Remilia Scarlet Posted October 18, 2017 Well, that's one thing crossed off my bucket list... I finally finished my first Quake map, Temple of Azathoth. I mostly focused on learning the editor and tools, so it's not my most polished gameplay wise, nor my longest map ever, but it should still be pretty fun. My usual weird colored lighting was a lot more subdued as well, so this is something of a stylistic change from my last two Doom wads. The map was designed with the Quakespasm engine in mind, so I'd recommend using it over any other engine. vkQuake should work perfectly fine as well. Darkplaces had weird lighting issue the last time I checked. Difficulty settings are in-place, and the map was designed to be played on hard. Screenshots: Spoiler To run this, move all of the tofaz.* files into the id1/maps folder (make the "maps" folder inside id1 if it doesn't exist), then start Quakespasm. Hit the tilde (~) key to bring up the console, then type "map tofaz" to start it. You can also use the "skill" command to set the desired skill level; just do it before using the "map tofaz" command. "skill" takes a number between 0 and 3, where "skill 0" is easy, and "skill 3" is nightmare. Download: http://alexa.partition36.com/doom/#quake Readme: http://alexa.partition36.com/files/quake/tofaz.txt Now to get that Doom map I've been working on finished... 31 Share this post Link to post
kristus Posted October 18, 2017 (edited) Not bad, but you have some pretty bad slowdowns in some places. First place specifically is in the first area you encounter the fiends, this speed issue is not because of the monsters but seem to be more related to r_speeds issues or some vis bug. You need to look into improving the optimisation in areas like that a lot. EDIT: Looking at the map with r_showtris 1 I can see that the're a lot of density to the polygons in that area. Most of them are pretty much just unnecessary compiler polies too. If you worked over your brush usage a bit you could bring that down A LOT. Edited October 18, 2017 by kristus 0 Share this post Link to post
Remilia Scarlet Posted October 18, 2017 25 minutes ago, kristus said: Not bad, but you have some pretty bad slowdowns in some places. First place specifically is in the first area you encounter the fiends, this speed issue is not because of the monsters but seem to be more related to r_speeds issues or some vis bug. You need to look into improving the optimisation in areas like that a lot. EDIT: Looking at the map with r_showtris 1 I can see that the're a lot of density to the polygons in that area. Most of them are pretty much just unnecessary compiler polies too. If you worked over your brush usage a bit you could bring that down A LOT. Hmm, never found any noticeable slowdown in any areas during my testing on my laptop, which is incredibly shitty for games (it has an Intel HD chip that can only do OpenGL 1.1). >=50fps was my target fps and it never dipped down. What sort of computer are you using and are you using Quakespasm? I'm also kind of wondering if I should disable detail brushes for a final vis pass... 0 Share this post Link to post
kristus Posted October 18, 2017 (edited) Was using DP. I know you said it had lighting issues. But I just turned off the advanced lighting effects and that usually fixes it. Also made a pk3 out of you package and Quakespasm don't seem to read pk3. EDIT: That said I am using an: Intel Xeon E3-1230 V2 @3.70 GHz Radeon RX 580 16 mb ram Windows 10 0 Share this post Link to post
Remilia Scarlet Posted October 18, 2017 Yeah, don't use Darkplaces... you're computer beats my desktop and it ran at a constant 72fps. And why on earth make a pk3 for something that you can just drop into id1/maps? 0 Share this post Link to post
kristus Posted October 18, 2017 (edited) Don't like messes and it was so easy to just make a pk3 out of the zip. Just rename the folder you put it in to maps and replace the file extention. Dunno why you didn't do that yourself since that would have made installing it less of a mess, even if you ask players to unzip it. 0 Share this post Link to post
Graf Zahl Posted October 18, 2017 25 minutes ago, YukiRaven said: Yeah, don't use Darkplaces... Not just for performance. It tends to destroy the intended visuals quite efficiently. That level looks great, btw, and of course no performance issues using a port that keeps the game what it was meant to be. 3 Share this post Link to post
Da Werecat Posted October 18, 2017 All of this pk3 stuff sounds so alien. DP crowd sure is different from QS crowd. 2 Share this post Link to post
Breezeep Posted October 18, 2017 Nice to see some new blood in the quake 1 mapping community! Have an FDA. (type "playdemo tofaz_breezeep" in console) A damn fine runic level with tons of little brush details and cool lighting (I wasn't very fond of the torch light color choice tbh, needs more orange). Gameplay was fun enough for me, but the end encounter can get pretty intense, especially with that final fight with the 4 shamblers. It's a bit too excessive for quake 1 gameplay standards. Otherwise, great job, and congrats on the release! 3 Share this post Link to post
Da Werecat Posted October 18, 2017 12 minutes ago, Breezeep said: (I wasn't very fond of the torch light color choice tbh, needs more orange) Other things emit a lot of red. I think yellow offsets that well, even if it's a little unnatural. Loved the final room. The rest of the map too, but it saved the best view for the last. Managed to get suspended in air somehow after falling from a bridge: Didn't get stuck or anything, so probably not worth bothering with. Quake has quirky collision detection. 1 Share this post Link to post
Remilia Scarlet Posted October 18, 2017 1 hour ago, kristus said: Don't like messes and it was so easy to just make a pk3 out of the zip. Just rename the folder you put it in to maps and replace the file extention. Dunno why you didn't do that yourself since that would have made installing it less of a mess, even if you ask players to unzip it. Because that's just how it's done. Sorry if you don't like it, but that's how Quakespasm (and vanilla Quake) work. I can't help you if you don't follow directions. 3 Share this post Link to post
Urthar Posted October 19, 2017 Had a quick look in MarkV WinQuake. Great architecture, lighting and gameplay. Got halfway through before accidently dropping into lava at a locked door. 4 Share this post Link to post
Lila Feuer Posted October 19, 2017 I'll be giving this a whirl sometime for sure, just in time for October! 1 Share this post Link to post
Remilia Scarlet Posted October 19, 2017 2 hours ago, Da Werecat said: The rest of the map too, but it saved the best view for the last Well, it was made linearly, so the first room was made first, the last one last. I mean, went back and modified stuff at the end, but essentially that's how it was designed. Because of this, I think it's evident how I got more comfortable with the editor over time. 0 Share this post Link to post
Manuel-K Posted October 21, 2017 The map looks great. I haven't played it yet – I think I'm getting ill. I will definitely try it when I'm feeling better. 1 Share this post Link to post