, inadvertently killing the other one in a hilarious slapstick comedy fashion! xD

Too bad you didn't quite figure out the fountain room secret. I was so rooting for you to find it! :'( There's also a secret the location of which will probably become more clear to the player who tries to clear the map following the Quad path.

About the difficulty: Yeah, after watching your first demo and feedback, the idea of suggesting playing the map in normal difficulty did cross my mind. After all, skill 2 is supposed to be HARD difficulty, and the map sure is pretty tough in that difficulty.

Sure, it may be tougher than most id maps at that difficulty, but this map is tough even with modern control schemes. So maybe I should add a disclaimer to the readme that hard really means hard for this map.

I'm wondering about the fiend. Should I have the fiend first make its presence known to the player by aggroing it with a trigger and only after a second long delay, or so, the monster closet would open. Does the ambush feel unfair otherwise? o:

I guess otherwise the middle path starts to look pretty finished. Thanks for your help! :) 
Screenshots look good, I'll get you a demo tonight! 
Overall I thought it was great, my favorite part was the gold key room with the vores at the bottom. I thought the invisibility ring path was interesting, ring respawn points were chosen well. The final elevator with the ogres raining on you was clever too! Some critique:

The area where the walls lower to reveal death knights was a bit much, I think a lesser enemy or enemy combo would be more interesting. I feel that the death knight is tedious to fight because of their high HP, putting one after another made that area a chore for me.

Entering the Shambler room was instadeath in every way I managed to approach it.

Quad path was boring for me since I didn't find any weapons.

Anyway, here are some demos: 
Great Demos! 
This isn't the first time I've seen your demos but I must say, you're one skilled player! O_O

Demo 1:

Wow, that was nerve-racking to watch, and you got so close to the ending, too, and on a blind run to boot! You were on the brink of death there quite a number of times, and in the end being down to just one hp at that one point!

You have a super aggressive playstyle, rushing headlong into the hotzone! Like jumping down to the vores in the gk room, running to the middle of the amphitheater with the shambler, and the most ridiculous of all, juggling yourself along three shamblers to get a yellow armor! O_O

Your strategy of minimizing ammo usage by resorting to the axe from time to time was also interesting to observe. Seeing you pick up a quad damage prematurely was heartbreaking to watch. D': I was also worried seeing you pick up shells, while being almost stocked up already, but it seemed like you had the ammo situation pretty well taken care of.

An interesting point was seeing you being able to get up the elevator at the shambler room, while they were still alive; something that I had intended to make as difficult as possible, so congrats on "breaking" the map at that point. ;D I was kind of wondering, if you had forgotten about the elevator in the long corridor close to the vore. That elevator would have taken you to the second floor a lot more safely than trying to use the elevator in the shambler room.

As with the Subterrestrial Hangar, I wanted to keep the map somewhat challenging even on the quad path, which is why other weapons are hidden and nail boxes have been drastically decreased. A nailgun would be possible to find in a secret early on, though. You did find the first button to unlock the secret.

Demo 2:

Nice work there! For some reason I hadn't actually thought about the player going through the shambler room while following the ring path, so using that route certainly made the map even shorter that way. :D

Demo 3:

Hmm, you were also caught off-guard by the fiend ambush at the ogre tower climb room, were you not? Do you think I should add an invisible clip wall to prevent the fiend from immediately lunging at you after being aggroed? That would give the player a little more time to react to the fiend.

Demo 4:

Really fun to watch! I liked how you just danced and toyed with your enemies in the gold key room. I can see why you liked that room the most.

About the shambler room being instadeath: That's kinda the way it's designed to be. :D It's indended to be either carefully cleared on the quad path by taking potshots from behind the door or then by the crusher button up the elevator. And uuuuuh, after seeing your ring of shadows run, apparently by sneaking past the shamblers altogether! :D

I can see you were prepared for the fiend ambush before the GK room this time. But I'd rather have it be possible for the player to react to it on his/her blind run, so maybe I should add a temporary invisible barrier to add some time to react...

