Zogg Pak (Q4 mappack) Released!

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
QuakerX
Posts: 32
Joined: Wed May 15, 2002 7:00 am

Zogg Pak (Q4 mappack) Released!

Post by QuakerX »

Hello everyone!

heXum and I have been hard at work on a few Quake 4 deathmatch maps for the community. 2 maps, each made for 2 - 8 players. An .aas32 is included for each one for mod bot play.

Zogg City :: (zoggdm1)
Author :: heXum
http://ug.dyndns.org/~hexum

[lvlshot]http://quakerx.planetquake.gamespy.com/ ... 01_big.jpg[/lvlshot]

[lvlshot]http://quakerx.planetquake.gamespy.com/ ... 02_big.jpg[/lvlshot]

Temple of the Zogg :: (zoggdm2)
Author :: Quaker-X
http://quakerx.planetquake.gamespy.com/

[lvlshot]http://quakerx.planetquake.gamespy.com/ ... 01_big.jpg[/lvlshot]

[lvlshot]http://quakerx.planetquake.gamespy.com/ ... 02_big.jpg[/lvlshot]

We've set up a server that's running these maps exclusively.
Download them and hop in the server and give them a try!
The ip is :: ug.dyndns.org
Hopefully we'll see you in there over the next couple of days!

Download links ::
FileFront ::
http://files.filefront.com/zoggpakzip/; ... einfo.html
FilePlanet ::
http://www.fileplanet.com/dl.aspx?/plan ... oggpak.zip
The Underground ::
http://ug.dyndns.org/~hexum/maps/zoggdm1/zoggpak.rar
http://ug.dyndns.org/~hexum/maps/zoggdm1/zoggpak.zip
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

Daaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaamn.
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
voodoochopstiks
Posts: 248
Joined: Tue Jun 08, 2004 7:00 am

Post by voodoochopstiks »

holy jebus, zoggdm2 looks amazing, gonna dl it right away :D
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
wviperw
Posts: 334
Joined: Sat Mar 17, 2001 8:00 am

Post by wviperw »

Wow, that is impressive!
[url=http://www.goodstuffmaynard.com]Good Stuff, Maynard![/url]
+JuggerNaut+
Posts: 22175
Joined: Sun Oct 14, 2001 7:00 am

Re: Zogg Pak (Q4 mappack) Released!

Post by +JuggerNaut+ »

[quote="QuakerX"][/quote]

those are very impressive screens :icon28:
KungFuSquirrel
Posts: 56
Joined: Mon Nov 07, 2005 2:12 pm

Post by KungFuSquirrel »

Just sent this out to the team here, really impressive stuff :)

Quick question I'll ask here instead of d3w since you made the level in question... Did you do your own texture work on zoggdm2? Or just a favor from a buddy? :)

Great stuff by both of you!
cha0s
Posts: 28
Joined: Sat Jul 12, 2003 7:00 am

Post by cha0s »

damn you quakerX, now my map looks like shit!

anyway, I put the mappack on my server (q4max):
http://www.chaosquake.de/q4srv/
QuakerX
Posts: 32
Joined: Wed May 15, 2002 7:00 am

Post by QuakerX »

Thanks everyone for the comments! heXum and I are really happy to FINALLY release this. Would have been sooner had I not taken my time on Temple :)

KungFuSquirrel: Thanks man :) Hope the Raven dudes enjoy the pak!

The texture set is called Gnosis by undule. I took the diffuse textures and created the spec+bumpmaps for them. There are actually some leftover textures in the pak that weren't used, free for anyone wanting to use them.

cha0s: Whatever mang! Your stuff rocks, as usual. Thanks for throwing it up on the server!

Quaker-X
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

Two very cool maps there--I'm especially fond of the layout and aesthetics on zoggdm2--I love vertical, and that combined with the cool texture set makes me drool. On the other hand, I wish performance were better. I'm concerned that with the current light count and triscount in a lot of places, the map is not going to play very well with a load of players on top of that. Either way, it's an incredible showpiece.

zoggdm1 has a great look, and I like all the little detail touches (e.g. wiring on the jumppads, and the excellent steam vents here and there). I'm also kind of surprised that performance is as good as it is in that large central area...

Good job on these!
Kat
Posts: 952
Joined: Tue Nov 14, 2000 8:00 am

Post by Kat »

Great theme for Zogg2 although it's pretty damn dark so you can't really see that much!

There's quite a bit of texture warpage, stretching and misalignment on quite a few of the details dotted about, not a huge amoutn but enough to notice when you're looking for it as us mappers do ;)

Was supprised to find out that it doesn't look like you've used lightdetaillevels, which probably accounts for the uneven FPS jumping; as pjw said though performance is supprising in the central section where you're pretty much exposed to good chunks of the map.

