|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]]]
File size limit is 128MB.
@FifthElephant @dumptruck_ds @mfx
Oh, thank you very much for good words!
I remember very well quad shadow from original QUAKE map "Gloom keep" it's still impresive look. I redesinged the quad shape, it's not perfect, but keeps grid and looks not bad.
interesting stuff again, feels like a cross between Q1 Episode 4 and Quake 3.
Lords Of Chaos - Beta Version
A beta version of Lords of Chaos is available for those who are willing to playtest it for me.
I request that anyone who downloads the file not distribute it. I also request that ONLY those who are going to play this for testing purposes, download and test it. If you just want to have a look, wait until the final version please. It won't be far away.
The level is almost done. All that is left to do, is fine tuning of the gameplay, which may depend on feedback, and some more tuning of the lighting.
This requires a port with BSP2 support.
This level is on the larger side (about 340 enemies and a play time of 45 minutes to an hour). It is quite non-linear (though you shouldn't be able to skip sections), requires a little bit of exploration and planning. Ammo and health aren't always placed in front of you, and you may have to choose between looking for more ammo and looking for a fight.
In the level, you have to summon and kill seven Chaos Lords. As each Chaos Lord falls, more of the level opens up. But they aren't summoned right where you are standing, you have to hunt them down!
The link is here.
Please read the included text file.
@BoraxMan Just A Few Things...
Why is there a "pak0.pak" file IN the "pak0.pak" file!?
Also there's a "config.cfg" file in your "pak0.pak" file, which should never be there.
I'm continuing on...
Cool! I'll give this a spin and let you know how I get on.
I'll Fix The PAK
Thanks damange_inc for pointing that out. Explains why the file is so large!
That probably has to do with a utility I'm testing to create PAK files. I'll have to modify it so it doesn't include the files its creating as part of the files to add.
The 'config.cfg' shouldn't be there. I'll fix the PAK when I next can.
PAK File Fixed
Ive re-uploaded locbeta.zip with a fixed PAK file. It should no longer have the config.cfg and other superfluous files.
Redownload using the same link I gave in the original announcement of the beta.
Looking forward to playing this and seeing what you did with progs_dump.
@BoraxMan A Few Moar Things!
I've no idea how many CL's I've defeated... might be cool to create a "shrine" where as you defeat them heads are placed so the player can always tell how many? Or have the player "aquire" the heads and have to go place them?
Also I might be stuck? The level is pretty much cleared, 300/"about 340" and my only option is to grenade jump to a "gold key", upon doing that I hear a CL appear but working my way to him and killing him does not do much and doesn't really feel like this was the intended way.
I even noclipped out of desperation.
The exit needs better protection ;) Unless ofc that was your intention :-P
A new version of pd_ is coming with custom keys and some updates to breakables.
Not sure of a timeline, but likely a couple of weeks at the most. Not sure if this would have an impact on this project. Seeing how big it is I won't have time to play it until Tuesday at the earliest. I'll definitely record demos of this.
I actually thought of a mechanic where you have to bring their heads to an altar, but it might appear weird to have their heads there, because it still appears on the model which is supposed to be now decapitated. Also, its less about just getting all 7 and more about finding the relevant one to destroy, to progress. I could add some QC code and a new model...
I tried to balance the complexity of the 'puzzle solving' with simplicity in layout so the only real backtracking is in seeking the CLs. Not sure yet whether I succeeded, and maybe the sequence of events you need to complete is too convoluted and its too onerous on the player.
Did you find the 2nd silver key, and 2nd silver key door? They aren't far from each other, both in areas just off that room you get to at the end of the corridor which was originally blocked by the ball of flesh. Once you hit the switch in the 2nd silver key room, the 7th CL appears nearby and the door which leads to the gold key (at the end of the long bridge) opens up when he is killed.
From there, you can finally complete the task mentioned in the message at the exit gate. Any additional beasties which just appear from here on in are now only there to give you a hard time and are not involved in the gameplay setup ;)
I'll better protect the exit gate...
Last thing, which I realized I DO need to change, past the gold key door, you find a grave. Destroy the grave. That needs to be more obvious.
Brace yourself, because I've uploaded my first-run demos, totalling over two-and-a-half hours of gameplay, here
. All demos are on Hard skill and are Protocol 666 (QuakeSpasm default).
However, before I was able to play the map, I had to work around a show-stopping issue which I haven't encountered before. When I tried to start the map with QuakeSpasm, the engine would immediately crash, without giving an error message and with nothing useful in the log file. By a process of elimination, I worked out that the crash was being caused by the skybox. In the .bsp file, the "sky" field of the worldspawn entity is as follows:
I had a quick look at the engine source code, and long story short, it appears that a "sky" string more than 31 characters long will cause a buffer overflow (which may or may not cause the engine to crash, depending on platform). The "sky" string in this case is 33 characters.
I haven't 100% confirmed this because I'm not set up to build QuakeSpasm from source right now, but it looks to me like that's what's going on.
To work around the issue, I moved the "purple_chaos_*.tga" files up a level (out of "env/skybox_purple_chaos" into "env") and updated the "sky" string to just "purple_chaos_". That made it short enough to avoid the crash, and I could play the map!
This was my first attempt. I finished after about five minutes by accidentally going into the exit portal early. I guess this is the same thing damage_inc was getting at above.
