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Making the outer cube a skybox, and having a "floating" play area.

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  • Making the outer cube a skybox, and having a "floating" play area.

    I'm sort of having an eye on this, but after playing games like Quake 3 Arena and Condition Zero, I've ran across a few maps that I find challenging to build, and I hope that Quake 1 will allow for maps like this. It's where if you don't watch your step, and step off the play area accidentally, or otherwise, you will fall and unending fall, and die in the middle of falling off the map. I'm wondering if Quake 1 does this, because I know in Counter-Strike and in Q3A, if you fall, you do die when you have a whole skybox cube. A map like this seems like something extreme, but I'm wondering if Quake allows for it.
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    Current Project: Quake Texture Pack for UT3/UDK

  • #2
    Sure, but if the map gets too big or detailed Quake will choke.
    Just make huge cube and give it a sky texture.
    Then add a few (3-4) trigger_hurt with lots of damage where you want the player to die. One is not enough because sometimes the player falls right through one.

    There are quite a few maps in this style for Singleplayer, it's called Coagula (don't ask me why or what it means). Here are some, others are not that easily found by looking just at filenames, heh:
    http://www.quaddicted.com/reviews/coagula.xml
    http://www.quaddicted.com/reviews/coagulacontest.xml
    http://www.quaddicted.com/reviews/coagulacontest2.xml
    http://www.quaddicted.com/reviews/coagula3_bone.xml
    http://www.quaddicted.com/reviews/coagula2_flesh.xml
    Quake 1 Singleplayer Maps and Mods

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    • #3
      Ahh, THAT'S the secret... Thanks. I was looking through Q3A's maps where this can be done automatically when you keep falling, which must've been new to that version of the engine. IIRC, CS: CZ and Source had this as a feature, also. Guess in Quake, you're on your own with that type of fall. Thanks again.
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      Current Project: Quake Texture Pack for UT3/UDK

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      • #4
        Originally posted by 8IronBob View Post
        Ahh, THAT'S the secret... Thanks. I was looking through Q3A's maps where this can be done automatically when you keep falling, which must've been new to that version of the engine.
        Nope. Quake 3 also has something like a trigger_hurt at the bottom. Usually accompanied by another trigger higher up to play the "nooooo" noise that the player makes when he falls off.

        As for falling through a trigger, that can only happen if the trigger is too thin. Making the trigger 64 units thick should be enough, especially if it's only 32 away from the bottom of the skybox (so that the player is touching it when they stand on the bottom).
        16:03:04 <gb> when I put in a sng, I think I might need nails
        16:03:30 <gb> the fact that only playtesting tells me that probably means that my mind is a sieve

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        • #5
          the smashquake maps also use it, the finaldest map uses a sky box for the outer boundry

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          • #6
            All right, great... Seems like I may probably study through some Q3A maps to see what can be done using the old Quake 1 tech. Thanks.
            Maybe doing the trigger_hurt about 128 units high, and the same size as the sky "floor" will do it, as a second layer, I believe... That way there'll be plenty of padding.
            Last edited by 8IronBob; 10-17-2008, 02:04 PM.
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            Current Project: Quake Texture Pack for UT3/UDK

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