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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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Submission Sent 
I have emailed you Ionous.

Hopefully everything was packaged correctly but please let me know if you need something from me!

Thank you all for the opportunity, was quite a challenge! I hope you enjoy what I have created. 
 
What was the email address where this submission should go? 
NewHouse 
voice DOT of DOT the DOT nephilim @ gmail DOT com 
 
hmmm... why enemies are shooting through the doors? 
#503 
Now, everything is sent now - I included two images to chose from.. if those are needed. 
 
Ok just one last test playthrough and I'm doing final build. 
Ionous 
I sent you my map :) 
Agh! 
Ionous, the past thirty-six hours flew by faster than I'd expected, and a few (read: a bunch of) last minute issues cropped up that have delayed my work. It's my own fault for not getting my act together sooner, but I'm so close and I'd hate to let this map go to waste.

I only have a few things left to do, would you be willing to accept a map after the deadline if you have it in your inbox by morning? 
Tens 
Certainly.

This also applies to anyone else there close to completion. 
 
And good morning, how's everyone doing? Still jamming? 
Good Morning 
My submission was sent and I am not playing my map anymore to ensure I don't have any regrets!

I am glad there is leniency on the deadline. The deadline is there for a reason, but if it is the difference between not having an extra map and having one then stretch it! 
So Hopefully Everything Is Almost Flawless* 
I sent one update that only moved one pop message trigger to its right position, but other than that I believe it's good to go.

I didn't even touch the easy mode, I have no regrets anyway. 
 
Though there is one part of the map, where player can make decision to jump down using shortcut before pressing all the buttons and then player need to restart the level...

But I assume almost 99% of people will press all of them.. because why wouldn't you.. I'm not saying that player make stupid moves.. it's always the level designers fault.. I don't how to even make that logic to work that it feels right.. forcing it to open "the last" felt weird.. but anyway, hopefully nobody need to restart the level. 
 
I have to fix that quickly.. I just put one block there and kill it when important actions are made. 
 
And now that one "map breaking" issue is fixed and sent. 
Fine Tuning 
I am going to resend my text document as it has some errors plus I want to expand on the level design process section. Since Ionous is flexible with updates I figure it is safe.

I will not run my map until the jam releases however! That is set in stone! 
 
I would re-balance few things in my map, but as I mentioned in my e-mail, it's better to leave it as it is. Otherwise we will extend deadline forever :D

p.s.
DLC confirmed... 
 
Agreed, as I have said I will not look at my map until release. I am content with my submission.

Ionous,

I did send you a dropbox invite link for my updated text document. Please confirm when you receive that! That will be my last update until release!

Will be great to see a future DLC release! 
 
Ididn't touch anything else except one part where player might fall down and never get up back to one button, which opens door that is important part of basic progress yet player can't get uo and need to restart and play whole 1/3 of the map again. So I only fixed that. 
All Aboard, Cries The Engineer 
Another forty-eight hour plus crunch time mapping session and I'm finished. I should stop doing this to myself, but I had a bunch of new toys to play with and I couldn't help myself.

Hope you guys like the map! Getting myself all hyped up for everyone else's. 
 
So bloughsburgh, if there is something that might put your player in situation where only choice is to restart or are very important.. that player simple don't have enough stuff in order to survive.. those are quite critical things and should be fixed.. anything else is not that important, am I right ionous? 
No Restarts 
Nothing would force a restart as far as I am aware.

I would say in terms of play testing, it is critical to make sure the player can not get stuck under any circumstances. Not stuck as in puzzled but as in literally unable to proceed. 
 
You can get stuck in my map, with no ammo etc. but it's because I introduced some specific, experimental gameplay mechanic.

btw. I realized I would like to add few things to README too! 
 
I found yesterday couple of them, place clip brushes over them.. I also put it in pillars which player mashes his head constantly ^^; 
 
By stuck I meant being out of ammo and with no chances to survive :D 
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