Quake Mapping: My Workflow Part 1

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  • Опубликовано: 28 ноя 2024

Комментарии • 50

  • @jm_draws7253
    @jm_draws7253 4 года назад +14

    Gotta say that quake mapping in 2020 is... really cool!
    Kudos!

  • @flaviomauri
    @flaviomauri 2 года назад +5

    I like the approach of creating the floor plan first. It's something I've tried myself for HL1 and CS(GO), where understanding the travel time between spawn and objectives is fundamental.

  • @mankrip-
    @mankrip- 4 года назад +26

    I'm probably bad at mapping because I refine things too early… It's part of the "plan your optimizations in advance" programmer mindset.

    • @HonsHon
      @HonsHon Месяц назад

      I would say to do broad strokes on everything first, but crucial things for the map may be good to *detail* (not refine) early on in order to get the meaning of the level in your head.

  • @josiahjack455
    @josiahjack455 4 года назад +8

    Part of the theme step on larger projects can be a "vertical slice". Basically make one small room, section, or wall and make it at full detail and light. This can help get the theme in your head and build that oh so crucial motivation.
    I call the Gates step Flow or Flowpathing, it's more involved than just doors and can include overall flow, loops, height pushes, etc.
    Good stuff. Should do a more involved planning one. I found a good technique is Signposting to either mark corners, make a simple pillar to mark a landmark, make the outlines for bases of rooms, etc. Kind of a mix betqeen Sketch and Floors, a more involved video on this would be great! - Qmaster

  • @quasiotter
    @quasiotter 4 года назад +12

    every video you come out with, makes me wonder how i got anything done before it. lol.

  • @RaymondHulha
    @RaymondHulha 3 года назад +5

    Wonderful video! Thank you for everything you do for the community!

  • @JCR9001
    @JCR9001 4 года назад +7

    Thanks for sharing your sketches, I started doing that as well. You've made me feel better about mine!

    • @dumptruckds
      @dumptruckds  4 года назад +4

      Hehe. Art school eluded me!

    • @JCR9001
      @JCR9001 4 года назад +1

      @@dumptruckds And I eluded it! 🍻

    • @Delo997
      @Delo997 4 года назад +2

      Yeah I had to pause in awe at the first sketch and laughed out loud when he said it was Romero's
      I have to say in my little mapping experience sketches have helped me immensely, I should definitely use them more

  • @MaksLangerd
    @MaksLangerd 3 года назад +2

    This really looks like GtkRadiant! I am making maps for Jedi Academy. Might jump into Quake because i loved playing it!

  • @ShadesMan
    @ShadesMan 4 года назад +5

    Those 'clip' and 'trigger' textures, tho! :P

  • @Delo997
    @Delo997 4 года назад +2

    Thanks! Awesome content as always!

  • @viktorkarlsson3485
    @viktorkarlsson3485 3 года назад +1

    I use a similar approach when mapping for Doom 3 or Call of Duty. With those games textures really started to rack up, so just going by trial and error would be very time consuming. It's better with reference photos as you're using, or opening up the original maps to get an idea. To be fair, I think in this particular regard the original level designers probably had it easier, they weren't working of a final library but rather in parallel as it all came togheter for those very specific purposes/requests.

    • @HonsHon
      @HonsHon Месяц назад

      Only hard part is that they had to draw those textures 😂
      Which is fun, but it is a bit time consuming.

  • @mankrip-
    @mankrip- 4 года назад +6

    "Gates" = obstacles.

  • @stevenk6922
    @stevenk6922 3 года назад +1

    Very nice video :)

  • @ketrixdespair
    @ketrixdespair 10 месяцев назад +1

    Thank you for those videos - very helpful! Discovering that Quake community is alive and well after all these years is very delightful! You keep mentioning that discord server but I could not find a link to it. Could you share it? The server search inside discord does not return any results for some reason >_>

    • @dumptruckds
      @dumptruckds  10 месяцев назад

      Here you go. It's still a great resource but I no longer actively recommend it here since I am not involved there any longer. discordapp.com/invite/j5xh8QT

  • @axtrifonov
    @axtrifonov 2 года назад +1

    0:45 try to skip "Walls" and make a map suspended in space

  • @KentsRandomLeftoverVideos
    @KentsRandomLeftoverVideos 9 месяцев назад +1

    4:45 i know so little, but wont there be "map leaked" w. just floor brushes?

