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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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Cold 
Ooh those screens give a really cold and isolated vibe. Looks great! 
Cold Indeed 
Map is going to be called out of jam7 "IceCore", when it is finished/polished. It might not look much right now, but hopefully it will end up being what I'm seeing already* 
 
I like the lighting and shapes, reminds me of the first few maps of Doom 64. 
Tens 
Is this the FGD you're using, right? Thanks for it!

As for me, I'm still greyboxing. No screenies atm. 
Skacky 
Interesting to know* I haven't personally ever played doom 64, only doom 1, 2 and a lots of custom episodes yet mods.

I could say I have played Doom more than Quake in my past, but I have to say I prefer Quake more nowadays - it feels just right to me. And my favorite episode in Quake is Episode 4, even though many people seems to dislike it "because spawns mostly I guess". 
 
Skacky is right, it has a distinctly Doom64 vibe. 
 
..but you like what you see? 
Colors* 
but yeah, as long as it's in original Quake's color pallet (which I am using), why not use them? 
 
pallette* 
 
Actually...

Palette 
 
Let's just say it suits my palate. 
DOOM 64 Is Good 
I was getting the blue section of the Staging Area (Stage 01) from your screens, and yes I like what I see. 
Let's Not Forget DOOM 64 
Yeah, I can't pronounce "Palette" in Finnish "Paletti" if interested* 
Currently Over Halfway Through D64 
Little bland, both visuals and gameplay. I'm sure it was hot shit on console back in the day, though. 
Killpixel 
Well I can't really tell, but it seems like Doom 64 Ex version has a decent amount of options for rendering and brightness. Design-wise levels might be a bit linear? But I can't really tell, because I haven't played Doom64.

https://www.youtube.com/watch?v=X5tHgx_J0ZM 
 
Doom64EX is good, but even better is that it has a level editor :) 
 
Not a lot of content is being produced though. And the quality of what's being made is typically rather basic, despite Doom community having a lot of experienced mappers. 
 
I was working on some stuff but I haven't found my groove when making Doom maps. 
Doom, Doom 2, Doom 3, Doom 64, Doom 2016... 
Looks like id does not like to follow a consistent versioning schema. :) 
And Now, For The Second Stupid Thought Of The Day... 
Now that Nintendo finally decided to open up their platforms, I wonder what would happen if somebody attempted to publish their own port of Doom as a 3DS/Wii U app, on their own. Now that should be something worth watching ;D 
Different Use Of Lights? 
Has anything especially good released in Doom community lately?

By the way, is there way to light up sectors or somehow capsule light inside brush, then giving delay when light should starts and it would make a really nice "domino" lighting effect as an result*

In duke nukem 3d episode 2 I saw one hallway with that kind of lighting (look at walls left and right). Starts from 3:47**
https://www.youtube.com/watch?v=h2Sa9CiCznc 
Light Delay (Actual Delay, Not Fade Off) 
You can use trigger_relay(s) to give a delay to your lights. If you have a hallway and 16 lights to light up dominoe style when player walks in, have a trigger relay with same targetname that targets each different light and give each relay a longer wait time than the last one. 
Qmaster 
Thanks, I know that*

What I was asking was how to make light be more precise and not in a sphere shape. Doom used sector lighting, it would be nice to make that even in Quake.

I almost managed to make it work using func_wall brushes, between lights and then removing them when the map starts. But there should not be any caps between light sectors. 
Oh 
You want to use ericw's tyrlite to create light projections. I have no idea how though and couldn't find any documentation. 
It Would Be Interesting 
Combining Quake's lighting and Doom's sector lighting would add a lot more contrast to the map to be honest. Hopefully that is somehow possible to make, it doesn't need to be the most elegant way to do it - as long as it works?

In other map (which I haven't released yet) I even light up some of the func_train brushes in totally different location, because in some cases light wouldn't touch faces that are visible when something opens for example. I'm not by any mean familiar with these techniques but even something like that might work maybe? 
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