Announcement

Collapse
No announcement yet.

Map Jam 1 - news item?

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    seven and MG thankyou for your responses. i was thinking about the under gate when i wrote the post. lol i have set up a few start maps for map packs like this befor but i was lazy and just used a map that was already made and changed the name in the ent useing quark. it keeps the ent info in the map so no external one is needed and just resaved the map no compiling.

    quakeinjector is the best tool ever for running maps using the drop down choice is the way i played the first 2 maps.

    as a player i like map packs from different mapers like this one. everyone starts with a theme and gos from there. you all keep mapping and modding and ill keep playing tell i can no longer feel my mouse hand

    Comment


    • #17
      just earlier decided to try making a start-map, and i really liked the bridge at the start of OTP's map so i took the source of that map and started making a start-map based on that one bridge:


      its basically a huge bridge with 3 paths in each of 4 directions, making for a total of 12paths with each a set of double doors.
      each set of doors will have a pic of the map it leads to above it, and each path will also display a message on-screen to whose map it leads, cuz pics dont always say everything


      not sure yet about the center, might just make it an open area and perhaps have 4 of these square-steps parts instead of 9


      EDIT:
      made some progress to the map: added all pics above doors, finished the walls, added trigger_hurt brush in the pit,
      and added pillars and the big open arches in walls from OTP's maps cuz i really like those


      EDIT2:
      decided to try the 4 square-steps idea i had for center, and i like it much more like this

      more open and easy to navigate, and it doesnt look so crowded
      Last edited by talisa; 07-12-2014, 08:51 AM.
      .
      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

      Comment


      • #18
        WAY COOL MAP! maybe add a skill level triggers in there too! well done!

        Comment


        • #19
          @JD
          thanx

          and ah yes, i didnt think of skill-triggers!
          perhaps i could add them in the center of the steps-squares


          EDIT: added skill-trigger pillars to the center of steps-squares.

          whatcha think, how's it look?
          also added some variation to the doors by giving them different textures
          Last edited by talisa; 07-12-2014, 11:01 AM.
          .
          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

          Comment


          • #20
            just added remaining stuffs like message-triggers to tell player which maps each set of doors lead to,
            and after a couple attempts managed to make the skill-select pillars work

            DOWNLOAD START-MAP FOR MAPJAM1
            included modified ent-files in the zip to make all maps lead back to this map

            .

            couldnt figure out if there was a way to set that the player loses all weapons upon map-load?
            if someone knows how to do that, please let me know!

            .

            also i am aware of the wrongly rotated textures on the huge arches & angled parts of railing.
            as you can see in earlier posts they looked fine in GTKradiant.

            guess there is some mis-communication between GTKradiant and the compiler because i copied&pasted those brushes
            and radiant didnt correctly apply the rotation&offset info for those faces

            will look at fixing those another time, cuz itll be a load of work to manually re-set all those faces
            .
            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

            Comment


            • #21
              just made an HD-version of the preview-pictures for the start-map i made!
              made new screenshots in my setup of all maps of the same areas


              there's HD textures, highpoly monsters and also eye-candy that comes with the SMC in the pics,
              and the resolution of each preview-pic is also upped to 1024x1024

              >download HD preview-pics texture< (click download at right-top)

              just drop the texture in your 'textures' folder and voila
              Last edited by talisa; 07-12-2014, 09:44 PM.
              .
              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

              Comment


              • #22
                Originally posted by talisa View Post
                included modified ent-files in the zip to make all maps lead back to this map
                Why would you do that ?
                All maps already lead to the same map: "start" map
                See socks readme:
                * All maps will exit to the start map when finished




                Originally posted by talisa View Post
                couldnt figure out if there was a way to set that the player loses all weapons upon map-load?
                if someone knows how to do that, please let me know!
                That is one reason why sock told all mappers:
                All submitted maps must have a trigger brush (trigger_changelevel) with a parameter "map" and value of "start". Any submitted maps that do not exit back to the start map will be left out from the pack.

