What are you working on?

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Infernis
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What are you working on?

Post by Infernis »

The title says it all.
Are there still Quake 3 maps being made by this community?
Tell us or show us!
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Eraser
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Re: What are you working on?

Post by Eraser »

I'm in a low right now.
I notice that my eagerness to make something builds up over time until it reaches a certain threshold and if inspiration comes, I start a project. Then I work on that project until I'm sick of it, push myself to finish it and then find I'm burned out on mapping. Every time that eagerness slowly builds up again though.

But like I said, I'm in that post burnout low right now. I released Dimension of Evil a few months back and that burned me out pretty hard, so I'm not feeling like mapping any time soon. What doesn't help either is having other stuff going on in my life and having a different creative project on my hands right now.

But never say never. I enjoy being able to creatively express myself while doing something that's almost meditative at times. I expect that somewhere in the near future I'll find inspiration again and build something new.
Infernis
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Re: What are you working on?

Post by Infernis »

Eraser wrote:I'm in a low right now.
I notice that my eagerness to make something builds up over time until it reaches a certain threshold and if inspiration comes, I start a project. Then I work on that project until I'm sick of it, push myself to finish it and then find I'm burned out on mapping. Every time that eagerness slowly builds up again though.

But like I said, I'm in that post burnout low right now. I released Dimension of Evil a few months back and that burned me out pretty hard, so I'm not feeling like mapping any time soon. What doesn't help either is having other stuff going on in my life and having a different creative project on my hands right now.

But never say never. I enjoy being able to creatively express myself while doing something that's almost meditative at times. I expect that somewhere in the near future I'll find inspiration again and build something new.
That's an impressive video. The spiders are a nice touch and they look really good! I'll check it out. Btw, the screenshots aren't working anymore.
I know that feeling, I have exactly the same. For me, it always ends with never being satisfied with a layout. I've got dozens of them.
What's the other creative project you are working on?

Do I remember correctly that you're Dutch?
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Eraser
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Re: What are you working on?

Post by Eraser »

*checks passport*

Yep, Dutch alright.

The thing I'm working on is still in very early stages, but I'm trying to build a small video game. I intentionally try to keep the scope of it small and try not to be to perfectionist about it. I start lots of projects like these which then die because they can't live up to my unrealistic self-imposed expectations.
Infernis
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Re: What are you working on?

Post by Infernis »

Eraser wrote:*checks passport*

Yep, Dutch alright.

The thing I'm working on is still in very early stages, but I'm trying to build a small video game. I intentionally try to keep the scope of it small and try not to be to perfectionist about it. I start lots of projects like these which then die because they can't live up to my unrealistic self-imposed expectations.
Dan kunnen we elkaar blijkbaar de hand schudden :)

I have the same problem. I see all these talented people doing amazing stuff and then I take a look at my own work and I'm like forget about it.
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LDAsh
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Re: What are you working on?

Post by LDAsh »

Really looking forward to actually getting all this stuff into the engine with full normalmapped materials, particles and env-FX, and proper shadow-casting lights, etc. and coming back with some lovely 4K shots. For now, these are some low-res shots straight from DarkRadiant cam-view, using only the diffuse textures:-
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Infernis
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Re: What are you working on?

Post by Infernis »

LDAsh wrote:Really looking forward to actually getting all this stuff into the engine with full normalmapped materials, particles and env-FX, and proper shadow-casting lights, etc. and coming back with some lovely 4K shots. For now, these are some low-res shots straight from DarkRadiant cam-view, using only the diffuse textures:-
That looks cool. Is it an add on map for The Dark Mod?
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LDAsh
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Re: What are you working on?

Post by LDAsh »

Just an indie project without an engine (or multiple engines) using Radiant because can have scalable patch-mesh and mapobject iterations (using GAWK to automate LOD stages) in a text-based format, beside just loving and working the quickest with Radiant.
https://www.violationentertainment.com/ ... 190714.mp4
It actually was using idTech4 at one point, then Ogre, but likely will just go with Unreal finally.
Infernis
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Re: What are you working on?

