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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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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! 
Progress 
Should be able to start in 2-3 hours. Need to build exit, finish entities for final third of map. I be finishing the final compile around the time the deadline strikes. 
My Grammar Sucks 
Could you or someone help me with the read me then? My english isn't that great, and time to time it can be a little difficult for native english people to understand me. 
 
I'm finishing too, should be ready in next 4-5h 
I Took A Little Pause/break Now. 
About 1-2 hours, I got massive headache because of my shoulder pain I guess. After that couple more playtest rounds and that's about it. 
NewHouse 
Just state English isn't your native language. There are numerous mappers here of different origins!

Just do what you can! :) 
 
I hope people will not shoot me, because of my grammar. 
I Wouldn't Worry About It 
Just do the best you can.

Anyone else out there close to finishing? 
Yes, Actually 
It's going to be close, but I think I'll have something by the deadline (3AM my time, thank god for time zones). Unless of course something goes horribly wrong now that I've said that.

My map won't win any game design contests, that's for sure, but I think it's fun for a couple minutes, and it is technically base themed and involves pipes, so I can't not try to finish. 
 
I believe I'm the only one that doesn't use pipes visually.. well if you look down you can find some kind of pipes. I was focusing more on cold theme.. and there wasn't even enough time for me to include water as an element. And only room that had bigger visible pipes, I have to cut out.. because the main gameplay was more important for me. 
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