Quake corner. "Everything related to the Quake franchise. Discuss here."
#61 Posted 20 March 2016 - 05:13 PM
#62 Posted 20 March 2016 - 06:36 PM
Lunick, on 20 March 2016 - 05:13 PM, said:
Very nice. I watched this recently and found it interesting. It's also kind of an abstract design, where the map starts doing some interesting things like leaning and going in a circle and using columns of water to get between places.
#63 Posted 21 March 2016 - 01:28 AM
#64 Posted 21 March 2016 - 03:58 AM
#65 Posted 21 March 2016 - 04:29 AM
#66 Posted 21 March 2016 - 04:34 AM
This post has been edited by FistMarine: 11 December 2016 - 06:34 AM
#67 Posted 21 March 2016 - 06:13 AM
#68 Posted 22 March 2016 - 01:55 AM
I once remade a Quake (or Q2 or Q3A) map for UT2004. The funny thing is, that I have absolutely no idea which map it is, because I never played Quake much and I remade it from another remake for UT from 1999 (Author got credits, of course).
Maybe someone recognizes it and can tell me which map it is (from the layout. the map only uses assets UT2004 and some I made myself).
The map has 2 secret areas. One which was inspired by a little mod from DN3D that was on one of the various Duke-Level-CDS back in the day. It boosts your health when the strippers showed their boobies,
If anybody is interested. It can be downloaded here:
http://fuegerstef.co...-sacrifice2.zip
This post has been edited by fuegerstef: 22 March 2016 - 02:00 AM
#71 Posted 24 March 2016 - 08:13 AM
This post has been edited by Bloodshot: 24 March 2016 - 08:13 AM
#74 Posted 07 April 2016 - 10:57 AM
- Engine source code v2.02: ew-v2.02-src.zip
- Game source code: xsniper-ew-progs-src1.zip
The game is based on the Telejano fork of the Quake engine.
There's also this file which I think is intended to be used with a map editor for Quake to create custom levels for Eternal War.
#75 Posted 07 April 2016 - 12:34 PM
#76 Posted 13 April 2016 - 12:00 AM
deuxsonic, on 07 April 2016 - 12:34 PM, said:
Hm, it seems to be abandoned now, as its last update is from 2007. But if you are looking for most graphically advanced port, than I dont think there is any competion to KMQuake2. Only disadvantage is you have to download all hi-res packs separately for it.
BTW do you know any Quake I mods that add gibbable corpses and damage skins for monsters (as in Quake II, when enemy health diminishes, it alters its skin)?
This post has been edited by t800: 13 April 2016 - 12:14 AM
#77 Posted 14 April 2016 - 03:18 AM
I didn't realise Wieder did some Quake maps too, I guess I'm just slow.
#78 Posted 15 April 2016 - 07:11 PM
#79 Posted 15 April 2016 - 07:34 PM
The Total Recall reboot had a couple really great visual similar to this
The game Merchants of Brooklyn (renamed Drug Wars for some reason) had some great city visuals
There's an entire hub section in Kingpin set in an underground city
#82 Posted 16 April 2016 - 02:18 AM
#83 Posted 16 April 2016 - 02:21 AM
#84 Posted 16 April 2016 - 02:23 AM
Lunick, on 14 April 2016 - 03:18 AM, said:
https://www.quaddict...ieder_thumb.jpg
I didn't realise Wieder did some Quake maps too, I guess I'm just slow.
I tried that but.... first map I got stuck at one point, you have to cross a path with a huge pit and lava underneath but there is no bridge? Even rocket jumping wouldn't get me half as far... Couldn't find a switch or anything either.
2nd map you have to find a secret.... that gives you invulnerability, so you can dive inside lava to grab a key during the time you can't get hit.... I found that a little bullshit, but the problem is I couldn't find the door that matched the key?
In both maps supplies placement consists of giving tons of stuff at the player at the start of the map.
