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Map Jam 2 - Deadline 27th July
Map Jamming is about creating maps of any size or detail level over a couple of weeks 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 - 27th July 2014
Theme - IKBlue + IKWhite inspired maps

Guidelines for Map JamTextures Wads + Map Prefabs

UPDATE: Released! news thread is here.
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Ricky.. 
I have my maps always save to my dropbox folder 
Yeah I Have Most Of Them In Mine Too 
But not the current one, and the BSOD came fairly randomly 
Just In Case 
If there is important stuff on that drive, it might be best to get a new disk drive also and just do a fresh OS install. Hook up the old drive later and retrieve data, then use it as a secondary storage drive. 
Who Needs Inspiration? 
My Map's Done 
9 days of hard work and several long nights, but it's done. I could add more stuff but eh. Should last 15 to 20 minutes.

Brushes - 16,725
Entities - 1,085
Monsters - Easy: 73 - Normal: 100 - Hard/Nightmare: 115
Track: 9 
 
You're a machine, nice work! 
Nice! 
Make a blue one now! Just kidding (sort of) 
Wow Skacky 
Make a blue one..:) 
 
that sounds like a lot of brushes 
Brushcount Doesnt Matter 
facecount does...
So, how many? 
46744 
 
Facecount Doesnt Matter 
secret count does 
Secrets Dont Matter 
secrets under lifts matter 
So How Many.. 
 
Every Lift 
Scampie 
IMHO coloured lighting is too saturated. Otherwise looks great. 
Brief Rant 
The following secrets should be outlawed:
- shooting the copper grate
- shooting that red window
- secrets under lifts

All they do is encourage you to check every grate, every red window, and every lift, which is just an unfun waste of time.

I really appreciated whichever dm*rmx map of than's it was where the first copper grate you shoot says "these are never a secret so now you don't have to bother." (or did it just say that in the readme?) 
 
well, secrets are supposed to be signified by something abnormal, so if it's a red window or copper grate with a flickering light or something, maybe... 
 
To be honest I think you should just put secrets wherever the hell you please. They're hidden easter eggs.

If your secret doesn't have a clue then it should be a trope IMO.

The only no-no with secrets is that they should never be required to complete a map. 
 
well yes, obviously anyone can do anything they want forever. I can't literally outlaw a secret area.

But I realized as I'd play a map I'd get on a lift, trigger it, get off, look under it, go "nope, nothing under this one" then have to wait for the lift to hit the top and return. It's not a fun behavior to encourage, and the trouble is, even if I make a map without secrets under the lifts everyone will check them all anyway because they've been trained to. 
 
Blame id then... they're the ones hiding the secrets under lifts, stairs and other shit.

Master has trained us well! 
 
even if I make a map without secrets under the lifts everyone will check them all anyway because they've been trained to.

Not after Sock's been very resistant to doing that. 
 
I like limited use of 'secret under the lift'. In my opinion, secrets are best when they reward the player for looking/moving through your environment in a different way than you as the designer would normally expect. Secrets being under a lift can fit this.

I think doing under the lift secrets best is when you expect the player to fall off the lift by accident or that they can be able to see under it from above if they turn around. Having to 'step on and step off quickly' to simply get lucky that there is a secret under this particular lift is a poor secret design because it's not based on player observing your map from a new angle, it's just based on them knowing that other designers hide secrets under lifts. 
 
DeadPixels 
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