This was my second attempt. I died after about five minutes.
This was my third attempt. This time I finished the map by collecting the rune and unlocking the exit, ending with 315/342 kills and 5/7 secrets in 94:51 (!!!) minutes. However, this still wasn't a "proper" run because I failed to find (I think) two of the Chaos Lords.
This run went off the rails somewhere in the middle. It seems like I did an accidental sequence-break by jumping through a window and falling down into an area I wasn't supposed to be able to reach at that time, skipping the fifth Chaos Lord. I guessed what I'd done, and after a while I backtracked so I could attempt to play the level "properly".
However, after I went back, I couldn't find the fifth Chaos Lord, so I couldn't kill him to remove the bars protecting one of the silver keys. I haven't re-watched this demo in full, but in retrospect, what I guess happened is that I failed to find the button which I now know "summons" the fifth Lord. However, during the run, I didn't understand that there was a button that I was supposed to find. What I thought had happened was that I'd somehow broken the map by doing that sequence-break! In the end, I salvaged the situation by grenade-jumping to the gold key (it sounds like damage_inc had the same idea) and then played "properly" from there.
I'm sure you'll be able to tell from the demo that I struggled massively with progression in this map; it might even be that I struggled more with progression in this map than any other Q1SP I've played. Even after I pushed a button or killed a Chaos Lord, I often felt like I didn't know where I was supposed to go next. I ended up wandering around a lot. I tried to include comments in the demo as I went along: hopefully that'll give you an idea what was going through my head.
This was my fourth attempt, and the first time I managed to complete the map "properly", ending with 340/342 kills and 5/7 secrets in 67:03 minutes.
TBH, it was an *enormous* map: I've typed a lot, but there's a lot more that could be said in terms of feedback. While hunting out the last two secrets, I also found more bugs which aren't in the demos. I could do with going over the map again and putting together a list. I'll aim to do that sometime in the next few days when I have time.
In the meantime, hope the above comments and the demos are helpful!
Thanks for the feedback, greatly appreciated. I admit the map is much larger than originally intended, and perhaps it should have been two levels. I might either have to simplify the flow, put more information, or divide the level into two parts.
As for Quakespasm, it didn't crash for me. I'm using Linux, so perhaps this issue doesn't affect the Linux client?
I'll check out the demos tonight.
My Experience Is Almost Identical To IW's
But I will add a few points.
I'm on Win7/Quakespasm and didn't have any issues with the skybox, odd.
The first flesh wall to come down should have the player LOOKING at the wall...
Maybe a bit more visual effects too?
The first button you press is like generic "some bars somewhere bars have been released"!
Maybe say "The fiends from hell have been released", so the player knows exactly what is going on?
Also, I can kill the fiends at the start?
By the time I had 47 baddies slain I was just about out of ammo and health. Then I seemed to recover and have it happen again... several times. It's a huge map and this will be hard for every player so, maybe it was just me.
After killing the Seventh CL... seems odd I have to kill more! I didn't really like that.
I think I "missed" the second silver door cuz 1) I'm bad at that in Quake and 2) the torches kind of cover up the silver key symbols.
I would say that you should make any important door/pedestal/switch a bit more memorable than usual as both the distance and time a player can get away from such needed progression mechanisms is quite far.
Anyways, none of this is correct, just my observations.
Overall very interesting and a monumental effort for such scale of a map. GG's
Should it be split into two levels? Or is the size OK as long as the progression is smooth and there is no stalling due to getting confused?
I don't want it to feel like a chore or to get boring, or to take that long!
The uneven ammo is something I did in DK Shrine as well, as an attempt to create periodic tension.
I definitely think more guidance for the player is warranted here.
I'm recording some demo's, we'll see how long it takes for a second playthru.
I watched the first three demos. The level "broke" when you jumped out of that window from the upper level where the two vores are, down. That needs to be blocked off. It was an oversight to not think that the player would just jump out. Once upstairs in the "lightning room" area and adjacent areas, everything happens there until you get the Silver Key. You were correct when you said you used the wrong key on the wrong door.
But because you went out of that window, you went off the path, and then got "lost", that is, wandering around the level trying to figure out where to go, when really, you didn't need to move far from that window at all.
I'm pretty sure that iw's point about texture name is valid. Current sky texture name has fixed size (32) and is copied using strcpy from a buffer of an unbound size (value of "sky" key). Whether this problem occurs or not is not bound to what platform you're on but rather how lucky you are. Layout of data in memory isn't necessarily the same from machine to machine (or even between OS restarts) and if you overrun a buffer, you may get lucky and overwrite nothing important. Of you may overwrite some super important state and application crashes. The fact that this happened to one of 5-ish people who played this map so far indicates that this will be hit by other people once you release the map.
@Borax Man Demos Of Second Playthru On Normal
Don't know if want these or not but here they are: Demos
Time was ofc shorter but still lengthy, coming in at almost 2 hours(117:35).
As far as should it be broken up into multiple levels... hrmmm... I don't know, time is time. If a player can't play this for the total time then it will be a several sessions playthru regardless.
Hehe Here I Go
Excited for that one JCR! I really enjoyed the previous jumpbooty thing you released.
I expected I would have had time to revisit the map before now, but I've had a busier week than anticipated. I should be able to replay it this weekend and come back to you with those remaining bits of feedback. Apologies for the delay.
