152241
Level 30 Chipist
funute
post #152241 ::
2022.02.12 11:19pm
ipi, damifortune, cabbage drop, Lincent, wizardmusic, xterm, Xaser, BubblegumOctopus, null1024, ViLXDRYAD, Luigi64 and kalii liēkd this
ipi, damifortune, cabbage drop, Lincent, wizardmusic, xterm, Xaser, BubblegumOctopus, null1024, ViLXDRYAD, Luigi64 and kalii liēkd this
Inspired by wizardmusic's thread on a CSGO/TF2 mapping format and the smw/Lunar Magic map format and the influx of other formats recently, I'm finally writing this more official proposal/ask for a Quake map format :)
The idea is to make a Quake singleplayer (or potentially multiplayer?) map/level, just like the Doom WAD formats. I figure we have Doom map formats, why not the other big id FPS Quake as well? Quake is arguably equally as notable of a game as Doom if not more, and I think it'd be really fun and great to have Quake maps thrown into the mix of Mappist formats!
I do know there's a sort of unwritten guideline that formats should be freely accessible, and while Quake is technically not free and you need the full version to properly play custom maps, I'd argue neither is Doom, and yet there are map formats for that (although there is a FreeDoom project but not really a Quake equivalent). Also, it's $10 on Steam/GOG, not hard to get but still technically not free.
========
Quick brainstorm of relevant points:
- How to play: get Quake, whether through Steam or GOG or some other storefront or other means. Then grab the pak0.pak and pak1.pak files, install and setup one of the many source ports like QuakeSpasm/vkQuake or DarkPlaces (or even use the original ports/engines, though not recommended). For specific maps, you can drop them in a maps/ directory, then go to the console and type "map mapname".
- Tools: There are several map editors + map compiler toolchains out there. The ones I've played around with a bit so far are TrenchBroom for the editor and ericw-tools for the map compilation toolchain. Other possible map editors to try out are GTKRadiant and netradiant-custom.
- Tutorials: For TrenchBroom start with https://www.youtube.com/watch?v=gONePWocbqA to get set up, then check out some of the videos in the rest of the playlist: https://www.youtube.com/playlist?list=PLgDKRPte5Y0AZ_K_PZbWbgBAEt5xf74aE
- Resources: links to editors, compilers, WAD textures, and other stuff. Maybe some example maps for reference/learning, e.g. https://rome.ro/news/2016/2/14/quake-map-sources-released
- Rules/restrictions: Submit .bsp file (compiled map), that way players can just drop the .bsp into the maps/ directory and play it there. There's also .map which is the source, but that needs to be compiled before it's playable in engine. Don't think there's any other restrictions, other than it must be a valid map? I think because textures are compiled into the map there could be a point of contention there, but I remember reading that the original Quake map textures are free to use for Quake map making (not sure though).
========
Other ideas:
- What about Quake II? Personally not as much of a fan of Q2 compared to Q1, but I think there could be a similar separate format for Q2 if there's interest for it!
- Map types: imagining most would be single player start-to-finish map like the doom map types, but maybe there'd be interest in alternative map types like make some art via brushes or a really cool environment/world, or even deathmatch (that'd be an interesting one to playtest, spontaneous BotB Quake DM sessions anyone?).
- Difficulty: as mentioned earlier Quake mapping is much more involved than say Doom or SMW mapping - whereas those are 2D for the most part, the Quake engine adds the spooky third dimension and also just generally adds a lot to the table that needs to be dealt with: more advanced geometry/vertex manipulation, lighting, etc. Would a hypothetical Quake map OHB even be feasible? How much of a Quake map could feasibly be done in an hour? *shrug*
========
As usual this ended up being a lot longer than I expected. TLDR quaek format pls ty itll be cool trust me
The idea is to make a Quake singleplayer (or potentially multiplayer?) map/level, just like the Doom WAD formats. I figure we have Doom map formats, why not the other big id FPS Quake as well? Quake is arguably equally as notable of a game as Doom if not more, and I think it'd be really fun and great to have Quake maps thrown into the mix of Mappist formats!
I do know there's a sort of unwritten guideline that formats should be freely accessible, and while Quake is technically not free and you need the full version to properly play custom maps, I'd argue neither is Doom, and yet there are map formats for that (although there is a FreeDoom project but not really a Quake equivalent). Also, it's $10 on Steam/GOG, not hard to get but still technically not free.
========
Quick brainstorm of relevant points:
- How to play: get Quake, whether through Steam or GOG or some other storefront or other means. Then grab the pak0.pak and pak1.pak files, install and setup one of the many source ports like QuakeSpasm/vkQuake or DarkPlaces (or even use the original ports/engines, though not recommended). For specific maps, you can drop them in a maps/ directory, then go to the console and type "map mapname".
- Tools: There are several map editors + map compiler toolchains out there. The ones I've played around with a bit so far are TrenchBroom for the editor and ericw-tools for the map compilation toolchain. Other possible map editors to try out are GTKRadiant and netradiant-custom.
- Tutorials: For TrenchBroom start with https://www.youtube.com/watch?v=gONePWocbqA to get set up, then check out some of the videos in the rest of the playlist: https://www.youtube.com/playlist?list=PLgDKRPte5Y0AZ_K_PZbWbgBAEt5xf74aE
- Resources: links to editors, compilers, WAD textures, and other stuff. Maybe some example maps for reference/learning, e.g. https://rome.ro/news/2016/2/14/quake-map-sources-released
- Rules/restrictions: Submit .bsp file (compiled map), that way players can just drop the .bsp into the maps/ directory and play it there. There's also .map which is the source, but that needs to be compiled before it's playable in engine. Don't think there's any other restrictions, other than it must be a valid map? I think because textures are compiled into the map there could be a point of contention there, but I remember reading that the original Quake map textures are free to use for Quake map making (not sure though).
========
Other ideas:
- What about Quake II? Personally not as much of a fan of Q2 compared to Q1, but I think there could be a similar separate format for Q2 if there's interest for it!
- Map types: imagining most would be single player start-to-finish map like the doom map types, but maybe there'd be interest in alternative map types like make some art via brushes or a really cool environment/world, or even deathmatch (that'd be an interesting one to playtest, spontaneous BotB Quake DM sessions anyone?).
- Difficulty: as mentioned earlier Quake mapping is much more involved than say Doom or SMW mapping - whereas those are 2D for the most part, the Quake engine adds the spooky third dimension and also just generally adds a lot to the table that needs to be dealt with: more advanced geometry/vertex manipulation, lighting, etc. Would a hypothetical Quake map OHB even be feasible? How much of a Quake map could feasibly be done in an hour? *shrug*
========
As usual this ended up being a lot longer than I expected. TLDR quaek format pls ty itll be cool trust me