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exonimus

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Posts posted by exonimus

  1. Gentlemen. This has lasted long enough. I take part of the blame due to not establishing enough ground rules (forgive me, this is my first experience starting such a thing ever). And yes, this is supposed to be a truly fun project, and not the raging discussion I've seen in the last few days. I feel @@MoonDog and @@Pande have a point where it comes to brushwork (detail vs structural) layout, etc. On the other hand, I completely understand @@MUG being extremely proud of what he made, as it looks remarkably cool. 

     

    When @@MoonDog said the map was a collaborative project, he was right. As the OP stated, "4.Construction: We try to not remove others' work, just improve upon it, although this sometimes does require removal, depending on the situation."

     

    To be sure, others DO have every right to improve upon each other's work. If they find that the scale is too small for normal play, then they have every right to change it. In addition, one can't just recall their own parts, especially not when you're the first mapper and others use your part to start off from. However, again, I love this area, and completely sympathize. You're more than free to use your own part on a smaller scale in an upcoming map, and you can be sure I'm going to play it. Right now, as apparently both moondog and mug called it quits, we have a situation on our hands. It might just be a good idea to follow Pande's suggestion and start over, although we can surely use parts from the current construction, but only after we've established more ground rules and specific area layouts before starting construction, although I would require active help concerning the specificity of such a thing. Again, I may be blamed for not realizing this before, but this arguing has lasted long enough. I will put the scheduled passing around on hold for now, until we have (amongst ourselves) reached a definitive decision on this. Opinions here (please review the map in its current state first at http://www.mediafire.com/?2nu3vyyw38xu23w)

    Delta_135 likes this
  2. Again, sorry for not replying sooner, RL is truly being a pain at the moment.

     

    From what I've first heard from Pande, and now moondog, the issues are more serious than I initially thought. Moondog, could you also send over your current version? I'd like to have the most up to date one, although delta already sent me his a while ago.

     

    I suppose a call has to be made. But before I do so (at least, I suppose I'd be the one having to do so since I started it all..) I would like to hear your (that is, specifically @@Pande and @@MoonDog and @@Szico VII) opinion of the extent to which we'd be able to salvage/use at least parts of the map were we to absolutely start over with a pre-conceived layout and a clearer goal to work towards. Please be as direct and honest as you can, as this is in no way a criticism towards other mappers personally, and shouldn't be interpreted as such.

  3. @@TwinHits, please prepare to transport the map. I got a pm from @@Delta_135 saying he's experiencing some internet connection issues and cannot take the map after you. I know @@MagSul was all about having his turn soon,so I switched him and Delta around. Main post updated. I know the time period for switching them around is really short (since this concerns the following mapper) but due to delta's issues, I had no other choice. @@MagSul, can you confirm you have time next week?

  4. Gentlemen, the schedule has been updated by Magsul's request (see OP on page 1). Most importantly, I've now chosen only to have a final turn and no middle turn, as magsul preferred to go earlier (thus in my place). I might have pushed some people's turns back a week since I removed my own. Please check the schedule and look if you can still make it. Sorry for any inconvenience! :P

  5. Loving it! I can see why giving you an extra week of sorts (coincidentally) turns out to not be a bad idea at all! :D

     

    edit: I believe there actually a glowing track shader of sorts somewhere. Can't recall where it is exactly, but the texture/shader's name was rail_light_inside. Shouldn't be too hard to find if you feel like using it. Looks like this (centre) 

     

     

     

    yzu348g.jpg

  6. @@Pande, Read your post in the other topic. Updated the schedule for you (and myself) in the main post of this topic (keeping stuff in one place). Does march 11th-17th work for you? I also switched myself with someone else (think it was magsul) since I have the same exam period that I had not considered. I would go sooner, but I also have some essay deadlines and a trip to Copenhagen coming up.

  7. @@MUG That is an extremely cool concept. I'm impressed! As Szico said, the opening doors train is certainly possible, and actually quite easy. I'm not sure how he'd do it (probably some ingenious wizardy way), but the easiest way imho seems to have the doors and the trains be different func_statics, and let them have different ref_tags, and write different scripts for their movement. Their movement is basically exactly the same, until they arrive at a station, at which point the doors move/rotate with different ref_tags as a base. I've thought about implementing a similar system for an underwater transport line for one of my projects in the past.

