Posts Tagged ‘Quake’

Quake Level : “Evil Exhumed”

Sunday, September 21st, 2008

“Little is known about the facility except that it was constructed to study some newly discovered ruins. Scientists working the dig site were reportedly quite excited about what they had found and were continuing to find. Everyone was surprised when we lost contact with the survey team. Someone needs to go up there and figure out what happened.”

This is a single player level for Quake. It’s best if you play this level using a modern engine, like FitzQuake, as some of the areas will grey out on vanilla software Quake (although it does surprisingly well for the most part).

Here’s some screen shots and a download link. Enjoy!

.: DOWNLOAD HERE :.

Texture Import/Export

Thursday, September 18th, 2008

I added the ability to export textures to PNG files and then import those textures back in again, converting them to the Quake palette. This will make future levels a lot cooler looking since i’ll be able to not only import new textures but export the existing ones to use as reference or builder blocks!

Ever wondered what my ugly mug would look like in a Quake level? Wonder no more!

ToeTag:

Quake:

Damnable Limits

Thursday, September 11th, 2008

And yet another limit is hit. I’ve apparently used too many textures.

This typically isn’t a problem when it first happens as you generally have a ton of textures in the map that look pretty similar to each other so eliminating the duplicates is quick and painless. After the 2nd or 3rd time, however, it gets a little more brutal. Do I REALLY need that light variation? Does that wall really need to be split to include that extra panel variant?

Such is the life of the level designer. A life filled with choices that make things less pretty.

Sometimes Your Own Dog Food Tastes Bad

Tuesday, September 9th, 2008

Writing my own Quake editor (ToeTag) has been a great experience in many ways. One of the good ways, obviously, is that it allows me to work on Quake levels on my Mac! One of the bad things, however, is that when something goes bad or breaks or crashes – it’s my fault. And I have to fix it. Blargh.

Something I’m discovering with my latest level is that ToeTag was a little bit of a memory hog. It was allocating over 1GB of RAM to get that level into memory. I figured out what was wrong this morning and now it fits into about 100MB but those are the kinds of things that you don’t discover until you’re pushing the edges a little bit. Small maps didn’t show this issue. This large map does.

Sadly, it still doesn’t fix the weird WAD related loading crash that I get in release mode. It doesn’t do it in debug at all which makes it super awesome to try and fix. Stupid dog food.

Declassified Photographs

Sunday, September 7th, 2008

Little is known about the facility except that it was constructed to study some newly discovered ruins. Scientists working the dig site were reportedly quite excited about what they had found and were continuing to find. Everyone was surprised when we lost contact with the survey team. Someone needs to go up there and figure out what happened.

These photographs of the installation were recently discovered.

Library

Library/Research Lab

Lobby

Front Lobby

Quake Love/Hate

Sunday, September 7th, 2008

I have such a love/hate thing with Quake. I love the feel of the game and I love making levels in it due to the wonderful simplicity of the process. I hate how easily things fall off the rails and how opaque the engine can be in terms of errors.

I’m working on a level right now and it’s gotten fairly large. I’ve exceeded my alloted number of clip nodes and I am forced to do some fancy clip brush work now in order to get the map actually finished (a good way to save clip nodes, btw, is to wrap complicated geometry like ceilings in clip brushes). I was doing that last night when everything decided to go pear shaped. The level no longer loads in Quake. It just crashes. No error message, no indication of what’s wrong – nothing.

Now I get to backtrack through prior versions of the map and piecemeal the thing back together again. Hooray!

::EDIT::

Hey, you know how whenever you explain a programming problem to someone the solution will generally present itself? That’s sort of an unwritten rule of code. The same thing happened here.

The level was leaking but I wasn’t caring about that because the area was being worked on. However, this proved to be the cause of the crash. I’m still not sure why but once I sealed the map to test if the leak was the problem, the crash went away.

Interestingly enough, my clip node count dropped almost in half once the map was sealed as well. This makes some sense as now Quake is free to remove all the extra geometry outside of the level. I guess that was obvious in hindsight but at the time I was blinded by the unexplained crash. Anyway, the level works again so I shall continue on.

Fantastic Quake Concept Map

Tuesday, September 2nd, 2008

Negke put this little gem together and it’s a great example of a level that proves, yes, you can still do interesting things with Quake.

Download here

Tilted maps might become the new thing!

Combat Design

Monday, September 1st, 2008

Another discussion I saw on the web sparked an interesting idea regarding combat. What it boiled down to is this: For combat to really work in game like Quake or Gears of War (or any other game), the player has to have the opportunity to improve or it gets boring fast.

This may sound obvious but many games get this wrong. Say you have a slow moving player character and the enemies can move faster than you. The player is assured of taking damage in every encounter as they simply can’t get out of the way quickly enough to avoid it. Even if they know exactly where the enemies are going to spawn from and they know their weapons backwards and forwards, it won’t matter. They simply can’t evolve the motor skills to avoid the incoming enemy shots so they will always take damage. This is something a developer might do to falsely create tension or fear but what it really creates is annoyance in the players mind.

The player doesn’t have to be faster than the enemies but he does have to have a chance to become better than the enemies through practice. Look at Quake. When people first started playing it some of the monsters were pretty scary. The Shambler was terrifying the first time it came running at you! However, now that people have figured out the attack patterns and movement cycles there really aren’t any Quake monsters that pose a serious threat to an experienced Quake player.

And that’s a good thing. The players were able to evolve to that level of mastery and had a great time doing it.

Don’t handicap your players unnecessarily. Let them evolve. Your game will get played longer and people will have more fun.

Winging It Vs Planning It

Monday, August 25th, 2008

Mattias Worch made a great post regarding his new Quake level that I found hit a lot of the same notes that I hear in my head when working on Quake stuff:

http://www.worch.com/2008/08/24/bbelief2008-level-flow/

The whole notion of planning levels out completely beforehand is a side effect of the modern game industry. It’s not a bad thing but it is a necessary thing. Games are too complex these days to let level designers try to wing it anymore.

I’m working on a Quake level in my spare time and I’m using the same methodology as I did in the early Quake days : start laying pipe and see where it leads. In those days, all you needed was a basic idea of the kind of environment you wanted or maybe all you had was a texture set that you wanted to try using. Maybe you had a cool idea for a room and the level sort of filled itself in around the edges of that room.

It’s fun to work this way as I believe it keeps the creative mind agile enough to still be able to interject spontaneous stuff into whatever scripted level you’re working on at the office.

ToeTag 2.0 + Source Code

Saturday, July 5th, 2008

So my Sparkle framework and appcast decided that they weren’t going to talk to each other anymore so I hit the reset button. ToeTag is now kicking off from version 2.0 and now includes a download link for the source code! The appcast still seems fucked up for whatever reason but I’ve decided to stop caring. Anyway, download ahoy!

Download ToeTag 2.0 + Source Code (optional)

The download for the source code is at the bottom of that page. It’s an XCode3 project written entirely in Objective-C using the Cocoa framework. It’s a native OSX application and compiles to a universal binary. Enjoy!

This doesn’t mean that I’m going to stop developing ToeTag. I intend to continue adding features and polishing it up until I reach a point where I can use it for level work and not ever have to think, “Man, it would be cool if ToeTag could do X…”