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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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I'm thinking about trying stuff out for this, but since I'm starting now I highly doubt it'll be either good or ready in time. Question, though. Do I need to use desaturated textures if we've all agreed to the palette? I think using the originals seems to preserve some more detail in greyscale via palette than a direct recolour. 
Yo Pritchard 
If you just use the palette then yes, the game will render mostly in B&W and use vanilla indexed textures you will be fine.

As soon as you deviate away from the vanilla textures you will probably need to desaturate them using the palette I provided. 
 
Well, so far all the textures I've used have been fine with just the palette (Kingpin ones, the originals) but i'll keep an eye out for any issues. It's not like it's hard to swap them out when building the final map anyway, it's just more pleasant to work with a bit of colour for my poor, tired eyes. 
Scale 
What have you people been doing about the scale of the kingpin textures (if you're using them)? They're totally out of proportion for Quake, a door handle is at head height most of the time. Do you just ignore it? That's all I can think to do, seeing as scaling them to half size would make things unusable. (The doors may be too tall, but they're not too wide... in fact, they could almost be too narrow :s 
 
yeah, I'm just ignoring it. It's quakeguy's fault for being a dwarf anyway. 
Pritchard 
In Trenchbroom you can specify different scale values for x and y axis.
On narrowness: are you sure these textures are not for double doors? 
Woopsie! That Was Me Above. 
 
 
In the kingpin textures the double door textures are pretty obvious, since they're both doors on one texture vs. a single door. The door i'm using at the moment has dimensions of 64x128, which makes it a LOT taller than it is wide. Double doors are nicer for being wide, but they don't really suit my purposes.

64px width isn't... too bad. Quake movement isn't a big fan of it, but you fit through alright and so do small monsters. 
Some Screens 
Not really sure where i'm going with the level layout, but here's some early screens from the starting hallway and of a breakable door.

The doors break in two parts, i'm trying to tweak them so they don't break all at once... kinda hard :/ shotguns do such a variable amount of damage.

Like I said before, I'm not sure how far i'll get with this but it's nice to take a break from my other map to try other stuff. 
 
Maybe be it is just me, but that looks like old-hospital to me, maybe because the black and white tiles on floor and almost pure white walls. 
Custom Music? 
Is it fine to use custom free ambient tracks? I didn't found suitable one from original tracks. I needed something that was more "unnoticeable".

I would like to use this, unless someone or I will find better ones : http://freemusicarchive.org/music/Diogenes_In_Hell/Sotto_Voce/diogenes_in_hell_-_Sotto_Voce_-_01_dhia

Something that would suit in hellish Hell on Earth themes yet isolated buildings with technology and pipes, bricks and candles. Zombies.. a lots of zombies. 
 
 
What music you guys are going to use? Jazz/Dark ambient? 
Amen Break For 40 Minutes Straight 
 
Amen Break For 14 Minutes Straight 
 
That'll Be 24000 Pounds Pls 
 
Breakables Are Fun 
I'm actually getting somewhere with my map. It helps that I've had a lot of free time these past few days to tinker with various things. One of the things I'm trying out is breakables, which i'm using pretty heavily right now.

Plenty of destructible crates and doors in the map, such as this double door I did today. (Ignore the start; my capture software steals focus and I have to shoot to get it back) 
Looking Good! 
 
I Wouldn't Be Against A Time Extension 
Haven't been able to dedicate as much time as I had wanted. Anyone else feel the same? 
 
Well, a time extension would definitely help me get my map finished for the release, seeing as I started so late. I'm heading into end of semester exams/tests soon, so my time might be a bit limited especially during the week and that makes every hour count. 
Skybox 
I decided to try using the l_swampn_ skybox from AD for my map, but in QS at least it's not affected by the palette. So, I quickly desaturated it in GIMP: <a href="">link</a>

I included the AD readme because the bit at the bottom said I had to. It'd be good if this could be included with the final package so other people can use it if they want. 
Oops... 
Haha 
I went through the same process with that same texture, it will be in the final release.

Is a week long enough extension for you guys? 
Shamblernaut 
"Is a week long enough extension for you guys?"

My map definately needs 1 extra week for polishing and setting up the "right" mood. Also playtesting, and figuring out different skill levels. 
Outdoors 
A screenshot

Every time I look at them the buildings look too blocky, but there isn't a whole lot I feel I can do about it. Besides, when you're actually playing and not paying close attention they look fine. 
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