Not Futuristic :)
#22 posted by adib
on 2015/08/05 13:38:59
We (I) were (was) just hijacking your thread.
That seems cool as beans. Release?
#26 posted by eukara
on 2015/08/05 15:45:27
They are released as part of a mod I made...
They are inside the maps folder as qr_alley and qr_lost - the latter one is incomplete.
Also contained are some other maps I made (I am a sucker for Kingpin textures)
Not really city related, but hey it's the TR manor!!! My version made from memory though (except for the maze and the freezer)
#27 posted by ijed
on 2015/08/05 15:59:53
Cities in Quake tend to look weird. The player is a dwarf who can run incredibly fast.
As soon as you start putting in human sized things it goes sideways.
The trick to making a city work would be distorting the proportions to support quake and avoiding things that remind the player of their own size.
A lamp post that towers overhead could work, but a fire hydrant at waist height wouldn't.
Or maybe that's nonsense and smaller elements just need to be properly made on a 2x2 grid.
#28 posted by ijed
on 2015/08/05 16:00:47
Human sized doors are usually odd - they remind the player how short they are...
#29 posted by JneeraZ
on 2015/08/05 16:41:59
Yep, agreed. That's why abstract environments work best in Quake. Realistic dimensions look goofy.
#30 posted by Rick
on 2015/08/05 17:37:42
I once tried to make an 8 sided cylinder with a domed end, a lot like a fire hydrant. I don't remember how big, but definitely 16 units or smaller across, maybe only 8, on a grid of 1. Could not make it work, it always came out highly distorted when seen in the game.
That was many years ago, maybe it would work better now. I remember the last Quake map I released, at a little over 450 lights the light maps started to become corrupted, so some things have gotten better.
Waht About Your Well Of Wishes Rick?
#31 posted by mfx
on 2015/08/05 18:13:10
#32 posted by adib
on 2015/08/05 18:24:50
As long as you don't see other people, when it's just the first person POV and the environment, it's not that hard to fool player's eyes.
#33 posted by JneeraZ
on 2015/08/05 18:34:22
When you walk up to a door and the handle hits you in the forehead, it's hard to fool the player.
cylinder with a domed end, a lot like a
#35 posted by Rick
on 2015/08/05 19:24:07
Got burnt out on mapping last summer and took a year break. Just got back on it a couple of weeks ago. I think this is the last screen I uploaded.
It hasn't changed much. I've fixed all but one of the major problems it had and it mostly just needs a little polish at this point. I'm seriously considering doing something for map jam6, but after that I will finish up Wish 13 for sure. If you want to look, there are a few more screens at quaketastic.com, just look for ones that start off with "wish". They aren't recent though, some things have changed.
#36 posted by mfx
on 2015/08/05 20:01:53
Nice, i know some of the shots already, still good to hear you work on it!
#37 posted by adib
on 2015/08/05 21:43:37
awaits you there.
#38 posted by adib
on 2015/08/05 21:47:19
You're just not being deceitful enough. Lower the handle.
#39 posted by JneeraZ
on 2015/08/05 22:23:57
I wish you luck. Godspeed.
Checked out qr_alley, it's small but really nice.
I could see something like this working really well in Q1SP, inherent scale issues notwithstanding. PikaCommando, I would say definitely download it and have a look; it seems to fit your requirements to a T.
And +1 for #15!
#41 posted by JPL
on 2015/08/07 20:16:44
Reminds me Fragtown DM series :)
Proportions - You Can Have The Best Of Both Worlds Actually
#42 posted by Kinn
on 2015/08/09 12:44:03
Realistically proportioned architecture for the main playable spaces sucks arse, for both combat and navigation. However...I've found that more realistically scaled side-rooms and other nooks and crannies can be tucked away off the beaten track within a larger main structure and it can work pretty well.
E.g. make a big-arse quake-esque fantasy castle, but you can always refine the chunky macro structure in places with some small storage rooms, sleeping quarters, jail cells etc. to add flavour and more interest.
#43 posted by skacky
on 2015/08/09 14:45:38
There is one not mentioned here I think, its got a sewer system, and a warehouse, and a room with computer monitors running.
Its DISDM4, City of Sin.
could probably make some interesting mirror's edge-esque maps with some clean textures.
For One Of My Map In My Mod I'll Take Inspiration From This One
#46 posted by aDaya
on 2016/02/07 11:08:17
Sure it's Daikatana but considering it's the only game that comes close to replicating Q1's movement I think it's worth mentionning.