The maps could be cool but they're unfinished, and they're not "professional" level design like what he did with Sunstorm.
HulkNukem, on 15 April 2016 - 07:34 PM, said:
The Total Recall reboot had a couple really great visual similar to this
The game Merchants of Brooklyn (renamed Drug Wars for some reason) had some great city visuals
There's an entire hub section in Kingpin set in an underground city
... and in Shadow Warrior Sumo Sky Palace? Though it's not a city I'll give you that.
This post has been edited by MetHy: 16 April 2016 - 02:24 AM
#85 Posted 16 April 2016 - 06:40 AM
HulkNukem, on 15 April 2016 - 07:34 PM, said:
You might like this: http://vignette2.wik...&path-prefix=en
Hengsha from Deus Ex "2" (actually Human revolution ;D )
#86 Posted 21 April 2016 - 02:09 AM
Lunick, on 14 April 2016 - 03:18 AM, said:
MetHy, on 16 April 2016 - 02:23 AM, said:
http://www.celephais...9776&end=25
https://www.quaddict.../rev990224.html
Those two maps were my application/test maps I built trying to get hired at Ritual. They were worked on in the evening after working on Wanton Destruction all day at Sunstorm. For timebomb Ritual wanted me to build a "realish setting" with an attempt to inject some sort of plot/story into the mission. Since they were working on Sin at the time, the request was understandable. There were plenty of quake level designers but they needed someone with a Duke Nukem mentality. They saw enough potential they requested another one and asked that I show I could do an entirely different visual style and wanted me to cram as much scripting/puzzles in as possible (thus what became salv.bsp).
So the way it's setup is more of a demo sequence of events trying to be creative with pushing the quake scripting options rather than something intended for a "customer". I was asked to play it in front of them and talk through how things were setup to verify I actually knew it versus just copying someone else.
I lost one of the maps I built when applying to 3DR but a couple of them survived the years. I wasn't good at all when applying to 3DR and it wasn't until Salv that I really started to feel comfortable working in a Quake editor versus build engine editing.
http://gamingisstupi...al-works/quake/
ZIP file... http://gamingisstupi...pplications.zip
Aside from a single CTF map for Quake 2... all of my quake levels were built as job applications.
MetHy, on 16 April 2016 - 02:23 AM, said:
After the missile is launched you're supposed to "get out of the facility asap" because the missile has been set to turn around blow up the base. The bridge is scripted to blow up while you are running across it. If you stick around to watch the launch you won't make it out in time. I think even if you do leave right away it's still pretty clunky and unpolished and able to break. Especially if you play in God mode.
The .txt file for some quality 1990's backstory... *blush*
MetHy, on 16 April 2016 - 02:23 AM, said:
That's one of my favorite puzzles! It's also on the same end of punishing the player spectrum as getting the keycards in airplane in Wanton Destruction.
You have to go back up through the lava again, and then there is a second blood pit in the starting area you can drop into using the key to open it up.
More text file background...
More text file background...
This post has been edited by Wieder: 21 April 2016 - 02:18 AM
#87 Posted 21 April 2016 - 01:31 PM
I've abandoned it though since msvc6 debugging is hell on W7x64 and i'm too lazy to get it going on gcc. which could've been fun to see what -flto and pgo would do with my crazy code. I also used to have it running in DOS before.
Also I tried to support the community-proposed QSB standards only to find out they're obsoleted now by......whatever new standard they had for RMQ (a cancelled cringey "quake 1 remake") and now Quakespasm to support big maps. Cue this xkcd. It'll run Marcher Fortress but it definitely won't run the beautiful output Sock is doing these days unfortunately.
I also tried to doll up support for ye old Transfusion 1.01 to make it more Blood-ish. I nearly had the shrooms effect working
and then more important priorities(like doing art for a game that actually has an audience) took over.
This post has been edited by leilei: 21 April 2016 - 02:02 PM