 JAAAAAAAAAAAAAAAAAAAAAM
#1 posted by - on 2015/03/21 20:30:59
 THE RIDE IS STARTING
#2 posted by Breezeep_ on 2015/03/21 20:47:33
 Sorry For Bothering But...
#3 posted by Breezeep_ on 2015/03/21 21:11:17
...Any references for the Prisons of the Underworld?
 How About Piranesi?
#4 posted by Tronyn on 2015/03/21 22:20:47
 Impel Down
#5 posted by JPL on 2015/03/21 22:45:01
Once piece prison with 6 level of Hell sounds a good reference as well :)
http://images1.wikia.nocookie.net/onepiece/es/images/thumb/f/f3/Interna.png/800px-Interna.png
I am not advocating to make a manga-like map, but rather to reuse the Hell-like leveled prison: that would make a good map IMHO.. :)
 Piranesi Had Clearly Never Heard Of R_speeds
#6 posted by Kinn on 2015/03/21 23:07:31
#7 posted by Lunaran on 2015/03/21 23:16:26
I don't have time to map for this but here's a free map name: "Live Fire Exorcism"
y/w
 T/y
#8 posted by Zwiffle on 2015/03/22 00:06:54
 Non-shit Fgd
#9 posted by necros on 2015/03/22 03:44:13
hey... so that fgd i uploaded was actually shit.
here's one that actually works and also has all the other entities you need (eg: the stock quake ents):
http://shoresofnis.com/temp/qonquer.fgd (actually just the same url...)
 Lol Kinn
#10 posted by Tronyn on 2015/03/22 03:49:34
imagine if our brains slowed down when we looked at architecture that was too complex (actually, in that case, natural scenery like forests, the ocean etc, would be the worst).
I've always wanted to make a Piranesi-style Quake map (though The Living End or Honey arguably move in this direction already), but I can't map for this - too busy and need to finish old stuff before starting new.
 Question For Willem (or Anyone Who Knows)
#11 posted by - on 2015/03/22 04:35:03
How does the mod choose the amount of monsters to spawn during a wave?
I see that you set up lots of monster spawn 'factory' entities as the spawn locations for all the enemies, and choose a range of waves for each factory to be active. And then the mod chooses the frequency to spawn new monsters from it's available pool of factories each wave.
Does the mod simply iterate through the list of active factories and spawn a monster at each factory until it's spawned all the monsters for that wave? Or does it do some form of smart choosing of factories based on the strength of the monsters it spawns?
The first arena of Qonquer is a good example: the Vore that spawns in later waves... Does it only spawn infrequently because there is only 1 spawn point and many more Enforcer and Grunt spawn points? or because the mod knows not to spam Vores constantly in earlier waves?
I assume it's just iterating through the list, but I wanted to be clear.
 Wave Control
#12 posted by Preach on 2015/03/22 10:42:44
You can set a spawnwavestart and spawnwaveend key on a monster to prevent it spawning in early/late waves. No guarantee it will spawn once you reach valid waves though...
#13 posted by JneeraZ on 2015/03/22 12:38:37
What preach said. Someone read the source code!
#14 posted by JneeraZ on 2015/03/22 12:40:56
"How does the mod choose the amount of monsters to spawn during a wave?"
From what I recall, it's automatic. It starts small and just escalates.
#15 posted by JneeraZ on 2015/03/22 12:47:02
Also, try to have a decent selection of spawn points as well ... the mod attempts to pick ones you can't see so the spawning is super obvious. It also tries to avoid telefragging and when the action gets intense, that can be difficult with an arena full of monsters.
#16 posted by - on 2015/03/22 17:22:33
Ok, so it's a semi-smart spawning system, with the chance of a specific monster being spawn tied how many factories for it are active that wave?
#17 posted by JneeraZ on 2015/03/22 18:01:08
Hmm ... If I remember correctly, what it does is it tries to keep a set number of monsters alive. When it need to spawn one, it gathers up all the valid spawn locations and picks one randomly.
So there's really no control over how many X of Y will spawn ... you can only set up what mix you want and qonquer does what it can to provide.