About the sky path issue: I usually use Linux myself, however I was testing on an OSX box when I encountered the problem (using the 0.93.1 SDL2 binary from the QuakeSpasm web site).
What Thulsa said above is very much what I was thinking: it looks like the buffer overflow will occur regardless of platform (it involves the skybox_name array in gl_sky.c), but because this is a low-level problem, what actually happens next would depend on various low-level things, which will presumably be different for different players running the engine on different platforms.
In addition to Thulsa's examples, another factor is that different compilers may or may not emit additional machine code to try and automatically detect buffer overflows (depending on the options they're run with). I suspect that this might be what's going on with the OSX client, because I noticed that it keels over with SIGABRT instead of the usual SIGSEGV; however, like I said before, I just haven't had the chance to look into this in detail.
BoraxMan, I should emphasize that I'm not saying this is a bug in your map. Assuming what I've said is correct, it's a bug in the engine; however, it's the sort of bug I guess mappers will want to work around.
A very similar issue affecting other maps is the crash-on-save bug I talked about in this post
. Like this issue, the save bug doesn't cause the engine to die immediately for all players on all platforms; however, it evidently has that effect in a lot of cases (judging by the number of comments about this on map pages on Quaddicted).
OK, I've played through locbeta again, on skill 3 this time. I recorded a bunch of very short demos showing specific bugs, which I've uploaded here
. While recording these, I couldn't recall exactly which bugs were visible in my previous demos and which weren't, and when in doubt, I thought it was best to risk recording the same thing again, so there's likely some duplication.
I think the demos will be self-explanatory, so, here's some more general feedback about the map:
I liked the following:
* It has a strong, consistent theme. I liked the feeling of wandering through this sprawling otherworldly nightmare-palace where everything was menacing and malevolent at all times.
* I especially liked that there are creepy side-areas in various places which the player can see into but can't enter. Like the yellow-lit room with the Shambler corpse. I'm a big fan of levels including environmental details for no other reason than to be creepy and build atmosphere.
* The "hallucination" sequence (I'm not sure what to call it) actually spooked me on my first playthrough! I think that was because it was so unexpected.
* The hugeness of the map, when it starts opening out, is impressive in its own right.
* The scale of the environment and the lack of repetition in the design reminded me of things like WarpSpasm and various huge Tronyn maps.
I don't think the large size of the map is a bad thing in of itself. But I obviously found the layout and progression pretty difficult, and I think the large size of the map probably exacerbated that.
I've been trying to put my finger on why I found the layout/progression difficult. I don't think it's one thing, but a combination of several different things:
* At any one time there are a lot of different barriers (bars, force fields, key doors, etc.) which I have to try and remember so I can find my way back to them once I've found the thing that opens them.
* Some important barriers are not on the main path and are easy to overlook. An example is the gold key door: it's a long-term objective that the player will have to return to later, but it's in a side-area the player can easily miss.
* In some cases I found the means of opening a barrier without having encountered the barrier itself (leading to a feeling of "so where do I go now?").
* Even when replaying, I found it easy to forget which number Lord I was up to (which is obviously important because the hint messages refer to them by number). I also found it easy to forget whether I was supposed to be hunting for a Lord at any given time.
Even though I don't think the size is the problem, if you're in a mind to split the map in two, I guess that might mitigate the above issues?
I can't help thinking I would have enjoyed the map more if I didn't have to hunt for the Lords after summoning them. When trying to find them, I just felt like I was wandering aimlessly.
About the ammo situation: I found the ammo shortage at the start a bit irritating, especially as the player is confronted with gangs of bullet-spongey Fiends and Ogres right off the bat. I would have preferred a more "normal" ammo balance at the start. From about the halfway point, the ammo balance seemed to have become more normal anyway. (Disclaimer: I've only played on skill 2 and 3.)
But apart from those things, I definitely enjoyed the map. Whether you decide to split it into two maps or not, I'd be curious to play the next version to see how it's evolved.
CPQ - Dynamic Map Logic Dev Kit V0.1a
I've uploaded the first alpha version of my new dev kit CPQ and am very much looking for some feedback on it. CPQ is all about storing values into "registers" and then using them to impact the game (changing player health, door speed, etc) as well as boolean expressions (greater than, less than...) that can trigger different things when true/false, as well as mathematical operations (multiplying enemy health by difficulty level, for example).
I've included a map that shows off some features, as well as PDFs that give a quick tutorial and list all new entity definitions.
Feel free to reply me here or PM on Discord (Qalten #6722) with feedback/errors/suggestions/neat maps!
Because it sounds like CPU but with a Q! (a CPU being more or less what I'm trying to emulate here).
my vote for unsung hero. this looks like it can be insanely useful, but I find the presentation a bit impenetrable. but seriously, having a simple way of doing arithmetic and boolean expressions without needing counters or relays sounds awesome.
Been putting lots of time into the side scroller. Heres some new tiles.
Screens Of My Vanilla Doom 2 Map.
Using those sweet, sweet Knave textures.
it has a strong Hexen vibe.
And thanks for not using Imgur for the screenshots.
I like the weird lack of head. Claws could look a bit more inhuman. Deffo could work well in Quake.
Isn't that not Ijed's model?
