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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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Mfx 
You're breaking the magician's code! 
Ijed 
Pandoras Box is long open. 
 
Warning: Huge post (unrelated to the jam so skip if undesired)

My map is looking sexy. I'm so happy that Quake is still alive and thriving. A few years back I saw czg's honey reviewed on a site not part of the Quake community. Prompted by the screenshots, I did a youtube search and found DaZ's review. I just couldn't believe it was mostly standard Quake. At work, I showed my pal DOS Quake vs Darkplaces & Epsilon and he was astounded. Since then I'm a convert to pixels, but I do love the lush eyecandy too. I'm no engine nazi, as I have most installed and ready to use.

Over the years I was afraid that the incorporation of games companies and their subsequent difficulty dulling was going to go on forever. I'm happy that "CoD" as a term is dying off. I'm glad that DOOM 4 seems to be going back to base. I'm glad that steam is around and has a big fat anti-corporate [mostly] like gabe at the top.

Over the years my taste in games has been refined to the opposite of when I was a child - that is to move toward puzzles. That's why I think Half-Life 2 is the most recent evolution of fps games. I think DOOM 4 will be fun, but it's definitely not evolutionary. Portal is evolutionary.

Anyway, I've been thinking about a all-in-one Quake editor for a long time. A sort of lightweight (written in c + hll for interface), fast, elegant interface that is easy to learn, but lets you go to primitives at any time. Like in inkscape, you can do high level vector morphing/grouping/filtering, but you can also change individual vectors. It would have a high-level prefab library with drag and drop, a high-level triggering system that lets you do basic scripts using triggers as gates, and automatically compiles a progs.dat if you go any further than what is possible. All preexisting quake tools can be plugged in, and it uses a plugin system based on both quakec and python. It could be like a combination of the DOOM 4 editor we saw, and the crysis editor. It will let you generate terrain using voxels and it converts them to brushes/meshes/ase/whatever when you compile (extra data is stored in the map file as comments, so it is backwards-compatible). It will also bloody rotate properly, using interpolation to quantise the brush vectors to the grid - it will let the user choose a different interpretation if it gets it wrong. It would suck up all the best ideas out there from everywhere like a huge quake vacuum cleaner SLUUUURP. And the best part is, ericw has already volunteered to do it, because I only started coding in 3D a few months back xD

I'm joking about the ericw bit, but it is something I can do - I'm fluent in c/c++. There are large gaps in my 3D knowledge, but that's what the project is for - learning. A tool like this could make the Quake community grow, as it would be an introduction point for novices. Plus DaZ will get more subscribers and might actually do some videos... :D

Holy turd that was a big post.
Thoughts? 
Were You Looking For 
Otp 
I wrote a post but then I found you did the same as wanted to do 
Omg 
I started that thread about 10 years ago 
 
Where do all these mapjams get announced first? Here? Does anyone post them on Facebook or anything? I'm just getting into Q1 mapping again but I keep missing these. 
 
They're mostly held at Func_msgboard and they're announced on twitter by Daz. Welcome to the club BTW. 
 
actually, i think most were on sock's twitter, so i missed them too. 
MFX 
She's a skank. 
 
The previous mapjams were all announced here. it was only the impromptu retrojams that were only announced on twitter. 
 
whoops!

as an apology, have some doom interiors:
http://shoresofnis.com/temp/2015-08-07_interior.jpg

this is actually the old czg05 textures I dug up mixed with some more converted ones from lunaran's q3 map. 
Looks Neat! 
Looking forward to playing your map! 
I'm Streaming 
http://www.twitch.tv/ringofquaddamage

Watch me stare at some editing screens for a while. 
Quoth? 
Is it acceptable to use Quoth for our maps?

It would make things far more interesting. 
No 
id1 only. 
OK, Thought I Would Ask 
 
Reminder! 
Friendly reminder that Sunday is ROLL CALL! :D

Post your map wip screenshots and give feedback on other wip's! 
Postin' Early Because I'm Going To Need Some Tips 
Album:
http://imgur.com/a/VFjvp

Hello! Progress has been pretty solid since last roll call. Things are going smoothly. That is, until I add a skybox.

I have everything but the last room and final combat ready to go, and would like to get to finishing up and polishing, but when I compile with a skybox I hit MAX_LIGHTS. Glad I found this out now.

Any ideas about what might be going on here? The map is not that large, but as soon as I put even one tiny cube with skybox texture on it I hit the limit. Obviously something is incorrect in the map.

So, the screenshots you see are unsealed. Hope you enjoy anyway.

Can't wait to see everyone else's stuff. Things have been great so far! :D

P.S. In previous discussions about lighting, people have been talking about parameters like delay, weight, and anglescale, but I don't see these on any lights or under map settings. Is my .fgd out of date? I remember Daz posting about making some fixes, but I have the one from the link in the OP post for this jam. Thanks again! 
Halvgoeden 
looking awesome, I like the wooden bridges over the lava!

re: MAX_LIGHTS, weird, that sounds like a bug in the light tool. Even having a surface light on the sky texture works for me. You wouldn't happen to have a surface light for the sky texture with _deviance set? (although, even that should work with only one little cube of sky). If you don't mind sending the map I could have a look.

I'm not sure about the fgd, but maybe you can just add the "delay" (etc.) key to a light manually? 
Rock_brown Has Fullbright Pixels 
Just found them in-game. This is a screenshot from Wally:

https://drive.google.com/open?id=0B3Ww0W8WFfq7NmRRRjIyb3BsTWM

I fixed it. Here is a correct 224 non-fullbright color version:

https://drive.google.com/open?id=0B3Ww0W8WFfq7N0pzanlJdVVielk 
 
@ ericw: Thank you. I do not have a surface light for the sky texture, I'm only using the map settings to set the sunlight values.

I would be happy to get the map file to you. Where could I host it that would be convenient?

@adib: Haha oh man I noticed this today when I started using texturemode 1. It's so distracting I was about to pick a new texture. Nice job catching that and making the edit! 
Halvgoeden 
I see you used rock_brown, like me, and I noticed a white pixel on your catacombs shot. I just posted the solution above.

About the skybox, aren't you making it a giant box around the level? That would make _sunlight create zillion lights, I guess.

Anyway, I loved the catacombs and the lava fall.

You gave a nice organic feel to the rocks. You chose the vulcanic ash grey one, which is a good choice. But I think the lava bright on it is falling too harsh, almost like a watermark. A matter of taste, though, just my 2 cents. 
Halvgoeden 
cool - my email address is shown if you click on my username, would zip + email work? 
 
@ericw So, funny story. While I was setting up and compiling the map to show you how broken it was, it wasn't broken anymore. Derp.

I think the problem here was what adib said, which was covering the whole level in a big hollow box to seal it. I'm used to doing this in HL2 to get a quick dirty seal, but apparently Quake doesn't like that one bit. This time I just put sky over the part I wanted to show without sealing the level and it looks fine.

So...thanks for the offer to take a peek at the map, but this one's all on my ignorance. :p

@adib I was in fact just putting a big box around the level. The MAX_LIGHTS issue will occur even if the box doesn't have skybox texture on it, as long as the map is sealed in this horrible way and there is a skybox at all. Guess I have some work ahead of me to seal this thing correctly.

Thanks for the feedback on the lava light. I'm not happy with it either, so I'll be tweaking the values over the next week as I compile and test.

Thanks again, both of you. Mystery solved. :D 
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