I wish it was more controllable now, but ...
 Qonquer 2.0 Ahoy!
With user-specifiable round start/end sounds!
#19 posted by - on 2015/03/22 21:24:38
How high of a wave did you expect players to get to in the default arenas?
Seems that it was at wave 15 you wouldn't add or change any spawners, and just let the mod do it's thing with ramping up frequency for increases of difficulty from there?
#20 posted by JneeraZ on 2015/03/22 23:47:48
No real design intention there, just ... they were samples so they'd showed enough to give people the idea of what to do.
 Zwiffle
#21 posted by negke on 2015/03/23 10:04:37
So are you going to share your penis prefabs?
 I Have The Same Question
#22 posted by Kinn on 2015/03/23 11:20:11
but without the word "prefabs"
 Jammin'
#23 posted by JneeraZ on 2015/03/24 01:31:48
#24 posted by - on 2015/03/24 02:03:28
That block in the sky, in real life, wouldn't be able to float like that. You should consider creating some architecture to support it.
Otherwise it looks cool!
 (also, This Is Map Jam 5, Not 4)
#25 posted by - on 2015/03/24 02:04:14
I literally made a level that was giant floating pyramids... when did Quake have to make sense? ;)
#27 posted by JneeraZ on 2015/03/24 02:18:17
It's a prison of the underworld. It does what it wants.
 THat Block In The Sky.
#28 posted by Shambler on 2015/03/24 10:56:20
Best bit out of a generally cool shot :)
 Scampie
You forgot to call it a "cube" despite very obviously not being a cube.
#30 posted by JneeraZ on 2015/03/24 15:54:55
Also scampie : go map.
#31 posted by - on 2015/03/24 21:01:40
You're all fucking cubes.
#32 posted by JneeraZ on 2015/03/26 01:43:43
I have an idea for a map... But I currently have too many projects right now. I'll have to see.
 Wow
#34 posted by DaZ on 2015/03/26 03:11:42
loving the look of this level Warren.
Others working on levels, feel free to post wip shots etc :))))
#35 posted by - on 2015/03/26 03:18:06
I have something in the works, but want to get more done before I show anything.
That looks cool though!
 Ouch 6 And A Bit Degrees
#36 posted by ijed on 2015/03/26 03:43:17
I'm in. I need to clear my head.
 Wow Willem
#37 posted by Tronyn on 2015/03/26 05:09:46
what a cool idea; why would a free-floating void structure need to hold itself together using conventional architecture; if all its parts are floating, it could just be held together by chains!
 What I'm Getting Out Of It
Is that the brick and mortar bits did not necessarily originate in the void, but that's where they were chained together.
OMG jam5 = an allegory to mapping itself???
 Warren Wins The Interwebz.
#39 posted by Shambler on 2015/03/26 10:13:21
 Cheating With His Model Converter!
#40 posted by negke on 2015/03/26 10:41:54
Looks great, kind of reminds me of Papo&Yo. Shame it's little more than an elaborate 3D skybox for a simple Qonquer arena.
#41 posted by JneeraZ on 2015/03/26 10:44:19
You're a simple Qonquer arena.
 PWNT.
#42 posted by DaZ on 2015/03/26 11:57:33
#43 posted by hypnos on 2015/03/29 22:23:50
 I'm Working
#44 posted by ijed on 2015/03/30 02:32:42
It's just not looking very nice and has no unique gimmick.
#45 posted by hypnos on 2015/03/30 02:53:12
@ijed You nailed it, having the exact same problem ;)
#46 posted by ijed on 2015/03/30 03:33:20
I think I've found the look now - green and blue dungeon.
I stopped working on an earlier version because I didn't like the gimmick.
I'll post a shot once I compile it.
#47 posted by - on 2015/03/30 04:46:16
 Oh
#48 posted by - on 2015/03/30 04:55:19
and if you want proof of how lazily I've worked on all the rocks this past week...
http://scampie.net/etc/wip/jam5_arena1_day1_1.jpg
http://scampie.net/etc/wip/jam5_arena1_day1_2.jpg
That's day 1 where I made the layout and didn't share the pics with anyone except negke and Lunaran. Since then I've only poked here and there each night because I fucking hate making rocks.
