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Quake Christmas Calendar Jam
sock talked me into this!

I considered doing some Xmas event for years, but it never happened for the usual reasons. Something like a Christmas calendar where there's a new little singleplayer map behind each door. Based on this and the fact that a big update for Arcane Dimensions is scheduled for Xmas, we came up with the idea for this mapping event:

24 x 1024^3 maps for AD

Essentially a mapping challenge. The maps should use AD and fit within a 1024*1024*1024 box, similar to what we did in SM127.

The restriction is tricky, and it should be interesting to see how people tackle it and make the most of the limited space. Think inside the box. Part of the reason for this is to keep the maps managable in terms of size and playtime. Small 5-10 minutes levels instead of huge limit-breaking megamaps that may not make the deadline. We need 24 in total!

The key is to re-use the space. Something along the lines of "climb up, drop down and the existing area changes, stuff spawns, stuff moves etc." This is where AD comes into play, as it offers a wide range of options and possibilities. Check out the test maps, use them as templates, experiment. This may be good practice and fun.

The deadline is 30-Nov-2017 18:00 (Func time).

Send to the email address in my profile. Needless to say, the maps need to be fully compiled and tested, have skill settings and run on AD 1.6. Must use standard BSP format and not exceed protocol 666 limits (aim for protocol 15 if possible).

If you have technical questions, sock can be messaged through the usual channels, preferably the Terrafusion discord. Or drop them here to be forwarded.
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one to unlock every day
Huh?! Will we not be able to play more than one map per day?

new AD feature that allows you to set certain conditions to be enabled or persist across multiple maps
W00t! Opening up the possibilities for some cool episode stuff.

up to 10 people
I'm gonna try to do something but since it'll be my first completed map I'm really not sure if I'll meet the deadline. So yeah I'm in but with a big question mark above my head. If I don't make it, will it be possible to do like 1.5 did with the Sepulcher entrance and release later as an add-on? 
 
Is it possible to create inaccessible (but visible through windows or holes in walls) the space beyond the boundaries of 1024 units? 
 
My method has just been to create a box out of clip brushes that has a volume of 1024^3. That way, I can build anything I want but my playable area will never exceed the limits.

It's already been mentioned that detailing and stuff like that is okay in post #4, btw 
#39 
so that in this case a new door can be made to unlock if the previous map has been completed.

I think this is the important part for your concern - We're expected to pace ourselves; we CAN eat all of the chocolate in our advent calendar on day one, or we can eat it one piece at a day like good christians quakers. 
 
Oops, was inattentive :( Sorry/

Count me in! 
 
Scenery/vistas/extra details can be outside the box. That's how the 1024 Doom competitions were.
And don't worry if your map exceeds 1024 somewhat, it's fine. As long as it's a compact map that doesn't go overboard with stuff.

Unlike a regular Christmas calendar where you can cheat and open doors in advance, this one will only have one map per day - a new one will be uploaded each day. You'll need to play each level in succession (if you intend to play properly using the hub map). Of course, you can hold off until the 24th if you want to play through the whole thing in one session. 
 
Thanks for the extra details, negke, I'll adjust my directory structure accordingly.

Any guidance about custom compile parameters or build steps? I'm happy to provide my source, but I'd hoped to use ericw's 0.15.10 tools with -gate 1.0 -extra4 -bounce as part of my final light command line. Do I need to accommodate a different set of tools instead, or maybe even plan to build without bounce lighting?

And when I say custom build steps, although I haven't had a need yet, I was thinking I'd at least be able to use my VMFII wrapper to use instances if they became useful; if I did, the wrapper needs to run once before CSG and again after BSP. I could provide a small directory with the necessary tools and a build script (Windows command shell, bash, Python, whatever), if that would be the way to do it. I could also use the "external map" feature added to eric's tools as an alternative for geometry, but it doesn't yet provide for entity setups, if I'm not mistaken, so it's not a drop-in replacement.

I'll certainly endeavor to avoid using custom things altogether, if I can, but I'm curious to know if you have a plan for something like that. 
Order 
Will the order be determined contest style? If sock and negke think yours is best itwill be last or first? Or randomized. 
 
NewHouse: Likely just a quick -onlyents deal on out part. So you can compile your maps with whatever settings you need.

Qmaster: I think we'll decide the order once all maps are submitted. Probably not like a contest from worst to best, but in a way that creates a diverse experience for the players. 
Temple Map 
Hopefully I can make a small temple-style map for this, 
Suggestion For A Secret Room... 
Make a room with a pile of christmas gifts boxes, randomly distributed. A few boxes could be opened to show a weapon, and a monster...

Entering the room could also trigger some cheap x'mas music.

A dozen of vorelings packed into a x'mas box could be funny.

Or make some monsters rushing to "attack" and open a x'mas box !

And what about a x'mas box with a pile of shit inside ? Opening the box would trigger some laughing sound... hehehee.

Or better : an ass dildo ! ;-) 
Do It, Barnak 
...except perhaps the ass dildo.

#38 posted by negke [31.18.51.150] on 2017/09/10 09:38:17

No dick pics
 
@ItEndsWithTens 
I'd put _bounce 1 in your worldspawn rather than having it on your commandline. That way there's less chance of user error if someone else compiles your map.

Of course, I think you're the "NewHouse" of negke's most recent post... 
 
Thanks, Pritchard, that's a good idea for the final compile! I usually use separate compile configs in Jack so that (at least on larger maps) I don't spend the time computing bounce lighting during test builds unless I actually need to, but for shipping my source to others it'll be a good idea to add that. Come to think of it I'm not even sure why I bother doing things this way, since for simple geometry/entity changes I just disable VIS and LIGHT completely. Placebo effect, I guess. Makes me feel better having the option of testing lighting without bounce, even if I don't usually have a need for that.

And yes, I didn't want to say anything but I suspect the similar coloring between NewHouse's username and mine can be confusing. :) 
@negke 
Thanks for all the clarifications here.

Daz, care to roll the hype train? ;)

Regardless if Daz does a video or not I will produce a short and sweet video inviting mappers to join in and post on Twitter,QuakeOne and r/quake. I can do those quickly - it's the trailers that take time. 
I'm In 
Sounds like a fun challenge! 
I Am Probably In 
I have other maps on the queue i want to complete first but i think i'll have the time for it, and i have the ideas for it already developing in my head. 
Sounds Fun! 
i just started my map 
I Might Want To Join In! 
I have to finish Qump first, but making a funny little joke map could fit in my scedule... 
How Is It Going 
mukor has some nice thing going already: https://pbs.twimg.com/media/DJ8vpjnUIAA0S8E.jpg 
That Screen Has Plenty Of Atmosphere 
I haven't done much on my (ideally first) map this past week, sadly. It's hopefully not going to take too long to finish, even if it ends up not being as pretty as that screenshot.

I'd like to make a second map and get creative with it though :o 
 
I don't have much to show rn; just a couple false starts that made it to the scrap heap. This is proving pretty hard with no real plan--might have to step pack and browse some reference images or something. 
@lpowell 
Pick an id level or one of your favorites. Play it, finish it, quit Quake. Close your eyes and the first image that comes to mind from that playthrough... take that as a starting point for your new level. I did that with my sm179 speed map. The thing that stuck out was the underwater pavilions in E1M4. I designed my gameplay around that.

Sometimes you need to follow steps to unleash creativity.

And... good artists borrow, great artists steal. ;) 
 
My Map Isn't Going To Be A Geometrical Spectacle 
Though I have some funny Joke-map ideas. Probably it will look pretty vanilla. It will be only my second map. 
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