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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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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. 
 
Sure, I will use the original Quake soundtrack by NiN. 
 
Everything is almost done, just last playtest sessions, figuring out where to put clips if too much detail and.. good intermission camera spot.. and trigger_changelevel to "jam7_start", right? Do we need to send only bsp file? 
Stuff To Send 
Bsp file
Lit file (if using colored lighting)
Map file
Txt file if you'd like me to include it 
 
The old way of making a simple logic gate is to use a trigger_multiple that, instead of doing what you want, targets a spike shooter aimed at a shootable button, and the button actually does what you want.

Block the spikes from hitting the button with door or func_wall and either move the door or kill the wall when you're ready for the trigger>shooter>button chain to work. 
#478 
Bsp, lit and messy map file.. okay. 
 
By The way, what does that option in Light.exe "Level4" means, and in Vis is Extra4. 
 
I mean other way around.. Vis has level4 option and Light Extra4 
 
Light -extra4 -soft options are used on final compile for highest quality. Smooths the edges of the shadows to reduce the jagged stair step effect.

I don't know how much difference level 4 makes with vis. I don't think I ever used it for some reason. 
Level 4 Is Full Vis 
And is default in most compilers. 
 
Pretty certain that -soft is also on by default. 
NewHouse 
Are you making the box outside the map hollow? That's what you need. If you're still having trouble, look at the step-by-step, and you'll notice that at the end of each step there's detail of what behaviour you should see. Do the steps in order, check for the behaviour, and report at which step you don't get the behaviour in the post. 
Preach 
Everything is working like you described.. I don't anything wrong with the way I already did it. It's working. I don't know what you mean by 'hollow' I just placed that box outside of 'gameplay areas' where player or enemies never touch them or be even close to them. 
 
I don't see anything wrong with the way I already did it..*

so I guess I did it right, if it's working. 
 
Currently I'm just playtesting different skill levels. Is there much time left? 
How Is Everyone Doing? 
Just wondering. 
Well 
Final touches, and making my text document! 
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