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Map Jam 2 - Deadline 27th July
Map Jamming is about creating maps of any size or detail level over a couple of weeks using a certain theme and texture set. Check the readme file below for further details of what the Jam is about. Any questions or comments, please post to this thread only.

Deadline - 27th July 2014
Theme - IKBlue + IKWhite inspired maps

Guidelines for Map JamTextures Wads + Map Prefabs

UPDATE: Released! news thread is here.
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Updating The Map 
Added a new area, tweaked many thing and optimized others, saved lots of clipnodes and marksurfaces, but raised the number of faces. I expect you'll like the changes, Sock.

It is compiling right now, so expect it tomorrow on friday morning. 
On Vis'ing Tronyn's Map 
I am the someone who was trying to vis Tronyn's map, but it was taking too long with the older version. Now Tronyn gave me a new version of the map and vis has made similar progress in a few minutes that took over 24 hours with the older version.

It's possible it could finish fairly quickly and not delay the release. Tronyn will be able to tell how it is progressing with the link I gave him, so he and Sock can decide whether to wait for it to finish or not.

For reference, I have an eight-core 2.40 GHz machine on this, and the changes to the map involve more func_detail usage. Tronyn could tell you more, I'm just donating some computer here.

Looks like it's just about 50% done in full vis phase as I write this actually. I'll update on its progress after a while. 
 
Oh wow, an eight-core. That would have come in handy for my coagula3 map... 
 
Yeah you gotta use func_details more. More than half of my architecture is func_detail and the map takes less than a minute to vis on level4. 
Progressing OK 
It's at 7.. after having spent almost two hours. I'll make sure it syncs properly to Dropbox after finishing, and Tronyn can take it from there. 
Yeah 
mfx took a look at it, and said to use more func_details. I had been using func_detail as a glorified func_wall, basically for details, but he was like "make the whole map func_details except bounding walls," I was like "that doesn't make any sense to me", muttering some dumb objection based on my meagre understanding of how vis works and he was like "it's magic, just do it," and voila, seems like he was right. So big thanks to Pekka and also to mfx for helping out on this. 
VIS Level 
It sounds like a build worth waiting for, we can delay the build for a while longer. I still want to release today, so lets see what it is like in 8 hours time. 
Sock 
my map underwent some changes, after no start map was needed i was bored:)

I�m mailing you the updated files this afternoon, ok? 
** Update ** 
* tronyn/pekka inprogress vising his map
* cocerello currently vising his map
* mfx adding more crazy details
* I currently have 2 maps un-vised (tronyn/coce)

I would like to stress that everyone please check your maps before sending them to me. I will only test that I can fly to the exit trigger and that it loads correctly without missing art assets.

Cut off point for sending me updates, 2hrs from this post. I want to release the pack between 5-6pm euro time. 
Don't Forget 
To watch the jam premiere on Daz's stream.

http://www.twitch.tv/tddaz 
Ok Update Sent 
 
JAM 
 
JAAMMM! 
 
SHAM 
me ring is stingy innit 
Blue Jam 
 
HAM 
I will only test that I can fly to the exit trigger

mine is an info_notnull that doesn't become a changelevel until you kill a bunch of bros FYI, but I tested it on three difficulties in two engines. 
Time To PACK! 
I am off to do some testing, building and packing!
Sorry Tronyn, Coce, times up no more map updates.

@Lun, yeah I have tested your map already :P 
JAM!!! 
 
MAXIMUM REKT 
NOVIS TRONYN OFF WE GO AGAIN 
 
ol' novis tronyn 
JAM OR RIOT 
 
 
i withdraw my map in protest of tronyn's map not being vised. also gaza 
 
too late Lunaran

(ps fuck you) 
 
(pps, JAM) 
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