Nice Work Spirit
#41 posted by Text_Fish on 2009/09/22 20:16:48
I like the small differences, like killing an ogre to extend a bridge and stuff, although that didn't immediately strike me as obvious so it might be worthwhile establishing it by increasing it to three ogres and having "Only two more to go" type messages.
First time I played through I made the mistake of going down to the well of wishes and the secret level exit, where it's impossible to escape from if you haven't touched a trigger in the original progression.
My flatmate's setting me up access to his webspace so I'll upload my progress with E2M7 shortly.
One thing that's struck me throughout this process is just how messy the original maps are. There are so many leaks and wasteful brushes. I was almost tempted to entirely remake the level last night, but I think that would somewhat overshadow the intentions of the project.
In The Words Of Canderian Demons . . .
#42 posted by ijed on 2009/09/22 20:38:59
. . . join us
#43 posted by necros on 2009/09/22 21:02:43
has anyone ever tried combining all the maps (or at least all the ones in the same episode) into one giant non-stop killing map? or would there be too much overlap to get them to play nicely together...
Oh Btw
#44 posted by necros on 2009/09/22 21:08:03
is there an active download link for this anymore? the quaddicted one is broken now, as are the other two.
Sorry
#45 posted by Spirit on 2009/09/22 21:52:25
Spirit:
#46 posted by metlslime on 2009/09/22 23:02:12
another way to make progression work in a room where you enter from the top and exit on the bottom is to put buttons along the way down that open a door at the bottom, like e1m1 does. So you can jump down but the door will be closed.
Hm, Hopeless
#47 posted by Tronyn on 2009/09/22 23:52:26
I had a dream where I took the source for Gloom Keep and made an inverted "Masque of the Red Death" where instead of a giant outdoor area occupied by a stacked tower, Gloom Keep was at the bottom of a gigantic "funnel" that kept getting wider as the player ascended. Then I dreamed that started making indoor maps, but this was too unbelievable to accept and I woke up.
#48 posted by yhe1 on 2009/09/23 01:16:46
Make a base map Tronyn!
#49 posted by necros on 2009/09/23 02:52:47
was at the bottom of a gigantic "funnel" that kept getting wider as the player ascended
fuck, i'd love to see a map like that.
Do It!
#50 posted by ijed on 2009/09/23 05:23:11
Apart from the bookend title and final sentance that sounds alot like the dream cycle of Lovecraft.
Looking forward to the coming releases, don't pack it in yet :)
Haha Oh Wow
#51 posted by grahf on 2009/09/25 10:06:53
I'm not sure I actually want to see the inside of your head, tronyn, but please, never stop mapping.
Heh, Thanks I Think
#52 posted by Tronyn on 2009/10/03 03:08:16
well the new stuff should be coming out soonish. after that, if I do anything, I'll do one map at a freaking time, not ten. It's a lot harder in terms of efficiency, to finish ten. It's also more fun to start a new map than to finish an old one. Nsoe3 The Lost Land was actually started after many of the maps I have yet to release.
Updated Quaddicted Link
Also
I suddenly feel a little bit better about my mapping after looking at the "out of bounds" areas of the maps.
Hehe
#55 posted by mjb on 2016/04/01 19:33:47
You can gain a lot of insight from looking at the original map sources. I learned a lot of basic elements from inspecting levels like E1M3.
So
that's the map im editing for the non-existent e1m3jam
Go Map!
#57 posted by mfx on 2016/04/01 20:00:33
#58 posted by Rick on 2016/04/01 21:36:44
I once looked at E3M7 thinking to maybe do a remake. In the room where the quad secret is, there's a raised platform with ogres on it. The way that platform is constructed is bizarre. There are some pieces made from 3 brushes that could have been done with one. It's very weird. Limitations of the editor they had to use, I guess.
Whee Map Source But...
#59 posted by oGkspAz on 2018/03/16 09:41:54
I've had a relatively decent search around but have come up blank so far.
Does anyone know if the Quake II & Quake III Arena map sources were ever released?
I'm pretty sure q3radiant came with dm17 and maybe dm17 back in the day.
#60 posted by mankrip on 2018/03/16 15:33:16
Does anyone know if the Quake II & Quake III Arena map sources were ever released?
They weren't. The Q1 map sources were only released because Romero helped it. He doesn't have access to sources created afterwards.
Without Carmack and Romero, I don't see any newer code or data sources from id being released.
#61 posted by metlslime on 2018/03/16 18:20:09
i think base1.map from quake2 was released... maybe?
And definitely q3dm17.map was released, explaining the 500 releases on ..::LvL that are just slight variations on q3dm17.
#62 posted by - on 2018/03/16 18:35:51
http://icculus.org/gtkradiant/downloads/1.5/gamepacks/q2-example-maps-2004-12-06.tar.gz
contains Quake2's base1.map and not much else
http://icculus.org/gtkradiant/downloads/1.5/gamepacks/q3a-example-maps-2004-12-06.tar.gz
contains Quake3's q3dm1sample.map, q3dm7sample.map, and q3dm17sample.map, and some other example stuff (terrain and a mapmodel 'museum'), and a bunch of mapmodels to use in Q3 maps
Scampie Sighting!
Thanks for linking these. I was big into Q3A mapping at one point and had no idea these existed.
#64 posted by mankrip on 2018/03/17 06:41:49
I'm glad to be partially wrong. Maybe those Q2 & Q3 map sources were released to help people to learn how to map for those games.
#65 posted by Joel B on 2018/03/17 20:03:36
Yeah the Q3 map sources were released along with the editor/compiling tools
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