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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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Bloughsburgh 
Don't worry lighting is imo just about 1/3 of the map or even less - other than that it looks really nice old-school styled map. I personally almost feel bad about how I'm mapping my map, I constantly try to hold back and focus on "abstract level design".

I started working on Control Room and Entrance. But I will show it yet, it wouldn't be surprise then ~ If I show everything about my map ;P 
Timezone 
Midnight Pacific Time. Which I think is the next day for most people out there. Granted, if you're a little late, it's not a huge deal. 
 
I will not show it yet* 
 
My map won't be released on time, I've had an interstate trip and three weeks of sickness to deal with.

It's getting there, but slowly. I'll release it as a mapjam-addendum later. 
Shamblernaut 
Are you talking about DLCs now ; ) 
Nah Man 
It's a gold subscriber special, I'm going to mail it out on floppies. It will have a loader and be ace'd across multiple volumes. 
International Shipping Available? 
 
Sure... International Shipping For Only 4 Small Payments Of $49.95 
I wonder just how many Australians there are here for the local shipping? 
Trigger States 
Does Quoth support trigger states?

Example:

Go through one area where a trigger_once is passed but it is currently "turned off". After you do some things, coming back to this area the trigger is now "on".

I know there are some hacks to get something like this to work but just wondering if Quoth already supported. 
Info_logic_inopen 
Check out this and other logic entities: info_logic_inopen ,with this and trigger_multiple you could block trigger from firing events. I use this logic elements to make multi-condition doors :) 
Just Quick Question About Custom Sounds. 
How to play custom/default sounds?

If I use func_train how do I play "Machine" sound which is common for basic base doors? In func_door it is sounds 2: Machine. Do I just type it, but there is no custom option in func_train.. 
Func_Train 
From what I am aware only has that rackety sound. You might want to use a horizontal func_door or something. You could try to play with the sound point entities as well. 
Func_train Sounds 
I haven't updated the FGD yet, since I don't fully understand the process myself, but func_train has keys named 'noise' and 'noise1' that you can use to play custom sounds. The documentation here is out of date, I think, since as far as I can tell 'noise' is the stop sound and 'noise1' is the start sound, with no clear way to play a separate sound effect for movement (or a way to stop a looping start sound when the train stops, which I thought might have been a nice workaround).

Right now I'm using a play_sound_triggered, set to the sound effect I want, and with a 'target' of my train so the effect plays from that entity's origin. I've also set attenuation ('speed') to -1 to play at full volume everywhere, since although the sound effect is only positioned at the train's starting origin, and doesn't otherwise move with the object.

If I had a better understanding of this I'd updated my FGD with the extra fields, but for the time being you can just disable SmartEdit in Jack and add noise and noise1 yourself, if you want them.

On the subject of my own map, between last week's distractions, this week's heatwave, and a general lack of ideas, I've gotten basically nothing done. I'm working on something now, but I wouldn't hold out much hope for it being done in time. I did Retro Jam 4 in 4 days, though, so fingers crossed. 
Thanks For Educating Me More* 
Unfortunately I use Trenchbroom and I mostly try to figure out keys from docs etc. Sounds a bit tedious to play around different sounds.. I already made something wierd combining trigger, doors, and func_train.. it's messy and I'm not proud about it - but it seems I don't have much time to work around this. But definitely for the more polished version I'm going to use some of that knowledge. 
How To Make Buttons. 
How to make button which requires silver key and it trigger func_train? 
Small Door 
Well first thing that comes to mind is just make that button a door. I think only doors can have the SILVER KEY REQUIRED key so if you want the actual key in the inventory to be used you'd have to go that route. Could be wrong, that's just what I know. 
I'm Out 
I just don't have the motivation to continue working on my map. Sorry to disappoint you, guys. 
Logical Way Of Doing Func_door + Silver Doors 
This works but I really don't like how it looks.
I made func_button brush, I made func_wall over it - I name it "button_blocker". I made func_door and set up flag requires silver key "16". I made two trigger_relays, and set them to kill both of these "blocker/checkers" leaving just the button wich is targeted to activate func_train glass window. >_>; 
DLCs? 
Even Quake RetroJam had DLCs if I remember right, what was the idea behind it - are we all privileged to make DLC maps, does those has deadline as well? 
 
It was just a joke. 
 
No more joking around, how is your map coming along btw? 
Haven't Made Much Progress, Sadly 
The burn out is real. Also been busy with other things. 
Just Try To Sleep As Much As Possible 
My sleeping rhythm went crazy during this jam, and started taking naps.. don't know but it really helped to get some of that energy for mapping. 
Alpha + Moving Brush? 
Is it possible to make func_train or fun_door and apply key "alpha" and set transparency? Glass Doors, or some of the doors have transperency brushes. 
Try It Out! 
I would say the only way to find out is to try it! the alpha key works for many things. That's also a great idea as well! 
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