One more thing!
Remember name your maps like this hwjam_authorname and level exists to "start" map.
Ignore #1 Exits*
Put together a few spooky monster portraits, which can also be switched with regular equivalent portraits.
Will update it if I have the courage to do the last missing ones.
Since Bal Is Sharing
I made a couple of "spooky" sounds loops for the jam. BEWARE!!! These are tonally more like Scoobie-Doo
than House of a 1000 Corpses.
Howls and Groans for Halloween Jam.
These are 22khz 16bit mono wav files with markers (cues) embedded so they will loop with a proper sound entity.
They were liberated from a 99 cent Halloween CD so use at your own risk. Since the original CD sound files were over a half hour i'd say this usage falls under "fair use" for copyright purposes.
Timer By Khreathor
Awesome, Love It When There Is A Clear Timer
Too bad we can't embed the timer in the top post.
Itching to make something for this but not sure if I'll have anything worthy by the deadline. Hrmmm... must....map
[Halloween Jam Shared Media] Update
updated, tweaks by @Grim_Fandang0 to halloweenjam_2018
- spiderwebs indexed
- chains are now transparent
and for halloweenjazz.wad by queenjazz
-eye wall panels
-pale yellow window, seamless version(with side frames and without)
-cool wooden skull detail textures
next update will contain prefabs:
tombstones, bookshelf, boxes, crosses etc.
[Halloween Jam Shared Media] Prefabs
halloweenjam_prefabs.zip added contains lots of prefabs:
-shambler's rotation tutorial scene
[Halloween Jam Shared Media] Bal's Q1 Monster Paintings
Who Made The Pumpkin?
Been playing around with the pumpkin model - who made the original?
Joshua Skelton Made That Pumpkin Mdl
[Halloween Jam Shared Media] Halloweenjam_prefabs Tweak
rotating door didn't have targetname on info_rotate entity, which made it shake like crazy when opening. so now that should be fixed.
^ Added Double Door Example & Now Target2 Has Pivot As Target
H2p_skeleton.mdl Added, Converted By Xage
Halloweenjam_prefabs Trees And Exit Update
-Trees and skullgate level exit prefab added
tree1.mdl from quoth added
jcr's tree and textures
Where is the link to the shared media for the rest of the stuff? All I see are wads.
I am seeing the mdls in that link.
Everything is there*
On Sunday I decided to add some extra skins to the lovely pumpkin model in the pack - in fact I carved the pumpkin with some nice glow-in-the-dark designs:
3) Quake logo
5) Right arrow
6) Left arrow
Most are just for visual effect although the last two could be handy to aid navigation. Anyway, if you want to use them please do - the model is also designed to be drop-in compatible with the original model (so skin 0 and frame 0 are unmodified).
Except for those on the original skin, don't know what the point of those were. On the new skins those points are where the light shines through the lid of the pumpkin : - )
Ok. I might patch the original skin later tonight. The lid thing makes sense.
Pumpkin With Full Brights Removed On Skin 0
I'm trying to pump (get it!) something out for this. Keep getting wonky compile issues. Missing faces and the like. Argh.
Deadline Extension By 7 Days
Timer should be soon updated, + 7 days.
For this year pack will be more about horror and late-halloween map pack, next year things will start much earlier for sure.
New deadline will be 5th of November and then pack will be released soon after.
Dang. I've been cramming up into the wee hours for nothing? Guess now I'll slack off, lose time, and give up after feeling like it is too unpolished. Ok no. I will finish this one. Must. Beat. Old. Habbits.
I think I found a bug in the AD progs. Has anyone else noticed that when using custom sounds on trigger_relays that they are played immediately rather than after the delay? I looked at the code but in my sleepy daze it didn't seem like it should be doing that.
Try always value your progress, gameplay/visuals everything. We too easily think that time doesn't run fast and soon it is already 5th day.
make a resque mission map
there's a prison, a buddy you have to resque from a zombiefied prison, and there is you and your axe
and a lotsa zombies
ala most resent tv shows
Why Not Eh.
Sounds like a potentially cool idea.
is it ok, if the axe would be the only weapon allowed
Could Be Boring Yes.
But then use of different zombie types, normal axe with Quad to start, power-ups etc.....could be functional??
consider the map as the sm_jam_turtle offspring
Axe Only, Could Work
Could progress from axe to shadow axe. Start with the easy enemies, couple death knights, then sprinkle in zombies, after a bit of running around either give the Quad, or then drop in a shadow axe, then start adding in harder knights, give a quad at the end with a fury knight battle. Could work. You could even have shootable button secrets still, just have to take a leap of faith and thwack them. Keep it relatively short and it won't be terribly boring.
How Goes It??
Hmmm...this is probably my most complex entity setup yet. I'm making heavy use of the entity state system, finding its limitations. Thankfully, trigger_relay remains the most amazing entity ever. And with AD 1.70 you can have it start disabled and enable it later. Yes! This is the coolest replacement for a hack yet.
How goes your mapping? I find I'm having trouble avoiding being too campy. I have some nice creepy sound effects in my library of mods that I'll include with the map though to help out.
This being a Halloween jam and Redfield being a fan of Disney, I'd imagine this would be the perfect opportunity to try and recreate the Haunted Mansion.
Redfield? I hope you haven't retired.
Hope Qmaster pulls through
I liked your previous maps
I think so, since I have all the wprkings finished now. Just need to add monsters amd arrange it.
Announcement About Paths For Misc_models, Sounds And Such
We will use ad devkit packaging for this jam and to not upload duplicate files remember put them directly under first folders. Models for progs/, sounds for sound/, gfx stuff to gfx/ etc.
^ *to Not Upload Same Files Multiple Times Under Subfolders*
Wait so even sounds will "hang loose". That never happens in mods.
Well If They Were Originally In Subfolder, Then It Is Fine*
Just trying to keep things a bit more standardized.
I'm Assuming Bsp2 Is Not Allowed?
Can send the files to mikkou9(at)gmail(dot)com?
Hey guys, I have been a bit busy recently and I will have days off next week tuesday and wednesday so I plan to try pack everything in those days. Sock will be helping with dev kit packaging but I hope I can get all the files if not 5th, 6th would be the last date probably.
Meanwhile I will try finish up own entry and start map closer to the deadline to know exact number of entries.
Keep on mapping until the final day*
You got it boss....need all the time I can get to finagle them brushes and spitshine the scary.
can everyone package the latest files and dm me them(on discord) or email mikkou9(at)gmail(dot)com. Remember zip files. After work about 8h~ I can go through them.
Remember Checkout Deadline Too
It is in the first post but just in case. About 1 day and 16h+ atm.
5h+ Before Timer Is Over.
You can send me files close to deadline, or mention that you can make it for the tomorrow morning (gmt+2). I will playtest each of entries and see if there is some bugs needed to be fixed etc. It will take couple days to wrap up everything anyway.
I can make it for the tomorrow morning. Having to fix some clipping issues with my trisoup.
Will There Be A Start Map And A Poster?
I'm already fully erected.
Alrighty, remember send me some mail to gmail just in case*
Poster surely, start map also yes.
Submitted. Hope it got through...warts and all.
Jam Is Over + After Extra Day Or Two
Thank you all who participated, I received 6 maps in total by authors:
(let me know if I missed someone?)
I am trying to playtest all of them and give you guys some feedback during this week. I will take screenshots of your maps and those will be converted into painting textures for start map.