 #110
3) If I would like to write that someone "suck all dick", I wouldn't hesitate to log-in :D
Heh. Noted. :)
 Going To Be Streaming Some Mapping In 30 Minutes
#114 posted by ionous on 2017/06/24 08:04:42
 Updated Quoth.def For Le Nigers Netradiant
#115 posted by ww on 2017/06/25 00:28:26
 The Start Map Is Almost Finished
#116 posted by skacky on 2017/06/25 07:39:54
Currently sitting comfortably at 8430 solids.
 And It Has 12 Slipgates So Far!
#117 posted by skacky on 2017/06/25 07:40:35
With room for more.
 @skacky
Excellent news. But we need another entry to make it lucky 13!
 That Fucking Guy!
#119 posted by negke on 2017/06/25 09:34:03
Does it have horde combat, platforming, logic puzzles, trap sections, and mini boss encounters before every map exit??
 No, It's Just Very Big
#120 posted by skacky on 2017/06/25 09:42:28
 I'm In
#121 posted by Haunter on 2017/06/25 13:53:26
will post my progress on Discord. (name is Sir Cheeki of Breeki)
 Some Pics Of The Start Map
#122 posted by skacky on 2017/06/25 15:17:17
 TBH
#123 posted by negke on 2017/06/25 16:06:51
If it's really that big, might want to turn it into a proper map. Better to have one more level with gameplay rather than a huge start map that's ultimately unnecessary for a map jam pack...
 No
 Start Maps In Jams Aren't Unnecessary
#125 posted by Mugwump on 2017/06/25 18:28:45
 Re: Startmap
Don't agree with negke. Nice to have a hub for this jam. A little cleaner than watching streamers type long ass names like:
retrojam6_dumptruck_ds_revised
#127 posted by skacky on 2017/06/26 01:17:22
I wanted to make a start map for this because Chapters had one and it wouldn't make sense for this not to have one.
 Start/hub Maps Are The Shiz
#128 posted by sevin on 2017/06/26 02:02:08
#129 posted by Scampie on 2017/06/26 02:21:26
That start map, beyond being unnecessary for a jam, is far too big. Start maps are selection menus, and menus fucking suck when you have to spend any amount of time navigating it trying to find the map you want to enter and it means people can accidentally miss maps. Contract Revoked is a great example of an awful start map.
Just make it completely utilitarian if you're going to have a start map, a big box room with a bunch of teleporters in a row. Leave you brushcount dickwaving of generic arches you copy pasted a billion times to your actual map skacky.
dumptruck: tab key autocomplete.
#130 posted by skacky on 2017/06/26 02:26:04
Cool story bro. Just shift maps through the console if that shit bothers you.
 Shtart Mapsh
#131 posted by Mugwump on 2017/06/26 02:29:22
I for one like to have a nice start map to select the maps I wanna play far much better than typing something in the console, even with autocomplete. That said, I agree that it's unnecessary (even detrimental) for a start map to be overly big and complex.
 Start Maps Are Like Preliminaries In Sex (do You Know What It Means?)
#132 posted by Barnak on 2017/06/26 03:00:26
I prefer big fat and complex funky start maps (even with tits), if they have some game in it, like traps, mystery, a few dogs and zombies to bang in the arse, and some puzzles to solve.
Good start maps are not for pussy grabbers.
 Start Maps As A Full Level
#133 posted by Barnak on 2017/06/26 03:06:33
And why do you have to stick to old style ID soft boring start maps ? Make it a full level with 500 zombies and dogs, moving geometries and traps, and many "exits" (to other maps).
 The Problem With
#134 posted by Mugwump on 2017/06/26 03:18:55
injecting gameplay in a start map is that you'll have to replay it every single time you finish a map.
 Of All The Things To Complain About...
Reprimanding Skacky for making a start map for a jam seems a little silly. I've always wondered why participants didn't use trigger_nextlevel in map Jams pointing to the next level. It falls on the admin of the jam to deal with I know... This a better alternative but long overdue.
 What
#136 posted by Qmaster on 2017/06/26 03:48:56
Is the start map name for linking i the trigger_changelevel?
 ... Injecting Gameplay In Start Maps...
#137 posted by Barnak on 2017/06/26 03:58:56
@Mugwump
well, that's the whole point ! Make the startmap gameplay such that it's never the same each time you replay the start map. Traps could reconfigure, puzzles could reset in new ways, and the monsters could be redistributed randomly.
The map geometry could even change (rotating plateforms and gears).
And more easily, the paths to each exit (i.e to other maps teleporter) isn't the same :
The first time you go to exit 1, you'll have to beat the zombies walking their dog. The next time you replay the startmap to go to map 2, you'll have to find another room, with a shambler waiting for your balls to snack. To find exit #3, you'll get to go down, trigger a button that launches a swarm of 600 scrags on your ass, etc.
Start maps are just in need of imagination !
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