Can't wait for the final release!
Good Stuff Guys!
>>> DOOMer where are you?
I suspended my qomp map developing due to lack of time ^^( Sorry, guys. Maybe in the future I will complete this map for next QUMP (if it takes place in the future).
Good to hear from you DOOMer - all good man. Your map looked great, look forward to playing it someday, maybe on QUMP 2 :)
I Should Have Joined This...
If I my schedule wasn't as crazy as it has been... Looking interesting. Looking forward to playing.
It seems like a lot of people forgot to finish their maps. I think Lane Powell converted his QUMP entry into an AD map. Anyone here still mapping?
Yes, Me! I'm Finishing In The Next Few Weeks, Then We Relaease!
Yep we still have one map in the final stages of completion ^^ and then this project is pretty much ready for release!
WE ARE PRETTY MUCH DONE
All the maps are complete, the start map is done, we're doing a brief alpha/testing stage and then we can release!
Thanks to NewHouse for his help on this project, couldn't have done it without him!
Congrats everyone involved, you should all be very proud of your maps. There is a link to the alpha test in the discord if anyone is interested
Fantastic. Way to be closers. :-)
well we've solved some issues and here's our first release candidate:
Once again thanks to everyone who helped out and answered our questions in the mapping help.
I will submit this in the news as well
News Is For Final Releases Not First Release Candidates Nor Beta Tests
That's For Maps.
Obviously tools and in some rare cases on-going mods / map-enhancing tools might be different.
Thanks shambler, not only are we new to quake mapping, we are new to the specifics of this forum.
You can delete your re-post in screenshots and betas if you like.
I mostly blame the retarded way DoomWorld does it where every single release begins as an open beta and you don't get the final version until page 8 or something.
I'll try to play the thing today and leave some demos.
Doomworld also lets you edit the OP, so you can keep the very first thing people see up to date.
Embedding images is also very nice. Walls of text are nice, but images you don't have to click on are even nicer :)
Not trying to be a dick but I think general players prefer it if they're not inadvertently testing something that's going to be updated a bit.
Job well done everyone!
We might have been just too excited about that it is finally over. It is true though that it was mostly just tested by couple people in project, including me too. It is good to have now more public testing going on before we put it back to news. Thanks everyone for being active around this project.
I've found a bug for you: the start map entrance to Brassbite's map links to "brassbite1.bsp", yet the file is called "qump_brassbite.bsp" -- so if you try to enter the map from the start map, you get thrown to console with an error message.
Other Than That...
...my first impressions are very positive. The start map looks great; I love the way it transitions into the theme of each individual map it links to.
Of the actual maps, I've only played gump_vingal so far. It's great fun, and hard to believe it's a beginner's map. There are a few misaligned textures here and there and some of the large swathes of brown brick look a bit samey in places, but overall the map looks great. The rock work at the beginning is particularly impressive. I really liked the secrets too.
Brassbite entrance will be fixed in a day.
if you try to enter the map from the start map, you get thrown to console with an error message
Good internal testing there...
No need to point that out anymore, it is already being dealt with, you just have to wait a bit. Shit happens all the time.
Nice, fixed and updated. Current version now qumpBeta2
Either I've Missed Something Or Qump_brassbite Is Broken
Still on the previous version you released; I started the map from the console.
Played on skill 1. Am at the top of the last tower, where you take the lift up and find the SNG. 87/90 kills -- I've just killed 2 fiends and a shambler. The way back down is sealed by bars, and now I seem to be stuck. Nothing else has opened up and the last three monsters have not spawned as far as I can tell.
@total_newbie Thank you for noticing, that will be taken cared of asap.
We've added your map in, but we're missing your skybox. Some very minor edits would be nice for your map, but I understand if that's not possible...
Shadows Of Our Forgotten Ancestors
hey my first map will also be on the pack, newhouse made an entryway for it also. Thanks newhouse for including my map! :)
We found your skybox too!
very fun map - Impressive that its your first!
