Wirehead Studios

Wirehead Modifications => General Development ('Laced Neptune') => Topic started by: Thomas Mink on 2003-06-05, 05:47



Title: My Q1 E3M7 Remake (Hole-eeee Christ, that's still around?)
Post by: Thomas Mink on 2003-06-05, 05:47
Yes.. the map untouched for almost a year now is making some progress. I'll have some screenshots posted for yas in a few days since I know people like seeing perty pictures.

I work room by room, hallway by hallway... most others work with the map layout and architecture first then do lighting later. I just can't bring myself to do that, 'cause for me... atmosphere and lighting come first. After I finish a room, I can't help but light it up... it's more fun for me.

Anyway... I just finished a hallway and will work on the next 'big room' tomorrow. If I happen to finish it, I'll try to get some screenshots up for all a yas.

Now for some of my opinions... I don't really consider e3m7 a DM map in any way, shape, or form due to how it's designed, but am making a DM version regardless. After Resurgence gets completed, I'll release a 2nd version of the map... with buttons, doors, etc. Maybe even swap out the jump pads for lifts.

:rockon::rockon: :band: :rockon::rockon:


Title: Re: My Q1 E3M7 Remake
Post by: ReBoOt on 2003-06-05, 18:00
Cool looking forward to see those screens :)


Title: Re: My Q1 E3M7 Remake
Post by: Lunatic Guy on 2003-06-06, 11:43
Ok... hope you can finish the map a.s.a.p.


:band: :band: :band:


Title: Re: My Q1 E3M7 Remake
Post by: Guest on 2003-06-08, 23:16
Well I said I'd have screenshots after I finished the next room. Guess what? I haven't even touched that next room yet... well, I have... but it's only 2 walls. My sister's high school graduation was on the 6th and yesterday was just total hell for me. It's still carrying on today... so after my mood improves, I'll finish that room.

Till then, screenshots of what I have done so far can be found at http://nweb.pct.edu/homepage/student/KRETH...ake%20iii/e3m7/ (http://nweb.pct.edu/homepage/student/KRETHO38/quake%20iii/e3m7/) ...and 98% of these some of you might recognize. Progress on my map has been moving extremely slow, but hey... at least I'm working on it. Resurgence is still a long ways down the road anyway, and that's what this map is mostly being made for.

On a side note... this is my second ever map that I plan on releasing, and my first with curves almost everywhere. I don't feel that curves are necessary, but people love them... now if I get criticized for using curves, I'm going to blow a gasket and people will suffer a long, slow death. I don't care if they say I'm using them wrongly.. using too many.. or whatever. I'll wish them a nice slow death. Harsh? Maybe, but it fits my current mood. :P


Title: Re: My Q1 E3M7 Remake
Post by: Thomas Mink on 2003-06-08, 23:28
Guest... *sigh*... how interesting. Whatever, that was me if yer wondering.


Title: Re: My Q1 E3M7 Remake
Post by: OmEgA-X on 2003-06-09, 02:08
its looking pretty tite spawn. i know imma like to frag some shamblers in it. or even just DM in it..i know its kinda large, but it'd be great for team DM :thumb:
i wish my gfx made gen look that good.. :wall:


Title: Re: My Q1 E3M7 Remake
Post by: Thomas Mink on 2003-06-09, 03:41
:rockon: Not really a big map... bigger than dm4, yea... but not really that big. I still don't think it'd be good for DM, but ya never know. I might be surprised in this area, but I guess I'll never find out till I add bot support...which is way down the road yet. It's an extremely linear map with hallways and small rooms, most of which contain one exit from the way you came in. I just like the way they cram so many monsters into the map... it's rare for q1. :rockon:


Title: Re: My Q1 E3M7 Remake
Post by: ReBoOt on 2003-06-09, 20:46
hehe well im gonna bitch about curves so feel free to kill me ;)
About curves: sure sometimes curves looks great, i use them alot but do be carefull when using them, sometimes it do looks much better without them, also if you use too many of them your r_speeds will be very high! Using a heavy shader on a curved surface will also produce high r_speeds eg. a shiny metal shader.
you should add some other textures and the lvl needs more details.

