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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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Confirming 
Got your submissions Breezeep and Adib! 
Excellent... 
...nice to see some new mappers involved. Good work DaZ! 
Sent Map 
I have sent my map. 
10 Maps So Far :D 
Biggest outcome yet, right? And indeed, nice to see new mappers. Will be cool to play some fresh styles :) 
 
Map submitted. A few hours late but hopefully it's alright! Can't wait to try all the maps. Jam 6 is freakin' massive! 
Asking Wether I Should Give Up Or Not 
I've run into too much trouble into this fucking map. I've been working on this for 3 weeks and I had nothing but problems. This includes:

1.In the cabin at the start, there's supposed to be a glowing red light only, 4 seconds in a trigger sounds occure, deleting the red light to switch a normal light on, then 6 seconds from the start the door opens. Instead the trigger sound plays at the very start and the red light doesn't go away.

2.At the bottom zone with the lava floor, the button should spawn monsters AND make a stair appear. Instead only the monsters appears and no matter what workaround I try to do, the stairs refuse to move.

3.The Quad Damage in that area never appears. Just, never.

4.Teleport brushes are invisibles.

5.At the next area the player is supposed to be pushed up in the air after teleporting, but this never happens.

6.The ascencion area is broken as all hell. The silver key is on top of a pillar, that should move down when taken, and at the same time rise a block for a future path, and after that trigger the lava brush to rise up, close the fence at the start and saying "Temperature's rising, it's getting hot!".

For those curious enough here's the zip file containing the source files:
http://www.mediafire.com/download/6ns0seq8ym1uzxh/jam6daya.zip

I know my map can be a DLC, but at that point I'm so tired of it yet so passionate about it I don't know what to do 
Dlc 
mine will be dlc as well potentially finished much later as standalone.

Too much IRL last few weeks for me to finish. 
 
it's normal! throw it in in its current state as alpha/beta. move on. make a "better" map next time. repeat.

the short fail cycle is why i liked speed mapping so much. these jams seems mega stressful. 
 
They don't have to be stressful. Just remember it's for fun! 
Yes! But if you work for a long time on something, you expect more of yourself. At least I do. 
 
I've found you have to treat the jams as throw away quickies ... don't stress them too hard. It won't be your best work. Accept it, have fun, release something... 
Daya 
I can help you with two of those problems:

3.The Quad Damage in that area never appears. Just, never.
Try moving it further away from all surrounding brushes (e.g. raise it further from the floor). Your editor may be showing the bounding box wrong -- although it looks like it's not touching anything in the editor, it actually intersects with one or more brushes when you compile the map, (and hence disappears from the map when you start playing). I had this same problem just a few days ago.

4.Teleport brushes are invisibles.
They are supposed to be invisible. I also did not know that when I first started mapping. As soon as you make a brush a trigger_teleport, it becomes invisible. If you want the player to see e.g. that classic teleport liquid texture, you need to create a separate world brush on top of your trigger_teleport and give it the texture you want. 
Been Thinking About Dlc Release 
What is the deadline on this?
I might think about other workarounds on time.
Also thanks alot for your input total_newbie!; 
Daya, Cont. 
I can confirm that moving the Quad Damage an extra 16 units up from the floor solves the problem. Recompiled and tested, and the Quad appears. 
No Problem. :) 
 
What Happened To Pulsar 
 
I Don't Know What To Do Now. 
I got used to spending all my free time on that map.

I sent the map file last night, the time stamp on it was 11:48 pm. It took another 2 hours 21 minutes to compile the thing. I sent the final zip file a few minutes ago.

Unfortunately, I'm pretty sure I didn't supply enough ammo to finish it on the "hard" setting, but maybe someone will prove me wrong. Also, I spent the last few hours I had adding a secret. Bad thing is that if the player doesn't find it, they will have a very hard time finishing even on "normal". 
Well 
I wasn't making a map for this jam. The map I'm currently working on is kinda Retrojam3_dlc_dlc.

I felt an urge to map awhile ago, but there were no jams announced at that moment. I waited for some time and then started to make a proper map without jams. So you'll see my map soon but not that fast. 
Daya 
Your first problem seems tied to using four separate triggers at the start. Players start touching all four, and one of them triggers one of the others (the one named 'start') with no delay. That trigger, in turn, has a sound style, target, and delay, but delay only affects the targetted object, while the sound always plays immediately. You could change the 'start' trigger to have no delay of its own, then add a four second delay to the trigger that targets 'start'.

The simpler thing to do might be to try using some trigger_relays instead of several trigger volumes. Make one trigger_relay for each thing you want to do. Set their targets and delays as you like, but give them all the same targetname. Then have one master trigger that targets that name.

Problem two seems like a naming issue. I see a button that fires 'st1' to teleport the enemies, but the stairs in the lava (if I'm looking at the right ones) are named st2, st3, and so on, and nothing in the map seems to target them. Give them the same name as those teleporters and they'll be activated at the same time.

Number five is I think because you have that large outer trigger meant to kill the 'jump' entities. Something I hadn't realized about Quake until starting my own map for this jam is that triggers are defined by their world-axis-aligned bounding boxes, not their actual brush volumes. The trigger you have set to kill 'jump' has a hole in it, but that doesn't matter because you're still inside the bounding box, so that one fires and kills the trigger_push before it's had a chance to toss the player. Split that large trigger into four separate ones, one brush each, and I think it'll work the way you want.

Finally, your last issue seems to stem from your silver key trigger having both a target and a killtarget, which won't work. Only one of them will fire, so if you want to target one thing and kill another, you'll as I suggested earlier need a few trigger_relay entities with the same name but different settings. 
Gah! 
Daya, I forgot to mention, if you go with my first suggestion of just changing the delays on those triggers at the start of the map, you'll also need to enable the 'start' trigger's "notouch" or "Entity only" spawnflag. I'm not sure what other editors might call that option. 
ItEndsWithTens 
Re: Daya's second problem (untriggered stairs):

One of the func_door entities (i.e. one of the stairs) does have the targetname "st0" and is targeted by the Vore that's teleported in when you press the button. It then in turn targets s2, which targets s3 and so on. So as far as I can see, killing the Vore should activate the stairs, right? Yet I've tested it and they do not move at all when the Vore dies. 
 
Set the "door_dont_link" spawnflag on all of them. 
Thanks A Lot Guys! 
 
Tested 
Tested linking the button directly with the stairs (giving the first func_door the same targetname as the teleporters), but that still did nothing -- so I don't think it's a naming issue.

Then I tested negke's suggestion and that crashes the engine with a stack overflow message. 
Daya, ItEndsWithTens, Negke 
Ok, I got the stairs to work, using negke's advice and getting rid of the complex chain-of-targets: just gave all the func_door stairs the same targetname (st1).

They fall back into the lave almost immediately, though, so you need to change another one of the entity properties to get them to stay raised. I'm sure that's easy, though, and one of the experienced mappers here will know the answer. 
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