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Quake Brutalist Jam II

slipseer.com

11–20 of 115 posts

Re: Quake Brutalist Jam II

#11

OH man. So many hours in Quake - I'll have to learn how to get one of these engines up and running.

Easy setup:

1) Download and unpack ironwail (best engine).

2) Copy id1/ (from your official Quake install directory) to your ironwail directory

3) Launch ironwail

Adding and launching a mod:

1) Unpack the mod into your ironwail directory

2) Launch ironwail

3) select the add-on

If you have quake on steam, ironwail will automatically detect it.

If you want to directly launch into a mod you can create a shortcut or use command-line parameters.

Re: Quake Brutalist Jam II

#12
post #6

Fantastic work from these artists, the engine really just lends itself to these environments it seems! As a side Anyone know of a good way to get the geometry of Quake maps out as a 3d model? I thought it would be quite cool to view these on the web. Either individual buildings or as a fly-through. Edit: Found the following leads: 1. https://github.com/sbuggay/bspview 2. https://github.com/passiomatic/elm-quake3-rend…

This does the trick quite nicely (unless you want them textured, anyway) - https://github.com/fzwoch/bsp2obj

I tried it on the map BSPs from https://github.com/fzwoch/quake_map_source/tree/master/bsp

Edit: Following a sibling comment, Trenchboom can also export as OBJ from the GUI

Re: Quake Brutalist Jam II

#13

Earlier quoted context omitted.

There is a huge Quake mapping community that has been consistently producing amazing new maps, map packs, and full mods. * https://www.quaddicted.com/ * https://www.slipseer.com/ * Quake Mapping Discord where all this goes down https://discord.com/invite/f5Y99aM

What's a good entry point if one wants to get started playing? Acquire Quake (1? 2?) on Steam and then server browsers just work as-is?

You use ironwail (https://github.com/andrei-drexler/ironwail), and start downloading and playing maps from the sites above :).

Re: Quake Brutalist Jam II

#14
post #6

Fantastic work from these artists, the engine really just lends itself to these environments it seems! As a side Anyone know of a good way to get the geometry of Quake maps out as a 3d model? I thought it would be quite cool to view these on the web. Either individual buildings or as a fly-through. Edit: Found the following leads: 1. https://github.com/sbuggay/bspview 2. https://github.com/passiomatic/elm-quake3-rend…

You might also be interested in: https://noclip.website/ (not quake maps)

I also know https://www.halospawns.com/app used to have quake maps (dm6 at least), but can't find it now.

Re: Quake Brutalist Jam II

#15
post #6

Fantastic work from these artists, the engine really just lends itself to these environments it seems! As a side Anyone know of a good way to get the geometry of Quake maps out as a 3d model? I thought it would be quite cool to view these on the web. Either individual buildings or as a fly-through. Edit: Found the following leads: 1. https://github.com/sbuggay/bspview 2. https://github.com/passiomatic/elm-quake3-rend…

most maps these days are made with something called trenchbroom. Try opening a map and looking for export options. You can open the original game's levels too

Re: Quake Brutalist Jam II

#16
post #3

Is there still a big Quake community out there? People playing new / cool maps?

And an even larger Doom community. I took part in NanoWADmo last month, the map making month. There are hundreds of hours of top-tier map content out there, a huge number of "megawads" (32 map packs). Anything by skillsaw is great, and no end in sight is pretty special too imo

Re: Quake Brutalist Jam II

#17

Bethesda recently announced there won't be a Quake Pro League next year, massively depressing news. IMO Quake is peerless in its mechanical skill and speed requirements, truly one of the most challenging games in the world, like comparing Go to lesser strategic games.

Go is one of those games I could never understand whether a move I was making was a good one or not. It just felt like I was randomly placing stones and then at the end had to count up and see who won as I certainly had no clue how it was progressing. Is that normal for new players or am I particularly challenged in that area? Chess is a less abstract game where I can generally tell what's going on.

Regarding Quake, I think you're right. Nothing else is quite like it.

Re: Quake Brutalist Jam II

#18

Bethesda recently announced there won't be a Quake Pro League next year, massively depressing news. IMO Quake is peerless in its mechanical skill and speed requirements, truly one of the most challenging games in the world, like comparing Go to lesser strategic games.

Given how much they neglected Quake Champions (or the Quake IP in general) this doesn't come at a surprise I'd say.

Re: Quake Brutalist Jam II

#19
I love how level creation for games like Doom and Quake has developed into these small, independent scenes, with a rich community history and a real sense of taste and refinement in how they approach designing for these games. In the same way that "pixel art" has evolved from a necessity driven by the limits of early hardware, through early attempts to recreate a "retro" look, to the point where it is a well-developed aesthetic that is used as an informed choice.

It might sound a bit pretentious, but it really feels like the video games have begun to reach a point of maturity akin to older forms of art, where people are no longer fumbling around in the dark so much, or chasing the technological zeitgeist. Instead creators are consciously embracing and exploring different limitations and aesthetics, in the same way a painter might use different types of paint, with all these diverse styles and scenes, which are at once independent yet also informed by each other.

Re: Quake Brutalist Jam II

#20
post #11

OH man. So many hours in Quake - I'll have to learn how to get one of these engines up and running.

Easy setup: 1) Download and unpack ironwail (best engine). 2) Copy id1/ (from your official Quake install directory) to your ironwail directory 3) Launch ironwail Adding and launching a mod: 1) Unpack the mod into your ironwail directory 2) Launch ironwail 3) select the add-on If you have quake on steam, ironwail will automatically detect it. If you want to directly launch into a mod you can create a shortcut or use…

There's something called quake injector too, which makes it even easier to get access to maps, at least ones on quakespasm. You probably still need to add them manually if they're from slipseer, but i think most are on both sites
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