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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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Last Day! 
I am getting pretty worn out with this map, which is probably a good thing. Same feeling when I was finishing Horse Named Quake so I know the end is nigh.

I was even able to get one external completely (non-quaker) to test the map and it was with pretty decent results.

I just need to make a run through on all skills and verify I can reach start to finish without any horrendous bugs. If time allows, I may make adjustments to small things but map playability is the biggest concern now.

I will be submitting my map and its files to Ionous this evening! 
Rick 
Oh, and good morning for everybody it's 01:12PM for me now >_>; sleeping rhythm is messed up.. but anyway it's last day.

Thanks you very much, haven't had moment to create intermission camera yet so that speeds up it so much.

There is going to be hard for me to figure out Hard mode, 'cause even normal mode is meant to be a bit tight when it comes to ammunition, and if adding eddies and more stronger enemies if increases the need for more bullets so much* 
Khreathor 
That room looks like a really big trap, it gives that feeling pretty well, and I like it.

It doesn't matter if there is only few maps.. but everyone doing their best that's only that matters really* 
#441 
I tried that.. but my intention was a little different actually. Is it possible to make block calls through info_logic_inopen by sealing them inside brush func_wall and then activating them by killing that brush func_wall? 
I Simple Don't Get It 
I want to make some of the triggers not be triggered until player picks the gold key/enters first time control room.

My intention is to activate triggers ready for backtracking route 'same route you passed earlier', those triggers aren't delayed or triggered immediately, but are ready for the "backtracking". 
 
I tried to put info_logic_inopen inside func_wall and by killing that func_wall let the trigger be triggered.. but it didn't do that.. only if I don't seal it, but then it is still "on".

I didn't understand what sealed box meant, so I made sealed box like room and places info_logic_inopen there, but it worked same way with or without being inside box. 
 
Please don't say I didn't use the right func_wall.. so there is func_togglewall as well.. 
 
Sorry making wall of text guys but, Yeah that was the problem this time >_>; 
 
But now I'm just wondering how to make actual trigger "off" especially if the trigger is trigger_once. Even though it might not now send that call, it still registers when player touches it and the ambush/attack will never happens. 
Don't Feel Bad 
Push comes to shove, you are in search for answers.

I wanted a few instances where a trigger was "disabled" until later in the map. I ended up making workarounds to get the result I wanted as I did not want to invest the time into playing with the logic gates.

Good luck to you! 
 
But that's the best part of the map >_>;; 
Help Please? 
I really hope there is answers somewhere, I have been trying to undertand that Quoth bible more and more but deadline comes closer and closer. 
Multiple 
Could you make the Trigger_Once a Trigger_Multiple?

Have the trigger "closed" and then triggered to "open" once you collect the key. Once the player activates the trigger, close it again. 
Multiple Or Onlyregistered? 
I just starting trying that ; )

But I'm sure there will be some complications if trigger activates lifts, traps and so on. Unless I kill the trigger right after activating it.. but if it's func_train (ambush) I how that opening wall don't open and just closes immediately ^^;;

What does onlyregistered means btw? 
 
I hope* that opening wall don't open and just closes immediately 
Register 
Don't worry about that trigger.

Basically used for the shareware version of Quake that would fire off to separate the full version versus the demo.

Yes, that would be what you would want to do. Kill the trigger or close it when it fires off. Even if it triggers a moving func_platform...once it is triggered it will continue to do its func thing. 
 
1. Pickup gold key -> send call to target(s) "GoldKeyAlerd".

2. info_logic_inopen is inside func_togglewall.
func_togglewall targetname is same "GoldKeyAlert".

3. trigger targets info_logic_inopen inside that func_togglewall. info_logic_inopen targets my func_train trap.

4. I duplicate same info_logic_inopen and set it to target new trigger_delay. Because trigger_delay seems to be able to killtargets.

5. triggere_delay kill that trigger_multiple.. all that should happen in same game logic loop whatever. 
 
And hopefully this works.. 
 
Sorry I was in hurry a lots of typos, hopefully you at least the idea of what I'm trying out ^^; 
 
in a hurry*
get the idea* >_> 
Triggered Funcs 
Func_plat - once triggered any further triggerings have no affect.
Func_train - same
Func_togglewall - toggles with each targetting
Func_wall - activates with each targetting
Func_door - if wait > -1 then door will open close after wait and can be retriggered to open again
if wait == -1 then door will only open once
if wait == -1 && flag for "toggle" is set, then door will toggle from open to close to open to close to etc. with each targetting. 
 
Yes, it works with multiple and probadly also kills the target after using those relays to kill triggers after using them. 
 
Do you set some of the track to play on background? 
 
How do you set* 
Sounds 
Worldspawn

Key: sounds
value: number of track desired.

If you are using the original NiN music then entering 6 would play the standard base theme. 
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