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Topic Starter Topic: Long weird map possibilities?

Joined: 20 May 2017
Posts: 9
PostPosted: 08-26-2019 04:51 AM           Profile Send private message  E-mail  Edit post Reply with quote


We are a 20th century VG metal tribute band.

Recently we did a vid for Quake 3 (https://www.youtube.com/watch?v=VHNfvFOBC0A).

We are thinking about doing a fun lyric video with the few words that are said ("prepare to fight", and so but also the sounds of jumping or dying directly transcribed).

One idea we are thinking about is creating a veeeery long level, that may took approximately the 2 minutes that the song lasts to go from one side to the other.

The key feature would be that if you do your run in the correct timing (there would be some obstacles or jumps) there would keep appearing some sort of billboards at the precise moment the song's sound. Some sort of a "sing along" run. For example in the 1:06 the player should have arrived where the word "Excellent" would be on screen/highlighted whatever as it is sounding in that moment.

Do you see that feasible?

Is it possible to have a map with it's own music?or synchronize it somehow? I am thinking as if this could be understood as sort of speedrun map but with music instead of a clock.

I've seen a lot of talent in this forum, in case someone is interested in taking part of this project just let me know.

Thankssss !

:q3: !!!


Joined: 19 Sep 2012
Posts: 79
PostPosted: 08-30-2019 04:52 PM           Profile Send private message  E-mail  Edit post Reply with quote

Well, yes, you can (sort of), at least if I do understand you correct.
First, q3 has no real scripting method to make such things working with ease. Games based on q3 have some more possibilities to achieve the effects like you want (like Return to Castle Wolfenstein). Newer games have even more sophisticated methods of scripting (Doom 3 etc.).
So, unfortunately we have to use the possibilities that are available in q3. These are mainly the entities called, target_speaker (that will play the music), eventually the targt_print entity, (this will print text on screen), we will also make use of switching shader stages (added for Team Arena, this means q3 > 1.27 is required) and we need an entity called trigger_multiple (a trigger entity causes any entity that is targeted/connected) with it.
I can imagine you run through your map, if you jump or run into a special area a music file of your choice starts playing, and at the same time text is printed onto the middle of your screen. With some extra skills you can also change a texture (the billboard you mentioned) into a nother one.
If this is what you want it is possible. To me it seems that timing would be important, so I recommend doing this via the mentioned trigger_multiple or func_button entity.

I highly recommend to read through some basic mapping tutorials for q3. Here on this forum are a few hints and examples, and here is a good tutorial explaining entities: https://de.ws.q3df.org/level_design/ (in case you are making this map for DeFrag).
Also, have some look at existing maps, this one has some custom music playing by switching a button: https://lvlworld.com/review/id:224 (the button is next to a teleporter)
If you own Team Arena you can also see the 'shader state changing feature' on the map called mpteam1. Every time a player enters a specific area a light terxture switches from off to on and vice versa. You can do this for all textures if you want. Here is a map and a tutorial of how triggerable shaders (textures) was used: http://www.simonoc.com/pages/articles/trigshaders1.htm


Joined: 20 May 2017
Posts: 9
PostPosted: 08-31-2019 03:11 PM           Profile Send private message  E-mail  Edit post Reply with quote

Dear ToKu,

Thanks for such a detailed answer !

I'll go in depth through the points you mention.

It may take some time for me to reply since it will be my very first map, so I need to get used to the "framework" 1st and then add some complexity.

Definitely it will be really helpful!!

:q3: !!!

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