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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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Adib 
i love those angles and the cramped city feel! 
 
Nice lighting too. 
 
Yeah, nice stuff adib! Looking very Quakey... 
@adib 
Mate, that lighting and colour is superb. 
 
Water Alpha will be set to "1" for this jam! (Not transparent)

This will be the only forced setting, right? 
 
fyi: this can still be worked around. if you want transparent water, make a water brush out of *waterskip.

then, on the surface, make a 1 pixel high func_illusionary brush. On the sides, apply *skip (or *waterskip, it doesn't matter).
On the top and bottom, apply your *water texture.
set 'alpha' to the desired setting on the func_illusionary. 
 
Note that only works on engines that support the alpha key on brushmodels! Quakespasm and FitzMarkV will use the alpha you set, but there are a bunch of engines which will not. 
Necros 
I take it that does not work in all engines. At least it does not seem to work for me in QS. 
 
That's not what I meant. It sounds like r_wateralpha is going to be set in a .rc file. I just want to know if anything else will be set. Players can always override r_wateralpha in the console after the map loads, so it's almost pointless. I might make the lava only 16 units deep anyway.

I wonder if the new surface light works if the offset is below the floor? 
 
It works below liquid surfaces now, as lights always have. You just have to set the surface offset or what the value is called to a negative number. If it is below the floor, as in inside actual brush geo, then I don't see a way of it working. 
Wateralpha 
is the only thing set in the .rc correct 
 
Wateralpha is the only thing set in the .rc correct

Good. I played a pak once that set gl texturemode to some pixelated crap and it really annoyed me. 
Well... 
fitzquake, quakespasm, MarkV, Darkplaces, Super8, FTE...

.alpha is probably the most widely available engine extension. 
Rick 
pixelated crap? Fite me irl! 
I Concur 
The Quake textures look a lot better with point filtering. I like dem pixels. 
Daz 
Can I get an extension??? 
 
RIP Zwiffle :_( 
Zwiffle 
There's always DLC 
DLC HYPE 
I still have to tinker around with gameplay and the last bit of my map, so I'm completely fine with this. 
 
So like... Aug16th GMT? I'm in PST (GMT-8) and was kinda hoping to have Sunday to map too��Will need the time for sure (and even then my map is going to be so frickin' primitive IMO) :P 
 
whelp........ about 75% done. can I finish all the brushwork tomorrow??? only shub knows. 
Closure 
/jam6_ionous submitted.

I was sick of this map, and happy to let go of it. There's a lot more I could have smoothed out, but I'm burned out on it.

In unrelated news, I might be streaming later. we shall see. 
 
I'm sorry lads - there's no way I can finish this in time. I made the mistake of thinking my first ever quake map release will be an epic. I've learnt a load of stuff in the process, but it's taken a lot of time, research, trial & error, and my silly attempt at building half a city is not finished. I'm going to work on it later, after I've done some smaller quake maps. It will be finished in a few weeks and released separately.

http://imgur.com/x2Z2xOQ 
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