- Видео 20
- Просмотров 136 298
Slipseer
США
Добавлен 18 май 2006
Official RUclips channel for the Quake community hub Slipgate Sighteer.
Trenchbroom and Quake: Using Makkon Trimsheets
Makkon's Twitter: makkon_art
Quake Mapping Discord: discord.gg/4BkeVeBy8t
Quake Mapping Discord: discord.gg/4BkeVeBy8t
Просмотров: 6 974
Видео
Trenchbroom and Quake: Mapping on 45 Degrees
Просмотров 14 тыс.2 года назад
Quake Mapping Discord: discord.gg/E72BMb Reach me on Discord: Markie#2045 Twitter: markiemusicpro
Separate Me [Music]
Просмотров 3,6 тыс.3 года назад
A little teaser for a Quake episode I'm working on!
Making Textures: Working with Blending Modes and Layers
Просмотров 10 тыс.3 года назад
Download the Aseprite file for this brick here: 1drv.ms/u/s!AlF79qys-TaXi69zvZwOm_Ea8ha2xw?e=1i55C6 Image: imgur.com/a/RFMDR8W
Quake Mapping Tips: Building Layouts
Просмотров 27 тыс.3 года назад
Join the Quake Mapping discord here: discord.gg/9Gd58k4CcN
Quake Mapping Tips: Difficulty Balance in Level Design
Просмотров 7 тыс.3 года назад
Join the Quake Mapping discord here: discord.gg/7NnXUqqF
Quake Map Analysis - Dead But Dreaming by Fairweather
Просмотров 3,8 тыс.3 года назад
Get Dead But Dreaming on Quaddicted: www.quaddicted.com/reviews/dbdreaming.html
Quake Mapping Director's Cut: Bunker of Barzai & Malvirta Station by Greenwood
Просмотров 1,5 тыс.4 года назад
Greenwood hops into the director's chair in today's episode and joins me in some fun banter over two of his maps! Although relatively new to the scene, Greenwood is one of the more prolific mappers based on output alone, contributing maps to nearly every event, sometimes even two! But quantity doesn't exclude quality here, as his maps are quintessential Quake and always a blast to play. You may...
Quake Mapping Director's Cut: The Horde of Zendar by Simon O'Callaghan
Просмотров 3 тыс.4 года назад
Sometimes known a Sock, Simon O'Callaghan is a games industry veteran and mastermind behind the Arcane Dimensions project. Simon's maps are renowned for having sprawling interconnected layouts as well as an incredibly high level of polish and detail. In today's episode we take a look at the original Horde of Zendar, which is actually based on vanilla id1 progs and was released back in 2013. Alt...
Quake Mapping Director's Cut: Deep Research & The Lima Project by Comrade Beep
Просмотров 1,1 тыс.4 года назад
In today's episode, Comrade Beep joins us with the first 2 maps from his in-progress Arcane Dimensions episode. Although he's been involved in mapping for many years, Beep only just recently began releasing maps for Quake in 2019 with Halloween Jam 2 featuring his first submission. All of Comrade Beep's releases hold a very high aesthetic standard and are a blast to play as well! Get these maps...
Quake Mapping Director's Cut: Mana Vemputin by Smilecythe
Просмотров 1,1 тыс.4 года назад
Smilecythe is a relatively fresh face in the Quake mapping scene but has already made quite a splash, particularly with his SMEJ (Realm of the Lost) entry and this map in JCR's January Jump Jam. Smile's maps have already built a reputation of being quite challenging at times with a heavy emphasis on platforming. Today, we look at Mana Vemputin, a map that I believe is a landmark accomplishment ...
Quake Mapping Director's Cut: A Saint Nobody Has Heard Of by Lunaran
Просмотров 1,6 тыс.4 года назад
Matthew "Lunaran" Breit is a mapper, modder, and industry veteran best known in the Quake community for his gameplay mod Copper and it's episode "Underdark Overbright", as well as contributions to Arcane Dimensions (in the form of both a map and gameplay/art). In today's episode, we look at his 4th level in UDOB, which is an incredible reimagination of Quake 3's Q3DM6 (Campgrounds). Get Underda...
