Simple Maps Q3-Geoball

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
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Landix
Posts: 123
Joined: Wed Feb 28, 2007 5:57 pm

Simple Maps Q3-Geoball

Post by Landix »

We need some simple maps where some beginners can play around with!

like the chapter 4l1, chapter 1l1 and chapter 1l2

we need some of these maps to hold the game in the minds from the people.

It should not be a problem to do that fast!?
Also build checkpoints and the timer in, plz!!!

Next Weekend ready? We have so much mappers it must be possible to do that!!! so fire up your GTK's!

You earn much "HONOR" :)

http://www.q3geoball.quakeit.de
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Survivor
Posts: 4202
Joined: Fri Dec 27, 2002 8:00 am

Re: Simple Maps Q3-Geoball

Post by Survivor »

That mod of yours is really shaping up. But what do you mean by chapters, and what is the data needed to correctly insert the checkpoints and timer. Make it a bit clearer :).
dichtfux
Posts: 571
Joined: Thu Feb 02, 2006 10:51 pm

Re: Simple Maps Q3-Geoball

Post by dichtfux »

They are organizing the maps in small groups (campaign sounds a bit exaggerated) with a common theme (i.e. swamp, space, desert,...). The groups of maps are called chapters.

Like the episodes in Doom, Doom II and Quake 1.
[color=#FFFFFF][url=http://maps.rcmd.org]my FPS maps[/url][/color]
pjw
Posts: 860
Joined: Sun May 07, 2000 7:00 am

Re: Simple Maps Q3-Geoball

Post by pjw »

Okay, I finally got a chance tonight to check this out, and this is pretty damn fun! :) It has a nice clean look to it too.

I can't promise you anything by this weekend, but I might try messing around and making a map for this sometime over the next couple of weeks.
Survivor wrote:what is the data needed to correctly insert the checkpoints and timer. Make it a bit clearer :).
Looks like there's a "for_mappers_to_entities_def.txt" in the .pk3 that you just c'n'p' to your radiant def, and there's a couple of sample .maps included as well. I haven't looked yet, but I'm assuming it's not too complicated.

But, yeah, the first post (and the first post in the last couple of threads he made) could have provided a bit more detail to get people started...

Anyone who's even vaguely interested in Q3-meets-Marble Madness should check it out.
Landix
Posts: 123
Joined: Wed Feb 28, 2007 5:57 pm

Re: Simple Maps Q3-Geoball

Post by Landix »

It is not hard, the def file is included:

Code: Select all

/*QUAKED target_timer_start (1 0 0) (-8 -8 -Cool (8 8 Cool
Timer Start
*/

//=============================================================================

/*QUAKED target_timer_end (1 0 0) (-8 -8 -Cool (8 8 Cool
Timer End
-------- KEYS --------
count: optional count to give a sequence of checkpoints to pass before end
*/

//=============================================================================

/*QUAKED target_timer_check (1 0 0) (-8 -8 -Cool (8 8 Cool
Timer Checkpoint with optional timer reset
-------- KEYS --------
count: optional count to give a sequence of checkpoints
*/

/*QUAKED target_level_end (1 0 0) (-16 -16 -24) (16 16 32)
when triggered, the level ends
"message" use to set the name of the next level
*/

/*QUAKED func_breakglass (0 .5 .8) ?
Used to break glass
-------- KEYS --------
health: the objects health ~25-80 for glass
*/
I mean with simple maps! Do not make chapters, we want some freelancer maps. Like concrete!
A Video is here:
http://www.q3geoball.quakeit.de/?q=node/9

The timer should be in, so the people can check there times. and the checkpoints are against cheating :)

When possible use your own textures, we make a standalone, and when the maps are in the final version included, they must
be clear from copyright stuff.

It would be nice, when we see some maps for beginners.

Thx for help

P.S.
When you want to make a chapter!? Contact us, we accept any offer :)
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