But I'll be using it.
not sure if this would have been easier or harder in quake.
i will say the doom engine handles off-axis stuff nearly perfectly.
did Q1 compilers ever get around the limited number of planes?
Adoria, Final Section And Progress
After one year I think this work is going in its final lap.
My idea of creating a simple lighting mechanic test for my self turned into a storybased reference to games, films and music when I played Quake the first time.
There's still some work for me to do, especially because of the story (there will be a connection between the stories of quake and doom).
There are new features, known from modern games ,like voice guided sequences and changing music.
At the moment I'm working on the last section "the white room" wich should become a fresh change in the gamplay with some puzzles.
Hopefully looking forward.
This looks pretty epic.
Bal Posted This On Twitter
I am eager to see what the storyboard is about and how it will be done.
Yeah... sounds like it's part of a big AD update that sock and gang are preparing.
also those conveyor belts .... maybe it's time to add either smooth scrolling textures, or high-framerate animated textures, to quakespasm/etc.
An AD Update?
I thought sock had written that AD was now a "complete project". I sure hope I got this wrong --- and if there's an update in the works, that it'll not feature only base maps. I can't wait to see another work in the vein of Foggy Bogbottom, Firetop Mountain, Leptis Magna or The Forgotten Sepulcher.
AD 1.8 Is In The Works
Lots of bug fixes and some new features (and monsters?) coming. But that's all I know second hand.
i think they are adding Floyds
"i Think They Are Adding Floyds"
Finally, Quake is complete and life is perfect.
Oh my. 2020 is going to be a wonderful year.
Have I Ever Told You...
New Deathmatch Map With Bot Support
Hi, in case anyone's interested, I finished a large Q1 map with a slightly different flavor. It's deathmatch, but it's also designed so the Omicron bots can use it. So for those who want single player against bots, or playing against humans, or both bots and humans together, it's great. There was a time when just a few friends could have a closed multiplayer game, without somebody like Thresh showing up. Using this map, with DirectQ as the server, a small group can have a great time. To fill in the 16 person quota, you just add the correct number of bots. Some may remember the Omicron bot problems with original Q1 maps. I also had a few, and spent a lot of time ironing out the bugs, and getting a very enjoyable bot experience, for those who want this. I also didn't want anyone to be in the dark, as far as how the map works. It's very complex, so I am preparing a youtube instructional video.
Here's the video intro I intend to use at this point. I may change the music. Go to the following link:
Find the file "Intro.mp4" Turn up the volume and double left click the file. :)
I need a 2 minute intro video with lift muzak for a 1996 quality DM map like I need my arse being filled with molten iron and then a magnet attached to the bottom of the ocean. Perhaps the time spent on the video and music and somehow not even posting a direct link, would have been better spent polishing and refining the map??
Still if you want more feedback and beta-testing feel free to post it on here too when it's ready: https://discord.gg/d5mytUj
That's the beauty of opinions. Everyone has one. The map has already been thoroughly beta and bot tested. Quakespasm, which supports the Omicrons and large maps, seems to be stable across all Windows platforms. About the only thing Quakespasm isn't good at is packet handling. This makes bad as a server, but okay when connecting to a DirectQ server in DM. DirectQ is a question with regards to Windows 10. I know it works fine in Windows 7 Pro, and doesn't work well in XP Pro. Since development stopped before 10 was released, and that's what most use I would think, I don't know if it's 10 compatible as a server. So if one wanted to beta test, this would be the best task.
Not sure if it fits quake's bestuarium, but it just creeped out my mind. Something with a vanishing sprite fog.
I love it!! =D
so it certainly fits Quakes bestiarium.
And a real beauty it is, at that!
Same Species I Suspect
I've read that they have a brainpart for each tentacle and seem to be highly intelligent. Apart from that they have eyes with the seize of a bowling ball, and have extra uv sight like cats.
That a terrible animal can be so hiddious.
Unreal 1/Gold Map Work In Progress.
Skaarj base themed level.
Help me get up if you made that with the UnrealrEd v01. Never understood the crashes it caused.
Top notched screenies!
Some Old Teasers, Warmed Up
As always. Looking forward to this along with AD 1.8
we are tired of waiting!!! ;-)
I've always asked myself how to do such angled brushwork, especialy angled arches.
I Give Up
That map I posted screenshots of earlier... I have no motivation to finish it. It's not even a matter of scale... Even if I scaled back my ambitions, I don't even have the motivation to finish even a much smaller layout, let alone populate it, test it, etc.... Whenever I open the editor I just get bored. And in general, I've been coincidentally steadily losing all interest in even playing video games since I started making it, let alone creating something game-related of my own.
And yet, I think it's a unique theme, with some potential. I don't want to fall prey to the sunk cost fallacy (and God knows I sunk plenty of time detailing tiny areas of this unfinished map) so I'm not going to force myself to continue, but would any mappers have any interest in having a peak at the scraps? It would take two minutes for me to drop the map file and the wad files I used into a zip or something and upload it or email it somewhere. Maybe someone will have mercy on my wasted time and do something with it. One can dream.
But I understand.
We should have a general scrap repository on func...
He's Done It
I agree. Smooth scrolling textures are incompatible with Quake's software renderer architecture, but they're worth it.
