Wirehead Studios

Wirehead Modifications => General Development ('Laced Neptune') => Topic started by: Devlar on 2003-01-23, 02:11



Title: Map Progression Thread (What do you have brewing?)
Post by: Devlar on 2003-01-23, 02:11
Well the other forum is over so might as well start this board in this way, since i can't see of anything more fitting

So what is everyone working on?

I still have yet to release my final version of The Slipgate Ediface (Q1E1M1) and a map without a name at the momment done in an egyptian theme (D1E4M3)


Title: Re: Map Progression Thread
Post by: dev/null on 2003-01-23, 06:16
At the moment I have three maps in the works.

I have a Wolfenstein themed map by the name of Propaganda Campaign, which was shown a bit in the previous Off-Topic thread. I don't have a lot done on it because I've been spending most of my time on details(and custom textures). But progress has haulted due to the lack of a decent lay out, which is something I obviously should have had planned before hand.

I also have an EXTREAMLY rough version of End from Quake 1. It's been sitting on my hard drive for quite some time and I plan on finsihing when I feel in the mood for that type of atmosphere.

Last but not least I have a few little parts of The Final Showdown, from Quake II, done. I'm really not sure what I'm going to do with it since I want it to stand out a bit...

I doubt I'm going to get anything done until I do something with Propaganda Campaign. And I doubt I'll ever do anything outside of remakes again also (creating lay outs is WAY to hard for my taste).


Title: Re: Map Progression Thread
Post by: Dr. Jones on 2003-01-23, 06:43
hmmm... what would you guys think of me trying to remake a BF1942 map as an earth-themed map for generations?  i was thinking something along the lines of Berlin, where the action is close in and there are lots of places to run around...


Title: Re: Map Progression Thread
Post by: dev/null on 2003-01-24, 03:25
Battlefield 1942's maps are WAY to big for Quake 3... Hell, I thought they were to big for Battlield 1942, but that doesn't really matter seeing as the only thing I found fun about the game was sniping and running people over with the jeep ;)

I'd like to see a Quake map along the lines of a Battlefield 1942 map though. Something like Berlin or Stalingrad. I like the feeling those war-torn cities give off.


Title: Re: Map Progression Thread
Post by: Devlar on 2003-01-24, 04:29
I'd prefer to see a map that could actually capture the old Wolf3d feeling without being .....flat


Title: Re: Map Progression Thread
Post by: dev/null on 2003-01-24, 04:43
But that's impossible Devlar, because the Wolfenstein3D feeling is that of flatness :)


Title: Re: Map Progression Thread
Post by: Lunatic Guy on 2003-01-24, 04:55
Anyone doing Ohama Beach?

And what about CTF maps? Anyone doing them?


Title: Re: Map Progression Thread
Post by: Devlar on 2003-01-24, 05:07
Dev/null I might actually try it, i guess its all in the textures, make something that is over the top with old graphics but still make it not flat. You know like blue bricks, hitler paintings, bars with skeletons. I might give it a shot after i'm done the 2 i have in progress, but if i start it now i'll never finnish what i have going

Which CTF maps do you have in mind?


Title: Re: Map Progression Thread
Post by: Lunatic Guy on 2003-01-24, 05:47
"Which CTF maps do you have in mind?"

Is this question for me, or to dev/null?

Anyhow, CTF maps... Ohama Beach (Earth themed)?

And then, maybe a map with 2 fortresses, and it's very far away between them, so that there's a lot of hiding place, a lots of ways to enter the fortress, and lots of sniping spots? And also with bunkers/towers to guard the fortress?


Title: Re: Map Progression Thread
Post by: Devlar on 2003-01-24, 05:57
Here are some screenies of my work in progress
http://devlar.topcities.com/devsever.htm (http://devlar.topcities.com/devsever.htm)

The question was directed at you
Ohama beach? Isn't that a RTCW map?
You could always download a copy of 2fort5, there are tons of conversions of that map from TF


Title: Re: Map Progression Thread
Post by: OoBeY on 2003-01-24, 06:08
Hey dev(lar) would you mind sizing that sig down a bit? It's the biggest one on the boads. Just take it down to maybe 75% of its current size.

