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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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Arcane Dimensions Has A Theme? 
 
It Will Be Done By Thursday 
I've had a dearth of time due to work commitments, but my map will be done, albeit cut to the bone with regards to...well, everything. The seams will be obvious where I stitched things together last-minute. Oh well.

Final tally:
Newhouse
Khreathor
Bloughsburgh
Ionous

Those close to finishing, I'd advise to keep going. There's always the chance a sudden burst of creativity may push your map into completion. One never knows. 
More Stuff To AD Mod? 
This might sound weird, but I really would like to use sentinel monsters more in the future, but if it's only quoth specific monsters..

At least for me this is gonna be problem especially when wanting to make full length episode with different themes and lots of variety of monsters from zombie_knights to alien like monsters, and maybe even cyborgs..

I even was thinking to use one of the 'Abyss of Pandemonium' monsters, but I'm not sure is that copyrighted product + all of it's content. I assume that you can't use multiple mods for single complete episode, right?

I was trying to find name of this monster, I just watched walkthrough of this non-official quake mission pack, and it just seemed interesting if maybe after updating its old ai and stuff:
http://www.oldpcgaming.net/wp-content/gallery/quake-abyss-of-pandemonium/3.jpg

All I want to say, is maybe it's better to have one really big mod, than thousands of others.. sure I had problems first getting into quoth mod, and I'm not saying that there is anything bad about it.. but in comparison ad seems to be much more complete package to me - and it always would be nice to have everything in one package. Enemies matter so much when making interesting gameplay. 
Quoth 
Coming from someone who first opened a Quake editor last November when AD wasn't released yet, I can say Quoth was THE mod.

The ability to spawn monsters in without the use of extra triggers was a winner alone. New monsters, weapons, more tools to play with...and an expansion to base monsters really opened up some doors.

AD furthers the refinement of mods like Quoth which offers even more tools/additions. Than used Quoth for the jam's inspiration map so that is probably a good reason as to why.

Personally, unless it is a jam or event I will most likely always map using AD just from the additional tools that come with it. 
I Do Appreciate 
All what Quoth started I do appreciate so much. But pointing out that life goes on, better tools appear and so on. But for this jam it kind of makes sense to use Quoth, because it was THE mod*

And I love sentinel enemy ; P 
 
AD still feels like it's in flux. Well, it IS in flux, as new features are being added as we speak. But it also has certain inconsistencies, mostly pertaining to models. A lot of stock models are still in use, and they clash with the new, more polished content. More replacements are to come in the next update, but now I worry about styles clashing instead of (or rather in addition to) quality.

Aside from a few minor things that need fixing, Quoth always felt like a very seamless addition to the original Quake content. The models are about the same quality, and even the sounds are all strangely fitting, despite them being taken from different sources.

It also feels like Quoth has a more pronounced focus on Lovecraftian content, but maybe it's because of the maps released so far. 
Adds More To The Gameplay~ 
Quoth + zombie knight, hogre, minotaur(better skin), spiders/scorpions (I like spiders), bob/jim (rocket/laser), eddie etc.

I'm just wondering because I already use in other map zombiek(zombie knight) mixed with ogres and knights(living). That mixing makes the combat feel a lot more challenging. I love enemies that can add totally different tactics to the gameplay. That's why I basically was asking whether or not sentinel is going to be in 'future updates' in AD too, because sentinels laser projectiles has totally different timing than bob has, and that makes the player actually change tactics which makes gameplay more refreshing. But that is just my opinion.

I don't know whether or not, but are those base type troopers/soldiers which are in AD, originally from Quoth? 
 
I don't know whether or not, but are those base type troopers/soldiers which are in AD, originally from Quoth?
Many of them are.

Centurion is from Rubicon 2.

eddie
Actually, this one is among the monsters that were present in Quoth, but weren't (and likely won't be) added to AD. 
Concept Arts Available? 
Are they actually making concept arts for us to see? After that modeling/texturing + everything needed to make new enemies. Just wondering 'cause I care about feel of 'real' Quake as well as you do. And Quake content creators should keep the focus on Lovecraft's content if that creates seamless monsters? 
Centurion 
Would have been perfect for this map! 
Centurion Rules 
Indeed* 
 
Quake has several themes, Lovecraftian horror is only one of them. I felt that AD has more improvements for the medieval setting, with the techbase setting being a close second, while "otherwordly" creatures were simply borrowed from Quoth (with a few omissions even).

