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MapJam 8 - Film Noir
Cool jazz slides it's way into your eardrums, your companion draws in her cigarette, letting the smoke curl out slowly from her mouth. You take a sip of your vermouth and realise that it's time to get your black and white on.

This jam oozes sexiness and grittiness.

The rules are, greyscale only (fullbright color highlights are allowed). Being that making textures may be required, the deadline is Saturday October 8th.

The maps should be designed for or compatible with ARCANE DIMENSIONS https://www.quaddicted.com/reviews/ad_v1_42final.html so get with that shizzle yo.

For your consumption:

A small album with some theme images:

http://imgur.com/a/zstwH

Some musics to get you in the mood:
https://www.youtube.com/watch?v=kbrhuUFjCII
https://www.youtube.com/watch?v=6Zl5vpy__dQ

Have fun mapping!
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So are even all the effects like breakable bricks turning into greyscale? 
 
Personally, I would leave the blood (splatters, shootable triggers) red. 
 
Are you in too Mugwump? It must be your first release then* 
Maybe... No... Yes? 
I wasn't planning to at first because I didn't feel experienced enough. But then this jam inspired me those pretty neat ideas about Coppola's Rumble Fish and Frank Miller's Sin City, so I started upon it. I thought I could make a cool small start map in time but Shamblernaut told me he was taking care of it. If I must make an actual full-blown level with combat, I'm afraid I won't make the deadline.

I still might be able to contribute in a couple ways though, if Shamblernaut would be so kind as to answer these:
1) I haven't heard from you about the monster textures: do you think you'll have time to desaturate them or would you like me to give it a try?
2) Would it be possible to contribute my map at a later date in the form of a DLC? I suppose it would require to plan a slipgate for it in the start map, only accessible once the DLC is installed. 
 
1: The palette procedure described above handles the model and UI desaturation.

2: Yeah DLC is fine, I'm still working on Jam7 DLC. The view of the community is that more content is better, no matter when it's released. And I can modify the start map later too. 
 
regarding red blood, I need to see if I can remap the colour in progs (if I get time). 
Shamblernaut 
1) OK, I'll get to it, then. And while I'm at it, I might convert the HUD as well.
2) Awesome! Thanks.

Colors: I'm not sure whether I'll use your palette for my map or not: what I have in mind is to keep the architecture pure greyless black & white and have the enemies greyscaled, but my custom Rumble Rotfish will need bright red and electric blue. I was also thinking of using a blood red skybox for an interesting contrasting effect, a bit like in Killing Joke's Almost Red cover artwork. 
 
Reading this thread makes me think that a "Sin City" map would be cool:

https://drive.google.com/file/d/0B8v_WdcS3T18d29kOHp2VzZxZW8/view?usp=sharing 
 
Nice! You made that? 
Mugwump 
no, my point is that you won't need to convert ui, hud or models because the palette handles that 
Oh, OK. 
Can we still have a red charmap for the on-screen messages and the HUD's counters though? 
 
That probably requires remapping those colours to the red fullbrights that I kept in the palette. That probably needs to be done in the progs or the engine. I can look at that too, but I can't promise anything. 
Yep 
It's in the engine code itself. I won't be releasing a modified engine just for a mapjam.

If you still want the coloured UI numbers, edit the lmp files and change their current palette index to 250 or 251. These are the fullbright red indexes.

The only way for me to revert blood back to red is to change the palette file again, I am somewhat loathe to do so, as this may mean that reds may creep into the textures that we've already desaturated. 
 
OK. I guess I won't bother with the red skybox, then. It would be weird to have a red sky but grey blood. Same with the HUD counters. So it's gonna be full-on B&W with my couple of fish as the only colors in the map.

BTW, I'm a musician and I've started working on a main theme for the jam. It's gonna be a laidback jazzy track with an electro/industrial sound. 
 
It should be noted that Quake is a game with a rather primitive lighting model, so colors play a fairly important role in distinguishing shapes. Not as important as with sector lighting, for example, but still. I'm a little concerned over where all this is going. 
Dwere 
If it turns out to be a failure then that's cool too. A journey can be just as rewarding as the destination.

It is a concern that colours will cause the mobs and geometry to disappear a bit much, but at the end of the day the designers should be able to test and get a feel for where lighting will help solve that. 
 
I also need some numbers so I know how many entrances to place on my start map.

If you're joining in can you pop a +1 below or something? 
+1... But Not On The Deadline 
On the blending of mobs and geometry: simply build your map with noticeably lighter and/or darker textures than the monsters' and be mindful of your lighting, and you should be fine. We've been watching B&W movies for more than a century and they're usually pretty readable. 
 
Well uhh. I get your point as a whole, but B&W movies typically support much better lighting effects. 
 
True, but I've seen impressive results achieved with Quake's lighting method. And you can use .lits or, for Darkplaces, RTlights. DP is particularly efficient with chiaroscuro. 
Scifi/Horror Noir Something 
https://drive.google.com/file/d/0BwxYkKdSD855WVV5eXJReWM2MzQ/view?usp=sharing

Hopefully I will have enough time to work with lights, before deadline. 
 
That looks...really dark. 
 
Hups! I used range 0.5 that made everything way darker* 
 
Unless it's been changed 0.5 is the default. The old versions of light would print out the whole list of options if it was executed with no parameters.

Here it is down to "range". This is not the entire list. There's about 25-30 more lines.


----- Light 1.43 ---- Modified by Bengt Jardrup
----- Release 2 ---- Coloured light and LIT support by MH

Light performs light processing of Quake .BSP files

light [options] bspfile

Options:
-threads [n] Enable multithreaded processing (faster, default 4)
-fast [n] Enable fast lighting (lower quality, default 2)
-soft [n] Enable soft lighting (reduce jagged shadows)
-softdist [n] Distance tolerance for lights behind surface (default 3)
-extra Enable extra 2x2 sampling for higher quality
-extra4 Enable extra 4x4 sampling for even higher quality
-dist [n] Set fade distance, higher is darker (default 1.0)
-range [n] Set brightness range, higher is brighter (default 0.5) 
 
Yeah, seems like range didn't do what I thought it would do.. but anyway I started fixing values a bit. Here is second attempt:

https://drive.google.com/file/d/0BwxYkKdSD855dkhBNlp1QnlqcjA/view

Now enemies should be more visible at least? 
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