Zogg Pak (Q4 mappack) Released!
Zogg Pak (Q4 mappack) Released!
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
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
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- Posts: 248
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- Posts: 22175
- Joined: Sun Oct 14, 2001 7:00 am
Re: Zogg Pak (Q4 mappack) Released!
[quote="QuakerX"][/quote]
those are very impressive screens :icon28:
those are very impressive screens :icon28:
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- Posts: 56
- Joined: Mon Nov 07, 2005 2:12 pm
damn you quakerX, now my map looks like shit!
anyway, I put the mappack on my server (q4max):
http://www.chaosquake.de/q4srv/
anyway, I put the mappack on my server (q4max):
http://www.chaosquake.de/q4srv/
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

KungFuSquirrel: Thanks man

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
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!
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!
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
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
- 79DieselRabbit
- Posts: 39
- Joined: Wed Jul 11, 2001 7:00 am
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
).
- 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

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.

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- Posts: 284
- Joined: Thu Feb 16, 2006 3:48 pm
That's a really neat set of textures for the Temple of The Zogg, and the architecture using them is pretty hot.
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:

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.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.