About the tedious death knights: I think this demo demonstrates quite nicely why I went with death knights, because they can still keep harassing the player with their flame attack from down below if the player decides to ignore them altogether. That way the player has two directions to be aware of: both up and down. But yeah, maybe I could drive that point across with fewer death knights too. Maybe have them appear only the first and maybe the second time...

As a bit of trivia, in earlier versions of the GK room, the player could get stuck in the ramp corners really easily. There was discussion on the issue not that long ago, actually, in the Quakespasm thread. To make the ramps smooth to traverse in that engine, I had the slopes fall one quake unit short of reaching the plateaus and having the player instead climb a step of 1 unit. I did add some illusionary brushes to give the illusion of a perfectly smooth climb, though. </the more you know>

Demo 5:

A nice run. It was cool to see the chaos as you mostly just ran past your opposition before reaching the gold key door. It was also interesting to see how you were so bent on trying to get through the shambler room, going so far as to first rush to the lever, then stock up on health and then take the elevator again, but it seems the ogres were less willing to let you keep the health you had gone to accumulate.

Thanks for the insightful and entertaining demos! :) I think I just might decrease the amount of death knights in the ogre tower climb room and allow the player a bit more time to react to the fiend. 
Amphitheater Of Abaddon, Beta Version 3 
In case somebody would still like to test the map, here you can download the third beta version of the map. I think, unless I get more feedback, I'd consider the single player portion of the map more or less complete. While waiting for possible feedback I'll work on dm modifications.

Changes from beta 2:
- Replaced two death knights with four knights to lessen tedium.
- Increased the chances of a player to react to a fiend ambush.
- Compiled sunlight2 with 1000 sunsamples to improve sky lighting quality a bit. 
Re: Quad Path 
The way I see it, the quad path could be an opportunity for a more run&gun approach, where the ring path is the opposite. I think throwing more beefy enemies and weapons along with the quads could make it pretty chaotic. Maybe something borderline horde-ish as a quad path. 
sorry but I don't seem to have received the email, or I may have accidentally deleted it or something. 
Drew And JCR 
Drew, did you check the spam folder in your Gmail? It could have very well ended up in there. o: Look for a message with the title "Your demo on the Amphitheater of Abaddon".

About the run n' gun approach: I think changing the quad path to include beefier monsters and weapons would require a bit too much of an overhaul at this point of development to make the change worth it for me.

Plus, unlike in the Subterretrial Hangar, the premise in this map is to keep the core level more or less the same with the same monsters on each of the paths. Adding additional/beefier monsters for the quad path would break that premise, and in the Subterrestrial hangar I hated having to resort to telefragging monsters that are not encountered in other paths (to make it possible to get 100 % kills at the end of the map).

Speaking of the Subterrestrial Hangar, one can finish the map with an SSG, NG, GL, 100 shells, 130 nails, 25 rockets (and an RA if one finds the toughish secret), and with a little bit of testing I just did, I think the arsenal allows for some nice cathartic quad path action, while still keeping the map somewhat challenging.

So perhaps I COULD add at least an SSG to the quad path without making it too easy... 
Looks super nice Nick! 
Qtest SP 
Here are some screenshots of maps I made for a SP qtest mod
with the early qtest gifs that were published.

This is awesome! =D

I saw the dragon/serpent flying in one of the screenshots... Your mod will feature all the unused models?

just for curiosity's sake i've found this page with three skins for some of the monsters of qtest 
Yes, all models that were in the original q1test.
I added the advanced dragons from Patrick Martin,
and my own Serpent and Axe_Ogre.

I'm fiddling a bit how to make the Axe_Ogre pee, laugh and give him flees.
Still in beta, but if you're curious, see the coding thread. 
realy thanks for the skinfiles. Vormit already had a skin from the conversion of Dark Mage.
I was forgotten about the 
Looks great!! looking forward to this! 
Morphing Monster 
The Quaddamage and the Serpent