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Posted by sock on 2014/06/14 20:28:13 |
Map Jamming is about creating maps of any size or detail level over a two week period 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 - 29th June 2014
Theme - Honey inspired map with plenty of platform / train setups Guidelines for Map JamTexture WAD files
UPDATE July 7th: Pack is released!
FINAL Honey Jam Map Pack - Download, Readme, Screenshots, 12 Authors - Arrrcee, digs, doomer, ericw, fifth, ionous/mfx, mechtech, otp, rickyt23, scampie, skacky, sock |
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#354 posted by sock on 2014/07/07 20:43:08
Does this work in other engines besides QuakeSpasm and Fitzquake?
Yes these maps *should* work with other engines. I only tested the maps with two engines, try the pack and see what happens.
I'm not sure why people choose these two engines to release content. I pretty much skip the map releases that do not work in Qrack.
Personally I use Fitz/QS because I want my map to look a certain way. I design the fog colour, lighting and textures to look a certain way and find it annoying when it looks different to what I designed. So I would treat the engine choices as a mappers recommendation.
Standard Progs?
#355 posted by RickyT33 on 2014/07/07 20:53:04
Not over standard limits?
Should run well on any engine except for Tenebrae. Which was that other cool engine of old that had loads of effects in it..... erm.....
That's Gonna Bug Me Now......
#356 posted by RickyT33 on 2014/07/07 20:54:16
Another old engine, with loads of effects built in like bullet casings and green fog and stuff. I used to love it, back when I was making Deja Vu! Can't for the life of me remember what it was called....
Great Pack
#357 posted by Spirit on 2014/07/07 21:13:17
Scampie's and skacky's maps require an extended protocol, that is what reQuiem detected. skacky also exceeded the standard number of lightmaps.
Many of the maps have items falling out of the level, guys, "developer 1" when you map!
My demos: http://quaketastic.com/files/demos/func_mapjam1-firstrun-Spirit.7z (protocol 10002 for those mentioned above).
Heh.
#358 posted by Lightning_Hunter on 2014/07/07 21:17:26
"Partly because QRack looks like massive amounts of utter shit: https://www.youtube.com/watch?v=eYFaUipQfBM"
Heh, I love how you give Qrack a rating based on a youtube video. Did you even try Qrack out for yourself? That video only shows what the game looks like for ONE particular person (who is using ugly .lit files and 3d models). R00k has done a lot of work with Qrack over the years, and there are a thousand cvars you can tweak to your liking. For purists, you can make Qrack look like default GLQuake, or you can make it look like Darkplaces (minus the ugly per pixel lighting). Qrack even has a skybox config - in which you can set a custom skybox to any official or custom map. Other features include incredible mouse support (something most other engines lack), great particle effects, Water caustics, a nice skyscroll effect, different torch effects, r_novis 2, lava smoke, rain effects, fog, shiny metal, a customizable HUD, different weapon glow effects, a bloom effect, laser sighting, customizable crosshair, customizable charsets, and too much more to possibly mention. R00k adds new cvars every few weeks to please the community. He is the type of guy who will add almost anything you ask for. He recently added support for maps that require a limit-removing engine, although I have not tested this extensively yet.
Anyway, I will try this out in Qrack sometime and make a report.
Ricky
#359 posted by mfx on 2014/07/07 21:28:48
mean Telejano mini.exe?
Argh Spirit!
#360 posted by - on 2014/07/07 22:08:35
damn you and your jumping on the little 1 pixel lip on my end lift :(
#361 posted by Spirit on 2014/07/07 22:17:01
Seems like you should use a duplo grid instead of a lego one!
Yeah I Think That's The One
#362 posted by RickyT33 on 2014/07/07 22:19:58
What a great engine that was!
I Still Run It From Time To Time
#363 posted by mfx on 2014/07/07 22:25:23
its on quaddicted i think.