The map looks good, if you keep up your work on it i think it will kick ass :)
Once you release a beta i'll be happy to test it for ya :)


Title: Re: My Q1 E3M7 Remake
Post by: Thomas Mink on 2003-06-09, 23:22
ReBoOt - "you should add some other textures and the lvl needs more details."

I felt that way when I looked at the 'teleporter lava type room' on the map... it just looks too plain. I felt this way a year ago when I made that room. I'll figure something out, but that'll come later.

As for the curves, trust me... I won't use too many. I actually try to avoid them where possible. The only curves I have on the map are in locations where I believe ID intended to have a curved surface, but with the technology of the time were only able to create a slant. Well, ok... that's not entirely true. I also tossed in a few curves here and there where I thought they looked better than without them (ceiling of the lava room, ceiling of the starting location, the archways, etc etc).
:rockon::hail::wall::rockon:


Title: Re: My Q1 E3M7 Remake
Post by: Thomas Mink on 2003-06-10, 07:29
Screenshot of the next room are up... ( http://nweb.pct.edu/homepage/student/KRETH...ake%20iii/e3m7/ (http://nweb.pct.edu/homepage/student/KRETHO38/quake%20iii/e3m7/) ), starting at shot0036.

The new room is no where near complete, except for maybe the lighting. Some people might consider it too dark, but remember what it's mainly being made for. In any case, I need to spicen up the walls a bit and change a few thing... like that ceiling, that has GOT TO change.

Also made a new sig, but I think it didn't come out as I had hoped... so as I soon as I'm done here I'll change it back, but hey... I can use it to pimp myself out. Check out http://nweb.pct.edu/homepage/student/KRETH.../spawnster2.jpg (http://nweb.pct.edu/homepage/student/KRETHO38/quake%20iii/spawnster2.jpg) ! muahahaha


Title: Re: My Q1 E3M7 Remake
Post by: Lilazzkicker on 2003-06-12, 02:07
looks good, and i like your sig


Title: Re: My Q1 E3M7 Remake
Post by: Lunatic Guy on 2003-06-12, 12:13
Can I have your email ~SpAwN~?

There's something I want to ask you, and to tell you about this map.


Title: Re: My Q1 E3M7 Remake
Post by: Daedalus on 2003-06-12, 19:15
*Daedalus points to the little buttons under each post and the one which says Email

Heh, those buttons actually do things y'know


Title: Re: My Q1 E3M7 Remake
Post by: ReBoOt on 2003-06-12, 21:27
hehe cool sig spawn :)


Title: Re: My Q1 E3M7 Remake
Post by: Lunatic Guy on 2003-06-13, 02:42
~SpAwN~: Based on what Daedalus has said, can you please check your message there?

And please reply me back using that message feature as well. :)


Title: Re: My Q1 E3M7 Remake
Post by: Thomas Mink on 2003-06-13, 02:44
Indeed... but anyway. my email address is spawn@ptdprolog.net . As for mapping stuff, I haven't really been in the mood to map lately. My mood has just been too far burried in the dirt these last few days.


Title: Re: My Q1 E3M7 Remake
Post by: Thomas Mink on 2004-06-09, 23:14
Time to revive this POS thread after almost a year... muahahahahahaha.

http://img78.photobucket.com/albums/v246/V...en/Quake3/E3M7/ (http://img78.photobucket.com/albums/v246/Vaeladven/Quake3/E3M7/)

Use sp4wnst3r as a password.

There's screenshots of the next room I finished in there... thing is, the looked like shit at the time. Since taking screenshots of it, I've made it look a hundred times better. Why say that? Because you're not getting updated screenshots of the area, that's why. :)

As for what's changed in my latest area since those screenshots... well, you won't be seeing that either. Yes, I had them all listed here... but it made this post WAY too long, haha. :)

As a side note... I also changed the wall texture throughout the entire map. It looks a Hell of a lot better than that bland, crappy texture I had going before.

Side note #2: I'm about half way done with the next area in line... I'll get some screenshots of that area up upon completion.

And now for a random question... anyone know of a place where I can get some different button textures? As it stands right now.. in default q3, I have one choice for a pushable button... and one choice for a shootable button. Not a very extensive list of choices if you ask me. :)


Title: Re: My Q1 E3M7 Remake
Post by: Tabun on 2004-06-10, 01:36
Show me textures (either screenshots or jpgs of actual textures) of buttons you'd like, and I'll see what I can pixelerate up for you.


