Quake! ver. 1.01
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Re: Quake! ver. 1.01
Ok.. so I want to make sure that I am doing things right. I have read the map threads, but I think I am still missing some information.
Quick questions..
1. Do I use this thread to officially announce my map and add the version updates?
2. Once I have finished the design of my map.. where do I go from there?
3. Does the map need to have the XML done before I officially submit the map to the process?
Please advise.
Check original post.. I have updated the map!
Thank you,
El Grande
Quick questions..
1. Do I use this thread to officially announce my map and add the version updates?
2. Once I have finished the design of my map.. where do I go from there?
3. Does the map need to have the XML done before I officially submit the map to the process?
Please advise.
Check original post.. I have updated the map!
Thank you,
El Grande
- natty dread
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Re: Quake! ver. 1.01
Yes. Usually updates are posted in "both ends" of the thread: one as a new post and one in the first post. This way both those who have been following the thread and those who come to it for a first time can easily find the latest version.elGrande wrote:1. Do I use this thread to officially announce my map and add the version updates?
If you really want a thorough explanation on how the foundry process works, you could read the 3 latest issues of the CC newsletter, I made a 3-part article describing the different steps of the process.2. Once I have finished the design of my map.. where do I go from there?
But in a nutshell: you post a draft of your map. You submit a design brief for it in the design brief thread. The foundry mod MrBenn will evaluate your design brief and if it is accepted he moves your map to gameplay workshop. There you design the gameplay aspect of your map. When it is in a satisfying condition, you get a gameplay stamp and the map is moved to graphics workshop. There you develop the graphical side until everyone is satisfied. Then you get the graphics stamp and your map moves on to final forge. There you develop the XML for your map, and make any final tweaks and fix the last small flaws. Then your map goes to beta testing, and if any flaws are found during beta play they get fixed. After a sufficient period in beta your map gets quenched and is ready.
The whole process may take anywhere from 6-12 months.
See above.3. Does the map need to have the XML done before I officially submit the map to the process?

Re: Quake! ver. 1.01
Latest update! version 1.03
Thank you natty.. I will make sure to check that out ASAP! You guys have been a lot of help!
For updated version, I have added 3 more attacking spots and also added PORTALS. Much like in the game of Quake Arena, you are able to use portals to go from one area of the map quickly to another. Because the map is heavy on having to go through the middle to get to another Territory, I added Portals to help the flow of movement.
Thank you natty.. I will make sure to check that out ASAP! You guys have been a lot of help!
For updated version, I have added 3 more attacking spots and also added PORTALS. Much like in the game of Quake Arena, you are able to use portals to go from one area of the map quickly to another. Because the map is heavy on having to go through the middle to get to another Territory, I added Portals to help the flow of movement.
Re: Quake! ver. 1.01
Well.. I have officially submitted the map!
Also.. here is a statistical makeup of the map in it's current stage... for those interested.
http://www.ufreeze.net/conquermap1.htm#stats
Thank you all and help me where you feel I need it!
El Grande
Also.. here is a statistical makeup of the map in it's current stage... for those interested.
http://www.ufreeze.net/conquermap1.htm#stats
Thank you all and help me where you feel I need it!
El Grande
Re: Quake! ver. 1.01
Anyone with thoughts on the 'stats' of my map? Any thoughts on some graphical tweaks. I want to get a head start as it sits in submission!
Thanks!
El Grande
Thanks!
El Grande
Re: Quake! ver. 1.01
elGrande wrote:Well.. I have officially submitted the map!
Also.. here is a statistical makeup of the map in it's current stage... for those interested.
http://www.ufreeze.net/conquermap1.htm#stats
Thank you all and help me where you feel I need it!
El Grande
Everything looks pretty good to go - but before I move the map into the gameplay workshop, it would be good to see the text of the copyright that has been agreed, so that it can be run past lackattack (the site owner) before progressing any further...MrBenn wrote:This is a very good first draft image - and I really like that way you're approaching the project so far.
As others have said, the copyright will be the first hurdle; if you can cross that bridge, then I wholeheartedly encourage you to put together a design brief.
All the best

PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
Re: Quake! ver. 1.01
Should I message him the email that I received from the developer that gave me the OK to move forward with my map?
I would really like to get the process started.
I would really like to get the process started.
- Industrial Helix
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Re: Quake! ver. 1.01
You seriously got copyright approval to make this map? If that's true then that is awesome.
Sketchblog [Update 07/25/11]: http://indyhelixsketch.blogspot.com/
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: http://www.conquerclub.com/forum/viewto ... 1&t=116575
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: http://www.conquerclub.com/forum/viewto ... 1&t=116575
Re: Quake! ver. 1.01
ya.. The only item in the entire map that would have even cause an issue was the faint Quake III Arena logo in the background. Other then that.. most of the other names are new or public map names.. etc. Also.. I am double checking, but I think that ID is going to allow me to post the link to their browser version of Quake on the map. You wont be able to click from there..but at least it will be there for people to see! Now I am just waiting to see what the next step in the map process is. I want to get this thing going!
- Industrial Helix
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- Location: Ohio
Re: Quake! ver. 1.01
Well since this map is tied with copyright issues I think it has to be cleared by Lack before moving on. It's an unusual step for a map as most don't need copyright clearance, but I'd say that was the only thing holding this map up. Be patient I guess.
Sketchblog [Update 07/25/11]: http://indyhelixsketch.blogspot.com/
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: http://www.conquerclub.com/forum/viewto ... 1&t=116575
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: http://www.conquerclub.com/forum/viewto ... 1&t=116575
Re: Quake! ver. 1.01
elGrande and I have been chatting about this over PM... hopefully there'll be some progress soon!elGrande wrote:ya.. The only item in the entire map that would have even cause an issue was the faint Quake III Arena logo in the background. Other then that.. most of the other names are new or public map names.. etc. Also.. I am double checking, but I think that ID is going to allow me to post the link to their browser version of Quake on the map. You wont be able to click from there..but at least it will be there for people to see! Now I am just waiting to see what the next step in the map process is. I want to get this thing going!

PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
Re: Quake! ver. 1.01
any movement on this map yet?
- Industrial Helix
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Re: Quake! ver. 1.01
MrBenn will most likely contact you when there is. Don't be surprised if it takes some time as these things have to go to the top man himself and given the legal nature I wouldn't expect him to rush things through. Nobody likes a lawsuit 
Sketchblog [Update 07/25/11]: http://indyhelixsketch.blogspot.com/
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: http://www.conquerclub.com/forum/viewto ... 1&t=116575
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: http://www.conquerclub.com/forum/viewto ... 1&t=116575
Re: Quake! ver. 1.01
This one's good to go... 

PB: 2661 | He's blue... If he were green he would die | No mod would be stupid enough to do that
- Industrial Helix
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Re: Quake! ver. 1.01
That was quick...
Sketchblog [Update 07/25/11]: http://indyhelixsketch.blogspot.com/
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: http://www.conquerclub.com/forum/viewto ... 1&t=116575
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: http://www.conquerclub.com/forum/viewto ... 1&t=116575
Re: Quake! ver. 1.01
Awesome! Thank you!
Now I can start work on another one while this one gets eaten up by the process!
Now I can start work on another one while this one gets eaten up by the process!
- natty dread
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Re: Quake! ver. 1.01
It'd be better if you'd just stick with the project you already have. You'll have plenty of work to do with this map...elGrande wrote:Awesome! Thank you!
Now I can start work on another one while this one gets eaten up by the process!

- Industrial Helix
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- Gender: Female
- Location: Ohio
Re: Quake! ver. 1.01
You can but there's a two map limit right now. But I highly recommend you take this map through gameplay and graphics workshop before starting another. You're going to learn a lot if this is your first map and it will make the second go a lot smoother.elGrande wrote:Awesome! Thank you!
Now I can start work on another one while this one gets eaten up by the process!
Sketchblog [Update 07/25/11]: http://indyhelixsketch.blogspot.com/
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: http://www.conquerclub.com/forum/viewto ... 1&t=116575
Living in Japan [Update 07/17/11]: http://mirrorcountryih.blogspot.com/
Russian Revolution map for ConquerClub [07/20/11]: http://www.conquerclub.com/forum/viewto ... 1&t=116575
Re: Quake! ver. 1.01
will do! I am only thinking up other maps and drawing them out. Takes me about an hour to illustrate them to a decent point. So I will just get them in the pipeline for now as I tweak the Quake map.
Thanks guys!
El Grande
Thanks guys!
El Grande
Re: Quake! ver. 1.01
UPDATED: Starting Regions
RA/YA/MEGA/SHARDS/Quad Territory all start with 3 Neutral troops each.
60 remaining regions
Each player will start with a maximum of 11 regions and divided equally if more then 5 players.
RA/YA/MEGA/SHARDS/Quad Territory all start with 3 Neutral troops each.
60 remaining regions
Each player will start with a maximum of 11 regions and divided equally if more then 5 players.
- natty dread
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Re: Quake! ver. 1.01
they were I thought. I did an edit to the original post and added a new one. Let me double check.
El Grande
El Grande
- natty dread
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Re: Quake! ver. 1.01
Meaning, post new map image to the original post and to a new post at the end of the thread.

- phantomzero
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Re: Quake! ver. 1.01
First off - nice job (again) and I hope you continue to work on this. I realize that I'm giving more grahpical feedback, but It's really what I'm best at.
Although I can read the territory names, the font could be improved. Same with the legend. Small fonts are incredible hard to nail down, but I think you can do better.
Quake is a dark grungy game - this map is bright and clean. Try to work in a dark grunge theme. Unfortunatley, I had a tutorial up for grunge overlays, but the images were linked from my personal webpage, which I cleaned out and mistakenly trashed. But if you not familiar, a quick searh for grunge or grunge overlays can give you help.
I would suggest making the icons look 3D. Maybe some bevel & drop shadows to them. (Imapss, Arrows, Runes..)
Since your borders aren't supposed to be geographically correct - you can move them around a bit to make the map more visually pleasant. More equal size regions.
Also - the Quad region should be something super cool, not just a light blue center area. Maybe a gold quad ring or something.


Although I can read the territory names, the font could be improved. Same with the legend. Small fonts are incredible hard to nail down, but I think you can do better.
Quake is a dark grungy game - this map is bright and clean. Try to work in a dark grunge theme. Unfortunatley, I had a tutorial up for grunge overlays, but the images were linked from my personal webpage, which I cleaned out and mistakenly trashed. But if you not familiar, a quick searh for grunge or grunge overlays can give you help.
I would suggest making the icons look 3D. Maybe some bevel & drop shadows to them. (Imapss, Arrows, Runes..)
Since your borders aren't supposed to be geographically correct - you can move them around a bit to make the map more visually pleasant. More equal size regions.
Also - the Quad region should be something super cool, not just a light blue center area. Maybe a gold quad ring or something.