The easiest way for software renderers to implement scrolling textures without sacrificing lightmaps is to scroll them in the surface caches, similarly to.how WinQuake scrolls the overlay of sky textures. A default scrolling speed of 32 or 48 texel coordinates per second could be very effective. WinQuake's sky overlay scrolling looks jerky because it scrolls only 8 or 4 units per second.
yo mankrip, are you planning on releasing your engine anytime soon? or at least your SW quake improvements?
the world could use something better than engoo.
There's Engoo, Super8 and MarkV. And the latter two have way better compatibility with community maps than I can hope to achieve.
For dithered software rendering improvements, there's Makaqu 1.5.2. It still uses the vanilla WinQuake rendering architecture, so its changes can be easily ported over to other engines.
Yes, I'm aware. But I'm also aware of the improvements you made to RetroQuad and I wanted to make use of those for my mod.
I find it curious, since in your twitter feed:
> Nothing would make me happier than someone willing to create a new game using the technology I'm creating for Retroquad. Nothing would make me happier than knowing that my tech inspired someone to do that.
> There's nothing I crave more than that in my life.
But at the same, you're not sharing a page where we can buy the engine, or sharing the source-code, or anything like that. It's basically just yours, yet you want people to use?
Just put up an itch.io page or something
At this point, I should have completed at least the renderer. But I didn't.
I prefer to not give excuses, I'm lucky to have not died yet.
My life doesn't let me fulfill that dream.
I've got a vision for the Retroquad renderer, several other improvements have already been planned out, including some massive optimizations, and it pains me to see that vision being not fulfilled. If I managed to get at least the BSP renderer finished and fully rewritten, I could consider my "life mission" in this engine complete.
But I am lucky to have simply not died yet.
Never Give Up
Ok, sounds like the beginning of that kind of cheesy inspirational speeches, but heck, whatever.
There is that quote by da Vinci that "Art is never finished, only abandoned."
Maybe take a break from your engine project, look after yourself so you do not die, and later on when you feel the urge, pick it up again.
At least for me that often helped with getting things done in the end, even if there where years of halting the project in between.
On the plus side those projects often benfited from the new experiences and knowledge i collected in the meantime.
holy crap that map looks awesome, so intricate.
Love Those Pictures!
Map looks awesome, can't wait to play it!
Here's A Ceremonial Circle For You.
I Really Enjoy
the small brick variant used there.
It's one of the wall textures from Doom, modified to resemble the Quake swampy brickwork. I nicked it from UDOB.
After allmost more then a year my first mod "Adoria" is going to become finished.
Now I'm interested in what you guys think about it and ask you to help me to get the job in its final lap.
Every demo or review is wellcome.
You can download the mod here: https://drive.google.com/file/d/1MKt75IHzlGx69ebkfzKkBcXtWtFMYQte/view?usp=sharing
The mod has been tested with "fteq64" because Quakespasm 0.92 cause crashes with explosions on multiple custom debris.
You can expect a story, based on id-classics, different environments, different music tracks in one map, references to films and games
In the meanwhile my tasks are:
1. creating one more room "the greenhouse"
2. creating the final voicetrack that closes the story
2. polishing up the environment
3. polishing up some of the music tracks
4. polishing up the gameplay
Re: Testing Adoria_beta
Anyone else getting this error on the first map?
Mod_LoadTexinfo: 90 texture(s) missing from BSP file
Host_Error: Mod_LoadModel: 9 not found
Well I'm done with modelling my octopush, but my skin file gets twisted. Maybe it is my configuration.
Here is the creature, I added a qc :
I'm not sure bit in game my skinfile gets ruined. Has to do something with the odd size 68x616.
Maybe Try With Something
that is divisable by 16, 64x560 or something like this.
The height limit for skins in GLQuake is 480.
I lowered it already to 64x306 but it doesn't matter. The half size picks up the black outlines.
I think it's the result of my chasm UV flipping.
Skin width must be divisible by 4. Your skin is 614x68.
273 frames of animation is also pushing it.
Yeh, lots of frames. I should stick to the 255.
I'll ook for the size again.
Thanks for the hints!
More Skin Is Better...
Very nice octopussy Madfox. It can be tricky to keep track of animating all those tentacles, nicely done.
Anyway, here is a Quake model to have a gander at:
To liberate your wild curiosity
Thanks, indeed it has a tricky foot. Although I think the shoulder parts a bit frozen. I would like to go for a sliding ball as sienna can get very flexible.
Good model, it is more realistic than I would fight avant-garde with. But beatific skin setting.
I'm eagerly searching for that dust appearance after making some sprites myself.
Do you have an idea how it is done?
To Model Or To Sprite?...
Madfox, for this scene the gun smoke and dust are models with scaling and position keyframed, along with the alpha blend shader. These models have only one single skin so there is no sprite animation. The effect is achieved by key-framing these three attributes:
A closer look
The model skins can be converted to sprites with AdQuedit 1.3. You can spawn these sprites as temp entities on the correct frame in code. You can also give the sprites a self.alpha for each frame.
Here are my smoke and dust alphas already in Quake palette as an example:
I was already amazed by the way you had that alpha on the pinetree. I see your aproach is different than mine.
I see you're using Blender to make these attitudes. I never managed to get my model in it, but it looks good seeing it is possible.
Only way I can use sprites is with an alpha screen on tiff file. Other extentions loose the transparant quality.
AdQuedit, I used it once to change the hub files. Didn't know it had that ability.
