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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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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. 
 
Does this jam use a custom palette now or not? 
Jam That's Good On Your Palate 
I think it does. (I hope it does!)

@khreathor, how are the custom monsters coming along? If it doesn't hurt, It'd be nice to get a Shambler in a pinstripe suit. Not entirely necessary, but it'd make it that much funnier when you see them sitting behind a desk like a mob boss... 
Negke 
this:

https://dl.dropboxusercontent.com/u/108695968/palettes.zip

is the palette we'll be packing in the release. 
Shamblernaut 
I asked a question about said palette in post #169 and I'd very much like an answer, to know if I can make this map for an ulterior DLC or if I have to make it a completely separate release. 
Sorry I Missed That Mugwump 
It will apply to every map, however I think (haven't tested though) that truecolour textures on your models should display in truecolour regardless of the palette. Also, I've kept the fullbright colours in the palette, so there is a little colour should you want to use it.

We have small limitation with the implementation of this colour scheme as Baker/EricW pointed out in post 19 - 22.

I have proceeded with this jam under the assumption that there will be no engine modifications. As such I am packaging AD with our palette (and modified models) with the release (much like quoth in jam 7).

If your map is going to require a palette different from the one I provide, then you will need to release it outside of the pack (or think of another solution).

I don't think anybody here has a problem with DLC if that's the route you want to go. 
It's OK... 
...I know how easy it is to miss one post in an active thread.

My couple of fish will be fullbright anyway, so I may be able to pull it off with your palette. The other thing that's bugging me about it is the grey blood, though. Is there a way for me to make it fullbright so it would appear red despite the palette? 
For The Love Of Shub 
Please don't include AD in the release! Completely unnecessary bloat - and contrary to the idea of mods like AD and Quoth to begin with. 
Fucking Hell Yes 
Including Quoth in jam 7 was already a monumentally bad idea. 
Negke 
I was going to strip the unused AD content out of the release to save space. Primarily the maps. Unless a new version of Quakespasm drops before the release date then they'll be packaged together.

@Mugwump, there are two options with regard to that. Changing the palette back to a red (looks bad btw, ruins the UI, alsp possibly other textures - see screenshot).

http://imgur.com/0r3yIaG

Or by modifying the engine to change the blood colour to a fullbright red palette index rather than index 67 (maybe it was 57... I forget).

I don't want to push for a new QS release just for this. 
Palette 
So the textures are essentially gonna be desaturated twice? First the "lossy" way, then by the new palette? 
 
Or by modifying the engine to change the blood colour to a fullbright red palette index rather than index 67 (maybe it was 57... I forget).

QC controls this, not the engine.

Though I'm not sure the fullbright red range is big enough to use it for particles. I don't know the subtleties of how the engine picks additional colors for randomizing.

Could try and repaint the oranges though. 
Dwere 
I looked through the QC and couldn't find it. I found some suspiciously bloody looking code in r_part.c in the function R_RocketTrail though.

I used the same textures to desaturate the textures as I'm using for the engine. There shouldn't be any extra loss of information beyond the first conversion. 
 
SpawnBlood is the main function you need to look at. It's in projectiles.qc (I thought it was in another place, but maybe it was moved in AD).

Lightning gun has its damage effect defined separately, in weapons.qc.

There shouldn't be any extra loss of information beyond the first conversion.

It's just that the first conversion seems to be unnecessary. 
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