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Q1SP: DM4 Jam
DM4 jam is now available. A single player Quake map pack inspired by the original dm4 map "The Bad Place" by American McGee. 23 maps new maps! Some of these maps are from first time Quake mappers. A start map is included. Some of the maps support Coop and Deathmatch as well. Check the readme for more details.

You can download the pack from here.

Here is the jam “poster”.

artistical
bloodshot
breezeep
danzadan
digs
draqu & promeus
giftmacher
ionous
mariteaux
mukor
nait
newhouse
otp
prengle
queenjazz
rj
scar3crow
shades
skacky
themusic
wedge_one
ww

Here’s the original func_msgboard thread for some history on the jam.
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One more blind playthrough =D

The Dirge of Despair by Bloodshot
https://www.youtube.com/watch?v=e0DKe4vIJww

Ok, i'm no mapper, so i'm no expert about this kind of thing... but how can a map have rotating brushes (like the giant cogs at 15:25) playing with the old vanilla quake progs.dat? I thought that rotating brushes only worked with Scourge of Armagon mission pack (or some customized progs, of course) :P 
 
@Qmaster 
Thank you =D 
@Tribal 
It's a info_notnull/modelindex/origin/avelocity hack. As seen below.

"classname" "info_notnull"
"origin" "2602 -392 632"
"angle" "-0"
"movetype" "8"
"avelocity" "0 0 50"
"model" "*1"
"modelindex" "158"
"_tb_layer" "3"

Was very cool in map. 
Spud. 
Thanks for the demo, but I'm pretty disappointed that you figured out 2 and 2 on your own but didn't add them to make a 4 to unlock the secret behind the mural.

I invite you to replay the map without breaking the progression, that way you'll experience a whole new entire area and get some answers to your questions. 
@damage_inc 
Yep! It was pretty cool! It's awesome that a rotating brush can be done without a custom progs.dat =D 
@otp 
Invitation accepted, here you go. Took several playthroughs to realize the runes followed a pattern, and kept taking the pentagram as a red herring and assuming there was a secret in the lava someplace instead. 
RE: Spud 
why https://mega.nz? does not work 
@96 
Because it's free, lets me keep track of all the files I have uploaded in one place, and isn't slow as balls like Quaketastic is, nor do I want to fill someone else's small hosting site with gigs of my own demos only a handful of people would have any reason to download anyway.

Also it works fine for me and apparently most other people, whatever doesn't work is on your end. 
 
Finally, my last two playthroughs \o/

Absolutego by Skacky:
https://www.youtube.com/watch?v=LX46a2vn4PY

Heat by TheMusic:
https://www.youtube.com/watch?v=OUb6mLtkE7k 
 
We have been chatting to make dm4 dlc flexible (like it should be?) and see how much time each of us is needing. I would suggest to continue what you started, or start now or never and do not worry about the deadline anymore, deadline was there to wake up ppl so we could release bigger dlc pack together* And of course 2.0 updates are welcome, I received them 5 so far: artistical, giftmacher, mariteaux, prengle and scar3crow. (hopefully I didn't miss any?)

dlcs atm:
artistical
neggers - needs couple days to finish his
adib - needs much more time because rl work situation.

Rest let me know if you're willing to continue/start.
found me from discord terrafusion channel or
email mikkou9(at)gmail(dot)com 
 
done lots of rock climbing around in great Mukor's, still only 2/6 secrets found 
@Tribal 
How do you get laval to display correctly in FTE? (I think that's your engine of choice right?) 
@dumptruck_ds 
All the maps that i played with so far with FTE, the lava was ok, but I don't know why some of the DM4JAM maps overwrites the water/lava/teleport values.

My solution: check if r_wateralpha is set to 1 AFTER you load the map.

When i was playing "The Dirge of Despair" (dm4jam_bloodshot.bsp) i had to bind a key (right-mouse-button) to "r_wateralpha 1" because everytime i died and quickloaded the map, the lava was invisible again, so i just press the right-mouse-button to bring the lava back.

