 Inside A Creature's Organ Systems...
#1 posted by Scragbait [65.92.10.142] on 2003/10/08 17:26:11
Okay, this was done in System Shock 2 (quite nicely) and Unreal 2 as well but it is a freaky and neat setting. Requires excellent use of ambient sounds.
It would probably be best made using a game engine that has an editor that works well with organic geometry. Modelling such a realm in Q1 would be torture.
 Tssk
#2 posted by wrath [217.208.211.121] on 2003/10/08 18:17:34
curved surfaces! wow, let's make a colonic mod, set in the bowels of a ww2 soldier! and let's make it realistic!
 Underwater Base
#3 posted by DaZ [212.159.60.58] on 2003/10/08 18:53:49
seems fucking obvious, but I dont re-call any good underwater base maps for Quake.
Tell me if Im missing one tho :)
 Wrath
#4 posted by nitin [128.250.217.185] on 2003/10/08 20:28:16
LOL, make sure it's filled with one shot kill hitscan enemies around every artery though.
 Problem With Under-water Base In Q1..
#5 posted by . [172.156.26.92] on 2003/10/09 02:02:58
There's no glass. And I know you can slip in an invisible brush to block you from swimming when you're not supposed to.. but it still looks like water mysteriously sitting there.
 Underwater..
#6 posted by Tronyn [24.78.146.107] on 2003/10/09 02:29:25
at one point kell and I were discussing this, for either quake or HL, a map set in underwater ruins where most of it is swimming/exploration and fighting swimming enemies, and though you get biosuits part of the gameplay is making it from air pocket to air pocket (think e1m4).
wrath: that was amusing
 Teh Base...
#7 posted by Shambler [82.38.192.183] on 2003/10/09 03:44:45
The start/intro the the final Daikatana levels looked very cool in that way. Unfortunately the levels themselves totally sucked ww2 soldier's rancid colon.
Transparency....isn't there anyway to h4x0r this up?
 Err... Probably Wrong But...
#8 posted by distrans [203.36.15.125] on 2003/10/09 04:08:20
Two invisible brushes with an enclosed "empty" space in between them?
 Wrong!
#9 posted by Shambler [82.38.192.183] on 2003/10/09 04:16:36
Wouldn't both the brushes and the empty space be completely transparent? You need some visual effect there.
 Pretty Sure It Can't Be Done In Regular Quake
#10 posted by starbuck [82.33.88.105] on 2003/10/09 05:57:24
tomazquake lets you set transparency of brushes though.
the best i think you could do would be to use the old QuakeLab style glass, as seen on
http://www.planetquake.com/quakela...
it clips you and stops weapons fire, but you can see through it. Its really not so bad when its used in something that looks like a small window (with bars and frame detail). Alternatively, maybe something could be done with particle fields, i dunno
 Yeah
#11 posted by wrath [217.208.211.121] on 2003/10/09 07:07:39
a force field thingy around the window frame or some shit like that. could probably be done with a texture.
 Og, I Forgot
#12 posted by wrath [217.208.211.121] on 2003/10/09 07:09:34
can i count on that as my annual on topic relevant contribution, and in doing so - continue to be a complete asshole for another year?
 I Think..
#13 posted by . [172.169.155.233] on 2003/10/09 07:20:02
You could just put up a brush that has the same water texture, only animated and with a glass layer painted over it... which would work, since you can't see through.. well, you can see through water if you have it patched.. eh..
#14 posted by Scampie [216.220.241.97] on 2003/10/09 09:15:20
layout based on the bodies blood flow
 If I Remember Correctly
#15 posted by starbuck [82.33.88.105] on 2003/10/09 09:25:30
one (maybe more) of czg's abandoned maps had a pseudo transparancy effect... might have been one of the doom textured ones. It was slightly flickery, made me think it was being triggered repeatedly very fast
 Wrath:
#16 posted by Shambler [82.38.192.183] on 2003/10/09 10:33:23
You're exempt from having to contribut a relevant post. Just be an asshole okay =)
 Shamb
#17 posted by wrath [217.208.211.121] on 2003/10/09 10:40:47
To christ - a cross, to me - a tazer, a shotgun, a pitchfork, high voltage over tcp/ip technology and my own death-ray orbital platform.
x o x o x
 Just...
#18 posted by metlslime [64.124.188.211] on 2003/10/09 13:14:12
don't use glass.
