Bloughsburgh: Excellent!
NewHouse: Exit to whatever you want, I will not be creating a start map for this jam.
@otp
#27 posted by NewHouse on 2016/11/17 01:13:13
Does it have be episode 3 like map? Since I already starting making something different but it will have wind tunnels*
#27
#28 posted by khreathor on 2016/11/17 01:22:01
I approve this, now go map.
Progress Report
#29 posted by Qmaster on 2016/11/17 03:26:38
Monsters 50%
Lighting 100%
2 more hours mapping.
Weekend Extension?
#30 posted by Newhouse on 2016/11/17 12:11:08
Monsters 33%
Lighting 33%
Secrets 33% etc...
1/3 done so far*
Progress
#31 posted by mjb on 2016/11/17 14:12:08
Brushes: 90%
Lighting: 25%
Entities: 10%
Vis'd: Check
I'll be ready by the deadline. (midnight of tonight or the next?)
#32 posted by khreathor on 2016/11/17 15:33:06
November 18th 23:59 I guess, but it should be November 19th 16:32:49 if we want to count full 5 days, lol :D
Progress
#33 posted by Newhouse on 2016/11/17 22:55:55
Brushes 95%
Lighting 95%
Entities 90%
Almost done. It will be a very short map.
I need some time for scripting, and more play testing.
There might be some bugs, but what would you expect*
Expectations
#34 posted by Qmaster on 2016/11/18 00:47:28
Either a long(ish) map with bugs and somewhat unfair item/enemy balance...
Or a short and sweet well polished gem.
Please Note
#35 posted by Qmaster on 2016/11/18 00:48:42
Length of a map should always be measured in time taken to play it, not "physical" length.
#36 posted by PRITCHARD on 2016/11/18 01:47:41
It's not about how big it is, it's about how you use it.
On another note, hoping this Jam turns out well and i'm looking forward to playing the results. Sadly i've been too preoccupied with other things to participate myself.
(also I can be pretty slow and i'm a stickler for detail, so I'm not exactly sure how well i'd do with such a small timelimit!)
Screen
#37 posted by mjb on 2016/11/18 01:52:45
Just sharing a WIP screen for a room I found to be rather quakeish :)
http://www.quaketastic.com/files/screen_shots/mjb_air.jpg
*Lighting washed out from screenshot, blah blah*
#38 posted by Mugwump on 2016/11/18 02:11:31
Hmmm, an upside down flame... Didn't even think it was possible in Quake. Wondering how Seven's particle flame will behave in that spot.
Bam
#39 posted by Qmaster on 2016/11/18 04:12:07
100% Complete
Now where do I submit this?
Correction
#40 posted by Qmaster on 2016/11/18 04:25:16
Now 100% complete. Found a bug in vanilla quake where setting both killtarget and target will cause it to ignore target.
42 enemies
2 secrets
616kb
Progress
geometry and texturing 100%
that's it.
I need to do all the triggering, entities, lighting, etc.
If I get time I will also add some more detail geometry. Wifey gets home tonight after a week away, I might not get it done by the deadline. I'll release it afterwards if I miss the deadline.
#42 posted by NewHouse on 2016/11/18 11:14:19
Btw, it is 12:13. So before 24:00 I will send it to... otp?
#43 posted by NewHouse on 2016/11/18 11:42:01
So to be honest I am not sure about these limitations, or how to even check it. I just trien to keep brush amount low, I heard some one saying something about 700-800 brushes.. is that still too much?
NewHouse
#44 posted by mjb on 2016/11/18 12:15:02
Just keep it to the standard 4096 boundary. Don't worry about the limitations like I did at the start!
Progress:
Brushes: 100%
Lighting: 80%
Textures: 90%
Entity: 50%
Will be done by tonight.
#43
#45 posted by khreathor on 2016/11/18 12:40:05
Build BSP (not BSP2), run it in vanilla Quake. If it works you're ready to go, if not then optimize.
#46 posted by NewHouse on 2016/11/18 13:37:30
Thanks, hopefully it runs (starts testing)
Fun
#47 posted by mjb on 2016/11/18 14:11:10
This was indeed a fun experience, since highly detailed brushwork design was not allowed, I focused what I would have done with that time on fun gameplay elements. :)
Muy Bueno
Fish
#49 posted by mjb on 2016/11/18 16:36:11
Will the fish bug exist for this release?
No
|