Ideas for Mapping Jams

Anon

New member
Mar 26, 2023
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Ideas:
- GLMario (https://www.quakewiki.net/quake-1/mods/gl-mario-quake/) - due to stereo sounds doesn't work with Ironwail, impulse 30 for TPP view (chasecam) - this one is very old, this idea could be expanded, improved and more maps added
- Dungeon Keeper (https://www.celephais.net/board/view_thread.php?id=62238) - there could be blocky wall that could be destroyed
- About Speedrunning Jam - Skyroads map-like came to my mind

Kebby ideas:
- Hrot (
)
- Cartoony Quake (
)
- Lego (https://kebby-quake.itch.io/block-quake)

What are your ideas? (For jams or generally mapping/modding.)
 
Quake but $otherstylegame.

topdownquake comes to mind or a metroidvania like some of mazus maps (ex from ctsj2)/Vomitoreum. Even the pacman maps I've seen a few times like in dogjam are cool.

Not like some crazy huge map or map pack (though I'd love to see that) but concepts that might inspire others to make a fully fledged version of the same.
 
I think my favorite packs to map for / play are when there's a restriction, or a structure other than just a hub-base jam. Quoffee and the Snack Packs were big undertakings but I think stuff like that is promising. Would be cool to have an open episode format, where people make maps for a pre-defined mod (Quoth/AD/Alk) or even something bespoke made for the event, and then things are compiled into a few episodes ala Snack Pack.

It's worth checking out what the Doom community does, because their style of jams are vastly different to ours a lot of the time. Lots to take from there.
 
I am a long time member but I have never put out a level. For some reason (or maybe a bunch of them), I cannot ever finish or get very far with any level I start. Instead, I have a pile of half finished stuff that typically hangs around a few months before I delete them to make the scrap pile more manageable.

This always makes me think that a two part jam could be fun. The first part would be for building prefabs to pool and use for part two - building levels using the assets created in part one. In the end, mappers get some pre-built assets to use everyone gets some new levels to play. I know I would love to contribute some prefabs but I am not confident enough yet to commit to a map for a jam so I imagine a jam like this would be more my speed. All that said, I don't hear much talk about prefabs and modular level design too much in the community so I am not sure if these are frowned upon.

Maybe it could be fun to post a blockout and have a jam be about completing a level using a single blockout map....

Thanks to this whole community for all the awesome content, instruction, and friendliness over the years!
 
All that said, I don't hear much talk about prefabs and modular level design too much in the community so I am not sure if these are frowned upon.
It's not so much frowned upon, it's just that the advantages of a prefab workflow don't really apply to Quake. The level of fidelity is such that you can build bespoke geometry at an acceptable level of detail quickly enough, while heavy use of prefabs can be architecturally limiting and visually repetitive. That said, linked groups being added to TrenchBroom have made that sort of thing more common, especially since you can use them to easily create clean angled geometry.

Maybe it could be fun to post a blockout and have a jam be about completing a level using a single blockout map....
This has been done once before. There were plans for another at some point (hence the #1) but it never materialised.
 
Been a while since we had a true speedmapping event (~48-72 hours), with an abstract theme to guide gameplay and/or level design.
 
Recreate your house jam. Nothing high concept like myhouse.wad, just straight faced house recreation with id1 textures like you just opened an editor for the first time.