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Posting Quake 4 Maps
Posted: Sun Jan 22, 2006 6:58 pm
by pjw
When posting Quake 4 maps, whether single-player or multi-player, feel free to make a duplicate thread in the
Quake 4 Discussion forum.
I discussed this with a couple of the other mods, and the consensus was that double-posting the maps in LEM and Q4D gets the maps more exposure while making sure that the Q4 crowd is aware of the level editing scene here.
(And if you really want to make me happy, start doing some SP stuff.

)
Posted: Sun Jan 22, 2006 7:25 pm
by Foo
Posted: Sun Jan 22, 2006 7:41 pm
by pjw
Foo wrote:*cough*
Well...yeah...I saw that. Really. Way back. Before you even made the thread, even.
But now your brilliant idea is stickied for all to see and to end confusion and strife, and bring peace to the masses.
Oh look, something shiny!
/me runs off
Posted: Sun Jan 22, 2006 10:09 pm
by Lenard
Maybe they should just post final versions in q4d? Lots of people just check out q4d one time and then never again, which means they could have betas of like 4 maps that all will eventually go final, but they won't know about it. You know what I mean?
Posted: Sun Jan 22, 2006 10:31 pm
by pjw
Just posting finals in Q4D defeats the whole purpose of getting feedback and improving the map.
You can't control if someone going to bother to grab a final map--the only thing you can do is clearly label the betas and post the final in all the same places.
Posted: Mon Jan 23, 2006 12:11 am
by jester!
Yeah, if you want gameplay feedback then you obviously arent going to just post the final in the discussion forum...

Posted: Mon Jan 23, 2006 12:41 am
by SonicClang
I think it would keep things cleanest if you posted the thread here, and then just posted a link in the Q4 discussion area. That way it would keep the discussion in one place.
Just an idea.
Posted: Mon Jan 23, 2006 6:40 pm
by AEon
Hmmm... I'd have expected that those folks that are interested in Q4 would actually know and visit LEM. Personally I'd hate posting duplicate threads because that makes "collecting" the feedback all that much more ugly.
Just my thoughts, but if it helps to duplicate posts...

Posted: Tue Jan 24, 2006 12:47 pm
by SonicClang
AEon wrote:that makes "collecting" the feedback all that much more ugly.
Which is why I made the suggestion I did. If you simply post a link to the LEM thread about your level and tell people to give you feedback there and not in the Q4 thread, then all the feedback will be in one place.
Posted: Tue Jan 24, 2006 12:59 pm
by Foo
SonicClang wrote:AEon wrote:that makes "collecting" the feedback all that much more ugly.
Which is why I made the suggestion I did. If you simply post a link to the LEM thread about your level and tell people to give you feedback there and not in the Q4 thread, then all the feedback will be in one place.
Vice versa would be best, because Q4D moves a bit faster than LEM and linked topics don't get bumped.
Posted: Tue Jan 24, 2006 7:48 pm
by pjw
Yeah, posting a link in either forum is another option. I personally don't mind keeping track of both threads, but I can see that some people might feel otherwise.
Posted: Tue Jan 24, 2006 7:56 pm
by SonicClang
Being the extremely skilled, experienced, and respected level designer than I am (did you catch my sarcasm there?) I feel my opinion should be taken very seriously. Everyone else is wrong and I am right.
:icon31: Ok I'm totally joking. I think however each person wants to do it is fine. If you can collect feedback easily from both locations then cool.
Posted: Wed Jan 25, 2006 3:59 am
by Scourge
I think it should be left at the posters discretion. Just suffice to say that it is 'ok' to post in both and not be worried about getting scolded or ridiculed for it.
*pro choice*

Posted: Tue Jan 31, 2006 4:56 pm
by obsidian
Since we all more or less agree, I'm destickying... destickify... unsticking... whatever... this thread.
Posted: Wed Feb 01, 2006 6:27 am
by v1l3
I dunno men...
I'm seeing some maps submitted to the map queue over at ..::LvL that are showing such great idea's in q3 mapping that have never been done, that brings me to wonder of why so many of you are mapping for q4 at all.
I know I personally (being on a dial-up connection) test a map against bots, rather than trying to find a server running the map with players that you can handle hanging out with. I think of all the hard work put into programs (Q3Map2 for example) all just sitting now because everyone is mapping for another game without an .aas file. I checked out Q4, and it was fun, but it just got me in the mood to get back to Q3.
I dunno...just a thought. Not trying to start an argument. Just don't understand the hype. Map for Q4.
I love wvwq3dm7, pjw3dm6, storm3tourney6, foo3dm3, aedesert, etc., etc., if that's the last I'm gonna see from you guys for q3, when I already know if you guys did another and another they'd be amazing maps.
I'll get over my Q4 anxiety once I get through my learning process of mapping for q3a and keep mapping going for the best game in the world.
The best things in the world are in trilogy's. Four is just another number. Four rhymes with bore.
Posted: Wed Feb 01, 2006 8:01 am
by pjw
v1l3 wrote:everyone is mapping for another game without an .aas file.
That's funny, I made an .aas file for my Q4 map, and tested it against bots. Imagine that. Before you make statements about stuff you don't know, you need to edumacate youself mang.
I'm glad you like "Guns" though.

