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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:

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 :

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 :

Download worldcraft / Jackhammer fgd for these tools> :

Quakespasm / Fitzquake. The usual suspects.

Theme reference images:

Download the Map Jam 7 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: (Ionous) (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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I would re-balance few things in my map, but as I mentioned in my e-mail, it's better to leave it as it is. Otherwise we will extend deadline forever :D

DLC confirmed... 
Agreed, as I have said I will not look at my map until release. I am content with my submission.


I did send you a dropbox invite link for my updated text document. Please confirm when you receive that! That will be my last update until release!

Will be great to see a future DLC release! 
Ididn't touch anything else except one part where player might fall down and never get up back to one button, which opens door that is important part of basic progress yet player can't get uo and need to restart and play whole 1/3 of the map again. So I only fixed that. 
All Aboard, Cries The Engineer 
Another forty-eight hour plus crunch time mapping session and I'm finished. I should stop doing this to myself, but I had a bunch of new toys to play with and I couldn't help myself.

Hope you guys like the map! Getting myself all hyped up for everyone else's. 
So bloughsburgh, if there is something that might put your player in situation where only choice is to restart or are very important.. that player simple don't have enough stuff in order to survive.. those are quite critical things and should be fixed.. anything else is not that important, am I right ionous? 
No Restarts 
Nothing would force a restart as far as I am aware.

I would say in terms of play testing, it is critical to make sure the player can not get stuck under any circumstances. Not stuck as in puzzled but as in literally unable to proceed. 
You can get stuck in my map, with no ammo etc. but it's because I introduced some specific, experimental gameplay mechanic.

btw. I realized I would like to add few things to README too! 
I found yesterday couple of them, place clip brushes over them.. I also put it in pillars which player mashes his head constantly ^^; 
By stuck I meant being out of ammo and with no chances to survive :D 
I play tested normal and hard mode.. made sure that player haa enough ammunition if player plays well.. by that I mean no 50-70% misses. And try to save cells.. or even try to find all 3 secret silver keys.. It is experimental map as well. My principle was.. 3 is more than just 2. 
Hopefully that jam7_start map has skill select room? 
experimental gameplay mechanic

Oooh I am intrigued to see what this exactly entails!

Ionous is creating a start map I believe, so yes it would. 
You pretty much couldn't finish my Jam 6 map on skill 2 with 100% kills unless you also found the one secret. I consider that a design flaw, but eh, hard is hard. 
My Map Has Skill 0-3 In One... 
Isn't skill 3 = nightmare mode? Are enemies respawning in that mode? 
Nightmare In Quake 
Nightmare in Quake isn't quite as crazy as Doom. No respawning monsters, just more relentless AI - faster reactions, higher rate of fire, feeling less pain.

Older versions of Quoth had an issue where the new monsters weren't very well differentiated between nightmare skill and regular skill levels. I particularly remember an oversight where a monster went into pain animations more often in nightmare because his threshold was so high. The most recent patch attempts to redress this, and increase the contrast. Mostly by nerfing monster AI, although there were a few that we boosted in nightmare instead (like Rocketeers). 
So I've received four maps from people (thanks for sending them in). My own poor contribution is also done.

I, however, did not have time to finish the start map, which I would like to include. After polling the entrants, they were fine with me finishing it off. So I'll be doing that today and tomorrow, aiming for an early Sunday release.

With that in mind, if anyone else there wants to finish up their map, they would be welcome to do so. I will accept submissions up until whenever I finish the start map. 
Can't wait! 
It Will Be Good 
There really is no hurry, spend as much time as needed* 
Screw Start Maps 
We have to remember not every player is even that familiar with console commands* 
So is Skacky going to be also in (if he has time), that would be great! 
so it seems we're still fixing yet balancing our maps? I just want to make sure, because that's how I understood it, until the sunday or when ionous gets start map finished. 
Yeah I have to fix ammo crates because they are fullbright in dark rooms... Any clue how to fix this? 
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