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Map Jam 8 - Release - Film Noir
After weeks of mapping, and a few delays, Quake Map Jam 8 has finally been released! This time around there were four submissions,

- Ionous with his map "Buried by Time and Dust"
- Newhouse with "Black Future"
- Pritchard with "One Ranger Two Boomsticks"
- Shamblernaut (myself) with "The Hackopolis" and the start map.

Screenshots:
http://imgur.com/a/a7Hpr

Downloads:
https://dl.dropboxusercontent.com/u/108695968/jam8.zip
http://www.quaketastic.com/files/jam8.zip

To install, just extract the zip file to your quake directory (remembering to preserve directories). Run using your favourite (limit extending) engine with the commandline options -game jam8 +map jam8_start. Happy fragging!
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By "invisible walls" I mean wall with the rmq_transparent wab's texture invisible "pinkish texture". I heard it those didn't worked in some engine and it might have been DP.

So why I used invisible wall instead basic skip? Well for some odd reasons when placing skip brush between func_breakable bricks and button behind them, for some reasons lighting didn't liked that at all and button's front face was pure black. Maybe I just didn't placed it correctly or something.

Teleports should be placed well for at least Quakespasm. 
 
I'll take responsibility for the start map issues. Although I don't think anybody has had issues with it in QS with the supplied palette and mod.

I didn't even test it in darkplaces, in fact I don't even have it installed.

I used the latest version of quakespasm and packaged an older verson of AD (from link at the top of the AD thread) with it. Hopefully that hasn't introduced any bugs. 
@Mugwump 
Could you please shared where did you even download newer DPs. I tried to look at Moddb site but couldn't find the actual download button.

Is this the right site even?
http://www.moddb.com/engines/darkplaces-engine

I have plenty of time, so I will try to make it run on DP, if it only requires couple changes and not massive amount. I will share updated version here. 
Just Tested NH's Map In DP... 
DP's teleport problem in NewHaouse's map can be resolved by jumping into this teleport, instead of walking into it. 
 
Okay I tried this darkplaces-sdl engine:
https://drive.google.com/file/d/0BwxYkKdSD855VnBjaDJpU2xwWVU/view?usp=sharing

And this happened in many places inside this old factory area. I'm not quite sure how Dps handles drawing. 
 
Does anyone that frequents this forum and maps for Quake really give a fat rat about DarkPlaces? I know I don't.

Complaints about how DarkPlaces runs Quake maps poorly, while at the same time mutilates game play and ruins the appearance of them, probably belongs in the DarkPlaces forum. Not here.

That of course, is nothing but my personal opinion. 
+1 
 
 
For a long while DarkPlaces really was the best Quake engine out there, and a lot of the conventional wisdom floating around the Internet has solidified around DP. If some random person is aware that modern Quake engines are a thing but has not really followed developments for the past few years, they will probably be enthusiastically recommending DP to whoever asks. Ditto for a lot of older webpages that have tips for running Quake.

So a lot of folks use DarkPlaces, for better or worse. I wouldn't blame a mapper for ignoring it, but there are benefits for your (potential) audience if you check your map to see if DP breaks it.

I actually don't want to sound like I'm throwing shade at DP because it does a lot of impressive stuff -- it's a huge amount of technical accomplishment and I'm just a guy typing on a messageboard about it. It's just that DP is occasionally a bad choice for playing vanilla-ish Quake content, so it's unfortunate that it still has pole position in the info that is out there for new folks wanting to play Quake. The situation is what it is though.

Anyway... someone above asked about recent DP builds. You can check out https://icculus.org/twilight/darkplaces/files/?C=M;O=D 
 
I need to make couple changes to some places, I basically need to cut some brushes so every vertex point is connected to someone else.. that might be the reason why in some views some parts of the map when running in DP doesn't draw faces that should be visible. 
Proper Testing 
You spend weeks working on a map, yet can't be bothered to spend one more day to test it in the most common engines and make sure it works there... DP sux, Quakspasso 4eva etc bullshit. Go test it properly; everything else is just lazy and unprofessional! 
 
Didn't really get your point since I'm willing to try out to make it work even in DP. 
Negke, True 
but DP sux, Quakspasso 4eva anyway 
DP Was Ok, Then Daspazz Came Out 
 
@Shamblernaut 
What was the particular reason for including an old, out of date version of AD in the release? I'm not sure how out of date it is, but it seems like a big risk given that I, at least, was developing against the latest version. As far as I know, nothing went wrong with my map, but still...

