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Map Jam 1 - "Honey" Theme Pack Released
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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Scampie 
Yeah, I finished it, I just don't know how to record a continuous demo after dying. That spawn section was hell because it was so dark (at least on this comp) and I just knew that I was going to get pwned by it if I stuck around. I tried to run but ended up dying anyway.

In most of the maps I just ran away from spawn when I could hear but not see them. Once they start jumping around they become extremely dangerous, but very prone to infighting so I tend to just run away and wait until the mayhem calms down a bit. 
Question 
are some of these maps a bit slow for anyone else? Quite a few like ricky's, scampie's, skacky's and especially ericw's. 
 
I noticed one of them chugging a bit yeah. Don't remember which now. 
I Would Say 
about half chug for me. 
 
Those maps can be high on the polygon count if you have an old-ish machine running Quake. I took a look at a few with r_speeds 1 on.

wpoly = world polygon: all the static geometry of the level
epoly = entity polygon: any dynamic actor's polygons, so this includes doors, lifts, monsters, and so on.

sock and skacky's maps can get to around 4k wploys and around 10k epolys in some spots. Mine tends to cap out at 2k wpolys and 9k epolys in a couple areas. These numbers are just because the maps are large, open, and detailed with curved surfaces. I know I tried to make an effort to visblock areas reasonably well, which is the only reason my numbers don't get too insane.

Ericw's start area is roughly 5k wpolys, most from those girders which eat a ton of polygons. Looking in r_showtris 1, it seems that vis made the entire height of the girders visible despite the lower polygons clearly being behind a solid floor... possibly this is because they are a single func_detail so they are thought to be in the same leaf as the higher parts? Or just vis being lazy with creating vertical PVS leafs as was suggested a few weeks back in mapping help. This might be something to investigate, vis wasn't doing much favors for this map.

Ricky's map just isn't vis'd, so it hits 5k wpolys and 20k epolys because the entire map is rendered much of the time.

These numbers would have once seemed insane to Quake, I remember when guidelines for DM maps would try to stick to no more than 600 wpolys. These days, people have stopped caring as much since most graphics cards are quite optimized at chewing through large amounts of polys... but I'm sure there's a large range of machines out there running Quake and these are likely pushing those a bit. 
For Referance 
a couple areas and their rough r_speeds

e1m1 - bottom of first elevator looking across bridge : 350 wpoly 1200 epoly

ikspq4 - main room : 750 wpoly 4250 epoly

februus - end arena : 1350 wpoly 1050 epoly

apsp2 - looking down watery shaft : 1300 wpoly 2500 epoly

scampsp1 - V shaped room : 1050 wpoly 2650 epoly

zendar - start, looking up at castle : 3000 wpoly 2450 epoly 
Interesting Notes Scampie 
Yeah, vis didn't do much for my map. The girder towers are divided into func_detail chunks 3 cubes high.

I haven't played all the maps yet, I stopped when I had chugging / stuttering on ionous's caused by dynamic lights, which I'd never noticed on my setup before (quakespasm, macbook w/ nvidia graphics). I sent in a patch to quakespasm with MH's dynamic light fix, that fixes this particular instance of chugging for me, so hopefully that will make it in to the next QS release.

So if you're running Quakespasm and have any chugging, and if "r_dynamic 0" fixes it, try Fitz Mark V. 
Oh... 
saint - looking across main room : 6000 wpoly 1500 epoly 
 
any Tronyn map - average 25000 wpoly 
Scampie 
thanks for the info but I really havent had these sorts of issues with chugging before, running on an i7-3770 with 16gb ram and a gtx 680. Hardly state of the art but hardly slow. 
Oh And Using 
fitz 0.85.

And yes every now and then in a tronyn map there is slowdown, but only every now and then. 
 
I had significant lag when playing with quakespasm, on severa l maps (ericw, scampie... Others) but they played fine in fitz mark v. 
Awesome Pack 
Finally got to play all the maps. Really an impressive effort and I'm positively surprised how many people participated in this Jam session. Great turnout. Demos (protocol 666)

otp: The running out of time shows - the map would have benefitted from a little more time for polish, indeed. Simple layout, though I would have wished for it to be more interconnected. The trashy bits were unnecessary. Still an okay entry, pretty speedmappish.

