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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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Be careful, it's addictive. :) 
 
Still trying to get mine sealed... H hopefully have that done this weekend 
 
After watching Daz's stream the other day I realized that, yes, I should compile with a batch file like I did back in the day. Then I wouldn't have to wait for compiles to finish ... I could work on the map while it compiles.

Then I got fancy and added prompts to the batch file asking if I wanted to run the game at the end. I'm even contemplating add functionality where it could look for the PRT file and ask me if I want to bother finishing the compile or not if QBSP leaks ... help me. I'm sick. 
What About Negke's Compiling GUI? 
 
Annnnd there it is ... I'm sure this will evolve into some heinous monstrosity. THANKS DAZ.


@echo off
call D:\Dropbox\Quake\Utils\qbsp.exe %1
echo.
echo.
echo.
IF NOT EXIST %1.prt (
Choice /M "Map leaked. Continue compile?"
If Errorlevel 2 Goto TheEnd
)
call D:\Dropbox\Quake\Utils\vis.exe -level 4 %1
echo.
echo.
echo.
call D:\Dropbox\Quake\Utils\light.exe -dirt -dirtgain 0.75 -dirtscale 1.5 %1
echo.
echo.
echo.
Choice /M "Run Quake"
If Errorlevel 2 Goto TheEnd
call cd W:\SteamGames\SteamApps\common\Quake
call quakespasm-sdl2.exe -dev +gl_clear 1 +map %1

:TheEnd 
 
Crap, I mean to say necros, not negke. 
 
I like Necros' UI ... I just like the old school feel of the batch file. Like I said, sickness. 
 
Or Negkes. One of those N people. 
Necros Compiler 
is something that I wish I could use for other id tech games. but sadly I can't seem to get it to work for anything other than q1. 
DLC? 
What goes on a map jam DLC?

Also, anyone else think "my pajamas" while saying map jams?

Sorry. 
 
hehe, WarrenM, since Im mapping on OS X I just have the commands separated by semicolon, so it compiles/lights the map and copies it to QuakeSpasm/id1/maps . Launching QuakeSpasm is a single click, and I have +map argument already pre-filled .. boom! 
Late WIP Screen 
I started over. This is my progress with a new map during my lunch breaks.

https://www.dropbox.com/s/dvcqytcnk66fvzz/QuakeJam_WIP_2.jpg?dl=0

Nothing too impressive, but I am getting things done and feeling pretty good about the results even if things will be a bit more blocky then I wanted initially, but I am already 1/4 the way through it on two lunch breaks and 3 hours this evening. 
 
Looks like you guys were right, this map is probably not going to compile
compile....

Time q3bsp? Or just give up.... :P 
Necros Broken Quake.... 
...again. *SIGH*

Can you trim it down at all? 
..... 
Dink. streaming. whatever

http://www.twitch.tv/ionous 
 
"Dink. streaming. whatever "

This seems promising... 
Necros 
Looks like you guys were right, this map is probably not going to compile
compile....

Time q3bsp? Or just give up.... :P


Get the q3bsp ball rolling! If enough people start doing it, it will become a thing. 
 
Engine:
Make it for Fitzquake / Quakespasm, bitches. You know the score.
 
 
The engine Hitlers have spoken. 
 
Ehh, then I'll just release it later as standalone.

It would be cool if q3bsp was a thing but lack of lightmap styles support is a real bummer

Oh well, Goodluck to everyone! 
Do You Want A Total Conversion? 
 
 
It would be cool if q3bsp was a thing but lack of lightmap styles support is a real bummer

Lack of lightstyles is totally a price worth paying. 
Questions 
*firecoal and *hotslag don't start with *lava and are therefore treated as water. They don't hurt when you fall in, in Quakespasm. Am I missing something?

Is the "skip" texturename the same as caulk when making a q3 map? What I mean to say is, will it be a removed face and improve performance in the exact same manner as caulk? Also, is there a texturename to make a brush invisible and not fire-through-able -- if you get my drift. Clip allows one to fire through it. 
 
The liquid properties are connected to the texture name, so you need to rename them, include "lava" in the title.

Skip in Quake is not like caulk. It just creates a solid invisible face/brush, without affecting the performance. Requires a compiler that supports it or an additional tool to remove the skip surfaces from the bsp. Note that in Darkplaces, monsters will see the player through 'skipped' surfaces. 
 
This wad has fixed versions of *firecoal and *hotslag.

Also, is there a texturename to make a brush invisible and not fire-through-able

This is skip. 
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