Thanks.


Title: Re: Map Progression Thread
Post by: dev/null on 2003-01-24, 06:23
I'll assume that last post was directed towards Devlar since his signature's bigger than mine :P


Title: Re: Map Progression Thread
Post by: Devlar on 2003-01-24, 06:58
There we go, took me a while to remember the code

Any comment on the screens?


Title: Re: Map Progression Thread
Post by: OoBeY on 2003-01-24, 07:28
Sir, I am going to kill you and eat your brains in the hopes that I might be able to get some of your mad mapping skills. Well done.


Title: Re: Map Progression Thread
Post by: Devlar on 2003-01-24, 07:44
Errr.... Thanks as long as that isn't sarcasm cause i know this thing has its faults, oh and nice pipboy, that game is a lost classic

Hopefully I'll be able to make a playable copy in a week, so much texturing.....


Title: Re: Map Progression Thread
Post by: OoBeY on 2003-01-24, 07:57
Nah, no sarcasm. Although to be honest in the lower pictures things look a tad squarish, but like I hinted to, I have 0 mapping talent, so really I'm in not much of a position to do anything but wish I could do that myself.

And as for pipboy, glad someone noticed, and knew the reference :)


Title: Re: Map Progression Thread
Post by: Devlar on 2003-01-24, 08:07
I have a large pipboy on my wall, honestly it was the best RPG made for the PC, I really hope they make another one

Yeah, I need to figure out how to cover the edges of the map (where the sky connects with the walls), since in the original doom map they did it like that, i need to find something a little bit more creative and a little less... square possibly something more egyptian


Title: Re: Map Progression Thread
Post by: OoBeY on 2003-01-24, 08:11
[hijack]
you know they DID make a sequel to fallout, right?
[/hijack]

Yeah, and as for the squareness, the eqyptians wern't exactly known for rounding their corners, were they? :)


Title: Re: Map Progression Thread
Post by: Devlar on 2003-01-24, 08:26
Yes Fallout 2 was a bit better than the original, the lack of the bloody time limit (although Fallout 1 forced you to play it over and over again). Fallout Tactics was nothing more than XCom, athough it came to a very amusing conclusion

Yeah, I know they weren't but they were fans of detail, so I still need the detail, might as well add curves so show how the SHOULD have done it


Title: Re: Map Progression Thread
Post by: Lunatic Guy on 2003-01-24, 11:38
Devlar, this map looks very familiar to me... from Doom, right? If it's Doom, why does it look so "Egyptian"??

As for the Ohama Beach, I think Ohama Beach is best for Earth's theme in CTF... and, was there a Ohama Beach map in RTCW??? I didn't know...

And also, the fortress thing... we could do different ones, right?

You might also try doing CTF maps that are themed to each class; and the deathmatch maps should be the remake ones from the original maps.


Title: Re: Map Progression Thread
Post by: dna on 2003-01-24, 16:28
Devlar: it looks nice; I recognized it which isn't always the case with conversions ;)
Only nitpicky thing I saw was the use of blue flames - they have a blue aura but are casting yellow spots on the walls.  I would expect to have more "blue" light in a room lit with nothing more than blue flames.


Title: Re: Map Progression Thread
Post by: Devlar on 2003-01-24, 17:25
I was more trying to give off the doom feeling of having colored lights but no colored light, plus blue lighting makes it look like a technocolored freak show :S

As for the egyptian theme, that was me, thinking different, since the original was wood, i needed something that looked relatively... brown, so i thought i'd try Sock's Egyptian Texture pack. I personally think it fits.

Where do I download this Ohama Beach map? And shouldn't it be Omaha? or is my history forgotten?


Title: Re: Map Progression Thread
Post by: dna on 2003-01-24, 17:43
I don't know about the map, but the place ws Omaha.


Title: Re: Map Progression Thread
Post by: Daedalus on 2003-01-24, 18:38
Nice Map dev, looks really good.

Im working on Barrels O' Fun (D2M23) and The Crusher (D2M06)
Pretty much finished d2m23, and i have a long way to go on crusher.

