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Quake Upstart Mapping Project - In Beta Release, Link Included!
Update: Current release here:

http://www.mediafire.com/file/p8r3d4k38fmkmrd/qump.zip

Playtest and give feedback!


Idea is to encourage newbies to build a quake map, and stick them all together. Anyone is welcome to join, just add yourself in here:

https://docs.google.com/document/d/1Zlfb2U2VCeS70uS6Klc2ZEOC9KtnYyCyBXEmeetjh0c/edit

The recent DUMP projects for doom have been good motivation to get people into mapping, or for old hands to do something casual. I started building a quake map and decided someone should start a QUMP project, although I'm a total noob to quake mapping, hopefully I can learn what I need to put this project together over the next few months. If a more experienced mapper wants to take over as organizer, I would be grateful, but I'll do what I can in the interim.
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Jheronimus 
If you have to use AD, thats fine, we'll make it work (I hope ?). You're right that the breakables are a must for that map if you want to do it faithfully.

Is it possible to have one map in AD in and the rest vanilla? will we still be able to put them in the same .pk3 file or will it cause trouble and will we have to do all maps as AD? I understand it changes weapon physics and a few other things? 
 
It would be far, far easier to have any maps using AD/other mods be their own separate thing. As far as I know, AD can load/play vanilla maps, but it does change aspects of the gameplay in them. And there's no feasible way to have both AD and id1 (vanilla) in the same gamedir/pk3. 
 
@HexenMapper
If one map is in AD, soon everyone will be in AD. Even Pritchard can make his map work in vanilla style, even though it had a lot of breakable objects.

@Jheronimus
This is just the suggestion, but could you make it work without breakables or rotating brushes? You can always submit your standalone version of your map separately? (extra promo to be honest, if it is in qump too). 
 
Unfortunately that specific map really relies on breakables - notably all the breakable glass windows, one being "structural" to the flow of the map.

It could be done in vanilla, but you'd end up with glass that opens like a door and doesn't have a smashing sound - not the same... but technically do-able.

Problem is everyone else is mapping in vanilla (and I'd like to keep it that way), and if there's no way to combine them into the same file, it would mean Jheronimus' map is left out in a separate file, and wont be able to be part of the hub that joins everything together.

I guess its up to you Jheronimus, if you can make your map work in vanilla, it would be great, otherwise I'm happy to include it, but it will be a separate file and not part of the connecting hub. 
It Is Doable 
to do everything in that map without mods (no need to use doors to simulate breakables, there is several way better methods), but it won't be completely the same. And it will need to rely heavily into hacking.

On the other way, you really should do keep your hands from any mod for your first maps, or it will happen the same as to Jheronimus: you will end up overworked, overwhelmed and overfocused on the features of the mod and won't have the energy to work on the maps themselves. The result, you'll be tired of mapping long before getting to half the map. The best is to keep things simple to avoid that.

That's why the ideal for first maps are speedmaps: as they can be done fast and won't tire neither the body or mind. Play any besides sm175 and sm177 for reference. When you get the speedmap done, like how it ended, and you still have the energies to continue, is when you can get to think about bigger things, like to continue it or to connect several of them to make a bigger one.

An yes, there is no way to connect maps from different mods. That happened before and ended in the maps that weren't geared towards the mod being broken and lots of problems. 
 
i like that speed map idea

i will see what i c4n m4k3 1n f0ur h0ur5.
if i have the time, i will map 2 hours today, 2 hours tomorrow, and shove the result unto you here 
Join To QUMP And Some Screenshots Of The Map 
Hello, everyone. I want to join the project. I'm newbie at mapmaking, so it will be my first experience.

Here are few screenshots of my map:
Main arena: http://i.imgur.com/NSZRdUN.png,
http://i.imgur.com/6YfQZ0T.png
Prison room(1 of 4): http://i.imgur.com/mt1uMFK.png 
Nice Start Kres 
That's some radical looking stuff right there. I like the mix of liquids in the main room. The prison hallway is elongated creepiness! 
 
Looks good kres 
Kres 
good screens

don't forget to add yourself in the google doc:
https://docs.google.com/document/d/1Zlfb2U2VCeS70uS6Klc2ZEOC9KtnYyCyBXEmeetjh0c/edit 
Welcome, Kres 
Nice screens for start. 
Interesting Work, Kres 
That first one doesn't look like the work of a newbie. 
 
ok, i played the maps in SM177 and SM178

i will try and see what i can do in 4 or 6 hours. probably a 4h/6h turd.

ofc it will be a experiment, i'm kinda stuck in my qump map. 
 
Looks great Kres, welcome to the project :) 
Speedmap Experiment Part 1 
this is what i made in 1h30m
it's not textured, it's not playable, it's not sealed. but at least it compiles and can be launched.

i tried to record the session, but i didn't select well the option in the program (i'm using OBS, downloaded yesterday) and recorded a black screen the whole time. damn.

https://drive.google.com/open?id=0B72Jjyg-RfNFbEJ0OUttcng4OGc 
 
in reference to SM178, my map was made literally over the span of 24 hours. that is, i stayed up for 24+ hours working on it. 
Topher 
It's OK, and it is also OK for that time given, but you can give yourself 7 or 8 hours and they will still be speedmaps: The point of me recommending speedmaps is about keeping things simple and focus on whats important and not on the fancy and eyecandy. In how much time exactly, that isn't much important.

About the map itself: you can go even forward in reusing setpieces like those windows, it will speed up mapping and will give coherence to the map. And, that fight looks like its gonna need to tone down a lot or give an armour and SNG to get past comfortably. Seeing the bars i suppose you plan to trap the player and then teleport the enemies. That's probably for the best given the room's layout,if not the player will sit comfortably on the ramp shooting while the daemons are trying to get to him.

If you want more inspiration, the ones i can recommend are sm170 and sm171: they are very good while being speedy. 
So Tiny Change, So Huge Difference 
Now I understand what made the main arena look better in quality.
I made an experiment and added to the prison 1 small detail: pillars with a different texture.
New look of the prison room: http://i.imgur.com/RfG8hYn.png 
 
hopefully this is useful for someone:
https://www.youtube.com/watch?v=WWXsmnlmADc&t=887s 
@Kres 
This looks better than previous version. 
Kres 
Looks more detailed now, I like the blue highlights. 
Cocerello 
yeah
i was "in the zone" during the 90 minutes.
this speedmap thing will help me, you were right

the fight that i plan is first the demons + dogs when first entering the room, then the knights and vore when picking the silver key, and then putting the bars. but i didn't thing about the ramp, so i have to rework that fight. perhaps some teleportation.. or setups like the vore in other parts. 
Monthly Check In 
So how's everyone going?

Make sure you compile your maps as you go, don't want to "finish" your map only to find it wont compile! also helps to playtest a lot as you go :) 
 
Now I have a "turtle mapping" phase (up to 10 brushes per day) for building a basic layout of the map. New screenshots aren't available. 
 
Something like this: http://i.imgur.com/JcK2jcQ.png 
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