Personally I would have liked to have seen more 'breakage', as if the temple had been there for as long as it looks.

ZoggCity has similar performance, although on my old PC it's on the low side (15-25FPS) but it's more consistant. Again, it's dark and it looks like dynamic shadows have been left on for most of 'effects' the lights, for DM maps it's generally regarded as a good idea to turn those off. The space craft is a nice touch and the theme is pretty consistant, tight gameplay (although I don't like that kind of thing myself). Probably would have gone down well in the VIAcga comp with a bit more performance tweaking!

[EDIT]forgot to mentioned, a couple of the jumppads in Zcity have you knocking your head on the ceiling if you're not careful
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79DieselRabbit
Posts: 39
Joined: Wed Jul 11, 2001 7:00 am

Post by 79DieselRabbit »

Wow. Those look really nice guys . I really need to install Q4 here at work... Then maybe you guys would let me play in your reindeer games.. :tear:

Now get back to work! :p
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Post by pjw »

79DieselRabbit wrote:maybe you guys would let me play in your reindeer games
/me holds a spot open for 79DR.

Get on with it. ;) AltarBeta Q4?
Myth
Posts: 165
Joined: Wed Jan 12, 2000 8:00 am

Post by Myth »

Both spectacular maps. Is that the same gothic texture set as the Q3 map glassman did, Dead Souls? Sure looks similar.
QuakerX
Posts: 32
Joined: Wed May 15, 2002 7:00 am

Post by QuakerX »

Yes Myth, it is. Good eye :)
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Zogg Temple is an awesome piece of work, except for:

- all the white lights that don't fit into the theme at all;
- some sparklies here and there (seen them at NG and bottom of YA stairs);
- the flickering lights of fire looks completely unrealistic (way too high frequency) but Ravens' to blame for that i guess;
- no lightdetaillevels (my 6800 GS chokes on some parts of this map :) ).
unitool
Posts: 77
Joined: Sat Dec 18, 1999 8:00 am

Post by unitool »

Oeloe wrote:Zogg Temple is an awesome piece of work, except for:

- all the white lights that don't fit into the theme at all;
- some sparklies here and there (seen them at NG and bottom of YA stairs);
- the flickering lights of fire looks completely unrealistic (way too high frequency) but Ravens' to blame for that i guess;
- no lightdetaillevels (my 6800 GS chokes on some parts of this map :) ).

You forgot to mention the plants growing INSIDE a cave!11!! So ghey...maybe one day quaker-x will finally figure out how to make something impressive. ;)
QuakerX
Posts: 32
Joined: Wed May 15, 2002 7:00 am

Post by QuakerX »

I'm coming for YOU JZ!
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

unitool wrote:You forgot to mention the plants growing INSIDE a cave!11!! So ghey...
It's because of all the ghey artificial lighting!!11 :D
d3mol!t!on
Posts: 284
Joined: Thu Feb 16, 2006 3:48 pm

Post by d3mol!t!on »

That's a really neat set of textures for the Temple of The Zogg, and the architecture using them is pretty hot. :puke: to base, although I must say Zogg City looks pretty good because of the colours used. Anyway, it's really nice to see the number of veteran level designers cooking up stuff for Quake 4... I haven't forgotten the names heXum and Quaker-X since my last visit here (in excess of half a month ago I guess) :icon25:
QuakerX
Posts: 32
Joined: Wed May 15, 2002 7:00 am

Post by QuakerX »

It's because of all the ghey artificial lighting!!11
LOL nice!
Oeloe
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Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

I think it would have been much nicer though if you had used less modern/realistic lights (map models) but something that fits the theme of a temple instead. :)
QuakerX
Posts: 32
Joined: Wed May 15, 2002 7:00 am

Post by QuakerX »

I think it would have been much nicer though if you had used less modern/realistic lights (map models) but something that fits the theme of a temple instead.
I was going for an old Quake 1 look, to be honest. Wanted to throw a little tech in there and offset the textures/lighting with the white lights.
Oeloe
Posts: 1529
Joined: Fri Mar 19, 2004 8:00 am

Post by Oeloe »

Perhaps the glare of those lights is just a bit too much then, in Q4. In many places it's just a matrix of bright white squares superimposed on the view of architecture, which spoils the ambience imho. :/

All these completely exposed lights (from all sides) just don't do it for me:

Image
Lenard
Posts: 737
Joined: Mon Aug 04, 2003 7:00 am

Post by Lenard »

Umm, I didn't realize that before, but... imo that needs to be changed. Really bad.
[img]http://myspace-001.vo.llnwd.net/00555/10/05/555355001_l.gif[/img]
o'dium
Posts: 11712
Joined: Sun Mar 25, 2001 8:00 am

Post by o'dium »

They could just use a better flare texture. Those flares are HUGE. You can get some with smaller falloff.
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