Rooftops Jam

quadmin

Staff member
Feb 15, 2022
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quadmin submitted a new resource:

Rooftops Jam - 19 rooftop maps

Quake Rooftops map jam, ran from August 4th to September 15th.
The theme is "Rooftops", and mappers were free to interpret it however they wanted.

There are 19 maps by mappers:
  • Adorne Sibley
  • Atziri
  • Chris Holden
  • Clenow
  • Entsoy
  • Grumpuswumpus
  • Jitspoe
  • Jude
  • Kali
  • Lane Powell
  • Mars
  • Moko
  • Naitelveni
  • Onyx the zebra
  • Prince of bees
  • Radiatoryang
  • Razzzor
  • Scampie
  • Whark

    Special thanks to the Quake Mapping Discord channel, Sock...

Read more about this resource...
 
why was the binding deleted in quake.rc to cycle the huds?
bind "h" "impulse 178"
 
How we went from...

1790968249438.png

THIS to...

1790968369890.png


THIS is so amazing!

For a game 30 years old! In some maps of this Jam, they feel like you are not playing Quake at all. This must be the pinnacle of Quake 1 Map Jams and Quake levels along with DOTM (Dawn Of The Machine).

An amazing 30 year anniversary for this game.

⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐ / ⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐= 10/10 stars!

Congrats GIFs | Tenor
 
Are bug reports accepted for the jam? If so, in "Alarm" (qrt_chrisholden): the vent shortcut secret seems impossible as I cannot enter the vent. Not sure if the hole is too low or to narrow or both. Played on Ironwail. The rest of the map though was very nice to run around in.
 
How we went from...

View attachment 8422
THIS to...

View attachment 8423

THIS is so amazing!

For a game 30 years old! In some maps of this Jam, they feel like you are not playing Quake at all. This must be the pinnacle of Quake 1 Map Jams and Quake levels along with DOTM (Dawn Of The Machine).

An amazing 30 year anniversary for this game.

⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐ / ⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐= 10/10 stars!

Congrats GIFs | Tenor
Thank you so much! I love how the jam has old and new mappers and even first time mappers! And the game wouldnt be anything without the people who play the maps <3
 
Still working through the pack but I need to shout out radiatoryang's map immediatly (same author and style as One Need Not Be A House from QBJ). From both a visual and gameplay perspective this map is amazing. Very happy to see the similar art style used, and the non-linearity made the map a joy to explore, whether it's going through the under-passes or hopping between the rooftops to find all the secrets.
 
Guys, need help on QuakeSpasm :(

========= Quake Initialized =========

execing quake.rc
execing default.cfg
execing config.cfg
Unknown command "Max"
execing autoexec.cfg
Mod_LoadTexinfo: 10 texture(s) missing from BSP file

ERROR-OUT BEGIN

Shutting down SDL sound

QUAKE ERROR: model progs/plant1.mdl has too many vertices (2104; max = 2000)
 
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Or even more relevant from the jam's readme.txt:

Engines: This Jam is designed for Ironwail and vkQuake engines


For anyone stuck on Malignant Normality (qrt_naitelveni) after getting the gold key and is running around the map for over an hour trying to find the door it opens, discovering pretty much all of the remaining secrets in the process and finding new and inventive ways getting out of bounds in search of the mythical gold door: yeah the gold door is the giant golden exit door. You need the triple jump item to actually touch the doors and open them. Don't worry about only having killed about half of the monsters as there's an optional back-track with respawns.

If it happened to me then it can happen to you too...
 
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The recommendend client for Arcane Dimensions is Quakespasm-spiled

Maybe that was still the case in 2020, but it hasn't been for quite some time now.
 
Found a weird bug and it might be with AD in general rather than this pack. It seems it's not properly despawning proj_grenade entities created by NPCs. After playing a map with lots of orgres (for example: qrt_razzzor), the world is littered with invisible grenade entities. This can be seen in Ironwail by enabling bounding boxes and then changing the filter to proj_grenade. All of the entities appear in the save file as well; my save file at the end of the map has 532 proj_grenade entities in it all with the model set to "". The think function is set to model_fade:

Code:
void() model_fade =
{
    self.alpha = 1 - ((time - self.ltime) / 1);

    if (self.alpha > 1) self.alpha = 1;
    else if (self.alpha <= 0) {
        self.alpha = 0;
        self.modelindex = 0;    // Make sure no model
        self.model = "";
        // Remove model by default
        if (self.height == 0) {
            self.think = SUB_Remove;
            self.nextthink = time + 1;
         }
        return;
    }

    self.nextthink = time + FADEMODEL_TIME;
};

Seems like that if (self.height == 0) check isn't doing what it's supposed to be doing.

There might be other entities affected by this, but proj_grenade was by far the most common.
 
Maybe that was still the case in 2020, but it hasn't been for quite some time now.
I only quoted (and linked to) what appears to be the most recent release information at the official web presence of Arcane Dimensions.

Perhaps you should notify Simon O'Callaghan of his error to prevent the spread of misinformation.

See also:

 
I only quoted (and linked to) what appears to be the most recent release information at the official web presence of Arcane Dimensions.
Indeed, as j4r notes, the information from 2020.

For context, ironwail didn't even exist in 2020 - and the version we're discussing in the thread you reference was only v0.6.0, whilst we're now on v0.8.2.
It would have been difficult for an update for AD written in 2020 to recommend ironwail, given that!
 
Sadly, Entsoy's map made me sad -
@aoanla, I agree, You can enable r_fullbright in difficult areas.... :)

EDIT: hm, Entsoy might use some very strange screen settings. The map is more playable when changing gamma and contrast to MAX.
But with std. settings gamma 0.9 and contrast 1.4 this is almost unplayable,
 
Last edited:
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Perhaps you should notify Simon O'Callaghan of his error to prevent the spread of misinformation.
he is well aware, check the moddb forum...

Bal admitted that this was his mistake not playtesting with vanilla qspasm.
Should be fixed in vkQuake 1.36. Novum spent quite some time fixing several physics issues with pushers/elevators. Most were "peril3" related, an even more infanmously broken mod only working on a very old QSS version.
 
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