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Re: What are you working on?
Posted: Mon May 09, 2022 9:41 am
by Eraser
Re: What are you working on?
Posted: Mon May 09, 2022 10:03 am
by Eraser
Infernis wrote:Eraser wrote:lol, that's several bridges too far :owned:
Though you could use the target_print entities to print messages to the screen. If you go really fancy, you could use target_speaker entities to play sound files of prerecorded voice messages.
Giving responses will be difficult, although you could trigger (voice) messages based on which trigger is triggered (where the player moves, which button the player presses or what the player shoots at)
That's very interesting. Didn't Sock do something like that in his experimental Quake SP map? I can't remember the name and his site is down.
Come to think of it, there's a section in my
Testing Procedures map where you run into two closed doors and a computer voice instructs you to choose a door to open.
If the player presses the button for door #1, the computer will say something along the lines of door #2 being a much better door, and door 2 opens instead, allowing the player to continue into the next room.
If instead, the player presses button #2, the computer will say that door #1 is much more fun, so let's enter that one. Door #1 will open.
Now both doors will actually end up in the same room, but to make it look like they both lead somewhere else, depending on which button is pressed, a wall moves in front of the other end of the non-opening door to hide it from the player's view when the player enters the next room.
In this next room, the player is instructed to wait and not jump into a hole that opens up in the floor. To progress, the player does actually have to jump into the hole (after which something terrible happens and the computer blames you for not listening). The setup with the doors enforces the idea that both parties (the computer and the player) don't necessarily have to follow each other's instructions. It has no real other purpose than that.
I find that this sort of creativity is what makes building single player levels awesome. With deathmatch maps, you don't really have to think that hard about how to communicate certain things to the player, or how to make the player aware of something or to make the player do something without actually forcing them to. While EntityPlus adds a whole range of new functionality to the game, it's still limited by what Quake 3 offers at its core. Brushes can be only one entity at once, there's no scripting engine, there's no real physics engine, etc. But these limits force you to think outside the box and I get a real kick out of using entities in new and unexpected ways. I bet sock felt the same when he built Edge of Forever.
Re: What are you working on?
Posted: Mon May 09, 2022 11:25 am
by CZghost
Yes, it's on LvL, thanks for reminding me. However I wanted to give a way to access the sites in the Internet Archive's Wayback Machine. There's far more than just maps for download, like texture packs and tutorials. Some texture packs could be downloaded from LvL as well (notably Sock's skybox textures are part of 100 skybox pack of various authors), but not all of them frankly. And tutorials certainly are not accessible elsewhere. So while the real site is down for maintainance, people can at least access older cached version of the site in Wayback Machine, which I think is a great tool.
Re: What are you working on?
Posted: Fri Jun 03, 2022 6:57 am
by fKd
Sadly working in the industry as a level designer these days so no time for hobby maps.
Re: What are you working on?
Posted: Sun Jun 05, 2022 1:52 pm
by Infernis
fKd wrote:Sadly working in the industry as a level designer these days so no time for hobby maps.
I didn't know you turned pro. Congratulations!
For what studio are you working?
Re: What are you working on?
Posted: Wed Aug 03, 2022 6:46 am
by fKd
Working with Bounding Box Software on Prodeus. We just got the 1.0 content done a few weeks back, and now I'm working on the DLC.
Its an awesome game and the amount of learning I've gotten from working full time is wild.
Re: What are you working on?
Posted: Tue Aug 09, 2022 3:03 pm
by mrd
Nice work fKd

Re: What are you working on?
Posted: Tue Sep 20, 2022 12:10 am
by Pat Howard
[lvlshot]https://www.dropbox.com/s/fwwnv7nd2wwtwq7/shot0014.jpg?dl=1[/lvlshot]
[lvlshot]https://www.dropbox.com/s/xfv6a28i25pkz95/shot0016.jpg?dl=1[/lvlshot]
Not working on it now but I have had this map on my hard drive for ~5 years now.
Posted beta a while back. Only one room partially detailed, minimal lighting. Have thought about finishing it often but not sure if it will ever happen. I miss this community!
Re: What are you working on?
Posted: Tue Sep 20, 2022 3:53 am
by Foo
Looks neat! If it could use some playtesting, Duff & Raw run servers we can put it on and run some games :drool:
Re: What are you working on?
Posted: Tue Sep 20, 2022 10:02 am
by Infernis
Yeah, where is this beta Pat? Share it with us!
Also, to compliment what Foo said, we're also active nowadays on the Q3W Discord. Come join us!
Btw, those textures look nice.
Re: What are you working on?
Posted: Tue Sep 20, 2022 11:19 pm
by Pat Howard
Oops, I meant I posted the alpha, sorry.
Here it is.
Re: What are you working on?
Posted: Thu Sep 22, 2022 7:17 am
by Hipshot
Pat Howard wrote:
Not working on it now but I have had this map on my hard drive for ~5 years now.
Posted beta a while back. Only one room partially detailed, minimal lighting. Have thought about finishing it often but not sure if it will ever happen. I miss this community!
It's nice to see you around Pat, I had been wanting to send a mail and see what you were up to! It'd be cool if you could put some light on this and release it 2022 =)
Re: What are you working on?
Posted: Fri Sep 23, 2022 5:19 pm
by Pat Howard
Hipshot wrote:
It's nice to see you around Pat, I had been wanting to send a mail and see what you were up to! It'd be cool if you could put some light on this and release it 2022 =)
Hey man, you too! I don't do anything video-game related these days, but I still lurk around here once in a while
Infernis wrote:Also, to compliment what Foo said, we're also active nowadays on the Q3W Discord. Come join us!
Is there a link to this somewhere? I joined a Discord called Polygon Junkies recently but IDK if that's the same thing.
Re: What are you working on?
Posted: Fri Sep 23, 2022 11:36 pm
by Foo
Pat Howard wrote:Is there a link to this somewhere? I joined a Discord called Polygon Junkies recently but IDK if that's the same thing.
I've requested an invite link be sent to your PM inbox here, should happen some time v soon.
Re: What are you working on?
Posted: Tue Sep 27, 2022 10:04 am
by roughrider
Pat Howard wrote:
Is there a link to this somewhere? I joined a Discord called Polygon Junkies recently but IDK if that's the same thing.
Good to see you lurking about Pat, been a long time. Surprisingly, things are getting more active in LEM on the discord and such. I hope to churn out a map at some point before end of the year. That is the plan anyway, whether it happens or not is another thing lol.
Re: What are you working on?
Posted: Wed Oct 12, 2022 6:42 pm
by Bliccer
If anyone is interested into a speedrun of sock's beautiful sp map...
https://www.youtube.com/watch?v=N4RZ4Zy ... nel=n00k1e
Also super interesting to walk through those quicklinks on the trello made by quBit. I just love that dude, he is so creative and already come up with unique technical ideas
https://trello.com/b/zJp4pE3m/id-tech-3-mapping
Re: What are you working on?
Posted: Mon Aug 14, 2023 6:01 am
by roughrider
I always did like Pat's mapping prowress