Idea: How about a map thats like ut_rommel for earth themed? it just kicks ass... :)
BTW, i didnt say EXACTLY like Rommel, just like it.
Old War-torn cities = 0wn4g3

[edit] Dev: get RtCW and play the Omaha Beach Objective map, its v. kewl
Omaha would make for a great Earth map
Also, maybe something like the first map in MoH:AA


Title: Re: Map Progression Thread
Post by: Devlar on 2003-01-24, 21:23
I own RTCW, but I never played the Multiplayer maps (I don't play any multiplayer online lately) Is this a SP or a MP map, I'll find it when I get home and check it out. I think I know what you are talking about though, the one with the bunkers built into the beach with the large machine guns?


Title: Re: Map Progression Thread
Post by: dev/null on 2003-01-24, 22:27
You're probably thinking of Beach Invasion Devlar... It seems to be the only map everyone knows (including me, hehe). Although that could make an interest basis for an earth map :)



Title: Re: Map Progression Thread
Post by: Daedalus on 2003-01-24, 22:50
the actual name of the map was mp_beach and yeh dev, its that one :)

MoH:AA has a map like that as well, called Omaha Beach


Title: Re: Map Progression Thread
Post by: ReBoOt on 2003-01-25, 00:29
Looking good Devlar the egyptian texture makes the lvl clean and nice.

Welll my own maps is going quite slowley for the momment, tho im almost finnished req1e1m5 might release it some time this month, e3m1 still have lot's of work todo.


Title: Re: Map Progression Thread
Post by: Devlar on 2003-01-25, 03:22
I've been exploring new faster ways of mapping, that's why so far Sever the Wicked has only taken 2 weeks since Doom maps are SUPER easy to speedmap

Who made the other Gloom Keep remake on these boards?

EDIT - I just checked out the Beach Assault map, it wouldn't make a good ctf or a good DM map, you'd have to build objectives into the level which i don't think you can do at the moment with generations


Title: Re: Map Progression Thread
Post by: Lunatic Guy on 2003-01-25, 04:51
Devlar, Beach Assault map is good for CTF...


Title: Re: Map Progression Thread
Post by: Daedalus on 2003-01-25, 11:32
you dont have to copy it exactly dev... just improvise on it

eg. if blues flag were in the fortress and reds were out on the shoreline, make the reds harder to get
i dont know how you would do this, everyone has their own ideas... just mess about with it


Title: Re: Map Progression Thread
Post by: games keeper on 2003-01-25, 13:48
I liked assault from rtcw more for ctf :(

also  half life :oposing force CTF had some very nice maps .
(one was 2 bases set in a grand canyon setting )

anyway if pho is gonna code TA entities in it its maybe better that you make the map also playable for TA with 1 flag tf and harvester .
(hmmmm generations harvester )


Title: Re: Map Progression Thread
Post by: Devlar on 2003-01-26, 02:01
I donno, I've never actually made a CTF map, and I doubt I'd start with something as difficult to balance (without turrets, cause there are not turrets in gen) as a Beach Assault map.
In fact I don't really know what I'm going to do after Sever the Wicked. I might write a tut on how incredibly easy it is to make a Doom map ^_^ with a screenshot


Title: Re: Map Progression Thread
Post by: Lunatic Guy on 2003-01-27, 05:25
"you dont have to copy it exactly dev... just improvise on it

eg. if blues flag were in the fortress and reds were out on the shoreline, make the reds harder to get
i dont know how you would do this, everyone has their own ideas... just mess about with it"

Daed: I agree! Make the blue flag in the fortress harder to get... and has traps. But, however, the red flag will be in a big ship (add a ship model), and also some small Higgins boats (is it higgins boat?) beside the ship, as the player's spawnpoint... and is also harder to get. Remember to put traps on both sides.

I can give you more ideas if you want. :)


Title: Re: Map Progression Thread
Post by: ReBoOt on 2003-01-27, 20:46
Well as far as i know im the only one who made a gloom keep remake on this boards :)
Anyway i've finnished item layout on req1e3m1 today so far everythings good.. im gonna test bots tomorrow but i fear there will be some issues... bots + water = baaad.


