my adventure in sp mapping on q3

Discussion for Level editing, modeling, programming, or any of the other technical aspects of Quake
Post Reply
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
Contact:

my adventure in sp mapping on q3

Post by fKd »

ok so im gonna try out a sp mapping online diary thing here. ill try post as much of the process as possible. might be interesting... might not be.


DAY 1
so any way. with the ent + mod being built here (great work so far boys), now i can make a sp map you know me, sci-fi is the overall aesthetic. thinking 7 maps ish. something like...

-space ship

-spacedock/town (ghost town. you travel to the mag train station and catch a ride)

-approaching the base/travel section. (outdoors, maybe do a like a mag train hl introesk bit... )

-base/military complex (standard stuff, small outpost force, so not giant or anything, maybe one large structure and a series of modular pod type habitat capsules. few tanks, air units etc, private space port maybe...)

-reactor/standard grade nuclear facility (get the fucker going. big, industrial fuck off machines etc!)

-atmospheric converters (reset bla bla bla also massive construction... set in a crater or something...)

-final mission

something like that. so its gonna be like an adventure mystery game.
1, solve what happened on the planet.
2, restore core systems for the return of colonists. (reactor & atmospheric converters)
3, kill a bunch of shit along the way

ok, so... time to go look for some inspiration. feel free to add any ideas etc. this was all just off the top of my head. nothing is set in stone right now idea wise. gonna have to make a lot of puzzles etc... should be a challenge. but hell, i like a good challenge so here goes.
User avatar
Eraser
Posts: 19177
Joined: Fri Dec 01, 2000 8:00 am

Re: my adventure in sp mapping on q3

Post by Eraser »

Good going man :) If you can give feedback on what you need or feel that's really missing from the mod, let me know. I'll do my best to implement something that suits your needs.

What would be a really cool idea is to have a mission where you have to go into an area where life support has failed, gravity is low, lights are dimmed and there's a bit of a foggy haze throughout the area. You have to turn on life support. Once that's on, gravity is restored, lights turn back on and the fog is gone. You could load a new map when life support is turned on which in design is the same as the previous map but with brighter lighting etc.
Plan B
Posts: 3599
Joined: Thu Jan 11, 2001 8:00 am

Re: my adventure in sp mapping on q3

Post by Plan B »

fKd wrote:might be interesting... might not be
Definitely interesting, curious how you'll fare fkd.

Been following eraser's thread and I'm pretty psyched about the whole thing. Good to see a lot of people are jumping onto it.
This seems to be quite literally a game changer.

MP maps these days get checked for a bit and then disappear into oblivion.
I think when you now start developing SP, it will get a lot more attention and play time.
fKd
Posts: 2478
Joined: Sat Jun 03, 2006 2:54 am
Location: Wellington
Contact:

Re: my adventure in sp mapping on q3

Post by fKd »

rez, yes.... very soon! :D
AEon
Posts: 1816
Joined: Sun Apr 20, 2003 7:00 am

Re: my adventure in sp mapping on q3

Post by AEon »

I would suggest you look though your maps, and those not quite done, to revamp the content there. It makes sense to reuse good content, and not reinventing everything. We are not the game industry that *has* to recreate everything from scratch for every game, or they get bashed.

Your CTF map for the competition would fit, and IIRC several of your earlier maps would pretty much fit as well. You would have to change them of course to make sense in SP, add doors that need keys and the like. But why not use the beautiful content for SP as well.

And different texture sets across the maps would not really be much of an issue either... think Quake... the base levels have little to nothing to do with the rest of the mission maps. If id could, you can too :cool:
Post Reply