Re: What are you working on?
Posted: Wed Mar 06, 2024 6:44 am
by Hipshot
I'm still committed to this japanese level, I have moved over to blender from max now, for future proofing, trying to get away from those Autodesk subscription shenanigans.
These curved stairs are inspired by an image I found a few days back doing some scene graphical research. Even if the level will have a japanese theme, I have kinda found a lot of insp in other cultures, movies and other games.
Stairs:
[lvlshot]https://zfight.com/misc/images/maps/m16/5.png[/lvlshot]
Source:
[lvlshot]https://c7.alamy.com/comp/CTA5P6/penang-georgetown-playing-traditional-chinese-chess-between-grandfather-CTA5P6.jpg[/lvlshot]
I will post an in game screenshot when I'm content with the area where this is placed in.
When I release the level, I will include all blender files and other source files like with the last release.
Re: What are you working on?
Posted: Sun Mar 10, 2024 9:18 pm
by cityy
Have you seen the new Wim Wenders film Perfect Days Hipshot? Maybe it serves some good inspiration if only vibe.
Re: What are you working on?
Posted: Mon Mar 11, 2024 9:14 am
by Hipshot
cityy wrote:Have you seen the new Wim Wenders film Perfect Days Hipshot? Maybe it serves some good inspiration if only vibe.
I have not, I will look it up!
Re: What are you working on?
Posted: Wed Mar 13, 2024 6:36 am
by CZghost
Oh my. That's something. The level of detail in the stairs is nice. Where did you find the texture for the tiles? It looks almost identical to the one in the photo.
As to what I am currently working on, I'm currently juggling between my job, my school assignments, streaming and level design. Will post some screenshots on what I'm doing. In short, I'm trying to get Opposing Teams into Quake Live Workshop.
Re: What are you working on?
Posted: Thu Mar 14, 2024 8:49 am
by Eraser
Hipshot wrote:I have moved over to blender from max now, for future proofing, trying to get away from those Autodesk subscription shenanigans.
What are the advantages of using Blender vs Radiant? How does this actually work? Do you import the entire level as a single mapmodel into Radiant? Or is there some tool that converts it into actual brush geometry?
Re: What are you working on?
Posted: Thu Mar 14, 2024 11:06 pm
by Hipshot
CZghost wrote:Oh my. That's something. The level of detail in the stairs is nice. Where did you find the texture for the tiles? It looks almost identical to the one in the photo.
As to what I am currently working on, I'm currently juggling between my job, my school assignments, streaming and level design. Will post some screenshots on what I'm doing. In short, I'm trying to get Opposing Teams into Quake Live Workshop.
It's really just a tile texture, that I colored yellow, got it from cgtextures.
Eraser wrote:Hipshot wrote:I have moved over to blender from max now, for future proofing, trying to get away from those Autodesk subscription shenanigans.
What are the advantages of using Blender vs Radiant? How does this actually work? Do you import the entire level as a single mapmodel into Radiant? Or is there some tool that converts it into actual brush geometry?
No, I moved from 3d studio max to blender, as modeling tools, for map models. I still use radiant to build the level.
I do this because some geometry is just better suited to make as models, it's just faster and better. But you need to have a good sense about it and not exploit this too much, as might have seen the source for Rustgrad, which heavily uses models for some "normal" geometry: viewtopic.php?f=10&t=50631
Re: What are you working on?
Posted: Fri Mar 15, 2024 5:53 am
by Eraser
Ahh, I see, thanks.
Re: What are you working on?
Posted: Wed Aug 28, 2024 4:15 am
by Carnage
Currently I'm working on porting Quake3 / Quake Live to the Godot 4 Engine
This is how it's looking so far.

You can see a video in action
https://youtu.be/dn1Y-Ny-RVI
The complete project is open source:
https://github.com/TriggerCoder/Quadot-Arena
We are on our public alpha release and hope to have it ready with some surprises for the 25th Anniversary