 Looking Good So Far, Scampie
#49 posted by Cocerello on 2015/03/30 10:07:57
The gameplay can be seen on those screenshots.
I see that you used the idea i had for lighting in sm176 too.
Also be careful to not make the central spot a too safe place against ogres and demons. It would make the map blander.
By the way, which textures are you using for rocks and vines?
 Nice.
#50 posted by Shambler on 2015/03/30 10:38:37
Now go map rocks.
Hypnos urs is looking good too.
#51 posted by - on 2015/03/30 14:09:05
The base texture for the vines is 'maya2_9' from the Rogue expansion. The rock walls are 'rock18', I believe from Unreal originally, I use a version I modified that tiles vertically better than the original.
I then shopped that rock texture with the vines texture at a few different length variations. I also have a couple of the trims and wall stones from sock's Egyptian textures with vines over them which I'll use a little for the interior arenas.
When I do the hanging vines as brushes, I have a texture I hacked together that uses 'hedgerow1' from zendar with the green leaves of 'maya2_9'. Basically looks like the original 'maya2_9', except I replace the brown vines with dark green leaves, which looks nicer when made into standalone vines and such.
The rocks on the ground are 'ogro42', from one of Ogro's texture sets. The blue crystals are 'crys1_2' from Quake2. The green grass is 'jf2grass' by metlslime from Rubicon2.
I put together the .wad I'm using a couple years ago intending to do a 'lost continent/hanging gardens' setting for a map. Pulling it out now just to use it because it looks too cool not to use, and this area honestly only looks good because of dirtmapping AO and the diffused sunlight2.
 W00t
#52 posted by DaZ on 2015/03/30 16:12:46
Looking good Hypnos and Shrimpie. Everyone else = Go map! (and then post wips!)
;D
 Interesting
#53 posted by Cocerello on 2015/03/30 18:00:34
Suspected that the rock texture was from Unreal, but never thought that the vines could be those, and was thinking were in Unreal were those located. Good choice of textures across sets, indeed, look coherent, at least from this distance. I was particularly interested at those two, as i was searching for a texture with and without vines for a map, to hide the limit between the two.
The Unreal rock texture really needed that improvement for tiling, i remember it being quite bad at it, not that it is critical in your case, as long as faces stay at that size
#54 posted by JneeraZ on 2015/03/30 18:09:50
Somebody stream, ffs. :)
 That Looks Lush As Fuck.
Put a Rubicon 2 base in it.
I will be looking to contribute something... probably will take a day I would suspect.
#57 posted by JneeraZ on 2015/03/31 12:51:41
Bear in mind that Qonquer can trigger events at the start and at the end of each wave ... so you can do some wacky stuff if you really want to. Transforming arenas and things like that.
 This Is What I Have So Far -
 Yes!
#59 posted by DaZ on 2015/03/31 16:41:25
Bear in mind that Qonquer can trigger events at the start and at the end of each wave ... so you can do some wacky stuff if you really want to. Transforming arenas and things like that.
This is what I was hinting at with the interesting or unique twist. Cool stuff that changes up the fight! GO MAP #D
 Yeah
#60 posted by ijed on 2015/03/31 17:26:51
I had the whole floor change on every other wave, a bit like an interlocking Dead Simple.
But then it pissed me off.
 Speaking Of Which
#61 posted by skacky on 2015/03/31 18:27:08
Can you put qonquer spawns that activate ONLY after a certain wave completes? That would be cool when you open another room and you get more monsters from previously inactive spawns in that room.
#62 posted by JneeraZ on 2015/03/31 18:39:11
Yeah, just set the spawnwavestart on the monster spawns in there...
http://www.wantonhubris.com/qonquer/Editing%20%3A%20monster_.html
They won't be used until you hit that wave.
What if I killtarget info_qonquer with a targetend? Will the game end?
#64 posted by mfx on 2015/03/31 20:09:20
Ok im going to reuse some old scraps for this, to get them out of the way in some sense.