Title: Re: My Q1 E3M7 Remake
Post by: Thomas Mink on 2004-06-10, 04:45
Anything q1-ish in style would suffice. In the original version of the map, every button is a 'Q' symbol... but who likes being that basic? Definately not me. So, I'll opt for the alternate style of buttons...

(http://img78.photobucket.com/albums/v246/Vaeladven/Quake3/buttons.jpg)


-Side note... I just about had the next area DONE when my comp decided to friggin crash. I turn off that 'autosave after every 5min thing because at times I like to take a break from mapping to chat... play a game... something other than mapping, while still leaving Radiant open. Anyway... needless to say, I'm not in the best of moods right now..seeing as how I have to do everything I've done over again. *walks off muttering random swear words under his breath*-


Title: Re: My Q1 E3M7 Remake
Post by: Lopson on 2004-06-10, 19:05
Here (http://modelyard.newdoom.com/).go to this site and then click on "Doomsday links" button. Enter and then go to a retexturing project. At the bottom, there's a button saying "Quake retexturing". Go there. It might be useful for you ~SpawN~


Title: Re: My Q1 E3M7 Remake
Post by: Tabun on 2004-06-10, 21:11
Heh, who needs retexturing projects when one has Wirehead Studios? ;]

This is the first, the second will be done soon.

(...)

After the other is done, I will proved a zip with the textures, and a glow shader for this one.

buttons


Title: Re: My Q1 E3M7 Remake
Post by: Thomas Mink on 2004-06-10, 22:07
Holy mother... that's one badass looking button. Can't thank ya enough for doing this, Tab. Providing high quality textures (buttons none-the-less) to be put on, what I consider to be, a mediocre map.

As for the retexturing project for Quake... I looked at their buttons before posting here. Other than the tech buttons, I didn't like them. Even the basic 'Q' symbol buttons didn't look right to me.


-Side note: Starting to work on the next area... AGAIN... right now. Hopefully I'll finish it this time before my comp explodes. I'll save before every time I minimize Radiant this time, haha-


Title: Re: My Q1 E3M7 Remake
Post by: Tabun on 2004-06-11, 00:34
(http://www.planetquake.com/tabun/tmp/qw_button_1.jpg)(http://www.planetquake.com/tabun/tmp/qw_button_2.jpg)

You can find the url to the zip in the Textures thread in this forum. If the shader doesn't work, lemme know - haven't been able to test it.


Title: Re: My Q1 E3M7 Remake
Post by: ReBoOt on 2004-06-11, 00:43
Good to see you mapping again spawn!!! :)

Nice tab! hell if i only had a q1 map that needs that button.. :(



Title: Re: My Q1 E3M7 Remake
Post by: Thomas Mink on 2004-06-11, 02:53
Man... those are friggin sweet. The shader works perfectly as well. Thanks again. *huggles Tabun* :D

I feel lame right now, lol... wish there was something I could do in return, but alas... there isn't.

Anyway... next area is almost completed. Just need to figure out the lighting for it and I'm set there.


Title: Re: My Q1 E3M7 Remake
Post by: scalliano on 2004-06-11, 03:29
Can I just say that:

1. This is one of my fave maps from Q1

2. Those button textures look the absolute business. If only I could suss GTKRadiant ...

Can't wait for a playable version!


Title: Re: My Q1 E3M7 Remake
Post by: Thomas Mink on 2004-06-11, 06:05
scalliano: "1. This is one of my fave maps from Q1"

No way! Someone else that knows this map other than me? AND likes it?! That's rare, man... nice to know I'm not the only one!

With that being said, I grace you all with 10 screenshots of the recently finished area. Those badass buttons are in place, though the pushable button is a ways back in the map... so you won't be getting any screenies of it.

