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A simple Quake re: doom question... Maps?

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GrapeApe

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Nov 27, 1999, 3:00:00 AM11/27/99
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Maps may mean something much more specific toQuake gaming these days so
consider the most generic use of the word 'maps' below.

In Doom, there used to be a screen toggle to be able to view an overhead map of
the level you were playing in...

Is this still a feature available in the Quake series, or has it been abandoned
in quest of 'realism'?

I have Quake II, but if something like the 'mapping' as in Doom was a feature,
I'd never run into it, with all the emphasis on networking and other tweaks..

Jan Pieter Kunst

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Nov 27, 1999, 3:00:00 AM11/27/99
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In article <19991127014620...@ng-cg1.aol.com>, GrapeApe
<grap...@aol.comjunk> wrote:


> In Doom, there used to be a screen toggle to be able to view an overhead map
> of
> the level you were playing in...
>
> Is this still a feature available in the Quake series, or has it been
> abandoned
> in quest of 'realism'?

In the Quake series this is no longer possible. I stopped missing it
after the first few levels of Quake 1.

JP

--
Sorry, <dev...@cauce.org> is een "spam trap".
E-mail adres is <jpk"at"akamail.com>, waarbij "at" = @.

ZnU

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Nov 28, 1999, 3:00:00 AM11/28/99
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In article <271119990933333039%dev...@cauce.org>, Jan Pieter Kunst
<dev...@cauce.org> wrote:

> In article <19991127014620...@ng-cg1.aol.com>, GrapeApe
> <grap...@aol.comjunk> wrote:
>
>
> > In Doom, there used to be a screen toggle to be able to view an
> > overhead map
> > of
> > the level you were playing in...
> >
> > Is this still a feature available in the Quake series, or has it been
> > abandoned
> > in quest of 'realism'?
>
> In the Quake series this is no longer possible. I stopped missing it
> after the first few levels of Quake 1.

Yup. It's worthless in deathmatch anyway.

--
All parts should go together without forcing. You must remember that the
parts you are reassembling were disassembled by you. Therefore, if you
can't get them together again, there must be a reason. By all means, do
not use a hammer.
--IBM maintenance manual, 1925

ZnU <z...@znu.dhs.org> | <http://znu.dhs.org>

Jan Pieter Kunst

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Nov 28, 1999, 3:00:00 AM11/28/99
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In article <znu-9B4916.0...@news5.bellatlantic.net>, ZnU
<z...@znu.dhs.org> wrote:

> In article <271119990933333039%dev...@cauce.org>, Jan Pieter Kunst
> <dev...@cauce.org> wrote:
>
> > In article <19991127014620...@ng-cg1.aol.com>, GrapeApe
> > <grap...@aol.comjunk> wrote:
> >
> >
> > > In Doom, there used to be a screen toggle to be able to view an
> > > overhead map
> > > of
> > > the level you were playing in...
> > >
> > > Is this still a feature available in the Quake series, or has it been
> > > abandoned
> > > in quest of 'realism'?
> >
> > In the Quake series this is no longer possible. I stopped missing it
> > after the first few levels of Quake 1.
>
> Yup. It's worthless in deathmatch anyway.

As a tip for the original poster, I just realized that you can sort of
simulate this 'map' command by combining the 'fly' and the 'walk
through walls' cheats to give you an overhead view of the level. I
actually used this for the CTF map in the UT demo because I got lost
all the time. In Unreal/UT, type 'fly' and 'ghost' in the console; in
Quake 2, type 'noclip' in the console.

bugger

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Nov 28, 1999, 3:00:00 AM11/28/99
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In article <281119991022286374%dev...@cauce.org>, Jan Pieter Kunst
<dev...@cauce.org> wrote:

> In article <znu-9B4916.0...@news5.bellatlantic.net>, ZnU
> <z...@znu.dhs.org> wrote:
>
> > In article <271119990933333039%dev...@cauce.org>, Jan Pieter Kunst
> > <dev...@cauce.org> wrote:
> >
> > > In article <19991127014620...@ng-cg1.aol.com>, GrapeApe
> > > <grap...@aol.comjunk> wrote:
> > >
> > >
> > > > In Doom, there used to be a screen toggle to be able to view an
> > > > overhead map
> > > > of
> > > > the level you were playing in...
> > > >
> > > > Is this still a feature available in the Quake series, or has it been
> > > > abandoned
> > > > in quest of 'realism'?
> > >
> > > In the Quake series this is no longer possible. I stopped missing it
> > > after the first few levels of Quake 1.
> >
> > Yup. It's worthless in deathmatch anyway.
>
> As a tip for the original poster, I just realized that you can sort of
> simulate this 'map' command by combining the 'fly' and the 'walk
> through walls' cheats to give you an overhead view of the level. I
> actually used this for the CTF map in the UT demo because I got lost
> all the time. In Unreal/UT, type 'fly' and 'ghost' in the console; in
> Quake 2, type 'noclip' in the console.

Aardappel has a nice page of such overviews at:
http://www.ecs.soton.ac.uk/~wvo96r/quake/noclip.html

Has all id Q1 maps, plus the id Q2 deathmatch maps and a few from the
Hipnotic/Ritual Q1 expansion pack (Scourge of Armagon).

His main Quake-related homepage currently is:
http://www.planetquake.com/aardappel/

bugger

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Nov 29, 1999, 3:00:00 AM11/29/99
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In article <301119990636065166%dev...@cauce.org>, Jan Pieter Kunst
<dev...@cauce.org> wrote:

> In article <81vkuh$ani$1...@argon.syd.dav.net.au>, Tom Beer


> <tom....@nospam.btfinancialgroup.com> wrote:
>
> > >> > > > In Doom, there used to be a screen toggle to be able to view an
> > >> > > > overhead map
> > >> > > > of
> > >> > > > the level you were playing in...
> > >> > > >
> > >> > >

> > >> > > In the Quake series this is no longer possible. I stopped missing it
> > >> > > after the first few levels of Quake 1.
> >
> > >> >
> >

> > Just out of curiosity, why is it no longer possible? I presume that it is a
> > technical limitation of a true 3d model, but I can't see what.
> >
> > Tom.
>
>
> Well, in Descent you can show a 3d map of the level you're in, so I
> don't think there are any technical limitations. Presumably it was not
> deemed 'realistic' enough.

I think it was deemed too confusing, which is easy to believe considering
how overlapping and interconnected some of the levels are.

Tom Beer

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Nov 30, 1999, 3:00:00 AM11/30/99
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Jan Pieter Kunst

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Nov 30, 1999, 3:00:00 AM11/30/99
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In article <81vkuh$ani$1...@argon.syd.dav.net.au>, Tom Beer
<tom....@nospam.btfinancialgroup.com> wrote:

Well, in Descent you can show a 3d map of the level you're in, so I
don't think there are any technical limitations. Presumably it was not
deemed 'realistic' enough.

JP

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