@DelusionalBear
Sorry for double post hit submit before finishing my thought.
Usually you would include:
.map
.bsp
.lit
readme.txt (you can use this old one of mine for a template and edit where needed)
If you have any other custom files (sounds, music) make sure and include them with instructions for where they should go.)
I'm Out
#252 posted by
Qmaster on 2017/07/21 04:17:02
I had tomorrow off until problems came up...gotta work. Engineer's life I guess, work work work even on vacation. No time to finish now. Oh well have fun guys looking great.
Deadline Extension
#253 posted by
PuLSaR on 2017/07/21 10:00:59
We're almost there, but most of people still require some time for polishing and final gameplay tweaks.
So the new deadline is July 26th 9 pm GMT.
Heh
So the new deadline is July 26th 9 pm GMT.
I had a comp day coming so I took the day off to finish my map. More time is always good though!
The Thing I Hate About Extensions
#255 posted by
Zwiffle on 2017/07/21 16:38:48
Is that I always plan around what I thinkg I can do based on the initially announced date, and then I decide if I can or cannot work with that. Then there's a surprise 10 extra days and it's a totally different story =/
@Zwiffle
#256 posted by
khreathor on 2017/07/21 17:10:24
There is always an extension, so you basically add 2 weeks to initial deadline when planning stuff :D
So, 4 More Days Then!
#257 posted by
Mugwump on 2017/07/21 17:15:22
Cool, it'll allow me to make more stuff. I've only made one music track so far - spent way more time than expected rummaging through my samples bank...
Details ! Details !
#258 posted by
Barnak on 2017/07/21 17:54:40
Come on guys, add more details. This is what make quake1 maps interesting ! Make the player wondering about possible hidden secrets,...
Broken pipes and cogs, holes and traps, dangerous pegs, piles of scrap, bricks and random stones, wooden planks, crates and boxes, broken machinery, baroque pilars and altars, dead or agonizing bodies on the walls, wooden or iron gallows, random skulls and candles on the floor, random books and librairies, jars, thick fog, ...
Details can make a huge difference between a dull looking map and an awesome one.
Don't make your map looking like a retro/classic/id/boring map !
Or Concentrate On Finishing The Maps And Make Sure They Play Well
#259 posted by
skacky on 2017/07/21 18:03:01
#260 posted by
Breezeep_ on 2017/07/21 18:12:48
I promise I won't procrastinate over the next few days before the new deadline.
#261 posted by
Mugwump on 2017/07/21 18:39:17
Or Concentrate On Finishing The Maps And Make Sure They Play Well
Yeah, I would say this should be the main focus in the context of a time-limited jam. Details should come last.
Devil In The Details?
#262 posted by
mjb on 2017/07/21 18:55:47
Details can make a huge difference between a dull looking map and an awesome one.
But if plays like shit then might as flush it down the toilet.
Onward
#263 posted by
ionous on 2017/07/21 19:26:54
Further work upon my Map Jam 9 entry, as well as Black Metal.
https://www.twitch.tv/ionous
Starts in twenty minutes.
Don't Add More New Areas
#264 posted by
PuLSaR on 2017/07/21 19:58:38
just polish, playtest and add more details
WIP Map Jam 9999 Jam9_dumptruck
more WIP
screens
once more gameplay area to go and then testing... testing... testing.
Alright, So Here's My First Completed Music For Quake:
#267 posted by
Mugwump on 2017/07/22 19:51:34
Sign of Koth
TBH, I'm not sure if it fits this jam: I feel like it would suit a base environment better. That said, listen to it, try it in your maps and if you like it feel free to use it and rename it after the Quake convention - you may wanna talk among yourselves to make sure not everyone uses the same track.
Speaking of, is anyone actually making a map which has the classic infinite library look? I was thinking about making a library ambience for such a map but if nobody's going in that direction, I won't bother and do something else instead - I have other ideas to explore.
That's A Really Nice Track!
#268 posted by
skacky on 2017/07/22 20:22:09
Heavy and evil, definitely a Quake vibe to it. I don't think it necessarily fits a Base theme more.
That said I think the sounds that start at around 1m11 get a bit annoying after a few repeats. I think they'd sound better if they were a bit more down in the mix.
Also I Do Have A Super Tall Library In My Map
#269 posted by
skacky on 2017/07/22 20:24:31
With the bottom shrouded in darkness. The map is city of domes and spires with a huge vertical library beneath and then with a dungeon-ish area under that.
Thanks Guys!
#271 posted by
Mugwump on 2017/07/22 21:53:17
Ooh, a compliment from OTP! :) Didn't expect that.
@skacky I'll see what I can do. I found some samples on Freesound.org that I could put to such use. However, if your map doesn’t start in a library setting, it might sound odd to have this ambience from the get-go.
As for the sound that annoyed you, I considered lowering it but decided not to: I happen to like weird sound balancings, such as prominent whispers or background yells.
#272 posted by
skacky on 2017/07/22 22:41:30
The map doesn't start in the library. The layout serpents around it quite a bit before you can reach it. The map then goes to a city plaza with a central keep structure after the library for a final showdown.
@Mug
#273 posted by Haunter on 2017/07/23 00:21:56
Love this. Probably wouldn't fit my map though but I could easily see this in some massive subterranean complex.
Frightening!
#274 posted by
mjb on 2017/07/23 00:27:59
Very nicely done! That could be for one dark and moody Quake map!
Funnily Enough I Think That Track Would Suit Your Map Perfectly
#275 posted by
skacky on 2017/07/23 02:00:56