Quake Mapping Director's Cut: The Black Reincarnation by JCR
Просмотров 1,2 тыс.4 года назад
An incredibly active and talented member of the Quake mapping community, JCR's accomplishments range from making some of the most memorable maps to spearheading jams. One of my personal favorites which he led, the January Jump Jam, was built off of a Double Jump mod he developed (as well as a mini episode for the mod called Triune Discovery). In this episode we discuss his entry into Halloween ...
Quake Mapping Director's Cut: Oxyblack Fortress by Heresy
Просмотров 2,1 тыс.4 года назад
I'd like to introduce a new series called Director's Cut! I play through a map while chatting to it's creator, getting an inside peek into the minds that bring these awesome Quake worlds to our screens. As this is the first run of the series, there were a few technical hurdles to overcome, particularly in the sound balancing department, but I tried my best to mitigate those issues. Future entri...
Trenchbroom and Quake: Curved Tunnel
Просмотров 21 тыс.4 года назад
Forgot to mention, you should add the key _phong with a value of 1 to your curved hallway func_detail entities! Grab the Makkon textures here, and drop a like will ya?: BenjaminHale7/status/1228961224743739393 Catch my mapping streams here: www.twitch.tv/markiemusic Quake Mapping Discord: discord.gg/E72BMb Reach me on Discord: Markie Music#2045 Twitter: markiemusicpro
Trenchbroom and Quake: Winding Staircase
Просмотров 8 тыс.4 года назад
Trenchbroom and Quake: Winding Staircase
Trenchbroom and Quake: Terrain Manipulation with the Vertex Editor
Просмотров 6 тыс.4 года назад
Trenchbroom and Quake: Terrain Manipulation with the Vertex Editor
Trenchbroom and Quake: Angular Steps with Trim
Просмотров 4,6 тыс.4 года назад
Trenchbroom and Quake: Angular Steps with Trim
Trenchbroom and Quake: Building with Curves and Extrusion
Просмотров 9 тыс.4 года назад
Trenchbroom and Quake: Building with Curves and Extrusion
Been mapping a bit for doom and watching tutorials for awhile on other topics, this no joke is one of the best pieces of advice I've ever seen. And it's explained directly and clearly. I wish you did 3d modeling and animation as well. Thanks!
its 5 am, never played quake and i have a unity game project to work, still nice video
this was really helpful, exactly the kind of content I was looking for plain for getting "what's cool about good levels?"
Fantastic way to break it down and only 3 years late! 😂
amazing!
Its going to sound so stupid but I'm learning how to map right now, is there a certain keybind I can't find to select a face without necessarily clicking said face point to drag it out/expand it?
Which shortcut keys do you use to make multiple pizza-style cuts, without losing the function of the Clipping Tool? (01:10)
great breakdown and examples!
I yearn for the tunnels, more tutorials my liege please....
What palette are you using?
This is awesome dude, keep it up
Nice bricks, dude Absolutely nice bricks
2:00 what exactly are you doing to "move in"? what buttons?
solved, my issue was i just had the face selected instead of the whole brush
this is extremely useful advice for level art in general, awesome
how did you make those doom-like monster closets?
Just make a small room, put a door in front of it, and trigger the door.
This short video taught me a lot.
Great stuff!
Wow.
I love how you used that staircase leading down to the button by placing an ogre with the high ground to fight on the way back up. Getting the most value of your layout.
1:15 i dont understand why you do this instead of just extruding all the sides and the using the clip tool to cut them into a corner? Edit: never mind I found out by using r_showtris that it makes less triangles your way.
Me, still using baseq2 textures: "WTH is a trimsheet?"
Which level is this? I played it a while ago but I can't put my finger on it.
This is an unreleased level sketch I made initially for Quake's 25th anniversary.
@@Slipseer Oh huh, I guess I was wrong. Thanks anyway!
love you dude, your videos is very important for me :)
Thanks!
Do more tutto pls, your videos is best
what texture did you use for the trim faces ? I can't see because video a bit too bad quality, looks like "tech04_8" from BASE.WAD but not sure. Can't find the texture in Q.wad , idbase_mega.wad or idbase_ultimate.wad :/ Also as someone asked how did you merge? Small details I am aware, but I really care about details. Thanks!
Wow that was cool, thanks for tutto
Is this channel dead now?
?
