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Map Jam 9999 - Contract Revoked / Quoth / Knave
Ok, it's time to start Map Jam 9.

Today is 15th anniversary of a great Contract Revoked episode. We all played it, we all love it so Contact Revoked map jam starts today.

Therefore you should use incredible Knave texture set and Quoth mod by Kell for your maps. Details in readme below.

Dark Lowecraftian atmosphere, epic castles, creepy dungeons, fleshy caves, it's all up to you. As long as it's covered with Knave textures.
For inspiration you can play Contract Revoked, Quoth, Lost chapters and many other maps tagged as quoth and knave on quaddicted.

Deadline is July 15th, so you have 4 weeks to make your maps.

Textures and Prefabs

Readme

Now go map!
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@Pulsar 
re: deadline

I think a lot of us will be working hard to complete our entries by the deadline but since this community is global (I am in California) could you give us a bit more info on when you'd like the files? I recall with retrojam 6 I rushed to get something done but my deadline was hours before a lot of the other entrants. IIRC there was an extension which really fucked me. If we have a solid time to target I'd appreciate it. 
@dumptruck 
Thanks buddy! Glad I can keep your Quake habit going. =) 
Deadline Extension 
Due to many mappers' requests, the deadline is extended to July 22th 7 pm GMT.

I hope that will help everyone to polish their maps and test them well.

Moderators, please update the OP. 
@Pulsar 
Thanks. Nice to have the extra week and a specific time. Might have to add some coop or something special with the extra time. 
Or 
You could maybe sock-detail it. Add in some ceiling beams, background details such as little areas out some windows, etc.

I, for one, will now probably be able to finish this so yay, thanks Pulsar! 
@Qmastah 
You could maybe sock-detail it. Add in some ceiling beams, background details such as little areas out some windows, etc.

At my level there's no sock anything in my maps. :) But yes my floors will now look proper and I'm a big fan of "out of reach" / secret detail areas. 
A Few Screenshots 
refactoring a lot of the map right now, but this might give you an idea about how my map is progressing...

http://imgur.com/1C09AVX
http://imgur.com/6eHKVye
http://imgur.com/B10u2Ah
http://imgur.com/gkb92kH

Eh, its OK 
Love It 
 
Cool 
Love the shot with the lava and skull :) I think the lighting needs some love, especially in the larger outdoor areas. It's very patchy and the ground is dark, therefore any enemies in that area will be dark too. Get some fill lights in there and make all the little lights around the place have a higher intensity but less range. 
Great Stuff! 
 
New Stream Starts In An Hour 
Quake mapping. Black Metal.
https://www.twitch.tv/ionous 
The Wheels Grind Onward 
Starts in 90 minutes. Think I'm going to go through 'The Slow Death' discography.

https://www.twitch.tv/ionous 
OTP 
Is there a fixed WAD yet? 
I Linked To One In Post #169 
"i removed the fullbrights from the jam wad with the use of EricWs "Defullbright" http://www.quaketastic.com/files/tools/windows/wad_editors/defullbright-v0.1.zip

Heres the updated wad: http://www.quaketastic.com/files/texture_wads/knavejam2017-defullbright.wad
That Defullbright Program 
is a great idea that will come in handy! Thanks EricW (and mukor for sharing it). Does it work only with wads or with bsps too? There are some released maps, like [kona]'s or Serge Jaeken's The Contract, that I'd like to fix without having to de/recompile. 
 
It only does WAD files. bsputil can extract textures from a bsp to a wad. Adding a feature to qbsp or bsputil to update a bsp's textures from a wad is on my todo list.. not sure if any tools can do it at the moment. 
 
Adding a feature to qbsp or bsputil to update a bsp's textures from a wad is on my todo list
Awesome!

not sure if any tools can do it at the moment
None that I'm aware of. 
@mukor 
You removed unintended fullbrights though (cruxluminis3 and others) and this f'd up the fence textures. It's been a headache. :( 
Dumptruck 
Not yet, been busy/lazy. I think considering how many Knave textures have fullbrights intentionally I think it's better to have a list of which textures have them by accident and then just excise them. 
 
i didnt even consider that, dumptruck. apologies for my lack of foresight..

use texmex to replace the original wad with the desired non fullbright textures in the DEFULLBRIGHT wad. 
@mukor 
Hey you were trying to help!

use texmex to replace the original wad with the desired non fullbright textures in the DEFULLBRIGHT wad.

I think it's better to have a list of which textures have them by accident and then just excise them.

Yep that's what I was doing, slowly but surely as I found them. But it was pretty late last night so I got everything mixed up. (that's when I posted ;P) I may have time this week to do a revised version or a smaller version with just the fences/lights at least. In TB you can have WADs obey a hierarchy (or whatever the term is) so if you have a fixed wad above the de-fullbright one you are set but I am not sure if JACK or NetRad or QuarK do the same. 
BTW 
if you run defullbright.exe with the "-preview" flag, it will generate one .tga image per texture with simulated dim lighting, so you can quickly spot the ones that have intentional fullbright pixels. Just need an image viewer that can load a bunch of tga's at once. 
@ericw 
OMG. I am speechless. I have a to-do list I want to get through tonight but I will give this a whack in the next day or so we can fix this wad up for anyone who may be having issues. 
 
I just tried it on the wad and the results of the -preview thing are a bit hard to see at the moment.. I'm going to tweak it a bit and take a stab at making a fixed wad 
@ericw 
Thank you. 
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