I'd like to make a startmap from this bit:
http://i.imgur.com/dQiBxTh.jpg
I need a precise number of contributors for extra teleporters, but thats done quick.
My entry looks like this atm, you know that already..
http://i.imgur.com/S8ziQ39.jpg
Now go map!
 My First Thought When I Saw The Second Shot
#65 posted by negke on 2015/03/31 20:45:28
This would make an awesome floating Icon of Sin-like boss enemy.
 Icon Of Sin-like Boss Enemy.
Sounds like a perfect use of Qonquer to me.
#67 posted by JneeraZ on 2015/03/31 21:20:03
"What if I killtarget info_qonquer with a targetend? Will the game end?"
Well, that would basically be shooting the mod in the head so .. I wouldn't expect good things.
#68 posted by Breezeep_ on 2015/03/31 22:43:59
I was just confused about the theme being "Prisons of the Underworld" to be honest.
 It Is?
#69 posted by mfx on 2015/03/31 22:57:05
i did not read that..
 I Wrote It In Bold So People Would Read It
#70 posted by DaZ on 2015/03/31 23:48:49
:D
 Im So Stupid It Hurts.
#71 posted by mfx on 2015/03/31 23:51:42
#72 posted by - on 2015/04/01 01:13:53
Don't worry, I ain't caring about that theme. I'm just making a Qonquer map!
#73 posted by JneeraZ on 2015/04/01 01:25:30
An off theme map is better than a non-existing map any day! Go map!
I didn't see the theme. :P
Mine isn't much of a prison.
 Meh
#75 posted by necros on 2015/04/01 01:30:23
just throw a few bars around a few places. there, it's a prison.
#76 posted by mfx on 2015/04/01 01:36:50
I made a cave already..
http://i.imgur.com/WaCsFwz.jpg
Hmmm, maybe i can merge it all into a map.
#77 posted by JneeraZ on 2015/04/01 01:57:22
It's in the underworld. Who's to say what a prison in the underworld looks like? Fuggit.
 Argh
#78 posted by ijed on 2015/04/01 18:06:00
Dropbox hasn't uploaded my shit
 ..didn't Know There Even Was A MapJam 4 !
#79 posted by micholas on 2015/04/02 00:51:11
 Poor Map Jam 4
it was never meant to be!
 Scampie
#81 posted by Breezeep_ on 2015/04/02 20:55:27
What textures are you using in those two shots of yours?
#82 posted by mfx on 2015/04/02 21:05:23
The base texture for the vines is 'maya2_9' from the Rogue expansion. The rock walls are 'rock18', I believe from Unreal originally, I use a version I modified that tiles vertically better than the original.
I then shopped that rock texture with the vines texture at a few different length variations. I also have a couple of the trims and wall stones from sock's Egyptian textures with vines over them which I'll use a little for the interior arenas.
When I do the hanging vines as brushes, I have a texture I hacked together that uses 'hedgerow1' from zendar with the green leaves of 'maya2_9'. Basically looks like the original 'maya2_9', except I replace the brown vines with dark green leaves, which looks nicer when made into standalone vines and such.
The rocks on the ground are 'ogro42', from one of Ogro's texture sets. The blue crystals are 'crys1_2' from Quake2. The green grass is 'jf2grass' by metlslime from Rubicon2.
 DREADLINE LOOMING
#83 posted by ijed on 2015/04/03 16:30:14
#84 posted by JneeraZ on 2015/04/03 16:32:13
I know, I know. This weekend is mapjam from start to end. Going to have to wrap up what I have and submit, basically.
 Its All Good
#85 posted by ijed on 2015/04/03 16:47:57
It seems I've become very lazy and slow, so this is a good kick in the arse to get me sharpened up again.
#86 posted by - on 2015/04/03 17:00:47
"It seems I've become very lazy and slow"
Same... ugh, worst thing is that the deadline is on Easter and I have family get together to go to and steal my mappery time :_(
 Haha
#87 posted by ijed on 2015/04/03 17:38:11
"I don't understand why you'd want to work on something that earns you no money instead of spending time with your family"
"Uhm..."
