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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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Hi, I'm absolutely new to quake mapping, I know nothing, I actually do maps for UT2004:

https://www.epicgames.com/unrealtournament/forums/showthread.php?25934-Things-I-ve-done-for-UT2004

Anyway, I started this Monday, this is what I have so far, it's only the starting point, I'm going to model the base entrance next:

http://i.4cdn.org/vr/1486458922091.webm

Also, I have a ton of leaks (this doesn't happen in Unreal), is because the sky is open? 
Wow 
crazy rockwork :)

Yeah, the open sky is causing it to leak - in Quake, the brushes need to form a tight seal between the playable area and the void. Once it's sealed, qbsp will be able to automatically delete the back sides of all of those rock walls. 
 
If someone who has never touched a mapper before wanted to learn how to make Quake maps, what mapper should they use and how should they get started? 
Enderandrew 
I would recommend TrenchBroom for the map editor.

Check here and see if this helps you get started...it is what I used when I first began to map.

https://quakewiki.org/wiki/Getting_Started_Mapping 
 
i also recommend trenchbroom
i never touched and map editor before.
i tried a little bit j.a.c.k. ; netradiant and trenchbroom, and i liked trenchbroom the most.

also, be sure to read carefully the manual of trenchbroom, it's packed with information 
Don't Touch The Mappers. They're Prone To Biting. 
 
Not All Mappers Are Prone To Biting. =) 
J.A.C.K. is not less comfortable than in the trenches. On just a bit different in UI. 
Finally Started To Properly Sketch Down My Map 
Well, only 2/3rd of it but the main gist has been thought out, so now things are going faster. Hopefully the map is done before the end of the month.

The map's style is inspired by UT2004's TensileSteel map.

http://image.noelshack.com/fichiers/2017/06/1486635014-qumppreview1.png

Of course it's lacking details, but that's because I want to focus on constructing the layout first. 
Also Forgot To Say 
I'm still using TB1 because TB2's still in beta and I thus suspect it to be less stable. 
Daya 
Looks cool, hope to see it soon!

Also TB2 is now in the RC phase, it's actually very stable now! 
 
+1 to using TB2. Youll have less crashes than with TB1, guaranteed. Especially during vertex manipulation.

Theres lots of little changes that you didnt know you needed either, you can see the changes here:

https://github.com/kduske/TrenchBroom/milestone/13?closed=1

(first post in this thread just for that) 
Need For Playtest 
The map is in fact ready (some bugs left in the main arena but they are reachable only when you use noclip). I made Hard difficulty, but after hundreds of tests it's difficult for me to understand is the Hard difficulty really hard. So I need someone to test the map.

Link: https://drive.google.com/open?id=0B2HURO4syOiAME1mUkw2X2V6SUU 
Krez 
Cool map krez, I liked the flow and look of the areas.

I feel like some of the monsters could be more aware, like the ones in the first room, maybe uncheck them from ambush, or have them facing the place the player will enter? seems odd picking them off one by one while the other monsters dont notice.

I thought the difficulty was ok, I played on hard and got killed in the dog / fiend ambush, although I was doing fine before then. Perhaps that area is a bit too hard, while the rest up to that point was a little easy (except perhaps the sewer section with the shambler and fiends which was good)

The health kits in the pool in the first room have pretty bad z fighting with the surface of the water (I run on -fitz so no transparent water, not sure if that's what's causing it), and the pedestal that the silver key sits on felt a bit awkward when I tried to walk over it and couldn't.

Other than that, great stuff! Its coming along nicely :) 
#185 
i will play this today or tomorrow and upload a demo and feedback, kres 
 
@HexenMapper, thank you for feedback. I added a bit more difficulty and rotated monsters in the first room. Also I lowered the pedestal of the silver key and added the pedestals for each item in the prison cells in the sewer.

@topher, thank you, I will wait.

Known bug: some parts of lava in the main arena don't work as lava (idk how to fix it)

I reuploaded the map, so if you have already downloaded it, please, redownload. 
Kres 
https://drive.google.com/open?id=0B72Jjyg-RfNFWjdEcE5sQ3VvaFE

demo

commentary un the demo

the gameplay in general is good. you should add an armor in the arenas. some monster are facing away when you first aproch them

also some polishing is needed, but nothing too bad

i can help you with the brushes

if some parts don't work as lava it may be because they have weird shapes or mixed face contents (like lava in some faces and water or solid in other faces) 
 
Thought I'd check in since I haven't posted anything in this thread since signing on. I started something when QUMP was announced but it ended up going in a different direction, and I want it to ultimately be for AD. So I picked up an unfinished layout I made in an evening last year that I originally intended to be a Qonquer arena, to turn it into a coagula-style map for this project. I'm mostly concentrating on finishing the layout and gameplay at the moment; haven't done any lighting or any detailing aside from what I needed to get a feel for the aesthetic, which is a hybrid metal/tech theme. I might dip into some other texture packs like Rubicon to get a variety of computer screens or whatever, to flesh out the theme a bit.

No title yet.

Lousy in-editor screenshot: https://drive.google.com/open?id=0B5ubevjSCiEYbC15RHdKRTZTMzQ 
Looks Interesting! 
Nice going, keep going! 
 
Looking good lpowell, vertical is best -cal!

My map is mostly done, I'm just plugging like 100 leaks and then a few detail and balance edits 
Monthly Check In 
Hey!

How's everyone going?

Any problems or need for play testing? 
Basic Layout Is Now Done! 
http://image.noelshack.com/fichiers/2017/09/1488411655-layout.png

Still want to add some secrets and small details there and there, but that will be done by polishing this guy up and making it pretty! 
Yes... How Is Everyone Going? 
Sound off those of you who are still keen. I hope everyone hasn't forgotten about this!

My map is in dire trouble... degenerate edge got me and I might need to do some serious fault finding, or start from scratch... At least I learned a lot so far :) 
Need Playtesting! 
Hi, playtest my maps please! xD

They're called "shq1m1" and "shq1m3", they're likely very terrible and unfinished, but that's why I need feedback :P

Download them here: http://www.moddb.com/mods/superhot-quake

They were made specifically for this mod in a rush so they likely won't work in vanilla quake.

Is it possible to make a bridge collapse? I tried using func_plats, func_trains with path_corners but it always ended up with the player stuck in them. (i.e., in "shq1m3", I want the bridge to collapse behind and/or below the player's feet and force the player to sprint and jump at the end) 
Oh 
And I post this here because I want to recreate SHQ1M3 from scratch for vanilla quake (for QUMP) 
 
Guys,my entry might not make it in time.My exams are coming up soon and my parents will kill me if I get low grades.
If I get time I will finish it,but it will be like a testmap. 
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