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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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So then, skip textures aren't optimised out by the compiler? So I can save a great deal of time by just selecting a brush and applying the same texture to every side? Seems wrong. 
 
the compiler removes faces outside of the map. in fact, from what I understand, it has never been necessary to put caulk/skip on the outside of brushes because all engine compilers remove those faces anyway.

it is more for removing faces that are necessary to seal the map, but that the player can never see, or for structural geometry hidden behind meshes. 
 
Having regular non-skip textures facing the void, touching or intersecting other brushes is totally fine, all of those will be optimized out by qbsp.

IMO skip is good if you need it for some special effect, but it's probably rare that it's important for optimization. 
Going To Start Streaming Soon 
This time with slightly more sobriety.

http://www.twitch.tv/ionous 
Q3map2 Lightstyles 
SUNDAY ROLL CALL 
It's ROLL CALL time once again! Post your wip images here and leave feedback for other designers! 
I've Been Lazy Lately... 
So I'm not gonna bother posting another screenshot. I'm being a slow mapper this past week. 
Sunday Progress 
http://i.imgur.com/S5KHriX.jpg

Well, my caves geo suddenly started not working, so I had to scrap that. Now everything is flat and boring...

BUT I figured out lights and sky, so that's cool. I had to shrink everything down to a two rooms. This is going to be a very short map, but it will have all of the basic components in and that was my goal.

Scale has been a big stumbling block and wasted a lot of time. Now I know Quake dude is only like 64 units tall I can try to plan for that.

Still a couple of things I don't understand:
- How can I get the sky to cast light? Right now I have the Map Ambience set, as well as some sunlight and sunlight2 values grabbed from ericw's site, but with Ambience off there is no light from the sky?

- How do I take screenshots? I only ever get the console screen as output, never game footage.

Anyway, it's gonna be short and dull and blocky, but it will be finished and I'm already excited about the next jam.

Can't wait to see everyone else's updates! 
 
do you have a _sun_mangle setting? by default it casts like at 0 0 0 which is sideways so normally you wouldn't be able to see the sunlight.

first number is rotation
second number is up/down rotation
third number is for fun (eg useless but must be there)

simple test settings 45 -70 0 should get you some sunlight. 
 
also f12 for screenshots. 
Screenshots @Halvgoeden 
Halvgoeden, if you are asking how to take screenshots from the Quake engine, F12 should do the trick in most of them. Or, you can use a screen capture program that allows you put in a few seconds delay before it grabs the screen or a window. 
Hal 
It looks like you have a brush textured with a lava and a non liquid texture on a different side of it (the lava fall) the compiler probably won't like that one bit!

Need to split up the brushes as liquid brushes need to have all sides as as the same liquid type. 
 
interestingly enough, this has not always been true. there was a trick in some older compilers where the point contents of a brush were taken from whichever the first (or last?) face's texture. so you could have a brick textured brush, but one side was lava, making the whole thing lava. 
Getting Further 
Just figured out a ton of Jackhammer mapping tips like "Shift Click" cloning, visGroups, and arrays... or whatever they are called in Jackhammer.

My map is about 5-6 rooms right now, I am about halfway through what I have planned. It is going to be a little underwhelming from what I initially planned but I am aiming to get geometry done by Wednesday and then focus on just fixes, textures and entity placement for the rest of the time. Here are two shots, one is of the "hub" which I have posted before, but updated with my current lighting setup:

https://www.dropbox.com/s/lt9zabhhlqob1i4/Quake_MapJam666_WIP_3.jpg?dl=0

and then the first room heading towards the silver key. Very small, but has a cool or interesting feature that I was planning to be at the end of a lot of crazy stuff that I will just not have time to do:

https://www.dropbox.com/s/nljfcmb7r09659f/Quake_MapJam666_WIP_4.jpg?dl=0

@Halvgoeden - I had to scrap and start over too. There are a lot of quirky things and a lot of "unlearning" and learning new things I had to do to get off the ground. I just followed all of Eric's example settings then tweeked from there. As for critiques, it is simple but fits the theme nicely. I have to keep reminding myself of the theme and might change my maps textures before all is said and done, but I started with white boxing with default textures then expanded from there. You have the right idea. Keep going! 
My Screens 
@Halvgoeden - for my screens I just do "prt sc" and then "paste as" -> "new image" in GIMP then crop to the screen. I am running the game windowed over my work environment and it allows me to save to any format. 
 
Map is going to be a smaller affair if it's to have any chance of coming in on time.

https://dl.dropboxusercontent.com/u/161473/Misc/MapJam666/mapjam666_A.png 
Yeah! 
Love it! 
Arg 
I'm Jealous! 
 
Don't be. That's pretty much the entire map so far. :P 
Halvgoeden 
alt+prtscr, then you don't need to crop! 
Rocks Barfing Lava 
...Too bad it's not rainbow-colored! 
 
...and the rocks aren't unicorns! 
Warren 
Looks good man. Don't be scared of making a small map. Most of my maps are around 5 minutes to complete. 
I'm Back In The Game, Bitches! 
http://shoresofnis.com/temp/2015-08-02_itcompiles.jpg

Huge thanks to ericw for fiddling with his compilers to get this to work, even when he was working on his own stuff!
Also, while I ultimately went with the tyr based compilers, a big shout out to rebb for working on his jury rigged compilers at the start.
Both of you are top dogs in my book.

for the curious, I ended up going the 'huge func_detail in giant skybox' route. 35k leafs, but whatever, it works.

now to actually build the structures and crap in there, and put monsters in...... 
*Stamp Of Approval* 
 
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