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#1 posted by PyroGXPilot [71.89.205.32] on 2015/07/30 22:32:46
#2 posted by PikaCommando [175.142.76.104] on 2015/07/30 22:46:10
That looks more like a techbase than a city.
#3 posted by [50.67.178.104] on 2015/07/31 02:55:49
#4 posted by scar3crow [68.35.22.60] on 2015/07/31 03:23:14
That was the town2 and town4 maps. There was also the fragtown series.
If you want to see brush based modern structures, get the CoD4 SDK (I think Raven hosts it), they include a sample map or three and most of those are in cities.
#5 posted by [50.67.178.104] on 2015/07/31 03:34:45
nah scar3crow it wasn't town2 or town4 ... TBH it may have actually been a CTF map. It was a downtown city street at night time, and was sort of an "L" shape if I recall correctly. Whatever, though - based on the timeframe it probably wasn't very detailed anyways. Most maps from back then are pretty primitive by today's standards haha
 SM160_negke
#6 posted by negke [31.16.58.231] on 2015/07/31 08:36:34
Also, filter the map list on Quaddicted for "city" or "realism" and you should find a few that more or less fit the theme.
 It's 162 Actually
#7 posted by negke [31.16.58.231] on 2015/07/31 08:37:37
#8 posted by negke [31.16.58.231] on 2015/07/31 08:39:12
Malice features some futuristic city levels.
 Malice 'cities'
#9 posted by eukara [93.220.36.197] on 2015/07/31 20:27:33
Mostly in the cutscenes, but they are the most primitive cities that you can imagine. YUCK!
#10 posted by negke [31.16.58.231] on 2015/08/01 20:14:35
Let's see about that: twitch.tv/negke
 PikaCommando...
#11 posted by distrans [149.144.162.33] on 2015/08/04 03:44:06
#12 posted by skacky [90.0.196.131] on 2015/08/04 04:16:06
Strangely enough the Kingpin and rtGnosis textures work quite well.
#13 posted by necros [104.207.136.118] on 2015/08/04 04:22:51
what the heck is that?? that looks awesome! i'd love to see zombies running around in there....
#14 posted by total_newbie [94.222.8.166] on 2015/08/04 15:12:53
Also, filter the map list on Quaddicted for "city" or "realism" and you should find a few that more or less fit the theme.
Yeah, like one of these two, maybe?
https://www.quaddicted.com/reviews/c2000.html
https://www.quaddicted.com/reviews/fromhell.html
 Map Jam Theme 7: Victorian City
#15 posted by onetruepurple [93.105.176.2] on 2015/08/04 15:16:13
 Victorian Quake
#16 posted by Rick [75.65.153.192] on 2015/08/04 16:03:04
Interesting idea.
I've often thought that a setting similar to Dishonored would be an excellent backdrop for a modern re-mix of Quake.
I was just looking through the Kingpin textures wad the other day. There's a lot of potentially good stuff in it, but for some reason these textures are rarely used.
 Victorian Quake
#17 posted by skacky [90.0.196.131] on 2015/08/04 18:08:53
I wanted to do a Bloodborney Quake map at one point.
 Victotian!
#18 posted by adib [200.217.4.25] on 2015/08/04 18:23:07
Oh Lord, almost lost this topic. Yes, I have it!! Gonna do it! As soon as jam 6 is over. Jam 7 should be Victorian Quake!
 Wasn't Honey Pretty Much Like That?
#19 posted by Spirit [92.196.93.150] on 2015/08/04 18:50:33
I am hoping for a necrappyos tribute jam some day
sm26_necros
sm47_necros
sm48_crap
sm52_necros
 Victorian
#20 posted by adib [200.217.4.25] on 2015/08/04 18:54:34
 Skyscrapers
#21 posted by PikaCommando [175.144.228.125] on 2015/08/05 11:24:22
dicity looks great, almost what I am looking for. Looks so detailed and beautiful.
Victorian isn't exactly what I'd call modern or futuristic tho.
Also, I noticed in these maps on Quaddicted, why are there none that have skyscrapers, like in downtown NYC? The buildings in these maps seem to reach a certain height only. The big city featured in Malice's cutscenes are what I'm looking for.
 Not Futuristic :)
#22 posted by adib [179.82.49.37] on 2015/08/05 13:38:59
We (I) were (was) just hijacking your thread.
 #21
#23 posted by total_newbie [94.222.8.166] on 2015/08/05 15:17:31
why are there none that have skyscrapers
https://www.quaddicted.com/reviews/office.html
You're welcome.
 Some I Had Made In The Past In A City Style
#24 posted by eukara [93.220.8.220] on 2015/08/05 15:29:16
 Whoa
#25 posted by onetruepurple [93.105.176.133] on 2015/08/05 15:31:44
That seems cool as beans. Release?
#26 posted by eukara [93.220.8.220] on 2015/08/05 15:45:27
They are released as part of a mod I made...
http://euksy.oldtimes-software.com/files/Quake/qreate-0.9-release-beta.tar.gz
They are inside the maps folder as qr_alley and qr_lost - the latter one is incomplete.
