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yeah, you can use vanilla textures.

The original episodes each had a unique feel about them.

The reason why I want to incorporate some additional textures is to add a point of difference.

I want it to have a "this could have been an unreleased or forgotten id map" kinda vibe to it, rather than "gee this feels like episode 2". 
QTWFDI 
No coloured lights, fog, or fancy skyboxes
All these options enhance and add to the atmosphere of a map. Not sure why you would take away the fun parts of the map creation process.

Quake map protocol
Why? Most people use modern clients and computers, we are not in 1996 anymore. Restricting protocol will not make people map faster or complete their map to higher quality.

id1 progs (next time AD jam, sorry sock)
I assume you will wanting to do something different with Chthon this time as you seem to be mirroring the style of episode 1. Also WTF no Triple Barrel Shotgun!?! Talk about shooting yourself in the foot! :P

If you want to place restrictions to help people finish stuff quicker and not create large maps or monster death marches then restrict size and monster counts. Aim for each map being 15mins of gameplay with 3-4 secrets at most.

Bear in mind that Id has made Episode 1 already, you don't want to make it again by enforcing 1996 restrictions. Let people explore the theme, create new parts and not simply repaint the E1 map source layouts!

Decide on weapon progression early (including secret stash), which monsters appear in what maps and try to agree on skill levels and what they mean for each map. 
Interesting Idea For A Jam 
I still would like to use my colored lights tho. 
Fun Idea! 
I would like to build an Id1+ map at some point, and what a way to continue 2017 for quake, a fan-made episode :) I'll have my eyes on this thread 
About Episode Jam's Weapon Issue 
Make it work like Doom? As in have every map be shotgun-started, but obviously have the shotgun-start be the harder route while the keeping weapons from the previous episode route be the "easiest". This is what I'm doing with Schlossherr (which I plan to go back once I'm done with my QUMP contribution). 
Shotgun Start 
Great idea :) 
+1 Shotgun Start 
I think its important that all maps as part of an episode should be designed with a Shotgun Start in mind as a standard, regardless what weapons the previous level offers - or at the very least keep those in mind and not worry too much about bumping up the challenge whatever players choose to do.

I always start from a clean slate once the next level boots up, it keeps thing interesting and should allows mappers to tailor gameplay to their level as they see fit for those who choose to take this approach.

Sadly these details could be missed out on but find it's preferable to have that option available. Reminds me of a Doom episode still fresh on my mind, "Going Down", where some levels (ex MAP03, MAP15, MAP18, etc) can lose their unique flavour when carrying over weapons often reducing the tension or challenge.

... that's my 2 pence 
Shotgun Start 
All maps should be finish-able with a shotgun start but I wouldnt delete all weapons on each map start on an episode unless you're doing a hub style start map as in AD. 
Doom Like Id Did 
but instead how about "AD Like Id Did" and do a 'what if id had made AD'?

You could have all the cool functions of AD but try to make it still feel like those classic 90's maps?

I dunno, just a brain fart. 
#28959 
I like that brain fart. 
 
#28959 
neat!

@otp, go play with your guinea pig. or sth. 
 
so do we have any buy-in for the jam? or am I just mapping this thing in solitude? 
@Shamblernaut 
I'm currently making small runic/catacomb map, trying to make it like id would have made it (when using TB). Is this episode going to a thing or not? I'm not using mods, just vanilla quake. 
 
yeah, I'm about to make a thread for it. 
I'm Buying In For This 
A small/medium sized classic map with Id1+ architecture (and texture alignment :P) 
I'm Currently Working On Something 
But I might cobble something together 
/me Wants Chainmap Jam 
 
Shotgun Start 
When I forced a shotgun start for each of the three maps in my last FMB, the only comments about that I remember were moans. I thought it was a good idea otherwise gameplay for the maps as stand-alone would have been skewed.

(And I though I had been so clever to bring a justifiable reason into losing the weapons: caught in a rockfall, and dropped them trying to jump across some lava - you know, they fell out of your backpack; doh! ) 
I Think You're Misunderstood 
I proposed shotgun start the same way as Doom, e.g you shotgun start them only when you type in the map filename in the console, but if you're going in from the menu as usual, you keep your weapons from map to map. 
Isn't That The Default Behaviour Anyway? 
 
It Autosaves At Levelstart 
 
It's Like Daya Says 
You can play each level on its own if you like and are able to collect all the weapons available up until that point. So for instance, there's a nailgun in each level even though you might have picked one up in the previous map already.
It does not mean the player is strapped of all his gear with each level change!

Of course, ideally everyone should balance their maps in a way that makes sure the player doesn't carry a huge amount of surplus ammo over to the next map. 
Dopefish 
https://farm1.static.flickr.com/710/20796471039_a44ec09318_b.jpg

Anyway... Func might have flamewars, but much better than those sterile forums where naughty words are banned and most pedantic and time-free (cough) people spam the shit out of the place aka mw. 
Dope! 
I agree! Behaviour should be learnt and a filter will not change an arsehole into a friendly person 
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