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Content replacement "test" level, cool?

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  • #16
    I think we should also leave this project open sourced so we can add more test features to it. You would need a custom progs.dat to alpha blend a certain texture/ent in the engine. Or spawn TE_* features too. I suppose this would evolve into an "Alice in Wonderland" carnival type map.
    I have to think back but Halflife2 has a benchmarking demo something similar...
    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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    • #17
      If you would like to be darkplaces specific, nepenthe was a project started last qexpo to document and create a test map of all of the darkplaces specific features.

      I know frikac was very frustrated that nobody else jumped in on that.

      So, a map demoing dp's extended features would be most welcome.
      FTE too for that matter, though nepenthe already has a name and a page and some wiki info
      Gnounc's Project Graveyard Gnounc's git repo

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      • #18
        Seven, yes I saw the link, d'loaded the file and played it. It gets the job done mostly, but is a bit rudimentary. I'm thinking something with a bit more polish. Remember, this is mostly to get some practice mapping, using an editor and putting it all together as I envision it.

        gnounc, no... not just Dark Places specific. I'm really to inexperienced for such a thing as that.

        R00K, we could make it so the first map is the "hub", which has the most general features people change with area's titled

        "Heavy Weapons Armory" - view modded weapons in bright and dim lighting? A shooting range included as well
        "Infantry Supply Depot" - view modded health pack, back packs and ammo drops.
        "The Petting Zoo" - view monsters in a SAFE noncombatant situation, though combat is optional of course! After all, this is Quake!

        and...

        "Atmospheric Alterations" - view 2 area's tailored each for viewing static sky boxes and the normal moving sky in Quake! Also in this area, maybe, would be a place for water and caustics?

        Depending on the size of the map, if needed there would be "exits" for the more advanced feature area's added! Kinda of like Quakes original start map.

        Again this is all just an idea I had if not for anything more than getting some hands on practice making Quake maps. If I can't pull this off, well... there's no need to think I can make a map pack, or at the very least an original and highly entertaining level!

        Anyways, we'll see how goes it shortly...

        P.S.
        These are not my only idea's, it's wide open to suggestions as possible.
        Last edited by damage_inc; 01-03-2013, 09:28 PM.
        Name's damage_inc, and killing is my business. Don't worry though, it's nothing personal! Oh wait... maybe it is

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        • #19
          Originally posted by Spirit View Post
          Uploaded Files is its successor. What are you missing there?
          (sorry for extended off topic)

          I was apparently thinking of a different "HUB" , lol. http://quakeone.com/forums/quake-tal...amin-vore.html <- Screamin Vore Rollercoaster
          Want to get into playing Quake again? Click here for the Multiplayer-Startup kit! laissez bon temps rouler!

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          • #20
            yeah it would be nice if the maps showing all the textures was more polished, and was more like a set of seperated rooms and not just one huge open room with all the textures, cuz right now those maps make my fps drop to less then 1 frame per second cuz i have offsetmapping and such all turned on.

            so would be nice if someone would instead make a map which is seperated into a bunch of rooms with doors in between them, so you dont see all the textures all at once which causes a huge drop in fps with offsetmapping turned on and such.

            and also it just looks a bit messy this way

            i was more thinking of something like the map risen3d has to show of all the textures and models. something like that but then also with all possible textures used at least once would be perfect. an you could make it the map have themed parts, like part1 has all tech textures, part2 castle texture, part3 cave and hell textures, and so on.

            something like that would be awesome
            .
            are you curious about what all there is out there in terms of HD content for quake?
            > then make sure to check out my 'definitive' HD replacement content thread! <
            everything that is out there for quake and both mission-packs, compiled into one massive thread

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            • #21
              this should DEFIANTLY get made!
              My Avatars!
              Quake Leagues
              Quake 1.5!!!
              Definitive HD Quake

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              • #22
                Starting on it this weekend...

                After trying out GtKRad, BSP and Worldcraft/plus adapter I'm just gonna stick with using Worldcraft for now. It's the path of least resistance for me, so to speak.

                As I stated, the first level(s) I'll concentrate on what I consider popular basic mod changes... textures, models/skins, water/lava/slime and sky boxes. If this seems like there is interest after that... I'll continue on with it.

                It will be called some derivative of "The Test Facility" or "Off World Test Facility" or "Other Worlds Test Facility"... "<insert.cool.descriptive.name.here> Test Facility"!

                First level will obviously be tfstart.bsp and will be in the same vein as Quakes original start map, but this time Slipgates will lead to other demo/showcases areas added after the initial build.

                At least, that's the plan - Thanks for the replies everyone, wish me luck! hehe
                Last edited by damage_inc; 01-13-2013, 11:11 PM.
                Name's damage_inc, and killing is my business. Don't worry though, it's nothing personal! Oh wait... maybe it is

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