#364 posted by Lightning_Hunter on 2014/07/07 22:30:34
I used to use Telejano until JoeQuake exceeded it in terms of visuals and features. Then Qrack came out - which is based upon JoeQuake, but adds thousands more features and visual improvements. Darkplaces is not a bad engine, but only really adds per pixel lighting and shaders. I'm not a big fan of them in Quake. I guess people don't realize the kind of flexibility that Qrack has.
Played
#365 posted by Vondur on 2014/07/07 22:33:09
awesome jam! all maps rock, hurrah to participants!
personally i liked most, skacky's, scampie's, sock's and ionous'.
#360.
#366 posted by Shambler on 2014/07/07 23:05:40
Just found that on my second playthrough, LOLZor
Qrack Video
#367 posted by Lightning_Hunter on 2014/07/07 23:14:42
This will be my last post on Qrack (because I don't want to hijack this thread any further), but I uploaded my own Youtube video to show how I have Qrack set up. I do admit that I like a lot of high-res skins, textures, and effects - so purists won't like how I have it set up. Qrack can be customized to remove all that fancy stuff however, and is all personal preference. I just wanted to show what kind of effects can be accomplished. Obviously, I like a lot of customized content:
https://www.youtube.com/watch?v=llbzh2Xa9AY
Heh.
#368 posted by Shambler on 2014/07/07 23:26:37
Thank you for posting something that conclusively proves that Qrack does indeed look AND sound like DUNG. Did they just use treble on it's own to re-record the new sounds.
I shudder to think how these rather refined and tasteful Honey-themed maps would be spoiled with all that visual garbage.
Anyway well done that is a useful final post, ta!
So I Was BSing About Having Demos.
Skill 2 demos for ArrrCee, digs, ionous, Scampie, more will follow later.
Awesome and utterly mind blowing pack. I haven't played them all myself yet, but just from Daz's stream (which was peak Daz) I'm having a hard time deciding which map is my favorite, because every one is special and brilliant in their own way.
ArrrCee's was cute, and very fitting for what was essentially jam1m1. I enjoyed the jumpy parts. Check your jam 2 entry for leaks, though! ;)
digs' was puzzling, as usual, with a great layout. That SK "door" is the best SK door in 18 years of Q1SP.
DOOMer's had great shadows and big areas. I got some decent map ideas from watching this one.
ericw's was a nice reversal of the destruction theme from saint.bsp. Loved all the finicky brushwork.
Fifth's looked very refined. I want to grab a gravity gun and pull out all those huge chains. Liked the obligatory Quad massacre.
Ionous' was straight up beautiful. All those shapes, and vivid lighting. I felt like I was exploring a dirty cistern while on the outside was just the most perfect, brightest day ever. Felt a lot like apdm3 in that regard (and apsp2, of course). I think using the dirty textures exclusively helped a lot.
mechtech's had a more technological slant than the others, and felt all the better for it. That descending bridge was a thing of beauty, both looks and gameplay wise. Nice colored lights, too.
Ricky's was innovative in how it went outdoors for the final act. Pretty cool, reminded me of your coag3 map (sp00ky centerprints!!)
Scampie's was deliciously vertical and meticulously designed. The caves are brilliant, one of the highlights of the pack. I got some otherworldly vibes from that area.
skacky's I had the pleasure of testing a week (or two??) earlier, and it was as awesome as it is now. Great scale, tough and humorous gameplay. This dude puts brushes together faster than rabbits fuck.
Sock's was classic Sock. Lots of exploration and very clean design... maybe even too clean and neat in places, especially in comparison to ionous' dusty pit. But it was still an extraordinary effort.
...
onetruepurple's was the obligatory ugly duckling of every community map pack. It's pretty small, so it does it best to compensate. ;~)
I sort of regret connecting the unfinished areas in such a passive aggressive way, but you can partly blame Lun's post #179 and than's dm7rmx penis. Had I known that the pack would be out a week later than intended, my entry would be probably significantly less shit (but still shit).
The black fog was actually a last minute solution to the complete lack of lighting across the map, but then skacky and I liked how it looked. If I were to finish this I'd probably be keeping the blackness, and add some proper lighting... but to be honest, I've moved on from it the very moment I sent it to sock. Some brushwork is laughably bad and the plan is too ambitious for my current skill set, so I'll just let everyone fill in the blanks and daydream how cool the final map would be. :~)
Thanks to everybody who played it and enjoyed it, and to the rest of the Fellowship of the Jam!
