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Map Jam 2 - Deadline 27th July
Map Jamming is about creating maps of any size or detail level over a couple of 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.

Deadline - 27th July 2014
Theme - IKBlue + IKWhite inspired maps

Guidelines for Map JamTextures Wads + Map Prefabs

UPDATE: Released! news thread is here.
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Re: About Start Maps... 
>That's definitely possible with an entities-only recompile.
> This would basically let people share playlists of maps.

Then I suggest a new jam style :

Mappers could create a set of independant start maps (beautifully crafted with complicated geometry and lots of details, no monsters except maybe a few dogs and secrets for weapons here and there). The start map has, say, 10 teleporters to a list of unspecified SP maps, defined in some text file. The user could then edit that text file with a text editor to link his favorite SP maps.

That jam style would give total freedom to the mapper : no gameplay to be tested, no monsters to setup (except maybe a few dogs...), no complicated game mechanics. Just pure geometry (architecture) and VERY STRONG atmosphere. 
But That Would Also Be Extremely Boring To Create And To Play 
 
Re: About Start Maps... 
Hmm, I may even be tempted to join the map creation process with this idea, without the need to do complicted gameplay mechanics and programation (I suck at this).

Just pure geometry and atmosphere to explore, select a difficulty level, then jump into a random teleporter...

Could a start map select a random map from your collection ? 
I Envy You, Mfx 
My map is still compiling right now, and will take a few more hours, even thought i reduced the thirty thousand extra faces to five thousand extra faces, fourty thousand in total.

I should learn to use detail brushes, and optimize the map too. 
Fifth's Map Submitted 
thanks again skacky, otp, scampie for testing.

In the end, Fifth did most of the actual map finishing yesterday. ;-) I think the result is pretty cool, excited to see all of the maps! 
Ericw Is Being Generous. 
If you saw the state of the map when I had given it to him then you'd see he put a shit-load of work into this map. The split of work was probably very close to 50/50 if you ask me. Yeah I did a lot of the main route of the map and the idea for the end fight but poured a ton of detail into this thing.

This map is 10 times better now than it would have been if I had done it on my own! 
Done 
After many hours of compiling, it is done and sent to Sock.

Now I am working on polishing it.

Here you have some screenshots to quench your thirst

Before
After


Before
After 
Fixed The Links 
Are You Using -extra When Running Light? 
 
Yes 
Extra4 and gate5, and checked the ''extra'' option on ''run RAD''.

But doesn't Worldcraft needs an external program like Necros Compiling GUI to run additional command parameters? I was searching for it, but the links on Necros webpage are dead. Then i forgot it, till today thanks to you.

And while i am on it, is there somewhere where they explain whats extra and extra4 and what it does? 
Ah 
Suppose the shadows can't get much smoother then. (Still better than the coce2 shot.)

This is from the readme:

-extra
Calculate extra samples (2x2) and average the results for smoother shadows.

-extra4
Calculate even more samples (4x4) and average the results for smoother shadows.
 
-extra4 
is enabled by default on some tools I think 
OK 
I knew that info already. I wanted something more deep, but thanks, anyway.

The lighting will be changed, but still you can expect to see things like that in the map, as i probably won't be able to fix them all.
It is at least better than this (already fixed): the warmer spot is from sunlight. The rest of the spots are from sunlight2 that multiplied itself on its own accord.

Those harsh shadows you point out are the result of trying to fake GI in rooms with lots of architectural elements and exits, and i have several rooms that are like that one.

* FifthElephant, i tested it again right now to be sure, checking the extra option works and gives a 2x2 sampling, but any compiling-related commands are ignored, so when i put extra4, it still compiles with normal extra (2x2). 
Last Minute Update Needed For Mine And Ericws Map. 
lighting is bugged in anything other than fitz... looks like global minlight is the devils work 
Pack Authors 
Cocerello
Mfx
Fifth/Eric
Lunaran
Scampie
Skacky
Sock
Tronyn

I now have a map from all the above authors and I can create a final zip. If anyone wants to do more updates then please send me a zip file. Please name your work "jam2_<your name>", I don't want to keep renaming stuff all the time.

I will build the final zip file tomorrow and it will ready for the weekend!
Thanks everyone, it is indeed an awesome jam pack! 
I Will Send An Update Later Tonight 
I have no time to do the fix. Basically just need to remove global minlight and re-tweak it a bit so it's not pitch black in some areas. 
Fifth 
I can check it out in a couple hours. Will come on #tf. 
Hmm 
I think the map might be OK.
I see black patches in the lightmap in Darkplaces.
Looks OK in Fitz 0.85, and a winquake varaiant I had handy (winwarp.exe).

Any other engines that don't work?

I'll try some more engines but it looks like the sse float bug, in which case DP needs a simple code change. And if it's that, I don't think compiling without minlight will help 
 
Problems arise in directq, quakespasm, requiem. Fullbright spots where it should be minlight 
That Sounds Like A Tool Problem To Me 
 
I Had A Similar Problem 
and removing global minlight fixed it 
Updating The Map 
Added a new area, tweaked many thing and optimized others, saved lots of clipnodes and marksurfaces, but raised the number of faces. I expect you'll like the changes, Sock.

It is compiling right now, so expect it tomorrow on friday morning. 
On Vis'ing Tronyn's Map 
I am the someone who was trying to vis Tronyn's map, but it was taking too long with the older version. Now Tronyn gave me a new version of the map and vis has made similar progress in a few minutes that took over 24 hours with the older version.

It's possible it could finish fairly quickly and not delay the release. Tronyn will be able to tell how it is progressing with the link I gave him, so he and Sock can decide whether to wait for it to finish or not.

For reference, I have an eight-core 2.40 GHz machine on this, and the changes to the map involve more func_detail usage. Tronyn could tell you more, I'm just donating some computer here.

Looks like it's just about 50% done in full vis phase as I write this actually. I'll update on its progress after a while. 
 
Oh wow, an eight-core. That would have come in handy for my coagula3 map... 
 
Yeah you gotta use func_details more. More than half of my architecture is func_detail and the map takes less than a minute to vis on level4. 
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