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Underwater Map Jam
Here we go with another Jam!

What you have to do is an Underwater map.
It can be a base or a temple, any WAD you like, but must have a lot of water :D

Maybe Atlantis corrupted by Shub-Niggurath, or a flooded research complex?

You decide!

One twist though... we are using extras_r4 mod :D
You can make dynamic water and water currents with it.
It has other useful entities too. You'll find all info in the package below.
All this exotic stuff can get messy, so in case of bugs, let me know and we'll try to fix them :)

Summary:
Theme: "Underwater" (base/temple/dungeon/etc.)
WAD: any you like
Mod: Extras_R4
Deadline: 31th July 23:59:59 (11:59:59pm) GMT - 2 weeks from now.

Universal deadline counter

Good Luck!
(and most importantly)
Have Fun!
Woot 
Good luck everyone! More Quake mapping. Thanks Khreathor for calling this! 
 
Interesting theme! It would be great if Quake had more threatening underwater monsters. 
The Theme Sounds Very Cool 
I wish I could take part in this, but I'll leave for a vacation in a few days for more than a week. So I'll miss the whole thing (and all quake awards voting as well). I wish luck to everyone.

btw there's nothing more threatening than underwater vore or underwater spawn. 
Use Quoth ! 
 
Netradiant-custom Ent File For Extras_r4 
FGD? 
 
R4 Video 
The end of my Liquids tutorial has a bit of info on extras_r4 - some of the bugs have been fixed BTW.

https://youtu.be/m8Q28utZsPs?t=4m43s 
 
Lots of actual underwater gameplay can be annoying as hell so hopefully a map that leans more heavily towards the must have a lot of water fine print will still be in the spirit of the jam. Ha ha. Ha. Fuck. 
 
I created FGD for extras_r4.
All FGD updates will be under this link.

I'll post progs update tomorrow, with better spawn functions for monsters. This way you won't be forced to make box with monsters to trigger-spawn them.

...also I uploaded documentation, so you can read it on any device.

"Use Quoth !"
Nope!

"Lots of actual underwater gameplay can be annoying"
Make it cool then! :)
You can do combat on the surface and puzzles/traps in water. 
@khreathor 
Thanks :) Personally I'm not too fond of dynamic mob spawning in old style games like Quake and Doom outside of boss fights, I like the player to at least kind of know what they might be up against the moment they boot up the map. So if I were to make a map for this I would probably just stick to good old monster tp closets, it's not like they're that difficult to make anyway. But I'm sure people will find good uses for it nonetheless. 
Therektafire 
Dynamically spawned monsters can still be included in the total monsters tally from the beginning of the map with no problem. 
Spawn Boxes Are Old School Though 
 
 
in keeping with the theme, the spawn boxes should be flooded with water too. 
YEESSS! 
 
 
I decided I would try to make a map for this jam, not sure if it's allowed but I decided to go against the grain and make a map that is full of lava instead of water 😂 I recently realised that the biosuit doesn't protect against lava though so I need to figure out a way to keep the player protected enough to where they can swim in it while not just throwing pentagram of protections everywhere (even though it would make sense thematically with the map itself) because that could screw with where I can reasonably place enemies without making most of the map fairly monster-dense so that it feels like they are being put to good use. Right now I'm using slime volumes masquerading as lava but I may take a different approach if I can find a better one. Also if using lava instead of water isn't allowed do tell me so I can stop while it's still pretty early 
Says Water 
But if its cool I guess go for it 
Beer Map ? 
Why don't you make maps filled with beer and piss, instead of water?

A pool filled with some oily, viscous white fluid would be fun too, sort of. 
 
"Why don't you make maps filled with beer and piss, instead of water?
A pool filled with some oily, viscous white fluid would be fun too, sort of."


Do it!

"I decided to go against the grain and make a map that is full of lava"

You could mix both, lava and water. I have this lukewarm lava texture if you want :) 
@khreathor 
Sure, more texture options is always good :) 
Couple Of Quick Screenshots 
Nice Style There. 
 
Yep 
Looks good Pritchard. I’ve always been a very big fan of that rock texture. 
Thanks Guys 
Does anyone have advice on what is the 'best' engine that has lit water support? I tried the winquake.exe that mh (i think?) made which supports it, but it crashes on my map for some reason, and is just generally quite obscure and really only has that one feature.

