Sorry Before Asking I Just Did That*
#376 posted by NewHouse on 2016/08/16 15:35:23
func_train brush, I added it key alpha and it was invisible or something like that ^^;
Maybe it might works in different mods or idk. But for this jam version it's just going to be just normal visible door. I was just thinking of teasing the player I bit~
Ambushes really needs some variety, you think so? ; )
#377 posted by anonymous user on 2016/08/16 15:38:37
erhm.. I meant to "don't we all agree", my grammar is the best.
Agreed
#378 posted by mjb on 2016/08/16 16:16:33
Mixing up the gameplay for a 20+ year old game is rather essential.
The Hardest Part To Learn Is..
#379 posted by NewHouse on 2016/08/16 16:35:35
What made it work at the first place. I'm still struggling to understand some of the level design aspects, especially when it comes to naturally increasing challenge, but not overwhelming the player.
There shouldn't be too big caps in difficulty.. but ambushes yet surprises can vary more from "normal" gameplay. But in other hand "mistakes" are just personal opinions.. some of the players except/ or just like unfair situations in maps.. it is hard to have a clear vision what will make this map memorable.. does it have enough landmarks.. is focus points clear to player or not... and most important part - do you like your map.
In jams like these, it is really hard to focus on all those aspects. It really made it more manageable, when the deadline was extended. I can really admire people who can do such large maps only in 2 weeks.
Skill Select
#380 posted by NewHouse on 2016/08/16 17:57:10
Do we have to make skill select map as well?
Refer To Post #340
#381 posted by mjb on 2016/08/16 18:01:50
I'll be finishing up the start map in a few days, so I'd like to know how many level entrances I need to make.
Some things to note:
Make sure that your map exits to 'jam7_start'.
Thanks, Bloughsburgh
#382 posted by adib on 2016/08/16 18:55:47
Didn't see that post. I don't think I'm gonna make it on time, unfortunately. Some good ideas, all things sketched, but still in greybox.
Agreed
#383 posted by Qmaster on 2016/08/16 19:03:47
Not enough time.
Func_train Notes/Fruity Loops
#384 posted by Preach on 2016/08/16 20:00:21
Apologies for the mix-up in the documentation for func_train - "noise" is the sound made when reaching the destination, and "noise1" is the travelling sound. But where's the starting sound?
The answer is that it's in the same sound file as the travelling sound. As you may already know, the way to create a looping sound in Quake is to add a "tag" to a certain point in the sound track. The quake engine will play the sound all the way through first time round. Then when it comes to loop it, it only rewinds it as far as the tag, before playing out to the end of the track again.
So for a custom launch sound and movement loop, you have to append the loop track to the start sound track, and then mark the point at which the launch sound ends and the loop beings with a tag. The existing Quake loops for doors and plats offer examples.
Bonus content: Please enjoy three pictures of a map which I only started after the original deadline passed. It will not be finished in three days, DLC all the way...
Shot 1 --- Shot 2 --- Shot 3
... And Maybe I Missed It But...
#385 posted by JPL on 2016/08/16 20:10:55
.. release date was supposed to be August 11, 2016... I guess it has been delayed.. correct ?
So what is the next target date ?
August 18th
#386 posted by mjb on 2016/08/16 20:16:54
Preach, cool screenshots and I better see EVERY entity used to its fullest! ;)
Great !!
#387 posted by JPL on 2016/08/16 20:20:38
Thanks..
Preach
#388 posted by adib on 2016/08/16 21:10:48
Loved the chicken cage. New feathered monster in the makes?
Thanks Preach
#389 posted by NewHouse on 2016/08/16 22:09:12
I saved what you said, maybe in future that information will make it a lot easier to work with sounds*
I have been doing a lot of brush/light work, and I'm sure I will make it to the deadline.
Here is intentionally dark control room I'm working right now, I have to make the ceiling higher so no light can reach the end:
https://drive.google.com/file/d/0BwxYkKdSD855bjIyNHRqeDNvYms/view?usp=sharing
#390 posted by khreathor on 2016/08/16 23:13:04
I went through all posts and I see only NewHouse will finish his map on time! Shame...
#391 posted by NewHouse on 2016/08/16 23:31:37
Couple extra days for others then? What about you khreathor, are you still in?
Hey
#392 posted by mjb on 2016/08/16 23:34:29
I am will absolutely finish my map on time. :)
I'm In.
#393 posted by khreathor on 2016/08/16 23:35:21
I have simplified my map topology, to fit the deadline, still have few cool things.
Bloughsburgh
#394 posted by NewHouse on 2016/08/16 23:38:18
Hey man, how is your gameplay logic coming along? Any problemns, or is everything going smoothly*
And Ionous Is Still In?
#395 posted by NewHouse on 2016/08/16 23:39:40
So about 4 people at least I guess..?
Logical
#396 posted by mjb on 2016/08/16 23:52:51
That is what I am doing this very moment. Going through and fixing logic errors. I have 90% of the map done, and just made a pass to fix a bunch of errors. I still need to iron out a few bugs, finish the final room, and then make skill 1 and 0 runs.
How about yourself?
#397 posted by khreathor on 2016/08/16 23:55:49
I spent too much time on "logic" shit :D Now I'm speedruning with last room and enemies. I have only one skill level :P
Scripting Is Time Consuming*
#398 posted by NewHouse on 2016/08/17 00:05:53
This possible biggest slice of my jamming time when to control room's one interesting room and figuring out interesting ways of hiding secrets and making them meaningful for the player find.
I will try to implement a new type of using secrets.. it's called "found silver keys" "access gifts later" or in one specific location. So that ate most of my time "today", but I still have enough time for basic ambushes which I'm more familiar with.. ending part is going to be time consuming in scripting part, because.. you know.. ending is always hard to figure out.
Fastest Way To Make Skill Levels*
#399 posted by NewHouse on 2016/08/17 00:46:45
Just increase the enemy count ; p
#400 posted by bfg666 on 2016/08/17 05:16:23
Oh no, not Quoth again! I loathe Quoth stuff, on top of not being very fond of the base theme... For the next map jam, may I suggest an Arcane Dimensions theme?
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