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Vertical Map Competition
This is the thread for the new mapping event being discussed.

UPDATE: Here are the rules for the event:
* All entities/brushfaces inside 768x768
* No teleporting the player
* Deadline july 14 (extended from june 30)
* Single-player
* Playable in Quoth
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Judge Has To Be Someone Who Isn't Participating Obviously 
then again, i guess you can send the rune to than right away :) 
Yeah 
I am participating. 
<cough>Shambler</cough> if he is still 'round ;-) 
Some Kind Of Voting? 
Fore example that everyone that participates votes on their favorite (but can't vote on their own). 
Bear 
Good idea but
what if I make 2 maps (I wont make any cause I dont like the rules, but what if) do I get 2 voices? 
Make It Like Classical Music Competitions 
if the honorable judges think the level of the entries is too low, the first price is not given to anyone. 
Question: 
I just want to clarify - so we can't have stairs that slide out from the wall? If we want stairs they have to slide out from within the 768x768 barrier? Just wondering before I go and design my map any farther. 
Zwiffle 
everything has to fit inside a 768x768 footprint. Everything. 
fascists! 
Whatiffle... 
Could the stairs start inside of the 768x768 footprint, slide outside on the start of the map, and then back inside when triggered later? 
Generic 
it would leak unless you built some solid geometry that was outside of the footprint to contain the moving stairs. It's pretty much impossible to do without breaking the rules I think.

Unless you don't mind the map leaking...

Then again, if it leaks, there will be more brush faces outside the area, and technically the play area will also extend into the void. 
 
I didn't think brush entities caused the map to leak, only point entities. I am confused. 
. . . 
I usually just recess the wall slightly (16) to give the walkway / stairs something to rest in, then send the func_door outside with its start open and toggle flags set, as well as -1 clsoe time and 0 lip - doesn't leak. 
Erm.. 
but how would you use the stairs if they are outside the map?

..maybe I misunderstood what was wanted :)

If you want the stairs to come into the map from the walls then you would build them in the map, making them open towards the walls and then tick the "starts open" flag to make them start outside the level and come in when triggered. Not sure if that is legal, but I think it's ok personally. Best get metl or someone to verify. 
Than 
yes, that's what generic meant (startopen flag). there is no reason why this shouldn't be legal unless we wanted to get superanal about the interpretation of the rules.
the monster teleporter rooms don't have to be within the footprint either. the restriction exclusively affects the play area. (btw. have we agreed about unreachable 'detail areas' outside of the footprint?) 
Exactly, Neg!ke... 
I am all about keeping the player and the majority of the brushwork within the 768x768 footprint. But, I think allowing monsters and other entities -- even non-navigable brushwork -- beyond say a window sounds good too. 
Suggestion To Ammend The Rules Slightly 
I think sky brushes should be allowed to go outside the 768 region. By this I mean that the visible face is within the 768 space we are allowed, but the other faces (which are culled in Fitzquake anyway) can be within a larger range. This is so that we can have open air sections in our maps without having to worry about grenades bouncing off the sky etc. Remember we are trying to encourage creativity within certain constraints but not force mappers to abandon or hugely limit certain ideas that might be really cool because of a quirk in Quake.

Playable areas, or even areas where monsters can be seems like it might be a little out of the spirit of the competition though. 
I Also 
would like to be able to have my func_doors slide outside the confines of the map. Primarily because I'm at a point of the design in which if some bars don't go outside the map they're going to get in the way somewhere else. :P It's highly annoying. Though I suppose that's part of the challenge. I suppose I could chop each bar in to a load of very little bars and change the 'lip' settings so that they all slide in to one another. I'm thinking that would look really weird though. 
Metl! Help! 
Please can you clarify the rules in relation to what, if anything, is allowed to go outside of the 768 footprint. I vote for AT LEAST func entities and sky brushes. I can't think of anything else right now, but maybe someone will point out something else soon :) 
FOR GOD'S SAKE NOTHING 
JUST BUILD INSIDE THE SQUARE 
Bleh 
not even sky brush volumes or funcs that clip through the walls? That's a bit shit I reckon. I'm going to adhere to the rules except on those points IF I feel it is justified and forfeit any prize if it is decided they go against the rules.

Or I could just make solid sky which shots hit, rockets explode and grenades bounce off just to abide by the rules. I suppose it isn't that bad really. Maybe just bring the sky in 1 unit from the 768 box or something (though it wouldn't solve the grenade issue).

Guess we'll just have to think hard about how to get our moving platforms etc. working nicely without making stuff out of hundreds of separate funcs. 
That's 
what you get with technical limitations ;? 
If I Was Making A Map For This (which I'm Not) 
I'd just place clip brushes that fill up the entire grid but form a 768*768 hole in the middle. After that anything goes. 
Sooooo... 
...want to have that guys babies. 
Re: Than/zwiffle 
I just want to clarify - so we can't have stairs that slide out from the wall?

Okay, Func_ entities can leave the 768 square play area during gameplay, but must fit inside the square when placed in the editor.

I think sky brushes should be allowed to go outside the 768 region. By this I mean that the visible face is within the 768 space we are allowed, but the other faces (which are culled in Fitzquake anyway) can be within a larger range.

Yeah, I think this is acceptable because the visible faces are within the limits, and the inside of a sky brush is solid to players. 
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