News | Forum | People | FAQ | Links | Search | Register | Log in
Remix Quake Mapping Challenge
New Quake mapping challenge in the tradition of good ol' 100brush and Coagula contests. Only this time the theme is "remix".

Game: Quake, sp

Theme: remix/remake of an original Quake sp map.

You cant take first episode E1M*maps though (because Kell is doing them).

get original map sources here: http://rome.ro/2006/10/quake-map-sources-released.html
or http://www.speeds.quaddicted.com/quake_map_source.zip

Mod: no mod

Engine : Fitz ( so go ahead use a skybox if you want)

Submission deadline is 1st June so you have more than 2 months.
(I think its more than enough time, considering you have small maps and the source files to build on. But if you dont think so - let me know )

Judges: yes there will be few, to review and rate the maps (metlslime is one of them)
Im not judging, I will be making a map myself.

people interested so far: Zwiffle, Trinca, Zombie, GomJabbar, Spirit

maybe Voodoochopstiks, Gibbie, Neg|ke�

Post comments if you want to take part.
Please state what map you are going to make. No more than two people on the same map please

(or catch me on IRC quakenet #terrafusion)
First | Previous | Next | Last
Bah² 
Naming the maps e*m* is a terrible idea. They are not meant as replacement for Quake's maps, are they. e1m1rmx is available as id1 and quoth, e1m2rmx is quoth, ours are all id1. Also maps should always have unique names.

The Quake menu (I guess you mean the multiplayer menu) has the map names hardcoded, so the names would not be the new ones ("my rmx map by me" or whatever). So that would be completely useless.

If they were meant for continous play then we have a problem as either people would have to make sure the player has no ammo left when getting to the next map (right...) or the follow-up mapper would need to know how much ammo and what weapons are taken over. And then we could aim for release in December...

Having to use the console after each map is a bad idea, especially for normal people. It's bad enough for many that they have to specify some commandline.

negke: "take away all stuff on starting new episode" is determined by if (world.model == "maps/start.bsp") in the qc. Thus my suggesting of a folder (rmxcomp or what) and a simple start.bsp (like the ones in the 100 brush packs) pointing to the maps. 
#178? 
So should we make "trigger_changelevel" "target" "start" ?

And name the maps "e4m1rmx" ?

I'm down with that! ;-P

(by "down with that" I mean "sounds fair enough to me..." 
Doubling 
As I've mentioned before I'm working on a remake of episode 3 - but with its own progs. It will be playable under id1, but some stuff will be missing.

I'm using the name format e#m#rmx - maybe a bumper rmx pack later on would be good.

I'll be doing a remake of the original startmap once I finish 1-7 that will call the basic starts for each episode and shub's pit with rmx appended.

I have betas of m1-m2, alphas of m3-m6 and a very early version of the haunted halls. There's months of work left, so this is a heads up more than anything. 
 
And then we could aim for release in December...

December 2012.

:( 
December/2012 = >:-o 
15th June 2008 baby!!!!!

:D 
15th June 2008 
Is that confirmed? If so, I still have a decent amount of time to work in. I was afraid I would have to take a pass given I can't map this coming weekend. 
I've Been Mapping Like Crazy 
this last couple of weeks, I'm about to go into some last minute testing!! But I can only map up to the 8th because I'm going to Idaho/Vancouver for the final week! I'll submit my map to Speeds on the 8th!!

Headthump - I'm looking forwards to your map! 
Dont Give Up Plz 
you have 11 more days 
Standalone.. 
sounds the best idea to me.

it could be an idea to have everyone submit .map files though (in fact isn't this a requirement of the gpl shizz anyway?) so the maps could be edited into episode format later on by whoever feels up to the task.. 
GPL 
Only applies if the mapper used the map source. In the end I did not but I will release the (pitiful) source anyways. 
Startmap 
I started speedslowmapping the start rooms of the maps into the original start map's episode corridors. Unless someone wants to do a fresh map we could use that.

Everyone still on board? Scampie? 
Oh, And Thanks Ricky 
If I finish this sucka I'll send it over to you for beta testing. 
Speeds :-) 
I will have my bsp, rmf, map and lit files ready for you later tonight....

Where should I send them?

Rick x 
Im Serious Dude! 
If I dont give this to you tonight then I wont be able to submit it until after the 16th.

Unless anybody else wants to be the bearer (have a sneak peak...)

Also if anyone want's to give it a final playtest within the next six hours then that would be great!!! , but I dont see there being any point in sending me any feedback after about 4 hours from now, so please no-one who can't test...

:-0 
 
send to speeds@bk.ru
although Lun and metl and Bal are to judge 
Meh 
i regret to say i've been mostly out having a life this weekend :|

so unless i can pull something miraculous out of the hat next weekend i can almost certainly say mine won't be done in time 
My Situation 
I was all set to finish my map this weekend. All I have left to do is combat/gameplay. But here's the problem: my video card is dead. Like seriously. Which means, I can't really run any 3d apps, which means Quake.

I've ordered a new card, but I don't expect it until Wednesday at the earliest, possibly not until next week. So I'm unsure as to whether or not I will be able to finish in time.

But we'll see. 
 
Liar! Quake has a software renderer. 
Well Speeds Has Got Mine 
or atleast I've emailed it to him!!

If ya'll decide to release then go ahead.

If not I'll pick it up again when I get back, and the version I have sent to Speeds will be rendered obsolete! HAHAAHHAHA!!!!

gogogogogogogogo go !!!! 
Zwiffle 
Oh come on, you weren't serious were you?

Which means, I can't really run any 3d apps, which means Quake.

Most of us might prefer the hardware accelerated versions, but you can't tell me you can't run Quake using the software renderer!

In all seriousness, you should be doing at least cursory testing in standard Quake anyway, especially for an id remix map. Even if you have to increase r_maxsurfaces and r_maxedges to render it properly, you should at least verify that it runs and the lighting is semi-decent (a map lit specifically for GLQuake might be too dark in normal Quake).

For an id remix you might not even need to bump up the edge/face limits, depending on how you feel about sticking to the original limits for such a map. 
Remember Guys 
Even if you never use it yourself, there's still some people that (either by choice or necessity) use the software renderer.

A map should always be tested to verify that it can be loaded and played in the standard Quake engines, even if it isn't tweaked for the software renderer. People should at least be able to play it.

There are some bugs that will crash WinQuake, for example, that won't be apparent in GlQuake (and I'm not talking about simply exceeding engine limits). You don't want to find out after release that someone has downloaded and tried to play your map, only to have it crash out in a standard Quake engine. 
Oh Btw There Is Start Map So 
make your levels trigger_changlevel point to 'start'. kthx 
Just Over A Day Left.. 
..anyone else rushing for the finish line?

been getting bits done here & there throughout the week. it's a few brushes from being architecturally complete and the lighting is all done, just hope i don't have to tweak the gameplay too much from its original ID state! 
<- Me, Cool 
Sent. 
EEP 
I'm still working on mine! I can get it done in a few hours, I swear!! I SWEEEAAARRRR!!!! 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2026 John Fitzgibbons. All posts are copyright their respective authors.