Will probably try to finish off my map... not really spent a lot of time on it and I think the scale is slightly too big but ah well.
 You Know
#89 posted by DaZ on 2015/04/04 00:05:33
I was a bit of a dick setting the deadline to Easter. That totally slipped my mind when I initially set up the jam.
So, I am willing to give a 3 day grace period after the 5th for people who are busy this weekend.
If someone could update the main post with this info that would be <3
To be absolutely clear. ULTIMATE DEADLINE OF DOOM AND DEATH : **** WEDNESDAY 8TH APRIL *******
 Thank Christ
I can now slack off and do it on the last minute like I always planned.
 Daz
You are a saint.
This does not, however, cancel out your being of a bellend, but the net total has gone up considerably.
 Yaay
#92 posted by - on 2015/04/04 01:22:45
Now you have time to make a map too Daz!
#93 posted by JneeraZ on 2015/04/04 01:33:43
Hah, nice ... this weekend was shaping up to be a little ugly. :) Thanks DaZ...
 BUNCH Of FAIREIS
#94 posted by ijed on 2015/04/04 01:37:47
 Ok I Broke Qonquer
#95 posted by ijed on 2015/04/04 03:37:40
Beware placing a golden backpack on top of a brush entity - with both doors and buttons it spams "Trying to Sprint to a non client" and is then apparently collected by the world leading to all sorts of hilarity.
I'm guessing this is because of the door touch functionality for the removal of keys.
 Protip
A golden backpack is the established convention, but is not necessary to begin the game.
 Wow
#97 posted by ijed on 2015/04/04 19:05:11
That's some subtle trolling!
#98 posted by negke on 2015/04/04 19:32:01
I started working on a little arena thing, but it took really long and then I realized it actually turned out to be Scampsp2, so I quit and deleted everything. Will probably also format the hdd just to be on the safe side.
No jam map from me - but hey, at least I tried, right?
#99 posted by JneeraZ on 2015/04/04 19:40:07
Sweet style in that shot, whatever it is and whatever becomes of it.
#100 posted by - on 2015/04/04 22:40:13
FINISH THE MAP NEGKE
 What Scampie Said
#101 posted by skacky on 2015/04/04 23:10:12
 Deadline Updated In Topic
#102 posted by metlslime on 2015/04/05 00:12:13
 Delete
#103 posted by Drew on 2015/04/05 03:36:16
Obvs
 Negke
#104 posted by mfx on 2015/04/05 04:28:30
Looking nice, now send it to me.
 Send To Madfox Pls
#105 posted by Drew on 2015/04/05 05:01:41
 Some Shots Of My Map
#106 posted by skacky on 2015/04/07 01:21:00
#107 posted by JneeraZ on 2015/04/07 01:25:28
#108 posted by JneeraZ on 2015/04/07 01:26:16
#109 posted by JneeraZ on 2015/04/07 01:27:02
skacky - God DAMN son.
 Fucking Incredible, Scacky
#110 posted by Breezeep_ on 2015/04/07 02:46:37
#111 posted by JneeraZ on 2015/04/07 03:03:37
As awesome as that is skacky, I think you need to own those colors a little more and pump up the saturation a little. That would really define your indoor and outdoor color schemes.
#112 posted by quakis on 2015/04/07 03:29:51
I actually love the faint blue tinge outdoors, but feel it might be worth boosting up the interior warmth to break up and diversify the mood in places? Also consider throwing in a smudge of colour contrast - Perhaps the rooftops/domes being something defining like teal green or deeper blue for extra character? Structurally impressive though, it's appealing to look at.
#113 posted by Lunaran on 2015/04/07 03:47:23
skacky
1) daaang
2) how do the items and monsters look next to the higher res textures though? weird I bet
 Some Shots
#114 posted by ArrrCee on 2015/04/07 05:34:11
 Lun
#115 posted by nitin on 2015/04/07 08:04:01
are they higher res? still seem to look like normal size quake textures?
#116 posted by mfx on 2015/04/07 10:09:39
Skacky, awesome!
How many entries are we to expect?, i cant keep the count.
12?
