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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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Oh Sure 
No, there's no way to check...but if you steal away all the other weapons from the player then what option do they have! 
Tronyn 
What Necrosis/ Scampie Said. 
 
 
That shot is nice, but the main 'idea' behind it is the warm secret glow against the expansive cold, and currently it isn't executed as well as it could be.

All the deep blue lights decorating that temple are just that: decoration. Let the temple interiors all stay lit warmly, and bring the blue into the outside via the sun/environment light instead. Leave the exterior sourced lighting (like around the dome) darker and more color neutral. That'll really drive home the "remote fortress on desolate tibetan mountaintop" feeling in that screenshot, because the contrast of color will underscore the contrast of environment. 
Wow 
It Wasn�t Me 
oh wait, it was me. 
Didn�t I Post It Here Already? 
If not, i forgot.. oops 
Crate 
Looks super out of place 
Extremely Strong Fog ? 
Did you guys tried to use some extreme fog conditions ?

I wonder how strong the fog could be in Quake1.

Like in real life, the strong fog could give some "phantomatic" aura to the shapes (objects, monsters, ...) and architectures.

It could even be part of the map difficulty, and also help for a better rendering of the bad texture theme, and the very **crude** curved geometry (the "arabic" arches are so ugly in Quake1).

The very strong fog could also help in simulating a dust storm. 
 
Did you guys tried to use some extreme fog conditions ?

Yes, in the last jam. 
Smog 
is what Barnak thinks of i guess.. 
Mfx 
are you building with some kind of lightmap smoothing on everything? I thought I could see it in that big dome shot of yours everyone was bitching about the stairs in. the light creeping around the edge of that broken wall looks really strange. 
Lunaran 
I fiddling around with fake GI, and i have the idea of "reflective snow"(?).

So..

I have no idea what i�m doing:) 
Mfx 
Hey, that glow-like effect appears to be nice. More screenshots of this, please.

Did you tried the same rendering style with a strong fog ?

Could feel like a dream scape of some sort (that will turn into a nightmare, when the monsters show up). 
Yup 
as i said, still fiddling. Maybe i find a setup thats proper.. 
 
The rock texture looks very good. It fits perfectly with the snow theme and on the transition to the ground. Is it straight from the wad or a tga? 
 
It's from ne_ruins. It ended up in the wad because skacky used it in the other ikwhite map. 
..and 
i made a transition texture.
Wanna see Neg? 
Maybe 
More clouds in the skybox to support the idea of the light reflection... 
Extreme Fog 
I did some experiments with black fog, so it looks like the player has some kind of glow or a torch with him. It was nice at making gameplay similar to Hulk256 but restricted to the fact that the entire map had to be like that. 
Jam1_otp Had Black Fog 
Because I had no time to light it.

It was a mistake. 
New Screenshot 
http://www.quaketastic.com/files/screen_shots/mj4.jpg

I'm hoping to have a playable test version ready today. 
That Is Some Sexy Gloom 
That tower is cloaked in palpable foreboding. 
Lookin Good 
some shots on here are looking really promising. 
 
That's truly majestic Tronyn. 
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