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 Confirming
#491 posted by DaZ on 2015/08/17 06:15:04
Got your submissions Breezeep and Adib!
 Excellent...
#492 posted by distrans on 2015/08/17 07:39:53
...nice to see some new mappers involved. Good work DaZ!
 Sent Map
#493 posted by exhelzar on 2015/08/17 09:06:44
I have sent my map.
 10 Maps So Far :D
#494 posted by ptoing on 2015/08/17 09:24:05
Biggest outcome yet, right? And indeed, nice to see new mappers. Will be cool to play some fresh styles :)
#495 posted by ma†echa on 2015/08/17 12:08:08
Map submitted. A few hours late but hopefully it's alright! Can't wait to try all the maps. Jam 6 is freakin' massive!
 Asking Wether I Should Give Up Or Not
#496 posted by Daya on 2015/08/17 12:22:40
I've run into too much trouble into this fucking map. I've been working on this for 3 weeks and I had nothing but problems. This includes:
1.In the cabin at the start, there's supposed to be a glowing red light only, 4 seconds in a trigger sounds occure, deleting the red light to switch a normal light on, then 6 seconds from the start the door opens. Instead the trigger sound plays at the very start and the red light doesn't go away.
2.At the bottom zone with the lava floor, the button should spawn monsters AND make a stair appear. Instead only the monsters appears and no matter what workaround I try to do, the stairs refuse to move.
3.The Quad Damage in that area never appears. Just, never.
4.Teleport brushes are invisibles.
5.At the next area the player is supposed to be pushed up in the air after teleporting, but this never happens.
6.The ascencion area is broken as all hell. The silver key is on top of a pillar, that should move down when taken, and at the same time rise a block for a future path, and after that trigger the lava brush to rise up, close the fence at the start and saying "Temperature's rising, it's getting hot!".
For those curious enough here's the zip file containing the source files:
http://www.mediafire.com/download/6ns0seq8ym1uzxh/jam6daya.zip
I know my map can be a DLC, but at that point I'm so tired of it yet so passionate about it I don't know what to do
 Dlc
#497 posted by [Jimbo] on 2015/08/17 12:38:22
mine will be dlc as well potentially finished much later as standalone.
Too much IRL last few weeks for me to finish.
#498 posted by Spirit on 2015/08/17 12:48:38
it's normal! throw it in in its current state as alpha/beta. move on. make a "better" map next time. repeat.
the short fail cycle is why i liked speed mapping so much. these jams seems mega stressful.
#499 posted by necros on 2015/08/17 12:52:06
They don't have to be stressful. Just remember it's for fun!
 ^
#500 posted by Spirit on 2015/08/17 12:54:05
Yes! But if you work for a long time on something, you expect more of yourself. At least I do.
#501 posted by JneeraZ on 2015/08/17 13:14:09
I've found you have to treat the jams as throw away quickies ... don't stress them too hard. It won't be your best work. Accept it, have fun, release something...
 Daya
I can help you with two of those problems:
3.The Quad Damage in that area never appears. Just, never.
Try moving it further away from all surrounding brushes (e.g. raise it further from the floor). Your editor may be showing the bounding box wrong -- although it looks like it's not touching anything in the editor, it actually intersects with one or more brushes when you compile the map, (and hence disappears from the map when you start playing). I had this same problem just a few days ago.
4.Teleport brushes are invisibles.
They are supposed to be invisible. I also did not know that when I first started mapping. As soon as you make a brush a trigger_teleport, it becomes invisible. If you want the player to see e.g. that classic teleport liquid texture, you need to create a separate world brush on top of your trigger_teleport and give it the texture you want.
 Been Thinking About Dlc Release
#503 posted by Daya on 2015/08/17 14:16:39
What is the deadline on this?
I might think about other workarounds on time.
Also thanks alot for your input total_newbie!;
 Daya, Cont.
I can confirm that moving the Quad Damage an extra 16 units up from the floor solves the problem. Recompiled and tested, and the Quad appears.
