News | Forum | People | FAQ | Links | Search | Register | Log in
Map Jam 5 : The Qonquer Map Jam
Map Jamming is about creating maps of any size or detail level over several 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.

UPDATE: Deadline extended to WEDNESDAY 8TH APRIL

Theme - Prisons of the underworld
Texture Wad - No texture wad this time. Interpret the theme however you wish! Browse the Quaddicted texture repository for wads : https://www.quaddicted.com/files/wads/

Note: Your entries have to be made for the Qonquer mod. This mod turns Quake into a survival arena with escalating waves of enemies. Download Qonquer from the link below. The Qonquer mod includes some new entities that enhance the arena design, please see the link below for details on these new entities. Due to the nature of arena designs, this map jam may be of particular interest to people with busy schedules or otherwise limited time due to the smaller scope.

Your arena must contain an interesting or unique twist. Use your own discretion as to what this could be.


Guidelines for Map Jam 5: https://www.dropbox.com/s/zwnekjqrag2glvs/MJ5Gudelines.txt?dl=0
Download Qonquer
( http://www.wantonhubris.com/qonquer/Qonquer.html )
Qonquer editing guide
( http://www.wantonhubris.com/qonquer/Editing.html )
First | Previous | Next | Last
 
Ok, so it's a semi-smart spawning system, with the chance of a specific monster being spawn tied how many factories for it are active that wave? 
 
Hmm ... If I remember correctly, what it does is it tries to keep a set number of monsters alive. When it need to spawn one, it gathers up all the valid spawn locations and picks one randomly.

So there's really no control over how many X of Y will spawn ... you can only set up what mix you want and qonquer does what it can to provide.

I wish it was more controllable now, but ... 
Qonquer 2.0 Ahoy! 
With user-specifiable round start/end sounds! 
 
How high of a wave did you expect players to get to in the default arenas?

Seems that it was at wave 15 you wouldn't add or change any spawners, and just let the mod do it's thing with ramping up frequency for increases of difficulty from there? 
 
No real design intention there, just ... they were samples so they'd showed enough to give people the idea of what to do. 
Zwiffle 
So are you going to share your penis prefabs? 
I Have The Same Question 
but without the word "prefabs" 
Jammin' 
 
That block in the sky, in real life, wouldn't be able to float like that. You should consider creating some architecture to support it.

Otherwise it looks cool! 
(also, This Is Map Jam 5, Not 4) 
 
 
I literally made a level that was giant floating pyramids... when did Quake have to make sense? ;) 
 
It's a prison of the underworld. It does what it wants. 
THat Block In The Sky. 
Best bit out of a generally cool shot :) 
Scampie 
You forgot to call it a "cube" despite very obviously not being a cube. 
 
Also scampie : go map. 
 
You're all fucking cubes. 
 
 
I have an idea for a map... But I currently have too many projects right now. I'll have to see. 
Wow 
loving the look of this level Warren.

Others working on levels, feel free to post wip shots etc :)))) 
 
I have something in the works, but want to get more done before I show anything.


That looks cool though! 
Ouch 6 And A Bit Degrees 
I'm in. I need to clear my head. 
Wow Willem 
what a cool idea; why would a free-floating void structure need to hold itself together using conventional architecture; if all its parts are floating, it could just be held together by chains! 
What I'm Getting Out Of It 
Is that the brick and mortar bits did not necessarily originate in the void, but that's where they were chained together.

OMG jam5 = an allegory to mapping itself??? 
Warren Wins The Interwebz. 
 
Cheating With His Model Converter! 
Looks great, kind of reminds me of Papo&Yo. Shame it's little more than an elaborate 3D skybox for a simple Qonquer arena. 
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.