@@Slipseer, it's just that you haven't posted videos in 2 years already I guess.
hey What's the dev textures you use for this thanks
Prototype by Khreathor
all that time spent texturing and aligning faces on the sides of the steps just to cover the faces with walls? The end result is pleasing, but there is wasted work here. Maybe I missed part of the video where you explained why you did that.
All of the faces I manually aligned are visible.
can someone tell me wheres the background music from?
I made it
Its amazing
Can someone get this man to upload his key oar shortcuts because the way he works and cuts brushes and moves textures just looks lifesaving and I can't find them anywhere.
So i just played the map and then watched the video. I am not the biggest fan of the monster closet design in general because it often leads to these "die once, quickload, win" sequences but this map is a nice showcase of it done well. There's enough space and paths to take to deal with situations and rarely these "yeah too bad you didn't know that lol" moments. Very nice map and an interesting video on top.
13:00 I always wonder if that stuttering movement Quake monsters have while on moving geometry is a flaw or if that is the original update rate and the interpolation on top just does not work in that niche scenario.
I think your concerns ignore that people wanting to make things in the first place will often explore the tools and take the tutorials and lessons as a crafting guide and not a creative guide. For instance, many artists in, say, anime style will begin by learning how to draw and paint from life and this is to build fundamentals and crafting techniques to get ideas out on paper. It's after that they will move into anime drawing, taking all of the life drawing lessons with them. I think you can look at teaching map making in the same way. The technique is only half of what goes into creation of something. The thought process is just as important and that's always an individual's style.
Just randomly stumbled upon this. Had to wrap my brain around this approach at first, bit it's very interesting. Thank you from 2 years ago! :)
Yay! Thanks for creating this content!!
I just finished my mini campaign for Black Mesa only to find out that I have no direction for my next map. This abstraction based mapping is so useful for mapper's block.
How much is 128 in Trenchbroom in Godot's units (meters)?
The most commonly used conversion is 32u = 1m. So 128u would be 4m.
@@Slipseerthanks. Hmm. My character is 1m. So if I make a map in Trench I need to use a small size then
@@Yoni123 Just make your character taller. World scale is not something to be played with. Needs to be as simple to work with as possible and locked in from the start.
@@Slipseer Right, thanks. I'll finish this small game with the 1m char with just Godots CSG's but for the next one I'll make a taller one and use trenchbroom
Can I use quake models for a free game?
It's too bad this interview series did not continue forever because it has become so rare to get this type of experience about "full stack map design". When current year level designers talk about their work it's often very theoretical. Love this.
So how do I map on 22.5°?
Just don't.
I would love to have more tutorials with textures like this. Great job
:- O
i come back here for 0:23 every time i need to make a brush curve. should just make a diagram of it at this point lmao
Copy paste this wall of text directly into trenchbroom: // entity 0 { "classname" "func_group" // brush 0 { ( -64 -192 0 ) ( 176 -96 0 ) ( 176 -96 128 ) __TB_empty [ -0.9284766908852594 -0.3713906763541038 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( -64 -64 -64 ) ( -63 -64 -64 ) ( -64 -63 -64 ) __TB_empty [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ( 64 64 0 ) ( 64 65 0 ) ( 65 64 0 ) __TB_empty [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ( 192 -160 0 ) ( -64 -192 0 ) ( -64 -192 128 ) __TB_empty [ 0.9922778767136677 0.12403473458920847 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( 192 -160 0 ) ( 176 -96 128 ) ( 176 -96 0 ) __TB_empty [ -0.24253562503633297 