News | Forum | People | FAQ | Links | Search | Register | Log in
Underwater Map Jam
Here we go with another Jam!

What you have to do is an Underwater map.
It can be a base or a temple, any WAD you like, but must have a lot of water :D

Maybe Atlantis corrupted by Shub-Niggurath, or a flooded research complex?

You decide!

One twist though... we are using extras_r4 mod :D
You can make dynamic water and water currents with it.
It has other useful entities too. You'll find all info in the package below.
All this exotic stuff can get messy, so in case of bugs, let me know and we'll try to fix them :)

Summary:
Theme: "Underwater" (base/temple/dungeon/etc.)
WAD: any you like
Mod: Extras_R4
Deadline: 31th July 23:59:59 (11:59:59pm) GMT - 2 weeks from now.

Universal deadline counter

Good Luck!
(and most importantly)
Have Fun!
First | Previous | Next | Last
 
You guys are too kind.
Fair is more like it. Can't wait to see that cool glass tunnel in-game.

@Pritch This looks very promising. I dig the atmosphere and the moss covering everything. 
 
late to the party but heres some screenshots, m8s:

https://imgur.com/a/pjq3erX 
(classically) DEALINE EXTENDED!!! 
Most of you already know, but we extended deadline to:

August 11th

so you have 11 more days to polish your maps :)

We have few new mappers participating, so I hope additional time will help them to finalize their maps.

We still bugfix and adjust progs of "extras":
- new enemies: Eel and Hydra;
- monsters have new flag CAN_DROWN (32), to enable monster drowning in func_water;
- no more annoying spams of water sound;
- few adjustments for monster_corpse;
- ...and more;

From now it's called extras_r5, to avoid future confusion and mistakes, when someone run these maps with older progs.

Latest build is here (it's not a final build, treat it like a beta release)

Maps look awesome, keep up the good work!
Thanks! 
WOOHOO!!! 
new enemies: Eel and Hydra
Thankyouthankyouthankyou! Khreathor, you rock! I wasn't sure if you had read my suggestion since you didn't reply but I'm very glad you did. Does the hydra have the same behavior as in the SMC, with the ink cloud and the paralyzing attack?

monsters have new flag CAN_DROWN (32)
How does it work with the stupid Quake monsters that keep on running towards you even if they run into water/slime/lava? Do they have an improved AI that will stop them from entering water like brainless morons or is it up to the mapper to try and prevent such occurences? 
Yes 
Thank god that the deadline was extended :D 
#54 
The hydra works differently now. It has more health, moves faster and the attack slows you down rather than completely paralyzing you.

If the mapper doesn't want to deal with their monsters running into water and dying, they can just not set the spawnflag that lets them drown. Right now the monsters drown after the same period of time to start drowning that the player would take, so if they make their way back out of water in that time then they'll be fine :) 
Thanks Pritcher Man! 
 
Beta 
Hi folks, my map is 95% done (some missing content: textures + enemies in the last segment) and I want to do some quick beta testing. If you're interested, just let me know + have an email set up in your profile for me to send you the map through.

https://i.imgur.com/qkOr9Qh.png 
@pritchard 
Send it my way, would you be able to test mine? 
Sent! 
Make sure to check your spam if you don't get the email. 
@Pritchard 
Nice screenie. If you need a skill 2 playtester, hit me up! 
Sent! 
jcr found a few bugs in his playthrough he sent me, which aren't fixed in the version i had on hand to send through, but they're very minor - hopefully you find NEW bugs :D 
So I Unpack This In \extras? 
 
 
perhaps a moderator can update OP so the Mod link is: http://khreathor.xyz/jam/extras/extras_r5.zip

@mugwump

Take the extras folder in the zip and put that in your Quake directory. 
Bring Me The Head (of The Pritcher Man) 
@muk: yes, I was talking to Pritchard regarding his beta. Speaking of which...

@Pritchard: First thoughts: Brilliant atmosphere. Feels almost like playing an early Tomb Raider. Love the water mechanism. Combat could be a little more surprising. The ogres, notably, could be used much more viciously in these tight twisted corridors. Got "lost" near the end, couldn't figure out where to go to find that damn silver door! It started to bug me so I stopped before I got sick of it. Will come back later. Here's my skill 2 unfinished demos
Bring Me The Head (of The Pritcher Man) 
@muk: yes, I was talking to Pritchard regarding his beta. Speaking of which...

@Pritchard: First thoughts: Brilliant atmosphere. Feels almost like playing an early Tomb Raider. Love the water mechanism. Combat could be a little more surprising. The ogres, notably, could be used much more viciously in these tight twisted corridors. Got "lost" near the end, couldn't figure out where to go to find that damn silver door! It started to bug me so I stopped before I got sick of it. Will come back later. Here's my skill 2 unfinished demos
Whoopsie, Sorry Doublepost! 
 
Submission Process / Naming Convention / Etc 
Hi Khreathor,

Do we have a specific naming convention for levels? I got the idea we were going with...

uwj_mapname

... but just wanted to clarify.

Also, I've never submitted a map, so I guess I will just follow DumpTruck's video instructions on putting up a video on Quaddicted, and that will get my map into the jam pack?

Any other info or considerations?

Perhaps there could be a summary of the process added to the CountDown page, as a central reference place for anyone wondering about the process...

Rock on.

- Murray 
 
putting up a video on Quaddicted
you mean a download on Quaketastic, I guess? Well, you probably should also mail the DL link to Khreathor... 
LAST CALL... 
... to send me your maps!

khreathor@khreathor.xyz 
Ahaaa! 
Mister K. is sounding the clarion... So we can expect a release for... when? 
Release Thread 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.