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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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Light started crashing... any ideas what can cause that? 
 
What does the console says? 
Problem Is It Doesn't Say Anything, It Just Crash... 
Try Doing It Again? 
 
If I could remember, I managed to make Light.exe to crash earlier but I don't remember what occurred it. Is the Light.exe what is crashing while compiling? 
Light Crashes 
feel free to email me the .bsp and light.exe command-line args and I will look into it.

alternatively try this binary (source code) which has a few crash fixes over 0.15.5. 
#431 
Ok ericw, I managed to fix this. I made one side of the wall SKIP by accident and I had some weird leak that wasn't detected before.

So as usual, user error - main cause of problems ;D

Thanks anyway. 
Is This Critical Or Not? 
I have no Errors but 2 warnings occurred, console says something like: Warning CutNodePortals_r: New portal was clipped away near (xyz position).

I checked that area.. and near that are was indeed one complex geometry.. but even though putting everything in grid and making sure there should be only integer values.. but that place hasn't give me any bugs or anything while testing so I guess that is not that critical? I will fix it later.. if I can figure out what causes it. 
Newhouse 
Check this:

http://web.comhem.se/bjp/tooltips.txt

That issue is not critical at all and quite common, you can have many and the map runs.

As it is a jam and you are quite limited by time, my advice is for you to ignore them except if you gather quite the number, if the map isn't much advanced or if you can identify the brush with the coordinates easily. 
2 Quick Questions 
1. How do I check triggers 'on' after picking for example gold key?

2. How episodegate works, just quickly wondering because I'm made episodegate.. endgate whatever ever, hopefully it's laughable easy to make. 
 
I meant to say "I haven't made episodegate ever" 
Quoth Bible 
 
Thanks, I just love these wall of text documents* sometimes I just don't have enough patient to read all of it especially when tired - but I will get it one try. 
 
The thing is that, I'm not good at understanding too theoretically spoken english, because it's not my native language and I'm struggling with it every day.

So it is not info_logic_inopen because it talks about gates or something. 
 
Okay I haven't read documents but only logical thing that comes to my tiny head is that.. I can set whatever trigger type "off" by using spawnflags, right? Then giving it targetname "ActivateMePlease".. and when I pick up key, key has target "ActivateMePlease", hopefully it works because that is only logical thing that comes to my mind right now. 
Episodegate 
I worry that you don't really want an episode gate in your map. They are used to mimic the walls that appear in the Quake start map when you complete an episode. So they are only useful to block routes if a player visits a different map and then comes back to yours. Maybe it's best if you outline what you're planning and we can advise if you need an episodegate or an alternative class.

For activating triggers, what you want is a logic gate. For the following explanation, I will suppose that the trigger opens a door, and you only want the trigger to do that if the gold key has been collected.

Step 1: Create a small sealed box outside the rest of the map.

Step 2: Insert an info_logic_inopen into the box. Modify the targets and targetnames so that the trigger targets the info_logic_inopen and the info_logic_inopen targets the door. At this stage, the trigger should still open the door at all times.

Step 3: Encase the info_logic_inopen. Create a func_wall inside the box so that the info_logic_inopen is completely embedded within it. After this step, you should find the trigger stops opening the door.

Step 4: Killtarget the func_door. Set the gold key entity to killtarget the func_door. This will occur when the key is collected. Now, the trigger should begin working as soon as the key is collected but not before. 
 
CutNodePortals_r warnings are usually ignorable as long as you don't see any actual problems. A common cause is multiple brushes intersecting at very acute angles.

If it bugs you, try turning part of the complex brush work into a func_wall (as long as it's not needed to seal the map).

You don't need an episode gate. 
 
Thanks Preach*

And yes, episodegate is not what I'm wanting.. just the simple exiting the map - mapgate or something.. and intermission is.. end camera right? 
NewHouse 
Trigger_Changelevel for the exit of the map.

Info_intermission is the camera view at the stats screen. If you populate the message key you will get an outro akin to E1M7 
 
I have to go to sleep now, and tomorrow is still for me jamming time, right? I'm dead tired right now - I have no time to make the last epic battle scene - so it's just going to be door opens, you see deep dark hallway - you walk into it and the level ends. I'm sure everyone has multiple hordes in map, and I barely even has one. 
 
That's all there is going to be, tomorrow goes for scripting mostly, playtesting and adjusting lights.

https://drive.google.com/file/d/0BwxYkKdSD855MjRlbUZ6MHh4eVk/view?usp=sharing 
End 
You don't have to have a big battle at the end. Pretty sure most vanilla quake maps just fade into darkness. 
I'm Out Of Time And Energy... But Still Going. 
Screenshot 01 - I have to change this cables texture... looks shitty now. 
 
Trick for setting up an info_intermission.

Turn on noclip and go find a view you like.

enter in console:
viewpos

it prints a string of numbers like:

(1104 -370 530) 8 275 0

The numbers in parenthesis are your position.
The numbers following are your "mangle" (pitch yaw roll) 
Nice Thanks! 
 
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