It's especially funny given the current context since according to the readme, patch 1 added a bunch of fixes and improvements for DP. Ah well. 
 
I hope that was kidding.

No way would I install every off-the-wall, Saturday morning, WankWankBlingBlingQuake project just to test a map.

Test in Fitzquake and Quakespasm. Those are closest to the original as can be found for modern hardware. As long as everything works with those two, that is good enough. 
@Rick 
1996 called, they want you back ;)

Funny how you want to "define" original Quake. Considering that the greatest gift of the game, by way of John Carmack, was modification in every single aspect. Replaceable content, QuakeC and finally... release of the source code and ID maps.

And as far as your "As long as everything works with those two, that is good enough." well, that not true either. As the latest "big" mod release, Arcane Dimensions, obviously took Darkplaces into consideration for it's release.

You can play Quake however you want to, but that doesn't mean you can tell everyone else how they are to play Quake. 
 
Actually Rick is like, in charge. He gets to tell everyone what to do and how to do it. Didn't you know? We had a vote. Very democratic.

It's really about standards. Jam maps are not meant to be made to high standards; they're pack releases, and authors are invited to contribute what they have regardless of the quality (sensibly, of course). The deadline can mean that they don't necessarily have "one more day" to test a variety of engines and fix bugs.

Personally I'd expect a map that was released by itself today to either support more than one engine or explain why it doesn't ("This core functionality of my map simply can't be made to work the same in DP/QS so I had to choose one"), but I don't think the same standards should be leveled at a map jam or speedmapping event.

Why hurt the creative process with additional technical baggage? Just let mappers be mappers and release whatever they want. You don't have to like it, but don't expect more from them. 
 
One of the coolest things about playing the Noir maps in DP was the blood stains! It was very "Sin City" esque, I loved it in your map Pritchard.

And I don't expect more from any mapper, let them create exactly how they choose. That's why I keep up to date versions of several engines. 
 
1996 called, they want you back ;)

Not to be a pedant, but "old games actually weren't that ugly" is a relatively recent invention. 
DP Update* 
Progress so far:
+Starting Teleport works now without requiring jumping

TO-DO-List
-Fix building geometry in some places, so DP knows how to draw places correctly.
-Add more time to replace some items.
-Maybe even tweaking trigger placements for this fiend pit.

But everything else seems to be working just fine.
This might take an extra week or even more to make it work in DP, so if there is decent amount of people wanting play it on that engine, I will try my best. 
OOH 
Look its a 14" CRT monitor
woka 
@pritchard 
<quote>What was the particular reason for including an old, out of date version of AD in the release?</quote>

It was an oversight, I made the assumption that the mods had updated the topic in the original AD post to the latest version. 
 
eh formatting, you get the idea.

anyway

I found an old(ish) version of DP on my computer and gave my maps a quick test. Turns out that its not just the sign (func_wall) that disappears at distance, so do other "world" models. I noticed that a button disappears at a certain distance too on my e1m3 hack.

And I agree with Damage_Inc, it looks pretty badass seeing the red blood in places.

In hindsight I could have prepared the palette, keeping the blood colour, and manually removed that colour from the rest of the textures and models, etc. but at the end of the day I got the best outcome, given the amount of effort that I was prepared to put into it. 
 
It wasn't necessarily directed at this jam or a person in particular, but rather the general attitude many people here seem to have. Obviously, a map done under time pressure can get away with it more easily (although a quick playthrough isn't that much to ask for, either). Proper releases should be tested throroughly, and this includes old vanilla engines as well as at least a selected few new ports apart from Fitzspasm. 
 
Fair enough, I guess the lesson here is never trust the mods... both meanings of the word. :p

I think your method would have been more frustrating than helpful, to be honest. Yes, it could have helped with the particles (which as people have pointed out, is rather unfortunate) but the cost outweighs the benefit I think. I mean, you'd be providing custom skins for every AD asset, as well as forcing people to use the desaturated textures that we avoided by applying the palette in the first place. Perhaps you could have gotten a better overall result, but it would have been an effort ill-suited for a jam... 
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