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Maps & Textures
2008-11-03, 12:32
Member
21 posts

Registered:
Aug 2007
I know nothing about mapping yet, but would it be time-consuming to make dmm4 maps of all the seperate rooms on dm3, e1m2 and dm2?
2008-11-03, 12:39
Member
705 posts

Registered:
Feb 2006
give a pm to tiddles or any of the mappers
2008-11-03, 12:55
Member
21 posts

Registered:
Aug 2007
I have seen replicas of pent, dm2 bigroom and dm3hill. But has there been made a dmm4map of rooms like dm3 sng, dm3 sngspawn, dm2tele, water, low, quad, path, and so on?

If that has already been done, then I apalogise for not doing necessary research.
2008-11-03, 13:10
Member
1102 posts

Registered:
Jan 2006
It should be trivial work. Might be more easy if you could somehow show what exactly the boundaries should be (for example painted on screenshots).
2008-11-04, 04:01
Member
252 posts

Registered:
Dec 2006
if someone is going to do this, please make the boundaries invisible walls that projectiles can go through but players can't. dm6 ga and ra, and dm4 ra/ya would be good imo.
'on 120 ping i have beaten mortuary dirtbox and reload' (tm) mz adrenalin
'i watched sting once very boring and not good at all' (tm) mz adrenalin
[i]'i shoulda won all
2008-11-04, 09:27
News Writer
283 posts

Registered:
Jan 2007
DM3 sng spawn room dmm4 would be super boring! Good idea though, for the actual rooms - would make for some good training to battle loads in each arena.
2008-11-04, 10:09
Member
1102 posts

Registered:
Jan 2006
That took about 10 minutes:
http://www.quaddicted.com/stuff/dm6dmm4ga.bsp
http://www.quaddicted.com/stuff/dm6dmm4ga.map

:-)
Is that how you mean it?
Should the teleporter work (if so, where to)?
I have no idea how dmm4 maps are usually named.

Again, just be very specific how you want it and it will be easy to do.
2008-11-04, 11:40
Member
21 posts

Registered:
Aug 2007
I don't know yet - i lack qwprogs. Ask Renzo if he could add it to the servers. No, leave the teleporters out - there should be no "outs" on these maps. That way you can practice winning the duels instead of fleeing the scene.
so:

1. no teleporters
2. a room ends where it ends. Ex: Ra ends with rocks-entry, hillentry and ratunnel-entry.

Thanks for all the help so far - and it's really appreciated if you decide to work further on this.
2008-11-04, 14:00
Member
1102 posts

Registered:
Jan 2006
You can put the map into /qw/maps and then simply type "map dm6dmm4ga" in the console.

A teleporter is more than just the invisible teleporting area, it also is geometry. In my example you could stand on top of the teleporter but the rest of it is very different from the actual map as it blocks the player's movement instead of teleporting.

"a room ends where it ends" is not specific at all, I have no clue of all the "area codes" and slang. As I said, make screenshots and paint on them.
2008-11-04, 15:04
Member
251 posts

Registered:
Jul 2007
Maps have been modified by mods already, e.g. "the pain" on end.bsp got removed. But is there a possibility to add such invisible walls with QuakeC? If yes, such areas could be locked down by the mod by adding the walls and removing outside teleporter destinations and spawn points for the standard maps. Maybe even a multi-arena style ra/ca?
2008-11-04, 16:15
Member
303 posts

Registered:
Jun 2007
I've heard that multiarena is really annoying to code for Q3, which is easier to mod than QW. Maybe it woud be possible in QuakeC, but i bet it would be extremly hard and painful to code... :/
2008-11-05, 04:45
Member
202 posts

Registered:
Dec 2006
pattah wrote:
Maps have been modified by mods already, e.g. "the pain" on end.bsp got removed. But is there a possibility to add such invisible walls with QuakeC? If yes, such areas could be locked down by the mod by adding the walls and removing outside teleporter destinations and spawn points for the standard maps. Maybe even a multi-arena style ra/ca?

I'm almost certain that a mod existed at one point to do this for DM3. Hopefully somebody else heard of it and has some details.
2008-11-05, 13:01
Member
251 posts

Registered:
Jul 2007
povohat wrote:
I'm almost certain that a mod existed at one point to do this for DM3. Hopefully somebody else heard of it and has some details.

Never heard of it. I'm only aware of that one RA/CA mod which needed (?) dedicated maps however - it came close to RA2 and CPMA.
2008-11-05, 23:09
Member
805 posts

Registered:
Mar 2006
I did this some time ago! So, if you're not interested only in tb3, take a look.
https://tinyurl.com/qwbrasil - QuakeFiles
2008-12-05, 14:00
Member
252 posts

Registered:
Dec 2006
That's perfect Spirit.
'on 120 ping i have beaten mortuary dirtbox and reload' (tm) mz adrenalin
'i watched sting once very boring and not good at all' (tm) mz adrenalin
[i]'i shoulda won all
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