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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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I play tested normal and hard mode.. made sure that player haa enough ammunition if player plays well.. by that I mean no 50-70% misses. And try to save cells.. or even try to find all 3 secret silver keys.. It is experimental map as well. My principle was.. 3 is more than just 2. 
 
Hopefully that jam7_start map has skill select room? 
Oooh 
experimental gameplay mechanic

Oooh I am intrigued to see what this exactly entails!

Ionous is creating a start map I believe, so yes it would. 
 
You pretty much couldn't finish my Jam 6 map on skill 2 with 100% kills unless you also found the one secret. I consider that a design flaw, but eh, hard is hard. 
My Map Has Skill 0-3 In One... 
 
 
Isn't skill 3 = nightmare mode? Are enemies respawning in that mode? 
Nightmare In Quake 
Nightmare in Quake isn't quite as crazy as Doom. No respawning monsters, just more relentless AI - faster reactions, higher rate of fire, feeling less pain.

Older versions of Quoth had an issue where the new monsters weren't very well differentiated between nightmare skill and regular skill levels. I particularly remember an oversight where a monster went into pain animations more often in nightmare because his threshold was so high. The most recent patch attempts to redress this, and increase the contrast. Mostly by nerfing monster AI, although there were a few that we boosted in nightmare instead (like Rocketeers). 
Plans 
So I've received four maps from people (thanks for sending them in). My own poor contribution is also done.

I, however, did not have time to finish the start map, which I would like to include. After polling the entrants, they were fine with me finishing it off. So I'll be doing that today and tomorrow, aiming for an early Sunday release.

With that in mind, if anyone else there wants to finish up their map, they would be welcome to do so. I will accept submissions up until whenever I finish the start map. 
GO MAP SKACKY 
 
Awesome 
Can't wait! 
It Will Be Good 
There really is no hurry, spend as much time as needed* 
Screw Start Maps 
 
 
We have to remember not every player is even that familiar with console commands* 
 
So is Skacky going to be also in (if he has time), that would be great! 
 
so it seems we're still fixing yet balancing our maps? I just want to make sure, because that's how I understood it, until the sunday or when ionous gets start map finished. 
 
Yeah I have to fix ammo crates because they are fullbright in dark rooms... Any clue how to fix this? 
 
Nope, not going to be in. 
 
Brushwork crates or ammo pickups? If pickups, remember they take their lighting mostly from the first solid surface below. So if they sit in the dark on a func_wall or something and the floor down below is bright, they will be bright too. 
#543 - Yeah Ammo Pickups 
It's in a fully dark room. doors and buttons are dark, but ammo pickup laying on the floor is fullbright... maybe there is some leak or something? But compiler doesn't cry about any. 
 
Ammo pickups are external bsp files and as such, will always be fullbright.

Quoth has an option to make ammo and health use a common combined model, which then takes lighting from the lightmap. 
 
Thanks. Looks like aflag 1 in a worldspawn fixed the problem. 
Wow 
Skacky really is the worst cocktease around these parts! On the plus side, this means there's a chance for an addon pack where even good ol' useless Daz and negke can join... 
 
But isn't it good thing that they're full bright gameplay-wise? 
#548 - In My Map Case, No! 
 
 
You like to hide them, i see ; ) 
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