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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 :

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 :
Download worldcraft / Jackhammer fgd for these tools> :

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

Theme reference images:

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 :

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 : (Ionous) (Daz)

Post below if you are streaming and I can get the list updated!
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Looks Real Nice 
Well done 
Looking very good! 
Fog Turdiness 
What's goin' off with the fog? Whenever it's on my map, it makes the whole game run like turd. It drops from exactly 111fps (same 111fps no matter the position I stand at) to 24fps, WTF. Anyway, doesn't matter if unresolved, as fog on my map looks turd and I'm turning it off. Shall I set it to _fog 0 in the worldspawn? I remember in one of the other jams, that fog carried on in one of tyrann's map, when it should've been off. 
You won't have the problem Tronyn had; he had set a fog but not the color so inherited whatever color a previously loaded map's fog was.

What engine are you running? Because you really should not be seeing that much of a performance drop from using fog, and that would be an engine issue anyway. Most modern maps have been made with a fog setting, so it shouldn't be an issue. ericw maybe might have some insight what's going on? 
Re Fog Slowness 
quakespasm-0.90.1_win64 on Windows 7 SP1. I just checked with another map; ionous' map from jam1, as it's one I know has fog - it runs at full speed as per usual.

I think it might be because I've boxed off my level, as it's been expanding in size ever since I started it. I noticed the sky/hull had shedloads of triangles where they didn't seem necessary. I noted a previous crash with this error message: "Sky_ClipPoly: MAX_CLIP_VERTS". By Sunday, my map's architecture should mostly be stable, so we'll see by then if it goes away. 
That's really weird, can't recall fog giving a performance drop like that. If you want, I'd be happy to have a look at the bsp and see if there's any possible fix in QS.

"Sky_ClipPoly: MAX_CLIP_VERTS" seems to happen when you have a sky poly with 63 or 64 sides. On one hand it's an engine issue, but maybe it's not too hard to work around in the map 
"I noticed the sky/hull had shedloads of triangles where they didn't seem necessary"

One thing to try would be to scale up the textures on your sky surfaces a lot. That will result in less triangles ... if that is indeed the problem. 
sky surfaces shouldn't be subdivided by qbsp, so i don't think texture scale would matter.

In quakespasm/fitzquake, scrolling skies use a subdivided cube to create a smooth effect. These subdivisions could be what you are seeing. Try messing with the variable "r_sky_quality" to see if it changes the amount of polygons that you are seeing. 
they are subdivided. In new compilers the scaling shouldn't matter as it should use the bare minimum tris, but older compilers increasing the texture size will achieve this. 
ah... so people should switch to the new compilers then! :) 
As I'm always trying to keep marksurfaces under the 32768 limit on Wish 13, I remember at one time getting a noticeable decrease when I changed the scale on sky textures from 1 to 64. but that was before I switched to txqbsp_xt. 
666 Is Best Scale For Those Operations 
just sayin 
fifth has the most truist answer. 
Nice door man,rocking that door look. 
You're trolling. I respect that. In case you don't, it's gonna look better. 
You're breaking the magician's code! 
Pandoras Box is long open. 
Warning: Huge post (unrelated to the jam so skip if undesired)

My map is looking sexy. I'm so happy that Quake is still alive and thriving. A few years back I saw czg's honey reviewed on a site not part of the Quake community. Prompted by the screenshots, I did a youtube search and found DaZ's review. I just couldn't believe it was mostly standard Quake. At work, I showed my pal DOS Quake vs Darkplaces & Epsilon and he was astounded. Since then I'm a convert to pixels, but I do love the lush eyecandy too. I'm no engine nazi, as I have most installed and ready to use.

Over the years I was afraid that the incorporation of games companies and their subsequent difficulty dulling was going to go on forever. I'm happy that "CoD" as a term is dying off. I'm glad that DOOM 4 seems to be going back to base. I'm glad that steam is around and has a big fat anti-corporate [mostly] like gabe at the top.

Over the years my taste in games has been refined to the opposite of when I was a child - that is to move toward puzzles. That's why I think Half-Life 2 is the most recent evolution of fps games. I think DOOM 4 will be fun, but it's definitely not evolutionary. Portal is evolutionary.

Anyway, I've been thinking about a all-in-one Quake editor for a long time. A sort of lightweight (written in c + hll for interface), fast, elegant interface that is easy to learn, but lets you go to primitives at any time. Like in inkscape, you can do high level vector morphing/grouping/filtering, but you can also change individual vectors. It would have a high-level prefab library with drag and drop, a high-level triggering system that lets you do basic scripts using triggers as gates, and automatically compiles a progs.dat if you go any further than what is possible. All preexisting quake tools can be plugged in, and it uses a plugin system based on both quakec and python. It could be like a combination of the DOOM 4 editor we saw, and the crysis editor. It will let you generate terrain using voxels and it converts them to brushes/meshes/ase/whatever when you compile (extra data is stored in the map file as comments, so it is backwards-compatible). It will also bloody rotate properly, using interpolation to quantise the brush vectors to the grid - it will let the user choose a different interpretation if it gets it wrong. It would suck up all the best ideas out there from everywhere like a huge quake vacuum cleaner SLUUUURP. And the best part is, ericw has already volunteered to do it, because I only started coding in 3D a few months back xD

I'm joking about the ericw bit, but it is something I can do - I'm fluent in c/c++. There are large gaps in my 3D knowledge, but that's what the project is for - learning. A tool like this could make the Quake community grow, as it would be an introduction point for novices. Plus DaZ will get more subscribers and might actually do some videos... :D

Holy turd that was a big post.
Were You Looking For 
I wrote a post but then I found you did the same as wanted to do 
I started that thread about 10 years ago 
Where do all these mapjams get announced first? Here? Does anyone post them on Facebook or anything? I'm just getting into Q1 mapping again but I keep missing these. 
They're mostly held at Func_msgboard and they're announced on twitter by Daz. Welcome to the club BTW. 
actually, i think most were on sock's twitter, so i missed them too. 
She's a skank. 
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