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Map Jam 7 - Back To Base
The time has come once again.
The time to go forth and map, IDbase style. More specifically, Than�s APSP2, a loving ode to water, pipes and plumbers. Map Jamming is about creating maps of any size or detail level over several weeks, using a certain theme and/or texture set.

For this seventh of maps jams, the Quoth mod with be employed. Grab it here:

https://tomeofpreach.wordpress.com/quoth/

Any questions or comments, please post to this thread only.

Theme � Back to Base
Deadline � August 11th, 2016
Texture Wad - There are texture wads for this jam that include many theme related textures. It is not required to use these textures in your level, they are provided for inspiration and convenience only! Check this texture repository for more wads : https://www.quaddicted.com/files/wads/

Compile Tools - It is recommended that you use EricW's updated Quake compiler suite as they add much new functionality to lighting and visibility. It even has surface lighting!

Download EricW's tools : http://ericwa.github.io/tyrutils-ericw/

Download worldcraft / Jackhammer fgd for these tools> : https://dl.dropboxusercontent.com/u/33279452/quake4ericwTools.fgd

Engine:
Quakespasm / Fitzquake. The usual suspects.

Theme reference images:
http://www.quaketastic.com/files/Jam7/jam7_boilerfeedpump.jpg
http://www.quaketastic.com/files/Jam7/jam7_coolingtower.jpg
http://www.quaketastic.com/files/Jam7/jam7_coolingtowerinside.jpg
http://www.quaketastic.com/files/Jam7/jam7_filtration.jpeg
http://www.quaketastic.com/files/Jam7/jam7_refinery.jpeg

Download the Map Jam 7 zip:
http://www.quaketastic.com/files/Jam7/Map%20Jam%207.zip

Please post WIP shots of your maps. There�s nothing like a few constructive words to fuel one�s inspiration.

Lastly, a list of mappers streaming their mapping skills:
http://twitch.tv/ionous (Ionous)
http://twitch.tv/tddaz (Daz)

If you want to be added to the stream list, just post below.
Thanks to Daz making the introduction video (which shall be forthcoming).
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ItEndsWithTens 
Thanks, I don't know why I started using skip especially for this map, but it really seems like a bad idea now. So now on if will not use it, because it is pointless mostly. 
Three Pics 
 
I should change the beam texture on the left in the last pic to a higher res one now that I think about it.

Also rofl that killtarget issue. 
Even Though Nobody Will Believe* 
But the problem haven't disappeared after clearing targets. It happens anyway, hopefully it some way dies out, because I really don't have energy to fight with this one wierd bug whether it's my fault or not. 
 
Newhouse, I noticed maybe every entity in that map has the angle key set. Is this maybe some editor or fgd type bug? Angle is not used on things like path_corner and normal lights. The strange thing is, looks like if there is no actual number entered they're set to "-0" 
Small Update 
Keep It Coming Guys 
Skacky: Pure class.

Breezeep: Glad to see things starting to take shape. Maybe offest the floor height on the second floor, but all else is looking well. 
Skip != Caulk 
There's no benefit for performance; it's purely visual. 
@skacky 
decided to try and build your pipes, but tilted instead of skewed on the grid

http://i.imgur.com/E8Zvhvb.jpg

A bit of a pain in the ass requiring 1 unit grid and some funky 3 point clipping, but it's all properly tilted at a 1/4 ratio... Dealing with the texture projection is a bit wonky though.


(going back to not mapping now...) 
Rick, Breezeep_ & Skacky 
Rick*

I just noticed that too. Executioners had -0 angle so I changed them to 0. But yeah Lights had that added by myself, it was just the visual thing because I thought game doesn't use it, I haven't had any error from them - but to be extra sure I really should remove them.

Breezeep_*

Looks nice some kind of id bunker when looking at this outdoor area.

Skacky*

Are you using this method? http://www.quakewiki.net/archives/speedy/tut_pipe.htm 
#184 
Shut up and go map!

NewHouse: I don't use this method but that's a good one! 
@158 
that's not how to use the name field =P 
 
Skacky: That's crazy, looks like a full quality map!

Breezeep: Looks great, love the rocky top half walls.

I am probably 80% done with basic brushes, and just started a light texture pass. I plan to have at least one progress shot this weekend when I can really have some time to work on the map! 
Preach Re: Post 169 
would it be better to patch in a compiler? 
@187 (Dear Shambler) 
I'm new here, and when it comes to my personality you can always expect from me this kind of behavior.

I have been mapping and not focusing this "bug of mine" thing. Currently using AD mod, because it has all same enemies I'm going to use anyway. For this jam my map can't be more than 10-25 of the polished map. So I really need to consider what I the most important parts when it comes to gameplay. So lots of Backtracking, but I try to make it as well as possible. 
@190 (Myself) 
10-25 percent of the polished map*

need to consider what are the most important parts when it comes to gameplay*

sorry I really don't know why I typo this fast. 
Zero Length Strings 
would it be better to patch in a compiler?

I don't think so. The compiler shouldn't even know what a killtarget is - it's entirely controlled by the QuakeC so in theory someone could completely change the field's meaning. Compilers are expected to be mainly mod-agnostic. And there may be some use case for a zero-length string vs a null string in other cases, so just blanket removing them for all fields might be unwise. Maybe some day a map hack will emerge which needs one...

Perhaps the case could be made for moving the protection to the map editor instead - so it's harder to get into this situation by accident. It would mean that if you're in a fringe situation where a zero-length string is needed you'd have to edit the text file by hand to get one, but my feeling is that it might be a rare enough requirement to justify that. 
Hmmm - Maybe Throw A Compiler Warning? 
a compiler warning when you have a key with an empty or whitespace value could be useful 
Alternate Direction 
Currently using AD mod, because it has all same enemies I'm going to use anyway.

I think one of the core rules is to make sure the map is Quoth compatible. While you don't have to use additions from Quoth I think AD may handle some similar entities and funcs differently. For instance, I am fairly certain trigger_ladder is handled differently between the two mods.

Just be sure to test in Quoth while you are mapping to avoid unnecessary backtracking. 
 
That and Quoth monsters and their AD counterparts are not 100% the same. 
Empty Killtargets And Bad Or Useless Angles 
A decent text editor is good for fixing these types of problems. 
In One Hour... 
https://www.twitch.tv/ionous

Thinking some early My Dying Bride. 
@#194, #196 
It is just a temporary solution why I'm using Ad mod. I know enemies in Quoth and AD aren't 100% same but has some kind of same features, if you know what I mean.

I try my best make it work on quoth, because it is required for this jam. If my bug really was that editor thought target(s) fields weren't empty really, I should open map file manually and fix it. I haven't done that earlier, but maybe it's not that hard. 
Ruibcon Textures 
Trying to look at the list of wads and I know speedy has some similar but is that wad available?

Breezeep's latest screenshot displays what I am referring to.

Thanks! 
 
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