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Go Back Home > Forums > Quake Talk > Single Player > Gateway Concept: Map of Maps Search Forums

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Unread 03-28-2006, 04:06 AM   #1 (permalink)
Chthon
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Gateway Concept: Map of Maps

The idea behind a Gateway map is to create a map of maps.

As the start map has various skill level halls, a Gateway would be a map with several teleporters to several different maps.

Ideally, a gateway map would have screenshots and the map name by each teleporter leading to a map.

Just for fun, I did some experiments to play around with the idea last September.

I built an unfinished -- and likely never to be finished -- concept map that is about 25% built.

Click images for larger view



In the above room, there are several monitors displaying a picture of the map.

Below each picture is the map code such as "E1M1" and the map name. In the above sample, I noticed a small problem with fullbrights, but hey ... I was just messing around anyway.



These little red teleporter pads, while I made them correctly, actually cause odd rendering issues due to the shape.



And a "full bright on" rendering of a partially completed stadium with each deck having its own Quake Episode, except for Deck 3 which contained both episode 3 and episode 4.

---
Uses

1. I thought it would be cool, among other things, to create a Rocket Arena gateway map and see if Slot would run it on the Rocket Arena server. No one knows what map is what.

2. It would be cool for the standard Quake episodes.

3. It would awesome for like a set of 100 of the greatest single player maps to have the "Start" map have screenshots of each of the 100 maps so you could enter a giant area, look around and select what map you wanted to play.

It would also be great as a deathmatch map selector on a Quakeworld server.

Someday, perhaps, someone may make such a thing. But, alas, it won't be me. Experimenting with mapping makes you truly aware of how difficult it is to make a quality map.
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Unread 03-28-2006, 04:39 AM   #2 (permalink)
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That's actually the best idea I've seen you come up with. Screw text based voting, now we have a big room where we can run around and vote in!

*shoots a rocket at Baker so he lands on dm3
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Unread 03-28-2006, 08:12 PM   #3 (permalink)
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Baker...

... I like the idea! 100 screenshots might start breaking some texture lump limits during compile but it'd be worth testing. The original release plus 50 best standalone after market releases might be enough. I'm more than willing to collaborate on this with you following the release of Travail (mid-year with luck).
Unread 03-28-2006, 08:18 PM   #4 (permalink)
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Originally Posted by distrans
... I like the idea! 100 screenshots might start breaking some texture lump limits during compile but it'd be worth testing. The original release plus 50 best standalone after market releases might be enough. I'm more than willing to collaborate on this with you following the release of Travail (mid-year with luck).
I am very good at graphics automation and format conversions, it is somewhat of a field of specialization for me, and often write my own tools to automate repetitive tasks, like making 100 textures labelled with the a map name in Quake font.

This is part of the reasons I can do things like take the Quake Retexturing Project's 200 MB download and turn it into a 5 MB download that the human eye has no almost no chance of distinguishing.



I'm willing to hand off all my textures (screenshot textures, map label textures) or synthesize new ones for you or any mapper interested in completing the idea and I am willing to help in any way desired.
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Unread 03-28-2006, 08:26 PM   #5 (permalink)
Chthon
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I might add those screenshot textures in the top 2 images are the standard Quake palette and not 24 bit textures. Just for clarification so no one technical will wonder about that.

Originally Posted by distrans
100 screenshots might start breaking some texture lump limits during compile but it'd be worth testing.
A Gateway map could be split into 2 or more maps (if necessary) that have exit teleporters referencing each other. I saw a single player episode with non-linear map progression like that. (I can't remember the name).
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So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...
Unread 03-28-2006, 11:10 PM   #6 (permalink)
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that's pretty cool baker... nice work..

white power, bitches!
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Unread 03-28-2006, 11:20 PM   #7 (permalink)
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hehe...

...
A Gateway map could be split into 2 or more maps (if necessary) that have exit teleporters referencing each other.
Of course! I've been thinking inside the .bsp so long I have trouble thinking outside it

If no one has put up their hand around September, expect a call for resources and assisitance...and beer (b)
Unread 03-28-2006, 11:27 PM   #8 (permalink)
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Originally Posted by distrans
I've been thinking inside the .bsp so long I have trouble thinking outside it
Heh, I like that.
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Unread 03-29-2006, 03:48 PM   #9 (permalink)
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wow nice.. That would be alot of fun running around in the level and screwing around. Rather than that boring voting system.
Unread 03-30-2006, 12:22 PM   #10 (permalink)
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VERY cool idea! me like!
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