     

    @@MoonDog, imho a poison system would be either appropriate in some kind of special room, or in some extremely bad circumstances in the lower and poorer neighbourhoods. In fact, the poison and @@MUG's idea kind of remind of of KOTOR's Taris lower areas. Zombeh, anyone?

  8. For those of you that are not familiar with the term 'pass me around', please read this topic: 

    http://jkhub.org/topic/1557-the-jkhub-pass-me-around/

     

    The basic idea is to have a WIP level that is being created by passing it around to several mappers who work on it for a week in turn. A question for @@Silverfang, could you expand on piratepad? I'm not familiar with it.

     

    For good measure, I'll start by reposting the schedule:

     

    Schedule:(last updated on April 2nd)

     

    Schedule on hold, awaiting decision

     

    1.@@MUG-February 18th-February 24th

    2.@@TwinHits: February 25th-March 3rd
    3.@@MagSulMarch 4th-March 10th
    4.@@Pande-March 11th-March 17th
    5.@@Delta_135- March 18th-March 24th
    6.@@Szico VIIMarch 25th-March 31st
    7.@@MoonDog,-April 1st-April 7th

    8.@@mrwonko-April 8th-April 14th

    9.@@exonimus -April 15th-April 21st
    10. @? Depending on what still needs to be done bugfixing, creation, whatever-wise.

     

    Ground rules

    1. Nomenclature:

    The WIP map file will be named jkhub_pma_(number).map, so for the first mapper, this will be jkhub_pma_1.map, for the 2nd, jkhub_pma_2.map, etc.

    We will use one shader/texture/models folder nomenclature. It's the same idea: base/textures/jkhub_pma, base/models/map_objects/jkhub_pma/ etc.Please make sure to include all your models and files+textures (I'm looking at you, .ase models) during and at the end of your turn and compile the map, so we have no missing files and the next mapper can look around ingame (this might not be workable for the first few mappers). 

     

    2.Log files

    • We keep a log file in a word document, in which every mapper describes what he did, what his ideas/criticism/comments/goals and intentions were, which things he wanted to do but couldn't, which bugs he found, and general inspiration he had, including tips and (relevant) banter , so the next mappers can delve into this for inspiration. This has proved to be crucial in the past, to please stick to this. The first mapper can create the word document. We don't want to know what you did every second, but please sort your comments by name and date, so it's easy to get an overview of the progress of the WIP level in time

     

    3.Forums:

    • We will keep this topic updated with progress reports and screenshots (Show off your skills!  You know you want to! ;) ). Aside from us demonstrating our awesomeness, this is of course to generate inspiration, ask questions, have new ideas and perhaps some parallel side work from other people like silverfang (loved that helo, btw).
    • Other people that are not mentioned in the topic are free to offer suggestions and map objects as well, but using them is at the mappers' discretion.

     

    4.Construction

     

    • We try to not remove others' work, just improve upon it, although this sometimes does require removal, depending on the situation. (By asking: what was he attempting to achieve? Then work from there. That's why the log file is important) 
    • WE USE CAULK. :D
    • We attempt to use the appropriate detail/structural brushes to spare the mappers at the end some major headaches (I'm sure pande has been there..)
    • The first mapper starts mapping at 0,0,0 (xyz)

     

    5. GTK Radiant

     

    • You are free to use whatever version you want, but: we use the same, updated entities definition file, to be found here:  http://jkhub.org/files/file/1299-updated-mp-entities/ . I know MUG has had some issues in the past. To which extent are they fixed?
    • Please don't forget to add jkhub_pma to your .shaders file!
    • Do NOT go below grid size 1, map on the grid to keep things easy for all of us.

    6. General

    • Send the zipped up (and preferably compiled) files to the next mapper on the last day that you are scheduled to have. If you know you cannot do anything on your last day, do it sooner so the next mapper has a day extra. Spread the love! :D
    • Please name your textures in an easy to understand way, so others can immediately see its use (e.g. metalwall_1 or whatever)
    • FOR THE LOVE OF GOD AND EVERYTHING THAT IS HOLY: KEEP. BACKUPS. On your HD, on your USB drive, keep a backup on your calculator for all I care. Also backup everything before messing with the entities.def file.

    Ladies, gentlemen, let the games begin! @@MUG, if you read this sooner and feel like starting earlier, feel free to do so =)

    Szico VII likes this
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