I can live with my water-based map looking ugly when there's water involved, since it's Quake and that's what I signed up for, but it'd still be nice... 
This Is A Cool Idea For A Jam 
Might make some sort of underwater base or something if i can come up with enough ideas 
Change Of Ideas 
Instead of making a map full of lava I decided to make a map that takes place in and around a dam instead :) I dont have much to show for it at the moment but I should have something to show by Monday at least 
New Screen 
Finished this room today.
The water rises to just below the level where the moss stops when the player hits a switch.

Does anyone know any good solutions for having enemies standing in func_water? They make loud, repetitive splashing sounds when they move around :/ 
The Human World, Its A Mess... 
You can spruce up your underwater kingdom with this new mermaid model.

https://i.imgur.com/cSR84bO.gif

Was quite a challenge to capture Ariel's form using under 1000 polys and the Quake palette. But I had a half decent concept art model sheet.

Might be useful for a secret area or a joke prop:

https://i.imgur.com/6LetRJm.jpg

Download the model here, instructions for animation setup are included:

http://www.quaketastic.com/files/models/mermaidMDL.zip

Life is much better down where its wetter... 
Fuck Mr. Quake Replace Him With Areil 100% 
 
 
Work got me beat so I'm playing catch up now. I had no idea Extras_r4 had so much to it. I probably won't be able to take full advantage of the features on offer but I'm surprised I never heard of it before now! 
 
@Pritchard
That looks great. I dig the colors and that room has an atmosphere to it whereby I can practically smell it. You didn't even have to go crazy with brushwork to make something that looks excellent.

@Redfield
That's hilarious. I would like to have seen the process of creating that. I really enjoyed the video you posted of you making the reaper model for your future map. 
Therektafire #15 
Rename your favorite lava texture *slime and use biosuits. Like orange flaming slime. Make another texture for the biosuit, to show it protects from "lava". Like asbestos suit 
Simpler 
Drop the player into the renamed lava when they get the envirosuit. Next time they see the lava they will more eager to try and drop. Even if it runs out they will realize by the damage. 
Updated Mdl 
Just an fyi I have overwritten the previous mermaid mdl file with a new one

http://www.quaketastic.com/files/models/mermaidMDL.zip

Same link. The vertex normals have been fixed as qME had ruined them along a seam. 
Just Saw This And I Gotta Say... 
...Yay!!! Luv me some underwater gameplay! Don't expect me to take part in this jam but I can't wait to see what fucked up tricks and designs you guys are gonna come up with.

@khreathor I suppose you thought about including the fish count bugfix in your progs, right? It would be quite annoying to play a whole jam with wrong kill counts. Also, I know it's a bit late with barely one week to go, but for variety's sake, you might wanna consider adding the eel from MP1 (or was it MP2?) and the hydra from Seven's SMC (originally converted from Hexen 2, I believe) to the baddies roster, which we all know is sorely lacking in the pisces department. 
Screenshot Saturday 
Woah. 
Very cool style. 
Hot Damn 
Now there's something Quake has never done before. 
Screenshots From Jam-map 
Some Screenshots From Day 10! 
Here Are Some Screenshots :D 
Bloodshot!! 
Your 2nd to last screenshot is the most compelling I've seen yet. This jam is gon be so cool. 
BloodShot Shots 
look amazing! Moody AF. 
 
I don't have any neat finished screenshots to post because I keep getting hype over Bloodshot's screens and delete chunks of my own techbasebomination. Please beat me with a wet noodle. 
 
 
 
PRITCHARD thos are some pretty good screenshots 
Screens 
Very work in progress, I have lots of the textures & oddities present in the screenshots fixed in the next couple of days.

https://i.imgur.com/EkftvIC.png

https://i.imgur.com/zxfej65.png

https://i.imgur.com/DQ8tdv2.png

https://i.imgur.com/c5DgF9a.png

https://i.imgur.com/j4mJxPj.png 
Here Is My Updated Screen Shots! :D 
 
You guys are too kind. Looking awesome pritchard 
^ That's Me 
Forgot to log in 
 
You guys are too kind.
Fair is more like it. Can't wait to see that cool glass tunnel in-game.

@Pritch This looks very promising. I dig the atmosphere and the moss covering everything. 
 
late to the party but heres some screenshots, m8s:

https://imgur.com/a/pjq3erX 
(classically) DEALINE EXTENDED!!! 
Most of you already know, but we extended deadline to:

August 11th

so you have 11 more days to polish your maps :)

We have few new mappers participating, so I hope additional time will help them to finalize their maps.

