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Author Topic: Quake 1 Map Sources  (Read 29065 times)
dmn_clown
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« 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.
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DeathByGuitar
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« Reply #1 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
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dmn_clown
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« Reply #2 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.
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fromhell
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« Reply #3 on: February 11, 2007, 04:09:40 PM »

-scale 1.13 would probably work well while compiling these with q3map2
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DeathByGuitar
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« Reply #4 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.
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dmn_clown
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« Reply #5 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.
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DeathByGuitar
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« Reply #6 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
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fromhell
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« Reply #7 on: February 12, 2007, 02:59:39 PM »

I think a torch mapmodel would be needed actually
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« Reply #8 on: February 12, 2007, 03:26:49 PM »

I'm looking forward to playing these with quake3 physics Smiley
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DeathByGuitar
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« Reply #9 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...

« Last Edit: February 12, 2007, 08:14:48 PM by DeathByGuitar » Logged
fromhell
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« Reply #10 on: February 12, 2007, 09:22:22 PM »

deathmatch classic is ugly though Sad
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dmn_clown
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« Reply #11 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.
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dmn_clown
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« Reply #12 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)
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DeathByGuitar
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« Reply #13 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....

« Last Edit: February 14, 2007, 11:19:35 AM by DeathByGuitar » Logged
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« Reply #14 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"
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DeathByGuitar
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« Reply #15 on: February 14, 2007, 02:15:24 PM »

the torches are a nice touch....
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dmn_clown
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« Reply #16 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)
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dmn_clown
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« Reply #17 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
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dmn_clown
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« Reply #18 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
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fromhell
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« Reply #19 on: February 24, 2007, 06:38:56 PM »

Nice
* leileilol 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"
« Last Edit: February 24, 2007, 07:01:56 PM by leileilol » Logged

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« Reply #20 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.
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fromhell
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« Reply #21 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
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asking when OA3 will be done won't get OA3 done.
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dmn_clown
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« Reply #22 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.
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dmn_clown
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« Reply #23 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!)
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dmn_clown
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« Reply #24 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
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