We have updated the files, added in naitelveni's map and the fixes to qump_brassbite, as well as some other minor edits The download link is the same
If I could edit the OP, I would add the link so its easy to find, instead of having to trawl through all posts here, but we can't edit posts here, so I'll just post it again:
I think it could be time to make a release post with screenshots etc. its sunday so people have time to play it.
NewHouse still wants to do a playtest run so maybe a few days yet until release. We are very close though.
I understand you lost your map file? There are a few minor tweaks that would be nice for your map - namely the broken floor in the starting area could do with a clip brush, and there is a z-fighting at the top of one of the arches on the lower level of the final area. Its no problem if you can't edit it though - they aren't map-breaking issues :)
Supposedly the news thread is for "finished projects that will never be updated" so I will probably wait until we stop editing things to post it there. I did initially post there (as I would do in a doom forum - post the beta project and get some feedback), but it was moved to the betas and screenshots thread, where there was no feedback. The people who did post on the news topic were more interested in correct forum usage than giving constructive feedback.
Hexenmapper Don't Be Snarky.
There's already two threads for beta feedback for this project: S&B, and this one itself. I've added the link to the top post.
I personally didn;t want to test, sorry, I rarely do so unless specifically asked, as I like waiting for final releases, and I am looking forward to this one.
I went and tested this bunch. As I understand it you're planning to release tomorrow but maybe these demos*
can be useful at the last minute.
* - Daya, Nait, sorry haven't played yours yet, simply wasn't in the mood for more than one big map tonight, from what I've seen they work pretty fine so I'll give them a go at a later time.
I liked the start map but it needs some polish the most out of all the entries:
- the skybox (sky5) is missing
- that trim from nait's map looks really ugly here, remove the fullbrights and recompile
- the colored lighting is good but the reds at the slipgates and the purple (??) at the main skill hall are too saturated
- not obligatory, but perhaps give an angle to each trigger_multiple, like in the original start map
Almost every map (all of them except for Kres' and Nait's) bring up a # textures missing from BSP file
, sometimes up to 39 missing textures! I understand TB doesn't make replacing missing textures easy right now but this is still sloppy. Simply open the .map file in your text editor of choice, do a search & replace for __TB_empty, then save and compile again.
I'll do longer/proper comments on each map once the final release is out, but for now I'd rank them like:
6. Pritchard - simply because it's the shortest and smallest
5. Brassbite - nice looks, gameplay-wise not much to write home about
4. topher - felt almost like a dream, would have been 3) but that super dark button annoyed me a LOT
3. Kres - very interesting, if a little unpolished, HARD - will finish later
2. Hexenmapper - cool & ambitious design, some weird brushwork
1. Vingal - best gameplay and layout, could use a second pass at visuals as some places were a bit barren but otherwise nice looking
0. Spud - really makes you think (with slipgates)
Well done. How long until a Tomb Raider Upstart Mapping Project?
Really Trigger_onces Your Temporal Lobe?
I thought I'd gotten rid of all the blank faces in my map, damn. Not sure how a last-minute joke map you can leap across in three jumps even wound up with that, better luck next time I guess.
It's surprising Trenchbroom doesn't show missing textures when replacing- wonder if that could be a feature in the future, just include it in the left side of the Replace Texture window with a red X for its icon or something.
not obligatory, but perhaps give an angle to each trigger_multiple, like in the original start map
Whoa, that's a thing you can do? I'd never actually noticed the id1 start map has angular triggers, probably because I never thought to walk into them backwards- can't even find any documentation online that mentions triggers having an angle field other than the actual triggers.qc QuakeC source at QuakeWiki, that seems like something that should be more widespread knowledge.
Will see how those works out "angle in trigger_multiple"
I will cover everything else except red lights, they indicate difficulty level (more red -> harder), even if it is not the best execution of that concept, it is still an idea.
Thanks for the feedback otp, very helpful!
I've added in the edits to brassbite / daya /topher and the start map and updated the files (link is the same)
@Shambler thanks for editing our OP for us - perhaps some day we'll be able to do this ourselves and not waste an admins time :)