Author Topic: Any good Q2 PSX map references?  (Read 32843 times)

Offline peewee_RotA

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Re: Any good Q2 PSX map references?
« Reply #45 on: July 07, 2011, 04:00:16 AM »
Yep, some of them feel like they've been made by retards. I never played the N64 Q2 but looking at Rota's remakes, the quality of N64's maps seems far superior (unless his remakes aren't 'pure' remakes).

I made detailed notes on the quake 2 cafe forum posts for each map. Basically they are exact replicas with different spawn positions and slightly different items. The texturing and lighting for these things were extremely professional. I'm fairly certain that the team behind Rogue made these maps. (It's mentioned in the game manual which i cannot find at the moment)
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Offline Gouki

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Re: Any good Q2 PSX map references?
« Reply #46 on: July 07, 2011, 12:48:19 PM »
More Pictures
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Offline peewee_RotA

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Re: Any good Q2 PSX map references?
« Reply #47 on: July 07, 2011, 01:16:32 PM »
Great work. Checked out the newest .bsp yesterday. May I suggest that you change the water transparency to either 66 or none at all. It will better hide some of the brighter textures in the PC version and make the secret area less obvious.
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Offline Gouki

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Re: Any good Q2 PSX map references?
« Reply #48 on: July 07, 2011, 01:22:41 PM »
I've already done that because the water was too clear. (The latest pics have the water at 66 transparency) The secret will be harder to notice once lighting happens. I'll upload the latest bsp once the outside area is complete.

Too bad theres no invisibility in PC quake, at least I could use the tag token lol.
« Last Edit: July 07, 2011, 01:28:41 PM by Gouki »
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Offline VaeVictis

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Re: Any good Q2 PSX map references?
« Reply #49 on: July 07, 2011, 01:42:07 PM »
cant wait for a final to try this out :) looks like it will be fun... wasnt aware that the campaign was different for the psx version :D

is the campaign the same for the n64 version as well? would love to have that full thing :)

AND! on a side note... if you or some one else feels like making a quick little mod... you can create an altered game dll with the items for psx that normal quake2 doesnt have and then just package the whole thing including maps and textures into its own game directory "like ~/.quake2/psx/" and that way you can just kick up quake, game psx, and you are set up to play the psx way :) just an idea, i dont mess with quake2 modding so idk how hard it would be to have invisibility... but there is the no target cheat so i assume you could do it with some ninja function calling on a timer or something
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Offline peewee_RotA

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Re: Any good Q2 PSX map references?
« Reply #50 on: July 07, 2011, 01:55:52 PM »
cant wait for a final to try this out :) looks like it will be fun... wasnt aware that the campaign was different for the psx version :D

is the campaign the same for the n64 version as well? would love to have that full thing :)

AND! on a side note... if you or some one else feels like making a quick little mod... you can create an altered game dll with the items for psx that normal quake2 doesnt have and then just package the whole thing including maps and textures into its own game directory "like ~/.quake2/psx/" and that way you can just kick up quake, game psx, and you are set up to play the psx way :) just an idea, i dont mess with quake2 modding so idk how hard it would be to have invisibility... but there is the no target cheat so i assume you could do it with some ninja function calling on a timer or something

Invis is pretty easy. There's a bunch of old tutorials for it too. I've got something very similar in megaman q2.

The map in question is from n64. It has a totally different single player. The only map similar to the original compaign is a remake of base3. There are many influences from the rogue expansion in the n64 version.

PSX has a very similar single player to standard quake 2. The main differences are to fix hardware limitations (like different entry points and exit points and splitting some maps into multiple maps). Paril and James are the experts on this. The entire PSX single player is on youtube in a bunch of walkthrough vids.


I've always wanted to do a gameplay mod to recreate the n64 version. There are a lot of small changes that make it enjoyable. The most notable changes are: no ducking, no hand grenades, no ramp jumps, no double jumps, and different BFG lasers. There are lots of visual updates including a lightning effect for BFG. 3d explosions are mostly replaced with 2d sprites. (I think the model still shows up for Grenade Launcher)

The small changes are the best ones. Fireframes are different for most weapons. Every weapon has a firing delay. With a change in server framerate, the chaingun and hyper shoot a bit differently. There are a lot more adrenalines in single player. Power shield only lasts 60 seconds. All multiplayer powerups are item chained. (usually between quad, inv, power shield, and invis)
« Last Edit: July 07, 2011, 02:06:43 PM by peewee_RotA »
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Offline VaeVictis

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Re: Any good Q2 PSX map references?
« Reply #51 on: July 07, 2011, 02:25:56 PM »
some of the sounds are modded too :)

a total recreate as a mod would be sweet... however dont touch the movement if you do :( id miss ramp jumps and double jumps too much and so would most people...
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Offline peewee_RotA

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Re: Any good Q2 PSX map references?
« Reply #52 on: July 07, 2011, 02:30:55 PM »
some of the sounds are modded too :)

a total recreate as a mod would be sweet... however dont touch the movement if you do :( id miss ramp jumps and double jumps too much and so would most people...