Some of you might recognize the ceiling from another map I've made in the past... but hey, it fits... and works well, so there it is.

http://img78.photobucket.com/albums/v246/V...en/Quake3/E3M7/ (http://img78.photobucket.com/albums/v246/Vaeladven/Quake3/E3M7/)
new room is shots 0037 - 0028.

password: sp4wnst3r


Title: Re: My Q1 E3M7 Remake
Post by: Tabun on 2004-06-11, 09:55
Quote
I feel lame right now, lol... wish there was something I could do in return, but alas... there isn't.

Just finish the godrotting map some day ;]


Title: Re: My Q1 E3M7 Remake
Post by: Thomas Mink on 2004-06-14, 22:53
I plan on finishing it... and technically, it should probably be done already with how I was going there for the last two rooms, but it's not.

That's not to say that I didn't work on it at all... but it was just a small change and a few additions for the Grenade Launcher room.

The small change is that I swapped out the machinegun spawn with a shotgun... there was no double shotgun spawn on the original map, so I felt not including it would sevrely hinder the other classes... especially Earth, since there is no Lightning Gun spawn either. That would mean, no gat(s) for Earth. Ouch...

Anyway... the additions to the grenade launcher room are quite basic, but... it helps make the room less 'blah'. Added two bullet spawns, since bullets are a rarity on the map... also made the button in there actually do something, as pointless as it might be. And, of course, it's also the only room on the map that contains bouncing lava balls... even in the original. And those are now in place.

And my mood right now is shit... and tomorrow I go for an interview. If I get hired, my work on the map will slow even more than it has already. Yea... sounds like deja vu all over again, but I DO intend on finishing this thing. I will NOT let it collect dust like I have in the past.


Title: Re: My Q1 E3M7 Remake
Post by: Thomas Mink on 2004-06-18, 01:21
Well... I just completed the next hall, stairway, and spike shooter hall. That means... all I have left to do, pretty much, is one more area. Granted... it's another somewhat large one, but... I'm hoping to have it completed some time this weekend. Then it's off to playtesting and constructive criticism. :)

There is one thing I noticed... and I have no idea what's causing it. In two areas on the map, the fps drops by about 20-30 while running through them. One area in particular, is one I made over a year ago and never had this problem before. It's not an overly detailed map, other than having curves in various places... it's pretty basic. I've ran through maps more detailed smooth as silk, so it's somewhat annoying getting a 30fps drop in a room where it shouldn't be happening.

Just keeping yas updated... and letting yas know that, no, it hasn't gone a day without work yet since I started on it again. Granted, sometimes it's just a quick modification here and there... but still... patience is a virtue. And I think this map shows just how patient I am... friggin two years... sad...


Title: Re: My Q1 E3M7 Remake
Post by: ReBoOt on 2004-06-18, 20:11
try to run the game with r_showtris then you'll se what's drawn and what's not. also some shaders can hit your fps badly. another usefull tool is r_speeds and r_lockpivot (spelling?)


Title: Re: My Q1 E3M7 Remake
Post by: Thomas Mink on 2004-06-20, 07:53
Thanks for that, Reboot. My problems have been fixed... except for the sky in one area. But that's been a problem since about a year and a half ago. I can see sections of other parts of the map through the sky.

Anyway... more pretty pictures to look at.

http://img78.photobucket.com/albums/v246/V...en/Quake3/E3M7/ (http://img78.photobucket.com/albums/v246/Vaeladven/Quake3/E3M7/)
password: sp4wnst3r

New ones are shots 0047 - 0038

What does those screenshots mean? That I really only have one major area left to work on, that's what. I started it today... granted it's only ONE wall right now, but still... annnnd I have softball tomorrow (or later today, if you prefer). Then I start work on Monday... from 4:30pm - 3:00am. Pretty much a day kill shift right there. I did want to finish it this weekend, but it probably won't happen. In any case... just another 'keeping updated' post, and again saying:
No... it's not dead......... yet. ;)

:ownage: :rockon:


Title: Re: My Q1 E3M7 Remake
Post by: Thomas Mink on 2004-06-28, 10:28
Well... the last week has been extremely unproductive. My comp took a shit after trying to reboot it last Monday, so nothing's happened to map since then.

I had to format my C drive to get it working again... I lost a lot of crap because of that, but luckily, my map is on my D drive.