                When going back to start map, all parms will be automagically reset:
                Code:
                if (world.model == "maps/start.bsp")
                	SetNewParms ();

                That is why in socks readme you will find this:
                * Create a new folder called "jam1" in your Quake folder
                * Copy the Zip file into the new folder
                * Extract the contents of the zip file
                He planned to do a beautiful start map, but could not finish it in time. The map name of his start map would have been "start.bsp" of course (see reason above).
                Otherwise you could have simply extract all jam1_ maps into your id1/maps folder. But then you must/can not replace the original id1 start map, as you know.

                That is most probably also the reason why he later in his readme told the player to choose skill and map name manually. Which would not have been necessary with his own start map.



                So, what you want to do is:
                - delete the unnecessary .ent files
                - name the start map "start.bsp"

                All maps must be inside the "jam1/maps" subfolder, as sock wrote.
                And it will work as intended.

                If you worry about existing start.ent files in your id1/maps folder, simply create and add a dedicated start.ent into your jam1/maps folder. So it will never be overriden.
                Simple as that.

                Comment


                • #23
                  hmm there really is no way at all to make the players weapons be taken away other then through telling the game with QC to do so for a specific map-name?
                  thats kinda stupid, forcing the usage of the name 'start' instead of being able to just tell the game that players weapons need to be taken at start of any map

                  ah well....
                  in that case indeed people can just simply put the maps into a seperate folder and rename the start-map i made to just simply 'start.bsp' and forget about the ent-files i made as you said seven
                  .
                  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

                  Comment


                  • #24
                    managed to fix all texture-problems in the map

                    managed to fix it all by tediously reapplying all rotations and offsets for all faces of the arches

                    also, the big pillars in corners actually show up in-game now
                    for unknown reason they didnt show up. re-build them manually and now they show up

                    DOWNLOAD MAPJAM1 START-MAP V1.1
                    Last edited by talisa; 07-13-2014, 01:47 PM.
                    .
                    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

                    Comment


                    • #25
                      No, it was a misunderstanding.
                      The vanilla qc (progs.dat) checks, if the map�s name is "start.bsp" when a serverflag is set !
                      If it is the case, it resets all your items, weapons and ammo.
                      If not, you will keep all your stuff.
                      This is why you will lose all your inventory after each episode in Quake...

                      If you want to reset your inventory after each map in "Map Jam 1", you can download this.
                      It doesnt need a custom qc (progs.dat). I used a small trick to achieve it.

                      You can of course create a function in a custom qc (progs.dat) mod that can be implemented into maps to add serverflags in any other way. But that would be over the top I guess for this specific case here.

                      Have fun.

                      Comment


                      • #26
                        ah yes that works to re-set players weapons after each map
                        interesting though that a rune is required for the qc to reset weapons and ammo
                        .
                        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

                        Comment


                        • #27
                          Different approach!

                          This start map clone will allow the player to select the skill level and will automatically send him to the first map "jam1_arrrcee", and from there, Seven's ent files will do the trick!

                          So yeah, you also need to download the ents from Seven!


                          Download:link
                          Bugs: Not working with darkplaces and/or SMC
                          F�rum QuakeBrasil

                          Lots of Quake related stuff


                          Comment


                          • #28
                            my start-map includes pillars to select skill as well, and if you just rename it to 'start' and load the maps from their own folder like a mod
                            you wont need any ent-files beside the one for start-map which adds the rune to my start-map

                            and my start-map allows picking from any of the maps in the pack to play,
                            and after finishing any map you will be sent back to start-map and weapons will be reset


                            and my start-map works just fine with darkplaces and SMC, and will also work with stock quake
                            .
                            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

                            Comment


                            • #29
                              And?
                              F�rum QuakeBrasil

                              Lots of Quake related stuff


                              Comment


                              • #30
                                I did a promotional trailer for this map pack!

                                https://www.youtube.com/watch?v=xlQ-UqotXj0
                                F�rum QuakeBrasil

                                Lots of Quake related stuff


                                Comment

                                Working...
                                X