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Map Jam 7 - Back To Base
The time has come once again.
The time to go forth and map, IDbase style. More specifically, Than�s APSP2, a loving ode to water, pipes and plumbers. Map Jamming is about creating maps of any size or detail level over several weeks, using a certain theme and/or texture set.

For this seventh of maps jams, the Quoth mod with be employed. Grab it here:

https://tomeofpreach.wordpress.com/quoth/

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

Theme � Back to Base
Deadline � August 11th, 2016
Texture Wad - There are texture wads for this jam that include many theme related textures. It is not required to use these textures in your level, they are provided for inspiration and convenience only! Check this texture repository for more wads : https://www.quaddicted.com/files/wads/

Compile Tools - It is recommended that you use EricW's updated Quake compiler suite as they add much new functionality to lighting and visibility. It even has surface lighting!

Download EricW's tools : http://ericwa.github.io/tyrutils-ericw/

Download worldcraft / Jackhammer fgd for these tools> : https://dl.dropboxusercontent.com/u/33279452/quake4ericwTools.fgd

Engine:
Quakespasm / Fitzquake. The usual suspects.

Theme reference images:
http://www.quaketastic.com/files/Jam7/jam7_boilerfeedpump.jpg
http://www.quaketastic.com/files/Jam7/jam7_coolingtower.jpg
http://www.quaketastic.com/files/Jam7/jam7_coolingtowerinside.jpg
http://www.quaketastic.com/files/Jam7/jam7_filtration.jpeg
http://www.quaketastic.com/files/Jam7/jam7_refinery.jpeg

Download the Map Jam 7 zip:
http://www.quaketastic.com/files/Jam7/Map%20Jam%207.zip

Please post WIP shots of your maps. There�s nothing like a few constructive words to fuel one�s inspiration.

Lastly, a list of mappers streaming their mapping skills:
http://twitch.tv/ionous (Ionous)
http://twitch.tv/tddaz (Daz)

If you want to be added to the stream list, just post below.
Thanks to Daz making the introduction video (which shall be forthcoming).
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CutNodePortals_r warnings are usually ignorable as long as you don't see any actual problems. A common cause is multiple brushes intersecting at very acute angles.

If it bugs you, try turning part of the complex brush work into a func_wall (as long as it's not needed to seal the map).

You don't need an episode gate. 
 
Thanks Preach*

And yes, episodegate is not what I'm wanting.. just the simple exiting the map - mapgate or something.. and intermission is.. end camera right? 
NewHouse 
Trigger_Changelevel for the exit of the map.

Info_intermission is the camera view at the stats screen. If you populate the message key you will get an outro akin to E1M7 
 
I have to go to sleep now, and tomorrow is still for me jamming time, right? I'm dead tired right now - I have no time to make the last epic battle scene - so it's just going to be door opens, you see deep dark hallway - you walk into it and the level ends. I'm sure everyone has multiple hordes in map, and I barely even has one. 
 
That's all there is going to be, tomorrow goes for scripting mostly, playtesting and adjusting lights.

https://drive.google.com/file/d/0BwxYkKdSD855MjRlbUZ6MHh4eVk/view?usp=sharing 
End 
You don't have to have a big battle at the end. Pretty sure most vanilla quake maps just fade into darkness. 
I'm Out Of Time And Energy... But Still Going. 
Screenshot 01 - I have to change this cables texture... looks shitty now. 
 
Trick for setting up an info_intermission.

Turn on noclip and go find a view you like.

enter in console:
viewpos

it prints a string of numbers like:

(1104 -370 530) 8 275 0

The numbers in parenthesis are your position.
The numbers following are your "mangle" (pitch yaw roll) 
Nice Thanks! 
 
Last Day! 
I am getting pretty worn out with this map, which is probably a good thing. Same feeling when I was finishing Horse Named Quake so I know the end is nigh.

I was even able to get one external completely (non-quaker) to test the map and it was with pretty decent results.

I just need to make a run through on all skills and verify I can reach start to finish without any horrendous bugs. If time allows, I may make adjustments to small things but map playability is the biggest concern now.

I will be submitting my map and its files to Ionous this evening! 
Rick 
Oh, and good morning for everybody it's 01:12PM for me now >_>; sleeping rhythm is messed up.. but anyway it's last day.

Thanks you very much, haven't had moment to create intermission camera yet so that speeds up it so much.

There is going to be hard for me to figure out Hard mode, 'cause even normal mode is meant to be a bit tight when it comes to ammunition, and if adding eddies and more stronger enemies if increases the need for more bullets so much* 
Khreathor 
That room looks like a really big trap, it gives that feeling pretty well, and I like it.

It doesn't matter if there is only few maps.. but everyone doing their best that's only that matters really* 
#441 
I tried that.. but my intention was a little different actually. Is it possible to make block calls through info_logic_inopen by sealing them inside brush func_wall and then activating them by killing that brush func_wall? 
I Simple Don't Get It 
I want to make some of the triggers not be triggered until player picks the gold key/enters first time control room.

My intention is to activate triggers ready for backtracking route 'same route you passed earlier', those triggers aren't delayed or triggered immediately, but are ready for the "backtracking". 
 
I tried to put info_logic_inopen inside func_wall and by killing that func_wall let the trigger be triggered.. but it didn't do that.. only if I don't seal it, but then it is still "on".

I didn't understand what sealed box meant, so I made sealed box like room and places info_logic_inopen there, but it worked same way with or without being inside box. 
 
Please don't say I didn't use the right func_wall.. so there is func_togglewall as well.. 
 
Sorry making wall of text guys but, Yeah that was the problem this time >_>; 
 
But now I'm just wondering how to make actual trigger "off" especially if the trigger is trigger_once. Even though it might not now send that call, it still registers when player touches it and the ambush/attack will never happens. 
Don't Feel Bad 
Push comes to shove, you are in search for answers.

I wanted a few instances where a trigger was "disabled" until later in the map. I ended up making workarounds to get the result I wanted as I did not want to invest the time into playing with the logic gates.

Good luck to you! 
 
But that's the best part of the map >_>;; 
Help Please? 
I really hope there is answers somewhere, I have been trying to undertand that Quoth bible more and more but deadline comes closer and closer. 
Multiple 
Could you make the Trigger_Once a Trigger_Multiple?

Have the trigger "closed" and then triggered to "open" once you collect the key. Once the player activates the trigger, close it again. 
Multiple Or Onlyregistered? 
I just starting trying that ; )

But I'm sure there will be some complications if trigger activates lifts, traps and so on. Unless I kill the trigger right after activating it.. but if it's func_train (ambush) I how that opening wall don't open and just closes immediately ^^;;

What does onlyregistered means btw? 
 
I hope* that opening wall don't open and just closes immediately 
Register 
Don't worry about that trigger.

Basically used for the shareware version of Quake that would fire off to separate the full version versus the demo.

Yes, that would be what you would want to do. Kill the trigger or close it when it fires off. Even if it triggers a moving func_platform...once it is triggered it will continue to do its func thing. 
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