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Quake Map Jam 666 : Fire And Brimstone
Map Jamming is about creating maps of any size or detail level over several weeks, using a certain theme and/or texture set. Check the readme file in the zip below for further details of what the Jam is about.

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

Theme - Fire and Brimstone
Deadline - 16th August 2015

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. Texture lighting in particular should be very useful for this jam!
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:
Make it for Fitzquake / Quakespasm, bitches. You know the score.

Theme reference images:
http://daz.fov120.com/images/jam6/theme1.jpg
http://daz.fov120.com/images/jam6/theme2.jpg
http://daz.fov120.com/images/jam6/theme3.jpg
http://daz.fov120.com/images/jam6/theme4.jpg
http://daz.fov120.com/images/jam6/theme5.jpg
http://daz.fov120.com/images/jam6/theme6.jpg
http://daz.fov120.com/images/jam6/theme7.jpg
http://daz.fov120.com/images/jam6/theme8.jpg

It is a good idea to find reference images that you like so you can follow them and avoid staring at a blank editor wondering what to make!

Download the Map Jam 666 zip : http://daz.fov120.com/files/jam666.zip

Also, a reminder : Water Alpha will be set to "1" for this jam! (Not transparent) because lava. Keep this in mind when building your maps!

Feel free to post wip images of your level in this thread! Good luck and GO MAP!

And finally, a list of designers that are streaming their level designs :

http://twitch.tv/ionous (Ionous)
http://twitch.tv/tddaz (Daz)

Post below if you are streaming and I can get the list updated!
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I planned, sketched, started, deleted part, deleted all, started again and now it's rolling. Don't know about the deadline, though.

Anyway, just came from the Devil's Library, near my workplace:
http://www.realgabinete.com.br/portalWeb/ 
Nice WIP 
I am not making any real progress as I am spending far more time playing with the editing tools and learning a lot about them. Also blown away by the WIPs so far.

@ma�echa: your map looks pretty awesome, don't beat yourself up, you are killing it

Anyways, here is mine:
https://www.dropbox.com/s/ikxhqhoopsz0ze9/QuakeJam_WIP_1.jpg?dl=0

Again, my first map in way over a decade. :-p

I can't seem to get Obj2Map to work and wasted a ton of time trying to get it to work and threw away some awesome geometry. 
Wow 
there's a lot of nice variety here, and a lot of fresh faces! awesome! 
Really Nice WIPS Going On 
Oh, Annnnddddd... 
Going to start streaming soon:

http://www.twitch.tv/ionous 
WIP Wednesday. 
You know what I'm seeing? I'm seeing a lot of fire, plenty of brimstone, and lots of people mapping cool stuff. Nice one guys keep it going, and if you get overwhelmed, remember small can be beautiful. 
WIP Stuff! 
Hello! It's still Wednesday where I am, so I hope this isn't too late. Here is an album:
http://imgur.com/a/64F1P

Things are going well. I'm learning a lot and having tons of fun. The album includes original level sketches, but I'm re-scoping daily. Fire to be added later ;D

I have so many questions:
- I feel like I'm using a lot of detail. How much can Quake handle? Is it a hard limit?

- I'm starting every brush covered in SKIP and only texturing the faces the player will see. I'm used to this from HL2. Does it matter in Quake?

- How are you all getting those in-game lit shots with grey backgrounds?

- How do I edit lights for EricW's stuff? Is it done in-editor (Jackhammer) or do I have to edit a text file somewhere?

Thank you all for your help so far and for any future help. Everyone's progress is looking very good. Can't wait for this to be the first set of Quake jam maps I play.

Apologies for the garbage quality photos. 
Nice 
Liking the bridge and rocks! Sketching layouts is always a cool idea but don't go overboard drawing everything, only 1.5 weeks left!

To answer some of your questions :

- I feel like I'm using a lot of detail. How much can Quake handle? Is it a hard limit?

