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Quake Map Jam 666 : Fire And Brimstone
Map Jamming is about creating maps of any size or detail level over several weeks, using a certain theme and/or texture set. Check the readme file in the zip below for further details of what the Jam is about.

Any questions or comments, please post to this thread only.

Theme - Fire and Brimstone
Deadline - 16th August 2015

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. Texture lighting in particular should be very useful for this jam!
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:
Make it for Fitzquake / Quakespasm, bitches. You know the score.

Theme reference images:
http://daz.fov120.com/images/jam6/theme1.jpg
http://daz.fov120.com/images/jam6/theme2.jpg
http://daz.fov120.com/images/jam6/theme3.jpg
http://daz.fov120.com/images/jam6/theme4.jpg
http://daz.fov120.com/images/jam6/theme5.jpg
http://daz.fov120.com/images/jam6/theme6.jpg
http://daz.fov120.com/images/jam6/theme7.jpg
http://daz.fov120.com/images/jam6/theme8.jpg

It is a good idea to find reference images that you like so you can follow them and avoid staring at a blank editor wondering what to make!

Download the Map Jam 666 zip : http://daz.fov120.com/files/jam666.zip

Also, a reminder : Water Alpha will be set to "1" for this jam! (Not transparent) because lava. Keep this in mind when building your maps!

Feel free to post wip images of your level in this thread! Good luck and GO MAP!

And finally, a list of designers that are streaming their level designs :

http://twitch.tv/ionous (Ionous)
http://twitch.tv/tddaz (Daz)

Post below if you are streaming and I can get the list updated!
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- Awn, it's great to see so many new faces here.
- Thanks! Can I get an extension?
- No. 
Don't Stop. 
I think as long as it's still Sunday somewhere, it's not too late. Even then, if you're really trying and very close to finished, a little late shouldn't matter.

Here in the US we're among the last to switch over to the next day. It's almost 4 am now, so there's still over 20 hours to go as I post this. 
 
Yeah, almost 3AM here... trying to finish last room/area then I have to place monsters and perfect as much as I can�� heh! :) 
 
Have we learned a lesson about leaving things until the last minute? :)

(answer : no, of course not) 
Playable, But Rough. 
Just got the map to be playable and able to complete it. Just want to add a few more things.

Might take Daz's offer and release, then in a couple days release an updated version with more secrets and better balance. 
 
When trying to make a map, from scratch, in less than 2 weeks, some corners must be cut.

I have only two rooms really, and a small playable area outside. No secrets and I'm struggling to squeeze a few more monsters in. I may be up to 20 now.

I didn't tweak skill levels much, no monsters on easy and just a couple of monsters are changed between normal and hard, total count is the same I think.

And I still have to make some kind of readme file. Maybe I'll just copy this post... 
Teleporting In Enemies And Skills 
I gave up on syncing skills for my map when teleporting enemies. I have two more groups of spawning enemies to add before I can call the map finished. 
Real Problem, Compiler Related 
Ok, so yesterday my laptop made some wierd stunt, and I had to renitialize it to make it work. Thankfully, my personal data was left untouched (aside from my browser's bookmarks...).
But the thing is, the compiler I use (ericw's lights and lately txqbsp) started fucking up, firstly like this:
http://pastebin.com/RBMcbn8c
(qbsp says there's too many vertices)

After negke sent me txqbsp, there was still errors:
http://pastebin.com/DW1Whjff

But the worst thing is now, opening a pointfile in Trenchbroom crashed it, meaning for now I cannot pinpoint what's wrong.

Oh someone please help, the deadline is today... 
As Long As It Is Sunday Wherever You Are 
You can submit. I'm not going to force a time zone on you all :)

- Awn, it's great to see so many new faces here.
- Thanks! Can I get an extension?
- No.


You have a short memory, I already extended the deadline by an entire week!

Don't worry about skill settings if you are struggling to finish. Make skill 1 the "balanced" skill setting as it is the default and make it as a good as possible!

As I said, there will probably be a few days between now and actually releasing the pack as I need to test it, make a start map, make readme etc.

GO MAP :D 
The -bsp2 Made The Compiler Finally Work, But... 
Quake crashed saying one texture is not 16 aligned. What gives? 
Daya 
For "Too many vertices", you can try adding -bsp2 to the qbsp options to create a bsp2 map. 
 
Daya,

Look and see if your editor has made any back up copies, maybe one is still good.

Try opening the map in a different editor.

Try running the compile process on a different computer.

Can you upload a copy of the map so others can maybe take a look at it? 
Here's The Link To My Map, Includes Wads As Well 
Right now Quake crashed and keep saying the texture called "ti_rc_c14" is not 16 aligned, despite resetting the textures and aligning them according to the brush.
https://www.mediafire.com/?6ns0seq8ym1uzxh 
Daya Map 
I confirm that his map is crashing Quakespasm, with the same error message. 
 
Trying to compile the map atm. So far so good.

But that ti_rc_c14 texture is missing. Does not seem to be in any of the 5 wads you supplied in the zip. 
Daya 
The error message means the width and/or height of "ti_rc_c14" is not a multiple of 16. Seems to be a 40x128 texture which is not allowed in Quake. 
 
the error is not referring to alignment of the texture in the map. rather, it is referring to the dimensions of the texture ti_rc_c14 which is 40x128.

textures in quake must be multiples of 16, you need to modify that texture to be either 32 or 64 wide. or just not use it.

you can try this: http://shoresofnis.com/temp/ti_rc_c14.bmp I have padded to the right side of the texture with black pixels to make it 64 wide. 
 
lol... crosspost madness! i should be mapping. ._. 
Fixed It By Simply Changing Texture. Still Will Check The Link Out For 
later. 
Testing... Writing The Readme 
I can't find and kill 3 enemies in the level still... I can't for the life of me figure out where they went or which enemies are not spawning or spawning in the wrong place...

Frustrating. But it is pretty much as done as it is going to get at almost 12am. 
Fish? Requiem Engine Counts Correctly. 
Developer 1 might also help to see if things go wrong. 
Running Out Of Time. 
Compiling with lights on full and then will see if I can find the problem.

I will call it finished then send Daz and updated version if I can find the problems. 
No Need To Worry. 
There's going to be DLC for this jam. 
Too Many Nit-picky Things... So Little Time. 
- Buttons might not go the right direction.
- A couple enemies are unaccounted for after play through, but I can't, for the life of me figure out which of the 120+ enemies they are.
- I think I spam the player a little too often during the middle of the map with enemies, but it is do-able.
- I am going to spend my lunch breaks debugging these compile warnings for the next several days aren't I? *sigh*

Anyways, Daz should get it as soon as I compile one last time and zip it up. I will post screens and stuff in the morning. 
 
haha man... this is gonna be close. and totally untested! what could possibly go wrong???


._. 
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