Title: Re: Map Progression Thread
Post by: Devlar on 2003-01-28, 04:45
Yeah botcode was rather stupid as far as water is concerned?

Is this the same gloom keep I saw when I finnished my first map approximately 10 months ago?

EDIT: http://www.planetquake.com/nunuk/geocomp2mapmacho.htm (http://www.planetquake.com/nunuk/geocomp2mapmacho.htm)
Something of interest to people who try to make creative conversions. Although I will attest to the fact that posting a remake or even something inspired by a map on the Quake3World forum requires a flame retardant flak jacket and a really thick helmet. Critism is bad :D especially when its based on the idea that all things have to be "original". Phhh So much for using this as a tool to learn to map better.

"First things , it is just a shame that the author is claiming this is some DM4 inspired/remake because the map has loads of cool architecture and does not need to be labelled a remake. " - Sock (who coincidencially created the fine egyptian theme i'm using for my Sever the Wicked Map, and also happens to be one of the reasons i started mapping in the first place, the guy has amazing skills)


Title: Re: Map Progression Thread
Post by: ReBoOt on 2003-01-29, 00:16
not really cuz i made lot's of changes on it.. dunno when i'll release it got lot's of other things to do than mapping nowdays :(


Title: Re: Map Progression Thread
Post by: Devlar on 2003-01-29, 03:22
Yeah I know the feeling, University is a serious time killer. Its a damned good thing that I at least like going

EDIT - New pictures up
http://devlar.topcities.com/devsever.htm (http://devlar.topcities.com/devsever.htm)


Title: Re: Map Progression Thread
Post by: OmEgA-X on 2003-01-29, 07:43
Lil showed me and twi the easter egg in Abandoned Base..kick ass!@!


Title: Re: Map Progression Thread
Post by: Lunatic Guy on 2003-01-29, 11:19
Dev: Hoooh! Nice! Although it's Egypt-themed, but it's still nice... perhaps you could add some Wirehead words and logos as the banners in the map? So that it'll look more like battling in Generations Arena...


Title: Re: Map Progression Thread
Post by: ReBoOt on 2003-01-29, 20:00
hehe glad you liked da secret omega-x ;)


Title: Re: Map Progression Thread
Post by: Devlar on 2003-01-29, 22:35
Quote from: Lunatic Guy
Dev: Hoooh! Nice! Although it's Egypt-themed, but it's still nice... perhaps you could add some Wirehead words and logos as the banners in the map? So that it'll look more like battling in Generations Arena...
Since banners and words tend to look bloody awful, and adding to the fact that I have no ties to the wirehead team other than using these boards to peddle my wears, its very doubtful that I'm going to anything of the sort. Although I was thinking of sticking and easter egg in there somewhere. I'll figure something out

I'm glad you like it, I honestly think the egyptian theme fits the original level (which was 99.999% brown) quite well.


Title: Re: Map Progression Thread
Post by: Devlar on 2003-02-05, 07:52
Its done!!! MWAAHAHAHAHAH, I'll have a beta up as soon as i have time to upload it to the Quake3World FTP


Title: Re: Map Progression Thread
Post by: games keeper on 2003-02-05, 15:11
i Wonder how far roadkill is with city64 I actually liked his sewer64 map.


Title: Re: Map Progression Thread
Post by: dev/null on 2003-02-05, 16:18
Yes, I was quite fond of sewer64 too. With the exception of a few seams in the water, it was good. I'm looking forward to base64 much more though :)


Title: Re: Map Progression Thread
Post by: games keeper on 2003-02-05, 23:04
hes getting really good in mapping.


Title: Re: Map Progression Thread
Post by: dev/null on 2003-02-06, 01:20
Yes, it certainly wasn't an ugly hunk of polygons like my previous attempt :)


Title: Re: Map Progression Thread
Post by: Devlar on 2003-02-06, 08:24
I honestly doubt that anyone is ever fully happy with their first few maps
Hell If I could I'd redo my first 2