In any case, just another progress report. Tomorrow (or today... considering it's 5am EST) will mostly be spent on trying to get back (redownload) everything I've lost... which will probably take a while. Never know though... I might decide to work on the ol' map sometime in between all of that. Granted, I have to download Radiant again, but that's no biggee.

Keep rockin', yos... :rockon:


Title: Re: My Q1 E3M7 Remake
Post by: Assamite on 2004-08-23, 22:26
Status report!


Title: Re: My Q1 E3M7 Remake
Post by: ReBoOt on 2004-08-23, 22:40
Yea i wonder the same thing....status spawn?


Title: Re: My Q1 E3M7 Remake
Post by: Thomas Mink on 2005-04-30, 19:56
Hah! Long reply time here, eh? (check the dates)

Status is that the map is done. It could be better, but with how long it's been sitting around on my HD.. it's good enough.

Everything I have to say can be read here: http://www.livejournal.com/users/vaeladven/117115.html (http://www.livejournal.com/users/vaeladven/117115.html)

It's quite a lengthy post, but it's all about the map. So don't worry about having to read anything personal, or rants, or whatever.

I'd rather all comments be made here, but whatever

All I really need is a place to host the file.. :|

:ownage:


Title: Re: My Q1 E3M7 Remake
Post by: Tabun on 2005-04-30, 20:42
we wantsss it - and screenshots :]


Title: Re: My Q1 E3M7 Remake
Post by: Makou on 2005-04-30, 20:44
From what I recall from the screenshots that used to be up, the map was looking pretty good.

We wants it, preciousssss.


Title: Re: My Q1 E3M7 Remake
Post by: Thomas Mink on 2005-04-30, 21:15
Screenshots are a problem nowadays... same reason I can't put the file up anywhere, really.

If you want to see screenshots, you'll have to go through a somewhat lengthy process (just for viewing screenshots, that is).

First.. go to http://www.photobucket.com (http://www.photobucket.com)
Second.. login: Vaeladven password: sp4wnst3r (this is my guest password, hah!)
Third... click on Quake3, then click E3M7

And there ya go. Shots 0046-0056 are the ones I worked on the last few days. All previous shots are areas that were done a year+ ago. Some areas have received some MINOR touchups here and there, but it's nothing major.. so the shots still get the point across.

I also forgot to jump on top the 'cage' in the 'ending area' and take pics of the lightning gun secret area... oh well. It's not really too fancy anyway.

Going through them  you'll notice a few things...
1. Two quads
2. 3 Megahealths
3. Some of Tab's awesome textures
4. That I still love lights and lighting. Rawr! Especially lava lighting.

Enjoy.

(Now.. to find a file hosting place..)


Title: Re: My Q1 E3M7 Remake
Post by: ReBoOt on 2005-04-30, 22:04
I really, really want to test this map before i say anything! :) Please upload it somewhere, somehow, sometime! (soon i hope)


Title: Re: My Q1 E3M7 Remake
Post by: Thomas Mink on 2005-04-30, 22:48
Big thanks goes to Skyviper (old clannie friend)... even tho he can't read this...

http://web.uvic.ca/~skyviper/SpAwN/q1e3m7v2.zip (http://web.uvic.ca/~skyviper/SpAwN/q1e3m7v2.zip)

And a blammo.. there ya go.

Questions, comments, and critiques are all welcome... unless they're specified in the link in one of my previous posts (the livejournal one), or in the text file inside the zip. In which case, you'll be ignored.


Title: Re: My Q1 E3M7 Remake
Post by: Makou on 2005-05-01, 00:50
Well, it's certainly big, but it's not like we don't have other Big Maps of Bigness in the mappacks...

- Weapons and ammo are very sparse for a map of this size.
- Hall of Mirrors if you look up the shaft of that spike trap (switch activated)
- That button in the Medkit/Berserk area teleports the player no matter where he is. If I fire a nail at it and immediately use a Personal Teleporter before it hits the switch, the switch will still teleport me right outside that room.

+ It's a Quake/Slipgate map.
+ LAVA BALLS


Title: Re: My Q1 E3M7 Remake
Post by: Thomas Mink on 2005-05-01, 06:10
I guess I could add some more ammo in places. Right now, all the ammo in place is only where they were in the original. I'll say one thing tho... I never liked railguns, so railgun ammo isn't going to be appearing anywhere. The initial shots you get from picking up the weapon is good enough.. especially on a map with tight hallways like this one.

