News | Forum | People | FAQ | Links | Search | Register | Log in
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.
First | Previous | Next | Last
Re: #235 
That's some awesome brushwork. Very impressive.

The folding/rotating of textures like that on the floor sometimes looks okay, but usually not if it can be seen up close. GL filtering will not span across and you get an ugly razor sharp seam where the surfaces meet. I tend to avoid that at all cost. Of course, that's not much of an issue if you play in pixellated mode, but most people don't.

Better to make a custom texture to fit if the alignment is all that critical. 
Or Split It 
With more trim, or just leave it contiguous. 
I�m Doing This Nasty Texture Thing 
every now and then. i know it looks shit, but old habits..:) Gonna change it to proper trimmed.. Yeahyeah 
It's Just Me Probably 
The trim around the edge I guess won't look horrible, but I would leave the main flat area as one contiguous piece.

Probably this is just a pet peeve of mine, but I notice that filtering seam in maps all the time and I just think it looks bad.

I learned last year making textures that unless the outer 1 pixel border was identical you will get the seam where the textures meet, even if they look the same at first glance. A 1 pixel or more offset or any rotation difference at all will also cause a seam. 
 
idgamma was a hack to fix the fact that the original glquake didn't do 2x overbright lighting the way software did.

I think also, the fact that glquake didn't even support the gamma command at all, except for at the command line (and i think that was added later?) 
 
anyway these shots look great, a lot of cool stuff going on here.

I wanted to say, for really anybody in this thread that wants their sense of scale to be more impressive, try using 8-unit steps isntead of 16-unit steps. This is closer to real life step size and since stairs are the only familiar object in most quake levels, its the one thing people can use to judge the size of things.

Like, that shot from mfx, at first glance the arches and dome look huge, and then you see the 16-unit steps and realize, oh, that arch is only like 160 units tall. 
Mind The Fov Set To 110 Metlslime:) 
Arches are 384 wide actually.. 
 
I wanted to say, for really anybody in this thread that wants their sense of scale to be more impressive, try using 8-unit steps isntead of 16-unit steps.

The metl has spoken right after I put together an 8-unit staircase. 
Youre Right 
bout the stairs.

Good suggestion, gonna change that where i can.. 
But 
8 pixels is hardly enough for any texture detail.

I did make some 8 unit steps at one time and it does look good. Maybe if all textures were scaled to 0.5

Hmm... 
Will The Next Map Jam Be Based On Rubicon? 
 
Of Course.. 
 
Pls No Gooby 
 
 
goobies:

crusty vaginal boogers

"dude, my boner turned soft when i saw she had goobies" 
 
8 pixels is hardly enough for any texture detail.

The little fronts of steps is not where it goes. 
RubiJam? 
That'll probably coincide with the release of RRP. 
It's Not Rubicon. 
n/t 
Map Jam 3 
Will The Next Map Jam Be Based On Rubicon?
No, I am planning the next Jam event for August and the theme will be low gravity + custom prog. Texture theme undecided atm.

nybody in this thread that wants their sense of scale to be more impressive, try using 8-unit steps isntead of 16-unit steps.
I have used 8 unit steps on all my Quake 1 releases, 16 unit steps look super awkward nowadays and ruins the scale of architecture.

8 pixels is hardly enough for any texture detail.
Check any of my texture wad files released with my Quake maps, most of them have special 8/16 (side/top) step textures.

@mfx, finally you are tempted to make your own jam map :D 
 
I have used 8 unit steps on all my Quake 1 releases, 16 unit steps look super awkward nowadays and ruins the scale of architecture.

Well, I guess I'll just stop working on my map now. Can't be releasing a map with ruined architectural scale.

There are literally hundreds of steps in that map and changing them to 8 units high would cause the marksurfaces count to go way too high and I refuse to release a map that spits out error messages when it loads. 
Umm. 
16 unit steps are perfectly fine. 
 
I think 16 unit steps are fine as well. 
Those Are Warnings 
not errors. 
Yeah 16 Units Are Fine. 
8 units can be nice. 12 units is also nice. The player can step up a 16 unit step. Stairwells come in all kinds of gradients and dimensions. 
My Steps Are All 
32 units high... because screw you guys. 
Stairs And Sclae 
nybody in this thread that wants their sense of scale to be more impressive, try using 8-unit steps instead of 16-unit steps.

It can be done, but requires more thinking and way more work than that to work well, and there is two problems with that:

- First of all, if we were to do that, we would have to do the full change. There is A LOT of things that are off scale in Quake, beginning with the player entity itself, that to be on scale and so the player can fit through real world doors it would need to be at most 56x24x24 (realistic would be 56x16x16), or that he should stop running at 40+ km/h, or we shouldn't use textures with stone block that are 16 units high or more, as that size (16) in a stone block can only be seen in a few fortifications and the like (i have seen in person more stone fortifications that use something like rock3_2, city2_8 or smaller blocks, for example), and there is lots of textures that have stone blocks 32 units high. Maybe it could be doable if we were to scale all the textures in the maps to 0,5, but then the look on the outdoor or cave areas would suck.

- Second, if we were to make the stairs fit the scale of the player, they should need to be 4 units high, as most stairs in the buildings built in the last 100 years are. 8 units high (and usually 6-8 wide too) i have only seen in the towers of castles and fortifications, where they need to reach great heights with little space, and those are hard to go up, and very dangerous when going down, 8 units is a lot compared to the size of the player.

But the problem comes that if we do 8 units high stairs, it doesn't look well, at least in Quake. One of the reasons is that we are used to see brushes so big everywhere. The second, that it doesn't fit with the game, and as have been advised a lot in this board, so small details in Quake doesn't look as good as it should. 
First | Previous | Next | Last
This thread has been closed by a moderator.
Website copyright © 2002-2025 John Fitzgibbons. All posts are copyright their respective authors.