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A little something you may be interested in...
Posted: Tue Oct 18, 2005 7:10 pm
by o'dium
Well, its pretty obvious from the pic...
Its gonna stay the same as the Q3 one with the pro item placements. Of course these textures are the Q3 ones scaled up so i can position them, and then later on i'll remake all the textures.
Well, early days, but Doom 3 provides at least an early start...
[lvlshot]http://www.quake2evolved.com/odium/odq3dm6.jpg[/lvlshot]
Posted: Tue Oct 18, 2005 7:11 pm
by Fjoggs
Make an alpha first.
Posted: Tue Oct 18, 2005 7:14 pm
by Foo
Awesome dude.
As Fjoggs said, alpha and beta this one heavily, don't jump to release it
I make that mistake all the time when mapping, and always regret releasing too soon.
Posted: Tue Oct 18, 2005 7:15 pm
by Fjoggs
Ja, I was planning to create one myself, but don't see why I should now.
Post millions of alphas. You/We wanna get this one down right.
Posted: Tue Oct 18, 2005 7:28 pm
by Foo
Those would be Betas. Alphas are internal tests, right?
What the fuck would Gammas be.
Posted: Tue Oct 18, 2005 7:31 pm
by Fjoggs
No, alphas are pure gameplay tests. Betas are looks/atmosphere/aestetics etc.
Closed alphas would be an internal test I guess.
Posted: Tue Oct 18, 2005 7:33 pm
by Guest
Do you have the original non-compiled q3dm6 file?
Posted: Tue Oct 18, 2005 7:35 pm
by o'dium
ToxicBug wrote:Do you have the original non-compiled q3dm6 file?
I wish. I dont want to de-compile the old either because if id found out they will kill me.
Posted: Tue Oct 18, 2005 7:37 pm
by Grudge
It's pretty sloppily built anyway, it's better to do it from scratch.
Posted: Tue Oct 18, 2005 7:39 pm
by Foo
o'dium wrote:ToxicBug wrote:Do you have the original non-compiled q3dm6 file?
I wish. I dont want to de-compile the old either because if id found out they will kill me.
id don't mind stuff being ported, as long as it's only within their line of games. This has been posted officially before now, but I can't find a link to back it up.
Listed the level, BTW
Posted: Tue Oct 18, 2005 7:46 pm
by ^misantropia^
I remember the
Q2 Generations mod being shut down by iD because it used assets from Doom I & II and the original Quake.
Posted: Tue Oct 18, 2005 7:52 pm
by Foo
Way back in the days of Quake 2 there was a mod called Generations. It's goal was to bring together all of the previous first person shooters into the Quake 2 engine. They did it too. Everything was done perfectly. Doom stuff looked exactly like Doom stuff. Wolfenstien stuff looked exactly like Wolfenstien stuff. That was the problem. It was too perfect. Rumor has it that the team actually swiped some the material and imported it into the Quake2 engine, but as far as I know it is just that, a rumor. So don't believe it. Either way, to rip off material from id was not the intended purpose of Generations.
Carmack and crew, were understandably, not very happy when the beta for Generations was released and promptly got a hold of the makers. In a well published communication they politely told the makers of Generations that even though they would like to, there was no way they could possibly give permission to use any material from the earlier id games to use in Generations. This basically meant the end of the mod. Or did it?
Last week, after months and months and careful modelling, texturing, map making, and above all, confiding with id on what they can and can't do, Wirehead Studios has released the first beta of Generations Arena ! To put things very frankly, Generations Arena is not only a statement on the conviction that Wirehead has displayed in not letting thier idea die, but also a statement about id's undying understanding and compassion in allowing the idea to go foward in the first place.
You're right. I'll look into the specifics, but it looks like id don't mind ports as long as it's a remake and not a rip. So good point :}
Posted: Tue Oct 18, 2005 8:05 pm
by o'dium
^misantropia^ wrote:I remember the
Q2 Generations mod being shut down by iD because it used assets from Doom I & II and the original Quake.
Thats why, if you read my post again, you will see its all ok because they are temp textures while i make the map, and everything will be remade again
Its ok as long as its all from scratch.
Posted: Tue Oct 18, 2005 9:11 pm
by dzjepp
Yeah but if he de-compiled the q3 version and used custom art assets it should be ok.