64,000 marksurfaces is the hard limit for standard Quake bsp files. If you go over that you switch to the BSP2 file type that EricW's compiler supports. You won't hit any of those limits :) You can check marksurfaces in the bsp compiler log

- I'm starting every brush covered in SKIP and only texturing the faces the player will see. I'm used to this from HL2. Does it matter in Quake?

It works the same as it does in HL/HL2. If the face is on the "outside" of the map it will be removed by the bsp compiler. it's a nice habit to only texture the faces you need, but its not typically required.

- How are you all getting those in-game lit shots with grey backgrounds?

I believe the command is "r_clear 1" in console, or set it in your config. It removes the HOM from level gaps!

- How do I edit lights for EricW's stuff? Is it done in-editor (Jackhammer) or do I have to edit a text file somewhere?

You can add keys/values in the editor using smart edit and using EricW's site as a reference : http://ericwa.github.io/tyrutils-ericw/doc/light.html OR you can use my Jackhammer specific fgd file that adds all the new stuff from EricW's tools into the editor : https://dl.dropboxusercontent.com/u/33279452/quake4ericwTools.fgd You must use EricW's compiler for any of this stuff to work (obviously :D) 
Just Wondering... 
...If I'm running low on time or interest to finish my map, should I hand it over to another mapper? 
No 
Just request an extension if you're running low on time. 
Couple New WIP Shots 
Thanks for the feedback & kind words guys. :) @ItEndsWithTens, that ledge up there... not sure yet what I'll do with it. Thinking of just putting an ogre up there to start the level off with some excitement�� hahah :) The stairs do lead up there, but it's more of a diversion. The "primary" route is this ominous pathway over a lava pit which I've just added (still in progress):

http://i.imgur.com/XzPMQpS.jpg

... and just because I'm happy with how my staircase turned out so far, a shot from above

http://i.imgur.com/Bu510RU.jpg

Pretty happy with how it's all going, being my first Quake map! I made a few levels for Doom and Marathon years ago, but nothing substantial, so it's a mega learning curve. 
I'm Jammin'! 
Nice ROLL CALL! I hope everyone feels inspired has renewed vigour to continue hammering out those brushes!

The next ROLL CALL will be on Sunday 2nd!

LET'S JAM PEOPLE! 
Blowing Dust Off From My Mad Mapping Skillz In Jackhammer 
Just started with introduction corridor to my level. I'm not even sure that map fits the theme in any way, but still trying something. Don't judge too hard, I wasn't mapping for like almost 7 years, so that is an quick sketch to remember how level editor works. Thankfully Jackhammer pretty similar to Worldcraft/Hammer and I got my self into all of this pretty quickly. Will be grateful for the feedback!

http://imgur.com/a/m59Y0

P.S. You may even notice that second screenshot in the album shows a bit more detailed version with a bit better geometry, texturing and light. 
Well... 
I was not expecting New mappers to join this jam. 
Nobody Did Expect So Many New Faces 
Looking spot on, everybody! Go map! 
Missed Rollcall 
Oops, shall I show a screenshot later when I'm editing again, or wait for the next rollcall? 
This Is Brilliant 
too many amazing shots to choose from, and especially good to see some great work by new faces. HYPE 
All This Amazing Stuff. 
not making me feel great about my work lol 
Going To Start Broadcasting Soon... 
Join me for black metal and the occasional brush laid: http://www.twitch.tv/ionous 
Unbirthday 
Post what you have! 
 
distrans and Scragbait need to team up for a hot Q1SP collaboration! 
#98 
- How are you all getting those in-game lit shots with grey backgrounds?

I believe the command is "r_clear 1" in console, or set it in your config. It removes the HOM from level gaps!


FQ85 says this is not a known command. Is there some other as I definitely remember not having HOM when noclipping when I used to map. I've tried it in the config file and direct from the console? 
Gl_clear 1 
PulSaR 
Great, thanks. 
WIP 
WIP:
http://imgur.com/r7hAlhc
http://imgur.com/i97Zj3U

Mine will likely end up as DLC, but I am having fun playing in editor so far. It's been 10ish years since I built anything. 
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