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2D platforming elements using Quake 1.. Examples included

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  • 2D platforming elements using Quake 1.. Examples included

    Lately, I've been wondering about how might we use the physics exploits of the Quake 1 engine for a gameplay advantage. Watching stuff like Quake Done Quick really makes you think about what might be possible with regards to level editing.

    I was wondering if any of you guys had any thoughts about how one might go about creating a fun and fast paced jumping game using Quake 1? What design elements would be fun that would be borrowed or ported from 2d platforming games, specifically those from the 1990s?

    Here is an example of what I've experimented with so far. I've found that pits that harm the player, moving platforms (func_trains), and high ledges necessitating a grenade jump all translate elements of 2d platforming.

    http://harbl.iiichan.net/sonic.zip


    (click on the thumbnail for a larger picture)

    Code:
    ================================================================
    Title                   : PLATFORMING USING QUAKE 1
    Author                  : dayfive
    Email Address           : day5ive [AT] gmail [DOT] com
    Release Date            : 02 February 2008
    
    Description             : Levels intended to test three
                              dimensional platforming using
                              the Quake 1 engine.
    
    Additional Credits to   : FrikaC, LordHavoc, and
    			  The creator(s) of gtkradiant & hmap2.
    ================================================================
    
    * Play Information *
    
    Episode and Level #     : SONIC.BSP *
                              JUMPTEST.BSP *
                              SPECIAL2.BSP *
                              SPECIAL3.BSP
    
    * denotes that this level was used in a demo that will play
    in order after you start Quake.
    
    Single Player           : Yes
    Cooperative 2-4 Player  : No
    Deathmatch 2-4 Player   : No
    Difficulty Settings     : Yes
    New Sounds              : No
    New Graphics            : Yes
    New QuakeC		: Yes
    Demos Replaced          : 3
    
    * Construction *
    
    Base                    : My imagination
    Build Time              : Eh, give or take about a week. Thinking
                              about this stuff is great for
                              relieving stress.
    Editor(s) used          : gtkradiant, hmap2 for compiling maps.
                              Direct port of qcc for compiling QC.
    			  Text editor for editing QuakeC
    
    * Notes *
    
    How to run		: Just put the 'sonic' folder parallel
    			  with your ./id1 folder and run
    			  "quake -game sonic".
    			  For example if your folder is setup as
    			  C:\QUAKE then put 'sonic' at
    			  C:\QUAKE\sonic.
    
    Hint			: Consider the radius of explosives
                              relative to the player's current
                              position to gain speed and
                              altitude. Watch out for gaining
                              too much speed and then going
                              through a teleporter without touching
                              the ground. Email me ways that you think
                              2D platforming gameplay elements can be
                              realized using the Quake 1 engine and
                              the known physics exploits.
    
    * Copyright / Permissions *
    
    Verbatim copying and distribution of this entire article are 
    permitted worldwide without royalty in any medium provided this 
    notice is preserved.
    
    Source code is included under GNU GPL license and is located in
    the ./src folder of this archive.

    I'd be interested in what type of gameplay you guys think would be possible specifically using the known exploits..

  • #2
    Long time no see.

    I can remember last year when you registered a week later Solecord had to use the backup and restore the site and your registration and posts vanished. I felt bad.

    Back2 the post ...

    Originally posted by dayfive View Post
    What design elements would be fun that would be borrowed or ported from 2d platforming games, specifically those from the 1990s?
    Every platform game seems to have a double jump.
    Last edited by Baker; 02-02-2008, 11:21 PM.
    Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

    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 ...

    Comment


    • #3
      dude, it would be sick if you just replicated some full sonic levels, is it possible to make a model go into a loop?


      PLAY QUAKE DODGEBALL!

      http://www.moddb.com/mods/quake-dodgeball

      Trickle's VWeps

      Comment


      • #4
        Originally posted by LockNLoad View Post
        dude, it would be sick if you just replicated some full sonic levels, is it possible to make a model go into a loop?
        well that's just it!

        i'm trying to think of different ways in which to do certain platforming like elements using quake! as you probably know, the 3d sonics have been questionable in quality at times.. what i'm thinking is that literally jumping from platform to platform might provide interesting gameplay. watch the demos in the archive posted above

        the question in this thread is, what if we could use existing techniques centered around the known physics exploits to the original unmodified QuakeC engine?? what type of level design elements would lend themselves to this?

        Comment


        • #5
          Don't forget the floor raising into the ceiling as you avoid being crushed. There was an interesting single-player pack by ORL that has a level using this that was done well: link I know it wasn't the first two levels, but it was a while ago I tried it.

          Comment


          • #6
            I honestly don't really like any new sonic games, I'm a huge old school sonic fan. Sonic 3D Blast was good, the Genesis version had sick music.


            PLAY QUAKE DODGEBALL!

            http://www.moddb.com/mods/quake-dodgeball

            Trickle's VWeps

            Comment


            • #7
              Originally posted by LockNLoad View Post
              I honestly don't really like any new sonic games, I'm a huge old school sonic fan. Sonic 3D Blast was good, the Genesis version had sick music.
              Sick like, wicked bad awootzors? Or sick like someone vomiting on a midi keyboard and it accidentally gets saved as a sound sample which repeats over and over in different tones as the vomit works its way down between the keys?
              "It may disturb you. It scares the willies out of me. " -Slartibartfast

              Comment


              • #8
                Originally posted by IEEE 802.11 View Post
                Sick like, wicked bad awootzors? Or sick like someone vomiting on a midi keyboard and it accidentally gets saved as a sound sample which repeats over and over in different tones as the vomit works its way down between the keys?
                well I guess I overexaggerated on that game, the music is just great. the old 2D sonics were sick, in the awesome way! the music is just phenomenal. ever hear Green Hill Zone played on the piano?

                http://www.youtube.com/watch?v=9Er5sVp_f-M

                then of course you got the club thumping song from Ice Cap Zone on Sonic 3. :d
                Last edited by Trickle; 02-15-2008, 10:40 PM.


                PLAY QUAKE DODGEBALL!

                http://www.moddb.com/mods/quake-dodgeball

                Trickle's VWeps

                Comment


                • #9
                  oh btw, that guy messed up only one key


                  PLAY QUAKE DODGEBALL!

                  http://www.moddb.com/mods/quake-dodgeball

                  Trickle's VWeps

                  Comment


                  • #10
                    Very interesting idea. Makes me want to go into quake editing again.. but I'm too busy these days. Looking forward to what you make of this.

                    ~QUAKE

                    Comment


                    • #11
                      Near a year later... what has happened, anyway?

                      Comment

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