that ladder out of the lava looks useful. :)
This is obviously wrong. Yet, this is proof that QuakeEd for MacOS actually works - all strange things you see happen only because 1) I'm using fake, wrongly built textures and 2) I exported a map with entities randomly taken out.
At some point today I'll be posting v 1.0.1 of the application, the test_maps folder and the engine executable, so you can also create and run an instance of this... masterpiece ;D
Test Map: Lots Of Doors
This is a test map I created using QuakeEd and a modified qbsp to allow more than 256 entities to be generated:
It's a plain floor, with about 240 doors, of the common, run-of-the-mill "approach to open" variety.
This, obviously, won't run on vanilla, unmodified Quake. I was, however, curious about the other engines. Can I convince you guys to open this map and tell me if it works as expected?
Works just fine in Quakespasm.
My first attempt to create a forcefield for Quake1. It is still a bit chunky, it needs more variety in surface. So far it is more checking out what works, size and appearance
I won't force youtube to field my access!
Could Also Double As A Swarm Of Bees.
You may want to make the particles little crosses with a dark, medium and light variance. Similar to this.
is this a finger in low res?
I thought someone might see that. No offence intended. It's a sprite from extras_r4 particles.
Some particles are a bit shattered, but it is getting close to what I intented to. The fine structure gets lost in the copying proces.
I started with four splined vertices, but some of them stick together.
So it is wrenching like a spike in a haystack
New Screenshots Map Adoria
Those neon lights labelling the control room/quarters are hella cool and you should get as many of them into the level as you can get away with....
Pretty epic shots. Looking forward to this bad boy.
I especially like the vibes in the prison screenshot and the preceding screenshot.
Thanks for the positiv comments.
More neon labells are in work. :)
Slowly But Steady
i'm mapping, adding a thousand shortcuts and broken tiles along the way.
Thats a screeneffect you see in shot 2, by transparency.
i also uploaded another noclip shot which i wont link now because the weather is just nuts here and idc.
take your time. looks wonderful and worth the wait
Looking Great As Always Mfx!
Looks amazing mfx. Can't wait to play, your maps so far have been some of my favorites of all time.
Rockwork Looks Great In That First Shot.
how far along is this approx?
I have several maps In the works, need to figure out how to tie them together.
Episode or just hub style.
2023's gonna be an awesome year for quake!
Nice System Shock 1 Beds There GunSgtHighway!
Looks nice, bit dark in some places though.
My first map, a super short techbase thing. I learned a lot!
trainstation.bsp, used progs_dump which is included.
Sweet Looking Shots
congrats on the first release
I'll d/l this tonight and take a spin.
For a first Quake map it's really beautiful and highly detailed. Most importantly, it's fun. I loved the floor grates etc. Quick little map on the easy side, nice usage of the progs. I believe yours is the first single release using progs_dump.(?) There have been two jams already but this is how I intended the devkit to be used. So thanks for trying it out and congrats on the results!
If you are planning to revise this, my only suggestion is the ammo balance is a bit off. There are sections where I ran out of ammo but I am a pretty terrible player.
Here's a demo
that should be compatible with Quakespasm.
Thanks, I really appreciate seeing how people approach my map. Got another demo on discord and I can see what worked and what didn't.
Great first release. It's indeed a tad easy, but there were moments I was low on supplies, and after clearing a room I got some breathing space to restock. Good atmosphere and overall theme, although the monsters weren't that varied, but meh - base maps right. You've given me more reasons to finally finish map_1a_final_2b_final_final_forreal.bsp
Hey, I've been working on this Deathmatch map for a while now and I think it's finally ready for some public feedback. It has reaper bot included so once you move your PAK files to Id1 you should be able to just play from the shortcuts, no friends required. Also Explore has no bots so you can just look around and practice your sick trick jumps.
I also want to thanks to the Trenchbroom community and especially their discord channel for putting up with my questions and just being awesome.
