
Heh
#191 posted by
- on 2015/08/03 12:14:08
surprising how close your fog is to mine, I have 0.025 0.35 0.3 0.3

Is It Possible To Trigger A Fog Colour Change?
I plan on having my player go through a teleporter and fog appearing on the other side of the tele

@Warren _fog
#194 posted by
adib on 2015/08/03 13:57:13
Yes, I did this on that DM level you liked, but it doesn't work on some video cards. It looks perfect in my desktop but overly bright at work and in my notebook. Some people are saying "the fog is to dense to see the level" as well. I was hoping you used some other setting. My fog level is 0.05, but I'm pretty sure I used 0-255 values for RGB... Gonna test again later.

Fog Differs Between Engines
#195 posted by
Spirit on 2015/08/03 15:32:01

Warren Adn Scampie
#196 posted by
nitin on 2015/08/03 15:40:36
looking great guys!
Some of the others are promising too. I dont yet know what to make of necros' engine breaking map (need more shots hehe).

IMPORTANT ANNOUNCEMENT <-- IMPORTANT <- MORE IMPORTANT
#197 posted by
DaZ on 2015/08/03 16:19:46
Firstly, I have been blown away by the amount of interest this map jam has garnered, it's wonderful to see so many new and returning faces to Quake level design and I certainly didn't expect it!
One thing that this means that I hadn't factored in is that a lot of the people building maps have been relearning the tools or learning from scratch which has taken a huge bite out of their available mapping time with less output as a result.
Sooo....
DEADLINE EXTENDED BY ONE WEEK. NEW DEADLINE -- 16TH AUGUST 2015!
Hopefully this will help people who have been struggling to (re)learn the tools to get that extra boost that they needed to finish up their maps. I must emphasise that this deadline extension is so that you can finish and polish what you are currently working on! Don't get crazy and add 4 more wings and a secret level to your plans! I (and everyone else!) would rather have a smaller but complete and polished level rather than an unreleased behemoth! Keep your scope the same, refine, refine refine!
With the deadline extension in place, we won't be having a mid week ROLL CALL this week. The next official ROLL CALL will be next sunday 9th August! With that said, feel free to post wip images whenever you please!
<3

^
#199 posted by
- on 2015/08/03 16:27:34
THANK YOU DAZ FOR THIS GIFT OF EXTRA TIME I PROMISE NOT TO WASTE IT BY SLACKING OFF

^
#200 posted by
- on 2015/08/03 16:27:35
THANK YOU DAZ FOR THIS GIFT OF EXTRA TIME I PROMISE NOT TO WASTE IT BY SLACKING OFF
#201 posted by
- on 2015/08/03 16:28:18
...i really need to buy a new mouse... this one keeps double clicking :|
Now skacky has time to make two maps!
#204 posted by
JneeraZ on 2015/08/03 17:01:30
I think the popularity here is partially due to picking a theme that is consistent with Quake. Fire and brimstone is right in Quake's comfort zone.

SKACKY HYPE
#205 posted by
adib on 2015/08/03 17:02:41
Also, thanks to our dungeon master for extended lifespan.
#206 posted by
skacky on 2015/08/03 17:13:14
I am committed to another project and won't have time to do anything I'm afraid (plus I'm not fond of the theme).

Warren,
the last few themes were pretty much the same. Low grav runic was classic and only me and one other person entered!
#208 posted by
adib on 2015/08/03 18:16:19
@Skacky not fond of the theme either, now that you mention.
@Warren Floating things against a nice skybox, all lighted carefully with fog adding depth. What would go wrong? Also, the best use of this lava cascade texture so far.
@Scampie I simply loved your base. Just put an empty hole somewhere and a trigger saying "lava goes here" and you're done.
@Daz I hope the surprise is a Cyberdemon behind that door.
@Void-995 "Lava on the walls, I'm in the shores of hell" - Manny Charlton (sort of)
@ShoTro I don't dislike your lighting. It's a design option. Gives a cartoony look. Also, I'm stealing this skull door.
@Halvgoeden The maximum height to fall without hurt is 256. A stair step should be 8 tall (maximum 16) and 24 large. The player can jump 32 units tops. I made a "meter level" for this.

@Fifth
#209 posted by
adib on 2015/08/03 18:17:45
Wish I met you all before the last jam. I loved the Qonquer mod and your maps.

Progress And WOOHOO EXTENSION!!!!
#210 posted by ShoTro on 2015/08/03 18:59:03
@adib - By all means take it. I am always tweaking the lighting, so next screen might look totally different.
Quick noob question: Is there anything wrong with using textures from both WADs?
With a week extension I will be sure to add insane secrets and possibly the mission ending I had wanted all along. I am getting used to teleporting enemies into locations and restructuring my map so I don't have to do that too often... You will see what I mean next screen of the hub of the map.

Shotro
#211 posted by
necros on 2015/08/03 19:01:15
the wads are just a guideline, something to get you started. you could use any wad, as long as it fits to the theme.

Going To Start Broadcasting Soon...
#213 posted by
ionous on 2015/08/03 19:23:11

Steps
#214 posted by
Rick on 2015/08/03 19:35:54
Who needs steps?
http://www.quaketastic.com/files/screen_shots/jam66601.jpg
Steps can be any size you want, but it's best to not have to jump to go up them.

Cool.
#215 posted by ShoTro on 2015/08/03 20:46:25
Thanks for the info. I just identified that as something I was taking for granted, just wanted to make sure.
Golden key area WIP:
https://www.dropbox.com/s/9udigoh9hizn7l7/Quake_MapJam666_WIP_5.jpg?dl=0