 Metl...
#19 posted by Gom Jabbar [217.80.195.36] on 2003/10/09 13:29:23
for president.
 Glass Transparency Problems
#20 posted by DaZ [212.159.60.58] on 2003/10/09 15:05:49
you cant seriously belive that no mapper has tried making an underwater base level just because he cant make good glass? That sucks! :D
 Btw:
#21 posted by scampie [216.220.241.97] on 2003/10/09 16:27:06
glass over water is easy to hack into a map for glquake. tell people to turn on transparent water, vis the map for transparency, and use a flat light blue/white colored texture named '*myglass' or something like it on a skinny brush that's over the water. only problem with this is that you'd still need the 'glass' trick starbuck mentioned if you wanted it to be solid.
 Er...
#22 posted by scampie [216.220.241.97] on 2003/10/09 16:31:00
if you don't get my explanation, what I mean is the make a flat colored liquid texture. then it doesn't 'wave', and a light color like blue can make it appear really nice. you'd probabally need some experimentation to get it right.
 Scumpie...
#23 posted by Shambler [82.38.192.183] on 2003/10/09 17:03:30
...yah that's what I was thinking of, but don't you need to have r_wateralpha 0.2 or something that low for it to work??
 Scampie:
#24 posted by metlslime [64.124.188.211] on 2003/10/09 17:29:50
except that the *myglass would be all warpy...
I'd suggest making a sprite that uses SPR_ORIENTED as its orientation, and is basically transparent except for some white diagonal streaks. It would look cartoony, but at least people would know it was glass, and it would work in all engines (but requires a new progs.dat, of course)
 Metlslime:
#25 posted by Scampie [66.231.198.213] on 2003/10/09 17:39:21
that's why you use a flat, single colored texture.
 Scampie:
#26 posted by metlslime [64.124.188.211] on 2003/10/09 17:51:14
okay, i think that would work.
 And...
#27 posted by Shambler [82.38.192.183] on 2003/10/10 04:33:32
...answer my Q plx.
 Shambler:
#28 posted by Scampie [216.220.241.97] on 2003/10/10 08:16:32
not really sure. like I said, some experimentation would be needed. I would think with a light color, or something close to the water color, you'd suggest the glass well enough for anyone to know it's glass.
 Hm!
#29 posted by MisYu [213.76.244.129] on 2003/10/11 12:10:08
I've always wanted to make a map called "Stones 'n' bones" with lots of boneish, skullish, skeletonish architecture, but hey, I suck, n0 skill etc. so I abandoned the idea.
Besides, probably no monster would fit such a map well, because all of them except fiend and enforcer suck =)
On the other hand, I could fill my post just with "I've always wanted to make a map" ;)
 METL!
#30 posted by MisYu [213.76.244.129] on 2003/10/11 12:27:37
You do that progs.dat, kthx :E
 METL!
#31 posted by MisYu [213.76.244.129] on 2003/10/11 12:47:13
You do that progs.dat, kthx :E
 Equilibrium
#32 posted by DaZ [212.159.60.58] on 2003/10/11 18:01:35
this film has some awesome bold blocky architecture for the buildings in the city, it looks a lot like German ww2 military buildings and gave me great inspiration for mappage.
The film is ok as well, but watch it for mapping ideas! :)
 No!
#33 posted by nitin [203.45.40.182] on 2003/10/11 23:26:31
watch it for the cool fight scenes and how christian bale is aping Keanu but still comes out with a better performance.
BTW, I thought the architecture in the film was highly influenced by Metropolis.
 Making An Underwater Base...
#34 posted by tron [203.219.188.213] on 2003/10/14 01:38:48
Just gathering inspiration to work on something new and quakish since the urge is hitting me. I thought about an underwater base once but never did it, in good part because it is hard making windows out into the ocean.
I think I might have the solution.
The reason the water textures have all those curves on and stuff is because it is the best quake could come to what moving water looks like from above right?
Well then, what does water look like if you were deep underwater looking out through a window?
That's right, deep blue (or possibly black depending on how deep you are)
Just make an invisible brush to act as the "glass", then outside the window build a largish enclosed space, textured with a dark blue colour.
Stick a few boxes looking like bubbles moving around on func_trains, and maybe even a couple of slow moving fish and there you have it, a quake-tastic underwater environment.