Post by Infernis »

LDAsh wrote:Just an indie project without an engine (or multiple engines) using Radiant because can have scalable patch-mesh and mapobject iterations (using GAWK to automate LOD stages) in a text-based format, beside just loving and working the quickest with Radiant.
https://www.violationentertainment.com/ ... 190714.mp4
It actually was using idTech4 at one point, then Ogre, but likely will just go with Unreal finally.
I love Radiant too. Nowadays I'm trying to learn Trenchbroom now. It doesn't support patches, but the brush manipulation features are insane.
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Hipshot
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Re: What are you working on?

Post by Hipshot »

Next year I hope I can take some time off and work on that quake3 level of mine again, there's just no time now.
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
Infernis
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Re: What are you working on?

Post by Infernis »

Hipshot wrote:Next year I hope I can take some time off and work on that quake3 level of mine again, there's just no time now.
What level is that?
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v1l3
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Re: What are you working on?

Post by v1l3 »

Hipshot wrote:Next year I hope I can take some time off and work on that quake3 level of mine again, there's just no time now.
:D
Infernis
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Re: What are you working on?

Post by Infernis »

v1l3 wrote::D
Wow, you're still here! Good to see. Are you keeping your daily doses of Quake 3 up?
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v1l3
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Re: What are you working on?

Post by v1l3 »

Infernis wrote:Wow, you're still here! Good to see. Are you keeping your daily doses of Quake 3 up?
Absolutely! I'm here practically every day checking to see what people are working on...even if we go for several months.
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Eraser
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Re: What are you working on?

Post by Eraser »

Y'all oughta give EntityPlus a go. Mapping for it I mean. People who've exclusively made deathmatch maps have no idea of the creativity and challenges involved. I'm still convinced it's a great alternative because an EntityPlus map doesn't require a full server to be played.
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Hipshot
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Re: What are you working on?

Post by Hipshot »

Eraser wrote:Y'all oughta give EntityPlus a go. Mapping for it I mean. People who've exclusively made deathmatch maps have no idea of the creativity and challenges involved. I'm still convinced it's a great alternative because an EntityPlus map doesn't require a full server to be played.
I think the only issue is that there's really no enemies except the bots and spiders, or am I wrong here?
If we can find someone that can make more enemy-models, that would be a very different thing.

I'm even willing to pitch in some cash to have something like that produced for ent+
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
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Hipshot
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Re: What are you working on?

Post by Hipshot »

Infernis wrote:
Hipshot wrote:Next year I hope I can take some time off and work on that quake3 level of mine again, there's just no time now.
What level is that?
That old japanese level I've been on with since 2015 now.
v1l3 wrote:
Hipshot wrote:Next year I hope I can take some time off and work on that quake3 level of mine again, there's just no time now.
:D
As long as it's released one day! =D
Q3Map2 2516 -> http://www.zfight.com/misc/files/q3/q3map_2.5.16_win32_x86.zip
Q3Map2 FS_20g -> http://www.zfight.com/misc/files/q3/q3map2_fs_20g.rar
GtkRadiant 140 -> http://www.zfight.com/misc/files/q3/GtkRadiantSetup-1.4.0-Q3RTCWET.exe
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Eraser
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Re: What are you working on?

Post by Eraser »

Hipshot wrote:
Eraser wrote:Y'all oughta give EntityPlus a go. Mapping for it I mean. People who've exclusively made deathmatch maps have no idea of the creativity and challenges involved. I'm still convinced it's a great alternative because an EntityPlus map doesn't require a full server to be played.
I think the only issue is that there's really no enemies except the bots and spiders, or am I wrong here?
If we can find someone that can make more enemy-models, that would be a very different thing.

I'm even willing to pitch in some cash to have something like that produced for ent+
The enemies are just bots. This means that any custom player model can be used as enemy. The spiders you're referring to are just some custom player models I've pulled off the internet. I basically just copied the bot files of an existing bot (Visor or Sarge or something) and renamed them so I could add the spiders as bots.

There's a bunch of other models I've used in my latest EntityPlus map as well.
Infernis
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Re: What are you working on?

