I've been looking at this pic at the QuaketheWall site for years, and I have never been able to find this damn map...and I have ALOT of maps. Anyone know where I can get it? ..or what it's from?
I'm sure it's a picture from an early preview of Quake 3, although I'm not having any luck finding it online. That area was never actually released as a map, and I'm dubious that it was ever leaked either.
I remember this. Hipshot and Johnny Law are both correct. This was from a magazine preview article about Quake 3. Can't remember the exact magazine, but I do remember there was a quote from Carmack about how he created bezier curved surfaces for the game, and had to go back and rework them because the level designers were doing artistic things with patches that they weren't exactly designed for.
Hiho. Reports of my death have been greatly exaggerated.
Foo's thread there is pretty cool. I was a little surprised that this picture wasn't already there.
It's interesting to see how those early shots differ from what was eventually released. Probably most of that difference is just your usual development-churn, but I also had a random thought just now wondering how much of that was affected by the pre-release departure of Brandon "everything should be super-gothic" James.
AEon wrote:Anthem,
it was interesting to see how much id actually worked and re-worked their maps to give them that "final" polish.
Indeed. That's what I love about seeing WIP shots in peoples' mapping threads. Not only is it great to see mappers' inspiration, but to see their progress as they bring their inspirations to reality... It's one of the most brilliant things about fabricating something you design.
It would be cool if they released those maps that weren't included in the Official Q3A. Kind of like how Fred Nilsson released Almost Lost(pro-q3tourney7) where it was gonna be used, but didn't. Who the hell do I write to about that?
I have the Dreamcast maps full version, that has dc_ss maps included..minded that they have a HOM effect on their sky. =/ I have played the hell out of dc_ss402 , dc_ss405, dc_ss406, and the ctf dc_ss408. I started Q3 on the Dreamcast actually....long live dc_map07!
Seeing these old shots always makes me really nostalgic. I loved the "Quake One" look, updated with curves and glowing lights. I so wanted Quake 3 to look like that. Ah well, great game either way.
I'm guessing the reworking was done before q3test was released, therefore the map would not be included in the q3test. We'd need someone from id Software to browse their backup archives for the original version of this map.
On the subject of "lost" id maps... my guess would be that those shots / maps are pretty much in the state that our own alpha shots / maps are in. A few pretty cool rooms, unconnected, no real gameplay, basically tests. If you wanted to turn them into a map, you'd have to do some serious mapping to get there.
I am pretty sure id had bot-unplayable maps done, with really nifty ideas, only to find out that their "final" bot code would never be able to take advantage of those layouts. E.g. a simple jump over a ledge gap is already too much for them. And wanting to get the game out, they had to kill tons of stuff from their maps.
Though it might be fun to have 10 or so fragments available, to then "collage" them into a working map... keeping those special visuals / designs... though this may turn out totally inconsistent map. Then again, if we *really* wanted those maps, it should not be too hard to rebuild them from the screenshots (at least what you can see on them)... has not been done "much?", AFAICT though.
There was a renderer around a while back that was making Q3 maps look like that shot. I can't remember what it was called, but you could run Q3 maps through it and produce that bloom effect. That's what I thought the scan was. Might have been Q3 ray-traced....hmm, getting old and befuddled...
dONKEY wrote:There was a renderer around a while back that was making Q3 maps look like that shot. I can't remember what it was called, but you could run Q3 maps through it and produce that bloom effect. That's what I thought the scan was. Might have been Q3 ray-traced....hmm, getting old and befuddled...
I dunno. I think you can do this already with the quake 3 engine. Fog (vertical, brush), lens flares (entity brush), and a fog for distance.
A good portion of the original Quake 3 maps were deleted by accident I believe. supposedly as a result most of the original hell maps were lost forever.