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Post by bpulido21 on Jan 14, 2022 12:11:30 GMT -5
Welcome to the history of Quake 4 in Quake 2 a total recreation of all the missions of Quake 4 in Quake 2. You can download the demo map here tram station mission 24: www.moddb.com/mods/quake-4-in-quake-2/downloads/tram-station-mission-24You can request the first unit on my web: themrbenpulidogames.herokuapp.comHistory: After the bitter man defeated the makron at the moon base he landed near a heavily fortified strogg military base. There he learned that the Strogg had built a new makron. Now your mission is to destroy the new one and avenge your fallen comrades without any help. You will enjoy the following in this modification: .Remastered Music from the official expansions (although you may already have them). .Quake 3 music on some maps. .Similar recreation of quake 4 maps in quake2. .New graphical interface. .In future versions maybe friendly marines will be placed. This mod needs: . Kmquake2 or Vanilla QUAKE 2 with unofficial patch 3.24. Some images: Comparison Images: } Video gameplay:
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Post by grieve[Q2C] on Jan 14, 2022 14:06:35 GMT -5
a quite ambitious project.
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Post by Guggenheim on Jan 14, 2022 15:27:53 GMT -5
Well, honestly, deisgn looks pretty poor (don't want offend anyone). Pay more attention to details, look some good SP maps. I advise to play "Citadel" by Andrea Rosa, he did a great job. But idea is very interesting. I've always dreamed of seeing Q4 remake in Q2. Moreover, with KMQ2 engine possibilities in won't be too hard. I've even tried to make a SP map, when player get captured by Stroggs, but resqued in the last moment. I've even made a player's model in laying position, but it got lost due to the breakdown of an old hard drive. However, you can see it.
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Post by Guggenheim on Jan 14, 2022 18:17:59 GMT -5
Try to decompile original Q4 maps to get right idea of proportions.
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Post by knightmare on Jan 14, 2022 18:31:29 GMT -5
This project looks quite ambitious for a first release. However, it is unfortunate that you didn't nail down the basics of good Q2 level design before taking on a project of this size. The design quality is rather subpar, and in the heyday of Q2 mapping this could even get you the mockery of being featured at Cranky Steve's Haunted Whorehouse (yes, that was a real site). I recommend that mappers take time to really hone their design skills before attempting a large project. You should not release your first few maps, but only keep them as a learning experience. Only when you begin to get your craft on par with id's maps and the better known user maps should you publicly release them. Try to decompile original Q4 maps to get right idea of proportions. There's no need to decompile Quake4's (or Doom3's) maps, as they're right there in the pk4 files.
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Post by Guggenheim on Jan 15, 2022 5:34:00 GMT -5
This project looks quite ambitious for a first release. However, it is unfortunate that you didn't nail down the basics of good Q2 level design before taking on a project of this size. The design quality is rather subpar, and in the heyday of Q2 mapping this could even get you the mockery of being featured at Cranky Steve's Haunted Whorehouse (yes, that was a real site). I recommend that mappers take time to really hone their design skills before attempting a large project. You should not release your first few maps, but only keep them as a learning experience. Only when you begin to get your craft on par with id's maps and the better known user maps should you publicly release them. Try to decompile original Q4 maps to get right idea of proportions. There's no need to decompile Quake4's (or Doom3's) maps, as they're right there in the pk4 files.
Are Q4 maps stored in non-BSP format?
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Post by knightmare on Jan 15, 2022 12:29:19 GMT -5
There is no .bsp anymore in id Tech 4. There's the .map source file, which the game loads, along with text-based .proc and .cm files for draw surfaces and collision models, and multiple .aas files for different bbox clip sizes.
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