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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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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... 
 
Neat! I hate killing dreams all the time* 
Proof That Spirit Is The Worst: 
#218 
Didn't died even once on normal mode. I love the fact that enemies just kept coming and coming and..

But other than that not bad really. Felt more like doom level. 
Deadline Extenstion To August 18th 
Alright, I'm going to extend the the deadline out a week. I know I could certainly use the time. 
Oh, Good. 
Guess I get to worry a bit less about getting my map done in time. 
Now You Can't Fuck Up, Guys ;) 
 
Fantastic 
Thank you, I will be sure to have the map I have in my head by that time! 
I Appreciate Very Much 
Thanks*

Now I can actually make it stunning, and that's the promise. Thought first I need to learn how to make pipes look better, texturing is pain in the ass when there is a lot of bending even though it follows 45 / 22.5 degree rule. 
How To Make Glass? 
Is it fine to use func_wall and set parameter "alpha" and value to something 0.3 and that will works as a glass.. is it going to work on fitzquake as well?

Is there specifically for that method made glass textures? Or something that can be used as a glass - I put some metal textures and it looked like used/dirty window which is not the bad thing ~ but I'm trying to make glass look more pure/shiny at some parts of the map.

Is there way to make glass project light more or less? So the human eyes can see it a lot faster "oh, that must be glass". 
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