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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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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! 
 
JF! 
Ah that's it thanks OTP!

Wasn't thinking of JF haha. 
JF! 
Ah that's it thanks OTP!

Wasn't thinking of JF haha. 
Roll Call Thursday 
It's that time again. I'll start:

http://www.quaketastic.com/files/Jam7/jam7_ionousF.jpg

5311 brushes. Half done maybe?

On this subject.

How are people feeling about next Thursday's deadline? Where are you guys at with your maps? 
Lighting Test 
http://i.imgur.com/ndEs9Lp.png
http://i.imgur.com/PTo4YWS.png

Not much progress on the rest of the map honestly, a deadline extension would be appreciated. 
Extra Weekend Maybe? 
3 main areas, 2 hallways almost done.
100% jam map would consist more something about:
2 main areas more, end area (teleport room) and lot more hallways and connections between these areas. I separated my progress into pieces week ago the same time I started having some issues with the mapping.

I can rush everything in time, but there will be less focus on unnesserary like ceiling and all extra detail - very pale looking map in some parts - if need to rush. 
Progress So Far 
Extension Would Be Fine 
I want to participate but it is difficult to ahem "jam" a lot of mapping time all at once.

I am going to get a lot more done this weekend or at least hope to but I would totally be for an extension. I feel I could get the map finished either way but it would be more polished with an extended deadline. 
I Think I Should Make The August 11 Deadline 
 
@#208 
Some of us might have sleepless nights, but being young means it doesn't kill us. Unless drinking too much red bull. 
 
I think I'll make it for deadline too, but more time = more detail on a map :) 
 
Sometimes it is actually better without too much detail in everywhere* 
#203 
Interesting style you have there on texture combinations with brushwork, Ionous. You opened up lots of possibilities.

* Newhouse, your last file is missing for me. 
Too Many Technical Difficulties 
Argh, why didn't I just use tetragons everywhere and avoid the fuss. I think I'm going to have to bail. 
Cocerello 
About The Theme? 
Does it really have to be just about water and pipes? Can pipes be used more artistically and put under stairs andgive some dramatic purple lighting?

Can water be more about some kind energy/plasma fuel power plant for example uses? Or does it have to be for swimming only? 
 
I'm sure it can be about anything as long as it's vaguely base textured.

Follow your dreams... 
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