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
Thx Haunter & Bloughsburgh!
#276 posted by
Mugwump on 2017/07/24 08:23:21
So, if someone actually decides to use my track, please include the following info in your readme:
MUSIC:
Filename: trackXX.ogg
Title: Sign of Koth
Time: 4'05"
Composed by Guillaume "Mugwump" Perez a.k.a. The ?uestion Mark.
Mastered by David "dumptruck_ds" Spell.
Released on 07-22-2017 under Creative Commons license CC BY 4.0.
https://creativecommons.org/licenses/by/4.0
You like The ?uestion Mark's music? Explore more!
https://thequestionmark.bandcamp.com
https://soundcloud.com/the-question-mark
https://www.indabamusic.com/people/thequestionmark
Feel free to reformat this text according to the style of your readme template as long as you keep all info in (don't forget to rename the file as trackXX.ogg and replace the XX in the text with the number that you've chosen to use)
Good Track
#277 posted by Jaromir83 on 2017/07/24 17:28:57
.
Custom Music FYI
I have an ambient music track in my jam entry. I am using track128 as my filename. I highly doubt anyone would use the same track number but I thought I'd mention it. Stranger things have happened. If you are using track128 please post here so I can change the name.
I love Mugwump's track but I had already remixed a track of mine from 1999 for this. It's been waiting for a map for a long time. :)
@skacky
Those a crazy. I'm getting vertigo. Can't wait to play it.
2x Post
Wait. @Skacky did you do a start map AND a playable map? If so, Jezzzuss.