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Post by giftmacher on Nov 18, 2014 5:23:04 GMT -5
Yes I've checked out your remakes, really nice, good old Wolfenstein, I might be one of the few Wolf3D nerds out there =] I actually did some Wolf3D maps not long ago, 2D mapping! When you are talking about "scaling" is that a feature in the editor or something you do by hand? This weekend I messed around a bit with Q1 maps, the hard part with remaking/remixing is the measurements, my eyes are not very reliable as it would turn out I think one problem is that I didn't sketch a layout on paper first but rather went room by room.. still a lot of fun even though it is not 100% accurate and out of proportion. Here are a few shots at my work on Q1 E1M2 (Im texturing as I go because it is easier to see what is what but some converted Q1 textures would be nice, there is no wood textures in the classic Q2 set, I was also thinking about Hexen 2 / Heretic 2 textures converted.. as you said that kind of "magical" castle theme is really lacking in Q2. Or if you go the other way, make it a futuristic E1M2 Q2 style with lights and lasers? Here are a few shots of my remix on Q1 Duel/DM map Powder Keg / PKEG. It is actually done but it got very different, much larger than the original I feel, and the architecture is different too.
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Post by giftmacher on Nov 16, 2014 16:40:33 GMT -5
Thank you for quick response Null, I am looking at some Q1 maps at the moment but I have to check what has been made already, what about the classics E1M1 - E1M2 from Q1? If I were to remake/remix one of those I would as you said keep the original layout but add my take on it, or rather adapt it a bit to Q2 standards. Fun stuff! Edit: Trenchbroom looks pretty amazing I must say, I'll check it out when I can free up more time
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Post by giftmacher on Nov 16, 2014 14:43:03 GMT -5
Hi
I was wondering what the general consensus is on remaking other peoples maps? Is it allowed or should I stay away from that, of course I would give proper credit but is it enough.. I'm looking at some Q1 maps to remake/remix. Also what is the difference between a remake and a remix, I've seen both terms used. I'm guessing a remix is sort of similar/close to original but some personal deviations / remake is a complete copy brick by brick, maybe some personal textures?
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Post by giftmacher on Nov 7, 2014 14:55:52 GMT -5
Thanks a bunch guys!
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Post by giftmacher on Nov 7, 2014 7:13:36 GMT -5
Hello I'm having trouble figuring out how to make proper pipes in Q2 with QuarK, like how to bend them without messing around with grid 0.1 - 1, which just gets frustrating when you want to place it in your 8-16 grid world. Here are some images from QuarK of what I'm trying to do: Here are some pipes I want to bend This is what I can do with small grid work, but it looks out of place and messy... Here are some pipework from q2, where one pipe is even atached right in the middle of another one, I don't understand how they do that without putting that pipe inside of the middle one. I read about "skewing" but that was in one of the radiant editors, I couldn't find something similar here Here is a tutorial for gtkradiant, but I don't know if the same practice works in quark? www.quakewiki.net/archives/speedy/tut_pipe.htm
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Post by giftmacher on Nov 5, 2014 17:02:45 GMT -5
Cool comparison Null and very useful, however there are some significant differences between the size of these maps, in my map (even with all the areas available, nothing trimmed) there is more or less constant action with 4 players (3 bots + me), with the trimmed version there is constant action with zero "downtime", basically you will have an enemy in your face the moment you spawn I felt that 4 players worked well on q2dm6 as well, some what comparable to my map in terms of size. However q2dm5 and q2dm8 are different, they have some areas that let a player sneak off and gather some items and then return to the choke points, they are also much larger in size. Even q2dm1 - edge, which is small and centered around a huge central fighting area has some "sneaking off" areas like the railgun and inner areas. Another important difference that I notice when examining these maps is that they are a lot more "space efficient", even on the layout here you can see that they are stacked to the rim with brush work, yet they hit much better r_speeds and run smoother than my map (which based on the layout should be a lightwheight in comparison . The reason is of course that they are done by expert mappers who knows basically everything there is to know about leveldesign, for example compare my "mega health" room bottom right to the middle hub area with the huge pillar, they are almost equally big, yet very little is of interest in the mega room except for the 1 powerup, so its oversized, the same with the hyperblaster room, it is also too large, a lot of that space has no purpose. Same with redarmor room, a very large room but not much fighting takes place there, so these powerup rooms should be smaller and the central hubs larger! But you learn a lot by looking at the "Id levels", and when your a beginner like me the next map is always (hopefully) better than the previous one. Also consider player size in terms of these original dm maps, usually maps are designed for 2-6, 4-8, 6-12, 8-16 players etc, 4 players made my map stacked, 6 would probably make you run around with the blaster a lot (no weapons available), but q2dm8 should easily work with up to 12 players. So even though in terms of "actual space" the Id maps are not much larger, they make better use of the space, providing moments where players can wander off a bit from the action. I look a lot on the Id maps, I walk around taking screenshots then I do "reversed engineering" in a prefab map while examining the shots, trying to emulate how they did something, that is actually a great tip for anyone who wants to improve their mapping skills, check out expert maps and try and break down individual brush work into a process where you reconstruct it on your own, a fancy door or the brush work that surrounds the door (check out toxic waste station / pumping station 1 & 2 for inspiration on how to do sewer maps, I still don't understand how they did all that..)
