Article View: alt.games.quake2
Article #282720Re: Quake map utility
From: Todd Day
Date: Sun, 03 Jul 2005 22:14
Date: Sun, 03 Jul 2005 22:14
53 lines
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3356 bytes
Grieve wrote: > "Todd Day" <thetodd@bellsouth.net> schrieb im Newsbeitrag > news:q9Wxe.40379$du.20730@bignews1.bellsouth.net... > >>Hello all .... >> >>I fell in love with Quake from the first few seconds of the first level >>.... and then Quake 2 came along and blew me away even more! Years >>later, I still play and replay Quake 2 over and over .... LOL ... >> >>One thing about Quake that bothers me thougth .... I liked the top-down >>map of each level in Doom. I know it's piddly shit ... but it was cool >>to be able to see where you'd been and if you had missed anything along >>the way through the level. I wish they had included that feature in Quake. >> >>Anyone know if anyone has ever developed an "add-on" utility, that sort >>of thing, that would enable a map-view of each level? I've tried a >>couple of Google searches but couldn't really come up with anything. >> >>TIA >> >>Frag on ... >> >>thetodd > > > none that I am aware of. I don't think it would be really possible, because > of the true 3D map structure in Quake. > in Doom you saw the level the same way as in the level editor when you used > the automap. the level consisted of linedefs and sidedefs which were > connected and made sectors which were connected to bigger structures. the > feeling of three-dimensionality in Doom has always dazzled me and still > does, considering the simple 2D-like structure of the levels. you won't find > a room above a room anywhere in Doom, because this does not exist. the map > shows you exactly where you are and is really useful. > > in Quake, a 2D map view would not give a representative view of the level > and could confuse you more than doing anything else. you would need > something like a rotating 3D map, but this would be much more difficult to > use ( and to code :) > noone found it a rewarding idea to create something like this yet. > > Funny ... all the times I played Doom and Quake I never stopped to think that Doom was all one level and Quake uses multiple levels on top of one another! Simple but I never thought of it. That map problem makes sense, then! Thanks!! thetodd
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Path: mbox-mo1.pugleaf.net!number1.nntp.dca.giganews.com!border1.nntp.dca.giganews.com!nntp.giganews.com!news.glorb.com!bigfeed.bellsouth.net!bignumber.bellsouth.net!news.bellsouth.net!bignews4.bellsouth.net.POSTED!518149c6!not-for-mail From: Todd Day <thetodd@bellsouth.net> User-Agent: Mozilla Thunderbird 1.0 (Windows/20041206) X-Accept-Language: en-us, en MIME-Version: 1.0 Newsgroups: alt.games.quake2 Subject: Re: Quake map utility References: <q9Wxe.40379$du.20730@bignews1.bellsouth.net> <42c85115$0$23578$91cee783@newsreader02.highway.telekom.at> In-Reply-To: <42c85115$0$23578$91cee783@newsreader02.highway.telekom.at> Lines: 53 Message-ID: <fqZxe.39808$Xv.34662@bignews4.bellsouth.net> X-Complaints-To: abuse@bellsouth.net X-Abuse-Info: Please forward a copy of all headers for proper handling X-Trace: npbhgpngjbkmjfegdbdpiflmbcekedmfhojhikkbagflhcbojnhnigofgjbpilhngjclmncembmgnomflnfgedpnnpeicdpdmlbehglkkbjbgiekkijhhagfkjbgilpapegeomneleloclliemmimljhiceoajdl NNTP-Posting-Date: Sun, 03 Jul 2005 18:13:31 EDT Organization: BellSouth Internet Service Date: Sun, 03 Jul 2005 18:14:37 -0400 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 7bit