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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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I'm an idiot, I didn't look closely enough at the connections shown in Jackhammer before deciding Daya hadn't actually connected them. Sorry.

The 'wait' key, or "Delay before close", sets the time to reset, change it to -1 to keep them open. I notice now poking around it's set to 0, which I thought might be a problem, but I don't get the stack overflow even with it set that way. It seems like enabling "Don't link" on the seventh stair is what does it. It's okay if I only enable the option on the first six stairs, but on st8 I get the error. I'm not sure why. 
That's Weird 
Treating the whole bunch as a single entity (i.e. with a single targetname and "don't link" enabled on all of them) does work, though, so if I were Daya, that's what I would do. There does not seem to be anything to gain from having the stairs target one another; it just seems like an unnecessary multiplication of map entities... 
Daya 
for problem 1., you can't switch a light off with killtarget, and if you mean it's a plusing style, then you can't switch it off with id1 progs.dat.
To make a non-pulsing red light that switches off, just give the light entity a color and targetname, it should switch off when triggered. 
Another Problem For Daya :) 
At the collapsing bridge in your map, you have two messages, namely "The bridge will collapse shortly" (or something like that) and then "Woah!" (or something like that).*

At the moment, though, the first message appears for only a second or so before it is replaced by the "Woah" message (long before the bridge actually starts falling). The effect is that the player only really sees "Woah" on the screen and has no idea what is going on.

_____________
* The idea is obviously that the first message lets the player know of imminent danger (so they know they need to find a way off the bridge), and "woah!" is supposed to appear as the bridge finally collapses. 
 
Oh yeah, for this jam I ended up writing a bit of JavaScript to calculate the brush sizes I'd need to perfectly span the open spaces with repeating elements (like a fence, or series of windows). Specify the unit size of the space you want to fill and the unit size of the divider that goes between each section, and the script then lists feasible options that will repeat perfectly within that space. If anyone would find this script handy I could toss it on GitHub or something. It's kinda primitive tho - you just paste the functions into the JS console in your browser and call it from there. If enough ppl want it, I could just put this stuff in an HTML page with a simple web view or something. 
The Biggest Issue In Daya's Map, However... 
is that it's basically unplayably slow. I get around 10 fps on Quakepasm 0.90 on a not-too-old computer, where most maps run at around 70 fps.

I don't know nearly enough to diagnose why this happens, but I am guessing cleaning up the brushwork and sealing the map cannot hurt.

FWIW, when I compile the map without running light, it runs at around 20fps (and fullbright, of course), which is bad, but not unplayable. Don't know if this helps with troubleshooting. 
10,000 Days In The Fire 
Scampie 
That looks bloody great!

btw I wonder why doesn't necros tease us with some more screenshots. 
Screenies 
Not the quality of Scampie's shots, but for my first single player map ever in a game I haven't mapped for in over 15 years... I am pretty happy with the result despite having to restart and trashing half the rooms trying to fix errors 5 days before deadline. :-p

https://www.dropbox.com/s/yp20pcjhl4i5stg/Quake_MapJam666_WIP_11.jpg?dl=0

I will be fixing a few more things and updating Daz with new files tomorrow. I might have made it too easy trying to make it so you can beat it without ESP and only two shotgun shells remaining.

Beer time! 
Of The Flames In The Stars 
Since Scampie decided to post screenshots of the finished map, I'll do some shots myself:

http://i.imgur.com/IZdEg7x.png
http://i.imgur.com/uggOy4x.png

I was getting pretty sick of working on this map to be quite honest. I guess I'll stick with doom mapping form now on, since it's a bit difficult to make a functional layout without getting confused on what to do or how the map would look like. I'm looking forward to seeing what Daz thinks of this map (It'll probably suck) and I am also looking forward to playing everyone else's maps. 
That Looks Great! 
It's a shame you've been put off because those screenshots look really cool! It can be rough learning a game engine under a time limit for sure, maybe working on another small map but with a longer but self imposed time limit will feel much better? 
Breezeep 
Bollocks, Doom mapping is for babies!

I'm happy you finally finished a Q1SP. I guess a deadline helped, since as far as I recall your projects would tend to run out of steam. 
Basically 
Be better at self discipline than onetruepurple is.

Your map is looking nicer than some of the lost chapters, and that includes the one made by Ionous who's a turbogood mapper now.

Keep up the hard work! 
 
I'm glad for the deadline as I usually never finish maps anymore, usually die to lack of interest.
Having the deadline and the fact that it is a sort of group thing helps 
Indeed 
This is why Jams rock.
Nice pics everyone. Lovely atmosphere Breezeep. 
 
I agree about the deadline part because, as some of you know, I've been working on my other map for over 5 years. And yeah, that it turned into a sort of group activity was a plus.

I play tested my map today a bit. Man, did I miss a lot of stuff and the lighting could really use more tweaking. As far as game play goes, skill 1 isn't too bad, though things tend to not go the way I meant them to. Skill 0, the map can't be finished without cheating, even though there are no monsters. Skill 2 was a nightmare because of insufficient ammo. I only managed to finish by running for the exit with 7 enemies chasing me. 
Breez 
map looks good bro, I can understand getting dejected with making quake maps. It's easy to get burnt out. Honestly though I find making doom maps far more frustrating. 
 
add some more ammo to the end, do an -onlyents compile, and send Daz an update! I've done a few balance fixes today and sent him updates 
Does That Go For Me? 
I'm a bit confused on who you're talking to. 
Oh, I Was Talking At Rick 
 
 
Yeah I already let Daz know. Since there were some minor lighting tweaks and texture changes needed also, I'll re-compile the thing tonight and send him the new one in the morning. 
Spoiler Alert 
Dammit Adib!!! 
I was trying to figure out how to use that archway but spent a lunch break pondering how and failing at it. Looks fantastic! 
Sho 
Your lunch time seems a lot of fun, but I hope you actually eat sometimes.

Thanks, and you can steal it away :)

By week 3 I found alice.wad at Quaddicted (link at DaZ initial post). There is a nice animated fire texture that would make the perfect "roof" for this arch, behind the ogres, like a crown. Will try it for DLC... 
Some Really Nice Shots Guys 
scampie when did you become good at lighting :) 
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