Please let me know what you think, I'm really open to any feedback you have. I'm new to quake mapping so I'm sure there are some embarrassing mistakes for you to find. Let me know and I will fix them as soon as I can.
Seems you're the first to find out. :)
Can't say if the room is to dark. On my screen the lightbalance looks ok.
On old Monitors I would calibrate my RGB-settings.
Do you have any idea to do this on modern flatscreens?
Recently got back into mapping for Quake. Last time I did anything like this was probably back in 2000.
I have been working on and off for the last 2 weeks on a Duel / 2on2 / FFA map using only the Metal.wad.
I've always been a fan of DM4 by American McGee and it started out with a lot of inspiration from that.
As things went on, it changed a lot!
I've uploaded the map to Quaketastic and would love some feed back.
Weapon / item placement
Lighting (gamma 1)
Any modifications to the layout to better the flow of the map.
A Link That Works!
I don't see any fog in your screenshots but if you added it after those were taken it is waaaaay to strong.
Jus' thought I'd let you know.
QS shows density as 0.600000
I See What Happened.
From your map:
"fog" "0.600000 0.500000 0.400000"
A single line fog command is formatted as such:
"fog" "Density | Red | Green | Blue"
DM4 is a good look! I'm sure McGee would approve!
Fimmy, I forgot that I recorded a first-run demo of your trainstation map. Better late than never?
Demo is here.
It's protocol 666 (QuakeSpasm default), Nightmare skill.
I wouldn't normally do a first run on Nightmare, but IIRC the readme made it clear that there wouldn't be a difference between Easy/Normal/Hard, so I figured that if I played Nightmare, I'd at least have the faster monster attacks to keep it challenging.
It was a really nice map! Short and sweet. With the textures and theme, it felt like a good Quake 2 map, but with some modern design sensibilities and attention to detail.
Random points of constructive criticism / feedback:
* The first secret felt rather too easy.
* The medieval knights felt out of place in the high-tech setting.
* The grenade launcher felt like it should have counted as a secret.
But those were minor things and overall this was a very positive play. It felt like it could have been the first map of a Quake 2 style episode, and I would have been happy to play the rest of that episode.
Keep up the good work!
New Map For QuakeWorld 1v1/2v2: The Catalyst
Thjs map is fantastic!
There are about 48 textures missing (message in the console while loading the map).
I noticed a missing texture on the side of the last door (exit slipgate).
I believe the lava texture could be much better. Currently, it's looking like vomit (low res orange-yellow lava texture).
Also, the texture used on the teleporter could be better. It is too low res!
Also, once we fall on some parts, there's no way to get back. Especially on the large pipe under a floor. It's looking like hiding some secrets, but we can't walk on the pipe.
Despite these first crittics, the map is awesome! Nice new ideas in there.
That Looks Fucking Ace In The Shots!!
Looks very interesting
Not Used To Hard
So these demos are going to be frustrating to watch. But beautiful, stunning brushwork, texturing and lighting! I think you will see a lot of areas where game play could be improved. I was cheesing enemies form a distance much of the time and that's kinda of boring BUT I think you can get this baby purring with some tweaks.
I love this map.
The design is awesome. the interior and used textures in colour and dimension look great. The whole level with its big rooms feels great to play. A little more contrast on lights and shadows would give the map more depth and make the structures mightier.
Beta Map Neonquake
Have a little sideproject called neonquake.
This mod was created with progs_dump and has a START map.
For now there's one episode with 7 levels platform jumping.
Three different games are planed. Number two is in progress. Two more episodes for the first game are in work.
It's a bit repetitious but I got hooked and wanted to conquer the 7 levels. Do you have any plans to make other "flying" blocks for the player to dodge? I think that would add more of a challenge.
Also, do you have lookspring defaulting to on in this? And I noticed something about jumping forward too.
Nice! Bearing in mind that I'd already got the hang of the gameplay from playing that one map with the train issue, I didn't have any problems getting through the other maps.
