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Map Jam 2 - Deadline 27th July
Map Jamming is about creating maps of any size or detail level over a couple of weeks using a certain theme and texture set. Check the readme file below for further details of what the Jam is about. Any questions or comments, please post to this thread only.

Deadline - 27th July 2014
Theme - IKBlue + IKWhite inspired maps

Guidelines for Map JamTextures Wads + Map Prefabs

UPDATE: Released! news thread is here.
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You Mother Fucker 
Stupid, Stupid Me. 
I had my fog set incorrectly, I turned off the fog and the map was fine.












Son of a bitch. 
Wot I Have So Far 
5:0 So Far. 
Looks great skacky! 
Some Incredible Detailing There Skacky 
I'm completely doing the layout on my map first before I do any detailing at all.

https://www.dropbox.com/s/j4tt5kru0wtt37l/jam2-1.jpg 
I Don't Like The Prefabs 
much

Doin' my own version! 
 
Well... I have adjusted the prefabs a little bit and I have made some gem's that I might use too. 
 
Prefabs are just there to get you started, you can do whatever you want. 
 
awesome. these mj's almost make me feel like mapping again. I won't though, I'm gonna go play some venetica instead hehe. 
I've Been Experimenting 
Although Skacky's shots look amazing, I find ikwhite so pale that it's difficult to work with. So far I've been with trying to do Ikwhite textures but with lines/trim from Ikblue - sort of an ik-"White Room" look. But with limited success.

prefabs are definitely helpful. 
I Tried Mixing The Two As Well 
White bricks with blue trims, or blue bricks with white trims. It can look nice in editor, but doesn't light well from what I've tried. Think it's just best to stick to one set 
Style Test 
I think this looks alright in-editor but as you say mixing the two may not look so good in-game:

http://www.quaketastic.com/files/screen_shots/ikblight1.jpg

http://www.quaketastic.com/files/screen_shots/ikblight2.jpg 
Fog ? 
I usually hate these arabic-like maps in Quake1. Their colors and details are plainly dull. However, all of these old maps don't use any fog.

Since real temples in India have a lot of heat and humidity (plus air pollution, these days), the fog could improve this arabic style alot.

Just for your inspiration, here are some pictures I took myself in India, a few years ago. As you can see, there's a lot of fog around real temples and fortresses. You can feel the heat (nope, it isn't raining on these picts) :

http://fsgregs.startlogic.com/Public_Files/Cham/Pictures/228.jpg
http://fsgregs.startlogic.com/Public_Files/Cham/Pictures/248.jpg
http://fsgregs.startlogic.com/Public_Files/Cham/Pictures/197.jpg
http://fsgregs.startlogic.com/Public_Files/Cham/Pictures/229.jpg 
Tronyn And Scampie 
I disagree, I think it looks really neat from the shots Tronyn has shown. I say keep at it 
I'm Not A Huge Fan Based On Those Shots 
but you should be experimenting, running with this idea if it pleases you, blablablabla 
(architecture Looks Great To Me Though) 
 
It Ocurred To Me 
that grayscaling the textures might make for some interesting results - even though I do like the idea of white with just a couple colours. I'll figure out what to do once I get it lit and in-game. I am definitely planning to use fog, though I shouldn't get ahead of myself because there's no guarantee I'll finish the map. 
Tronyn... 
my map for jam 1 wasn't finished really, I just threw in an exit trigger after a gold key door (and a rather hastily put together end battle).

Rules of the jam is that as long as you can finish the map then it's fine.

This map I'm doing is already several orders more complex in terms of gameplay than my first jam. Blocking out the gameplay first was the best thing I could have done with it. 
Catching Up 
For texture choices when mixing both sets, i recommend bwall03 and kjwall2, those are the ones that looked the best combined for me. The less details the texture has the better in this case. For example, if i try to combine both bflr02 looks bad in my opinion.

** Sock

Personally I would like if everyone would keep to the ikblue/white theme or at least keep the majority of their map consistent with the map jam texture packs, but telling mappers what they can or cannot do is like herding cats some days! ;)

Then it is an internal fight between your reason and your instinct and urges. In sm175 your instinct won, in the first jam your reason won. Who will win the next time? Make your bids.

Well, jokes aside, i do think that you are right, even though i do think that mappers usually stick more in speedmaps to the texture sets than they do to the looks and style of what was done previously with that theme.
I prefer it when the people stick to the first, but i prefer when people stray from the second.

** Fifth, interesting layout you have there, i can't imagine how that would look.

** Kona, make that almost into a sure thing. Mapping is always better than playing in singleplayer. It doesn't matter if you don't have time, size doesn't matter, as long as you release it, we will be happy, and you too ;)

If you find ikwhite bland, how about making a ikblue map with the grey or green textures from ikwhite?

** Tronyn, i am happy that you are making a map too. With your help we can turn this jam into one even better than the previous.

But, by the way, ... �From where you got the brown/gold textures?

** Barnak: Good suggestion there. And thanks for the meal photos. 
 
ikwhite is white
use coloured light
if you think that looks shite
but aware of the the fight
if you make it too bright saturated 
WIP... 
Nice Temple! 
Nice blockout to. Sky fits well, go for it! 
Since Everyone Is Posting Progress 
Jesus Skacky 
You're a monster! Love the nice balance you are achieving there, as in jam1, between high detail brushwork and monolithic scale (parivularly vertically) 
Colored Light 
As ijed said, avoid highly saturated colors unless the source is strongly colored.

The standard Quake textures include a few deep red and yellow light fixtures, and of course there's lava and torches, where more intense color is appropriate, but I find that there is usually not much need to stray too far below 192 on the 0-255 RGB scale.

Interestingly, many of the light fixture textures that I took for white are actually slightly colored. Light3_8 for example is actually a sort of pinkish color. Though the actual RGB value is 219 195 187, I've been using 255 240 240 for light from that texture. 
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