Post by Infernis »

v1l3 wrote:Absolutely! I'm here practically every day checking to see what people are working on...even if we go for several months.
I don't know why exactly, but it felt good reading that. Keep loving Quake 3!
Eraser wrote:Y'all oughta give EntityPlus a go. Mapping for it I mean. People who've exclusively made deathmatch maps have no idea of the creativity and challenges involved. I'm still convinced it's a great alternative because an EntityPlus map doesn't require a full server to be played.
I remember it, but only vaguely. Where can I find more information and the necessary files? **I just saw the thread, silly me**
Hipshot wrote: I think the only issue is that there's really no enemies except the bots and spiders, or am I wrong here?
If we can find someone that can make more enemy-models, that would be a very different thing.

I'm even willing to pitch in some cash to have something like that produced for ent+
I see you haven't given up on your idea(s) yet, excellent!
Hipshot wrote:That old japanese level I've been on with since 2015 now.
I think I remember a screenshot with a blossom tree is that right?
Eraser wrote: The enemies are just bots. This means that any custom player model can be used as enemy. The spiders you're referring to are just some custom player models I've pulled off the internet. I basically just copied the bot files of an existing bot (Visor or Sarge or something) and renamed them so I could add the spiders as bots.

There's a bunch of other models I've used in my latest EntityPlus map as well.
So there's no additional AI right? The models just behave like the bots do?
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Eraser
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Re: What are you working on?

Post by Eraser »

Yeah it's basically just Quake 3's bot AI. You can use botspawn entities to spawn a bot in a specific location and it's removed from the game when the bot dies, so in that sense it's a lot like a regular single player enemy. Because encounters with bots are usually really short, one off fights (it works best if you give the bot low health, which can be configured in the botspawn entity), Q3's bot AI is decent enough.

On top of this, it is possible to make bots patrol along waypoints which they'll keep doing until they see the player. It's also possible to add bots that completely ignore the player so they kind of act like NPC's. You can also spawn bots which will only walk and not run.
Infernis
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Re: What are you working on?

Post by Infernis »

Eraser wrote:Yeah it's basically just Quake 3's bot AI. You can use botspawn entities to spawn a bot in a specific location and it's removed from the game when the bot dies, so in that sense it's a lot like a regular single player enemy. Because encounters with bots are usually really short, one off fights (it works best if you give the bot low health, which can be configured in the botspawn entity), Q3's bot AI is decent enough.

On top of this, it is possible to make bots patrol along waypoints which they'll keep doing until they see the player. It's also possible to add bots that completely ignore the player so they kind of act like NPC's. You can also spawn bots which will only walk and not run.
Can you also add dialog with the NPC like bots or is that a bridge too far?
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Eraser
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Re: What are you working on?

Post by Eraser »

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)
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CZghost
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Re: What are you working on?

Post by CZghost »

Could also be responding to chat. It would write something like "Write a, b or c in chat to select your response", and there would be something like:
  1. "On my way"
  2. "What do you mean?"
  3. "Something else you may want?"
And based on what the player writes in the chat, the map will activate a corresponding trigger, giving it a proper roleplay character, kind of like Telltale Games :)

EDIT: That's not how it works, but how it could work. Take it as a suggestion. How difficult it would be to code? Not sure. But there would be an entity that would be labeled as trigger_chat for example, it would be a point entity, and it would contain the string in chat to activate it, and of course its target. Another entity would group multiple triggers into a single selection (via target, again a point entity), and it would need to be activated in order to work. Imagine the complex logic you could easily build with these entities in your map, turning it into a telltale game with multiple choices. That would also mean that if there are some secrets along the multiple choices that would be unavailable during the run, it would require to group the secrets into chunks that the game will account for according to your choices. Well, it's just an idea, just a suggestion, but it would be nice to have.
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Infernis
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Re: What are you working on?

Post by Infernis »

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.
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CZghost
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Re: What are you working on?

Post by CZghost »

Infernis wrote: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.
The Edge of Forever maybe? I remember one ancient styled experimental single player map, made using vanilla features and for vanilla gameplay, and it was named "The Edge of Forever". Took quite a while to finish to be honest, but eventually I managed to do it. I need to play it on camera next time, try to replicate it. Maybe on stream this Thursday?

And for his sites being down. It displays wrench and screwer icon, that implies his sites are down for maintenance. It even says Maintenance in the title bar. But it's been a while now, and it seems like he simply disappeared. Last working snapshot on the Wayback Machine by Internet Archive is here: https://web.archive.org/web/20201101083 ... monoc.com/
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