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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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Screenshots @Halvgoeden 
Halvgoeden, if you are asking how to take screenshots from the Quake engine, F12 should do the trick in most of them. Or, you can use a screen capture program that allows you put in a few seconds delay before it grabs the screen or a window. 
It looks like you have a brush textured with a lava and a non liquid texture on a different side of it (the lava fall) the compiler probably won't like that one bit!

Need to split up the brushes as liquid brushes need to have all sides as as the same liquid type. 
interestingly enough, this has not always been true. there was a trick in some older compilers where the point contents of a brush were taken from whichever the first (or last?) face's texture. so you could have a brick textured brush, but one side was lava, making the whole thing lava. 
Getting Further 
Just figured out a ton of Jackhammer mapping tips like "Shift Click" cloning, visGroups, and arrays... or whatever they are called in Jackhammer.

My map is about 5-6 rooms right now, I am about halfway through what I have planned. It is going to be a little underwhelming from what I initially planned but I am aiming to get geometry done by Wednesday and then focus on just fixes, textures and entity placement for the rest of the time. Here are two shots, one is of the "hub" which I have posted before, but updated with my current lighting setup:

and then the first room heading towards the silver key. Very small, but has a cool or interesting feature that I was planning to be at the end of a lot of crazy stuff that I will just not have time to do:

@Halvgoeden - I had to scrap and start over too. There are a lot of quirky things and a lot of "unlearning" and learning new things I had to do to get off the ground. I just followed all of Eric's example settings then tweeked from there. As for critiques, it is simple but fits the theme nicely. I have to keep reminding myself of the theme and might change my maps textures before all is said and done, but I started with white boxing with default textures then expanded from there. You have the right idea. Keep going! 
My Screens 
@Halvgoeden - for my screens I just do "prt sc" and then "paste as" -> "new image" in GIMP then crop to the screen. I am running the game windowed over my work environment and it allows me to save to any format. 
Map is going to be a smaller affair if it's to have any chance of coming in on time. 
Love it! 
I'm Jealous! 
Don't be. That's pretty much the entire map so far. :P 
alt+prtscr, then you don't need to crop! 
Rocks Barfing Lava 
...Too bad it's not rainbow-colored! 
...and the rocks aren't unicorns! 
Looks good man. Don't be scared of making a small map. Most of my maps are around 5 minutes to complete. 
I'm Back In The Game, Bitches!

Huge thanks to ericw for fiddling with his compilers to get this to work, even when he was working on his own stuff!
Also, while I ultimately went with the tyr based compilers, a big shout out to rebb for working on his jury rigged compilers at the start.
Both of you are top dogs in my book.

for the curious, I ended up going the 'huge func_detail in giant skybox' route. 35k leafs, but whatever, it works.

now to actually build the structures and crap in there, and put monsters in...... 
*Stamp Of Approval* 
Haha, that compiles? Achievement unlocked... 
Wip In Wip

Shot 1 : Special treasure rooms that are opened by finding special buttons hidden in the level.

Shot 2 : new stone arch blocking walkway upwards.

Shot 3 : Overview so far. Need to finish the top the castle and fill in the walls!

Feedback :

ShoTro : Looking better! All the coloured lighting is a bit much. The orange from the lava makes sense but the red is very over powering!

WarrenM : Love the floating rocks dripping lava. Lovely lighting over all. Can't see any enemies yet! :D

Necros : You are insane. Best of luck finishing this thing, it certainly looks great visually. Hard to say anything about any potential game play. 
I'm Seeing Some Really Nice Shots So Far... 
Here's my not-quite-as-nice one:

I'm having serious misgivings about having this ready by Friday. I'll make an effort to wrap up architecture in the next few days, but Daz, would you be open to an extension?

Oh, and I'm going to start broadcasting soon: 
The deadline is Sunday 9th! Not Friday! 
Awesome Looking 
all of the shots! Esecially necros, hats off. 
Rollcall Answer + Question 
My wip screenies:

I've been focusing too much on the none fire&brimstone aspects of my map, so I'm currently making rocks that have smashed into things, leaving some scrumptious chaos and destruction.

The discrete nature of surface lights is hard to control - I get obvious lights in many places. Even though it would take more time, I'd like something like _surfacelightdistance to be able to set them closer together. Oh lord ericw, will you make my wish come true?

not much fire or brimstone here, just some boring interior areas

spent way too long making these look cool; I'm looking at the map overall and thinking I'm only about 25% complete with what I want to make with only a week to go :D thankfully, there should be no distractions this week so I should be able to go hard...

...but the areas I want to do next are mostly firey/brimstoney mines and I have no fucking idea why I keep torturing myself with wanting to do terrain in Quake because I hate doing it!

Daz: ur a special treasure room. not sure I'm a fan of the yellow light from the lava, I'd try dropping the green values a bit and going more reddish.

necros: glad you got it to compile... hope you have time to make it fun!

Warren: that's looking very cool, but again like I said to Daz, not totally a fan of yellow lights from the lava. long dripping lava is cool as hell though!

Shotro: you might want to experiment with a _sunlight2 (and _sunlight2_color) to ease off how harsh the shadows from your skylight are. looking very fire and brimstone though!

Halvgoeden: glad you're continue despite setbacks :D scale's a tough thing to really get when you start out in Quake, a future project you might want to try is to make a idbase/tech level, the textures are pretty rigid how you use them which helps you get your bearings on how big areas should be.

again, super cool to see new faces in Quake mapping, keep at it guys! 
of course more shots as I type my reply :D

ionous: fucking awesome geometry. looking forward to this!

unbirthday: surface lights are nice for getting a lots of small lights set up quickly, but you might actually want to augment that with some hand placed lights that do some heavy lifting in key areas and you have a lot of control over. 
I think it's fantastic how many new/returning mappers are coming on board for this jam. Heck, I'm technically 'returning' since I haven't made anything in like 3 years.

Now, back to mapping... 
Ah, Screw It. 
I'm not really liking how my map is going and I feel like giving up on it. I'll probably start all over again and stick to a small and compact map. I'll probably even use more time if it's ever given out. 
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