It wasn't a point that was going to prove that Quoth is better or something, I was merely saying that it still has its own identity, even though a lot of its content was borrowed by AD. 
Seamlessness Is Another Matter 
In this case it's a matter of execution of the assets rather than their theme. 
Hit-scan Enemies Good Or Bad For Quake? 
Original quake only had one hit-scan enemy which was grunt*

I'm not saying that I especially like hit-scan enemies, but it sure adds a lot to the gameplay. And that must be one of the reasons why many mappers & even plutonia experiment used in doom "Heavy weapon dude" a lot, because it was really dangerous at close-range. Hit-scan enemies makes the prioritizing harder, because in most cases you have to deal with them first.

Grunt in Quake is just so weak that is barely even treat to player ever, am I right? 
Actually 
I was referencing doom 2 actually, Heavy weapon dude was one of the new enemies in doom 2. 
 
Unless you're low on health, or there's a whole bunch of them. 
Distracted. 
Had a good burst going in but got wrapped up with other things in life and now am on vacation. I'd still like to try and finish even if the level is super short. Did the deadline get extended? 
 
Deadline is~ tomorrow, but ionous said that it doesn't matter if.. couple hours are off or something like that, hopefully he makes it more clear than I do. 
Princentvice 
Deadline is tomorrow. 
 
Have to say, that if there is only 4 entries (4 maps), is that kind of small compared to earlier jams? Or do people like more medieval/outer world themes* 
 
Well it's going to be tight, and chopped to bits, but I may be able to finish something by tomorrow night after all. No promises, but I'm in a groove and things are moving along.

Two things, if I may:

First, another FGD update, fixing the display of spawnflags for info_command and trigger_command. Jack's current method of combining classes prevents the spawnflags from being merged, so manual intervention was necessary.

Second, a question for Quake engine experts: is there a way to save and restore the value of a console variable?

I'm targeting Quakespasm with my map, but I also decided to test in Darkplaces, and noticed a strange physics problem in that engine. Some research led me to a DP console variable that will solve the problem, and I can use Quoth's info_command_spawn to fire the command when the map starts. The physics will behave in Darkplaces, and in Quakespasm the command will simply have no effect.

Unfortunately that will override users' settings for the rest of their session unless I change it back, so when the map ends I'd like to set the variable back to whatever it was before I changed it. It's easy enough to set the variable to 0 on map spawn, then to 1 right before you exit, but if a player has, for example, set the variable to 0 themselves in their autoexec I don't want to change that.

I thought about maybe firing an info_command that ran "exec quake.rc; exec config.cfg; exec autoexec.cfg" to make sure the engine and player settings are all restored, but I don't know if that's a complete list of the necessary scripts (would I need default.cfg in there somewhere too?), the right order in which to execute them, or if the whole idea is just too heavy handed.

Is it possible to do something like what I'm after, or should I just set the variable and forget about it? Or, alternatively, forget about Darkplaces? I don't use the engine myself, but I'd hate to just abandon support for it if I don't have to. 
 
quake.rc itself runs default.cfg, config.cfg, and autoexec.cfg (in that order). 
 
It also runs commands specified at the command prompt, so beware. 
Tens 
Which DP cvar?

Most should default to quake compatible physics since 2013-03-01, see that news post on: https://icculus.org/twilight/darkplaces/
Maybe confirm you don't have an old DP config lying around that isn't the current default.

I wouldn't exec quake.rc in a map.. for one, it'll re-execute any command-line arguments with the + prefix, so it might jump out of your map if quake was launched with "quake.exe +map xxx".

Setting the cvar and forgetting it seems OK, or just ask ionous to add it to the jam's quake.rc maybe? 
Ouch 
+map, jesus, I was asking myself "What did dwere mean by 'beware'?" Thank you both for the info and warnings!

Sorry to have left out the details, it's sv_gameplayfix_nogravityonground that seems to be the issue. Darkplaces defaults to having that disabled, but Quoth 2.2 apparently enables it to work around some sort of problem with "BSP model collisions", as mentioned by Preach in this exchange.

I have a downward moving lift in my map, and with that cvar enabled you bounce as it moves down, and slide around if it moves diagonally, even at a comfortably slow pace. Disabling it again fixes the problem. Of course then I'm mucking with Quoth's defaults, which I don't love either. 
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