I Come Bearing Gifs
and quite good for learning pruposes too!
Right in the motivation package...
Just kidding, that stuff is awesome :D
they aren't released maps, or are they? I wanted to check the texture set of this map: http://born-robotic.net/spog/thumbnails/isntanttele.gif
It suits the maps i am making lately.
Seen A Couple Of These Before
It's for a future release.
Thanks. Yeah, they are the same ones: even though it is hard to see details on the .gif, with the name i tracked them back to the source, on Twitter, and found the release post and later Bal showing some screenshots of that map to Makkon.
Surprisingly they look a lots less sharp on the map than on the .wad, which makes me think if Bal edited them a bit ... also because they are 178Mbytes and the textures for detail are all together into a single picture.
And, by the way, is there another repository for .wad files like Quaddicted or Quaketastic now? I have seen some new textures for Quake in the last years but no new files on either of them.
Re: That Malice Textured 1024 Map
Finally sealed that bad boy.
I'm cautiously optimistic about meeting the Xmas Jam 2021 deadline now.
Looks Great Neggers.
Just needs a proper skybox, some fog, and nice coloured lights.
Also does anyone know what map has a "bloodfall" texture? I think I recall playing a map that had one but I can't remember what map.
Jam3 Has Bloodfalls
ps Bal shit is as inspiring/dispiriting as ever.
Love the pointers and hints marbled in with the brainbreaking detail shots.
Negke - yes please! Some of my favourites from you are in this vein. Hope to get to play eventually. I'll even record a demo! (will probably record it in quoth though, full disclosure)
Shambler - you've been oddly quiet on the map front as of late! Here's hoping you release something with a proper skybox, some fog and nice coloured lights some time soon
Thanks for the encouragement, I haven't been mapping nor playing Quake though, I've been catching up on other games, and painting: https://teamshambler.blogspot.com/
@Qmaster, are you still working on the keep mod?
hope you map soon tho
Put The Jump Boots In The Keep Mod
Finally a way to blast the window and get way through the pew!
stupid, it's sealed.
That Looks Very Cool.
Maybe A Grenadelauncher..,
...be a downer, but is that window intended to be used in places where a solid wall would exist underneath it?
Unreal? In My Quake 1?
Using Hourences' converted icy skaarjtech textures from Xidia Gold.
Presuming it would be on 64 units height would give a natural look. It is always possible to lower the gibs of the underlying debris.
It is made as a static_debris using "newton force", that makes it possible to ruin every object in an exploding act so al components make a real advantage use of the gravity they depend on.
I made it a second time, as the first one didn't give enough space to crawl through. Now I'm left with a ruined scrambled skin.
As You Can
These are both static_debris with the original as reference. I used the HR tga windows0_1 skin file, so it might look a bit pale.
Now it has ruined my qc knowledge how to toggle it on and off for use as breakable and how to correkt the skin file.
as this is the beta thread..,
you can find both files.
If someone can clear up my qc settings I would explode it!
What Kinn Said...
it looks like half the debris will end up inside the wall.
I know. The first one with the falling glass ends nice upon one side, but won't leave space to get through.
The exploding one will leave debris in the wall, but I don't think that's relevant taking in mind that there are fifty scattered objects. They do fall both sides, are penetrable. I made the bouncing box just high enough to jump over.
My god, I start excusing my glass assurance!:P
The exploding one will leave debris in the wall, but I don't think that's relevant taking in mind that there are fifty scattered objects
I'd say it's very relevant. Just tweak the direction of the force in your simulation to throw them clear. Should be a trivial fix.
I could make a debris causing it in or outwards.
I did it this way because I want to use it on both sides.
You are right saying it is relevant, but do you see much errors except the scrambled skinfile
madfox: It's only a polish thing. The physics simulated pieces in your current animation are impressive looking, but it will be less impressive if they pass through the surrounding wall geometry without reacting to it.
This is already above the quality bar expected by quake players in terms of breakable objects.
Tracing my workaround I see myself with an idea. The first window was a catch, but had a bit lame appearance. That's how I window would act when beaten by an axe. Then I to get through of it, and have the look of a grenade explosion.
After making the right setup I was able to get a real explosion blast. By then I was so surprised a bit attention lost my intrest in doing better.
Now how to make the impact two staged,
first the glass then the henge.
The winmash.mdl is the "borderlined" one.
I Like SoulsBorne Quake?
I've been most preoccupied lately, but here is about 6 months or so of stuff I threw together. A lot of stuff used: Blender, XNormals, InstantMeshes, OBJtomap and of course Trenchbroom.
Right On Spot
That makes an Ogre feel awfull low textured!
Great work, got shivers of cold.
Especialy the figurine, almost too real.
Redfield, those screenshots are terrific. As a big fan of the Souls series myself and Bloodborne, you nailed the aesthetic perfectly. The inside of that Cathedral is awesome, and so are all the models. And the model of Lady Maria is so friggin good, god.
If you need any beta testing, please I insist.
And we can't neglect Madfox's smashing windows :)
I've not had the time to accomplish a lot since this whole season of unpleasantness began, as I've been really busy.
Another issue is I'm using the AD code base so its not a s straightforward as it would be to come up with solutions to some of the problems I've had with the code.
I will contact you for help when things have progressed a little further though.
