News | Forum | People | FAQ | Links | Search | Register | Log in
Map Jam 7 - Back To Base
The time has come once again.
The time to go forth and map, IDbase style. More specifically, Than�s APSP2, a loving ode to water, pipes and plumbers. Map Jamming is about creating maps of any size or detail level over several weeks, using a certain theme and/or texture set.

For this seventh of maps jams, the Quoth mod with be employed. Grab it here:

Any questions or comments, please post to this thread only.

Theme � Back to Base
Deadline � August 11th, 2016
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. It even has surface lighting!

Download EricW's tools :

Download worldcraft / Jackhammer fgd for these tools> :

Quakespasm / Fitzquake. The usual suspects.

Theme reference images:

Download the Map Jam 7 zip:

Please post WIP shots of your maps. There�s nothing like a few constructive words to fuel one�s inspiration.

Lastly, a list of mappers streaming their mapping skills: (Ionous) (Daz)

If you want to be added to the stream list, just post below.
Thanks to Daz making the introduction video (which shall be forthcoming).
First | Previous | Next | Last
Nope, not going to be in. 
Brushwork crates or ammo pickups? If pickups, remember they take their lighting mostly from the first solid surface below. So if they sit in the dark on a func_wall or something and the floor down below is bright, they will be bright too. 
#543 - Yeah Ammo Pickups 
It's in a fully dark room. doors and buttons are dark, but ammo pickup laying on the floor is fullbright... maybe there is some leak or something? But compiler doesn't cry about any. 
Ammo pickups are external bsp files and as such, will always be fullbright.

Quoth has an option to make ammo and health use a common combined model, which then takes lighting from the lightmap. 
Thanks. Looks like aflag 1 in a worldspawn fixed the problem. 
Skacky really is the worst cocktease around these parts! On the plus side, this means there's a chance for an addon pack where even good ol' useless Daz and negke can join... 
But isn't it good thing that they're full bright gameplay-wise? 
#548 - In My Map Case, No! 
You like to hide them, i see ; ) 
Judging by their placement in my map, the fullbright effect on ammo and heath boxes was something I learned years ago and then stopped remembering.

I guess only the rotating items and monsters take their lighting from the lightmap? 
MDL models are lit. They also typically rotate when they're for pickups, although it's technically unnecessary (it's a model property).

BSP models are fullbright and can't rotate.

Sprites (SPR) also can't be lit, but I'm yet to see a sprite pickup in this game. 
BSP Boxes Can Be Rotated 
Sprites are shit in Quake for anything that isn't light globes. 
I know their placement can be rotated but can they be made to spin constantly like weapons and armor? 
I Dunno 
You could try the trick I posted in #299. 
Even Light Globes Look Out Of Place 
So more like only for explosions.

And bubbles. 
So I quess that's it.. we're close to finished everything? ^^; 
Looks Like It! 
I literally eager to see other people maps yet to play them on hard more... after normal of course ;) 
I'm*.. hard mode*.. had a another headache after my Sauna, it sure is hot, but it doesn't do good on your shoulder pain - that much I can say. 
It Is Done. 
Just waiting for moderator approval. 
Looking forward for it. 
skacky better finish his damn map anyway! 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2023 John Fitzgibbons. All posts are copyright their respective authors.