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This is the place to ask about mapping problems, techniques, and bug fixing, and pretty much anything else you want to do in the level editor.

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Wondering 
I'm exploring Quake editing and I was wondering about something:

Is it possible to have a start map in which you have several teleporters each linking a new map? So the start map would function like a hub. You can jump through the teleporter to play that map and at the end you can jump through the teleporter to bring you back to the start map?

If so, would it also be possible to have your actions influence the start map? For instance, you played one map, got the key, now that teleporter isn't accessible anymore (after you got back) and the key you found opens something in the start map.

Last but not least, I remember a post from a while back in which someone showed of a portal he made in Quake which let's you see what's on the other side. I'm not talking about the portal gun mod. If you do remember, would that also work with the example above? As in, the teleporters in the start map show you the beginning of the levels they represent? 
 
Is it possible to have a start map in which you have several teleporters each linking a new map? So the start map would function like a hub. You can jump through the teleporter to play that map and at the end you can jump through the teleporter to bring you back to the start map?

Yes, absolutely. Quake does this after all. ;)

If so, would it also be possible to have your actions influence the start map? For instance, you played one map, got the key, now that teleporter isn't accessible anymore (after you got back) and the key you found opens something in the start map.

This can be emulated, but it's hacky and limited. Quoth has a feature that allows you to do exactly this, though.

Last but not least, I remember a post from a while back in which someone showed of a portal he made in Quake which let's you see what's on the other side. I'm not talking about the portal gun mod. If you do remember, would that also work with the example above? As in, the teleporters in the start map show you the beginning of the levels they represent?

You can only have one world (i.e. one bsp precached) at a time. 
Onetruepurple 
Hah, I've been playing custom maps for so long that I totally forgot that normal episodes end that way :)

The idea is to have a room with 5 teleporters of which one is locked. Each of the 4 others lead to a map and in each map you have to get a key. Each of the keys will remove a set of bars and upon completing all 4 maps the 5th teleporter would open and get you to the final map (of which there is no return). As I understood Quoth is not open and thus a bit limited in what the community can do with it correct?

Could I fake it by using a screenshot of the opening area (of the next map) and thus imitating it? 
 
You're describing the Quake start map. :) The source for it is out there, Romero released it a few years back... 
Sprony 
If the teleporters are against walls (so that the player cannot walk right around them), why not just copy&paste the beginning area of each map behind the teleporter in question? I.e. build a door leading to the beginning area of each map, but put an exit trigger in the doorway, so that the map ends just as the player walks through. That would look a lot more realistic than a screenshot in my opinion... 
Willem 
Lol, yes Willem expect I want to have my actions have impact on the start map :)

@total_newbie: As in making transparent so people can see through and by actually going through the map would load? Doesn't sound like a bad idea. However a proper image of the map could work too. 
Yes 
Exactly. :) There's this one level in Duke Nukem 3D where the end of the map, the player sees the beginning of the next map, but it's just scenery; the player never goes there (if you noclip there, you get some typical Levelord message about not being supposed to be there or something, and you can see that it's just a copied&pasted fragment of the next map), but when the next level loads, you find yourself in the exact surroundings that you could see from the end of the previous map.

There are no teleporters in that example; the idea is rather to create the illusion of one continuous area. But it's the same basic idea. 
 
Half-Life does that too ... air lock areas that are identical with a quick load. 
SpronyvanJohnson 
That's fairly simple then. You can use runes as your keys, block the exit teleporter with a func_bossgate, and use func_episodegates for blocking the skiogates you've already visited. 
 
skiogates = slipgates 
You Just Went Full Retard Sprony 
Yeah, you are right Onetruepurple. Checked it out yesterday at it's actually all there. I'll look at the source maps to see how it's done. Pretty embarrassing :S 
Rejoice! 
The bigger the fail, the more you learned. 
Powerups... 
Hrm, I dont know why, but for some reason, no powerups spawns in my level, trying to place the ring, but the quad and the penta won't spawn either.

I always try to look at iDs source levels, however I see nothing on the ring in E1M3 that's different with mine, not on the worldspawn either. 
 
Try setting "developer 1" in the console and then load the map, you might get "Bonus item fell out of map". If that's the case the item position just needs to be tweaked - move further from walls and away from floor. I don't know the exact distances off hand 
Eric 
Yea, you're right, the actual bounding of the ring seems to be a much larger affair than trench displays. 
Really? 
Then the fgd file is incorrect. Can anyone tell me what the correct bounding box is? 
How Does One Set Up The Shub-telefrag? 
It's kind of crazy that I don't know this already... 
 
The artifacts are all 32 x 32 x some height, but some engines treat coplanarity with a wall as touching, and drop the item out of the world, and some don't. \o/ 
Drew 
Just place a monster_oldone, and telefrag it. It does everything automatically.

Have an info_intermission pointed at it. 
 
The powerups have the same bounding boxes as all other items: 32x32x56. This means the smallest possible space they can spawn in is 40x40x64.

Shub telefrag needs a misc_teleporttrain as teleporter destination, a regular one will cause a crash. 
WalkR 
You might also want to check the vore's bbox. It's the same size as ogre, fiend and shambler, but some fgds have it wrong for some reason. 
Negke 
Thanks, that's why my items kept disappearing, that's a huge difference from the size on the ring inside the editor.

I'll just make sure my items never spawns in small areas like that (this was a secret). 
Thanks Lun/ Neg 
 
Missing Entities Depending On Quake Client? 
Back on my gravelpit map once again.

After filling those damn voids, I've come yet to another problem while testing the map in both Quakespasm and Darkplaces.

Darkplaces loads the skybox while quakespasm doesn't. Darkplaces has a decreased decceleration and shaky viewmodels in the latest quoth release. But Quakespasm has 2 major problems:

The first one being there's been missing entities, as in 2 box of shells, one box of rockets, one box of nails, a quad damage and a rocket launcher (even though they show up nicely in darkplaces).
The second one is the most problematic: while approaching the last building of the map, the world suddenly makes brushes invisible, only shows the upcoming entities (not entity brushes) and mirrors the entire map far ahead.

What the hell's up with that? 
Thanks Neggers 
Vore was in fact incorrect, and some items were missing the bounding box. 
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