News | Forum | People | FAQ | Links | Search | Register | Log in
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!
First | Previous | Next | Last
Do whatever you want. It's a map jam. 
The point of jam themes is to give some basic direction to go. Though I might recommend just going for the second half only because 2 weeks is less time than you think! Simple plans work best. 
3:27 AM - negke: haven't thought about anything yet
3:27 AM - negke: i might try to make something though
3:27 AM - Scampie!!: jam6_negke HYPE!!!
Talking about Jam6DLC, of course! 
Just wanted to say that last night was awesome. Multiple people streaming and everyone chatting it up. Was a lot of fun.

Felt like the old days again, only higher tech. :)

Fun! Love stuff like this that focuses everyone on the same game/goal... 
based off of
max + warren's obj2map. gonna see how far I can take this before it stops compiling...

it's really fun not having to deal with brushes. ^_^ 
that's crazy! 
Made It Several A Tera's Ago Already 
Chaining Castle of the Dark Ages and 5 Rivers Land would fit perfectly .... 
There's A Few Hours Left In The Day... 
Might as well use them.

Streaming soon over at: 

REALLY nice. Love how organic it feels. I can't believe that all collides correctly.

Do you take any special steps in Max? Like, making sure everything is triangles and snapped to a grid or anything like that? 
This is going to be so sick! 
Looks Nice, Necros! 
The max obj exporter has an option to export all faces as triangles, which is what I use. Other than that, I'm using basic box modelling techniques, extruding edges and faces and moving vertices around. I'm not paying any particular attention to grid:

There are currently a few collision problems (and a few missing faces) but I suspect that is because the map is currently unsealed, so the backs of the spike brushes are still being compiled which I'm sure is causing problems with QBSP.

Once the map is sealed, those problems should hopefully go away, at least mostly, although that really will be the make or break test: if faces are still missing and collision is too broken with a sealed map, we'll know that this method doesn't work. :P 
I've run into problems doing it so you might want to seal sooner rather than later so as to waste as little time as possible if it implodes. :)

Going to be trying some rocky geo tonight myself... 
Lavacity1a.wad is good wad. 
yeah, that's probably the smart thing to do. The real danger is running out of planes. IIRC, there are a limited number of unique planes that you are allowed to have and terrain, for obvious reasons, uses up those planes quickly. otoh, I'm doing this in bsp2, so I have no idea what the limits are. I might be fine.

Add some lava and repost the first shot for proper hype! 
Wicked stuff..
I think you're safe with planes, but leafs are limited to 65k in several engines (qs, markv, fte) in spite of bsp2. Others have unlimited leafs I think (rmqe, dp?). I should port the unlimited leafs from rmqe to qs some time. 
If you're BSP2, I wouldn't worry about it. The compiler/engine will break LONG before you hit the wall there. :P 
1- W O W!

2- About collision, making it all func_illusionary and caulking with clips wouldn't solve it? 
I might do the reverse and have func_wall skip textured brushes if there are only a few collision problems.

Switching compilers also helped, I was using some older ones based off of aguirre's original txqbsp modification. I swapped to use ericw's tyrqbsp (since I was using his light util anyway) and it got rid of all the visual glitches as well as some of the collision ones, so I'm pretty positive about this working out. 
Going To Start Broadcasting Soon...

Sadly, only for about 90 minutes, but better than no time at all... 
Do we need to name our map files jam6_namehere or jam666_namehere? 
it's just easier :) 
Love Gilmore's Quote... 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.