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The Brothers Mapping Jam [MERGE]
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Topic: The Brothers Mapping Jam [MERGE] (Read 51537 times)
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June 06, 2015, 06:45:43 PM
Reply #90
Knux
Standard Member
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Date Registered: September 04, 2009, 06:56:01 AM
Re: The Brothers Mapping Jam [FINISHED]
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Reply #90 on:
June 06, 2015, 06:45:43 PM »
I'd be glad to make the map I was supposed to build with Galactan if he's fine with it, as I had to drop it that time because of having many other things to deal with. Even so, there are a few things I want to criticize about every jam map. I understand this was an event for fun, but that shouldn't mean we can't bring out more quality in the existing maps.
Logged
June 07, 2015, 08:03:16 AM
Reply #91
Galactan
Enthusiast
Excellence in Explosives
Date Registered: August 30, 2012, 04:24:46 AM
Re: The Brothers Mapping Jam [FINISHED]
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Reply #91 on:
June 07, 2015, 08:03:16 AM »
Too late, I already junked every map fragment on my computer. Admittedly, it would be easy to recreate the fragment I submitted, but it seems pretty pointless by now.
Logged
June 07, 2015, 09:03:32 AM
Reply #92
Knux
Standard Member
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Date Registered: September 04, 2009, 06:56:01 AM
Re: The Brothers Mapping Jam [FINISHED]
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Reply #92 on:
June 07, 2015, 09:03:32 AM »
Or just extract it from the map you did with Llama, which would save you all the trouble.
Logged
November 18, 2015, 01:06:11 AM
Reply #93
Dr. Freeman
MM8BDM Extender
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Date Registered: December 22, 2010, 10:43:54 PM
Re: The Brothers Mapping Jam [FINISHED]
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Reply #93 on:
November 18, 2015, 01:06:11 AM »
SUP EVERYONE
FREEMAN IN THE HOUSE
I'm sorry you had to read that.
Anyway, this topic is getting bumped again, what's the deal with that?
Decisions have been made to merge
Jam 1
with
Jam 3: PB&J
into one healthy file so we don't need as million files hosted at once. That's neat.
But this also gives people a perfect chance to make any updates to either their Jam 1 or PBJ map if they so wish. This will be left open until 11:59 PM EST on December 15th.
So update your map if you feel the need to make some updates, because I know some people are interested, or don't if you're busy or something. I probably won't judge you.
Logged
November 19, 2015, 05:51:48 PM
Reply #94
Knux
Standard Member
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Date Registered: September 04, 2009, 06:56:01 AM
Re: The Brothers Mapping Jam [FINISHED]
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Reply #94 on:
November 19, 2015, 05:51:48 PM »
How much are we allowed to change? Can we mess with the layout of the piece areas?
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November 19, 2015, 06:12:33 PM
Reply #95
Russel
MM8BDM Extender
Doc Croc
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Date Registered: December 17, 2010, 11:11:25 PM
Re: The Brothers Mapping Jam [FINISHED]
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Reply #95 on:
November 19, 2015, 06:12:33 PM »
Updates are updates.
Personally, I'd anticipate the base layout of a given map piece should still abide by the initial rules of the event.
In other words, yes you can change aspects of the piece to a degree. So long as the end result is still recognizable as the initial piece.
Logged
February 14, 2016, 01:54:55 AM
Reply #96
Dr. Freeman
MM8BDM Extender
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Date Registered: December 22, 2010, 10:43:54 PM
Re: The Brothers Mapping Jam [FINISHED]
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Reply #96 on:
February 14, 2016, 01:54:55 AM »
hey babes and bobs it's like 40 years late but here it is
performing for you
if you know the words
go download the merge
Download this saucy merge here.
nailed it
Changelog
(click to show/hide)
[Jam]
General
- A lot of song files altered to either higher quality or proper looping.
- JAMBOSS3 changed.
JAM04
- Added.
JAM05
- Texture fixes.
JAM06
- Ice altered to standard.
- Weird ledge thing in Bubble Man area made impassable.
JAM07
- Ice altered to standard.
- Textures underwater changed.
- Metal Blade token underwater replaced with Mirror Buster, nearby spawns moved.
