|Posted by Pelinal on 2018/07/02 23:00:36|
|hi guys, its my 1st time here, though i've bee lurking here for maps since ever.
Well, its pretty much this, there's a few people on /vr/, QC discord and such talking about this lately.
Over the years we saw both quake engines evolving and quakespasm map jams proving to be insane over the time, but what about Quake 2? the game itself saw its share, but nothing compared to what Q1 got, in fact the few good and forgotten examples of this are the Mission packs and the Unofficial Trio that is Zaero, Juggernaut and Unseen.
the idea is simple, do a simple map jam using any theme for Q2(mines, space stations and such), you're free to use any of the Mission packs or Q2(even the unofficial trio), everyone here rocks at Q1mapmaking, and seeing this knowledge being use in Q2 would be sick, the source port is of your choosing, Yamagi, kmquake2 and Quake2xp are pretty much the best ones atm and all 3 are compatible with each other.
what you guys think?, i love Q1 and i still play it til nowadays, but Q2 needs some love too!
Sure Why Not.
TB supports Quack 2 I think now?
You'd still have to learn all the differences in how Q2 does stuff compared to Q1, so it's not a trivial change.
Also, I know nothing about Q2's lighting model, but I doubt you can get it looking as good as what we can in quake now with ericw's new stuff.
Afaik there will be proper Q2 light support in next major EricW's tools update.
Afaik there will be proper Q2 light support in next major EricW's tools update.
Now that's a spicy meat-a-balla!
I always wanted to make at least one proper Q2 map, yeah. I wouldn't mind a jam-like event, at least to get started, but I don't think I would be up to it right now.
By the way, this may come in handy: http://maps.rcmd.org/tutorials/q2_mapping_today/
It's probably because Quake 2 has more baggage than Quake.
Quake isn't as elegant as Doom in terms of level creation / scalability / lighting / pathfinding / readability of objects, and it's not very rich in terms of content... but it generally works.
Whereas I believe Quake 2 uses radiosity-based lighting (which is apparently harder to work with) and has broken AI and poorer gameplay overall IMO.
You don't slide while standing on slopes, which is nice... however, you still stumble (and levitate in Quake 2's case) on uneven surfaces. Very annoying.
Something to the tune of "quake2 upstart mapping project" is what I hear in my head. "Q2UMP"? Maybe we can start it as the new tools update by EricW come out.
I'd Be Up For This
But my summer is pretty much "booked" with q1 projects.
I agree that once ericw's Quake2 support goes live would be a perfect opportunity to show it off with a simple jam. If we hold off for that I am in.
Agreed On The Tools
I've interest in this, but would be pretty frustrated to put time into it and have shitty lighting being my only option. Best wait for the tools.
Khreathor's post somewhat makes it sound like ericw is workíng on actual q2 compilers - is this true or just a misunderstanding?
If a Q2 Jam should ever happen, I think it would be nice if it wasn't just a bunch of individual maps but an actual episode (unit) where all the maps are linked together somehow to comply with the hub-like nature of Q2! Since it's more or less a single, consistent theme.
There are changes added in May by m-x-d
waiting for testing and approval: https://github.com/ericwa/ericw-tools/pull/216
There was whole conversation about this. Can't find quote now...
So it's very close to have new light/rad tools for Q2.
if this gets released, then a Q2UMP is a go.
also the hub idea is neat, hell is for heroes and the Citadel used this, and citadel uses Both mission packs and lazarus as resources.
+ The newest version of Q2XP now has a ingame light editor
I keep wanting to say Q-Tump in my head when I see Q2UMP. Hope this don't "tump over".
If this comes out it'll be the first custom Q2SP I ever play.
I think S.H.U.M.P would be better than Q2UMP
Stroggy Hub Upstart Mapping Project
i forgot to say that
Unofficial Trio of Mission packs is
-Zaero(Made by Team Evolve)
-Juggernaut(the full version is easy to find nowadays and it works flawlessly on modern ports)
-Unseen(though this one can be fully ignored since its a bad compilation of mods and even assets used illegally, also its incomplete)
I Worked On Zaero
I did the sound design for the whole MP and tons of testing for the LDs. :)
I think the best unofficial mission pack that i played back in the day was Oblivion.
It came with the CDGAMER magazine, with his own music (12 tracks), 26 huge maps and 7 awesome new enemies... but it didn't have a proper end level :P
I just searched it on google and i found out that the game now has a real ending \o/
You can download it here:
there is also the unofficial unofficial pack "Oblivion"
oh shit, Tribal already said Oblivion :)
+1 for going at this with erics tools provided they become available.
wouldnt mind poking at a different bestiary.
are there Q2 releases that include map sources?
All my Q2DM maps have sources released
Larks-a-lummy guvna! That looks like one of those perishin' realtime lighting engines and no mistake. Stone the crows, you ain't not never won't catch me with one of those blinkin' things, not 'arf!