 Skacky
#117 posted by nitin on 2015/04/07 10:14:18
love it, looks amazing.
 We Send Them To You Daz?
#118 posted by ijed on 2015/04/07 12:30:16
 Nice!
#119 posted by ArrrCee on 2015/04/07 14:32:10
Got a chance to go through the thread and see everyone's work so far and man these are looking awesome!
And Negke, c'mon, you've got to finish that!
#120 posted by Lunaran on 2015/04/07 16:13:43
some of them look upscaled, yeah? am I high?
or is this mmap just that good
#121 posted by necros on 2015/04/07 16:23:28
that's some sweet high res brushwork ;)
 Send Entries To Me Yes!
#122 posted by DaZ on 2015/04/07 18:49:32
my email address is here on func or you get it from the jam 5 guidelines doc linked in the OP.
Cool seeing more maps! YAY ArrrCee!
 I Would Love To See Another Qonquer Jam Sometime Later.
#123 posted by Breezeep_ on 2015/04/07 19:07:57
 Holy Shit Skacky
#124 posted by Tronyn on 2015/04/07 19:15:14
that's the most amazing thing I've seen in a long time. coincidentally, I recently had a very similar idea for a map recently, to what you designed! directly from my to-do list:
q1sp map: "Moon Above, Sun Below" - upside-down skybox, altered gravity, map objects from heretic2, Piranesi style layout, jam2 arabian palace textures). Blue lighting. Use crystal torches. Use quake2 crystal textures. Have moving platforms.
But of course I wouldn't even get to this until Drake is done. Anyway, that looks stunning, great work.
 Tronyn.
#125 posted by Shambler on 2015/04/07 23:18:06
Just sack Drake off and get mapping FFS.
 Yes
 24 Hours Remain!
#127 posted by DaZ on 2015/04/08 02:48:28
It's roughly 2am where I am. So roughly 24 hours remain for this JAM!
GET TO DAT JAMMIN SONS
#128 posted by - on 2015/04/08 03:01:54
LAST MINUTE JAM RULE ADDED BY THE JAM MASTER HIMSELF:
9:00 PM - [TD] Daz: there must be a penis somewhere
9:00 PM - [TD] Daz: make it so
#129 posted by JneeraZ on 2015/04/08 18:53:35
Uh ... so ... tonight? Hmm...
#130 posted by skacky on 2015/04/08 19:00:15
My map is finished unless something terrible happens during beta-testing.
 ^same
#131 posted by - on 2015/04/08 20:33:48
 Do Your Maps Contain Unique Twists As Mentioned In The OP?
#132 posted by negke on 2015/04/08 20:37:14
I had this idea where all arenas would be linked to form a complete map layout and be playable as a normal level when run outside of the Qonquer mod.
I think this is what skacky should do!
#133 posted by - on 2015/04/08 20:39:57
Yes. I have 3 arenas, and only the first (the outside caves and waterfall area) is mostly standard arena gameplay.
 Don't Forget The Deathmatch Settings, Kekeke
#134 posted by Spirit on 2015/04/08 20:41:04
 Ditched My Map
There's some gameplay and design issues with my map I wont be able to fix in time for the deadline. Needs quite a bit more work on it, will probably repurpose the stuff I've made for a similar themed map I've been working on as I think it'd go better with that.
Sorry guys!
 Meh!
#136 posted by DaZ on 2015/04/08 23:52:12
If you need another day or so then fine. I will need time to compile the pack together and test all the maps etc.
 PUMP UP THE JAM
#137 posted by - on 2015/04/09 00:04:18
 Finished Shots
#138 posted by - on 2015/04/09 00:29:07
 I Jizzed A Little
#139 posted by skacky on 2015/04/09 00:36:33
#140 posted by JneeraZ on 2015/04/09 00:57:50
I could use another day or so. I'll keep the thread posted! I just got it sealed this morning .... need to add gameplay and get it done. It's not my best effort but it is what it is at this point!
 Oops
#141 posted by ijed on 2015/04/09 01:05:16
The version I sent didn't compile light for some reason. Will send again in a bit.
