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Gateway Map
Has anyone here considered making a map with an atrium where you walk thru a Easy/Normal/Hard/Nightmare teleporter and then come to a 4 level tiered area with 128 teleporters (32 per tier)

The tiers would be named "Base Maps", "Medieval Maps", "Space Maps", "Egyptian Maps" and as you walk in front of each teleporter, it says the name of the map like "This teleporter takes you to MCOLONY by Author made January 12, 1998"

That way map packs that do not require a progs.dat or special sounds/models could be released in sets of 128 maps (plus readme.txt's of course) in big zip files that decompress to quake/mapset-alpha-1 and then someone could start quake.exe -game mapset-alpha-1 +map gateway and have an absolute blast.

Just a thought. If someone were to make such a map and with 128 teleporters leading to a non-existant map "8-charsx.bsp" with blank message "32 characters of centerprint times 3 lines of this" I'd do the rest :)
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TexMex 
Worldcraft Prefabs Site? 
Any good sites with prefab files or .map files for Quake. I've only found one so far due to how awkward it is to Google for "Quake" without getting 2, 3, 4 results and if I exclude the sequels ... well, many of those sites with prefabs have them for multiple Quakes. 
... 
(I know where to find full .map files, such as those included with the dkt1000 maps ... trying to locate preassembled objects like statues). 
Just A Thought... 
ideally, each gateway would be styled to match the theme of the level it leads to. 
I've Actually Come Rather Far ... 
... but I want to stay within the realm of mapper 101 (or maybe 102) ;)

Speaking of which, how did you put a player model in Eagle1? I thought that was one of the best ideas ever and something I wish more makers did (the Quake guy who told you "secret information")

I like the Zerstorer Hell Knight statues, myself.

Can standard models be easily imported into a map as fixed objects? 
Yeah, 
Can standard models be easily imported into a map as fixed objects?

I did that with a speedmap earler this summer where the last room and the objects in it (two Scags) were done in Blender to test out the concept of CGI to brush conversion.

The method involves using Q3map2 the Quake2 utility.
AquiRe's tools also makes it possible to compile a q3 or Q2 map with TxQbsp with a simple command line (-q2map), and most importantly retains the accuracy of the vertices. So if you want to import prefabs, feel free to do it from Q3 and Q2 sources as well as from Quake.

Note - Vis is not as forgiving as TXQBSP in regard to processing model vertices.


However, Vis is not as forgiving as TxQBSP, and a fully vised .bsp 
Q3map2 Of Course 
is a Q3 Arena utility. 
Disregard That Last Sentence In #31 
it was meant to be stricken. It's late. I'm going to bed. 
Thx 
I managed to Google this board from your posts and found something that might not be ideal, but easier for what I know

mdl2map

http://www.ftp-sunet-se.lkams.kernel.org/idgames2/planetquake/simitar/mdl2map_19990220.zip

At least I think this might do the trick. 
Doesn't Work Well 
mdl2map does not do that great of job 
Player Model 
This was done using a "viewthing" but it also required a custom progs.dat to finish the job.

Check out the "teaching old progs.dat new tricks" thread for ideas on how to actually do this right -- probably involves an info_null. 
Concept Download, How To Keep Within 16 MB? 
Here is a download of a concept map I made with 40 teleporters in a stadium-like format.

betagate.bsp (zip format, 1.6 MB)
http://s91840528.onlinehome.us/betagate.zip


After discovering some limitations I need to keep in consideration, I need more information before I continue working on it. (So it isn't textured properly and otherwise looks unpleasant).

It has to be viewed in r_fullbright 1 at this point.

The map requires -heapsize 32768 ... something I want to avoid at all costs.

1. How do I keep the map usable without a heapsize/mem parameter (i.e., Win/GL default 16MB)?

I may have way too many lights on this map.

If I cut down on lights will that help?

2. Or do I need to mostly focus on polygon count?

3. I've discovered winquake is terrible for big open areas (r_speeds are bad). Maybe if I work on the polygon count that will help or are more open area'ed maps just impossible for WinQuake. 
 
don't try to fix a leak with a huge box around the map - this is the worst thing one can do!
it's not a good idea to put all the exits in just one big area, either - not only because of the lack of vis blocking, but also concerning the different texture themes of the other maps.

you don't have to start cutting down on lights, but there are way too many flashing lights in the map, just use regular lights (and more consistently).

i think it would be better (at first) to build smaller rooms, one for all maps of each episode, or something like that - this would result in a lower poly count and easier navigation for the player. 
Consider 
Making the map like a real start map... Different passages for different themes, and little gimmicks in places. Think start.bsp! 
Efdm9 Decals Are Nice 
... but if you attack the window it bleeds.

Hmmm ... I have some ideas. I like the decals thing. 
Glass That Doesn't Bleed 
Try this:

http://www.planetquake.com/quakelab/glass3.zip

Seems to have all the info you need (an example map is there too). 
And About A Year Later ... 
The Undergate

A map I made based pretty much on the Underworldfan site's classic Hall of Fame, recent reviews and recommended maps with QuakeC assistance by RocketGuy and Lardarse.

Features:

1. Screenshot and teleporter for every map.
2. Skill level selector buttons
3. Author name, Map name and map title for every map
4. Underworld site rating or Hall of Fame rank where applicable.

Screenshots:

http://www.quakeone.com/q1files/img/forumsimages/undergatebeta1.jpg
http://www.quakeone.com/q1files/img/forumsimages/undergatebeta2.jpg
http://www.quakeone.com/q1files/img/forumsimages/undergatebeta3.jpg
http://www.quakeone.com/q1files/img/forumsimages/undergatebeta4.jpg

Download of map and required progs.dat only:

http://www.quake-1.com/files/maps/undergate-standalone.zip

The Undergate map goes in c:\quake\id1\maps and the included progs.dat (and the QuakeC source is included).

The progs.dat was coded by RocketGuy and Lardarse (except the map overrides, which I coded) and has several nice touches:

1. Fish count fix
2. Returns to undergate.bsp upon completion of a map, except where it is a sequence of maps
3. Notification of skill level upon spawning in the undergate map

There is a thread with some more information on the map at:

http://www.quakeone.com/forums/showthread.php?goto=newpost&t=1463

More or less, the map works as a nice user friendly map selector that I hope can make it easier for trying out single player maps.

On the above thread there is a download link for the map and the supported maps, the only maps used/displayed in the Undergate are ones where the readme.txt didn't have text stating the archive name couldn't be changed or something else that would preclude inclusion.

If you are an author and I made a mistake with the readme.txt, please let me know.

There is one map that did have a readme.txt stating the archive name couldn't be changed, Alcatraz by Tyrann, and I emailed him for permission only to find out he had GPL'd the map. 
Oo 
nice! 
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