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High 5 - Retro Jam 5: E3M5!
Wind Tunnels is a cool theme, very befitting the dark and moist weather of middle November, and also the actual trigger_push functionality always leads to some fun & creative usage by the mappers. Over the years there have been several maps which adhered to the original E3M5 theme fairly closely Antediluvian, vastly expanded upon it with additional id1 and/or custom textures Lose Tunnels, or others, who ran with the wind tunnels mechanic and created something very different Backsteingotik.

A perfect theme for a short mapping jam!

Below are the only requirements, few but significant:

- at least one exit
- original BSP limits
- vanilla id1 gameplay only
- non-ridiculous detail level

Why so? Because it's not the point of this jam to spend months on making a 100,000 brush masterpiece uniquely textured on every face. Also because the original Quake maps still look great in 2016, and the vague idea behind retro jams is to recreate their simplistic beauty.

You are recommended, but not restricted, to use this wad.

I will be accepting your finished maps at funcretrojam5 at gmail dot com until November 18th. Why 5 days to make a map? Because 4 was fine for retro jam 4, and the more maps, the merrier ;-) This also leaves a possibility for a weekend extension...
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Hmmm, an upside down flame... Didn't even think it was possible in Quake. Wondering how Seven's particle flame will behave in that spot. 
Bam 
100% Complete

Now where do I submit this? 
Correction 
Now 100% complete. Found a bug in vanilla quake where setting both killtarget and target will cause it to ignore target.

42 enemies
2 secrets
616kb 
Progress 
geometry and texturing 100%

that's it.

I need to do all the triggering, entities, lighting, etc.

If I get time I will also add some more detail geometry. Wifey gets home tonight after a week away, I might not get it done by the deadline. I'll release it afterwards if I miss the deadline. 
 
Btw, it is 12:13. So before 24:00 I will send it to... otp? 
 
So to be honest I am not sure about these limitations, or how to even check it. I just trien to keep brush amount low, I heard some one saying something about 700-800 brushes.. is that still too much? 
NewHouse 
Just keep it to the standard 4096 boundary. Don't worry about the limitations like I did at the start!

Progress:

Brushes: 100%
Lighting: 80%
Textures: 90%
Entity: 50%

Will be done by tonight. 
#43 
Build BSP (not BSP2), run it in vanilla Quake. If it works you're ready to go, if not then optimize. 
 
Thanks, hopefully it runs (starts testing) 
Fun 
This was indeed a fun experience, since highly detailed brushwork design was not allowed, I focused what I would have done with that time on fun gameplay elements. :) 
Muy Bueno 
 
Fish 
Will the fish bug exist for this release? 
No 
 
To Clarify 
I will not be supplying any progs.dat with this release. 
Okay 
Wouldn't be retro without improper kill totals due to fishes haha.

Naming convention: retrojam5_xxx? 
One Question? 
Trigger_Push what spawnflag value makes it "start off", I tried 64 which worked for func_illusionaries at least? This is the ending part and want to have some control when to activate them. 
Start Off 
Hi Newhouse, there are two map hacks that might help you here:

This one lets you have a trigger_push which starts inactive, and begins working when triggered:
https://tomeofpreach.wordpress.com/2012/11/18/mid-map-entity-spawning/

If you need to turn the trigger on and off multiple times, you need the more complicated hack in this post:
https://tomeofpreach.wordpress.com/2015/11/19/toggleable-trigger_push/ 
Thanks Preach 
This time I only need to "Set On" them after some actions.

Also I experienced something weird with teleporting enemies, I don't use mods or anything, but when using Quakespasm everything was fine and they teleported with delay, then I tried same thing on Darkplaces and Ogres didn't teleported. I placed Ogres inside brushes (func_teleport) and then placed teleport_destination where I wanted them to teleport, I give them fairly enough offset as well. 
 
Nevermind, it seems that it wasn't working on darkplaces-sdl.exe but worked with darkplaces.exe. What is even difference between these other other than sdl is programmed by sdl?

Also fitzquake doesn't run on my computer, I can't even make it start to play original maps. But was able to test it on ReQuiem, Quakespasm and Darkplaces. 
Files Are Sent 
file names? retrojam5_yournamehere? 
Do We Still Have The Weekend? 
or is it over? Just asking. 
 
Want to make one too? 
Anyone In Their Right Mind Would Vote Yes. 
A nice cold grim wet early winter weekend of mapping, then a selection of fun little maps for the bleak dark evenings of the week ahead. 
Good Sign 
I would say this is a good sign I can consider my map suited to the retro fit.

http://www.quaketastic.com/files/screen_shots/mjb_air2.jpg 
What #60 Said. 
 
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