A little something you may be interested in...
A little something you may be interested in...
Well, its pretty obvious from the pic...
Its gonna stay the same as the Q3 one with the pro item placements. Of course these textures are the Q3 ones scaled up so i can position them, and then later on i'll remake all the textures.
Well, early days, but Doom 3 provides at least an early start...
[lvlshot]http://www.quake2evolved.com/odium/odq3dm6.jpg[/lvlshot]
Its gonna stay the same as the Q3 one with the pro item placements. Of course these textures are the Q3 ones scaled up so i can position them, and then later on i'll remake all the textures.
Well, early days, but Doom 3 provides at least an early start...
[lvlshot]http://www.quake2evolved.com/odium/odq3dm6.jpg[/lvlshot]
id don't mind stuff being ported, as long as it's only within their line of games. This has been posted officially before now, but I can't find a link to back it up.o'dium wrote:I wish. I dont want to de-compile the old either because if id found out they will kill me.ToxicBug wrote:Do you have the original non-compiled q3dm6 file?
Listed the level, BTW
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
― Terry A. Davis
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I remember the Q2 Generations mod being shut down by iD because it used assets from Doom I & II and the original Quake.
You're right. I'll look into the specifics, but it looks like id don't mind ports as long as it's a remake and not a rip. So good point :}Way back in the days of Quake 2 there was a mod called Generations. It's goal was to bring together all of the previous first person shooters into the Quake 2 engine. They did it too. Everything was done perfectly. Doom stuff looked exactly like Doom stuff. Wolfenstien stuff looked exactly like Wolfenstien stuff. That was the problem. It was too perfect. Rumor has it that the team actually swiped some the material and imported it into the Quake2 engine, but as far as I know it is just that, a rumor. So don't believe it. Either way, to rip off material from id was not the intended purpose of Generations.
Carmack and crew, were understandably, not very happy when the beta for Generations was released and promptly got a hold of the makers. In a well published communication they politely told the makers of Generations that even though they would like to, there was no way they could possibly give permission to use any material from the earlier id games to use in Generations. This basically meant the end of the mod. Or did it?
Last week, after months and months and careful modelling, texturing, map making, and above all, confiding with id on what they can and can't do, Wirehead Studios has released the first beta of Generations Arena ! To put things very frankly, Generations Arena is not only a statement on the conviction that Wirehead has displayed in not letting thier idea die, but also a statement about id's undying understanding and compassion in allowing the idea to go foward in the first place.
"Maybe you have some bird ideas. Maybe that’s the best you can do."
― Terry A. Davis
― Terry A. Davis
Thats why, if you read my post again, you will see its all ok because they are temp textures while i make the map, and everything will be remade again^misantropia^ wrote:I remember the Q2 Generations mod being shut down by iD because it used assets from Doom I & II and the original Quake.

Its ok as long as its all from scratch.
Heh, it's gonna be 'Battle of the DM6's' as every mapper in the universe makes one - may the best man win and I think it's a safe bet that whoever makes the best one will be famous.
Also with all this interest in Q4 (specifically MP) and there only being a handful of new maps on offer (Q3 had 26) the mapping community have a market to exploit at last. Heck, may even have a bash again myself :icon26:
Now, how the hell do those hint brushes work again - if you block off the corner of a corridoor you can see into the next area but if the next area with the second hint brush is blocked off...no...that's not it....bugger! where's that purple tutorial again...
Also with all this interest in Q4 (specifically MP) and there only being a handful of new maps on offer (Q3 had 26) the mapping community have a market to exploit at last. Heck, may even have a bash again myself :icon26:
Now, how the hell do those hint brushes work again - if you block off the corner of a corridoor you can see into the next area but if the next area with the second hint brush is blocked off...no...that's not it....bugger! where's that purple tutorial again...
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Well yes that's how it works in Q3. Have to clip off mapmodels with clip brushes. Dunno if that's how it works in D3 as well.ppp wrote:I seem to remember they were non solid by default and you placed an invisible solid brush around the model to mimic it being solid. Something to do with less tris count or faster rendering.....
Damn I'm not much use here .. it's been a while... those level editing guys will know
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I wonder if you could try to get the files for 6++ - see http://www.btinternet.com/~lvlmaker/q3dmmaps.htmo'dium wrote:I wish. I dont want to de-compile the old either because if id found out they will kill me.
I think the author was offering his map files on the Level Editing forum before he gave up mapping. Someone also might know whether he built them from scratch.
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Menkent put it right already, but I'd like to say a bit more about it.
What exactly is the best "Q4DM6" map? If one simply wants to make the map to look as closely as it is in Q3, that's one way to go.
If however you want gameplay to be the same (or as close as you can get), there's a lot of work to be done...
How does g_speed of Q4 relate to Q3? Is the scale the same in both games (I remember EF2 used a bigger scale then EF, same for JK2 if I recall correctly). How do the weapons handle if you use them to pull off little tricks? Can you controll both RA and YA or can't you, how does strafing speed affect this?
People who have played this map years on end will expect to be able to make the b2r jump but it has to be just right, not too easy, not too hard...
I think that is the biggest problem of porting maps to other games, all the game variables can make it so hard to emulate the gameplay that it's almost impossible to get further then "just" a map that looks the same.
Maybe it's too early to port this almost sacred
map, as there is so little known yet about the game physics of Q4?
What exactly is the best "Q4DM6" map? If one simply wants to make the map to look as closely as it is in Q3, that's one way to go.
If however you want gameplay to be the same (or as close as you can get), there's a lot of work to be done...
How does g_speed of Q4 relate to Q3? Is the scale the same in both games (I remember EF2 used a bigger scale then EF, same for JK2 if I recall correctly). How do the weapons handle if you use them to pull off little tricks? Can you controll both RA and YA or can't you, how does strafing speed affect this?
People who have played this map years on end will expect to be able to make the b2r jump but it has to be just right, not too easy, not too hard...
I think that is the biggest problem of porting maps to other games, all the game variables can make it so hard to emulate the gameplay that it's almost impossible to get further then "just" a map that looks the same.
Maybe it's too early to port this almost sacred
