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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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Haha, that compiles? Achievement unlocked... 
Wip In Wip 
http://imgur.com/a/Wlfp8

Shot 1 : Special treasure rooms that are opened by finding special buttons hidden in the level.

Shot 2 : new stone arch blocking walkway upwards.

Shot 3 : Overview so far. Need to finish the top the castle and fill in the walls!

Feedback :

ShoTro : Looking better! All the coloured lighting is a bit much. The orange from the lava makes sense but the red is very over powering!

WarrenM : Love the floating rocks dripping lava. Lovely lighting over all. Can't see any enemies yet! :D

Necros : You are insane. Best of luck finishing this thing, it certainly looks great visually. Hard to say anything about any potential game play. 
I'm Seeing Some Really Nice Shots So Far... 
Here's my not-quite-as-nice one:

http://i296.photobucket.com/albums/mm196/voiceofthenephilim/jam6_ionousB_zpskmopkmes.jpg

I'm having serious misgivings about having this ready by Friday. I'll make an effort to wrap up architecture in the next few days, but Daz, would you be open to an extension?

Oh, and I'm going to start broadcasting soon:
http://www.twitch.tv/ionous 
Ionous 
The deadline is Sunday 9th! Not Friday! 
Awesome Looking 
all of the shots! Esecially necros, hats off. 
Rollcall Answer + Question 
My wip screenies:

http://imgur.com/FMJtZcb

I've been focusing too much on the none fire&brimstone aspects of my map, so I'm currently making rocks that have smashed into things, leaving some scrumptious chaos and destruction.

The discrete nature of surface lights is hard to control - I get obvious lights in many places. Even though it would take more time, I'd like something like _surfacelightdistance to be able to set them closer together. Oh lord ericw, will you make my wish come true? 
 
http://scampie.net/etc/wip/jam6_warehouse.jpg
http://scampie.net/etc/wip/jam6_cargobay.jpg

not much fire or brimstone here, just some boring interior areas

spent way too long making these look cool; I'm looking at the map overall and thinking I'm only about 25% complete with what I want to make with only a week to go :D thankfully, there should be no distractions this week so I should be able to go hard...

...but the areas I want to do next are mostly firey/brimstoney mines and I have no fucking idea why I keep torturing myself with wanting to do terrain in Quake because I hate doing it!

Daz: ur a special treasure room. not sure I'm a fan of the yellow light from the lava, I'd try dropping the green values a bit and going more reddish.

necros: glad you got it to compile... hope you have time to make it fun!

Warren: that's looking very cool, but again like I said to Daz, not totally a fan of yellow lights from the lava. long dripping lava is cool as hell though!

Shotro: you might want to experiment with a _sunlight2 (and _sunlight2_color) to ease off how harsh the shadows from your skylight are. looking very fire and brimstone though!

Halvgoeden: glad you're continue despite setbacks :D scale's a tough thing to really get when you start out in Quake, a future project you might want to try is to make a idbase/tech level, the textures are pretty rigid how you use them which helps you get your bearings on how big areas should be.

again, super cool to see new faces in Quake mapping, keep at it guys! 
Argh 
of course more shots as I type my reply :D

ionous: fucking awesome geometry. looking forward to this!

unbirthday: surface lights are nice for getting a lots of small lights set up quickly, but you might actually want to augment that with some hand placed lights that do some heavy lifting in key areas and you have a lot of control over. 
 
I think it's fantastic how many new/returning mappers are coming on board for this jam. Heck, I'm technically 'returning' since I haven't made anything in like 3 years.

Now, back to mapping... 
Ah, Screw It. 
I'm not really liking how my map is going and I feel like giving up on it. I'll probably start all over again and stick to a small and compact map. I'll probably even use more time if it's ever given out. 
Oh For The Love Of God 
I'm trying not to look incompetent here, but you people aren't making it easy.

Here's what I've got so far: http://imgur.com/a/D30Cx

First an action shot of the opening area, with the newly added lava pump station in the background, then a closer look at one of the lights I've added to try and highlight the gates (I'll be tweaking the brightness as I go), and finally a shot of the pump approach.

