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Posted by sock on 2014/06/14 20:28:13 |
Map Jamming is about creating maps of any size or detail level over a two week period using a certain theme and texture set. Check the readme file below for further details of what the Jam is about. Any questions or comments, please post to this thread only.
Deadline - 29th June 2014
Theme - Honey inspired map with plenty of platform / train setups Guidelines for Map JamTexture WAD files
UPDATE July 7th: Pack is released!
FINAL Honey Jam Map Pack - Download, Readme, Screenshots, 12 Authors - Arrrcee, digs, doomer, ericw, fifth, ionous/mfx, mechtech, otp, rickyt23, scampie, skacky, sock |
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#136 posted by - on 2014/06/29 00:14:30
gonna be tight on mine. combination of biting off a bit too much and slacking.
Extension Please!
#137 posted by RickyT33 on 2014/06/29 03:00:53
Test
#138 posted by Ionous at work on 2014/06/29 12:52:27
Test
Dilemma
#139 posted by Ionous at work on 2014/06/29 12:59:40
So I've been called into work and have been there for seven hours. I've probably got six to go. Then sleep time, and back to work again. Leaving precious little time to finish my map. It's 99% done. All that's left is a leak that showed up during the last few compiles, despite making zero architectural changes.
What do you want to do, Sock? I can quickly email you the level when I get home, before I pass out. It's completely playable...just has one leak I don't have the time to track down. Or does anyone else want to step in and take a crack at it while I'm sleeping?
Let me know.
Mail Me Ionous
#140 posted by mfx on 2014/06/29 13:31:34
I Also Offer Services To Find Your Leak
#141 posted by RickyT33 on 2014/06/29 13:41:35
If you've made no architectural changes then I'm guessing you have an entity outside the geometry.
One Word
#143 posted by Cocerello on 2014/06/29 13:55:17
one single word, and what i wrote in #130 means a completely different thing than what i wanted to say: I'll be very busy in the next days due to real-life issues, so much that i'll barely have time to sleep, so i have even less for mapping. Even if i just put monsters in what i have done for now, i won't have time to complete it, so i have to withdraw from the map jam.
I don't think it's a good idea to stay up all night just to build a virtual world for a game.
Haha, good one, ... Don't worry, that will never happen again, i learned the lesson with sm173: i pulled an all-nighter to complete that map and it had critical errors and became a bit crappy.
The start map will be based on the village/start map with various archways for skill select and houses for each map sent.
That idea seems very interesting, can't wait to see it.
I'm eager to see too if you can overcome the hurdle that no one has overcome till now in Quake mapping: maintain coherence between real-life scale with the player entity and Quake's scale, if you are going to put the trigger_changelevel entities inside the houses.
I got the impression that the saint/honey maps shared common architectural features so its fine if everyone uses the brick theme.
Of course its fine, and it is highly interesting how many differences can be shown with the same style, but my concerns were more to how curious it is that most people choose to use a style closer to honey than to saint or to start.bsp.
I was surprised and pointed that out because i expected something, like for example, like sm175, where the differences in style between the mappers where way bigger.
Well, truth to be told, is that i said it too because i expected that my words would turn on a light and someone would take elements from start.bsp in their maps, or just make one inspired directly from it and got an idea that strayed a bit from CZG's ideas (houses underground, a map made fully with pipes above the slime, a ruined church in the middle of a bottomless pit, a more horizontal sewers where the liquids flow through cave parts with crates floating, for example)
About the other part, it is true that the architecture is mostly the same, but the way it is used, the layout and the main shapes of the rooms are very different. Even the underground part of start.bsp has a distinct style. With this in mind one can see where the inspiration mainly comes from.
At first i didn't notice that either, but after i played it again i noticed how really that map was built. What surprised me the most is the usage of textures, how many subtle changes of textures are in there even though CZG used so many brick different textures without it turning into a colorful-looking map.
Doubt I will finish mine. After the initial burst I did I just have been working way too much. I am still mapping today but I'm drained.
Deadline
#145 posted by sock on 2014/06/29 16:07:58
Is like all speedmaps, MONDAY! I arranged the final date to be a Sunday so everyone can relax and add the final touches to their map.
Send your maps to me today/tomorrow, or if you need an extra day let me know. I just need to know how many mappers are going to submit so that I can create the start map.
So far I have Skacky, Digs and me, anyone else want to confirm they are going to submit in the next couple of days?
Deadline
#146 posted by DOOMer on 2014/06/29 16:21:26
@Sock, I will be send my map to you at this night (or first half of the Monday, if i haven't time to finish today).
Thanks Mfx And Ricky
#147 posted by Ionous still at work on 2014/06/29 16:43:39
I should be home in about two hours, and will send you guys the files. Yeah Fifth, maybe it is an item. I have been adding a lot.
Sock, don't know what time zone you're in, but due to generous help you should be receiving my map sometime Monday. Or at least Monday in my time zone ( it's 0443 for me now)
I'll Be Submitting One Too
#148 posted by ArrrCee on 2014/06/29 17:13:37
I'm Working On It
#149 posted by RickyT33 on 2014/06/29 17:15:35
Really - not sure exactly when, depends how much i get done today...
I�ll Try
#150 posted by mfx on 2014/06/29 17:17:39
and tweak ionous map. Rich, or do you want to?
Or both? idk
I have pretty much time today and tomorrow, its raining and you know..
#151 posted by - on 2014/06/29 17:49:32
I will be submitting a map, it should be finished by tonight, but who knows! :D
Closeness
#152 posted by sock on 2014/06/29 18:25:28
If anyone is really close and just wants Monday to finish the map, that is fine with me. I would prefer that people submit maps rather than just leave them collecting dust on their hard drives.
I have still got to create the start map, which I plan to do Tuesday night and have a final build for Thursday after some testing to make sure it all works. (map linking)
How Can One Relax
under this kind of pressure?! ;)
I will try and send you the file tomorrow morning if I can get it done.
So The Deadline Is Thursday?
#154 posted by RickyT33 on 2014/06/29 19:42:29
And we can point all of the trigger_changelevels to 'start'?
Enemy Issue
#155 posted by ArrrCee on 2014/06/29 20:05:54
I'm pretty much done with my map over here but I'm running into one last problem where it says that I have 3 more enemies in the map than I actually do on the intermission screen. I've hunted around, I know there isn't more that I accidentally added.
Anyone else run into this in Trenchbroom?
Rotfish
Add two to the monster count instead of one.
ArrrCee
#157 posted by digs on 2014/06/29 20:10:52
How many fishes in your map?
Fish
#158 posted by ArrrCee on 2014/06/29 20:18:01
I have 3 fish at the moment.
The Knowledge Is Dying Out..
#159 posted by mfx on 2014/06/29 20:19:28
And Since I've Posted...
I'm sorry, but there is no way I can get mine finished in time. I bit off way more than I could chew, and it will take weeks to get it out in the way I want it.
just create what you can, seal it, light it and add an exit trigger.
I could pull an all nighter and do this but it would be less cohesive than the average speedmap. (And I like sleep.)
So, expect a release in about a month, then.
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