ne_q1spCompilingGui update (1.0.3)

A couple of oversights were brought up on func_msgboard.  Namely there was no .lit support for coloured lighting nor .pts file support for loading pointfiles in the engine.  This is a small update to address those two points.

Additions in 1.0.3:

-Automatically copies .lit file into output folder.
-Automatically copies .pts file into output folder.

[Download from Quaddicted]

ne_q1spCompilingGui update (1.0.2)

I posted about this on func_msgboard, so if you frequent that board, there’s nothing new here.

I’ve updated my ne_q1spCompilingGui with a couple of new features:

Additions in 1.0.2:

-Supports skip tools

First, specify the tool’s filename in the Folder Setup dialog. In the main dialog, you can check the box “SKIP” next to the QBSP checkbox. The skip tool will run right after QBSP.

-Supports pointfile copying and renaming.

Once your map has been compiled and generated a
.pts file, you can choose File->Pointfile (Ctrl+P). This copies the newly generated .pts file back to the source folder so you can load it up in your editor.

Check the radio button in the Folder Setup dialog to choose between .lin or .pts extensions. .lin is for GTKRadiant which does not load .pts files.

[Download from Quaddicted]

creating mover hierarchies

i’ve often talked about this, but only till a month ago did i really try to do it.


doom vs quake

i’m sure in ’96 there was a lot of talk about this kind of thing, but i thought i’d talk about it from a mapping perspective and what it means for the community after having worked on a doom map for a month or so now.


ne_cath makes a partial ressurection

i found an old backup version which contained the first map from ne_cath.  it had been completed quickly, ahead of all the others and sat in a complete state for quite a while.

although the backup held little else of use for the other maps, ne_cath1 is in a releasable state.  typically, there are a huge batch of minor texture misalignments and micro-leaks (which had been fixed, i guess, after i made the backup), but i’ll probably be able to get it tested in a few days.

in a pleasant twist, the map full vises in only a few hours, even.

i suspect it will be underwhelming, as the map’s pacing is a little off due to it being part of a larger unit.  only testing will tell, i suppose.  if it’s pretty bad, i’ll see about reworking the gameplay a bit, i suppose…


my creatively named “ne_q1spCompilingGui” is a sometimes useful GUI.  essentially, it acts as a graphical batch file that will copy files for you, run qbsp, vis and light with whatever settings you want and easily let you toggle command line arguments on and off.


doom2 sp map update 3

new canyon area

this is probably a better method of showing new areas vs old ones.

here’s the current version of the canyon now.  it’s got some kind of castleish thing down on the bottom right which gives access to some lifts that bring the player up high enough to reach the ledges that lead back up north.

the yellow key is in that small room near the bottom.  they player will have to back-track a bit to get to the yellow door, so i’ll have to open up some new areas or something to keep things interesting.  and likely spawn in another horde of monsters, of course. ^_^

the giant grassy area on the right has no purpose atm.  i want to use it to just connect some areas a bit more just to open the map up a bit.  i may spawn a ton of monsters here and having the opening will allow them to spill out into other areas better…  but i’m not really sure.  i may just leave it as decoration or something.

riven and doom3

i’ve been playing some riven recently thanks to a mod that allows it to run on my macbook pro and a thought that used to occur to me often back when i was first playing it came to mind again.  this would be so much cooler if it was realtime.

i got to thinking about the gameplay mechanics in riven and what kind of puzzles there were and i realized that it could be done with doom3.  i mean, there’s the obvious problem of only having access to hard shadows, but aside from that, the engine provides enough flexibility to accommodate all the puzzles in riven.

the fancy rides between islands (maglevs and the mine cart) are simple to create with splines and any anything else like machinery can either be scripted directly in the engine or else animated in md5 files.  riven never requires you to swim (indeed, water is actually a barrier) so the lack of liquids in doom3 is not an obstacle.

and then, i got started thinking about the art assets.  even if all the sounds from the game were ripped, it would still leave a colossal number of models and textures.  it would just not be possible to make it all.  doh.

still, some pretty cool puzzles could be done in idtech4…

doom2 sp map update2

was supposed to finish off the cavern by building the button area that enables the gateway in the center to be used by the (A), but mapper’s block happened so i dropped it for now.

instead, i started on the outdoor canyon area (B).  i had to rework this area before i finally settled on what’s there.  the first time, i had some problems integrating the new area with the first outdoor section above it.  that first area had a ceiling height of 128 but with the sky at 0, so anything had to be below 0 which the original area wasn’t. (i wanted to create a mountain above the ground height).

i settled on making nominal ground height far above sea level, so when the player appears at point (B), they are actually about -1024 down.  as they work across the canyon (following the red line, roughly), they eventually come back to 0 height.

i added a tower (C) out in the ocean to act as a sort of landmark for the two ‘windows’ i added through the rock walls shown by (D).  this will give the player something to place themselves with (without having to look at the map).

current plans for expansion…

so the whole point of this thing was to blog the map itself, so here’s my current plans:

i’m currently building around the brown section in this image.  the gameplay of this cavern is pretty much done at this point.

but just to explain a bit:

the player enters this cavern on the right side.  they move to the center and hit a button.  the button simultaneously starts a timer that releases hundreds of monsters out of the teleporter in the middle of the cavern and also unlocks the passageway at point ‘A’.  the player is safe from the gigantic horde of monsters once they start to work their way around the perimeter of the cavern.

along the way, they pick up boxes of rockets that they have to use to thin the horde out (they are safe from counter attack).

eventually, they make it to the brown unfinished area above with a button that will ‘recalibrate’ the gateway ‘to allow human transport’.  uhhh heh, well, it lets them use the teleporter.

it’s not on that image, but the teleporter would take them to some small/medium outdoor area with a completely different theme.  the obvious choice here is ‘hell’ since it’s doom after all.  so either those weird tentacle textures or the brimstone rocks or something.  it’s not really important, the point of it is really just to put some contrast in what the player’s seeing.

anyway, they work through this small area and teleport ‘back to the real world’ (…heh) into the green section.  this is planned to be outdoor, and i’m not sure on the size or exactly how it’ll look.  currently, i’m thinking of like big canyon type thing with a blood river meandering down the center of it.  the cavern is inside a giant mountain anyway, so it should be fairly consistent.

in any case, they pick up the yellow key which they use…

over here.  of note, the area ‘B’ is currently a decoration area, it’s not reachable and just has trees (and a teleporter pad where flying monsters come out of).

plans here are fairly vague but everything past the yellow door is likely to be marb textured with some courtyards.

area ‘C’ is the current start point, but i want to expand that northward a bit with a proper start (instead of just appearing in the hallway inside the map already).

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