The arcade machine in the start map was cute. I liked the appropriately-retro music, and that the music gets more frantic as you progress.
I'm seconding dumptruck_ds' sentiment that the gameplay is a bit repetitive, but on the other hand it didn't take long to play through that first episode. I guess more variety could be included in the second and third episodes?
I noticed a few purely technical issues:
* The zip file contains a copy of your config.cfg file; I'd strongly suggest removing that, because it'll cause players' settings to be overwritten by your own settings. I expect this is why dumptruck_ds was having the issue with lookspring.
* There are a couple of files with uppercase characters in the names; this can cause issues for players using operating systems that use case-sensitive file systems. It's better to make all files have lowercase names. Relevant files are "GSH_neonquake" and "START.bsp". The "map" key of the trigger_changelevel in ep17 would also need to be changed from "START" to "start" to match.
* In the first three maps, the edge of the first big train pokes through the wall after it stops moving, so the player can cheat by standing on that until the end.
* In ep16, the curved corners at the edges of the map don't line up with the outer walls (look to the left/right on map start to see).
* In ep17, the player can trigger the "You succeed" message early if they aggressively jump forward across the platforms. This could be solved by putting the trigger behind the door to the exit, or by making it so the message is triggered when the door opens instead of when the player touches a trigger.
* ep17 ends with an intermission screen, but the map doesn't contain an info_intermission for the camera view, so the viewpoint just defaults to the info_player_start, which isn't a very good view.
Hope this is useful. Keep at it!
Looking For A Skin Tailor
Not so familiar with the seize and behaviour of the chasm monsters.
Can you please some quake monsters along side them to see how they fit together?
Chasm's AI is pretty garbage, so I think simply watching the gameplay and getting in close enough will do.
Yes theres repetivity. In the first way I had to learn how to place blocks. In the second I want players to get used to the sorts of blocks.
I have plans for shootable blocks and walls to walk and maybe three levels of platforms for using the 3rd dimension to.
Dodgable Blocks would also bee nice and I'm working on that. Have to find out how to stop a player stopping all trains by getting in between a train and a wall.
what do you think about lookspring and strafeing? Should it be activated?
Yes the repetivity is in it. I had to learn how to use the trains and look forward to create more interesting levels from now.
Thanks for the technical hints too. I'm fixing that.
Looking forward for a more cleaner episode two. :)
What do you think about smaller trains?
I also think about a shorter starting platform.
Now its 6 Units. What about 3 to 4?
I'm not sure what you mean by the starting platform being 6 units?
As far as smaller trains... if you mix them in with larger trains in more advanced levels why not?
Also I wonder if you could use the code from func_fall in some way? Those are platforms that fall out from under the player and fade away. Newly released in 1.1.0 You'd likely have to combine a train with that code the way the mod works. Also in 1.1.0 there is metlslime's "retrigger" spawnflag for func_trains. I bet you could put this to good use in this mod.
The models from Chasm_theRift contain as double as much frames as the Quake asset. They also have more extra subroutines like victory and shout. Here some screens of howfar I've come.
haha, they fit very well together.
The chasm monsters still do not have AI?
Madfox, can I share the video on another site?
If they didn't had IA they wouldn't appear in game.
Share whatever you want.
Can you make an video on you fighting a chasm monster?
Or chasm and quake monster fight each other?
i love that color palette
Poor Man's Luck
I'm fighting a chasm
Looks more as it is fighting me!
Can you make a yhe1
demo and show how you fight them?
It said H-scor.mdl not found
Some screenshots from Quake Mapping Discord.
Yes, I thought I had disabled it.
Here is a better one.
It is good, although I think an analog for the stratos weapon can be found in quake malice
Do you still have the links to that site of panserkreuzer?
I'm searching for the monster sounds, but I can't find them.
