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OpenArena Contributions => Maps => Topic started by: dmn_clown on February 08, 2007, 07:56:25 PM



Title: Quake 1 Map Sources
Post by: dmn_clown on February 08, 2007, 07:56:25 PM
Because it's on the road map and no one has posted a link to the sources.

http://www.mediamax.com/theromero/Hosted/quake/

Original Quake 1 map sources ready to be converted and used in game.


Title: Re: Quake 1 Map Sources
Post by: DeathByGuitar on February 11, 2007, 03:09:49 PM
has anyone begun working on these yet? i'm anxious to see what these maps will look like in the quake 3 engine


Title: Re: Quake 1 Map Sources
Post by: dmn_clown on February 11, 2007, 03:47:16 PM
They'd look about the same as dm4ish and dm6ish, though with different textures.  Blocky and angular.


Title: Re: Quake 1 Map Sources
Post by: fromhell on February 11, 2007, 04:09:40 PM
-scale 1.13 would probably work well while compiling these with q3map2


Title: Re: Quake 1 Map Sources
Post by: DeathByGuitar on February 11, 2007, 04:47:19 PM
dm4ish and dm6ish are very nice, but i'd much rather have the updated official maps. i came to this conclusion after playing Valve's Death Match Classic today for a little while. Just gave me this wonderfull, nostalgic feeling, while at the same time, the graphics and everything were noticably improved.

just a suggestion, dmn_clown, if you're working on remaking any of the maps, could you make them a bit darker than dm4ish and dm6ish? those maps were well done, but the lighting isn't nearly as moody as the original.


Title: Re: Quake 1 Map Sources
Post by: dmn_clown on February 12, 2007, 04:01:45 AM
-scale 1.13 would probably work well while compiling these with q3map2

So would adding a few more lights...

just a suggestion, dmn_clown, if you're working on remaking any of the maps, could you make them a bit darker than dm4ish and dm6ish? those maps were well done, but the lighting isn't nearly as moody as the original.

That would make it too easy on certain campers.


Title: Re: Quake 1 Map Sources
Post by: DeathByGuitar on February 12, 2007, 08:24:12 AM
i doubt it. i've played the original maps extensively, and the darkness doesn't really help anyone camp. certain spots could, but it doesn't really have to do with the lighting from my experience. if it worked fine in the original quake, why wouldn't it work here? it wouldn't have to be as dark as lets say Doom 3, but it'd be nice to have a darker, more erie mood to the maps that the originals had


Title: Re: Quake 1 Map Sources
Post by: fromhell on February 12, 2007, 02:59:39 PM
I think a torch mapmodel would be needed actually


Title: Re: Quake 1 Map Sources
Post by: ratix on February 12, 2007, 03:26:49 PM
I'm looking forward to playing these with quake3 physics :)


Title: Re: Quake 1 Map Sources
Post by: DeathByGuitar on February 12, 2007, 08:09:46 PM
i was thinking allong the lines of this...

this is DM6 from Valve's DeathMatch Classic, using a much older engine, so I'm sure it could look like this easily in OA. The lighting really isnt that complicated, and this map is damn near impossible to camp in. it's almost identical to the original, if not compiled from the same source. granted they redid the textures and lighting, but yeah...



Title: Re: Quake 1 Map Sources
Post by: fromhell on February 12, 2007, 09:22:22 PM
deathmatch classic is ugly though :(


Title: Re: Quake 1 Map Sources
Post by: dmn_clown on February 12, 2007, 10:02:12 PM
Frankly, I am not impressed with that lighting.  Though if you want to re-create it you could just add an ambient of 25-50 to the world_spawn entity, remove all of the light sources, compile, and then play what is essentially a poorly lit map.


Title: Re: Quake 1 Map Sources
Post by: dmn_clown on February 13, 2007, 09:35:19 AM
- rendition of dm1 (Note: you need to run svn rev 180 or higher to play the map)


Title: Re: Quake 1 Map Sources
Post by: DeathByGuitar on February 13, 2007, 08:02:22 PM
how do i run that map in oa? do i have to compile it into a pak3 or something?

and am i the only person that likes the dark, gothic lighting style of the original quake? perhaps you guys are misunderstanding my point.


I think that lighting like in Kaos would be pefect for the Quake maps. That's more what I was going for. Not for certain lighting techniques or anything, just a certain dark feel....



Title: Re: Quake 1 Map Sources
Post by: ratix on February 14, 2007, 09:43:18 AM
how do i run that map in oa? do i have to compile it into a pak3 or something?
put it in ~/.openarena/baseoa/maps, start openarena, bring down the console and type "\sv_pure 0" and "\devmap oa_dm1"


Title: Re: Quake 1 Map Sources
Post by: DeathByGuitar on February 14, 2007, 02:15:24 PM
the torches are a nice touch....


