|Posted by metlslime on 2002/12/23 18:27:46|
|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:
[[[CAN WE PLEASE HAVE A NEW PASSWORD FOR THIS AS THIS ONE IS UTTERLY FUCKING ANNOYING]]]
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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 :)
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
some time ago I wrote a tool to mass-convert directories with textures to Quake .wad files (https://github.com/maikmerten/QuakeTextureTool). 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
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
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.
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.
widow model and lighting test
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.
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
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: http://maikmerten.de/base1/comparisons/
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.
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?
...here 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
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.
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?
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.
@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 <firstname.lastname@example.org>
Subject: Re: Shambler: Fur or no 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.
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 ?
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
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! http://maikmerten.de/base1/randomscreens/base1-monitors.jpg
Having trouble finding your silver key? Just add some subtle lighting fixtures where you put it! http://maikmerten.de/base1/randomscreens/base1-find-the-key.jpg
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:
Specifies the angle in degrees for a spotlight cone. Default 40.
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: http://maikmerten.de/base1/randomscreens/happy-with-those-cones.jpg
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
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 :)
here is another iteration of The Dreaded Dreadbase of Dread: http://maikmerten.de/base1/base1-beta3.zip
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: http://maikmerten.de/base1/beta3_5.jpg
(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.
(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" (https://github.com/maikmerten/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 :-)
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!
+ 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
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!
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.
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": http://i.imgur.com/FCD8kXi.png
Second: Start pushing vertices around until things look "organic": http://i.imgur.com/X1u4EUy.png
Overview after approx. three hours of messing in TrenchBroom: http://i.imgur.com/z5Tb1gS.png
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 https://maikmerten.de/base1/start-wip.zip
- 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 https://imgur.com/d2TGj5E
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
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)
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!
This happened by accident:
Hmmm... keep or remove...
Okay, Keeping For Now
the facial features were unplanned for, but I guess they're somewhat charming, albeit cheesy.
Reminds me of http://memory-alpha.wikia.com/wiki/Vaal
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.
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.
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
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!
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 email@example.com 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!
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
(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
But that's not a bad thing. Really like the teeth/claw style. I think less obvious green might be better tho.
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?
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: https://www.youtube.com/watch?v=VXvIjR8RWMs
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.
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.
Hi! Kind of new here.
Started something simple, I looove Trenchbroom!
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
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.
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)
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.
TELL ME I'M PRETTY
so i feel good enough to work more on this stupid pack
You Have Never Looked Better...
And that shot is to die for!
Loving Those Textures Lunaran
I Like Everything About It
Ionous and I were just talking about this the other day.
(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?)
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
It's good as a wall texture in small doses
. But there's a reason why id used wmet4_8 for floors instead.
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 !
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
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
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.
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
Any Playtesters For A Base Map?
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
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
I uploaded a zip with some demos and a txt with my thoughts and ruminations.
Neat little base map. Cheers.
HD Textured Skies
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 ;)
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:
well Qoole when it came out. But TB2 is a great option if you are coming back to Quake mapping or just starting out.
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.
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
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?
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?
You need to post some screenshots!
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 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"
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.
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!
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.
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.
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.
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
The Promise Shall Not Be Broken.
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 >_>
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.
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: https://www.dropbox.com/s/84mc8pimfm57swd/simplex_example.map?dl=0
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.
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: https://www.dropbox.com/s/u4jkf5kc9av2b1g/jcrmire_beta_Yoder1.zip?dl=1
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.
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. :)
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 cdrom.com ~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.
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.
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!
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. 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: http://tvtropes.org/pmwiki/pmwiki.php/Main/ContainerMaze
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!
One word: Amazing!!
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.
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
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: http://www.quaketastic.com/files/multiplayer/maps/rhoqtdm1.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.
Noted on the shadows, thank you! I'll try that out.
I did some playtesting this morning [ if interested, here's a video: https://youtu.be/ZtEUILq1GOQ
] 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!
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.
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.
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!
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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.
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.
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