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Thread 725179154

67 posts 26 images /v/
Anonymous No.725179154 [Report] >>725179358 >>725179695 >>725179816 >>725179818 >>725179854 >>725180007 >>725180063 >>725180229 >>725180231 >>725180313 >>725181212 >>725183826 >>725184150 >>725187569 >>725189261 >>725189821 >>725189885 >>725191849 >>725199559 >>725201725 >>725201860
i made a video game map for the first time
wdyt
Anonymous No.725179276 [Report]
it looks cool
Anonymous No.725179358 [Report] >>725179632
>>725179154 (OP)
how was it, do you had a good time?
Anonymous No.725179408 [Report]
Good Job!
Anonymous No.725179632 [Report] >>725180112 >>725183119 >>725188119 >>725191110 >>725191849 >>725201206 >>725201508
>>725179358
it's just a giant room with a temple in the middle desu
not even a map. made it using trenchboom, was surprised how pretty something can get by adding textures. i think if i made that temple the final destination of the level that could be cool.
was wondering if there were any mappers on /v/ to give me advice.
Anonymous No.725179695 [Report]
>>725179154 (OP)
hell yeah brother
Anonymous No.725179751 [Report]
your lightmaps unc?
Anonymous No.725179779 [Report] >>725183119
I can't enjoy original quake maps. too gamey and too little abstraction, I don't need the places to look like people work and live there, but I do need some suggestive implications
HROT has amazing maps doing this
Anonymous No.725179816 [Report] >>725182180 >>725187404 >>725193603
>>725179154 (OP)
>Those walls
Anonymous No.725179818 [Report]
>>725179154 (OP)
ur awesome, keep it up
Anonymous No.725179854 [Report]
>>725179154 (OP)
Way better than my first quake map I made, long ago. Needs one of those sun-type lights to illuminate the thing through the glass roof.
Anonymous No.725179943 [Report] >>725183162
I made a game. Nobody played it. So stick to making maps, at least those will be played by people.
Anonymous No.725180007 [Report]
>>725179154 (OP)
Neat, I was making maps in DOOM II in the late 90s. I took this to Quakecon for Carmack to sign, "I've got a copy of this back home, cool!"
Anonymous No.725180063 [Report]
>>725179154 (OP)
i've made better looking maps than that on Source Engine and i was only 11
Anonymous No.725180112 [Report] >>725202695
>>725179632
>was wondering if there were any mappers on /v/ to give me advice
think about the narrative you want to tell. For example:
the player navigates a dense jungle, evading the demons. Stumbles upon a camp with some weapons obly to be ambushed. Continuing on the path they come to a clearing with a lake. On the far side is a temple, their goal. They can go around the sides risking attacks from the jungle or swim across risking the unknown of what dwells in the water

you take that narrative, identify the elements that form the setpieces (setpieces are not intrinsically bad design) and build your path. Figure out what sort of environmental gameplay would be fun at each encounter (cover, open areas, firetraps, whatever) and design accordingly
t. dabbled but never published a game
Anonymous No.725180229 [Report]
>>725179154 (OP)
soul
Anonymous No.725180231 [Report]
>>725179154 (OP)
God damn nigga how do you fuck up in a ancient CSG map tool this shit look ass
Anonymous No.725180313 [Report] >>725180762
>>725179154 (OP)
post it nigga i wanna play
Anonymous No.725180762 [Report] >>725181691
>>725180313
Play what, he made 1 room, are you people retarded
Anonymous No.725181212 [Report]
>>725179154 (OP)
Good first map
Anonymous No.725181691 [Report]
>>725180762
So? It's more than you've made.
Anonymous No.725181797 [Report]
Looks nice.
Reminds me of my time making my first map for cod1 and jk2. After that switching to Hammer and HL2 and TF2 maps. Fun time.
Anonymous No.725182180 [Report]
>>725179816
fuck this is comfy, wish I lived in the us. Would gladly do meth with my gf in there.
Anonymous No.725182484 [Report] >>725183119 >>725183853
You can make more natural environments in Quake too
Anonymous No.725183119 [Report] >>725183168
>>725179632
Not a mapper, but something I always appreciate as a player is interconnectivity and a sense of progression, like there's a purpose to things instead of a bunch of killzones I have to clear before moving onto the next. Buttons and puzzles really help with this, but aren't essential. Also like anon >>725179779 here says, I don't think it's essential but it really helps if it feels like the map itself has a "real" purpose, be it a temple, a tomb, or just some ancient ruin forgotten by time, it adds to the atmosphere which is key in Quake.

