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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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fuck. if i had seen this: http://wildweasel339.deviantart.com/art/Lava-Loops-264628032 and this: http://matchack.deviantart.com/art/Forgotten-ruins-343527909 my map would have been totally different.

anyway, jam6_necros_v2 is a good map name, but if it bothers you, feel free to name it. 
 
I honestly do not care if Tronyn and EricW collaborated and used old scraps. The point of jams is to make maps get made, nothing else. 
And What's Wrong With Capitals Anyway? 
I actually tried making a rock bridge in my jam 6 map, a lot like those lava loops it the first picture necros linked. But time was running out and the rocks and cave type terrain I'd already made had been a big headache, so I gave up on the idea. 
 
quake has trouble with capital letters. it is case sensitive, but only when it reads from .pak files. 
Just Emailed DaZ. 
It's up to EricTronyn turret now.

There is still a to-do list: few gameplay glitches, working some looks a little further, optimization...

A question about DLC: along with fixes and improvements, may I send a brand new level? Like Necros, I had this epiphany two weeks ago. 
 
There's no real rules to DLC. RetroJam3DLC is the first mappack anyone did, and it was just 3 new maps. 
 
*...anyone did DLC for* I mean. 
 
RJ3DLC was more of a joke based on a troll post in the RJ3 thread; it's not supposed to be "the way to go" for all jam events. 
Neither Is A Start Map Btw 
Looks like Daz fell victim to his own hyping... 
 
Quake is also case sensitive if you are on a case sensitive filesystem.

Long names are totally fine I think? No need to truncate unless Quake has limits. Good engines have tab completion. 
 
inside pak files, quake can't handle more than 8.3 filenames. Outside pak files longer names are fine. 
8.3 
Good to know about the naming limitations because that other map I work on will probably be a pak. 
Start Maps 
Are super cool though. And jam5 had one too.

It's not like it is hard to make a quick start map for a jam. And it gives the package a more together feel. 
Another Problem On My Map 
So about that lava rising, I didnt knew func_door forced its brushes to be solid...
I hope there's a workaround for this, like func_elevator or func_plat?
Also I did as I was told to separate each actions with a trigger_relay, with the key taken to sink the pillar and rise a block and when the pillars action is done, to cllose the gate, rise the lava and spawn the monsters, instead everything happens at once (the key has its set of triggers and the pillar has its own as well) 
 
I wonder how many "hidden behind the lava fall" secrets there are in this pack. 
Daya 
I'm not sure how to work around the solid moving lava issue, I'd really like an answer to that too.

With your relays, I don't know if having each entity target the next one in the sequence will fire that target when the current one is finished or instead when it's started, so you should be able to just tweak the delay on each relay until things happen at the times you want. 
Daya 
I don't think there is a way to make water rise/fall in vanilla Quake. If there is it would be super hacky (Preach might know), func_elevator is not a thing, and all the other funcs make stuff solid as well, apart from illusionary, which will not have any properties of liquid, and func_detail, which you can not do stuff with really. At least not without any custom qc stuff. 
Daya 
Sorry to say that liquids cannot move in Quake afaik. It needs engine support which Quake doesn't have. The only real work around is to have the liquid stationary and move the level around it down/upwards. Hacky as hell and not ideal :( 
 
and it's not like you can make the whole level func_door or something, right? 
Right 
I think there are face limits to single func_ entities but unsure off the top of my head.

You would have to design a very specific area that the player couldn't escape from and also wasn't very complex. Meh. 
Update 
I have everyone's map updates and the pack is shipped out for testing. As long as no one reports their pc's exploding from running the jam then I can release it later on today (H Y P E !) 
Shitting Fuckballs. 
What Is that twitter shot!?!! 
 
I'll be checking for updates. 
Got An Alternate Way To Do The Area 
You'll see what I mean ;) 
 
Damn! That would be my big surprise for a final fight, for DLC.
If it's too complex, you can split the room into several func_doors. 
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