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Quake Map Jam 666 : Fire And Brimstone
Map Jamming is about creating maps of any size or detail level over several weeks, using a certain theme and/or texture set. Check the readme file in the zip below for further details of what the Jam is about.

Any questions or comments, please post to this thread only.

Theme - Fire and Brimstone
Deadline - 16th August 2015

Texture Wad - There are texture wads for this jam that include many theme related textures. It is not required to use these textures in your level, they are provided for inspiration and convenience only! Check this texture repository
for more wads : https://www.quaddicted.com/files/wads/

Compile Tools - It is recommended that you use EricW's updated Quake compiler suite as they add much new functionality to lighting and visibility. Texture lighting in particular should be very useful for this jam!
Download EricW's tools : http://ericwa.github.io/tyrutils-ericw/
Download worldcraft / Jackhammer fgd for these tools> : https://dl.dropboxusercontent.com/u/33279452/quake4ericwTools.fgd

Engine:
Make it for Fitzquake / Quakespasm, bitches. You know the score.

Theme reference images:
http://daz.fov120.com/images/jam6/theme1.jpg
http://daz.fov120.com/images/jam6/theme2.jpg
http://daz.fov120.com/images/jam6/theme3.jpg
http://daz.fov120.com/images/jam6/theme4.jpg
http://daz.fov120.com/images/jam6/theme5.jpg
http://daz.fov120.com/images/jam6/theme6.jpg
http://daz.fov120.com/images/jam6/theme7.jpg
http://daz.fov120.com/images/jam6/theme8.jpg

It is a good idea to find reference images that you like so you can follow them and avoid staring at a blank editor wondering what to make!

Download the Map Jam 666 zip : http://daz.fov120.com/files/jam666.zip

Also, a reminder : Water Alpha will be set to "1" for this jam! (Not transparent) because lava. Keep this in mind when building your maps!

Feel free to post wip images of your level in this thread! Good luck and GO MAP!

And finally, a list of designers that are streaming their level designs :

http://twitch.tv/ionous (Ionous)
http://twitch.tv/tddaz (Daz)

Post below if you are streaming and I can get the list updated!
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hehe, WarrenM, since Im mapping on OS X I just have the commands separated by semicolon, so it compiles/lights the map and copies it to QuakeSpasm/id1/maps . Launching QuakeSpasm is a single click, and I have +map argument already pre-filled .. boom! 
Late WIP Screen 
I started over. This is my progress with a new map during my lunch breaks.

https://www.dropbox.com/s/dvcqytcnk66fvzz/QuakeJam_WIP_2.jpg?dl=0

Nothing too impressive, but I am getting things done and feeling pretty good about the results even if things will be a bit more blocky then I wanted initially, but I am already 1/4 the way through it on two lunch breaks and 3 hours this evening. 
 
Looks like you guys were right, this map is probably not going to compile
compile....

Time q3bsp? Or just give up.... :P 
Necros Broken Quake.... 
...again. *SIGH*

Can you trim it down at all? 
..... 
Dink. streaming. whatever

http://www.twitch.tv/ionous 
 
"Dink. streaming. whatever "

This seems promising... 
Necros 
Looks like you guys were right, this map is probably not going to compile
compile....

Time q3bsp? Or just give up.... :P


Get the q3bsp ball rolling! If enough people start doing it, it will become a thing. 
 
Engine:
Make it for Fitzquake / Quakespasm, bitches. You know the score.
 
 
The engine Hitlers have spoken. 
 
Ehh, then I'll just release it later as standalone.

It would be cool if q3bsp was a thing but lack of lightmap styles support is a real bummer

Oh well, Goodluck to everyone! 
Do You Want A Total Conversion? 
 
 
It would be cool if q3bsp was a thing but lack of lightmap styles support is a real bummer

Lack of lightstyles is totally a price worth paying. 
Questions 
*firecoal and *hotslag don't start with *lava and are therefore treated as water. They don't hurt when you fall in, in Quakespasm. Am I missing something?

Is the "skip" texturename the same as caulk when making a q3 map? What I mean to say is, will it be a removed face and improve performance in the exact same manner as caulk? Also, is there a texturename to make a brush invisible and not fire-through-able -- if you get my drift. Clip allows one to fire through it. 
 
The liquid properties are connected to the texture name, so you need to rename them, include "lava" in the title.

Skip in Quake is not like caulk. It just creates a solid invisible face/brush, without affecting the performance. Requires a compiler that supports it or an additional tool to remove the skip surfaces from the bsp. Note that in Darkplaces, monsters will see the player through 'skipped' surfaces. 
 
This wad has fixed versions of *firecoal and *hotslag.

Also, is there a texturename to make a brush invisible and not fire-through-able

This is skip. 
 
So then, skip textures aren't optimised out by the compiler? So I can save a great deal of time by just selecting a brush and applying the same texture to every side? Seems wrong. 
 
the compiler removes faces outside of the map. in fact, from what I understand, it has never been necessary to put caulk/skip on the outside of brushes because all engine compilers remove those faces anyway.

it is more for removing faces that are necessary to seal the map, but that the player can never see, or for structural geometry hidden behind meshes. 
 
Having regular non-skip textures facing the void, touching or intersecting other brushes is totally fine, all of those will be optimized out by qbsp.

IMO skip is good if you need it for some special effect, but it's probably rare that it's important for optimization. 
Going To Start Streaming Soon 
This time with slightly more sobriety.

http://www.twitch.tv/ionous 
Q3map2 Lightstyles 
SUNDAY ROLL CALL 
It's ROLL CALL time once again! Post your wip images here and leave feedback for other designers! 
I've Been Lazy Lately... 
So I'm not gonna bother posting another screenshot. I'm being a slow mapper this past week. 
Sunday Progress 
http://i.imgur.com/S5KHriX.jpg

Well, my caves geo suddenly started not working, so I had to scrap that. Now everything is flat and boring...

BUT I figured out lights and sky, so that's cool. I had to shrink everything down to a two rooms. This is going to be a very short map, but it will have all of the basic components in and that was my goal.

Scale has been a big stumbling block and wasted a lot of time. Now I know Quake dude is only like 64 units tall I can try to plan for that.

Still a couple of things I don't understand:
- How can I get the sky to cast light? Right now I have the Map Ambience set, as well as some sunlight and sunlight2 values grabbed from ericw's site, but with Ambience off there is no light from the sky?

- How do I take screenshots? I only ever get the console screen as output, never game footage.

Anyway, it's gonna be short and dull and blocky, but it will be finished and I'm already excited about the next jam.

Can't wait to see everyone else's updates! 
 
do you have a _sun_mangle setting? by default it casts like at 0 0 0 which is sideways so normally you wouldn't be able to see the sunlight.

first number is rotation
second number is up/down rotation
third number is for fun (eg useless but must be there)

simple test settings 45 -70 0 should get you some sunlight. 
 
also f12 for screenshots. 
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