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Quake Christmas Calendar Jam
sock talked me into this!

I considered doing some Xmas event for years, but it never happened for the usual reasons. Something like a Christmas calendar where there's a new little singleplayer map behind each door. Based on this and the fact that a big update for Arcane Dimensions is scheduled for Xmas, we came up with the idea for this mapping event:

24 x 1024^3 maps for AD

Essentially a mapping challenge. The maps should use AD and fit within a 1024*1024*1024 box, similar to what we did in SM127.

The restriction is tricky, and it should be interesting to see how people tackle it and make the most of the limited space. Think inside the box. Part of the reason for this is to keep the maps managable in terms of size and playtime. Small 5-10 minutes levels instead of huge limit-breaking megamaps that may not make the deadline. We need 24 in total!

The key is to re-use the space. Something along the lines of "climb up, drop down and the existing area changes, stuff spawns, stuff moves etc." This is where AD comes into play, as it offers a wide range of options and possibilities. Check out the test maps, use them as templates, experiment. This may be good practice and fun.

The deadline is 30-Nov-2017 18:00 (Func time).

Send to the email address in my profile. Needless to say, the maps need to be fully compiled and tested, have skill settings and run on AD 1.6. Must use standard BSP format and not exceed protocol 666 limits (aim for protocol 15 if possible).

If you have technical questions, sock can be messaged through the usual channels, preferably the Terrafusion discord. Or drop them here to be forwarded.
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I started to make a map this jam yesterday, so there's a chance that a can finish it. 
I'm Still In* 
I'm Also In This Thing. 
I only made the basic layout with prototype textures. But with deadline pushed away, it gives me time to test around in AD before implementing things in my map. 
Prioritising Music At The Moment... don't count me in. Looks like a great holiday load-out though. 2017, what a year! 
I'm Out 
I wasted a bunch of time when I had it, and lately I'm more busy, and the free time for creative work I have I'm putting into writing. Considering I've been in a rut writing-wise for years I don't want that to go to waste. I won't be abandoning mapping, but things may take a while. I look forward to the completed jam/AD update though! Still gotta get around to taking QUMP and other recent releases for a spin.... 
I'm Out Too 
I thought i should say it too, even though i haven't been counted in that list, for some strange reason.

I have been even more busy that i anticipated, and not even finished and not close to it the map i said earlier this thread that i was planning to release this year before this jam, so there won't be any releases from me at least till January and probably late February. 
Might Have To Drop Out 
My map might be finished by the deadline but I didn't do a very good job of sticking to the limits - it needs BSP2 to compile now. Could still submit it but if it's not included in the jam I'll just release it separately. 
My map has hit BSP2 as well, not sure that's an issue? BSP2 kind of felt like a given for AD stuff no? (Sorry negke! :D) 
Bsp2 In 1024^3???? 
Rocks I Guess. :( 
And ... 
it is 1024^3 PLAYABLE AREA, so they can do anything. 
Some New Shots

The map looks really different depending on the engine - I haven't really checked DP but QS and MarkV display the lighting quite differently. These are some MarkV shots.

Hopefully I can finish it in time... 
MarkV has a cheat protection thing that combines the .lit file and .bsp lightmap values.
I thought I was compensating for it in my light tool to defeat the feature, but it sounds like there's a bug, I'll have a look.. 
Re: MarkV And QS Different 
Damn... thanks for catching that Pritchard.

MarkV has a cheat protection thing that combines the .lit file and .bsp lightmap values.
I thought I was compensating for it in my light tool

Turns out I was doing this wrong. I fixed this in light.exe, it will make MarkV render the same as QS. Should have an update out soon. 
MarkV also displays Skyboxes quite differently. This is clearly the best thread to discuss it in, of course. MarkV Quakespasm 
Holy Screens Batman! 
This map is looking mighty fine. Did you use sprites for all those trees? That's an insane amount of illusionaries. Or are they part of the skybox? I can't believe people are hitting bsp2 in 1024^3 (head explodes...) 
They're using fence textures and illusionaries. They're not perfect - the texture doesn't really have a trunk so I made a really ugly one from a brush, for instance.

There are a lot of them though, many many times more than in that screenshot. I'm pretty proud of it. 
Just Some Adulation 
Just wanted to drop in to say that the screenshots posted here look awesome. Congratulations to the authors! 
trees look fantastic! love it 
Looking at the forum in my tired state, I accidentally read "Quake Christmas Gender Jam" and for a millisecond, I was amazed how func_ had changed. 
Teaser Video (repost) 
I'd like to edit a short teaser for the Xmas Jam. It has to be done by Wednesday evening my time UTC/GMT -8 Please post high rez screenshots (1920x1080 or larger) and send me a link or email me if you want to be included. I'll need the screenshots ASAP. 
>Gender Jam

sounds tasty. 
What Time Is The Deadline Tomorrow? 
18 GMT? 
Xmas Jam Teaser 
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