#370 posted by Joel B on 2014/07/07 23:41:51
Lightning_Hunter is a cool dude and we shouldn't tar and feather him. :-(
I don't remember if Qrack has an easy preset for getting the combination of settings that provides a "faithful" look? It's good to have a lot of flexibility in an engine, but for folks that don't closely follow its development, discovering and properly tuning a lot of cvars can be a big hill to climb.
But anyway most SP releases are tested on Fitzquake-ish engines because that's the traditional engine that provides bugfixes and higher limits while not introducing a lot of unique behaviors. Basically just Quake but with some annoyances removed.
@ Shambler
#371 posted by Lightning_Hunter on 2014/07/08 00:00:25
Shambler, are you really being that much of a prick right now? I know you are a long-time Quake player and old host of Underworld's Single player site - but frankly, I couldn't care less at the moment. I flat out told you that everything in that video was customized by ME. you can customize Qrack however YOU want. Those sounds, models, textures, lighting, etc. were chosen by ME; they did NOT come with Qrack, nor do they have any affiliation with Qrack. I chose them myself, because it's how I like to play the game. My point was that Qrack can be customized to your hearts desire. People who like to play Quake with the default models and lighting CAN DO THAT WITH QRACK. My original question is why QuakeSpasm and FitzQuake is better - but evidently you would rather be an ass than build a case in support of those engines.
Have a nice day.
LAST POST FAIL.
#372 posted by Shambler on 2014/07/08 00:07:39
Too boring, didn't read.
Actually.
#373 posted by Shambler on 2014/07/08 00:09:09
I should be commenting on the maps. There are too many of them and I've got confused which one is which. I liked the one with the neat fog and strong lighting and knight ambush yeah. That one. Fucking good pack anyway. Will replay soon.
I can't believe people are giving this guy grief over him wanting to mod his game. This is pretty much the essence of the community spirit that Quake is famous for.
I'm not a huge fan of the look of it (mostly because a lot of it is too washed out or flat).
Fitzquake or Quakespasm aren't necessarily "better", they're just faithful to the original game.
Demos
#375 posted by mfx on 2014/07/08 00:11:52
QuakeTasticLink
Its a good time to be a q1sp fan.
Further praise/rants in demos.
Favorites:
Skackys, Socks and Scampies maps. And Ionous�s little gem :)
#376 posted by Lightning_Hunter on 2014/07/08 00:13:29
For years, I always thought Shambler was a great guy and well-respected member of the Quake community. Alas, I have realized that he is no more than an nonsensical, egotistical oaf of whom I will no longer give the time of day to. Good riddance, Shambler. I'm sorry you turned out to be this way.
#377 posted by - on 2014/07/08 00:20:47
Lightning_Hunter: If your engine doesn't support extended bsp limits, many maps won't work. Sorry, that's the fault of the engine at this point, because those limits don't even make sense anymore.
Mappers suggest Quakespasm/Fitz because those engines look and feel like standard Quake with no/minimal modification and have extended limits, but any engine with extended limits is fine.
Now let's move on, arguing about taste is pointless.
#378 posted by damage_inc on 2014/07/08 00:28:45
What actually is nonsensical is: coming to a message board where it is widely known that most here are purists and use engines appropriately so AND...
trying to convince them, they already know mind you of all the engines, how awesome "your preferred engine/setup" is! And then when they come down on you, you get all pissy!
And the peeps you're getting pissy with are actual members who MAKE the freakin' awesome maps we get to play!
I myself use DP's and custom content but I also understand the mindset of the MAJORITY of this board. No need for me to bring it up..
The engines recommended don't need to be modified to look like stock Quake, they are that way by design. No fuss no muss.
I started using QS so I could make demo's as that seems to be the norm as a way of a "Thank You" and for laughs too! Mappers like to see how their designs played out.
That's my .02, refunds accepted ;)
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