 Ok Sent
#142 posted by ijed on 2015/04/09 01:28:42
 What's 3J?
 Map Name
#144 posted by ijed on 2015/04/09 02:11:49
#145 posted by JneeraZ on 2015/04/09 02:13:16
Map is sealed and I'm setting up game play ... it won't happen tonight. But I could shoot for tomorrow night! 1 more day, I swear, that's all I need...
 Typical Artist
#146 posted by - on 2015/04/09 02:25:33
Makes it pretty then adds gameplay!
#147 posted by JneeraZ on 2015/04/09 02:53:37
Yeah, yeah, why I oughta...
#148 posted by negke on 2015/04/09 07:38:40
Scampie: BLACK FACE ON A LIGHT CRYSTAL?????
Warren: Stretched skull texture on the angled brushes... but they also don't line up correctly with the adjacent face. Otherwise cool, love the lava vomit face.
 Ok
#149 posted by DaZ on 2015/04/09 09:28:43
Send me the level today! Go map, you scums :)
 Entries
#150 posted by DaZ on 2015/04/09 11:09:40
So far I have received entries from:
Arrrcee
MFX
Scampie
Skacky
Ijed (v2)
I am waiting on submissions from Warren and possibly FifthElephant (go map!) which have until the end of today (roughly 14-16 hours depending on how long I stay up tonight :D ) and then I will start building the pack and testing the maps etc.
If anyone wants to help me test then let me know and I'll send you a link once I've built the pack. Thanks all!
 I May Do A Final Final Compile To Fix A Texture Error Then
#151 posted by skacky on 2015/04/09 12:19:39
#152 posted by JneeraZ on 2015/04/09 15:30:10
"************ ERROR ************
Degenerate edge at (0.000 0.000 0.000)"
Fuck.
The world's most content free error message.
Sometimes I wonder why I bother...
#153 posted by scar3crow on 2015/04/09 17:04:30
It's for the love of brushes.
#154 posted by hypnos on 2015/04/09 18:31:29
submitted something, did you receive my email daz?
#155 posted by JneeraZ on 2015/04/09 18:57:21
Submitted to Daz ... not my greatest achievement but deadline has already slipped, so go forth!
https://dl.dropboxusercontent.com/u/161473/Misc/MapJam5/MapJam5_Warren.jpg
The map doesn't have a unique hook either. I'M A REBEL.
The idea is that your minions are the enforcers preventing a break out from this underworld prison ... shoot and gib escaping monsters.
Various Shubs watch.
 Submitted Mine
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#157 posted by JneeraZ on 2015/04/09 18:58:03
Oh, and since this was such a race to get working to submit it ... it's not even clipped properly. Also, expect many texture misalignments.
Enjoy!
 Final Entries
#158 posted by DaZ on 2015/04/09 19:45:01
Ok, I have received entries from 8 peoples now. I have also received some updated maps which I have incorporated into the pack.
I am assuming that everyone that is going to submit a map has done so now. THIS IS THE FINAL CALL! :D
If you still have a map you want to submit you better send it damn quick!
confirmed entries are :
Arrrcee
FifthElephant
Ijed
MFX
Scampie (v2)
Skacky (v2)
Hypnos
Warren
#159 posted by JneeraZ on 2015/04/09 19:52:22
8 people is a solid turn out, nice everyone!
 Where The Fuck
#160 posted by Drew on 2015/04/09 20:44:21
Is the negke/Madfox collab
 ^
#161 posted by - on 2015/04/09 21:17:16
 Nice One Gays.
#162 posted by Shambler on 2015/04/09 22:57:31
 DaZ
#163 posted by brutecold on 2015/04/10 02:19:10
are you going to play this one live ? :)
 Scampie
#164 posted by nitin on 2015/04/10 15:25:31
lovely lighting
 Yeah I Will Do A Stream!
#165 posted by DaZ on 2015/04/10 15:44:44
pew pew
 RELEASED
#166 posted by DaZ on 2015/04/10 20:37:46
Map Jam 5 is released : http://celephais.net/board/view_thread.php?id=61200
Thank you to everyone who took part and helped test the pack! <3
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