Barnes -- the author of Q2XP -- hangs around InsideQC occasionally. Great guy. And smart as hell.
quake 2 Xp is great, even if the Xpacs has no texture pack support at most, the results are still impressive, it feels like the X360 quake 2 port that came with Q4 years ago.
Though Yamagi is also impressive too since you can deactivate the texture filtering for monsters while keeping the OGL goodies, also its smooth.
Why can't you plebs just be happy with vanilla quake? It's as bad as dressing an old man up in high heels and a mini skirt. Have some respect!
if someone here wants speak about this update on tasty forums, feel free to do it, they would love this idea.
in fac,t they have 2 good SP Units uploaded there.
Slight Mechanical Deconstruction
Quake2xp 1.26.8 Final Release
Thanks For The Hint
I just tried it and it looks really nice. It also tweaked the nightmare difficulty to have respawning monsters like in Doom. That's interesting. At first I wasn't sure if I liked it, but it brought a twist to the gameplay that I want to try out, especially since Quake II can get kind of easy once you get all the high-tier equipment. That addition will probably keep me constantly on the move.
And of course, there's always Yamagi Quake if you want a vanilla nightmare difficulty mode.
Yeah im going to think twice about doing Ground Zero on Nightmare.
in fact, this would be kinda interesting for a few maps, like strogg space stations with teleport hubs.
also it appears that Turic's Kmq2 weapons works on yamagi, but the texture is fubar because its another format
Paul Steed's Commentaries About Quake 2 Models
i'll leave this here if someone is interested when the time comes for the Q2 Mapping stuff
paul made this post back when he was doing Q3A
About Q2XP, i think the monster respawn in Nightmare difficulty can be disabled with the console command: g_monsterRespawn 0
it worked in the last version of the engine, so maybe it will work with this new version ;)
Found this info on twitter:
Yamagi Quake II 7.21 has been released today!
Some notable changes:
* It can now load .ogg music tracks in the naming scheme GOG uses
* Weapons are rendered with their own FOV (r_gunfov)
* Some of the glitches in the software renderer have been fixed
Also you can download updated builds of Q2PRO from here...
Sonic Mayhem Unit Updated
The Main Problem With A Custom Q2 Engines
every custom engine uses its own *.dll data
Would Love It
if this MAP JAM actually happened!
Btw, Yamagi appears to be the source port of choice for SP and still has an active development.
Wrong Its Kmquake2 !
Sure It Is...
Kmquake2 last update: 4/30/15
Yamagi is to Quake II what Quakespasm is to Quake 1.
Kmquake2 Is Dead And Knightmare Is Gone
in fact he kept teasing before he disappeared about custom huds for KMQ2 like Quake 4 and the straight up port of doom 3 one used by the late Quake 2 Evolved(another good port who died fast for "reasons").
as for ports, Only Yamagi, Q2Pro and Q2XP are up to date, though the later 2 supports md3 and more, and yamagi hates custom stuff, in fact i tried to use it with GOGQ2 and it didn't recognized the music, also it kept crashing on software.
GOG has their "music" directory next to "baseq2" instead of inside it (along with some other quirks with the missionpack tracks). That's not Yamagi's fault per se, although its latest release has in fact been changed to recognize and adapt when it is dealing with a GOG install.
Dunno about the software renderer probs.
here it kept crashing when i tried to play fullscreen, wile VQ2 ran fine, it think its my pc who hates YQ2.
i'm actually looking to put a team together for this sort of thing. send me a message on twitter if you are interesting in this pelinal (or anyone else for that matter). twitter is @joshthenesnerd1
Well I guess that's it guys. Joshthenesnerd is gona take it from here.
i simply gave the idea, i suck at organizing things, and my free time kills me for it :\
but as i said, a QUMP Hub for Q2 would be neat, i love Q1 but i love the fast pump of Quake2SP
also everyone here is waiting for EricW tools update, since it will feature Q2 Lightning stuff, which will be easier to make more maps.
Quake 2 Weapons HD- Grenade Release
Turic released his hand Grenade model
also Yamagi doesn't support Md3, only KMQ2, Q2Pro and Q2XP
but it supports high quality TGA textures
Sonic Mayhem Is Released With .map-sourcefiles
I know I am not welcome here, but I just wanted to say that if you want to see how I did my maps for Sonic Mayhem it has all the .map-files in there to be explored in your level editor of choice:
The release thread for your episode is full of compliments and some polite/useful critique.
This board is mainly about Q1. but a few Q2-related threads like this one are pottering along just fine. There's always a few goofballs who will grouch about any game that is not Q1, in their own ritualized performative way, but that's just background noise.
Don't post here if it gives you bad vibes, but the self-martyrdom thing? nah.
Since Quakewulf inst here
her released a updated and finished version of his HUB
also since i've been occupied with other stuff, how is the progress with EricW's compiler update?
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