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Posted by FifthElephant on 2016/12/23 00:37:25 |
Retro Jam 6!!
Retro Jams are vanilla style, id1 only, and can be of any build quality.
The theme is Egyptian, so think pyramids, tombs, catacombs, sandstone walls, arches, columns, pillars, obelisks, temples, deserts, dusty canyons etc
If you want to include a custom skybox that's fine. Suggestions might be sunset/rise, dusty/stormy, starry night-time, moonlit.
Theme - Egypt
Deadline - 30th December
Lots more info in the guideline link below!
Jam Guidelines / Texture Wad
Well?
GO MAP. |
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 Where Do We Upload The Finished Maps
#172 posted by Bloodshot on 2016/12/30 10:19:07
I had to cut back some ideas to make the deadline, where do we upload this thing anyway? This is the first map jam I've ever done
@Mugwump been a private mapper since I was a kid. My first map for any game was a room with a lightning gun on a platform hanging from the ceiling in Quake 1, using QuArK. Only map I've ever released was a deathmatch map for Hexen 2 where there were 3 arenas separated by destructable floors, each with a different theme.
I've always toyed with Quake editors though, so I understand how to create a map properly for the most part, I've just never tested my gameplay with outside players beyond friends
#173 posted by - on 2016/12/30 14:35:38
Just mail them to FifthElephant, his email is in his profile
 Looking Great, Bloughsman!
#174 posted by Mugwump on 2016/12/30 14:38:20
I'm digging the water theme you got going, it's very uncharacteristic of Egypt. You seem to always think outside the box and that's what I love in your work so far.
 Some Progress
#175 posted by PuLSaR on 2016/12/30 15:16:46
Well, I've been working on a simple map for this as well. It's small and not completely done, but if the extended deadline ends than this is what we got!
FIREY OASIS
(map jam6_oasis)
https://www.mediafire.com/?lcer5q8tlrocdlb
 Email To Me When Completed
I'm not going to undo the extention.
 Some Progress
#178 posted by DOOMer on 2016/12/30 15:40:54
I finished the basic layout and almost all of the main light. Tonight, to place additional light sources and the gaming entity. Also some work with textures is needed.
http://i.imgur.com/wy9Q956.jpg
http://i.imgur.com/DrYRqF6.jpg
@PuLSaR
Verticcal gameplay& Interesting look....
 PuLSaR & DOOMer
#179 posted by Mugwump on 2016/12/30 16:13:47
Nice screenshots. You lot are all putting bunches of atmosphere into your maps. I have a good feeling about this...
 Screens
#180 posted by mjb on 2016/12/30 16:52:54
Pulsar, looks dark and deep!
Doomer, Nice to see lava included...this jam will be a myriad of creative minds!
I myself have decided to omit a very large outdoor part as it just is too much to work on and I have to be complete by today as I am leaving out of town.
It brings a sense of comfort though, as I can polish the parts I do have! This has been a very fun experience!
 Unfinished
#181 posted by mjb on 2016/12/30 16:59:25
 @Bloughsburgh
#182 posted by DOOMer on 2016/12/30 17:11:38
I just can't imagine your map in Egyptian style without lava. I would like to make a map with outdoor space, but my skill is very bad in creating outdoor spaces for Quake. And I started my map too late.
 Bloughsburgh
#183 posted by Newhouse on 2016/12/30 17:23:30
What texture wad you're using, that water texture looks just like what I was looking for, is it from hexen?
 Liquids.wad
#184 posted by mjb on 2016/12/30 17:28:23
That's the name of the wad.
I wanted a mystic type water and the normal id waters were a bit dull for what I wanted.
It's aptly named: *sparkle
 Thank You~
#185 posted by Newhouse on 2016/12/30 17:31:00
 Yes, That Water Texture Looks Cool
#186 posted by Mugwump on 2016/12/30 18:12:08
Too bad for the outdoor section! I hope you keep it, perhaps for a possible standalone release or a whole new map altogether. At any rate, better have less and be ready than more and be sorry...
 Is The Dead Line Still Today?
 I Think It Was Extended
#188 posted by Bloodshot on 2016/12/30 19:24:18
But I'm working this weekend anyway so I wont have time to work any more on mine, so I submitted it just now.
#189 posted by Newhouse on 2016/12/30 19:25:22
Sparkle was too bright, but thankfully that mercurius worked quite well.
I have little problem in one section of my map. I made trigger_once that calls teleports, to teleport scrags later as soon player goes to lower section, but for reasons that trigger gets triggered when player triggers other trigger on higher section. They don't share same names, so any of those triggers doesn't call this lower section trigger. How do I make vanilla Quake do exactly what it should do, why it decides to trigger something its not even targeted to do?
 Nevermind
#190 posted by Newhouse on 2016/12/30 19:37:40
I seems to be fixed, after I added targetnames for those triggers, even though I don't call them by those names.
 Pulsar.
#191 posted by Shambler on 2016/12/30 19:49:03
That looks sweet as fuck.
Also doomer, looking good, like the lava theme.
 My Map Is Ready!
can i just add a mediafire link here? i dont want to use my email.
#194 posted by Mugwump on 2016/12/30 21:59:32
@Naitelveni Fifth extended the deadline to tomorrow, so you still have some time to work on it a bit more if you want.
@NewHouse that trigger gets triggered when player triggers other trigger
That's a whole lot of triggers! ;)
#195 posted by Newhouse on 2016/12/30 22:23:01
#196 posted by Mugwump on 2016/12/30 22:31:53
Ooh, two shamblers not looking at who's about to murder them. Poor guys...
Can't see much of your architecture but I like the ceiling with varied heights.
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