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Episode Jam
Hey guys, it's time for another mapjam.

This time we're looking for 6 to 8 mappers, so get in early ^_^

Our target release date will be the 26th of March. But this will be flexible as I want the maps to have a polished quality.

The theme is a vanilla-like episode for quake. In the discussion thread I mentioned a possible map flow of the following:

M1 Base map (as per id convention) ->
M2 polluting into a swamp map ->
M3 entering into a ruins map ->
M4 which enters a lost "lovecraftian" city ->
M5 which has a maze like cultist church ->
M6 that has a boss battle.
Secret map -> whatever really.

If you'd like to change one of the map themes for whatever reason, that is fine, but it must make sense for the "narrative".

Pick a map you'd like to contribute. I'd like to encourage mappers to make their own textures to use alongside the original id textures. I say this because I'd like to have new textures to contribute to the community at the end of the jam.

If you feel like you'd like to use other 3rd party textures then I'm open to this, but please make sure they fit the theme and work alongside the id textures.

Maps will exit to the next map in sequence rather than a hub, so we're looking for scaling difficulty over the course of the episode. Please keep this in mind when choosing your weapon loadout.

Ideally I hope this will be a highly collaborative process. Conceptually, the flow and the feel of the maps should mesh well together. As such I'll be encouraging iterative build processes. Feedback from other mappers should also be shared during this process.

Due to feedback in the other thread, I've removed the restriction on coloured lights, skyboxes and fog.

Look forward to mapping with you all!
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@Shamblernaut 
That is totally fine. I think it is better to start from the empty page together with other mappers. 
Errata 
in post 5

I wrote:
"Map4: ogres, wizards, knights, hellknights, maybe a shambler"

Perhaps ogres and wizards in 3 maps consecutively might be a bit much

"Map5: knights, hellknights, fiends, vores, maybe a spawn or a shambler"

A vore is a spawn, I meant a shalrath 
Swamp 
I would like to claim the Swamp section as I like water based levels. Being it "level 2" would be a nice change of pace as far as monsters/weapons/pacing.

I would want to just use standard id textures like in e1m2 or gloom keep. I don't really plan on making custom textures but if Shamblernaut is there to offer them I'd be cool with that.

My initial thought is to have the player start from a slipgate portal with some base crates/grunts stranded. Swamp would have some outdoor and swamp ruin sections with underwater parts leading to a few secrets. I'd cut secrets to probably 3-4 depending with the highest reward being a GL or Red Armor?

I would use Grunts/Enforcers/Dogs (Start) and Ogres, Rotfish, Knights, scrags, and possibly death knights (Maybe no Dks) with a fiend being the "toughest" encounter but serving as the "boss".

I think I'd only be able to work on this map for 2-3 days a week and of course by days I mean 2-4 hours a day. If that doesn't seem like enough time then let me know. 
Cool 
you've bagged the swamp-map

once I get more people claiming maps I'll link a discord where we can chat about the maps. 
Definition Of Terms 
What is protocol 666 and BSP2 in this context? Isn't protocol 666 an engine-side increase of map limits? And BSP2 is a map format that increases limits?

Also want to say this should be really cool. I don't get why more mappers explore story-driven progression, something like what ad_mountain did with the books. I don't get why everyone seems to be content just fighting a bunch of monsters in random places for no explained reason. It's singleplayer, we need some explanation! 
Cool! 
I think I'm going to claim map 3 then - I already have a small "swampish ruins" start in id1+ textures (as observable here)

sevin: That's correct, protocol 666 increases the map limits up to the format limitations (I think) while BSP2 is a different format with larger limits. The earlier had become standard practically since it got released with FitzQuake 0.85.

Nobody should be mapping for "vanilla limits" in 2017. ;-) 
My Cake~ 
I will be doing a lost "lovecraftian" city, if that is fine for everyone. I have passion towards the episode 4 and eerie cities/towns, so that might be my cake. Also I like playing around with ruins etc.

So the beginning of that map would consist a bit of it, before player actually enters the city through giant gate or something like that. It might have non-linearity like in Gloom Keep, but something different obviously. I will be concepting ideas first on papers. 
 
I don't have any map preferences, so I can get anything is left. If I have to choose I'll take M5. 
Otp 
So what are limits defined as? The number of entities, bmodels, brushes and shit you can have active at one time? And I guess BSP2 would allow you to use more overall while protocol 666 allows you to use more at one time?

I'll take the rest of my questions to the general thread. 
 
 
Maps taken:

map 2 - swamp - Bloughsburgh
map 3 - ruins - OTP
map 4 - lost "lovecraftian" city - Newhouse
map 5 - cultist church - khreathor

Maps left:

Map 1: base
Map 6: boss

& Secret maps (these are wildcards with regards to themes) 
 
I could do M1, never tried a base map, would be fun for me. Textures, is it fine using the ones from ad wads? Plenty of base textures to choose from 
 
discord linky

https://discord.gg/FxaxB5Y

Please only peeps that want to contribute to the jam. 
@Giftmarcher 
No worries, map 1 is yours.

Stick with the pak0, pak1, and maybe mission pack textures for now. We can look at other textures when you get to creating detail. 
Also The APSP2 Textures 
Should be fine. 
I'll Take A Crack At M6 
Boss time. 
 
awesome :)

So I guess I'll work on the secret map 
Boss Making 
Do you have anyone in mind for coding/making the boss? I'd be up for that if nobody else is... 
Progs 
With gravity settings and various fixes, like fish count, may be a plus? 
Also... 
I could do a start map? 
 
Start map will be made by a special guest. 
Preach 
Ionous was doing the boss level, if you want to collaborate with him on that, then I'm more than happy with that so long as he is. 
FifthElephant 
Daz jumped into the discord and asked to do the start map, but if you want to do another secret map then you're more than welcome to join and contribute too. 
Sure, Put Me In 
 
The Aesthetics 
This was suppose to be retro/painted with a rougher brush yea? Id1 architecture but +1, we can do better without it taking longer today :) and with texture alignment. I got the impression this is not a "every brick is a brush" kinda thing, focus is on solid gameplay 
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