Can also texture the deathspike.. thing. Dunno why it isn't in the first place...

The third one is a known problem.. but it's the best I can do to replicate the original map in that regard. Unless there's another way of doing it that I don't know about. Right now it's just a button that triggers a teleport when shot. I probably could think outside the box and throw a normal teleporter down there I guess... but that might look odd..

And since I'm going back and touching up the map some more, I spoze I'll also touch up the area outside the grenade launcher room. Everything I've tried thus far tho didn't work at all.. looked better just plain and open like it is. But.. we'll see.


Title: Re: My Q1 E3M7 Remake
Post by: Tabun on 2005-05-01, 15:31
I agree with Makou.

An added side-effect of the map being quite huge (and having big rooms) is that there's a texture that becomes very repetitive. It is seen everywhere and everywhen, making it sort of bland feeling in some places.
Playing through the map, I noticed that the hallway you start in looks brilliant, and gradually when you 'play through' the map in singleplayer fashion, it grows more uninspired. Sometimes a cool feature pops up (like niches in the wall, or a huge decorative section of the wall), but there's hardly any division of The-Texture. (for instance, take the hallway 'after' the beserker room - in that and the following section there's a big contrast with the entryway for instance)

I especially liked the semi-golden skull-crest texture that appears in the first parts of the map, and something like that could greatly spice up bigger areas.

Just my 2 cts on that.

There's one bug that I ran into, but as you said; ignore me if you know about it, looking through the roof grating in the first hallway, I can see into the room (the ceiling mainly) the comes after it, which should be physically impossible :]

It took me a while to figure out which Quake map it was, but that's just me - it's really been a while. Great work so far, and considering the size, no wonder you've been working such a long time on it ;]


Title: Re: My Q1 E3M7 Remake
Post by: Thomas Mink on 2005-05-01, 18:07
The texturing right now is done similar to the original map. Everywhere where there's a break in The Texture, is where there was one in the original.

The zerker room is actually my pride and joy room.. that one at the big ending room with the cage (not counting the secret areas or any of the hallways). Granted this isn't going from a texturing and detail perspective... in those rooms, it was all about the lights for me.

I did feel the same way you felt at one time tho, about the repetative texture. Back when I was using a different texture combination... the main texture was an ugly brownish rock thing. In what I can only dub as the 'castle room' it looked just BLAH. I changed the textures to what they are now and the room was spiced up tenfold.. just from doing that alone.

The 'looking at other rooms through the sky' thing is known, and I forgot to mention it in my posts. I've asked ReBoOt for help on this before, and it was deemed unfixable... unless something came up in the past year or so that I don't know about. A minor flaw, but a flaw nonetheless.. but hey, if you're staring at ceilings, you're likely going to get fragged.. instead of doing the fragging.

And no, the size isn't why it took me so long. Let's see... year 1 I worked on all the start areas of the map, up to the first teleport in the lava room. About a week or so, off and on... then I took about a year break. Year 2.. I picked up with getting that teleport working, and made everything (a HUGE majority of the map) up to the hallway near the end with the spike shooters, even got them working! Again, about a week or so off and on.. then the slightly less than a year break. And then lastly.. in the last few days.. I made all the ending rooms.. and looped the end and start portals together. About 2 days, off and on.


Title: Re: My Q1 E3M7 Remake
Post by: shambler on 2005-05-01, 20:00
Very nice map, but bots seem to get trapped in the box where the Vore normally lives. they didn't seem to understand the button to shoot. I understand that you probubly didn't intent it for bots.


Title: Re: My Q1 E3M7 Remake
Post by: ReBoOt on 2005-05-01, 20:14
Alright im gonna download this and test it! Btw If you want lavaballs in your map i could give you the entity for it if you don't already have it.

And another side note on the "i can see thru the sky to another room" Either you can cover up the other room with some kind of geometry, also i've heard it's possible to break vis by just using one large skybox for those two rooms, however i havent tested this my self so im not sure...

Now there might be a third way by using common/hint brushes..but this is a real pain and don't ask me how to use them..as far as i know you can use them to split  vis.