Thanks for the screenshots. The Heresy one looks particularly interesting, but probably will need to put something after the door or block more of the door frame with it
Madfox, one other thing, the faust's rocket can homing in, so you may want to check the code of the Quoth or AD rocketeer
The stratos also has a kick attack when he is close to the player
Lame attacks, small amount routines
My qc isn't the hat of the wizard, for sofar I'm comparing the seize, not the attack or weapons.
Some parts of the poseframes in the models look almost identical.
Here's a kinky wmv of the collected chasm_entity file. I've managed to get the skin as close as possible, but it leans on chasm.pal still. I am surprised the odd skin file 64x1010 won't crash qmdl.
I'm not sure the seize of the creatures is proper. The comparisment between the two games is rather large. All textures are twice as big,
the entities I made 0.25 smaller. Worm is a mystery to me.
Looking at the seperate frame poses there are a lot of doubles in the attack and pain frames. Stratos has three identical pain poses,the fourth is a repeat of the shoot pose.
In quake they act kind of slow, as I used all available frames, reason the pain pose is too slow. At the point of the qc I have still my doubts. :P
Looks Amazing, Madfox!
These fit into Quake so well!
Can't wait until they're all up and running ingame :)
As a matter of fact I can use some help as I'm feeling everyone wants a chasm quake mod, but I'm the donkey that carrots.
So far I've got the models in Quake running, but only on "notarget" function. If you have any ideas here is a devkit with the results.
There is still a lot to be done before all subroutines are cleaned up. For some I have a solution, but there are a lot of double poses in them.
To be done:
- stripping the frames for double action.
- adding the attack pain and death qc.
- eventually change the weapons.
- adjusting the sound files.
- making maps for it with the chasm.wad
.., forgot the deadguy.
haha fifth, can we count on you to make a map for it when this is done?
I think the turrent is missing
faust skin taller than 480?
I Hate Turrets!
Reason my subcouncious fragged it. If you had read the reade you see all skins are 64x1010.
The viewport in Quake is larger than in Chasm compared to the texture. In quake you can't slip that easy aside corners with a streetlamp.
It's a solid maybe
I can't run it in quakespasm, gives me the faust error
I think it's in models as a static.
What is the statement of the faust error?
The error was faust skin taller than 480
I was afraid of something like that, 64x1010 is much too large. Can you open faust in a modeleditor?
But you were clearly able to open it in quakespasm.092.2 rss admod
I thought the skin limets were 300xwhatever, although quakespasm_spike_ad these limits were crossed.
can you upload the quakespasm_spike_ad?
I tried chasm_quake_dev01 out on a win98 computer with winquake and it runs fine.
Or This One
No, I mean the program directly from your computer.
I tried again, quakespasm give me the faust skin error
It looks as if the entity wants to attack you.
Mod will only work when using no target as soon as the game starts.
Got it, thanks, the skin is much better now
After I took the time to seperate each model to import it as a common sized skin file, it really took time to evaluate the 64x1010 chasm skin. This is an odd size anyway.
It only could get more bad before I realized Noesis converts them to mdl with the according skin.
Looking at Faust eyepiece I don't think I could reproduce it on 300x200.
I wonder if there is a way to extract the 64x1010 file.
It seems I need more knowledge of the UV filter.
I don't think the skin file size is a big issue, as the regular quakesapsm could just expand its limits.
I also tested it on Aguirre's engine, works fine there also
What about the size of the entities?
In Chasm I'm not further than the second level, so I'm not that experienced.
All I can do is compare the two games and it looks as if all y-axes are somehow " shrinked".
You mean the size of chasm monsters compared to quake monsters?
The comparishment between the way chasm monsters appear in Chasm and how they look in Quake. I think of a mincer and a goblin with a smaller bbox than fire height, or should I look to an orc on eyesight or look up at it.
Are you worried that the height will affect the monsters attacks?
Also, where is the skeleton and the final boss of the addon? I do not see him in the loko video
I Think This Is A Bit Off Topic?
