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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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Submitted 
Only an hour and a half past midnight here.

Good luck everyone! 
Submissions 
Confirming I have received maps from ShoTro and Ionous! 
Welp... 
My map's gonna be DLC. Looking forward to playing everyone else's maps. 
 
I just added a secret, so I have to check the functioning of a bunch of doors. And I found a hole in the map the last play through, so I have to make sure it's gone.

I had all the errors and warnings fixed, but this last time through qbsp found a new CutNodePortals_r out in the void for some reason. I may not worry about it since it's at least 500 units from any accessible space. I'm pretty sure the map will be done by midnight, but the compile process is going to take over two hours, So may not be ready until the wee hours. 
 
My map is done and submitted :D 
Rick Said Don't Stop 
So I didn't. I set my childish notions of sleep aside and have been mapping since the last time I posted. It worked, thankfully, and I just sent my finished product in to Daz. Fingers crossed it's worth something.

I had a hell of a time working on this, thanks to Darren for running the thing and to everyone for being so welcoming to us new guys! 
Glad To See The Submissions Popping In 
I'm still pushing forward on the map. I've lain 2000 brushes today, so might just have time for an updated version later in the week. Time shall tell. 
Well Then 
I'm gonna try to cram in the item placement stuffs. My map's gonna suck, and I don't care. 
 
Shit's gettin real, son! Srsly tho, almost done�� stoked to see what everyone else has come up with, too! :D 
Done! 
Now off to bed...... zzzzzzzz 
7 Entries Received So Far! 
Confirmed received entries so far -

Ionous
ItEndsWithTens
Necros
Scampie
ShTro
WarrenM
Daz

(HYPE!) 
Map Submitted. 
I need some fucking sleep. 
Oh Captain 
You got mail.

Post mortem: many things could be better, many could be worse. I need to sleep.

Looking forward to play the other levels. 
Confirming 
Got your submissions Breezeep and Adib! 
Excellent... 
...nice to see some new mappers involved. Good work DaZ! 
Sent Map 
I have sent my map. 
10 Maps So Far :D 
Biggest outcome yet, right? And indeed, nice to see new mappers. Will be cool to play some fresh styles :) 
 
Map submitted. A few hours late but hopefully it's alright! Can't wait to try all the maps. Jam 6 is freakin' massive! 
Asking Wether I Should Give Up Or Not 
I've run into too much trouble into this fucking map. I've been working on this for 3 weeks and I had nothing but problems. This includes:

1.In the cabin at the start, there's supposed to be a glowing red light only, 4 seconds in a trigger sounds occure, deleting the red light to switch a normal light on, then 6 seconds from the start the door opens. Instead the trigger sound plays at the very start and the red light doesn't go away.

2.At the bottom zone with the lava floor, the button should spawn monsters AND make a stair appear. Instead only the monsters appears and no matter what workaround I try to do, the stairs refuse to move.

3.The Quad Damage in that area never appears. Just, never.

4.Teleport brushes are invisibles.

5.At the next area the player is supposed to be pushed up in the air after teleporting, but this never happens.

6.The ascencion area is broken as all hell. The silver key is on top of a pillar, that should move down when taken, and at the same time rise a block for a future path, and after that trigger the lava brush to rise up, close the fence at the start and saying "Temperature's rising, it's getting hot!".

For those curious enough here's the zip file containing the source files:
http://www.mediafire.com/download/6ns0seq8ym1uzxh/jam6daya.zip

I know my map can be a DLC, but at that point I'm so tired of it yet so passionate about it I don't know what to do 
Dlc 
mine will be dlc as well potentially finished much later as standalone.

Too much IRL last few weeks for me to finish. 
 
it's normal! throw it in in its current state as alpha/beta. move on. make a "better" map next time. repeat.

the short fail cycle is why i liked speed mapping so much. these jams seems mega stressful. 
 
They don't have to be stressful. Just remember it's for fun! 
Yes! But if you work for a long time on something, you expect more of yourself. At least I do. 
 
I've found you have to treat the jams as throw away quickies ... don't stress them too hard. It won't be your best work. Accept it, have fun, release something... 
Daya 
I can help you with two of those problems:

3.The Quad Damage in that area never appears. Just, never.
Try moving it further away from all surrounding brushes (e.g. raise it further from the floor). Your editor may be showing the bounding box wrong -- although it looks like it's not touching anything in the editor, it actually intersects with one or more brushes when you compile the map, (and hence disappears from the map when you start playing). I had this same problem just a few days ago.

4.Teleport brushes are invisibles.
They are supposed to be invisible. I also did not know that when I first started mapping. As soon as you make a brush a trigger_teleport, it becomes invisible. If you want the player to see e.g. that classic teleport liquid texture, you need to create a separate world brush on top of your trigger_teleport and give it the texture you want. 
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