Also contained are some other maps I made (I am a sucker for Kingpin textures)
http://euksy.oldtimes-software.com/files/Quake/qr_manor5.png
http://euksy.oldtimes-software.com/files/Quake/qr_manor3.png
http://euksy.oldtimes-software.com/files/Quake/qr_manor1.png
Not really city related, but hey it's the TR manor!!! My version made from memory though (except for the maze and the freezer)
 Muh
#27 posted by ijed [200.73.66.2] on 2015/08/05 15:59:53
Cities in Quake tend to look weird. The player is a dwarf who can run incredibly fast.
As soon as you start putting in human sized things it goes sideways.
The trick to making a city work would be distorting the proportions to support quake and avoiding things that remind the player of their own size.
A lamp post that towers overhead could work, but a fire hydrant at waist height wouldn't.
Or maybe that's nonsense and smaller elements just need to be properly made on a 2x2 grid.
 Although
#28 posted by ijed [200.73.66.2] on 2015/08/05 16:00:47
Human sized doors are usually odd - they remind the player how short they are...
#29 posted by JneeraZ [174.109.106.46] on 2015/08/05 16:41:59
Yep, agreed. That's why abstract environments work best in Quake. Realistic dimensions look goofy.
#30 posted by Rick [75.65.153.192] on 2015/08/05 17:37:42
I once tried to make an 8 sided cylinder with a domed end, a lot like a fire hydrant. I don't remember how big, but definitely 16 units or smaller across, maybe only 8, on a grid of 1. Could not make it work, it always came out highly distorted when seen in the game.
That was many years ago, maybe it would work better now. I remember the last Quake map I released, at a little over 450 lights the light maps started to become corrupted, so some things have gotten better.
 Waht About Your Well Of Wishes Rick?
#31 posted by mfx [78.55.224.6] on 2015/08/05 18:13:10
#32 posted by adib [186.228.0.25] on 2015/08/05 18:24:50
As long as you don't see other people, when it's just the first person POV and the environment, it's not that hard to fool player's eyes.
#33 posted by JneeraZ [174.109.106.46] on 2015/08/05 18:34:22
When you walk up to a door and the handle hits you in the forehead, it's hard to fool the player.
#34 posted by onetruepurple [93.105.176.133] on 2015/08/05 18:44:48
cylinder with a domed end, a lot like a
 Wish 13
#35 posted by Rick [75.65.153.192] on 2015/08/05 19:24:07
Got burnt out on mapping last summer and took a year break. Just got back on it a couple of weeks ago. I think this is the last screen I uploaded.
http://quaketastic.com/files/screen_shots/wish13_o.jpg
It hasn't changed much. I've fixed all but one of the major problems it had and it mostly just needs a little polish at this point. I'm seriously considering doing something for map jam6, but after that I will finish up Wish 13 for sure. If you want to look, there are a few more screens at quaketastic.com, just look for ones that start off with "wish". They aren't recent though, some things have changed.
 Rick
#36 posted by mfx [78.55.224.6] on 2015/08/05 20:01:53
Nice, i know some of the shots already, still good to hear you work on it!
 The Dopefish
#37 posted by adib [200.217.4.25] on 2015/08/05 21:43:37
awaits you there.
Wanna play.
 WarrenM
#38 posted by adib [200.217.4.25] on 2015/08/05 21:47:19
You're just not being deceitful enough. Lower the handle.
#39 posted by JneeraZ [174.109.106.46] on 2015/08/05 22:23:57
I wish you luck. Godspeed.
 #26
#40 posted by total_newbie [94.222.8.166] on 2015/08/05 22:30:58
Checked out qr_alley, it's small but really nice.
I could see something like this working really well in Q1SP, inherent scale issues notwithstanding. PikaCommando, I would say definitely download it and have a look; it seems to fit your requirements to a T.
And +1 for #15!
 #24
#41 posted by JPL [82.234.167.238] on 2015/08/07 20:16:44
Reminds me Fragtown DM series :)
 Proportions - You Can Have The Best Of Both Worlds Actually
#42 posted by Kinn [86.176.189.74] on 2015/08/09 12:44:03
Realistically proportioned architecture for the main playable spaces sucks arse, for both combat and navigation. However...I've found that more realistically scaled side-rooms and other nooks and crannies can be tucked away off the beaten track within a larger main structure and it can work pretty well.
E.g. make a big-arse quake-esque fantasy castle, but you can always refine the chunky macro structure in places with some small storage rooms, sleeping quarters, jail cells etc. to add flavour and more interest.
#43 posted by skacky [90.0.184.23] on 2015/08/09 14:45:38
 Deathmatch
#44 posted by Teknoskillz [73.142.34.180] on 2016/02/07 08:05:56
There is one not mentioned here I think, its got a sewer system, and a warehouse, and a room with computer monitors running.
Its DISDM4, City of Sin.
#45 posted by Shamblernaut [121.45.236.153] on 2016/02/07 08:24:33
could probably make some interesting mirror's edge-esque maps with some clean textures.
 For One Of My Map In My Mod I'll Take Inspiration From This One
#46 posted by Daya [109.31.36.149] on 2016/02/07 11:08:17
https://www.youtube.com/watch?v=9buU-_Vbqeo
Sure it's Daikatana but considering it's the only game that comes close to replicating Q1's movement I think it's worth mentionning.
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