I'm a mapper and modder and would like to contribute to this project. My main concern is that your first map pack doesn't get flooded with easily forgetable white noise maps that I like to call "endless corridor" maps.
I see that this stand alone is able to read the normal q2 .bsp format of maps. I'd like to work with another mapper from my q2 development support site to come up with a deathmatch map for you guys to see.
Are there anything to consider when mapping for Q2W? Any specific map editor that is better equiped for this project?
If it's too early or you do not need any other contributions right now then just let me know. I'm getting pretty psyched about this thing as I read more about it.
By solid I mean a release that predictably the future releases up until an official major release will be backwards compatible to. I can even wait for an official major release as I have a lot of single player work to do for megaman q2 mod for the original q2 engine.
I'm just an occasional bystander and am in the dark to your current progress altogether. I just don't want to create all the sliding and airsliding functionality and then the physics engine be completely rewritten after I've made my changes if you know what I mean.
http://zeliepa.com/dna - Developer Network of the Apocalypse
Ah, gotcha. Well, I can't promise anything. But.. you're looking to build a standalone anyway, right? So just take a cut of svn whenever you like and fork from that. Or are you hoping to build and maintain a Q2W mod?
I still have to move all the Quake2World specific mapping information to this new page, you can still find the somewhat outdated, but still valid information here: http://jdolan.dyndns.org/trac/wiki/Mapping
I would also strongly enourage you to visit us on irc, chat.freenode.net #quetoo , that way we can help you the best :)
I'm having some issues downloading the q2w.game files. It seems that this browser is only showing source changes and offering no downloadable links. Is this a user problem (me)?
Hi peewee, welcome.
Lava_Croft is the creative lead for the project, and he's also the one responsible for most of the maps you've seen on the Screenshots page.
Sorry to hear the source browser was giving you a hard time. It is possible to fetch files from it in their native format one-by-one, but as Lava_C mentioned, pulling the files down from svn is much easier. Are you running Windows or GNU/Linux?
I think we'd love to have another mapper or two on board. I second Lava's recommendation for you to join us on IRC. That is where we conduct most of our discussion. The mailing lists are also not a bad idea, if you decide you'd like to get involved.
Just pull down the latest Quake2World rev from SVN, and all the radiant files will be in a folder called 'radiant' in the source root folder.
I'm back. I've made a change of plans. Yes I'd like to get some q2w maps out there however there's been a major project that I'd like very much to convert to the Q2W engine.
I just released my first version of Megaman Quake 2 last weekend and all of the development had q2w in mind. I'd really like to know when there is a solid release for the windows environment so that I can start converting everything I have so far.
It's a little early in the game but I wanted you to know what I've been up to.
The Windows build has been stable for a few months now. If by "solid release" you mean one with menus and a server browser etc.. that's not even planned yet. But if you want a good build, just follow the instructions on the Installation & Maintenance page. Basically, download the snapshot and run Update.bat.
Hope this helps,