JAM08
- Visual changes.
- Slight layout touchups in the Wood Man area.
JAM09
- Total layout revamp.
JAM11
- Fixed bug that crashed the map in software.
- Fixed spawn inside of wall.
JAM13
- Music changed from Pump Man VRC6 to Endless Mine.
- Filter toned down.
- High small ledge outside made impassable.
- Fixed impassable linedef inconsistencies.
JAM14
- Minor texture changes.
JAM15
- Various visual changes.
- Block Monster lines added.
JAM16
- Total Layout Revamp
JAM17
- Middle area completely revamped.
- Minor layout changes.
- Weapon placement changed accordingly.
JAM18
- Fixed Incorrect Texture Offsets.
- Removed some excess energy.
- Cliff section behind lavafall altered.
- Slight visual changes.
- Crash Bomb and Silver Tomahawk switched locations.
[PBJ]
PBJ02
- Cleaned up textures.
- Revivsed water section.
- Slight layout touchups.
PBJ04
- Minor texture corrections.
PBJ05
- Cliff made impassable.
- Roof with energy balancer flattened out a little.
PBJ06
- Minor layout changes.
PBJ07
- Fixed a couple texture issues.
PBJ08
- Visual changes.
- Minor layout adjustments.
PBJ09
- Fixed the map.
PBJ10
- Fixed block monster lines.
- Removed Shia Labeouf.
PBJ11
- Added.
Logged
May 30, 2016, 10:48:47 PM
Reply #97
Thunderono
MM8BDM MM9 Contributor
The Treaded Treasury
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Date Registered: December 04, 2010, 11:20:27 PM
Re: The Brothers Mapping Jam [MERGE]
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Reply #97 on:
May 30, 2016, 10:48:47 PM »
So a conversation with the regulars of C-TLMS (primarily Musashi) has turned up a few technical issues with some of the maps here. I don't know if there are any plans to update this further, but I'll leave the list here. This is mostly for the benefit of the relevant mappers.
(click to show/hide)
JAM01
-Missing block monster lines in the rising lava room. I assume this is MM2QUI syndrome (where the block monster lines would normally block off playable area that's occasionally blocked by instant death).
JAM08
-Ladders in northern room apply to the upper texture, allowing players to tuck themselves into the treeline above.
JAM09
-Outside corner of the unplayable area in the southwestern room is missing impassable linedefs, allowing players to hang out up there.
-Purple
JAM11
-Top of the waterfall in the northeastern room is missing impassable linedefs, allowing players to climb to the top. It's very difficult to shoot players up there.
JAM17
-Missing block monster linedefs basically everywhere
-Pillars with the cannons on them are playable. I don't know if this is intentional, but there really isn't any reason for them to be.
JAM18
-Missing block monster linedefs on the northern lip.
PBJ02
-Too much ambiguity on the aesthetic direction of the map
PBJ03
-Flare Wand window is playable for no real reason.
PBJ04
-Sectors behind the pillars in the northern pass are missing impassable linedefs, allowing players to stand behind the tower textures.
PBJ05
-Missing block monster linedefs on the bushes outside.
PBJ07
-Missing block monster linedefs in various parts around the map.
PBJ08
-Missing block monster linedefs in the flash stopper room.
PBJ11
-Missing impassable linedefs on the back of the window in the northeastern room.
-Weird visual glitches on the rooftops outside
A lot of this is probably common knowledge and I likely forgot something but I promised to compile it all and post it here. Also, block monster lines aren't exclusively for classes-- bots use them too, and people tend to use offline skirmish around here.
Logged
June 06, 2016, 06:41:58 PM
Reply #98
Knux
Standard Member
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Date Registered: September 04, 2009, 06:56:01 AM
Re: The Brothers Mapping Jam [MERGE]
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Reply #98 on:
June 06, 2016, 06:41:58 PM »
I just noticed this small error after all this time.
(click to show/hide)
There's this missing texture in PBJ09 that can be looked at from two specific angles. This is one.
And here's its location in the automap.
On a side note, I absolutely fucking love everything about that map.
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The Brothers Mapping Jam [MERGE]