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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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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. 
@otp 
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 :) 
 
Demos, recorded in Quakespasm 0.92.2-admod (if information regarding port used to record them actually matters).
My impressions were pretty positive. I didn't find a lot of glaring and silly mistakes besides few misaligned textures here and there. Though I wonder if this small box in qump_vingal should be visible or not.
Also Bloody Sun by Danzadan and NewHouse is missing in readme file.
I also missed the entrance to qump_spud so it's not in the demos, sorry. 
Cheers Luna 
Good spotting on that dark trigger brush and thanks for the demos!

We've included the text file for qump_danzadan and the latest updates to a few of the maps, will probably be releasing in the next few days 
We Are Now Released! 
We've gone through the maps and fixed what we can, all the entrances and exits work fine.
10 maps in total to release with which is very nice!

Download Link:
http://www.mediafire.com/file/p8r3d4k38fmkmrd/qump.zip

Screenshots


Cheers to everyone involved, all those who helped with playtesting and bug reports.
I think the mappers should be incredibly proud - you've all done a great job :)

Stay tuned for QUMP 2 some day... 
 
Major props to all you guys! "Shipping" is the best feature.

I'm looking forward to seeing the interesting quirks from mappers who haven't had their rough edges filed off yet. ;-) 
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