Right. That and absence of hand grenades are bad features.
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Offline Gouki

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Re: Any good Q2 PSX map references?
« Reply #53 on: July 07, 2011, 04:15:00 PM »
Version 3 of map.
To view the "invisibility":P , set game to rogue, gamerules = 2
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Offline EmeraldTiger

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Re: Any good Q2 PSX map references?
« Reply #54 on: July 08, 2011, 02:19:32 PM »
@gouki: The Strogg outpost is looking nice. Like Rota said there`s some relatively quick and easy Q2 modding tuts on creating an invisibility item, and perhaps you could even contact someone to help you in implementing it if you want. It`s too bad I can`t access the .bsps as of now because I just moved and my monitor isn`t working, (posting from another comp) but I will definitely take a look later on. :)

@TheMuffinMan: Nice work on those remakes once again. I agree that out of the maps you posted, Aquaplex and Mainframe have the most potential, since their layouts are more vertical and interesting. For Coliseum - from playing PSX Q2 I noticed that the effects of the Megas are not cumulative, so you stick to 200 health no matter how many you pick up, while in PC they are so you can potentially reach crazy-high health values up to 999. (hud max.) Not really a bad thing though, and I also think it could be interesting to have maps with more than 1 RA / MH, like dm2 from Quake 1.

If I can get my PC working again I`ll look into doing some more remakes when I have the time, though as of now I might be occupied with texturing my Mav comp map. I got Hydra halfway done, just the back part with the RG is missing for now. I might make lighting adjustments though - bright green and red lights in the same scene isn`t a pretty sight I must admit. I`m also having lighting issues with the hexagonal tunnel sloping to the RL - they won`t light up no matter how close the light entities are to the sides of the tunnel, and I`m reluctant to resort to using surface lighting since that would look rather odd, so any help in this area is appreciated.

There`s also an issue with my PSX emulator. Apparently when I go under a liquid (water, slime,, etc.) the engine "chops" the scene with ugly black bars. This might pose an issue when / if I get to Toxic Vats, since there is some times down in the slime.
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Offline VaeVictis

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Re: Any good Q2 PSX map references?
« Reply #55 on: July 08, 2011, 03:43:49 PM »
while in PC they are so you can potentially reach crazy-high health values up to 999. (hud max.) Not really a bad thing though, and I also think it could be interesting to have maps with more than 1 RA / MH, like dm2 from Quake 1.

quakeworld's dm2 works for various reasons that dont apply to quake2 ;) there is actually total conversions of q1's dm2, and they all suck and play shitty for the very reasons that make it a cool map in qw

and 999 isnt the max :) there is no max, if you get over 1000 it just doesnt show the fourth digit
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Offline themuffinman

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Re: Any good Q2 PSX map references?
« Reply #56 on: July 09, 2011, 01:51:09 AM »
That's a good point about the max health Tiger. What I'll do to counter high health is set the quad respawn rate to 45 seconds (don't know what the rate is in the original though). And yes, the emulator has an issue with drawing underwater scenes for some unknown reason.

Alright, since this thread is becoming more of an all-out mapping thread, let me show you some other conversion I've been working on. Let's see if anyone knows what this is:



Hint: Q2 is the only Quake to not have this map (AFAIK). (Tiger can keep quiet since he already knows  :yessign: )
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Offline VaeVictis

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Re: Any good Q2 PSX map references?
« Reply #57 on: July 09, 2011, 02:41:23 AM »
quake2 does have bloodrun, it just sux :) if you make a good version, AWESOME, if not, oh well no big deal... ztn2 maps are unique to quake2 and quite epic themselves

and... why not just swap half those megahealths for quads xD multiple quad mayhem in an ffa maybe? idk....
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Offline peewee_RotA

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Re: Any good Q2 PSX map references?
« Reply #58 on: July 09, 2011, 03:39:56 AM »
and... why not just swap half those megahealths for quads xD multiple quad mayhem in an ffa maybe? idk....

This experiment has been done in CTF maps. More often than not, one side gets both or the same person gets both.
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Offline VaeVictis

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Re: Any good Q2 PSX map references?
« Reply #59 on: July 09, 2011, 03:29:09 PM »
and... why not just swap half those megahealths for quads xD multiple quad mayhem in an ffa maybe? idk....

This experiment has been done in CTF maps. More often than not, one side gets both or the same person gets both.

if your making your own new game dll for play with the psx maps, why not just make it so you cant pick up two quads at once :D or modify the mh stuff to work like the psx way
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