 No Problem. :)
 What Happened To Pulsar
#506 posted by Drew on 2015/08/17 15:29:09
 I Don't Know What To Do Now.
#507 posted by Rick on 2015/08/17 17:44:54
I got used to spending all my free time on that map.
I sent the map file last night, the time stamp on it was 11:48 pm. It took another 2 hours 21 minutes to compile the thing. I sent the final zip file a few minutes ago.
Unfortunately, I'm pretty sure I didn't supply enough ammo to finish it on the "hard" setting, but maybe someone will prove me wrong. Also, I spent the last few hours I had adding a secret. Bad thing is that if the player doesn't find it, they will have a very hard time finishing even on "normal".
 Well
#508 posted by PuLSaR on 2015/08/17 17:48:02
I wasn't making a map for this jam. The map I'm currently working on is kinda Retrojam3_dlc_dlc.
I felt an urge to map awhile ago, but there were no jams announced at that moment. I waited for some time and then started to make a proper map without jams. So you'll see my map soon but not that fast.
 Daya
Your first problem seems tied to using four separate triggers at the start. Players start touching all four, and one of them triggers one of the others (the one named 'start') with no delay. That trigger, in turn, has a sound style, target, and delay, but delay only affects the targetted object, while the sound always plays immediately. You could change the 'start' trigger to have no delay of its own, then add a four second delay to the trigger that targets 'start'.
The simpler thing to do might be to try using some trigger_relays instead of several trigger volumes. Make one trigger_relay for each thing you want to do. Set their targets and delays as you like, but give them all the same targetname. Then have one master trigger that targets that name.
Problem two seems like a naming issue. I see a button that fires 'st1' to teleport the enemies, but the stairs in the lava (if I'm looking at the right ones) are named st2, st3, and so on, and nothing in the map seems to target them. Give them the same name as those teleporters and they'll be activated at the same time.
Number five is I think because you have that large outer trigger meant to kill the 'jump' entities. Something I hadn't realized about Quake until starting my own map for this jam is that triggers are defined by their world-axis-aligned bounding boxes, not their actual brush volumes. The trigger you have set to kill 'jump' has a hole in it, but that doesn't matter because you're still inside the bounding box, so that one fires and kills the trigger_push before it's had a chance to toss the player. Split that large trigger into four separate ones, one brush each, and I think it'll work the way you want.
Finally, your last issue seems to stem from your silver key trigger having both a target and a killtarget, which won't work. Only one of them will fire, so if you want to target one thing and kill another, you'll as I suggested earlier need a few trigger_relay entities with the same name but different settings.
 Gah!
Daya, I forgot to mention, if you go with my first suggestion of just changing the delays on those triggers at the start of the map, you'll also need to enable the 'start' trigger's "notouch" or "Entity only" spawnflag. I'm not sure what other editors might call that option.
 ItEndsWithTens
Re: Daya's second problem (untriggered stairs):
One of the func_door entities (i.e. one of the stairs) does have the targetname "st0" and is targeted by the Vore that's teleported in when you press the button. It then in turn targets s2, which targets s3 and so on. So as far as I can see, killing the Vore should activate the stairs, right? Yet I've tested it and they do not move at all when the Vore dies.
#512 posted by negke on 2015/08/17 18:51:16
Set the "door_dont_link" spawnflag on all of them.
 Thanks A Lot Guys!
#513 posted by Daya on 2015/08/17 18:57:02
 Tested
Tested linking the button directly with the stairs (giving the first func_door the same targetname as the teleporters), but that still did nothing -- so I don't think it's a naming issue.
Then I tested negke's suggestion and that crashes the engine with a stack overflow message.
 Daya, ItEndsWithTens, Negke
Ok, I got the stairs to work, using negke's advice and getting rid of the complex chain-of-targets: just gave all the func_door stairs the same targetname (st1).
They fall back into the lave almost immediately, though, so you need to change another one of the entity properties to get them to stay raised. I'm sure that's easy, though, and one of the experienced mappers here will know the answer.
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