Your mapping graveyard screens...

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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fKd
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Your mapping graveyard screens...

Post by fKd »

i was running around a bunch of abandoned .maps and i thought it would be cool to see some stuff which will never get finished. im at work now, but screenshots to follow.

join in the fun :D
Last edited by AEon on Fri Feb 19, 2010 11:20 am, edited 1 time in total.
Reason: Fixored the post title a bit ;)
Pat Howard
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Re: Your mapping graveyard screens...

Post by Pat Howard »

Maybe you should kick start this thread with a few shots of your own, eh? :) I know you've got 'em.

Hmmm... Let's see, I don't think I've ever shown this map at Q3W before:

[lvlshot]http://www.divshare.com/direct/5973978-f0e.jpg[/lvlshot]

[lvlshot]http://www.divshare.com/direct/5973980-738.jpg[/lvlshot]

[lvlshot]http://www.divshare.com/direct/5973984-b58.jpg[/lvlshot]

It's a paintball course - kind of a mod in itself. I never released it because the layout has some balance problems and the lighting sucks. I was polishing it up a while back when my HDD fried. Bye map :rolleyes:. Still quite fun though if you can get a few friends to play. Maybe some day I'll do some sort of paintball map pack with more (and better) maps like this.

Readme Snippet: Using the CTF game mode; teams of up to five players each start with 21 health, 75 machine gun bullets, and 3 grenades. The result is paintball-esque gameplay that manages to bring some realism to Quake. Players are much more tactical, utilizing flanks, pinning opponents behind cover, and moving about with caution. Each round, the winning team gets one capture for each player left standing. Rounds continue until the capture limit is reached.
fKd
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Re: Your mapping graveyard screens...

Post by fKd »

fuck im lazy :P
Noruen
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Re: Your mapping graveyard screens...

Post by Noruen »

Ok, there are my very very very old levels (I was only 14 when I was working on) :) most of them not done yet and will never be done...
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Tabun
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Re: Your mapping graveyard screens...

Post by Tabun »

I actually only ever started one Q3 map that I didn't finish. It was a (rather lame) attempt to remake a Quake 2 "palace" level, or at least parts thereof:

[lvlshot]http://www.tabun.nl/tmp/q3w/map_graveyard_tab3dm1_1.jpg[/lvlshot]
[lvlshot]http://www.tabun.nl/tmp/q3w/map_graveyard_tab3dm1_3.jpg[/lvlshot]
[lvlshot]http://www.tabun.nl/tmp/q3w/map_graveyard_tab3dm1_2.jpg[/lvlshot]

Turned out to be too big a project to learn to map on, so I switched to a DooM map remake.
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AEon
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Re: Your mapping graveyard screens...

Post by AEon »

Tabun wrote:[lvlshot]http://www.tabun.nl/tmp/q3w/map_graveyard_tab3dm1_1.jpg[/lvlshot]
I'd love to see this outdoor area explored in more detail, i.e. use a "few" of your in-door areas, but add more of the outdoor areas around the central building. I finally see a map using your Q2 textures, nifty. Very nostalgic.
Tabun
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Re: Your mapping graveyard screens...

Post by Tabun »

I began making those textures for another map, a Q2 Tokay's Towers remake by Reboot ( http://hem.passagen.se/macleod2/quake3/ ... eq2dm2.htm ).
It's really too bad that he never made a lvl release for that -- it only works (properly) with Generations Arena.
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Foo
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Re: Your mapping graveyard screens...

Post by Foo »

At one point these snippets had custom shaders and proper lighting, but I recompiled them on the quick just to get a few shots.

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ShadoW_86
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Re: Your mapping graveyard screens...

Post by ShadoW_86 »

Tabun wrote:I actually only ever started one Q3 map that I didn't finish. It was a (rather lame) attempt to remake a Quake 2 "palace" level, or at least parts thereof:

Turned out to be too big a project to learn to map on, so I switched to a DooM map remake.
Those screenshots are great! Maybe you should think about finishing this map now ;)? I really like it.
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AEon
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Re: Your mapping graveyard screens...

Post by AEon »

Foo wrote:Image
I really like the designs here... very elegant... makes me wonder why the heck I never came up with them... BUILD IT! ;)
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Foo
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Re: Your mapping graveyard screens...

Post by Foo »

Thanks bro, might take another look at it ;)

This little area was messing around with evil6, seeing what kind of theme I could get from it. Must have been some time around 2004. Lighting was originally a LOT better, as I had it all setup on the shaders. The floor grates had blue lazer thingies zipping off all over the place, like the Q3DM6 energy bar that runs round the whole level.

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seremtan
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Re: Your mapping graveyard screens...

Post by seremtan »

r_speeds up in the ionosphere, and practically unplayable, hence unfinished:

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sprawling matrix-inspired epic CTF that got too big for its own good:

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more of a phong/ASE experiment than a map:

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some modelling experiment thing possibly influenced by Xen:

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some kind of manga-esque malarky with sky portals, never really led to anything:

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Last edited by AEon on Sat Mar 06, 2010 6:16 pm, edited 1 time in total.
Reason: lvlshot'ed those images. EVERYONE PLEASE USE LVLSHOT!
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Foo
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Re: Your mapping graveyard screens...

Post by Foo »

Had a reconstructed DM13 CTF version going at one point. Played pretty good. All I can find now though is this half-complete map file, so did a quick compile.

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