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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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Yeah or edit the .map and compile with -onlyents (with .bsp in the same folder) , takes like <1sec to recompile just the entities :) 
But 
If you scroll down far enough you will find the entities section (I think this is used by "light") which is plain text from the .map file. I'd be surprised if it was safe to edit and re-save it in Notepad++ though. 
 
Oh, damn it, I didn't know that, my mistake. Thanks for the tip! 
 
Oops, wrote my msg without having seen czg's posts� What he said! :) 
 
Editing the map file and doing -onlyents can be risky because there can be problems linking the correct bmodel to the correct entity, and I've experienced switchable lights being broken as well. 
 
If you only edit the changelevel trigger, -onlyents is fine. It's only problematic if the order of brush entities changes. If the map has switchable lights, you need to run light -onlyents as well. 
THANKS SCAMPIE FOR FINDING ALL THE PROBLEMS <3 
I realise there are ways for me to edit ShoTro's map but if I somehow fuck things up and his map is broken in the pack i'd feel awful. So I'd rather wait for the man himself to issue a quick fix :)

Thanks Warren, that skybox kicks arse!

SOON HYPE SOON 
 
for switchable lights, aguirre's light.exe and the jury rigged util has a -onlyents switch to relink switchable lights. unfortunately, ericw's light does not have this. (nor the original tyrlight) 
Oh For Fuck's Sake. 
2PSB

Can someone delete Tronyn's compilers so he switches to good ones? 
Ah, Good To Know 
i will add that to the todo list, I forgot that qbsp -onlyents would break switchable lights (but it makes sense).

I ran a last minute "qbsp -onlyents" last night of Tronyn's/my map, luckily there don't seem to be any switchable lights, so it should be OK. 
Spirit 
I compiled to 2psb because Tronyn's other releases used it, and also some more engines can run it; I'm not sure if he uses RMQEngine. AFAICS, it doesn't make much difference which BSP2 variant is used?

We're planning to release a cleaned up version at some point so could switch to BSP2 then I guess. 
 
ericw/necros/czg, what do you mean by "switchable lights" - you don't mean, say, a light that's off by default that gets switched on by a monster dying? heh heh -_- 
Yeah 
lights with a "targetname" switch on/off when triggered. I think there's a spawnflag to make them start "off" 
 
Huh, I ran -onlyents recompile on my map like 5+ times, but it still seems to work just fine.. (since the light that gets switched on is what I was tweaking each time) using tyrutils-ericw 
2PSB 
Anything reasonable supports BSP2, RMQEngine should be all that only supports 2PSB and no one should care (nothing against RMQ there). QuakeForge explicitly does not support 2PSB but BSP2. Afaik there is only one minor difference format wise. It just makes no sense to use that format. :\

Tronyn's other maps only used it because he didn't know better. 
Had A Feeling... 
but didn't see the discussion about the level name. Sent 
Its Happening! 
Thanks Daz! 
While this map might be a lot of half baked ideas thrown together this jam has though me where to set my expectations next time. 
Though -> Taught 
It is late. Stupid auto correct 
Online JAM6 Coop Server 
I set up a coop server running JAM6 at 67.55.27.60:26001 If anyone's interested in playing with others. I'll leave it online for a few days. If it's offline assume the wifey shut off the PC. 
 
That's cool!

Please note, my map DOES NOT WORK in coop, I even placed the coop spawn in a little box informing the player of that. Sorry! some of the things done in my map are broken if you play it coop, but accepted that since few people actually play coop :(

(Also, we should keep future discussion to the release thread!) 
Total_newbie 
Your feedback will help me a lot. I have ideas on optimizing the level without deleting the actual paths.
As for the enemies your criticism still stands, but that's also because I haven't finished doing difficulty works on them. I reserved that for when the level worked 100% first. 
DLC 
I procrastinated like a champ and restarted about 3 times. I was having a world of pain with rock faces using the vertex and clipping tool in jackhammer. But I think I came up with a neat solution. So far I've had no strange errors, disappearing brushes etc.

I made the area I wanted to be cliff face out of a solid and split it into even sized cubes with the clip tool. I then made a corner convex, a corner concave and a slope shape. These are all the same size as the aforementioned cubes. Now building is just like minecraft... Sort of.

If I want to change the angle of part of the cliff I can stretch it to double its length with no errors. If I want a part of the cliff to jut out I can rotate the blocks 180 degrees. It's working out pretty well. 
DLC 
When is DLC being released? Deadline? 
 
I think I will rework my map to be more than just a lame tech demo, but I will probably do it as a separate thing because I'd want to use some custom qc... Probably want to get some moving machinery stuffs, ohhh maybe a tram ride or something. That'd be cool. I remember way back we talked about bezier curves, would be interesting to try to get that going in qc. 
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