    • @dumptruckds
      @dumptruckds  9 месяцев назад +1

      Yes it will leak. But at this point I am not vising the map so I am only running QBSP and Light. It will still compile just fine.

    • @KentsRandomLeftoverVideos
      @KentsRandomLeftoverVideos 9 месяцев назад +1

      @@dumptruckds Hi dumptruckds! I'm binge watching all your videos. I map for RtCW (2001).

  • @ethancossett7318
    @ethancossett7318 Год назад

    Hi! I've noticed you're able to compile just floors, when I do the same thing and test in FTE I get an "endless trailing" texture effect in all the empty areas which makes testing without walls a huge eyesore. How are you accomplishing this? Your method seems much easier!

    • @dumptruckds
      @dumptruckds  Год назад

      That trailing effect is called the "hall of mirrors" effect. You can disable this but I don't know the console command. I think it's r_clearcolor or something similar. Unless your project is specifically designed to be used in FTE, you should always use Quakespasm for mapping. It won't display HOM effect.

    • @ethancossett7318
      @ethancossett7318 Год назад

      @@dumptruckds Thanks so much for the info!🤠

  • @garyou9009
    @garyou9009 3 года назад +1

    Can you give an answer, please? As I know, in original Q1 and Q2 there was a strict limitation for the polygons quantity, either in the scene, or in the whole map... And it is a problem when you create a map with large structure in one place. Did quakespasm solve this problem? Have someone fixed the issue with polygons limitation? I mean, we with my brother have a very old project of quake map, but we can't finish it due to this limit :(

    • @dumptruckds
      @dumptruckds  3 года назад +2

      Yes. All modern source ports have expanded limits. Take a look at maps by Bal and Heresy over on Quaddicted to see how far you can push Quake in 2021.

    • @garyou9009
      @garyou9009 3 года назад

      @@dumptruckds it' great to hear.
      May I ask one more question?
      In oldschool QOOLE there was an option to subtract one cube (for example) from another. As a result, we should have new figure of more complicated shape. It allow us to cut an aperture in a solid wall for example.
      Is there anything similar in trenchbroom?
      I mean that in some videos I heard that for "lava lake with portal in the middle of it" we need to make this lava around the portal... Subtracting should be more easy...

    • @dumptruckds
      @dumptruckds  3 года назад +1

      Yes TB has the best CSG features of any level editor including subtraction.

  • @benfletcher9659
    @benfletcher9659 2 года назад

    Hello quick question, I don't seem to have a texture lock button on the toolbar, is it hidden or disabled? Thanks

    • @dumptruckds
      @dumptruckds  2 года назад

      I'm sure it's there. Check the manual. trenchbroom.github.io/manual/latest/#main_window

    • @benfletcher9659
      @benfletcher9659 2 года назад

      @@dumptruckds Many thanks found it! Has Trenchbroom changed much since your vids were done?

    • @dumptruckds
      @dumptruckds  2 года назад +2

      A little bit. But the basics are all the same. Just pay attention to the video description for info on key combos that have changed. The only one can think of is in one of the curve videos.

  • @IDontDoDrumCovers
    @IDontDoDrumCovers 3 года назад

    do you have any videos on multiplayer map design?

    • @dumptruckds
      @dumptruckds  3 года назад

      No sorry. But here are plenty of articles online.

    • @IDontDoDrumCovers
      @IDontDoDrumCovers 3 года назад

      @@dumptruckds thanks for replying.
      yeah but its hard to read an article while youre making a map at the same time XD

  • @vosaplay
    @vosaplay 4 года назад

    Друг я здесь, щас гляну что тут как!

  • @JonCombo
    @JonCombo 2 года назад

    7:37 Looks like you could just grab the gold key.

    • @dumptruckds
      @dumptruckds  2 года назад

      No it's clipped. Player cannot get to it until the clip wall is killed.

    • @JonCombo
      @JonCombo 2 года назад

      @@dumptruckds Damn, not a fan of that in this situation. The bars by themselves would be wide enough to let you in. However, if it was to lead to a trap or trigger somehow if you snuck in, that would be interesting.

    • @dumptruckds
      @dumptruckds  2 года назад

      It's a speedmap. Those will never be perfect.

    • @JonCombo
      @JonCombo 2 года назад

      @@dumptruckds Do you ever go back on a speed map and re-release them when you've had more to to explore and expand ideas?

    • @JonCombo
      @JonCombo 2 года назад

      @@dumptruckds Where and when can I join in on a speed map session?