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"Team RayCast" seeks experienced community mapper
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doomjedi
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PostPosted: Wed Jul 26, 2017 12:21 pm
   Subject: "Team RayCast" seeks experienced community mapper
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"Team RayCast" has been on a modding halt for quite some time now (since February 2017 I'd say) with next mod development paused (my recent BoA involvement has some part in it, but is not the main reason by far, just totally legit personal life issues of one core team member who is an amazing modder and has done so much for the team so far - hopefully to return in the future).
This is very unfortunate as many would say and we were a team which pushed Wolf3D modding boundaries in memorable mods.

If you like "Team RayCast" and what TR has done so far, if you are ready to be a "team player" (and not "lone modder"), if you're (proven) good in oldschool mapping and want to try more advanced engines/mapping - PM me or write here.
Obviously I'm a bit picky here to keep team's modding quality, and so I want an established/experienced community mapper.
Oldschool mapping experience is enough as long as you are ready to also try/learn something new and advanced. We even have oldschool mod option as well in development if that would be a more comfortable start before jumping deep into advanced engines.

Thank you all in advance. Hope we can revive "Team RayCast" and keep the mods coming, including big sequel mod which development was stopped mid-way.
Metalor
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PostPosted: Thu Jul 27, 2017 1:00 am
   Subject: Re: "Team RayCast" seeks experienced community mapper
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I keep puzzling with the idea of returning to Wolfenstein modding alongside what I'm doing right now. I'm not 100%, but let's say I'm interested in the prospect (and I would certainly like to make up for my "flaky-ness" from the last time I was offered to map for Team Raycast).

Just be aware that what I'm working on right now has to take priority; though I've severely reduced my workload (from 24 of a thing to 4 of a thing), so it shouldn't be too hard to find time to make some maps.

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PostPosted: Thu Jul 27, 2017 4:20 am
   Subject: Re: "Team RayCast" seeks experienced community mapper
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I finally fixed the bugs in my mod, and therefore I have some extra time on my hands. I don't officially have any documented maps, but I could share some for the purpose of this discussion. I would like to be a help, but by the same token, I have no desire to get under anyone's feet, if I am not considered of enough experience.

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doomjedi
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PostPosted: Thu Jul 27, 2017 4:26 am
   Subject: Re: "Team RayCast" seeks experienced community mapper
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Metalor wrote:
I'm not 100%, but let's say I'm interested in the prospect

Thanks pal Smile
Yes, your last attempt in joining TR went...flaky, as you say yourself.
But with more free time available now you can sure try to make it right this time.

Developing a mod is not just about "making maps" though - we need someone to visit the dev. forum quite regularly to discuss and develop ideas that get us to that "maps list".
What new coding features needed, what themes and settings to make, what new art is needed, enemies, scenery, what works and what doesn't. It's ongoing discussion, we try to pre-plan as much as we can before mapping (to avoid remapping), but still, things are getting discussed and added along the way as well.
Most of those art and coding demands usually (and rightly so) come from mappers who see what they have and what they need added, what works and what's not.
So it's not only "outsourcing" mapping tasks, it's being a team member - list your coding/art needs, discuss those, selecting settings....

Do you still have your TR forum password?


Last edited by doomjedi on Fri Jul 28, 2017 3:51 am; edited 1 time in total
Metalor
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PostPosted: Thu Jul 27, 2017 10:43 am
   Subject: Re: "Team RayCast" seeks experienced community mapper
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I should still have everything I need. Though, it will take me a bit to re-introduce myself to Wolf modding as a whole. As far as needing things for mapping, I'm used to working with limitations (that's one of Wolfenstein's charms, isn't it?) But I suppose I can adapt to the Team Raycast way.

I'll probably visit the Team Raycast forum later today to re-acquaint myself with it's facilities. See whether or not I want to fully commit or not.

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PostPosted: Thu Jul 27, 2017 4:29 pm
   Subject: Re: "Team RayCast" seeks experienced community mapper
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I'd be happy to do some mapping with an advanced engine (and I could see myself partaking in other creative aspects too, why not), though my portfolio is not super impressive, I guess... the best thing I have to show off would be level 8 of the latest Monthly Mapping Contest, I think (and that one also uses non-traditional mapping features).

I recall that you weren't really impressed by the maps of mine that you played, but you also recognized my potential. So maybe you'd be interested in my participation.

Plus I have a lot of free time usually, so there's that.
doomjedi
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PostPosted: Fri Jul 28, 2017 3:57 am
   Subject: Re: "Team RayCast" seeks experienced community mapper
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Metalor wrote:
I should still have everything I need. Though, it will take me a bit to re-introduce myself to Wolf modding as a whole. As far as needing things for mapping, I'm used to working with limitations (that's one of Wolfenstein's charms, isn't it?) But I suppose I can adapt to the Team Raycast way.

I love limitations too, thew more the better, that's why Keen modding is so charming Smile

Limitations are part of our modding as well (though to lesser extent as LinuxWolf can code in ANYTHING). We use ChaosEdit for mapping and it has many limitations itself, mainly for objects number but not only. Other limitations come from arting complexity (I can't make all new 8dir enemies from scratch I have to use existing artbases), desired framerate, mapping comfort, from wanting the mod to look like advanced Wolf3D mod and not like primitive Doom mod...etc.

Quote:
I'll probably visit the Team Raycast forum later today to re-acquaint myself with it's facilities. See whether or not I want to fully commit or not.

Sure. come in Smile

Sigma64 wrote:
I finally fixed the bugs in my mod, and therefore I have some extra time on my hands. I don't officially have any documented maps, but I could share some for the purpose of this discussion. I would like to be a help, but by the same token, I have no desire to get under anyone's feet, if I am not considered of enough experience.

Thank you for the help offer. I don't know your mapping much, I'd prefer someone with some experience at least in community mappacks with well-received maps there.
doomjedi
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PostPosted: Fri Jul 28, 2017 4:05 am
   Subject: Re: "Team RayCast" seeks experienced community mapper
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Military wrote:
Plus I have a lot of free time usually, so there's that.

Free time is very valuable resource on our team, as love for advanced engines. 2 good points for you here.
I would like to see what our original mapper has to say, his preferences, he understands in mapping more than I do.
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