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Map Jam 2 - Deadline 27th July
Map Jamming is about creating maps of any size or detail level over a couple of weeks using a certain theme and texture set. Check the readme file below for further details of what the Jam is about. Any questions or comments, please post to this thread only.

Deadline - 27th July 2014
Theme - IKBlue + IKWhite inspired maps

Guidelines for Map JamTextures Wads + Map Prefabs

UPDATE: Released! news thread is here.
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More Pixel 
 
That is excellent looking, and I really like that fog now. 
Wow 
 
I Like 
All the subtle angles you've got there. 
Cool! 
 
Looks Like 
Quality hallcrawling 
Looks Great! 
Kinda looks like a new texture set almost ;) Are any of those stock ikblue? There are like, 8 textures in the entire ikblue set :/ 
Idgamma + Ikwhite 
For anyone that still has idgamma, ikwhite is completely unuseable and looks like unbelievable shit in game.

I just found this out as I was playing with ikwhite. A simple trip into id1 to rename the offending pak (in my case it was pak3.pak) fixed things. Now I can kind of see some details again.

Unfortunately, everything else looks dark and bland now :( I think idgamma adjusted the contrast of the palette as well as the brightness, since increasing the brightness in fq doesn't really help :( 
 
idgamma has a more complicated formula that messes with contrast and brightness and some other stuff probably. I assume you have to mess with multiple sliders? I've never used it.

Fitzquake gamma just recreates the software engine gamma basically.

Maybe someone will re-create the idgamma controls inside a quake engine, then people can delete their idgamma pak files.

On the other hand, that would result in anything TGA-based being brightened in the same way. I guess people who use idgamma are used to TGAs being dark and dim compared to 8-bit paletted textures. So they probably wouldn't like that. 
Hmm 
well the week is just about over and I haven't done any lighting yet, so I'm unsure if I'll make the deadline (it's definitely possible), but here's another editor shot anyway:
http://www.quaketastic.com/files/screen_shots/ikblight3.jpg 
Deadline 
Is like 10 days away... 
That's Incredibly Impressive Tronyn 
 
Those Looks 
Remind me of some platformer games 
Definitely Feeling The Blue/white Now 
Looks very cool than! 
Feedback 
@ijed, glad you spotted some of the angles, most of them are subtle, except the doorway silhouettes, I wanted them to stand out.

@Drew, well the door, wall and arch supports are just prefabs and texture tests, which is why it looks like a corridor.

@than, as you have no doubt discovered the ikblue set is really small and lacks a lot of trims. I have converted some of the ikwhite to blue and swapped some of the pixel noise for stock id textures. I am trying to fill in the gaps so it easier to work with for my map.

@Tronyn, it looks epic, but remember giant maps take a long time to create/light/test, also look at func_detail to speed up compile times. 
Sock 
Your floor texture needs a bit of work, the black pixels stand out a bit too much. 
I Use Idgamma 
have always and no other look works for me.

But than's right, it stuffs up ikwhite, this was picked up when Killjoy first released his Avinpaala map. 
Idgamma 
Metl: from what I remember, idgamma was merely a patch. I don't remember any sliders at all, weirdly enough. I wonder if we all have the same palette file in our paks.

Drew: I think you meant Tronyn; I didn't post anything ;) 
What Is 
idgamma? It sounds familiar but I know I've never used it. Some kind of brightness adjusting utility? Why would anybody use such a thing? I have no problems with brightness other than I have an Asus 23" LCD that always seems way too bright when playing games.

I play most games on the TV in the living room. I try to match the brightness in my maps to those in the original Quake.

I played somebody's map last year that looked like crap until I found a custom palette file in the pak. It looked like a brighter version of the standard palette, so I deleted it and it looked fine after that. 
 
Random reQuiem feature: High contrast lighting model. 
I Made A Huge Mistake... 
Holy Shit. 
 
What OTP Said 
That looks so cool! 
Holy Shit 
That looks incredible.

Apart from the floor tiles folding.

The chandelier(?) looks a bit like a moai, but that's cool as well. 
 
1) That looks terrific. I've looked at the way moorish/arab architects would cover the inside of domes with those zillions of tiny nerny arches and thought "definitely shouldn't do that one in quake." so, hey, awesome.

2) mas inspirato (I may have posted this before)

3) idgamma was a hack to fix the fact that the original glquake didn't do 2x overbright lighting the way software did. this is why everyone whined the game was so dark in GL - it literally was. since the palette couldn't be 2x overbrightened to compensate (because 255 doesn't go any higher :p) it just brought up the midrange and maxed out all the colors it could, which meant the game was still basically just as dark but also looked shittier. metlslime fixed this in fitzquake's lighting (at my request) ten years ago. if you're still using an idgamma-ruined palette you are an insane person who is insane lunaran out 
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