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jamaijamai

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About jamaijamai

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    Warming Up
  1. jamaijamai

    Snapmap Has Issues

    name: TestCube (incomplete) id: VRNYTWP5
  2. jamaijamai

    Snapmap Has Issues

    Yeah I'd say you are being pretty rude. No one asked - I never told. I would assume most people would not be interested in what I am doing, and if they are they would ask. It was a binding of isaac/roguelike game based on the movie 'The Cube'. I actually made everything, I just could not copy+paste enough modules to complete it meaningfully. I was far enough away that I didn't think it would be worth the effort (or even possible) to reduce. I could make 6 modules before hitting network. I wanted at least 12 but was hoping for 16. And yes if you want to see it I can definitely publish it and send you the info. As far as being a programmer goes - I was an actual paid programmer with a real job - albeit for less than 6 months. Still - I worked 60+ hour weeks, had to please the clients (and they were pretty ruthless in their expectations) and do almost all of it alone. I never finished computer science in school and was 90% self-taught - still I was told by multiple people that I was better than many graduates. Not that I felt I had to defend myself - that was 10 years ago, I have 3 kids now and the dream is dead - but sometimes I do go back to my old passion.
  3. jamaijamai

    Snapmap Has Issues

    A life I have lived I assure you :) No - it just simply is not a map meant to exist with snapmap. You could certainly make one like it but it would be really plain, bland and boring - an equal waste of time. I wasn't too bummed out about it because it was already going to be my last (2nd map) - Snapmap just isn't doing it for me and I will wait for some potential optimizations/patches before I consider revisiting it.
  4. jamaijamai

    Snapmap Has Issues

    Well none of it matters anyhow - I hit the network limitations before I could finish the map. Sad too because I had it all ready to go and it all worked perfectly. It is a bit upsetting as the map would have made it under the object/memory restrictions. I did discover that all the network limitations seem to be tied to is the amount of code in the map - regardless of how much is actually used moment to moment. You could break it up in any way you wanted - 1/10 used at any given time... 1/100 - doesn't matter. In other words - the map could still run fine, but because of the simple way they check it - you won't be able to complete your map. Oh well - Snapmap was fun and I sorta finished what I wanted to do I guess? I really wanted to show it off though. It would have been cool if they let you go above 100% and make the map offline only. That way it can be a complete laggy disaster - or not - and you would still have your map.
  5. jamaijamai

    Snapmap Has Issues

    I wanted to use the same relay for many different modules. I would imagine the difference to look like this: Enter Room Run RNG Use Number for X vs. Enter Room Trap room number into a variable (on module enter, set variable to a fixed number) Run RNG Go through each possible number and upon finding a match send it to the appropriate room (does variable from before = 1? If so go here, if not - does it = 2? If so go here etc. etc.) Use Number for X Given the large number of rooms I didn't want to do this.. and more than anything I was irritated that I even had to do those extra things.
  6. jamaijamai

    Snapmap Has Issues

    No I do not believe you can have a boolean change as a trigger, as that was exactly what I had tried. To do it, I think you have to keep it all connected to the original trigger (such as on module entered). If you found a way to have a boolean value on-change as an independent trigger - you succeeded where I failed because I could not get it to work. It simply would not pick up the change unless it was connected - which I did not want as it greatly complicated things.
  7. jamaijamai

    Snapmap Has Issues

    I have been plugging away at a map for the last couple of days once I completed my first map. I am amazed at the apparent limitations of Snapmap. I still can't be sure I am not missing something as I have seen little in the way of criticism anywhere but this may be down to the fact that many people are just trying to make straightforward classic doomstyle singleplayer maps. Here are a few things that have bugged me so far off the top of my head: - An on-changed variable trigger, it seems all triggers must be tied to a limited pool of events such as 'on module entered', 'on area entered' or 'on spawned'. This is highly problematic to easily make many things I want to. I have had to simplify my map heavily because of this. Just being able to send a flag out that would trigger chains of logic to flow would be amazing. - Some of the spawners don't seem to work when imbedded in code. I really don't know why this is. - Pickup weapons do not have a 'don't show/spawn at start' property - why? - Lighting is limited. Sure you can cover up the lights but that only does a bit to limit light (and it looks terrible). Many of the light sources still remain, at least on modules I have attempted this on. - A true debug mode would be excellent. Error trapping is a pain in the ass. Yes you can display the value of variables on screen and send out messages to indicate a bit of logic has passed - but I wish I could just go through the logic or visually see where things went wrong. All in all - ah... I hope at least a few of these things are fixed. As it stands with each passing day I am more and more irritated by the limitations of snapmap.
  8. jamaijamai