Maybe a dedicated Chasm mod thread is in order?
or move it to Modelling Help
I made all chasm entities seized between a quake ogre and rotweiler.
I seized the Worm like Shambler.
Maybe they should be more ponounced.
Maybe you'te right. I never started a new toppic, maybe time to do so.
As long as the chasm monsters can attack the player properly, I don't see how size is a big issue.
Lords Of Chaos - Initial Screens
It's been about 20 years since I last made any level for Quake. After a long hiatus, I made a Doom 2 WAD (DK Shrine - Remastered) released earlier this year, and I've moved on to Quake.
I never thought I made a Quake level which I would consider 'good'. Lords of Chaos I hope will fill the gap. A large level, which will be more about exploration and ambiance, with a horror theme. I'm using dumptruck ds's progs_dump, but apart from that, and some textures from 3rd party wads, its a classic Quake experience.
I'm over halfway done, as most of the map is fleshed out, just needing details and gameplay elements thrown in.
Those shots look properly menacing. Good luck. LMK if you need help with pd_ and also, we're working on 1.1.2 right now. It has some bug fixes and a handful of features. Not sure when it will be ready. Hopefully days, not weeks.
Good luck on Lords of Chaos.
Yeah I like those touches of color. Really helps in a metal theme map. Reminds me of jam3_ionous just a bit.
I like the arches especially.
While we are waiting for Lords of Chaos, do check out DK Shrine from Borax Man. Its a great set of Doom 2 maps with good gameplay and interesting non-linear layouts.
For anyone interested in DK Shrine, be sure to get the "Remastered" version and not the 1996 version.
Looks nice, and I'm pleased that you've strayed from using solely the standard 'metal' texture set and done something a little more original.
Except base enemy and knights together = totally unacceptable. I like the blend of map styles tho.
You're probably gonna have to live with it. I mean the whole idea of the map is tech+medieval style anyway, so it would be weird to *not* mix monster types.
Nice looking shots. The lighting feels flat but not terrible. I agree the theme mix feels pretty fresh here.
Base And Enemy Knights
@Shambler. I disagree, they can work together, as long as the mapper creates the right context.
I don't see why user created levels have to stick to any rules or themes used in the original Quake. I prefer to see mappers not limit themselves to specific texture sets or styles.
Use Tech Knight Models!
from Operation Urth Majic
Gotta keep Shambler happy.
base enemy and knights together = totally unacceptable.
It's literally right there.
There's more precedent in the original game for mixing Grunts and Knights than putting Knights in runic.
That's Part Of A Mistaken Mishmash Under The Guise Of Quake Having...
...a coherent story. We have now transcended that with stronger thematic adherence.
There was nothing mistaken about the monster order of appearance once the final episodic structure was settled.
Dis Gon Be Gud
The grunts are just possessed by the entity known as "quake" in the story, so there is no reason why this entity wouldn't just mix his new recruits up with his old knight fellas without sparing a second thought.
What shums is alluding to is a question of personal taste, of no more validity than an objection to certain texture combinations.
The Hipnotic mission pack did a lot more of this if I recall.
The Hipnotic mission pack did a lot more of this if I recall.
Yep and there's nothing wrong with it if you justify it with a Slipgate pad as otp alluded to.
Custom Levels Are Just That, Custom
Zerstorer if I recall correctly did this?, as did a few good maps in the 90s. I don't remember anyone caring back then, and in the Doom modding community, there aren't such rules. It is as kinn said, just preference masquerading as a rule.
Personally, I like when authors follow their own style and do something original, and don't stick to a predefined iD style. lpowells screens look great, and the style seems to work.
I Do Get Where He's Coming From
Base and Medieval enemies can be used together, but there needs to a reason why. A portal within a research lab where hell knights are coming through makes perfect sense.
Thanks for the comments everyone. @dumptruck_ds, thanks for the comment about the lighting; getting the right Quakey contrast is something I really need to work on.