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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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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.
Ionous Leak Fixed..
#161 posted by mfx on 2014/06/29 20:21:50
Now the lights, its a small map.
ArrrCee
If it really bothers you, create one info_notnull per fish with the "use" field set to "boss_death10" and have each fish trigger it on death.
Then again, sock is probably going to use a custom progs.dat for this pack, so you could ask him to include a patch...
#163 posted by Spirit on 2014/06/29 20:32:24
Or just use the one and only reQuiem engine which fixes that widespread bug engine-side.
Fishbug
#164 posted by ArrrCee on 2014/06/29 20:35:16
Huh, weird bug. Well, I'm going to package it as is. It's perfectly playable and should be fine. Thanks for the tips!
Correct Count In DirectQ As Well
#165 posted by ArrrCee on 2014/06/29 20:41:14
Final Word
#166 posted by sock on 2014/06/29 21:05:15
So The Deadline Is Thursday?
No, the deadline is monday night, I will create the start map on Tuesday, test on Wednesday and release on Thursday. Anything beyond that you will have to release on your own.
Final deadline MONDAY night!
All submitted maps must have a trigger brush (trigger_changelevel) with a parameter "map" and value of "start". Any submitted maps that do not exit back to the start map will be left out from the pack.
Also remember, could everyone add the source map to their zip files, so if anyone wants to learn/see what you did they can.
Screens From Sewage Mouth
#167 posted by ArrrCee on 2014/06/29 21:08:37
So There's Going To Be A Period Of At Least Two Days
#168 posted by RickyT33 on 2014/06/29 21:10:42
Where you will have the maps, but won't have released them, but won't accept late entries?
Eh?!
... and release on Thursday. Anything beyond that you will have to release on your own.
...deadline is Wednesday evening?
ArrrCee
#169 posted by skacky on 2014/06/29 21:31:31
Oh! Very original take!
Sent Mine In
#170 posted by mechtech on 2014/06/29 21:31:54
Very small map.
#171 posted by sock on 2014/06/29 21:39:40
@ArrrCee, love the broken stuff in screenshot 2, very cool take on the theme, got your map thanks :)
@RickyT23, the deadline is Monday evening, anything beyond that you will have to release by yourself. I want to test the map pack and make sure it all works. I personally don't have a lot of time to do this, hence the two day delay. Just seal your map, add your exit trigger and send it.
Got maps from so far:
Skacky, Digs, Mechtech, ArrrCee, Me.
OK, OK
#172 posted by RickyT33 on 2014/06/29 22:23:18
I'm trying, not gonna be too far off....
Arrrcee
#173 posted by Cocerello on 2014/06/29 23:43:42
An original take of the honey theme indeed.
Also, rotate the texture on the face on the side of the waterfall on the first screenshot, so all the faces' texture go in the same direction.
Finishing Off My Map Now
It's not exactly what I wanted to do for the jam but then again I'm on a horrible 60 hour shift for work this week...
Just doing some final bug testing then I'll send it.
Because Someone Might Miss It:
#175 posted by - on 2014/06/30 01:51:55
All submitted maps must have a trigger brush (trigger_changelevel) with a parameter "map" and value of "start". Any submitted maps that do not exit back to the start map will be left out from the pack.
Meh - Sealed This Brute. Still No Lights Or Monsters Lol
#176 posted by RickyT33 on 2014/06/30 03:33:58
#177 posted by sock on 2014/06/30 04:06:25
Pixel Blockout I can't believe how much hassle it took for me to setup the screen cap, cropping and merging of the 18,000 files. After movie maker melted twice on me, I eventually got a movie file!
If you think you are aware of what you are doing when recording demo's, then imagine what it is like with a screen cap program recording your every move in an editor. It was weird because I use the camera a lot to move around and had to remind myself to position the camera so it would look better recording.
Hopefully part 2 should be the finished map! :P
Given Your Productivity
#178 posted by ionous on 2014/06/30 04:23:25
I picture that as your real-time mapping speed.
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