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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 :

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 :
Download worldcraft / Jackhammer fgd for these tools> :

Make it for Fitzquake / Quakespasm, bitches. You know the score.

Theme reference images:

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 :

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 : (Ionous) (Daz)

Post below if you are streaming and I can get the list updated!
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Couple New WIP Shots 
Thanks for the feedback & kind words guys. :) @ItEndsWithTens, that ledge up there... not sure yet what I'll do with it. Thinking of just putting an ogre up there to start the level off with some excitement�� hahah :) The stairs do lead up there, but it's more of a diversion. The "primary" route is this ominous pathway over a lava pit which I've just added (still in progress):

... and just because I'm happy with how my staircase turned out so far, a shot from above

Pretty happy with how it's all going, being my first Quake map! I made a few levels for Doom and Marathon years ago, but nothing substantial, so it's a mega learning curve. 
I'm Jammin'! 
Nice ROLL CALL! I hope everyone feels inspired has renewed vigour to continue hammering out those brushes!

The next ROLL CALL will be on Sunday 2nd!

Blowing Dust Off From My Mad Mapping Skillz In Jackhammer 
Just started with introduction corridor to my level. I'm not even sure that map fits the theme in any way, but still trying something. Don't judge too hard, I wasn't mapping for like almost 7 years, so that is an quick sketch to remember how level editor works. Thankfully Jackhammer pretty similar to Worldcraft/Hammer and I got my self into all of this pretty quickly. Will be grateful for the feedback!

P.S. You may even notice that second screenshot in the album shows a bit more detailed version with a bit better geometry, texturing and light. 
I was not expecting New mappers to join this jam. 
Nobody Did Expect So Many New Faces 
Looking spot on, everybody! Go map! 
Missed Rollcall 
Oops, shall I show a screenshot later when I'm editing again, or wait for the next rollcall? 
This Is Brilliant 
too many amazing shots to choose from, and especially good to see some great work by new faces. HYPE 
All This Amazing Stuff. 
not making me feel great about my work lol 
Going To Start Broadcasting Soon... 
Join me for black metal and the occasional brush laid: 
Post what you have! 
distrans and Scragbait need to team up for a hot Q1SP collaboration! 
- How are you all getting those in-game lit shots with grey backgrounds?

I believe the command is "r_clear 1" in console, or set it in your config. It removes the HOM from level gaps!

FQ85 says this is not a known command. Is there some other as I definitely remember not having HOM when noclipping when I used to map. I've tried it in the config file and direct from the console? 
Gl_clear 1 
Great, thanks. 

Mine will likely end up as DLC, but I am having fun playing in editor so far. It's been 10ish years since I built anything. 
Be careful, it's addictive. :) 
Still trying to get mine sealed... H hopefully have that done this weekend 
After watching Daz's stream the other day I realized that, yes, I should compile with a batch file like I did back in the day. Then I wouldn't have to wait for compiles to finish ... I could work on the map while it compiles.

Then I got fancy and added prompts to the batch file asking if I wanted to run the game at the end. I'm even contemplating add functionality where it could look for the PRT file and ask me if I want to bother finishing the compile or not if QBSP leaks ... help me. I'm sick. 
What About Negke's Compiling GUI? 
Annnnd there it is ... I'm sure this will evolve into some heinous monstrosity. THANKS DAZ.

@echo off
call D:\Dropbox\Quake\Utils\qbsp.exe %1
IF NOT EXIST %1.prt (
Choice /M "Map leaked. Continue compile?"
If Errorlevel 2 Goto TheEnd
call D:\Dropbox\Quake\Utils\vis.exe -level 4 %1
call D:\Dropbox\Quake\Utils\light.exe -dirt -dirtgain 0.75 -dirtscale 1.5 %1
Choice /M "Run Quake"
If Errorlevel 2 Goto TheEnd
call cd W:\SteamGames\SteamApps\common\Quake
call quakespasm-sdl2.exe -dev +gl_clear 1 +map %1

Crap, I mean to say necros, not negke. 
I like Necros' UI ... I just like the old school feel of the batch file. Like I said, sickness. 
Or Negkes. One of those N people. 
Necros Compiler 
is something that I wish I could use for other id tech games. but sadly I can't seem to get it to work for anything other than q1. 
What goes on a map jam DLC?

Also, anyone else think "my pajamas" while saying map jams?

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