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Map Jam 5 : The Qonquer Map Jam
Map Jamming is about creating maps of any size or detail level over several weeks, using a certain theme and texture set. Check the readme file below for further details of what the Jam is about.

Any questions or comments, please post to this thread only.

UPDATE: Deadline extended to WEDNESDAY 8TH APRIL

Theme - Prisons of the underworld
Texture Wad - No texture wad this time. Interpret the theme however you wish! Browse the Quaddicted texture repository for wads : https://www.quaddicted.com/files/wads/

Note: Your entries have to be made for the Qonquer mod. This mod turns Quake into a survival arena with escalating waves of enemies. Download Qonquer from the link below. The Qonquer mod includes some new entities that enhance the arena design, please see the link below for details on these new entities. Due to the nature of arena designs, this map jam may be of particular interest to people with busy schedules or otherwise limited time due to the smaller scope.

Your arena must contain an interesting or unique twist. Use your own discretion as to what this could be.


Guidelines for Map Jam 5: https://www.dropbox.com/s/zwnekjqrag2glvs/MJ5Gudelines.txt?dl=0
Download Qonquer
( http://www.wantonhubris.com/qonquer/Qonquer.html )
Qonquer editing guide
( http://www.wantonhubris.com/qonquer/Editing.html )
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The base texture for the vines is 'maya2_9' from the Rogue expansion. The rock walls are 'rock18', I believe from Unreal originally, I use a version I modified that tiles vertically better than the original.

I then shopped that rock texture with the vines texture at a few different length variations. I also have a couple of the trims and wall stones from sock's Egyptian textures with vines over them which I'll use a little for the interior arenas.

When I do the hanging vines as brushes, I have a texture I hacked together that uses 'hedgerow1' from zendar with the green leaves of 'maya2_9'. Basically looks like the original 'maya2_9', except I replace the brown vines with dark green leaves, which looks nicer when made into standalone vines and such.

The rocks on the ground are 'ogro42', from one of Ogro's texture sets. The blue crystals are 'crys1_2' from Quake2. The green grass is 'jf2grass' by metlslime from Rubicon2.

I put together the .wad I'm using a couple years ago intending to do a 'lost continent/hanging gardens' setting for a map. Pulling it out now just to use it because it looks too cool not to use, and this area honestly only looks good because of dirtmapping AO and the diffused sunlight2. 
W00t 
Looking good Hypnos and Shrimpie. Everyone else = Go map! (and then post wips!)

;D 
Interesting 
Suspected that the rock texture was from Unreal, but never thought that the vines could be those, and was thinking were in Unreal were those located. Good choice of textures across sets, indeed, look coherent, at least from this distance. I was particularly interested at those two, as i was searching for a texture with and without vines for a map, to hide the limit between the two.
The Unreal rock texture really needed that improvement for tiling, i remember it being quite bad at it, not that it is critical in your case, as long as faces stay at that size 
 
Somebody stream, ffs. :) 
That Looks Lush As Fuck. 
Put a Rubicon 2 base in it. 
 
I will be looking to contribute something... probably will take a day I would suspect. 
 
Bear in mind that Qonquer can trigger events at the start and at the end of each wave ... so you can do some wacky stuff if you really want to. Transforming arenas and things like that. 
This Is What I Have So Far - 
Yes! 
Bear in mind that Qonquer can trigger events at the start and at the end of each wave ... so you can do some wacky stuff if you really want to. Transforming arenas and things like that.

This is what I was hinting at with the interesting or unique twist. Cool stuff that changes up the fight! GO MAP #D 
Yeah 
I had the whole floor change on every other wave, a bit like an interlocking Dead Simple.

But then it pissed me off. 
Speaking Of Which 
Can you put qonquer spawns that activate ONLY after a certain wave completes? That would be cool when you open another room and you get more monsters from previously inactive spawns in that room. 
 
Yeah, just set the spawnwavestart on the monster spawns in there...

http://www.wantonhubris.com/qonquer/Editing%20%3A%20monster_.html

They won't be used until you hit that wave. 
 
What if I killtarget info_qonquer with a targetend? Will the game end? 
 
Ok im going to reuse some old scraps for this, to get them out of the way in some sense.

I'd like to make a startmap from this bit:

http://i.imgur.com/dQiBxTh.jpg

I need a precise number of contributors for extra teleporters, but thats done quick.

My entry looks like this atm, you know that already..

http://i.imgur.com/S8ziQ39.jpg

Now go map! 
My First Thought When I Saw The Second Shot 
This would make an awesome floating Icon of Sin-like boss enemy. 
Icon Of Sin-like Boss Enemy. 
Sounds like a perfect use of Qonquer to me. 
 
"What if I killtarget info_qonquer with a targetend? Will the game end?"

Well, that would basically be shooting the mod in the head so .. I wouldn't expect good things. 
 
I was just confused about the theme being "Prisons of the Underworld" to be honest. 
It Is? 
i did not read that.. 
I Wrote It In Bold So People Would Read It 
:D 
Im So Stupid It Hurts. 
 
 
Don't worry, I ain't caring about that theme. I'm just making a Qonquer map! 
 
An off theme map is better than a non-existing map any day! Go map! 
 
I didn't see the theme. :P

Mine isn't much of a prison. 
Meh 
just throw a few bars around a few places. there, it's a prison. 
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