qwdm6 for QL
qwdm6 for QL
Hello. Is anyone already doing qwdm6 for QL atm ? If not, I'll make it Strogg themed with the new textures of the last pak update. Just asking because sometimes remakes get into QL without prior public knowledge. If I get working on it, I'll post pics and stuff in this thread.
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Re: qwdm6 for QL
For a few months on and off I've done a bunch of pretty solid alpha versions of various Q1 and Q2 maps. They're meant for a mod I'm working on but it has similar physics to QL with ramp jumping set to around 70%, so they're very much compatible. DM6 seems to be working perfectly in QL. Dunno about using the Strogg textures on everything just because it looks good... it's a Q1 map after all. Saw the screenshots you posted of your conversion. Impossible to judge it on that but if you'd like I can share my remake as a point of comparison?
Sure feel free to post it. As for the the map I posted few days ago, it got binned. It was not a proper remake of dm6, rather some heavily modified version. Then new textures came in and they were 10x better for that kind of art-style so it didn't really make any sense to keep going with the old ones. I didn't want to do the same stuff twice in a row, so I thought "why not starting dm6 ?". I worked a little bit for the sake of playing around with the new textures before asking on this thread but it's not like I went really far into it.
I'd like to see some info or screens your stuff. I'm absolutely certain you'd do a good job with dm6 anyway, but it wouldn't hurt to see what you're onto.
I'd like to see some info or screens your stuff. I'm absolutely certain you'd do a good job with dm6 anyway, but it wouldn't hurt to see what you're onto.
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Re: qwdm6 for QL
Well here it is, map source and everything:
http://www.mediafire.com/?ba1674ugj34nzb2
If you like what you see, feel free to use it! Also if you're desperate to use those Q4 strogg textures then I've got an alpha of ztn2dm3 that would really work well with that theme. I'm not sure what scale your version is (if you resized it at all) but this one is what I consider the optimal Q1-Q3 rescaling: ~12.5% bigger.
It's got a couple of deliberate differences in LoS:
1. The RA is visible from the top of the stairway across from the tunnel. Since the RG is now a part of the map, such LoS would probably be expected in usual Q3/QL gameplay.
2. The tunnel has a slightly larger pathway so it opens up the LoS a bit. It fits the physics better like that and once again it gives a bit more opportunity for RG use.
The only room for improvement that I can see is widening the corridors slightly by around 32 units or so as they might be a little too cramped.
http://www.mediafire.com/?ba1674ugj34nzb2
If you like what you see, feel free to use it! Also if you're desperate to use those Q4 strogg textures then I've got an alpha of ztn2dm3 that would really work well with that theme. I'm not sure what scale your version is (if you resized it at all) but this one is what I consider the optimal Q1-Q3 rescaling: ~12.5% bigger.
It's got a couple of deliberate differences in LoS:
1. The RA is visible from the top of the stairway across from the tunnel. Since the RG is now a part of the map, such LoS would probably be expected in usual Q3/QL gameplay.
2. The tunnel has a slightly larger pathway so it opens up the LoS a bit. It fits the physics better like that and once again it gives a bit more opportunity for RG use.
The only room for improvement that I can see is widening the corridors slightly by around 32 units or so as they might be a little too cramped.
Re: qwdm6 for QL
Thanks, I liked the tele texture and the rail/PG locations so I replicated them (although I'm still pondering about introducing a rail at all). I also took the door to LG as I usually suck with entities and getting them to work. Tidy and methodical brushwork you've got here, mine's messy, I gotta improve on that.themuffinman wrote:Well here it is, map source and everything:
http://www.mediafire.com/?ba1674ugj34nzb2
If you like what you see, feel free to use it!
Mmmh, I don't know. Actually, I don't know the map at all and I have a hard time figuring it out from the videos I've seen. It looks like it would be a much larger scale project though.themuffinman wrote:Also if you're desperate to use those Q4 strogg textures then I've got an alpha of ztn2dm3 that would really work well with that theme.
Well, it's not a systematic scaling I made. Based on the conversion from Povo-Hat (a WinBSPC conversion), the main room scale was fine imo (I just modified the stairs so people wouldn't get stuck on them when fighting around the teleporter). The corridors got widened but they still retained the same length to avoid the map feeling slow when navigating from one room to another. The armor rooms got widened too. The scale on the Z axis is the same IIRC. The only structural changes I'm contemplating are a tele going up instead of the staircase in the RA room to avoid the scaling up making the map too slow, and making an alley to the mega instead of the pipe because I tend to get stuck on it in QL (ppl don't really seem to have this issue in QW). As a rail got introduced in the map, the teleporter in the main room got a bit bigger to prevent easy railing accros the map, especially from the place between the PG and the RA room to the mega room. I'd deem these little alterations as accomodations to Q3/QL, but if people don't like them, I surely won't let them in the final version.themuffinman wrote:I'm not sure what scale your version is (if you resized it at all) but this one is what I consider the optimal Q1-Q3 rescaling: ~12.5% bigger.
I like working with those textures, the map will just map itself : http://imgur.com/a/83Dan . The only problem is that somebody expecting something reminiscent of the q1 artstyle will probably not like it

Re: qwdm6 for QL
Some new pics : http://imgur.com/a/EAiKB
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Re: qwdm6 for QL
It's looking the part, although a little monotonous imo. That backroom with RG is begging for a visual hook of sorts, something to give that room a bit more substance aesthetically.
Gameplay-wise I'm not sure what your intention is though. It's definitely a remix of sorts but some of the changes brought about look like they'll completely change how the map is played. One major change that might have been unintended is the high ceiling in mid... the low ceiling in the original allowed for significant splash damage onto whoever was up top which now is no longer possible.
Not a lot else I can say without testing. I'd say add some extra contrast from that pink/red from those jaildr lights as it looks overwhelming, maybe a more intense and contrasting sky light will help it out?
Gameplay-wise I'm not sure what your intention is though. It's definitely a remix of sorts but some of the changes brought about look like they'll completely change how the map is played. One major change that might have been unintended is the high ceiling in mid... the low ceiling in the original allowed for significant splash damage onto whoever was up top which now is no longer possible.
Not a lot else I can say without testing. I'd say add some extra contrast from that pink/red from those jaildr lights as it looks overwhelming, maybe a more intense and contrasting sky light will help it out?