![]() gzdoom 3.2.0, gzdoom 3.2.5 Copyright / Permissions This work is. At the end of the session, the project is compiled into a ZDoom-compatible PK3, run through internal and external testing, then released. Advanced engine needed : Zdoom Compatible ports Primary purpose : Single Play. Quality control is still a thing, of course, with playtesting periods taking place after the initial mapping that permit students to make any necessary changes, say if they’ve submitted a half-working map by mistake, and allows them to gain constructive feedback from myself and the session tutors if their level’s gameplay or visuals need extra polish. ![]() There is no pressure to impress, there are no superbly high expectations of the students – all levels submitted get a pass if they have gameplay, and an exit. Hey everyone again, another big update which I highly recommend you all get this fixes several issues, as well as updating from GZDoom 3.2.0 to 3.2. following a specific set of guidelines or working to a designated theme for an episode with a pre-made set of textures. Mappers can use whichever mapping format they prefer (Vanilla, Boom, Hexen, UDMF etc.), but there is an emphasis on letting the participants discover new ways to be creative through limitation, i.e. JoM has since moved on to being much longer mapping “jams”, which are more casual and less daunting for the students, and enable anyone to participate at any point throughout the allotted time period. ![]() ![]() At first, the Joy of Mapping sessions sought to talk mappers both old and new through a casual, step-by-step process over the course of a few hours, that was streamed live through my Twitch channel, a process inspired by the work of the late hero of television Bob Ross, and his show The Joy of Painting. ![]()
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