We still bugfix and adjust progs of "extras":
- new enemies: Eel and Hydra;
- monsters have new flag CAN_DROWN (32), to enable monster drowning in func_water;
- no more annoying spams of water sound;
- few adjustments for monster_corpse;
- ...and more;

From now it's called extras_r5, to avoid future confusion and mistakes, when someone run these maps with older progs.

Latest build is here (it's not a final build, treat it like a beta release)

Maps look awesome, keep up the good work!
Thanks! 
WOOHOO!!! 
new enemies: Eel and Hydra
Thankyouthankyouthankyou! Khreathor, you rock! I wasn't sure if you had read my suggestion since you didn't reply but I'm very glad you did. Does the hydra have the same behavior as in the SMC, with the ink cloud and the paralyzing attack?

monsters have new flag CAN_DROWN (32)
How does it work with the stupid Quake monsters that keep on running towards you even if they run into water/slime/lava? Do they have an improved AI that will stop them from entering water like brainless morons or is it up to the mapper to try and prevent such occurences? 
Yes 
Thank god that the deadline was extended :D 
#54 
The hydra works differently now. It has more health, moves faster and the attack slows you down rather than completely paralyzing you.

If the mapper doesn't want to deal with their monsters running into water and dying, they can just not set the spawnflag that lets them drown. Right now the monsters drown after the same period of time to start drowning that the player would take, so if they make their way back out of water in that time then they'll be fine :) 
Thanks Pritcher Man! 
 
Beta 
Hi folks, my map is 95% done (some missing content: textures + enemies in the last segment) and I want to do some quick beta testing. If you're interested, just let me know + have an email set up in your profile for me to send you the map through.

https://i.imgur.com/qkOr9Qh.png 
@pritchard 
Send it my way, would you be able to test mine? 
Sent! 
Make sure to check your spam if you don't get the email. 
@Pritchard 
Nice screenie. If you need a skill 2 playtester, hit me up! 
Sent! 
jcr found a few bugs in his playthrough he sent me, which aren't fixed in the version i had on hand to send through, but they're very minor - hopefully you find NEW bugs :D 
So I Unpack This In \extras? 
 
 
perhaps a moderator can update OP so the Mod link is: http://khreathor.xyz/jam/extras/extras_r5.zip

@mugwump

Take the extras folder in the zip and put that in your Quake directory. 
Bring Me The Head (of The Pritcher Man) 
@muk: yes, I was talking to Pritchard regarding his beta. Speaking of which...

@Pritchard: First thoughts: Brilliant atmosphere. Feels almost like playing an early Tomb Raider. Love the water mechanism. Combat could be a little more surprising. The ogres, notably, could be used much more viciously in these tight twisted corridors. Got "lost" near the end, couldn't figure out where to go to find that damn silver door! It started to bug me so I stopped before I got sick of it. Will come back later. Here's my skill 2 unfinished demos
Bring Me The Head (of The Pritcher Man) 
@muk: yes, I was talking to Pritchard regarding his beta. Speaking of which...

@Pritchard: First thoughts: Brilliant atmosphere. Feels almost like playing an early Tomb Raider. Love the water mechanism. Combat could be a little more surprising. The ogres, notably, could be used much more viciously in these tight twisted corridors. Got "lost" near the end, couldn't figure out where to go to find that damn silver door! It started to bug me so I stopped before I got sick of it. Will come back later. Here's my skill 2 unfinished demos
Whoopsie, Sorry Doublepost! 
 
Submission Process / Naming Convention / Etc 
Hi Khreathor,

Do we have a specific naming convention for levels? I got the idea we were going with...

uwj_mapname

... but just wanted to clarify.

Also, I've never submitted a map, so I guess I will just follow DumpTruck's video instructions on putting up a video on Quaddicted, and that will get my map into the jam pack?

Any other info or considerations?

Perhaps there could be a summary of the process added to the CountDown page, as a central reference place for anyone wondering about the process...

Rock on.

- Murray 
 
putting up a video on Quaddicted
you mean a download on Quaketastic, I guess? Well, you probably should also mail the DL link to Khreathor... 
LAST CALL... 
... to send me your maps!

khreathor@khreathor.xyz 
Ahaaa! 
Mister K. is sounding the clarion... So we can expect a release for... when? 
Release Thread 
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