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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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Yeah I used to use those leaf spawners a lot when I was mapping for hexen, they're great! Being able to make custom sounds and place them in the map was a big plus (As I'm a composer/sound designer), really adds to the ambiance. I'm placing a few of the quake ambient sounds around, and they will suffice for the first map. I can learn how to add custom sounds later on.

I did notice there are little grey dots the player can see along some of the seams of overlapped brushes. I'll go through and try to troubleshoot these later on in the process, but for now I've worked out ways to overlap less and map cleaner 
Custom Sounds 
Quoth and AD allow those easily! I recommend mapping for Quoth, it actually makes certain aspects of mapping more intuitive (like monster spawning/ambushes, which otherwise requires a more complicated setup) and has some other cool added features without being overwhelming. 
Isn't This An Id1 Project? 
 
 
It is, but I thought I'd mention AD and Quoth on the topic of custom sounds... for future projects, of course. 
Brown 
i have teleporting monsters now, func_doors and two secrets. i have yet to try patrols.

my first rooms look too brown..
maybe i will break the brown in the upper levels of the map

altough several id1 maps are very brown...
i'll see. maybe some e1m5 style? terracota? or maybe those city textures, make it look a bit like retrojam1. i will definitily use mosaic windows.

tomorrow and the day after i will have most of the day to slack off, rest, play some ad, and to map several hours. 
 
Mosaic windows (I guess you mean stained glass) aren't very egyptian... That said, the beauty of themed jams resides partly in how the mappers tweak the theme, as shown by the recent retro jam 5. NewHouse's planned mix of ancient and tech sounds cool. All of you guys have gotten me pumped for this jam and I can't wait to dive in it. 
Oops! 
Sorry, I thought I was in the MJ6 thread, nevermind... 
 
yeah, i was refering to stained glass, now i know the name
in the few hours after i commented i burned my middle finger. second-degree burn, fuck, i'll get blisters, i can't press the fuckin 'W' key while playing

damn... 
Ouch, That Sucks! 
 
Hmm 
I always assumed that the fiend jump height multiplier was intentional. 
@Mugwump 
You meant retrojam 6? There has been so many jams last year (2016) that it might be a bit confusing to remember numbers*

Anyway, now that jam is over I can start working on start map's basic layout. 
 
Great! I've been looking at a few iD levels and their layout seems to be almost doom-like. many rooms all spread out, not often vertical or stacked. The Outdoors area of E1M1 with the bridge is positively doom - the way the mountains are perfectly vertical... 
 
Well after all these guys created Doom, so there is a lot of similarities. ;) 
 
I thought that one of their design principles when making Quake levels was "If it can be made in Doom, then you're doing it wrong". 
You Must Have Been Watching Devs Play? 
I think Romero didn't mean it literally* 
 
Quake feels like they started in the doom style, then learned how to map 3D as they went, becoming more vertical and with more intricate detail in outdoor areas. Their editors may have been a limitation too, complex geometry in outdoor areas may not have been as simple as it is in trenchbroom 
@NewHouse No, I Meant 5. 
The wind tunnel jam. But my post was globally about retro jam 6, so I guess it can be confusing... ;)

The Outdoors area of E1M1 with the bridge is positively doom
Most definitely. The demon faces and impaled corpses are straight from Doom. I remember being actually surprised that the game itself didn't feel more like Doom. Pleasantly surprised, because as much as I love Doom, it's... well, it's Quake! :D

may not have been as simple as it is in trenchbroom
Which is precisely why I haven't been mapping until just a few months ago. The tools were simply not intuitive enough for me. Trenchbroom is a gift. 
Testing Nightmare Entrance 
 
wow looks AWESOME

very nightmarish 
 
I might try out adding more brightness there, but I really do like how it feels already atm. 
 
NewHouse, its look is nice. Butmaybe make lava some brightness (by adding some small lights above it)? 
Misc_fireball 
And dss some "misc_fireball" entitees like in the start map. 
Like This? 
 
Yes) 
#104 
That lighting makes a big difference. Much better. 
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