ArrrCee: Looks like a first attempt at mapping, with quite crude and sloppy construction, linear corridors with predictable monster placement. But it's a start! Focus more on layout and 'managable' details in the future and it should work out well. The drains/waterfalls are a nice touch. Though shame there's no water ambience whatsoever (both due to the leak and the lack of ambient entities).

ericw: The scaffoldings are very cool, especially in such a large foggy underground environment. Very small map, feels like it's over just as it's starting to get interesting - would have liked to do more climbing. The SK feels like a missed oppportunity. Something else to do instead of just walking back up.

mechtech: Much like ericw's map, this one looks cool with the chains and the large bridge, but it's so small that it kind of ends before even starting.
doomer:

I like the large grated arches/windows, they add a certain sense of grandheur to the place. Some areas, like the one with the MH ambush (which feels kind of pointless tbh), are too bright. Large areas like this shouldn't be too well lit, at least not the ceilings and far walls.

mechtech, ericw, doomer and otp should have merged their levels chainmap style, for the win! Nothing wrong with small/short maps in general, but these kind of feel unfinished (which they probably are, so no blame), lacking a conclusion of sorts (not necessarily a boss fight).

Ricky: Solid jamming in the true sense of the word. Not much in the way of details, but it felt very appropriate for this event. Somewhat reminded me of that other map of yours, the metal one with the red fog. Some good quad action. Odd to see this many crates, but then again CRATES!

Fifth: Nice small map with good details, especially the huge chains in the tall rooms are very Honey-like. The light fixtures could have been clipped off for neatness (possibly to get stuck on them in the heat of battle).

skacky: This one looks fantastic... the details, arches and vistas. Layout seems good, too. The gameplay, again, I found to be quite a bit on the grindy side. Lots of ogres and hell knights to fight with shitty weapons - got a bit tedious after a while. Then again, I played on Hard and didn't find many secrets (they apprear to be super-hidden). It may have been different otherwise? Would have wished for a RL in the open and some more cells. The jumping monsters are a hilarious twist on gameplay. Too bad one doesn't get to kill Scampie at the end...

ionous: Short and sweet. It looks very nice, and unlike the other maps which are rather spacious, this one is tight and with gameplay that accomodates it. I really like the beams and the chain/crank mechanism. The whole place comes together when noclipping around and looking at it from the outside. The ending was abrupt - I wasn't expecting it.

Scampie: Yay!!!sscscmapue!!121edlnjm
scampsp3, it's a nice map! The grunts and enforcers are a refreshing change to the other maps in the pack (okay, Ricky's has some enforcers, too). The cave bit turned out well. A bit underused perhaps. Some good detail... well, I'm a sucker for broken brickwork. I found the under-the-lift secret!!!!Therefore: victory. The forced czgness of the centerprints felt unncessary.

sock: What's there to say, typical sock level/awesomeness. Though perhaps not as unique as previous ones, because essentially this one looks like a blend of Backstein and Zendar with Honey textures. Still, all the good things are there: great architecture and layout, nice secrets, gameplay etc. Though sloppy as fuck construction: I saw several brushpockets behind the walls!!!1234gtfo Maybe could have used some bigger vistas (chasms with chains or stuff in the distance) to set it apart from your previous maps and add another link to the Honey theme. The RL-scrag scene is great fun (remember dmc3m7), I had already planned on making another one of those myself in the next level, so it was nice to see you beat me to it.

digs: Nice one, and a bit non-linear, too. I thought the style was a little bit odd, because of the different brick colors all used together so closely but often without proper borders or trim in between. It also seems somewhat boxier than your previous levels, and the grates are so chucky. This must be the only map without secrets! No digs-style weirdness or puzzles this time, but a solid map. 
Seems Like I Owe An Explanation 
If you see two areas connected via penis, then know that I wanted to put around 5-10 minutes of gameplay there instead. There was never meant to be a teleporter or a ramp, they're just crude bandaid for the amputated parts.

Thanks for all the demos. I'm very relieved that nobody looked upwards in the spiraling staircase part. 
 
...I wanted to put around 5-10 minutes of gameplay there instead.

...so an entire map... 
Onetelepenis 
 
 
two areas connected via penis

jam 3 theme right here 
Playing Them With Mark V Now 
and no slowdowns whatsoever. So definitely something going on with regular fitz and quakespasm. 
Yes. 
Dynamic lighting. 
Otp 
so does that mean quite a few of these maps use more dynamic lighting than regular maps? 
 
Fitz always gave me terrible dynamic light slowdown on my laptop, but Baker put a fix in his version.

Best way to test is kill Shub. The final telefrag sequence messes with lightstyle 0, meaning the base lightmaps for the entire level. \o/ 
Played Them... 
...liked Skacky's the best.

Won't play the next Jampack as I just don't see Quake in that texture set. 
Also, FQ85, No Lag Anywhere 
 
I Don't Get The IK Hate 
That so many seem to hold so dear. At all. 
Me Neither 
And refusing to play maps just because of that is ridiculous imo. 
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