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Your Worst Nightmares Come True. Retro Jam 4: Episode 4!
4 days to create a spooky halloween episode 4 map.

But what constitutes an "episode 4" map?

- Dark and creepy!
- Traps!
- Cool map names!
- The player outside their comfort zone!
- Spawns everywhere!
- Powerups everywhere!

None of the above is required, so if you want to make something completely different, then shame on you, but go ahead! The below, however, is a requirement:

- at least one exit
- original BSP limits
- original detail level

A recommended but not obligatory wad: Duh!

I will be accepting your finished maps at retrojam4()gmail()com until October 31st.
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Some other maps Sandy Petersen has made:

http://doom.wikia.com/wiki/Sandy_Petersen 
You Reconsider Entering 
or don't whatever i'm not your mom 
 
I'll consider entering your mom. 
 
If Quake's release date had been pushed back one more year, it probably would have included colored lighting. 
Rick 
I don't think the guys at id would have survived another year of development. They were burned out on Quake before most of them had been able to start actual development. 
Lun 
Fuck Wikia, the community migrated to http://doomwiki.org !

http://doomwiki.org/wiki/Sandy_Petersen 
Colored Lighting In Quake 
likely not just by being a year later. If you recall, colored lighting in Quake2 was only if you had a graphics accelerator, and those only started becoming common because Quake was released in the first place. 
 
Okay then, if 3D graphics accelerator cards had been commonly available a year or so sooner, Quake would have had colored lighting.

Either way, the strange tendency to turn up noses at colored lights in Quake makes little sense, because it barely escaped having them as standard equipment. 
^ The Shrimp Is Correct 
spirit: then why is the old one the one that comes up on google all the time, fix the internet plz 
 
Either way, the strange tendency to turn up noses at colored lights in Quake makes little sense, because it barely escaped having them as standard equipment.

Quake's textures are dark and muddy green/brown. Applying anything other than white light (or very subtle coloured light) to them makes them look like total bobbins.

Noticed how once coloured lighting became a thing in games, textures tended to be a lot lighter and had a more grey/neutral hue, so that they would still look decent once people started throwing all these disco lights around. 
 
Also, desaturated lights are a great means of conveying a cold feel. 
 
My map has coloured lighting in it, it's very subtle. It definitely helps the add to the atmosphere a lot. 
Lun, Cuz Of Peepz Lik U 
 
 
"...(or very subtle coloured light)..."

That is the real problem.

Six different colors of light in this shot:

http://quaketastic.com/files/screen_shots/Wish13_e.jpg

I think only the flames and lava have rgb values that go below 200. 
 
Colored lighting is fine as long as the lights are not too saturated as to create disco lights. Subtlety is key. 
That Shot. 
Good example of coloured lighting done very well.

Coloured lighting was....a fairly neutral addition to Quake. Subtle and effective coloured lighting by mappers was definitely a positive addition. 
I'm Going To Color The Shit Out Of My Map 
you're welcome 
 
Well, it does say "Your worst nightmares come true" 
 
just delete the .lit files... 
And Add Your Bumpmapping Texture Pack 
 
Well, I Tried To Make A Map For This Jam... 
...only to learn I lack both time and discipline.

you monsters. 
 
Quake 64 Has Colored Lights 
And Saturn Quake has colored dynamic lights. So, colored lighting may fit in the retro criteria.

Fullbrights, overbrights, translucent liquids and mirrors also fitz Quake's style.

What doesn't fit: fog, skyboxes, and alphamasked textures. 
 
Skacky, that looks really nice.

I discovered that I can't map fast, so my map is going to be not that pretty and small. But it's gonna be brutal: I've placed 9 enemies so far, 4 of which are spawns.

And a screenshot. Oldskoolish: https://dl.dropboxusercontent.com/u/32711504/rj4_pulsar1.png 
Swoon <3 
 
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