Post by jaydolan on Apr 4, 2012 10:17:58 GMT -5
Hey Cafe members,
As some of you may have seen, Quake2World is officially in beta now, and is gaining some traction within the community. I wanted to reach out to you all and invite you to try mapping for Q2W! Some key features that you guys might like:
- High-color textures
- Alpha-test textures (fences, grates, foliage, ..)
- Per-pixel lighting (dot3-bump + parallax mapping)
- Phong shading
- Improved BSP compiler with better threading support - several of our maps compile in under a minute!
- SURF_NO_DRAW support for back-sides of beams and things
- Terrain blending
- Surface animations like stretching, rotating, pulsating, scrolling, etc.
- Client-side particle and sound emitters for sparks, steam, flames, light flashes, etc.
- Supported by NetRadiant right out of the box!
From a process perspective, mapping for Quake2World is a lot like mapping for Quake2 but with id Tech 4 media (high-resolution textures plus normalmaps). The engine scales far better than Quake2, and you can safely push scene complexity (r_speeds) to as much as 25,000 without fear of the game running poorly. And lastly, we're a free an open source game with a rolling release model, which means that your maps can be included in the official game as they are completed!
Here are some screenshots of Pan's excellent Edge remake for Q2W:
www.flickr.com/photos/quake2world/sets/72157629684963831/show/
They are a little dark due to gamma correction..sorry about that!
So here's how you can get involved:
- We'd love to include high-quality remakes of all 8 original maps. We have q2dm2, q2dm3 and q2dm8 partially completed, but they need a skilled environment artist to take them to the level of Pan's Edge.
- We have written permission from ztn to port ztn2dm3; just need the right mapper to do it.
- We have a whole fist-full of work-in-progress levels that are seeking a designer to finish them off.
- And, of course, new original works are always highly desirable!
If this strikes you as something you'd like to try, please respond, or better yet join us in #quetoo on irc.freenode.net to meet the rest of the team and come up to speed on the project.
Cheers guys,
Jay
As some of you may have seen, Quake2World is officially in beta now, and is gaining some traction within the community. I wanted to reach out to you all and invite you to try mapping for Q2W! Some key features that you guys might like:
- High-color textures
- Alpha-test textures (fences, grates, foliage, ..)
- Per-pixel lighting (dot3-bump + parallax mapping)
- Phong shading
- Improved BSP compiler with better threading support - several of our maps compile in under a minute!
- SURF_NO_DRAW support for back-sides of beams and things
- Terrain blending
- Surface animations like stretching, rotating, pulsating, scrolling, etc.
- Client-side particle and sound emitters for sparks, steam, flames, light flashes, etc.
- Supported by NetRadiant right out of the box!
From a process perspective, mapping for Quake2World is a lot like mapping for Quake2 but with id Tech 4 media (high-resolution textures plus normalmaps). The engine scales far better than Quake2, and you can safely push scene complexity (r_speeds) to as much as 25,000 without fear of the game running poorly. And lastly, we're a free an open source game with a rolling release model, which means that your maps can be included in the official game as they are completed!
Here are some screenshots of Pan's excellent Edge remake for Q2W:
www.flickr.com/photos/quake2world/sets/72157629684963831/show/
They are a little dark due to gamma correction..sorry about that!
So here's how you can get involved:
- We'd love to include high-quality remakes of all 8 original maps. We have q2dm2, q2dm3 and q2dm8 partially completed, but they need a skilled environment artist to take them to the level of Pan's Edge.
- We have written permission from ztn to port ztn2dm3; just need the right mapper to do it.
- We have a whole fist-full of work-in-progress levels that are seeking a designer to finish them off.
- And, of course, new original works are always highly desirable!
If this strikes you as something you'd like to try, please respond, or better yet join us in #quetoo on irc.freenode.net to meet the rest of the team and come up to speed on the project.
Cheers guys,
Jay