Title: Re: Quake 1 Map Sources
Post by: dmn_clown on February 24, 2007, 05:46:04 PM
- oa_dm6.bsp

(You need to be running rev 185 to play the map without missing textures, would make a pretty good tourney map as it is small enough)


Title: Re: Quake 1 Map Sources
Post by: dmn_clown on February 24, 2007, 05:55:48 PM
- oa_dm6.aas
- oa_dm6.map
- diff file from iD's dm6 to ours (Extract the diff into the same directory as iD's dm6.map then
Code:
patch -p1 <dm6.diff


Title: Re: Quake 1 Map Sources
Post by: dmn_clown on February 24, 2007, 06:36:47 PM
-oa_dm5.bsp
-oa_dm5.aas
-oa_dm5.map
-dm5.diff (Same deal as the dm6.diff)

needs shinymetaldoor.jpg


Title: Re: Quake 1 Map Sources
Post by: fromhell on February 24, 2007, 06:38:56 PM
Nice
/me edits the wikia roadmap

cistern may be a bit too bright underwater and has some zfighting in places, and scale is a bit small and also there's no megahealth in "the big door room"


Title: Re: Quake 1 Map Sources
Post by: dmn_clown on February 24, 2007, 08:15:53 PM
heh There is z-fighting in all of those maps (The biggest PITA to fix), can you take a screen shot of the general area where you notice it?  It'd make it easier to find and fix.


Title: Re: Quake 1 Map Sources
Post by: fromhell on February 24, 2007, 08:17:49 PM
it's usually noticable near the ceiling among the water enterance. Also it's hard to walk up the stairs in the water


Title: Re: Quake 1 Map Sources
Post by: dmn_clown on February 24, 2007, 09:24:54 PM
I know about the stairs thing, just not sure about how to fix it so you don't have to jump to get out of the water.  The bots also seem to get stuck at the door.  They'll try to enter the door for a few seconds, then go for the button... then develop a case of ADD and go after the railgun.

I think I'll just delete a few of the light entities underwater.


Title: Re: Quake 1 Map Sources
Post by: dmn_clown on February 25, 2007, 02:52:03 PM
- dm5 z-fighting fix (I think I got it all)
- bots actually enter the door room
- it is a little easier to exit the water now
- I didn't scale the lights just removed -fast and added two more radiosity bounces (2.3 hours to compile... good time to find bugs in the map LOL!)


Title: Re: Quake 1 Map Sources
Post by: dmn_clown on March 02, 2007, 12:29:18 AM
- fixed a brush on a support that was being split by q3map2 (Also decreased the bsp size)
- updated arenas.txt


Title: Re: Quake 1 Map Sources
Post by: dmn_clown on March 06, 2007, 06:23:55 AM
- The rest of the q1 maps converted to the q3.map format.


Title: Re: Quake 1 Map Sources
Post by: sago007 on May 08, 2007, 11:29:40 AM
I think the water in dm5 should be easier to exit.

I have tried a small modification with clip that makes extremely easy. If you want to keep it hard for humans to make it more dangerous to get the damage multiplier at least consider using botclip (that I don't think the current SVN version supports), so the bots don't keep getting stock.

My idea is attached. Had to change the water shader as I had problem with 'shader not found'.

EDIT: I didn't see that the rest of the Q1 maps was already posted in q3 format. I might look at them.


Title: Re: Quake 1 Map Sources
Post by: dmn_clown on May 08, 2007, 04:17:04 PM
for that shader (liquids/clear_calm1) you need to use the svn version, not 0.6. botclip is also available in the svn.

Thanks for the feedback on dm5, though. 



Title: Re: Quake 1 Map Sources
Post by: sago007 on May 08, 2007, 04:59:50 PM
for that shader (liquids/clear_calm1) you need to use the svn version, not 0.6. botclip is also available in the svn.

Problem found
I was using an old shaderlist


Title: Re: Quake 1 Map Sources
Post by: fromhell on May 16, 2007, 05:49:16 PM
dm2 looks alot better now btw. lighting is perfect :D


Title: Re: Quake 1 Map Sources
Post by: dmn_clown on May 17, 2007, 12:21:38 PM
Cool :)


Title: Re: Quake 1 Map Sources
Post by: WickedBurn on May 21, 2007, 06:28:56 PM
How do I add maps to my game? Do I put it in the "baseoa" folder?


Title: Re: Quake 1 Map Sources
Post by: Kojiro_S on May 21, 2007, 07:00:40 PM
Yep, and they have to be in their PK3 format.
They might not show in the map list though, so you'll have to enter a command to select them if they don't appear (/map *TAB*).


Title: Re: Quake 1 Map Sources
Post by: WickedBurn on May 22, 2007, 02:48:16 AM
So far, whenever I download a map, i get an AAS, MAP and ARENA file, then a picture of the map. Then a file that says COPYING and o\another that says Readme. WHere in hell are these pk3 files?????????


Title: Re: Quake 1 Map Sources
Post by: Kojiro_S on May 22, 2007, 09:33:31 PM
If you are seeing those, then you are INSIDE the pk3 :P


Title: Re: Quake 1 Map Sources
Post by: Neon_Knight on January 23, 2012, 11:18:06 AM
Threadjack. :P

The current sources won't work with NetRadiant nor GTKR 1.5. BUT I've managed to turn all the sources into openable .map files. At least for NetRadiant, which supports 1.4 filetype.
I'll be uploading a texturized oa_e1m5 later. (It's just a test, I'm not going to submitting it)

http://www.onykage.com/files/armageddonman/dev/q1sources-netradiant.zip

Here's what I did:
- Open the map in QuArK, save it as qkm, and then resave it as .map.
- Open the resultant .map file from above in GTKRadiant 1.4, and resave it as .map.