    My Map: UAC Stress Assessment

    There, Stress Assessment v1.3 - I skipped a version by accident, I didn't work on that much! Should be easier now. The script has turned into old faulty wires - it is a total mess that I don't want to sort through anymore. I think it should be a bit easier to figure out now, and you have more time.
  9. jamaijamai

    My Map: UAC Stress Assessment

    The clue tells you exactly what to do - activate the sparking terminals. That's all there is to it. It's not even really a puzzle, it just appears to be one. However if two/two people are getting mixed up by it - something is wrong with the way it is presented. I can't argue with that. I feel it is down to the delay added to the 3rd terminal - which is counter-intuitive and was added to keep some of the flow to the text intact. Idea: - Remove sparks from each terminal once activated - Make a more obvious sound cue - Remove delay from third terminal, thus you only need to press the terminals in order - Think of another way to give a clue to activate the terminals that is presented earlier and clearer. All I really wanted was a way to get an 'oh shit' moment out of the player and set the tone for the rest of the map. The first room was designed to tell the player: A) The UAC test is obviously evil and the messages are working against you B) There is a Hell Knight that will chase you right away C) You have to find a way to be able to fight it D) Convey the idea that this is a very real stress assessment I really did think it was a great idea - and maybe it still is - but I definitely have to fix it - I'll repost once it is done - please give it another chance! :<
  10. jamaijamai

    My Map: UAC Stress Assessment

    Well it is a stress test, gotta have something to be stressed about! Once you know the order, you can escape the room well before the hell knight gets out. I think it is just as you had said - a matter of making what you need to do more obvious. I am currently burning my brain over a new map that is far more complicated (I am going to be a snapmap master by the end of this one haha) - I will definitely get back to that one and touch it up!
  11. jamaijamai

    My Map: UAC Stress Assessment

    Yeah I figured it would be an issue. The only three indicators that the terminals do anything is: 1) A beeping sound - which could mean anything 2) Once a terminal is ready to be used, it starts sparking 2) A clue given by the UAC text just before your time is up I guess I could make it more obvious, or shine a light on the next terminal you are meant to use - I thought of a POI indicator but I think that is too obvious. More sound on the ammo crate would be a good idea. As far as emptying your ammo, you link the player start to an inventory object: Player Start Entity - On Spawned - Take Inventory (Set All Weapons = TRUE) - Inventory Entity
  12. jamaijamai

    My Map: UAC Stress Assessment

    Sure thing.
  13. jamaijamai

    My Map: UAC Stress Assessment

    Looking for feedback on my first real map. I usually have an in-house tester but my eldest is not old enough to play this game, so I am instead looking to the internet for some opinions/feedback. I am an avid level designer in various games - though this is my first attempt at a 3D game - I made doom wads 15+ years ago but they sucked. Map Name: UAC Stress Assessment v1.1 (search 'assessment' to find and don't play v1.0) Map ID: KAN9GFVH Type: Escape/Horror It's -not- a generic shoot baddies I randomly placed on a module map.. I would never ask anyone to sit through that :) If anyone has time/desire to try it out and tell me what they think I'd be more than happy! It is the kind of map that becomes really hard to test when you know everything that happens. I can definitely give feedback on anyone elses creations too.
  14. jamaijamai

    Snapmap atmosphere are post effects

    The 'Dark' isn't that dark - first of all - you can still clearly see where everything is. 'Night' is much darker. Also - you can not add enough light to give the illusion of a well-lit room in 'Dark'. The difference between light and no-light isn't big enough for that. It might be enough for a bit of mood lighting, but I don't think you can get much more than that from it. Once again - hopefully there is a trick to it.
  15. jamaijamai

    Snapmap atmosphere are post effects

    I have had similar issues. As a kid - I always wanted to make a map where things are all fine and dandy until you do something and then all of the lights turn off and things go to hell. Before finishing the campaign I could not hold back.. I had to make my lights turning off level! I script an acceptable intro, I pick the prefab rooms, trying my best to imagine what can be done with them, and then the moment of truth.. lights turning off! Attempt #1: Walk over a trigger that changes the module atmospheres to 'Night' - nope, doesn't seem possible. Attempt #2: Set the maps to 'Night' and go to the effort of lighting them all manually... only to find that lights don't really work when a dark atmosphere is selected. Well this sucks! All I wanted was a map where I could turn the lights off. Everywhere I have gone, I seem limited in my decisions to make anything interesting. Maybe there is way? Maybe? I can only hope but it isn't looking promising. Sad :<
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