I actually think this would be an okay challenge...might have to give it a try. :)
 Go For It Dude!!
#35 posted by Shambler [82.38.192.183] on 2003/10/14 06:36:26
SM55 - underwater base speedmapping. Or something.
 Tron
#36 posted by Wazat [144.38.206.221] on 2003/10/14 10:11:13
Great idea.
If it will help, you can also give brushes an "alpha" value to make them transparent, which can help a ton. It only works in the new engines that support alpha, but the effect may be worth-while. Also, colored lighting - when used sparingly - can be very helpful, too. A slightly blue tinted light drifting from the windows could definately add to the theme.
Good luck, sounds very interesting.
 A Bleh
#37 posted by Vigil [193.229.6.165] on 2003/10/14 11:42:05
New engines definitely help here, for somebody's already made a skybox that's set underwater.
 Speaking Of New Engines...
#38 posted by metlslime [64.124.188.211] on 2003/10/14 13:09:09
try quake3.
 Sm55:
#39 posted by Scampie [216.220.241.97] on 2003/10/14 13:23:03
will be horror/halloween themed. sm54 will be whatever starbuck wants.
 Example Of Underwater Bases
#40 posted by Scragbait [65.93.172.246] on 2003/10/14 16:54:45
Deus-Ex had a cool underwater base mission. If was very well done and captured that sense of inky blackness of the deep cold sea.
There's also an underwater episode called Zero Black for Unreal made my EddX which can be found at UnrealSP.org.
UT had another underwater base map in the Assualt section.
I can't remember how these maps handles the glass look. BTW, the coolest glass effect I've seen is in Unreal 2.
 ...and
#41 posted by MisYu [213.76.244.129] on 2003/10/14 17:19:08
of course Enclave had one underwater map with cool ambient sounds and details.
 UT's Underwater Infiltration Map...
#42 posted by Wazat [144.38.206.103] on 2003/10/14 18:52:22
...didn't have much in the way of ambience (lighting or sound), but I did like the idea of the layout, and the way players must swim down to it.
 Underwater Base
#43 posted by cyBeAr [213.65.179.30] on 2003/10/15 09:12:30
Preacher came around in #tf some time ago (a year or so?) and had a link for an old unfinished underwater base q2sp...
 Hmm
#44 posted by nonentity [144.32.128.132] on 2003/10/15 12:00:21
The problem with using a plain water texture and glquake is that although it makes glass (it was my initial reaction too), you then have the water behind it at the same alpha, which would look weird (I figure, haven't actually tried it).
On newer engines, what metlslime said :)
Basically, if I want to use a new engine to get new effects, I may as well map for some shiny new game.
Oh, and wrath; high voltage over tcp/ip technology
I'm glad someone else wants that :)
 Underwater Base
#45 posted by inertia [24.164.72.100] on 2003/10/25 23:06:06
I want to make a map themed around those LEGO sets that came out about 3-5 years ago, the ones with submarines and underwater bases and big scientific research domes and and...
I LOVE legos.
 Q1 Fishbowl
#46 posted by MadFox [212.204.134.20] on 2003/11/03 20:28:51
Made a func_door as a shape of a dome upside down into water. When the door lowers, the monster_fish appears transported, and surpri-ses the player.
But when the funny thing rises, the fishes dwell dry like drunken eels on a dish!
Sadly can only transport them once.
#47 posted by Kell [82.41.49.31] on 2003/11/03 20:38:31
 Could I Lend Your Map?
#48 posted by MadFox [212.204.134.20] on 2003/11/03 23:34:16
Finished two Quake1 maps this Haloween. The one with that fishbowl: KillingJoke and another one: LevelMorpher.
I have morphed two levels over eachother, ie
parts of e1m2 with parts of Ludovic Textier's
level: The EldenCross.
I did this after I had builed the levels myself, so I doesn't feel as stealing.
I asked myself, how to contact him, so I could
ask his opinion. Or anyone elses.
Afterall it is the level of someone elses, as e1m2 is.
 This Always Was The Mapping Ideas Thread
#49 posted by Shambler [82.38.192.39] on 2007/02/14 11:34:16
HAH!
 Curved Crate, Eh?
#50 posted by negke [82.82.191.180] on 2007/02/14 11:49:29
hmm...
 Out With The Old, In With The New
#51 posted by metlslime [204.15.3.5] on 2007/02/14 20:43:07
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