Posted: Wed Feb 01, 2006 9:54 am
by v1l3
I haven't even been keeping up with q4 enough to know that .aas files are now an ability =/
My whole thought on Q4 is that it's based on a story line that's about the Strogg, and making Arena maps are pretty pointless because Arena has nothing to do with the story of the game. Q3 has no limits with storyline. There's no end to it. Where Q4 is more restrained as far as being inventive with your own story behind making the custom map your making.
Like for example...after being offline for a while I went looking to re-download a old cpm map that Grudge was making, and ended up finding that he made a map name "lastarena". With the unbelievable beauty map he made it to be, on the readme he had written a storyline for the map, that was such great writing that I fell in love with the map and the storyline behind it.
So Inventive with no ends is Q3A.
I tell ya though pjw....
Before all my rant -n- rave of promode theory n map reviews and and beta testing. I started as a vQ3 player just like y'all.
It was you, and wviperw, and Mr.Clean, Jax Gator, Wiebo de Wit, Munyul Verminard, ButterB, Druzli, Geit, Lunaran, Kit Carson, Kat, Aeon, Charon, Stormshadow, polo, Quaker-X, Yogi, Evillair, ztn, and Tigger-On and many others will have me playing this damn game FOREVER.
I only ever started reviewing maps as some way to pay something back to all of you that make the most beautiful things for free.
I just don't wanna see Quake become just like computer software, that by the time you buy it, it's already out dated and worthless. Most of the greatest things that are in games in these days were started with idea's made from here and our community.
-and that's only my small explanation...hehe
Posted: Wed Feb 01, 2006 1:30 pm
by Oeloe
v1l3 wrote:My whole thought on Q4 is that it's based on a story line that's about the Strogg, and making Arena maps are pretty pointless because Arena has nothing to do with the story of the game. Q3 has no limits with storyline. There's no end to it. Where Q4 is more restrained as far as being inventive with your own story behind making the custom map your making.
I don't see why different custom texture themes and map models (and player models) couldn't make arenas just as diverse as Q3's custom made ones. Why would any mapper/modeler/texture artist feel limited to stick strictly to the marines vs Strogg idea?

Both of them use the same weapons, so basically the only difference between them is the team colour (even the Strogg and marine model are very similar). The only real difference with Q3 is that the teams aren't called after their colours but they have a name.
Posted: Wed Feb 01, 2006 5:01 pm
by pjw
v1l3 wrote:My whole thought on Q4 is that it's based on a story line that's about the Strogg, and making Arena maps are pretty pointless because Arena has nothing to do with the story of the game.
I see what you're saying, but I totally disagree.

Oeloe already said it, but I'll say it again.
Where does it say that you need to base
anything on the SP story (whether SP maps or MP maps)? I don't remember reading that in the EULA.

My opinion: Throw out the story and make whatever you desire, as long as it's cool. There's no reason to feel that your creativity is limited by anything.
The Q4 editing scene is still pretty young, but I really think that the levels of innovation and creativity could be at least as good as the Q3 scene, even if people just stick to MP for the most part, and once the SP mapping scene takes off, I'm pretty sure that some very cool and amazing things will pop up...
Posted: Thu Feb 02, 2006 11:01 am
by v1l3
I'm just sayin this really..
Quake 1 - Gothic (past)
Quake 2 - Robotic (future)
Quake 3 - Spirituality (Opening of the Mind of the Universe)
Quake 4 - Back to Part 2
Just seems a little off course to me. Aside from Doom being within q3a. I stick with Doom.
Posted: Thu Feb 02, 2006 2:36 pm
by Oeloe
v1l3 wrote:I'm just sayin this really..
Quake 1 - Gothic (past)
Quake 2 - Robotic (future)
Quake 3 - Spirituality (Opening of the Mind of the Universe)
Quake 4 - Back to Part 2
Just seems a little off course to me. Aside from Doom being within q3a. I stick with Doom.
Q1 was industrial/tech themed too, partially. Q3 mixed all themes industrial/tech/gothic. I don't really see a clear course that iD maintained from Q1 to 3...

Posted: Fri Feb 03, 2006 5:07 am
by v1l3
I'll put it this way...
God hates repetition.
The course of Quake has always been change. The only repetition being it's engine of fps being it's gametype.
Posted: Fri Feb 03, 2006 5:19 am
by Scourge
None of the quake series are limited in the kind of maps you can make for them. All you need is some new textures and a creative mind and they can all put out something completely different than the original game.
As pjw said, nowhere does it say that you have to stick to any story line, theme, texture base, any sort of reality, etc.
Posted: Fri Feb 03, 2006 5:32 am
by Silicone_Milk
Sounds like we have ourselves a map to make!
Mmmmm... I do love a good plaid map.
Posted: Fri Feb 03, 2006 5:50 am
by Scourge
riddla wrote:which is why someone needs to make a chav-tastic map in all plaid.
Don't tempt me, I might just do it.