The geometry hasn't gotten any more polished, obviously, but the thirty-odd enemies are in place (it's a tiny map, don't expect much), the triggers are all connected and basic lighting is in. The map plays start to finish, and I guess is ready for feedback about pacing/difficulty/ammo/health/etc.

How exactly do we go about testing these things? I don't know anybody who plays Quake, frankly. Do we all just beta test each other's maps? I feel like that must spoil some of the fun of seeing the finished product for the first time, but I'm up for whatever the custom is for Jams.

Halvgoeden: Cool arch, I love how something as simple as slightly curving a piece of architecture like that can make it so much more interesting. Have you considered bending that bridge partway across? Make an S shape, so to speak? A squarish S shape, sure, but just something to break up the symmetry.

ShoTro: Hey, a Quake 2 map! :P Sorry to break your balls, I know Daz already mentioned the lighting, I just couldn't resist. Beyond that, "a little underwhelming from what I initially planned" is the story of my life, so don't feel too bad about scaling down the scope. I'm still excited to play!

Daz: You were right about the .lit file, I have a custom build configuration in Jackhammer that builds outside the BSP directory and then copies the files in; I'd forgotten to copy the .lit file for my Extra4 config. Also great shots, can't wait to find out what the hidden treasure is.

unbirthday: Great pillars, I always enjoy trying to come up with different shapes to cap off things like that. And are those cannons in your second shot? Looks like one of those American Civil War era iron sided ships.

ionous: Fingers crossed you get everything done in time, I love trapezoids! I want to see the rest of that place.

Warren/necros/Scampie: Not to sound like a kissass, but I can't offer anything beyond drool and jealousy, sorry. 
 
Quick update, got some feedback from Daz on Twitter about my lighting, and I've just added a fourth image to that album. It's roughly the same shot as the first, but with doubled brightness on my sunlight2. Looks better, so I'm running with it, and the shot is now a more accurate representation of the map's visuals, in case anyone was wondering. 
Question 
Where is skacky?

Shots look rad, scampie in particular if you can bring that theme to proper fruition! 
@Warren 
How did you set your fog? I'd like to steal it. 
@Warren 
How did you set your fog? I'd like to steal it. 
 
I think skacky is working on a Thief project right now.

As for those feeling discouraged or comparing their work to other mappers, this isn't a competition. The idea is to encourage mapping and avoiding brush creep. I've participated once, and my map was terrible. But making a map that was playable from start to finish within a deadline was huge for me. And don't feel bad when looking at the shots of others. This community has a ton of veteran mappers, professionals, and former professionals. The Quake community is a uniquely golden opportunity to learn rapid, focused, gameplay oriented development while getting feedback from some of the best. If you're new, this is not a final exam. This is the gym. Go lift some brushes. 
Drew 
Not mapping for this jam. 
Feeding Back 
I don't have screenshots yet. But I'm gonna have my level fully functional today or tomorrow... but unlit and using just one or two textures, ugly as a train wreck.

Some awesome screenies here. If I don't get back to my map now, I'm not keeping up. Promise to give more feedback later. Just loving to take part on this. 
Noted 
Thanks for the critiques everyone, I am trying to get my crazy lighting under control (if I find something new, I tend to go overboard with it). I will try sunlight2 instead and maybe grey out the red sun aspect of the map.

Loving the maps out there. It is cool that so many different styles of maps are coming out of this theme. Keep up the good work!

@ItEndsWithTens - I have to say that those "totems" with the evil grins sell the setting all by themselves. 
Looking Good 
Except for Scampie, who should really incorporate the scraps from the Vigil chainmap or gtfo! 
ShoTro 
You will actually likely want to combine sunlight and sunlight2, they work best in tandom. sunlight more or less casts a large spotlight, and is responsible for making nice crisp shadows. sunlight2 basically casts ambient light from your sky, which prevents things like dark shadows right in sight of the sky which looks poor. 
ShoTro 
You will actually likely want to combine sunlight and sunlight2, they work best in tandom. sunlight more or less casts a large spotlight, and is responsible for making nice crisp shadows. sunlight2 basically casts ambient light from your sky, which prevents things like dark shadows right in sight of the sky which looks poor. 
Necros You Crazy 
 
Very Cool Stuff. 
 
 
adib

Sure, just add a "_fog" key to your world properties with these values : .035 .35 .25 .25 
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