Congratulations!
Looks like we have another amazing pack. GG Ionous for doing all the heavy lifting!
ATTENTION PLEASE
#2 posted by
Mugwump on 2019/05/08 00:32:56
So I have been informed that there actually is a Mugwump "map" in this pack that is a hallway and teleporter leading back to the start. I wanted to clarify that this is not a bug and that's not my actual map either, it's a placeholder. I'm still working on the real thing and it will come soon as a DLC.
#3 posted by
metlslime on 2019/05/08 00:35:34
the final map will have two teleporters.
Yes!
#4 posted by Immorpher on 2019/05/08 04:39:10
I will make some time to play this!
To Be Fair
#5 posted by
ionous on 2019/05/08 07:48:21
I did have a good amount of help throughout the process.
Bal made a bunch of nice textures, did the JamX TB def file, assisted with the level select portion of the start map, and saved said map from eight hour compile times with his wizardry.
Dumptruck made a nice preview video and developed the progs used for the event. I really wanted to use the gib fountains and forcefields, but my good ideas all fell through. You ended up getting the dregs.
OTP generated a nice wad with CZG07C adjacent textures, along with convincing me to not call this Jam10. He was ultimately right.
Mugwump expanded OTP's wad with some nice variations of his own.
Strangework did the initial run through the maps, and helped make sure everything worked as intended.
WW made a lovely teaser poster for me to plaster everywhere.
And, lastly, thirteen mappers put their free moments into this time-vampire of a project. That means a lot.
#6 posted by
Mclogenog on 2019/05/08 13:57:34
Thanks for organizing the jam, Ionous!
Also congratulations to everybody who released map. The few I've played through so far were excellent and very different flavors from other recent jams and speedmaps :)
A Big Thanks For The Release !
#7 posted by
johnxmas on 2019/05/08 18:15:40
Great start map ! Fantastic Insomnia vibe. So much more than a skill and map selector ! The scale is even bigger than meets the eye. What lies beyond these closed doors ? Now I need to find time to play this pack.
I was wondering why start maps are usually empty. Is there a rule to keep them monsterless ? A couple of bad guys could spawn in various places each time you revisit. Some scarce ammo and a single SSG in various spots too. Just to spice up the comeback… Ah. Maybe it’s not such a good idea after all.
Monsters On Start
There's no rule for it but since you return to the start map time after time, it may get repetitious. It's also good to reward the player with a breather IMO.
That said, Arcane Dimensions does have monsters in the 1.6 patch I believe.
I Agree With Previous..
#9 posted by
Barnak on 2019/05/08 19:04:02
Start maps should contain some ass holes that are there to annoy you in selecting the skill and the map gate.
Enemies In Start Maps
#10 posted by Ionous @ work on 2019/05/08 19:33:26
There’s ways it could be done correctly. It’s probably more suited to start maps that are purely skill select, as Tronyn did in Coven of Ebony.
Would have been ill-suited for jamX, though the upper skill select are would probably lend itself well to a SP remix.