Escape From Quakertraz
Hey guys, would love some of you peeps to give my map a try. It's the first one I have made but it's getting some good compliments over at the quake speedrunning discord, which i'm a part of. I think you guys might really like it. hopefully lol
Give it a look. There are screen shots in the .zip too so you can get a taste before trying :)
I've tried your map-beta.
I like very much all the original details (cameras on ceiling, broken buttons, tools, etc). I laughed at the squared cigarets on a table.
But here are my critics:
1. The start map lacks a nightmare entrance.
2. Many doors of the main map are too crude or doesn't look like doors.
3. The rocky natural parts are too "squared", especially the exterior parts near the end. Need more debris, smaller rocks and cracks or something there.
4. level was too easy, not enough assholes to squash (especially in nightmare mode).
I suggest that you make this an AD level (with some of the new monsters).
Some parts could be breakable...
Thank you for the feedback Barnak 👍 very helpfull and I'm glad you liked it :)
Is it possible to convert it to an AD map this far down the line? How would I do that?
Here i have a demo of your map, so you can see how others play it. It is a first time playthrough.
liked it: it has some good looks and lighting, and plenty of ideas added and detail to it. The combats are not tedious or unfair, and the secrets are well done. It is also good to see that you put the effort so the map does not require any special engine or mod.
On the other side, it seems that you put too much attention on adding detail and not on detailing the map itself: Putting more work on making the rooms' general brushwork and composition, combats and layout themselves more detailed and varied would have worked better than adding lots of details to blocky rooms.
- The combat are a bit too straightforward and need some surprise or ambush, or just use the T intersections to throw enemies to the player from both sides.
- Some more variety in scale of the rooms.
- The way to the NG is probably too hard, save for speedrunners. As you set it up to make lots of damage it needs also a green armour or megahealth with the NG, at least on skill 0 and 1, and make the pipe on diagonal a bit bigger.
You need to give also a clue to the player that the slime is so harmful. Maybe a message and use another slime texture.
- Some doors need to be set up so they last longer open or stay open (wait -1 on the editor). For example, on the start map, as the player cannot hear what the door opened from there and the door itself has no message, it is hard to guess it is related to the beginning, even more as that side room resembles the ones on SoA expansion pack start map.
- Some doors are a bit hard to navigate and would need some clip brushes.
-It is too easy, save for the NG part or in skill 0. I would recommend to spice up the encounters or to set them up so the enemies do not aggro till the player is inside the rooms. The number of enemies is ok.
- Make it harder than the rest from the endless pit onwards.
To summarize, i would focus on spicing up the combats, fix some of the doors closing and the NG part, and yo would be ready to release.
Is this a beta or a released map? You put in here as beta and on Quaddicted as a release.
I was ready to release it, as I had a couple of testers play it and I made the adjustments they suggested so I thought it was ready to release lol. I'm extremely new at all this so wasn't really sure where I was supposed to post it or what the normal procedure was :/
I couldn't get your demos to play. I tried them on JoeQuake and Quakespasm but it just gives me an error.
In terms of the NG and the acid, were you not using the hazmat suit?
Thank you for all your feedback as well man and taking the time to play the level. I'd really like to watch those demos.
is it a beta or a release? If it is a release you need to make a news thread (bottom of the page while on the main or news page).
About the error in the demos, could you copy the text here? I recorded them on Quakespasm without anything special so they should work. Were you maybe playing them on AD or any other mod? That could be the reason as i recorded them in id1 (modless), and would also explain why i haven't seen an envirosuit in the map.
To submit a news thread is on the TOP of the news page and bottom of the forum page.
I would say it's a release.
in terms of the demos. For Quakespasm it says:
playing demo from efqc.dem (I renamed it)
fitzquake 0.85 server (24778 crc)
escape from quakertraz
using protocol 666
host_error: model maps/efq.bsp not found
for joequake it say:
playing demo from efqc.dem
fitzquake 0.85 server (24778 crc)
server returned version 666. not 15
host_error: cl_parseservermessage: Illegible server message.
I don't know what any of that means lol
did you record the demo and then later rename the bsp? That would explain Quakespasm's error.
It is ok to rename the demo file, it will not change a thing.
About Quakespasm, it is what metlslime said: The .bsp file you have has a different name. You probably renamed it for release but the one you were compiling has another filename. Grab the one from the pack you linked here, put it in /id1/maps and try again.
About Joequake, it is saying that it does not recognize the version of the server used for recording the demo, as it is exclusive of Fitzquake-type Quake engines.
& shambler shrunk my textures.
There Is Any News?
First Map, Feedback Appreciated
#15806 posted by Poorchop on 2018/08/30 18:11:45
I wasn't able to finish this map and I won't be able to work on it for a really long time, so I'm releasing it as an unfinished beta...
Is this avesome map still beta?
First Single Player Beta. "Can't Stop Me Now"
Map Layout Testing
I have a map blockout that needs testing if anyone is interested.
Requires Arcane Dimensions. Base themed and very combat focused.
Please ignore the fugly build and some rather blunt triggering atm :)
First Single Player Beta 2. Electric Boogaloo
Just an update of the beta I posted before.
Comments and critiques welcome.
Rogue Teleporter Noise At Origin
Use the "silent" spawnflag (2) on all point-sized trigger_teleport entities!
