What are you working on?
What are you working on?
The title says it all.
Are there still Quake 3 maps being made by this community?
Tell us or show us!
Are there still Quake 3 maps being made by this community?
Tell us or show us!
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
Re: What are you working on?
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.
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.
Re: What are you working on?
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.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.
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?
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
Re: What are you working on?
*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.
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.
Re: What are you working on?
Dan kunnen we elkaar blijkbaar de hand schuddenEraser 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.
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.
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
Re: What are you working on?
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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Re: What are you working on?
That looks cool. Is it an add on map for The Dark Mod?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:-
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
Re: What are you working on?
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.
https://www.violationentertainment.com/ ... 190714.mp4
It actually was using idTech4 at one point, then Ogre, but likely will just go with Unreal finally.
Re: What are you working on?
I love Radiant too. Nowadays I'm trying to learn Trenchbroom now. It doesn't support patches, but the brush manipulation features are insane.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.
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
Re: What are you working on?
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
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
Re: What are you working on?
What level is that?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.
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
Re: What are you working on?
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.
Re: What are you working on?
Wow, you're still here! Good to see. Are you keeping your daily doses of Quake 3 up?v1l3 wrote:
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
Re: What are you working on?
Absolutely! I'm here practically every day checking to see what people are working on...even if we go for several months.Infernis wrote:Wow, you're still here! Good to see. Are you keeping your daily doses of Quake 3 up?
Re: What are you working on?
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.
Re: What are you working on?
I think the only issue is that there's really no enemies except the bots and spiders, or am I wrong here?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.
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
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
Re: What are you working on?
That old japanese level I've been on with since 2015 now.Infernis wrote:What level is that?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.
As long as it's released one day! =Dv1l3 wrote::DHipshot 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.
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
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
Re: What are you working on?
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.Hipshot wrote:I think the only issue is that there's really no enemies except the bots and spiders, or am I wrong here?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.
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+
There's a bunch of other models I've used in my latest EntityPlus map as well.
Re: What are you working on?
I don't know why exactly, but it felt good reading that. Keep loving Quake 3!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 remember it, but only vaguely. Where can I find more information and the necessary files? **I just saw the thread, silly me**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 see you haven't given up on your idea(s) yet, excellent!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 think I remember a screenshot with a blossom tree is that right?Hipshot wrote:That old japanese level I've been on with since 2015 now.
So there's no additional AI right? The models just behave like the bots do?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.
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
Re: What are you working on?
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.
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.
Re: What are you working on?
Can you also add dialog with the NPC like bots or is that a bridge too far?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.
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
Re: What are you working on?
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)
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)
Re: What are you working on?
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:
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.
- "On my way"
- "What do you mean?"
- "Something else you may want?"
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.
Re: What are you working on?
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.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)
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
Re: What are you working on?
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?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.
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/