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Map Jam 2 - "IKBlue/IKWhite" Theme Pack Released
The second Map Jam pack is released! The theme for this pack was the ikwhite/ikblue texture set by Iikka Ker�nen, and we have 8 great maps to show for it!

Screenshots, Download, Mirror, Readme

Authors: cocerello, ericw/fifth, lunaran, mfx, scampie, skacky, sock, tronyn

Read the original discussion thread here.
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You Aren't The Only One 
 
Some Skill 0 Derping 
http://michael.hudsondoyle.geek.nz/jam2_mwh.zip

Probably only of interest to the map authors. Some of these were played in a very bright room and I couldn't really see what was going on...

cocerello: done already in this thread
fifth: I don't have very strong memories of this one... I think I played terribly and died?
lunaran: too dark for my environment...
mfx: amazing! I had my share of problems with the dark and got lost a bit but well, still an awesome experience
scampie: clever progression
skacky: pretty good, not the most remarkable of the pack
sock: nice solid map
tronyn: you're a lunatic :-p I found navigation very easy, slightly to my surprise. very very easy on skill 0, which is fine I guess :) 
Mwh 
Thanks for the demo, they were interesting to see, and surprising how you jumped at the shambler with just a slight hesitation.

The ammo you missed is below two of the stairs on ground floor, one of the big ones and a small one (40 shells, 25 nails and 30 health) and with the SNG (40 shells and 30 health), below the closet filled with ammo with the death knight in ambush. Yes, it is a bit hidden, like the rest. 
 
Finally finish playing all maps, what a fantastic map pack!

Love then all, but scampies, mfx, sock and skacky were really good in architecture and game-play.

Tronyn awesome epic map had great fun playing it, always in the red line but not impossible like some of his maps :)

Scampie map in second try i jumped to the secret and was easy to kill the shamblers :p

cocerello go finish it :p

fifth had a fantastic look but the final battle was to much :\ a quad maybe? :)

But my favorit was mfx map, please make a fullvis of this one... fucking love it!

the demos...

http://www.quaketastic.com/files/demos/tr_jam2.rar 
Its Fulvised 
i wont touch it anymore. thanks for demos! 
 
hehe in Darkplaces show those grey backgroung :)

thanks for reply :)

will replay this map for sure. 
 
Please use quakespasm as stated in the readme.
It was only tested for this engine. 
Awesome Pack. Great Work, Guys! 
Cocerello: so i got you gave me herpes omg i think im emote ^.^ but it depends from person 2 person

FifthElephant: I'm afraid of elephants now. hahahaahaa! hey guys i mean emo FOR THE ALLIANCE!! this is magically gay.

Lunarian: аааааа)))))))))))))))))))))))) ) so freak n cute maybe throw in a backflip! you serious? my emotional rollercoaster has headed off now Bwahaha so deluded.

mfx: Heelllooo lil puppy. oh wow adorable<333 he walk like a faq hey guys God, you people...

Scampie: lol this guys are just making fun of themselves. ;p cute as hell is a saying Any small dog could so fuck you!

skacky: Hmm... for once people! enjoy ;) omg i think im emo! The the only thing intense about this I hope we can save some souls nice cat balance there

sock: The Christian who sees Jesus in a piece of burnt toast? D: lol get me every time hahaha THATS TIGHT "DOG" hungry yeah more like and there bigger then that.

Tronyn: YES!!! for cuteness! AHAHAHHA. lol get me every time hahaha Thanks for the message! evar Mel Gibson

we'll wave at this mother fucker in hell.! hahahahhaa skilled dog lol SUXX i just jizzed in my pants 
Is That From 
 
Lunarian: аааааа)))))))))))))))))))))))) ) so freak n cute maybe throw in a backflip!

squeee! i didn't learn very beginnings, but ... I CANNOT BELIEVE IIIIIIT? 555 this is definitely the game. ta 
 
Omg sorry Lunaran, also loved your map also... played the map some days ago and forgot to put the coment :(

Map very simple but fun :) nice quad damage end fight... love it! 
Negke 
Thanks for your demo, but what do you mean with void-light or the lack of it? 
 
Notice how the scrags flying in the sky/void are often dark or even pitch black and only being lit when moving over geometry? In Quake, the brightness of models is based on the lighting of the solid surface below them (up to a distance of 1024, I believe), but modern ('transparent') sky volumes aren't treated as regular solids so all mdls on them are only minlit or unlit.

The trick to ensure such entities are properly lit in space maps is to make the bottom sky brush bigger, maybe 64 units or so, and put a large solid brush (normal texture, extremely upscaled) inside, at least 32 units below the inner sky face, and then a spot light pointing downwards in the center with the desired brightness as well as a large cone. 
That! 
Thanks! 
 
the reason the hidden brush is extremely upscaled is because lightmap resolution in Quake is based on the texture scale, and you don't need big lightmaps for brushes you can't see.

maps with lots of void and lots of scrags are a pain in the butt since you have to coat the floor with sky/black and spotlights :/ I wonder what kind of wishful-thinking tyrlite feature would take care of that more easily. 
A Single Downward 180� Cone Spotlight With No Shadows Or Falloff 
 
Infinte Radius 
delay 3?

Or can one give the monsters a _minlight key with 100? 
#166 
this + _anglesense 0.01 so the angle doesn't affect brightness on the surface. 
Negke 
Thanks for the demos. About what you were asking ...

Not compiled with extra4?

Yes, but not only that. It hasn't been compiled with even a single compiling parameter. Back then and till two months ago, i couldn't, but thanks to Ijed and Necros, now i can. You have the reason explained here.

wasn't as hard as expected

That's probably because you played it the way it is intended and the way i played when tested it.

In fact, you mimiced my style of playing in this map in almost everything and made the same decisions, except when you waltzed with the voreballs (i would get behind a corner and snip them). That made the map way easier as the map itself worked in your favour, giving you confidence and making your mind work better and faster, saving you from hasty decisions, which raised your confidence again, turning into a loop (or a spiral).

For example, you only took the ammo boxes when you were below 80 shells (same with the health packs), so you were almost never low on ammo, you backtracked when faced with an enemy instead of rushing ahead and awaken more, used the columns against the shambler and knights ambush, used the weapons to its strenghts (the NG for aiming through gaps and sniping, the shotgun for the rest), and many other behaviours i also have when playing in this map.

Well, that and that you saw the ammo before the big fights, that helps a lot in this map. If not the loop would be in the opposite direction, working against you. 
I Know I'm Going To Lose All My Geed Cred For Asking This... 
... (if I had any to begin with) but what bizarre code are negke and Luneran using in #158 and #160? Someone at least give me a clue; I can't for the life of me figure it out. 
Spirit's Youtube Comment Generator 
 
 
I'm afraid of elephants now. Don't Forget to swallow! this era of stupidity is over 
This Is So Childish.. 
 
Simply Awesome 
Cannot add that much... really great :) 
Tronyn, This Is About Your Map 
Funny thing is, whoever made that particular map didn't set up the CD audio correctly. I think they were trying to use CD Track 2, the title theme, but they instead set it up to use CD Track 1, which is the data track and can't be played as audio. Now, I ripped the CD's audio tracks to my source port's directory ages ago, because I'm not that interested in keeping the Quake CD in the drive any time I feel like playing Quake. Instead, I had a music CD in the drive, which the source port defaulted to when it couldn't find the ripped track. As such, I got to run around an overly-large Arabian cave with tons of ambushing Shamblers to Amigos Para Siempre. Surreal, to put it mildly. 
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