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What Is Right With Quake Mapping In 2017?
1. Loads of great maps.

2. The full spectrum of mapping covered from the smallest vanilla Jam maps to the largest AD maps.

3. Loads of new mappers appearing out of nowhere.

4. Lots of hype still after 20 years.

5. Mappers doing interesting mapping streams for inspiration and interaction.

6. Mods like AD opening up a variety of mapping potential.

7. Mappers are generally great at using enhancements like fog, coloured lighting, skyboxes, rather than abusing them.

8. Custom engines have settled down to be stable and functional and work well as modern Quake.

9. Often a pleasing focus on exploring and secrets.

10. *insert yours here*

......

The one improvement I'd like to see is for mappers to realise that good, but small / non-epic / imperfect maps / scraps are still worth finishing off and releasing, whether they're simple vanilla maps or sock tormenting us with an unreleased striking castle vista. I'm sure a lot of these things can be fixed up to be worthwhile, and even if they weren't as good as the mapper intended, they will still be cool to play and explore.
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8====D ~ ~ (_O_) 
10. *insert yours here* 
Shambler's OP 
/Thread 
No But Seriously Tho 
I'm surprised there actually has been an influx of new people here the past few years. That's nice I guess. Not dying is nice. 
 
Let's fill this thread with friendship and joy. 
I Love To Be Not In Complete Anguish And Despair. 
 
Would Be Interesting To Know 
What has brought all these new folks into quake mapping?
It's not like quake has been given the same kind of journalist exposure of Doom (for instance Brutal Doom had put a huge spotlight on that game) 
Sprony's Article 
On MapCore. That's where I saw the first screenshots of AD and I was blown away. 
Sprony's Article 
On MapCore. That's where I saw the first screenshots of AD and I was blown away. 
I Swear I Only Clicked Submit Once 
 
 
One of the reason why I entered this fandom was, because of one horror game project. I wanted to find the easiest 3d mapping editor, which was firstly cube 2: sauerbraten's level editor.. soon I figured I need more, then I find Trenchbroom. And I have been using it ever since. Thanks to that editor and creator(s), it is fun to map maps for Quake 1. J.A.C.K editor is very good as well* 
I Think Carmacks TB Tweet Helped A Lot 
 
 
I was already in the community before TB was released, I just converted to it pretty quickly. I had a few maps in development using WC at that point but have since been lost to reformatting. 
Come To Think Of It 
I just happened to feel like playing Quake last year. I thought to myself it would be really cool to try to make maps for it.

I never made maps before or opened an editor (except Serious Sam when I was like 13.) but I found TrenchBroom approachable. I tried to use radiant a few years back but got intimidated and didn't want to put forth the learning curve efforts.

So I would say it is because of TrenchBroom is why I am mapping and is one thing that is good about 2017 Quake! 
#6 
i played czg's insomnia and travail years ago, but nothing more.

then i saw quaddicted. i downloaded a lot of maps with five stars and ended playing almost none. lol. i got swamped with maps.

but then, after several months i started seeking maps with lots of comments and votes.
i started playing in october 2016. rrp, than's maps, czg's maps, tronyn's maps several one maps

i also saw arcane dimensions and bookmarked them for later. it's cool that good old quake gets some coverage

then in december played arcane dimensions. it's just too awesome, and made me apreciate quake even more. i'm not playing any other game since october.

so what brought me in? the sheer awesomeness of ad, rrp and other maps. trenchbroom is easy and welcoming for noobs too. also i was bored :wink: with modern fps and modern games. 
 
I think AD was a huge incentive for new people to map. 
 
Some random positivity:

The Episode Jam is a great idea. I was thinking about posting some boosterism in that thread, but probably the thread would be better left for the contributors.

The Quake mapping scene has kind of settled in around jams or standalone polished gems for "normal" releases, and giant epic maps for the big ticket items. Those are all great! But I also enjoy the good points of an episode/sequence of maps: a sense of progression (stylistic or mechanical), and regular moments of closure where the exploration-tree gets pruned off and restarted. Even just flowing smoothly from one map to the next, rather than being thrown back to a hub, is a small nice thing.

Obviously making a large-scale episode like Beyond Belief or Zer or whatever is a humongous endeavor and I'm not surprised that old Quake hobbyists steer away from that sort of thing, especially as a solo project. The Episode Jam is a neat way to attack this, it's cool to see it getting traction, and just for my own selfish benefit I'd sure like to see it stick the landing.

(And DOPA was pretty great.) 
Meh 
in general: I just wanted to make a map that could look equivalent to a classic Id level.

personal: the supply of such an amount of good maps make it hard to choose. Mapping or playing. 
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