Re: Rogue Teleporter Noise At Origin
HA! It worked! Many thanks negke!
Tribute To Escher
While mapping some idiot samples of a distorted Escher map I came to the point to add the TurnWig
to the level. Faintly the thing came up with a 3000 vertices model.
After a few days grimming on giving up I found a movearound with *.obj transport that minimized it back
to the save zone of 800 verts. Now wait till it starts rolling against the walls. :P
I have an skill 1 demo of your map.
It is a good map, solid and well balanced. The lighting is adequate and the secret i found was well planned.
On the other side, the map is too straightforward, as it is most of the time just staying on the place and shooting at the front. I think it needs some more ambushes or enemies from the side or a different floor, like it is on the two slime areas or at the silver door. For example, the encounter at the silver key would be a lot better if making the room a bit bigger and teleporting the enemies to the sides or at an upper floor, while being careful that the player not just stays at the door shooting. Other way would be to change some more corridors into T sections that end soon and place the enemies there.
Another thing to take into account is that the map can be finished even in skill 2 with only the SG and even leave withan almost full caché of shells. I think you should change some big shell boxes for normal ones, like the one with the NG.
I would also make it so the jumping grunt at the beginning will ot aggro till the player is inside the room.
First Single Player Beta 3
a Skill 1 demo with commentary throughout.
Things I liked:
Nice little old school map. I prefer shorter maps so this was great for my tastes. The secrets I found were fun and rewarding. I liked how you wove in some outdoor areas here and there. I'd suggest adding more if you want. i.e in the the silver key area you have an enemy fire in at you from outside. That was cool. The exit room was really nice. High contrast looks great in there. You have some nice multi-stage contraptions (silver key room) - more of those would be awesome.
Some things to consider:
Base maps are kind of hard to nail because they can get "busy" very quickly if you use a bunch of colorful textures. You have some very "vibrant" areas in the map that are almost too much to look at. So for example you have some doors with big yellow light textures surrounding them. Some of those are a bit much for my tastes. But this is a subjective thing. I think overall you have a decent looking base map here.
As far as gameplay. It's an easy map.I am going to go back and play this on hard to see any differences. Many of the enemies are on the same plane as the player. That's too Doom-y for me. There's one area where you have enemies attack from above though. That took me off guard because it was rare in your map. You may want to mix up some of the elevations in the map where possible.
You had some dead end areas and that's okay but I was a bit confused here and there as you'll see in the demo. Also maybe mix it up a bit on your doors. I missed the nail gun area completely. If you had a "see thru" door that showed me the gun was there I would have noticed it. As it stands, you have some doors that are unlocked and some that are "opened elsewhere.
One last thing: those "phat" railings in the central slime room are out of control! I'd re-work those to match some of the better railings in the map. Makes for much better visibility. I didn't notice the hatch until much later for example.
There are some buttons you need to fix the lip and add wait -1 after they are tripped. Little fixes here and there.
Okay, that's enough from me! Good job. Keep mapping and enjoy yourself.
FSPM Beta 4.
Some more tweaks ect.
Hopefully should be the last construction build
and will be moving on to monster placement ect ect.
In The Elder World
Some WIP Stuff
I did some mapping with LibreQuake textures. These work-in-progress maps might or might not show up in LibreQuake (they're not official by any means), but I strung them together to form an impromptu mini-campaign. Perhaps some enjoyment can be derived from giving these maps a go.
SLIGHT SPOILERS FOLLOW
Fun little mini-episode. I'll have to go back for the secrets I missed; enjoyed the ones I did find. The ending of the last map made me chuckle.
I really liked the first and second map (and the transition map was a cool effect). Got a little lost in the second one and found myself looped back to the GK door without having encountered the GK itself -- had to go back and find an area I'd missed. Maybe that's just me, or maybe progression in the second map could be tweaked a bit.
Quite a few of the textures are really nice (which is more feedback for the LibreQuake team than for you specifically, I guess) and I really like the old-school-but-not-quite architecture, which I often find more charming and interesting than every-brick-is-a-brush excessive detail.
The less good (in my opinion):
The horde fight in the first map feels a little too climactic for the first map in an episode. On a related note, you were also a tad overly generous with the weapons here, leaving pretty much nothing new to be found in the second and third maps -- particularly if the player finds all the secrets.
(Since you wrote that you just pretty much just glued together a few maps in an impromptu fashion, I guess this map was not necessarily meant to be the the first map of an episode, so my criticism might not be that relevant.)
In fact, in my opinion both horde fights (in the first and last map) kind of clash with the old-school approach the maps otherwise follow, as do the use of so many high-tier monsters. Perhaps not much of an issue now, but I wonder how well this kind of gameplay would fit LibreQuake's vision. Plus, I just find horde fights boring (but that's just me!).
Sorry to say this, but the start map is really ugly (I don't mean the two jokey textures; I liked those). The final map was also a bit of a let-down after the other two. It feels perhaps a bit unfinished (WIP, I know), with a few areas being maybe somewhat underdetailed. I mean, I like the restrained aesthetic overall, but the final map features a few too many large monotextured blocks. It was also a little disappointing to see so many textures repeated form the first map, which made this one feel less like a separate place. It would have been nice if it had more of a distinct identity, especially after that transition map.
Overall, though, I enjoyed this. It's made me excited for LibreQuake. Thanks for sharing.
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