News | Forum | People | FAQ | Links | Search | Register | Log in
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).
First | Previous | Next | Last
Makes My Life A Bit Easier 
Thx.

Now I can make pipes in TB* 
Skewing 
Is not supported in TB2. It's on my todo list. But first I need to get it more stable and do the final 2.0 release. 
Thanks 
Great to hear from the one and only!

No problem, I'll make do with what I can, my map idea really doesn't require curved pipes anyway was more a curiosity.

Looking forward to future releases! 
 
It's very much possible to make bending pipes in TB2 and honestly very easy. It's even possible to do that in TB1 with no 2D views.

I made this 45� bending pipe in TB2 as well. https://pbs.twimg.com/media/Coj1cMqWcAAcH4Q.jpg:large 
Skacky 
Cool to see,

Did you use vertex mode? 
Yes 
 
Slow Progress... 
Finally managed to draw out a layout for the whole level on paper; now starting to block out some new areas. If I can resist detailing and texturing for a while longer I may have a chance at having something playable by the deadline.

http://i.imgur.com/wLpNb7G.jpg 
Needs A Lot Of Thinking 
I'm slowly starting to realize how the starting area should feel yet look.

https://drive.google.com/file/d/0BwxYkKdSD855U2kwaTBVWGFyVzQ/view?usp=sharing 
Looks Good 
Good starting layout flatHead, keep it up!

Looks like an interesting map so far from that view NewHouse. 
Thanks Bloughsburgh* 
I wasted great amount of time when trying to make control room without clear vision, and in the end I decided to focus on flow and make decisions in that sense. I try to keep layout kind of simple..

I really don't know whether I have time to make everything I have in my mind. I have to push out at least one big fight. 
Madness 
I honestly have no idea what I am doing, but I like what I have so far.

My initial idea was a lot more grounded but what I have now is rather abstract. I never mapped for a base theme and it is a different challenge to say the least.

I am lightly texturing and detailing as I go, but the main focus is to plot the route of the map. After that, the fun begins with details, lights, entities, etc. 
Keys, Keys, Keys? 
Is there how many keys available and how?

Yellow, Silver cards... is there third one for example disc like in Quake2? Or red card works might work as well. 
 
Afaik there are only 2 keys in 4 visual variants. You can always use some trigger, to open a door. Maybe add some button or lever to activate them? Or some other action - you have many options. 
Something Logical? 
Thanks, had another vision where player need to turn power on before pressing the button and activating elevators in base.. so it seems like I don't need key for that.

I'm going to use silver key(s) already for the different purposes. Though it really makes me wonder why there is only two kinds of keys available, doom had 3 types of keys even. 
With The Extended Deadline...Maybe 
.... 
My map is not looking good lol...

I guess was not a good idea to try learn from the basics, and meet a deadline when I'm too busy XD

Will keep working on it till I think it's acceptable, but the map wont be on this Jam.

I made a lot of mistakes, and learned a lot! really wanna work more on quake maps.

Can't wait to see what you guys have done!! 
Nice Shots, Qmaster 
 
That's Looking Mighty Fine Qmaster 
 
Crazy Cave 
Whoo, loving the subtle blues Qmaster! 
More Like Green* 
Looks very nice, but mine is going to be pure blue theme ;p 
Qmaster 
Looks legit. 
 
Gorgeous color scheme, Qmaster! You're the second or third person in this thread I've gotten intensely jealous of after seeing you perfectly pull off colors I'd wanted to use. You rat bastards. :D

Wish I could say I had any screenshots of my own, but the past week has been unexpectedly busy and I'm not much of a multitasker.

I do have something to share, though, a small update to my FGD that avoids a possible editor conflict between different versions of 'delay' that appear in various places in the file. Technical details aside, those using Jack should now be able to set a target to turn a light into a spotlight, and also have the nice dropdown menu for Attenuation with its friendly names, instead of having to type in a number. 
ItEndsWithTens - Noice ! 
 
Update 
Geometry - 85%
Lite Texturing - 100%
Detailed Texturing - 30%
Detailed Brushes - 40%
Entities - 5%
Lighting - 0%
Testing - 10%

I got some work to do, but filling in the creamy filling is my favorite part! ;O

Once I finish detailing, I'll post WIPs if it isn't' already the deadline! 
Something That Will Stay The Same* 
about 3/10 done.. haven't finished ceilings yet, because lot of areas are under work until the layout is tested out well.

Here is couple areas that will stay as they are now: https://drive.google.com/file/d/0BwxYkKdSD855NkhrN3ZmV0xqQTA/view?usp=sharing

I haven't sure yet about fog, but I will play around couple settings I used different map. Cyan/Blue eerie fog might look good or not.. I have to try out something like that. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.