"Absolutego" (dm4jam_skacky.bsp) also has problem with the water texture in FTE. r_wateralpha is automatically sets to zero when you enter the map, since the map has water all over the place, i choose to play it with quakespasm.

The start map has a problem too. The lava is ok, but the teleport texture is invisible. You can solve this with r_telealpha 1 or 0.5 or something like that (i only discover this solution in my last video) you can see here that the teleport textures are ok with this command https://www.youtube.com/watch?v=OUb6mLtkE7k

The other maps are ok, i think... 
@Tribal 
Thanks. I'm gonna pass this info along to a Reddit user who had the issue and wanted to figure it out. Great info! 
@dumptruck_ds 
Oh, I forgot to say that sometimes, in some of the DM4JAM maps, the teleport/slime/water texture is displayed like a black/pink checkerboard.

The solution i found is just go to the lighting options menu and press "apply lighting" again. You don't have to change anything in this case, just "apply" and the texture is back.

Again, i don't know what causes this bug, and why it shows only in some maps of DM4JAM. like "Total Fucking Lies" (dm4jam_rj.bsp) and "Another Bad Place" (dm4jam_giftmacher.bsp) :P 
 
YouTube gameplay video for DM4Jam - Lost Expedition, by Wedge_One. Also featuring the DM4Jam start map.

I've never managed to find the last button in the start map, so I haven't even tried in this video. Also, I've played on easy skill, just to relieve some stress, but the final battle was way too easy. Health placement was fine, but I've ended up with way too much firepower for too few monsters. 
#105 
By the way, it's an amazing map. The organic contours of the rock walls around the lava really enhances the impression of the lava being liquid, by visually complementing the classic turbulent distortion of liquid textures. The rest of the architecture was also really good, and the mix of animated textures with animated lightstyles gave a great atmosphere. 
Parts 2 And 3 On The Quake Grave 
Sorry, I forgot to post Part 2 apparently, so here is Part 3 also to make up for that:

Part 2: https://www.youtube.com/watch?v=UbkotNPFclw
Part 2 features the maps from Breezeep, Danzadan, Scar3crow, Digs and Draqu/Promeus.


Part 3: https://www.youtube.com/watch?v=6TJH_Q0k9p4
Part 3 features the maps from Giftmacher, Mukor, Naitelveni, onetruepurple, Prengle and Queenjazz. 
Part 4 On The Quake Grave 
Part 4: https://www.youtube.com/watch?v=G8a0nxLCujo

Well I finally finished the pack and I can easily say this was awesome! There wasn't a bad map to be found here and with all of the new authors contributing here, it's great to know that the community talent pool is just growing. Thanks everyone for such a great pack! 
 
Thanks for the kind words ArrrCee!

I made a few bits and bobs in the 00s (mostly speedmaps) but this is the first map I've put out in nearly 10 years. And I can't take all the credit for it either as it was essentially a remake, with multiple rooms recreated from Anders Persson's 'tfl' series (which is probably why you found the first main area so familiar, as well as the general oldskool feel). They were some of the first custom Q1SPs I played; I still love their scale and simple-but-effective 3D setpieces. This partly explains the map title too :D

I do love these commentary videos, had a great time watching this as well as ionous & Shambler's Twitch recordings. Entertaining as well as offering valuable insight. 
So 
What's up with the DLC/2.0 update? 
Coming Next Month 
 
My Review Of DM4 Jam 
Great job on the jam and its DLC, everyone! :) I finally finished playing them and wrote my reviews on Quaddicted:

https://www.quaddicted.com/reviews/dm4jam.html
https://www.quaddicted.com/reviews/dm4jam_dlc_patch.html 
Thanks For The Dissertation, Esrael 
Glad you enjoyed it. I’ll admit the early arena was too difficult, but I was running out of time. Production went right up to the deadline, and I had to cut a fair bit (noclip with fullbright on to get a scope of some of it). 
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