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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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Scampie O_o 
And you'll improve it? But I'm already loving it!

@Hal Yes, there will be light at the doors. Thanks 
You've got something quite nice going. Only thing that sticks out is the catacombs; I would make the interior inside the arches a brick texture for visual consistency.

The lighting and general feel is nice. Keep at it!

Your shots of this map are a wonder to behold. It makes me want to make a map in that theme. 
My Turn 
With actual lighting this time:

I am nowhere close to done. This map is going to look really rough by the time it's done (especially the terrain), but I do think I can pull it together by the deadline.

Oh, and I'll be streaming in about 20 minutes. 
Feedback And Wips 
Hal : Nice! I love the rocky walls and lava falls. The lighting from the lava seems very artificial with the sudden fall off (how did you even do that, hehe).

Adib : Lighting still rocks :) Agree with what Hal said about the doors, a light_small_walltorch would help a lot there or something similar.

Scampie : Gief!!!

Ionous : Lighting yaay! Too much yellow from the lava i think. A more muddy orange/red would work better I think. Maybe a bit dark up top also. Looks like you could increase brightness/falloff of those wall torches at the top to brighten the area up.

Here are some wip images from my stream today, after I fixed the light.exe crash (Thx Ericw!). 
Feedback And Updated WIP 
Scampie: The detail is fantastic. Great use of texturing and geometry. Got the fire, but what about the brimstone?

Adib: Did you steal my door? (joking) Your map looks so much more organic than what I have been doing. Although in a test map I have started testing some techniques on how to get my rocks to look kind of like yours... inspired, I guess you could say.

Hal: Even for what you said was a simple map it is looking pretty awesome. It has a great feeling of scale. I think the lighting needs some tweaking. The lava might be too bright vs the darkness surrounding it or/and maybe some lights need to be added to the center of the level. It is a WIP, so I might be stating the obvious.

Daz: Your inspiration is coming through. The way the geometry curves and looks like magma pooling in craters is cool as hell. A hell of a contrast to the stone structures. Lighting is spot on from what I can tell.

Ionous: Like what was said, the lava is a little too yellowish, but I am totally digging the geometry and use of textures. Caught a small amount of your twitch stream and was a bit blown away over the attention to detail you show.

The "Hub" has evolved. Notice the doors have been switched to provide better flow for the rest of the level. Lighting might still be a little out of control...

This might look familiar but completed.

If you look at the dropbox you will see that there are more pictures (6 and 9) but I will hold off on posting them here. 
nice shots/streams. scampie's shot is very sexy, i have a long time passion to the rubicon textureset. daz's map looks great but it may take forever to vis. ionous, more details to the details god! where are new necros' screenshots of crazy rocks?? Hal, Adib, c'mon I want to play it as soon as possible. 
Blatant Contract Revoked Ripoff 
Contract Overdue

There's going to be at least a bit of lava in this map, I promise! 
Ohh, knave! 
Your screens have been great so far. Can't wait to play this.

Your aesthetic is quite nice. I'm seeing little walkways and things too, so looks fun to explore.

Your architechture is just bananas, dude. Looking forward to seeing it up close. I really like the repeating shape you have. Very solid.

I get strong Doom vibes from your layout and shapes, which is very good imo.

I do wonder how you're leading the player around? The layout seems quite open and circular just from looking at the screens.

Your lighting is very chroma-high, but it's really of cool. It has that out-of-this world feel to it that some games have lost.

Also, your layout looks fun. Multileveled, many doors...I just want to start looking around right now!

Whoa. Flooded passageways? Sold. 
Oh That Looks Great 
Map Map Map While I Sing This Song 
Halvgoeden: Moody environment, I like it. Have you considered increasing the lava texture scale? The lava falls look good, but the flat lava surfaces seem a little tiley, if you'll pardon the term.

adib: Your rocks almost look like they have normal maps with that lighting, really nice work. And thanks for that fullbright fix! I'm using a different texture for my own map, but it's nice to have the option if the need comes up.

Daz: I see you've continued your exploration of the elusive eight-sided hexagon, very impressive results. How are you wrapping your lava fall texture from the top face around to the side like that? "Treat as one" and Fit in Jackhammer doesn't work quite right for me when the faces lie on drastically different planes.

A bunch of other great shots, too, I'm just drawing a blank as far as useful feedback or questions to ask. Keep at it, everybody!

As for my own Work, it's not as In Progress as I'd like it to be. I've wasted most of the last week, nothing substantial's gotten done. I did manage to finish the in-lava ground mounds' geometry, finalize the texture for same, and build some new rocks for my main gateway:

I've also started to flesh out my bridges. I'd hoped not to show these so soon, but with nothing else going on I might as well:

The bridges are one of the features I'm building with the func_instances I previously mentioned; modular sections built in their own file that I can plop in, duplicate, and rotate to whatever whackjob angles I need, but then keep editing as I go since their geometry remains neatly on the grid in their respective files. It's working well so far, and between clip brushes and func_illusionaries the bridge is nice and smooth to walk along, too.

Things are looking up, next weekend here I come! 
some awesome stuff here... like skin bridges! also like daz's lighting settings for the lava.

been wrestling with brushes for a few days now... now I remember why I don't map much. :P 
that is beast. 
Damn, Necros! 
You don't map enough ;) 
that's pretty sweet, i must say. 
Holy Cow! 
Needs more lighting on the actual base part though, it's too dark atm.

Those rocks though..ziiiiiiiiiip 
Looking At It 
_sunlight2 from Ericw's latest light tool might look bloody fantastic in this area with some _dirt as well! 
Damn Necros! 
necros' map looks like it could just about pass for a recent id tech map.

I'll post a screenshot a bit later - I've been sleeping through the day. 
Warrens map is fine, all works perfectly with the right progs :P 
Jam 6 Map 
I have basically a big cave with some lava and a couple of rudimentary structures. Because it's mostly just one big open area I'm having trouble figuring out how to add any game play.

I may have overestimated when I said 4 rooms and 3 scrags in a previous post. I started late, built almost completely from scratch, and have spent way too much time making rock work and trying to get lava surface light to look okay.

I do have a few hours I can spend on it this evening though. Maybe I'll get it in good enough shape to post a screenshot later. 

In my transition to not-epic I think I lost your email and the car was pulling out of the driveway. I had no time to find it. :-P Glad the map works... 
Just Click My Name Breh! 
But it's np :) I tested it a few times and it indeed works. Now go on holiday! ;) 
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