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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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Sorry Before Asking I Just Did That* 
func_train brush, I added it key alpha and it was invisible or something like that ^^;

Maybe it might works in different mods or idk. But for this jam version it's just going to be just normal visible door. I was just thinking of teasing the player I bit~

Ambushes really needs some variety, you think so? ; ) 
 
erhm.. I meant to "don't we all agree", my grammar is the best. 
Agreed 
Mixing up the gameplay for a 20+ year old game is rather essential. 
The Hardest Part To Learn Is.. 
What made it work at the first place. I'm still struggling to understand some of the level design aspects, especially when it comes to naturally increasing challenge, but not overwhelming the player.

There shouldn't be too big caps in difficulty.. but ambushes yet surprises can vary more from "normal" gameplay. But in other hand "mistakes" are just personal opinions.. some of the players except/ or just like unfair situations in maps.. it is hard to have a clear vision what will make this map memorable.. does it have enough landmarks.. is focus points clear to player or not... and most important part - do you like your map.

In jams like these, it is really hard to focus on all those aspects. It really made it more manageable, when the deadline was extended. I can really admire people who can do such large maps only in 2 weeks. 
Skill Select 
Do we have to make skill select map as well? 
Refer To Post #340 
I'll be finishing up the start map in a few days, so I'd like to know how many level entrances I need to make.

Some things to note:

Make sure that your map exits to 'jam7_start'.
 
Thanks, Bloughsburgh 
Didn't see that post. I don't think I'm gonna make it on time, unfortunately. Some good ideas, all things sketched, but still in greybox. 
Agreed 
Not enough time. 
Func_train Notes/Fruity Loops 
Apologies for the mix-up in the documentation for func_train - "noise" is the sound made when reaching the destination, and "noise1" is the travelling sound. But where's the starting sound?

The answer is that it's in the same sound file as the travelling sound. As you may already know, the way to create a looping sound in Quake is to add a "tag" to a certain point in the sound track. The quake engine will play the sound all the way through first time round. Then when it comes to loop it, it only rewinds it as far as the tag, before playing out to the end of the track again.

So for a custom launch sound and movement loop, you have to append the loop track to the start sound track, and then mark the point at which the launch sound ends and the loop beings with a tag. The existing Quake loops for doors and plats offer examples.

Bonus content: Please enjoy three pictures of a map which I only started after the original deadline passed. It will not be finished in three days, DLC all the way...
Shot 1 --- Shot 2 --- Shot 3 
... And Maybe I Missed It But... 
.. release date was supposed to be August 11, 2016... I guess it has been delayed.. correct ?

So what is the next target date ? 
August 18th 
Preach, cool screenshots and I better see EVERY entity used to its fullest! ;) 
Great !! 
Thanks.. 
Preach 
Loved the chicken cage. New feathered monster in the makes? 
Thanks Preach 
I saved what you said, maybe in future that information will make it a lot easier to work with sounds*

I have been doing a lot of brush/light work, and I'm sure I will make it to the deadline.

Here is intentionally dark control room I'm working right now, I have to make the ceiling higher so no light can reach the end:
https://drive.google.com/file/d/0BwxYkKdSD855bjIyNHRqeDNvYms/view?usp=sharing 
 
I went through all posts and I see only NewHouse will finish his map on time! Shame... 
 
Couple extra days for others then? What about you khreathor, are you still in? 
Hey 
I am will absolutely finish my map on time. :) 
I'm In. 
I have simplified my map topology, to fit the deadline, still have few cool things. 
Bloughsburgh 
Hey man, how is your gameplay logic coming along? Any problemns, or is everything going smoothly* 
And Ionous Is Still In? 
So about 4 people at least I guess..? 
Logical 
That is what I am doing this very moment. Going through and fixing logic errors. I have 90% of the map done, and just made a pass to fix a bunch of errors. I still need to iron out a few bugs, finish the final room, and then make skill 1 and 0 runs.

How about yourself? 
 
I spent too much time on "logic" shit :D Now I'm speedruning with last room and enemies. I have only one skill level :P 
Scripting Is Time Consuming* 
This possible biggest slice of my jamming time when to control room's one interesting room and figuring out interesting ways of hiding secrets and making them meaningful for the player find.

I will try to implement a new type of using secrets.. it's called "found silver keys" "access gifts later" or in one specific location. So that ate most of my time "today", but I still have enough time for basic ambushes which I'm more familiar with.. ending part is going to be time consuming in scripting part, because.. you know.. ending is always hard to figure out. 
Fastest Way To Make Skill Levels* 
Just increase the enemy count ; p 
 
Oh no, not Quoth again! I loathe Quoth stuff, on top of not being very fond of the base theme... For the next map jam, may I suggest an Arcane Dimensions theme? 
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