EDIT: Meh, that's what happens when you leave for a set amount of time.

Posted: Tue Oct 18, 2005 9:14 pm
by ppp
Heh, it's gonna be 'Battle of the DM6's' as every mapper in the universe makes one - may the best man win and I think it's a safe bet that whoever makes the best one will be famous.
Also with all this interest in Q4 (specifically MP) and there only being a handful of new maps on offer (Q3 had 26) the mapping community have a market to exploit at last. Heck, may even have a bash again myself :icon26:
Now, how the hell do those hint brushes work again - if you block off the corner of a corridoor you can see into the next area but if the next area with the second hint brush is blocked off...no...that's not it....bugger! where's that purple tutorial again...
Posted: Tue Oct 18, 2005 9:29 pm
by menkent
rather than have everyone do their personal versions of dm6, perhaps people could branch out and port ztn and aero as well... really no telling which maps will work best with the q4 physics&weapons until they've all been tried.
Posted: Tue Oct 18, 2005 9:29 pm
by Don Carlos
Nice work sir!!
Gimmie a shout if you need a tester
Posted: Tue Oct 18, 2005 9:37 pm
by xer0s
Foo wrote:Awesome dude.
As Fjoggs said, alpha and beta this one heavily, don't jump to release it
I make that mistake all the time when mapping, and always regret releasing too soon.
Ya, cause your fans really hate it when you release a shit map filled with bugs..
j/k, but seriously
Posted: Tue Oct 18, 2005 10:23 pm
by o'dium
ok first problem... Doesn't matter to much just yet, but how do i make my map models solid? I was under the impression everything in the Doom 3 world that was a model was solid by defualt in the editor? Maybes its because i used static meshes from doom 3 before...
Anwyays, any ideas?
Posted: Tue Oct 18, 2005 10:32 pm
by ppp
I seem to remember they were non solid by default and you placed an invisible solid brush around the model to mimic it being solid. Something to do with less tris count or faster rendering.....
Damn I'm not much use here .. it's been a while... those level editing guys will know
Posted: Tue Oct 18, 2005 10:40 pm
by o'dium
Oh wait, no thats not it.
I need to define another surface on the model thats lower poly (or the same one) with a sepcial material so that the engine treats it as solid... lol.
Posted: Tue Oct 18, 2005 10:40 pm
by Eraser
ppp wrote:I seem to remember they were non solid by default and you placed an invisible solid brush around the model to mimic it being solid. Something to do with less tris count or faster rendering.....
Damn I'm not much use here .. it's been a while... those level editing guys will know
Well yes that's how it works in Q3. Have to clip off mapmodels with clip brushes. Dunno if that's how it works in D3 as well.
Posted: Tue Oct 18, 2005 10:54 pm
by JuanSanchez
o'dium wrote:I wish. I dont want to de-compile the old either because if id found out they will kill me.
I wonder if you could try to get the files for 6++ - see
http://www.btinternet.com/~lvlmaker/q3dmmaps.htm
I think the author was offering his map files on the Level Editing forum before he gave up mapping. Someone also might know whether he built them from scratch.
Posted: Tue Oct 18, 2005 11:22 pm
by Fjoggs
I know he this, since I've known Q for a long time. All his + maps are made from scratch.
Posted: Wed Oct 19, 2005 12:57 am
by spookmineer
Menkent put it right already, but I'd like to say a bit more about it.
What exactly is the best "Q4DM6" map? If one simply wants to make the map to look as closely as it is in Q3, that's one way to go.
If however you want gameplay to be the same (or as close as you can get), there's a lot of work to be done...
How does g_speed of Q4 relate to Q3? Is the scale the same in both games (I remember EF2 used a bigger scale then EF, same for JK2 if I recall correctly). How do the weapons handle if you use them to pull off little tricks? Can you controll both RA and YA or can't you, how does strafing speed affect this?
People who have played this map years on end will expect to be able to make the b2r jump but it has to be just right, not too easy, not too hard...
I think that is the biggest problem of porting maps to other games, all the game variables can make it so hard to emulate the gameplay that it's almost impossible to get further then "just" a map that looks the same.
Maybe it's too early to port this almost sacred

map, as there is so little known yet about the game physics of Q4?