0.9701425001453319 0 0 ] [ 0 0 -1 0 ] 0 1 1 } // brush 1 { ( -64 -192 0 ) ( 96 16 0 ) ( 96 16 128 ) __TB_empty [ -0.6097107608496924 -0.7926239891046001 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( -64 -64 -64 ) ( -63 -64 -64 ) ( -64 -63 -64 ) __TB_empty [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ( 64 64 0 ) ( 64 65 0 ) ( 65 64 0 ) __TB_empty [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ( 144 -32 0 ) ( -64 -192 0 ) ( -64 -192 128 ) __TB_empty [ 0.7926239891046001 0.6097107608496924 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( 144 -32 0 ) ( 96 16 128 ) ( 96 16 0 ) __TB_empty [ -0.7071067811865476 0.7071067811865476 0 0 ] [ 0 0 -1 0 ] 0 1 1 } // brush 2 { ( -64 -64 -16 ) ( -64 -63 -16 ) ( -64 -64 -15 ) __TB_empty [ 0 -1 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( -64 -64 -64 ) ( -63 -64 -64 ) ( -64 -63 -64 ) __TB_empty [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ( 64 64 0 ) ( 64 65 0 ) ( 65 64 0 ) __TB_empty [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ( 64 64 16 ) ( 65 64 16 ) ( 64 64 17 ) __TB_empty [ -1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( -32 64 0 ) ( -64 -192 0 ) ( -64 -192 128 ) __TB_empty [ 0.12403473458920847 0.9922778767136677 0 0 ] [ 0 0 -1 0 ] 0 1 1 } // brush 3 { ( -32 64 0 ) ( -64 -192 128 ) ( -64 -192 0 ) __TB_empty [ -0.12403473458920847 -0.9922778767136677 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( -64 -64 -64 ) ( -63 -64 -64 ) ( -64 -63 -64 ) __TB_empty [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ( 64 64 0 ) ( 64 65 0 ) ( 65 64 0 ) __TB_empty [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ( 32 48 0 ) ( -32 64 128 ) ( -32 64 0 ) __TB_empty [ -0.9701425001453319 0.24253562503633297 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( 32 48 0 ) ( -64 -192 0 ) ( -64 -192 128 ) __TB_empty [ 0.3713906763541038 0.9284766908852594 0 0 ] [ 0 0 -1 0 ] 0 1 1 } // brush 4 { ( 32 48 0 ) ( -64 -192 128 ) ( -64 -192 0 ) __TB_empty [ -0.3713906763541038 -0.9284766908852594 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( -64 -64 -64 ) ( -63 -64 -64 ) ( -64 -63 -64 ) __TB_empty [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ( 64 64 0 ) ( 64 65 0 ) ( 65 64 0 ) __TB_empty [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ( 0 64 0 ) ( 128 0 0 ) ( 128 0 128 ) __TB_empty [ -0.894427190999916 0.447213595499958 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( -64 -192 0 ) ( 96 16 128 ) ( 96 16 0 ) __TB_empty [ 0.6097107608496924 0.7926239891046001 0 0 ] [ 0 0 -1 0 ] 0 1 1 } // brush 5 { ( 144 -32 0 ) ( -64 -192 128 ) ( -64 -192 0 ) __TB_empty [ -0.7926239891046001 -0.6097107608496924 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( -64 -64 -64 ) ( -63 -64 -64 ) ( -64 -63 -64 ) __TB_empty [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ( 64 64 0 ) ( 64 65 0 ) ( 65 64 0 ) __TB_empty [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ( -64 -192 0 ) ( 176 -96 128 ) ( 176 -96 0 ) __TB_empty [ 0.9284766908852594 0.3713906763541038 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( 128 0 0 ) ( 192 -128 0 ) ( 192 -128 128 ) __TB_empty [ -0.447213595499958 0.894427190999916 0 0 ] [ 0 0 -1 0 ] 0 1 1 } // brush 6 { ( 192 -160 0 ) ( -64 -192 128 ) ( -64 -192 0 ) __TB_empty [ -0.9922778767136677 -0.12403473458920847 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( -64 -192 -16 ) ( -64 -192 -15 ) ( -63 -192 -16 ) __TB_empty [ 1 0 0 0 ] [ 0 0 -1 0 ] 0 1 1 ( -64 -64 -64 ) ( -63 -64 -64 ) ( -64 -63 -64 ) __TB_empty [ -1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ( 64 64 0 ) ( 64 65 0 ) ( 65 64 0 ) __TB_empty [ 1 0 0 0 ] [ 0 -1 0 0 ] 0 1 1 ( 192 64 16 ) ( 192 64 17 ) ( 192 65 16 ) __TB_empty [ 0 1 0 0 ] [ 0 0 -1 0 ] 0 1 1 } }
Great. Now I want a burger...
4:40 How do you "Shift+Click" a texture from one face to another? That hotkey doesn't appear to be working for me, but maybe there's a mode or an input I'm missing? Thanks.
I got it! Shift+ALT+Click and drag. :)
Looks utterly amazing!
Thank you so much for the download link. All the palette presets in Aseprite (other than perhaps the default one) are ASS.
Great!