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Topic Starter Topic: UltraViolence - Q1 Conversion

Timed Out
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Joined: 02 Aug 2000
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PostPosted: 10-01-2022 03:46 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Hiya,

Just a quickie 2-day project. This is a 'straightforward' conversion of a classic Quake 1 map, UltraViolence (ultrav.bsp) by Adriano "Escher" Lorenzini. Actually re-built brush by brush then scaled up to 1.125x. Since Q3 doesn't have a green/25 armor by default there's a magic armor shard that gives you 5x shards when you pick it up.

Intended for duel or small (3-4) FFA. The Quad Damage is central to how this level plays, and that's quite different to how most Q3 duels are structured. The upper central walkway is absolutely critical to level control and the place you want to lurk to catch your opponent, but you have to leave it often to gather items, armor, and health. These factors create an interesting dynamic in duel that I haven't seen in any other Q3 levels.

Download ultrav.zip here

Note: There was already a conversion of this for q3, q3ultrav.pk3, but I felt some of the changes made there lost the original feel of the level and how it played.




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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 10-04-2022 11:16 AM           Profile Send private message  E-mail  Edit post Reply with quote


I really like these old school egyptian themes in games, it's like you want to walk around there for real...



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Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 10-04-2022 12:32 PM           Profile Send private message  E-mail  Edit post Reply with quote


Btw, I think you should place the green armor to make it cpma compatible. You could remove the shards in cpma and just have the green there.



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Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe


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Timed Out
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Joined: 02 Aug 2000
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PostPosted: 10-04-2022 02:32 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Yeah, I considered just placing a GA but wanted to get the vanilla as close to original as I could. The shards should work in effectively the same way in CPMA as the GA but you're right, at that point why not just have a GA?

I noticed on servers it's a little buggy sometimes - All five shards show up initially then when you collect them for the first time they dissapear and the single one behaves as it's supposed to.




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The Afflicted
The Afflicted
Joined: 17 Feb 2005
Posts: 601
PostPosted: 10-04-2022 11:30 PM           Profile Send private message  E-mail  Edit post Reply with quote


I don't know how to reach the Quad and at this point I'm too afraid to ask :)



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Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!


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Timed Out
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PostPosted: 10-05-2022 01:48 AM           Profile   Send private message  E-mail  Edit post Reply with quote


Infernis wrote:
I don't know how to reach the Quad and at this point I'm too afraid to ask :)

I am posting this particular screenshot for absolutely no reason whatsoever :paranoid:




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The Afflicted
The Afflicted
Joined: 17 Feb 2005
Posts: 601
PostPosted: 10-05-2022 07:59 AM           Profile Send private message  E-mail  Edit post Reply with quote


Foo wrote:
Infernis wrote:
I don't know how to reach the Quad and at this point I'm too afraid to ask :)

I am posting this particular screenshot for absolutely no reason whatsoever :paranoid:


Ah...got it :D



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Grunt
Grunt
Joined: 26 Jun 2019
Posts: 71
PostPosted: 10-08-2022 05:09 AM           Profile Send private message  E-mail  Edit post Reply with quote


Cool Egyptian theme.
I wonder why the textures are so low resolution, if Q1 had such, in Q3 it would be nice to have better quality.




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Timed Out
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PostPosted: 10-08-2022 01:44 PM           Profile   Send private message  E-mail  Edit post Reply with quote


Deliberate choice, I was going for as close to the original in feel and play style as I could get with Q3. I have some higher resolutions textures that are very close, and tried it out, but it loses the vibe of the original.

I have sketch plans for another level based on Ultrav but not so faithful to the original, that's a much longer project but if it does get done it'll be on higher quality textures.

Edit: Since the HD texture set for ultrav was already available ready to just drop in and recompile.... Enjoy!
Download ultrav_hd.zip




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Grunt
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Joined: 26 Jun 2019
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PostPosted: 10-09-2022 10:21 AM           Profile Send private message  E-mail  Edit post Reply with quote


Once, I tested the maximum resolutions of textures and got the following results:
v1.32c - 1850x1850 (you can get bigger, but at the expense of the aspect ratio, e.g. 2000x1700)
v1.32e - Much bigger
I heard that the engine is better when the textures are up to the power of 2, e.g. 512/1024/2048 etc., even though the game works at all resolutions in practice.
I recommend v1.32e because there are a lot of changes, including better quality of anisotropic filtering, light etc.
A lot of people are already using 1.32e so when you create a map you can take it into account without limiting the resolution as aggressively as it was 20 years ago by ID Software :-) (mostly stretched "FIT" ones)




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Grunt
Grunt
Joined: 26 Jun 2019
Posts: 71
PostPosted: 10-09-2022 10:45 AM           Profile Send private message  E-mail  Edit post Reply with quote


I played a bit on the second ultrav_hd map, it's darker :q3:
I don't know if the texture scaling is too high, but this is just a suggestion.




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Insane Quaker
Insane Quaker
Joined: 05 Mar 2010
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PostPosted: 10-12-2022 03:39 AM           Profile Send private message  E-mail  Edit post Reply with quote


looks promising! eager to see your redux version.

for the sake of comparison, here's a blockout i did some time ago - https://www.dropbox.com/s/a8z23tg7xxqa7 ... olence.pk3




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PostPosted: 10-12-2022 01:55 PM           Profile   Send private message  E-mail  Edit post Reply with quote


themuffinman wrote:
looks promising! eager to see your redux version.

for the sake of comparison, here's a blockout i did some time ago - https://www.dropbox.com/s/a8z23tg7xxqa7 ... olence.pk3

Nice, I see you went for as-close-to-original-as-possible in terms of layout and items as well. It's interesting the slight conversion issues that come up - There's no direct replacement for the Green Armor on the top corridor, and at most scaling ratios the quad is no longer reachable via a rocket jump. Aside from those most of the dynamic translates well.




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\kill
\kill
Joined: 02 Apr 2003
Posts: 947
PostPosted: 10-31-2022 08:13 AM           Profile Send private message  E-mail  Edit post Reply with quote


These textures are amazing...very attractive using the Quake3e 64 bit exe! As I've seen Q2 RTX and then Q1 being updated...seeing maps like this, make me dream of Quake 3 Arena being completely rereleased and made to outdo all other games. Excellent work, Foo!




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This is not Æon!
This is not Æon!
Joined: 20 Jan 2002
Posts: 2222
PostPosted: 10-31-2022 02:06 PM           Profile Send private message  E-mail  Edit post Reply with quote


v1l3 wrote:
These textures are amazing...very attractive using the Quake3e 64 bit exe! As I've seen Q2 RTX and then Q1 being updated...seeing maps like this, make me dream of Quake 3 Arena being completely rereleased and made to outdo all other games. Excellent work, Foo!


I would love to see q3/ql get a re-release or something. I fear that the "only MP" part might not be good enough for that though, but one can only hope.



_________________
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
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