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Post by giftmacher on Nov 5, 2014 15:54:05 GMT -5
Finally got around to play your map Margaal, I really liked the texture work and the large amount of detail, it shows that you put in some serious work into this map. There were some "advanced" stuff happening too that I don't know how to do yet with QuarK (exploding computer), which is good because I get inspiration and learn from your map. Thumbs up for all the grunts I got to kill too, easily the most fun monster to kill in the game if you ask me One question, if I use textures from Rogue/Xatrix expansion packs, must I extract them from the .pak file if someone with only vanilla q2 wants to play the map? Again, well done.
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Post by giftmacher on Nov 4, 2014 16:00:15 GMT -5
Glad you tried it Null and thank you for the feedback, I will see what I can do, this was not built from scratch but based on an unfinished map I had. The original Q2DM maps are all much larger than this map, but maps like Q2DM4 lost hallways becomes unplayable with like 4 players and below, very different from quake 1 I feel but they are very different games too.. I think I will tinker some more on this map, add more detail at least. But ok so DM maps for the community should be about this size but more compact with less corridors and wider space!
Thank you jaydolan, I checked out quake2world, looks cool, I don't know anything about it though in terms of mapping and what tools are used. Also I was wondering if anyone knows a lot about quark and q2 mapping, there are still some things I don't know how to do yet, like bending pipes, making spiral stairs, stuff like that..
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Post by giftmacher on Nov 3, 2014 14:23:54 GMT -5
Yea thank you I can try that, I tested with Gladiator bot, but after following the tip of lowering spawn points 10 grids so they don't appear the bots didn't work very well...
Edit: This bot worked great thank you
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Post by giftmacher on Nov 2, 2014 11:39:26 GMT -5
Looks awesome, love the textures and shapes! One question, how do I operate pk3 files? I still run vanilla q2 and know nothing else, it says margaal25.bsp missing when I try the map command
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Post by giftmacher on Nov 2, 2014 9:00:47 GMT -5
Ah tank you knightmare I will keep that in mind for future maps.
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Post by giftmacher on Nov 2, 2014 8:59:31 GMT -5
Sounds really cool Null, I would love to make a deathmatch map, I also would love to play some Q2, didn't know people still play I will look into it and do some sketches, those pictures looks really cool and nuts You have a valid point with live feedback.
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Post by giftmacher on Oct 31, 2014 17:38:21 GMT -5
Thank you grieve, and I will! One weird thing happening with this map, it is a smaller file size than the previous map I made, but it takes almost 30 minutes to compile on my modern PC, the other one took 2 minutes. Anyone got a clue what this could be? r_speeds was ok in all areas..
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Post by giftmacher on Oct 30, 2014 9:02:48 GMT -5
It was too much fun making the previous map so I couldn't stay away from making another one, this is a prequel to Nuclear Water Facility and they can be played in a sequence if you have both maps. This might grow into a small unit, I have some ideas but not enough time at this moment, exams around the corner :/ There is still some texture work to do but gameplay is pretty much done I feel, maybe some clipping in the ladder areas because they are a bit awkward.. Overall I'm not too happy with the looks, I think I will start to tinker with making my own textures for the next one. Again, any feedback is appreciated and if you find any bugs or other weird things let me know so I can fix it. Edit: Added deathmatch support for this one as well, and lots of clipping in ladder areas/various other areas. Link is updated! Here are some pictures:
Here is a link to the map file: drive.google.com/file/d/0B4sO-9thmVw8QzNOdlY0SG5RS00/view?usp=sharing
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Post by giftmacher on Oct 29, 2014 14:24:51 GMT -5
Yes you are right, it is a bit more awkward with the one I used. Just found out you could make func_walls spawn through trigger, makes sense ofc but I didn't think of it until now. Cool stuff
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