>>725182484
What map is this?
Anonymous No.725183162 [Report]
>>725179943
i would play it
Anonymous No.725183168 [Report]
>>725183119
>What map is this?
Plaw
Anonymous No.725183826 [Report]
>>725179154 (OP)
Put some shade on this temple, man, holy shit. At least make the inner faces of the columns darker than the outer faces.
Anonymous No.725183853 [Report] >>725184045
>>725182484
i don't get why mappers sell their mods as games, these maps mog AAA slop normalfags buy up
Anonymous No.725184045 [Report] >>725184207
>>725183853
They do. Here is a recent one.
https://store.steampowered.com/app/2881610/Mohrta/
Made on gzdoom engine
Anonymous No.725184150 [Report]
>>725179154 (OP)
Good job anon.
Anonymous No.725184207 [Report] >>725184246 >>725185354
>>725184045
Tranny shit. Ashes is better
Anonymous No.725184246 [Report] >>725184271
>>725184207
Just an example
Anonymous No.725184271 [Report]
>>725184246
Fair enough
Anonymous No.725184358 [Report]
You should go to /vr/ and check our their Doom thread. A good amount of people there make maps.
Anonymous No.725185354 [Report] >>725185401 >>725189239 >>725191728
>>725184207
Ashes has no goddamn right being free. Best fps experience I've had in the past decade, and it's some dude doing it in his spare time. Not even an fps, it approaches an imsim at some points.
Anonymous No.725185401 [Report] >>725189239
>>725185354
Don't get me wrong. Ashes isn't good either, but it's better than the rest of the Steam GZDoom games.
Anonymous No.725187404 [Report]
>>725179816
fuckin hell thats what i came in here to post but couldnt find it, how did you find doorshack
Anonymous No.725187569 [Report]
>>725179154 (OP)
Good job Anon. Proud of u
Anonymous No.725188119 [Report] >>725202695
>>725179632
>was wondering if there were any mappers on /v/ to give me advice.
People like to complain about 'corridors' in maps, but the worst thing your map can be is the opposite. A giant flat space with no restrictions on movement at all and no guided direction of travel. It takes a lot more effort to build semi-restrictive limited paths through a gauntlet than it does to just plop out a huge empty room

If you want to start figuring out mapping from a gameplay perspective then start by giving the player a narrow entrance into an "Arena" and then think about how you can build an arena and arrange enemies and terrain inside it to create an interesting challenge.
Anonymous No.725189075 [Report]
lol
Anonymous No.725189239 [Report]
>>725185401
nta, but Ashes is fucking fantastic, what are you on about?

>>725185354
Ashes dev needs to hire an artist, replace all the borrowed assets, then sell it. Still blows my mind that it isn't a Build engine game.
Anonymous No.725189261 [Report] >>725189325 >>725200857
>>725179154 (OP)
>Quake 1
tranny game, like literally taken over by those assholes
https://desu-usergeneratedcontent.xyz/vr/image/1760/45/1760452411367.png
Anonymous No.725189325 [Report] >>725189387
>>725189261
trvke, straight people play champions instead
Anonymous No.725189387 [Report]
>>725189325
Or better Quake 2 and 3 Arena
Anonymous No.725189821 [Report]
>>725179154 (OP)
>i made a video game map for the first time
It shows.
But good job on actually making something.
Anonymous No.725189885 [Report]
>>725179154 (OP)
Get a sun and more lights in there, first of all. Second would be more varied textures.
Do modern Quake ports still care about vis complexity? In GoldSrc that whole temple should be a func_wall for performance.
Anonymous No.725191110 [Report]
>>725179632
Why not make the temple the start, from there you take some stairs to floors below that become weirder the deeper you go
Anonymous No.725191728 [Report]
>>725185354
They're apparently taking steps toward a Steam release, from what I heard. I don't have an official source for it, though
Anonymous No.725191849 [Report] >>725191965 >>725193638
>>725179154 (OP)
>>725179632
>saar i made a videogame by modding quake *shows shitty extremely basic map*
Fuck off
Anonymous No.725191965 [Report] >>725193476
>>725191849
Who are (You) quoting
Anonymous No.725193279 [Report]
bump
Anonymous No.725193476 [Report]
>>725191965
The voices
they won't stop
they compel me to post
Anonymous No.725193590 [Report]
Welcome to game development, its a pain in the ass
Anonymous No.725193603 [Report]
>>725179816
Midwestcore.
Anonymous No.725193638 [Report]
>>725191849
asshole
Anonymous No.725194471 [Report] >>725194528
HUH/10
Anonymous No.725194528 [Report]
>>725194471
Anonymous No.725196580 [Report]
based quakechad
Anonymous No.725198064 [Report]
post your maps, doesnt matter if its source or quake
Anonymous No.725199559 [Report]
>>725179154 (OP)
Now boot up Dromed and make a thief map
Anonymous No.725200857 [Report]
>>725189261
you're correct but it isn't gonna make me stop playing quake. also that doesn't look like quake
Anonymous No.725201206 [Report] >>725202695
>>725179632
Just have fun and keep mapping. Check what other people are making. Download the source files for the original quake maps and see how they did things.

Biggest mistake you can make is focusing on architecture and making things pretty before getting the basic layout of the map laid down. Think about the flow and how encounters will work
Anonymous No.725201508 [Report]
>>725179632
hello anon
I'm starting mapping with TB for my game too!
I don't have any advice besides checking this out:
https://www.slipseer.com/index.php?threads/bals-quake-mapping-tips-tricks.100/
good luck!
Anonymous No.725201725 [Report]
>>725179154 (OP)
Anonymous No.725201860 [Report] >>725202695
>>725179154 (OP)

Props - what kind of style are you trying to convey?
Anonymous No.725202695 [Report]
>>725180112
hmm
>>725188119
yeah i hate large open fields in fps games because it'll just be hitscan paradise. slightly choky maps with verticality are better imo
>>725201206
i have no idea how maps are supposed to be made for singleplayer fps games since the mobs are dumb and easy to interact with and if they move around they might end up elsewhere
>>725201860
modernism, minimalism, futurism something that feels alien, ancient and beyond our understanding(sci-fi). i looked it up and a mod called "brutalist dimension" seem to best fit the vibe