^ Advice I Should Listen To
#276 posted by
- on 2015/08/06 19:42:20
Mapping For Mapjam
#277 posted by
Rick on 2015/08/06 19:46:28
I have one big cave with a start and an exit. I'm just going to add a few more rooms and some monsters and consider mine done. I should be able to do that this weekend.
That leaves next week to add any embellishments I can fit in. If I don't find time to work on it and all there is at deadline is 4 rooms and 3 scrags, then that's what I'll send.
There will almost certainly be no final fight or boss fight. I find those tedious for the most part and usually skip them and consider the game finished. I'm more of a explore and discover type person.
Yes
#278 posted by
adib on 2015/08/06 19:49:32
needed a slap on the face, that's all.
Get Done What You Can.
#279 posted by ShoTro on 2015/08/06 20:24:44
I think I am getting a lot done lately, but I dropped the detail on everything but the most important stuff. I am using a lot of copy and paste geometry to make things seem grander then they are... Look closely and those archways are the same, with a few broken columns that are simply the same broken column rotated and switched sides. Those pillars of rock coming out of the lava... they are all just two sets of geometry resized and rotated.
It actually helps keep the theme in areas because it looks consistent allowing me to focus on what I want to do with the level's story telling element... if I can get it done in time. *shrug* Otherwise I also force the player through the same areas a couple times to make the level seem WAY larger than it is (note my "hub" screens, you get there four times during my design).
Don't give up.
#280 posted by
JneeraZ on 2015/08/06 20:26:00
" I am using a lot of copy and paste geometry to make things seem grander then they are... Look closely and those archways are the same, with a few broken columns that are simply the same broken column rotated and switched sides. Those pillars of rock coming out of the lava... they are all just two sets of geometry resized and rotated. "
Yes. We in the biz call that "level design". :P
C&p Saves Lives
#282 posted by
DaZ on 2015/08/06 20:44:25
Making prefabs and then rotating/c&p /scaling them all over the level is a great idea for a map jam or any project with a short time limit! if you are making every last detail custom then that is a mountain of work that isn't really necessary! At the end of the day no one will really notice that stuff is c&p if you do it well, ie. varying the rotations, size, and lighting enough to make it all feel unique.
Also, reminding everyone that this Sunday 9th is ROLL CALL! :D
Octagon Rocks
Search for "columnar basalt" for more examples. Forms in volcanic regions.
That's Where I Got The Idea :D
#284 posted by
DaZ on 2015/08/06 22:45:41
Don't Steal From My Vacation Pics You Cretin
#285 posted by
czg on 2015/08/06 22:52:29
Im Looking Forward To Playing This Mapjam, Particulalry
#286 posted by
killpixel on 2015/08/06 22:54:44
everything looks great so far.
Yep
#288 posted by
PuLSaR on 2015/08/06 23:12:31
It's gonna be kinda awesome as it's going.
Btw thinking about map jams: it may be nice to have a chainmap map jam - to connect all the entries into one large (or even giant) map. It's much harder to do because it requires someone to work on the map after everyone finished their part and make the gameplay flow mostly from scratch, but the result may really great, especially since we have bsp2 format.
It's a shame that there were no chainmaps since sm82. That was 10 years ago.
Mfx
mfx, I just want to say how much I fancy your maps. I'd take them to giblet dinner anytime.
Christ almighty. Couldn't you pick someone pretty. I actually had a quick fap, because she's so ugly that my brain automatically streamed billions of beautiful women before my eyes. I love my brain.
vertex a bridge and get over it.
Ha! Nailed It.
#297 posted by
adib on 2015/08/07 07:25:33
Think I have a rock prefab:
http://i3.photobucket.com/albums/y80/amurad/Games/jam6b_zpshvmy6z1m.jpg
http://i3.photobucket.com/albums/y80/amurad/Games/jam6a_zpssdvhzf0f.jpg
I said rock prefab, not door, ok? Ignore the door. And sky. Lighting needs work as well.
The first rock is never forgotten =~)
#298 posted by
adib on 2015/08/07 07:46:14
Everything snapped to a grid of 4, built in a safe way, following this technique:
http://www.simonoc.com/pages/articles/rockwall1_1.htm
#299 posted by
mwh on 2015/08/07 09:47:48
Like the transition from orange to blueish!
#300 posted by
Rick on 2015/08/07 10:03:12
That looks pretty good. I should try making rocks that way. I always use triangles and my rocks always come out looking...triangular.