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Quake Coagula Contest 2!
What!? The second Quake Coagula Contest. Coagula maps are maps made floating in a space void. If you want to download the first Coagula Contest to get some inspiration, ideas, make sure you understand what a coagula map is... then click this link: http://www.planetquake.com/dl/dl.asp?tronyn/coagulacontest.zip

When!? From Now: Dec 28th 2002 - Until March 1st 2003 (all maps must be sent to me by March 1st, 2003).

Rules!? Not many really. Map has to be a Coagula Map! Maps MUST be singleplayer as a minimum, deathmatch is optional. However, I am going to judge them based on there singleplayer gameplay aspect only. All maps must have a readme with them. maps should be playable in standard software and glquake.

Theme!? You can build in any theme you want, use custom textures etc etc ... coagula maps are all about using your imagination, the deliberately surreal setting should inspire you. Download the coagula contest pack above, as already mentioned, if you need more ideas.

etc. The pack with be released on March 2nd. Your map MUST be finished and sent to me by March 1st. If you plan to make a map, please post here, or somehow tell me so I can be sure of who and who not to expect maps from. I want every who maps to get their map into the pack.

Discuss kthx.

(note: this has been reposted from Qmap3, (for the original thread, see http://qmap.peej.co.uk/?thingid=-1809982394 ), as people seem to be moving/posting here now.)
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Ok Then, I'm In. 
I might post some screenshots later... 
Yeah... 
i was crapped on with work all week and i haven't even touched gtkr.
with the march break on now, maybe i can do the whole thing! (heh, yeah right.) but with april 3 the deadline now, it's much more probable that i can finish it.

thx, uwf. 
Here We Go Again 
I'm dropping the idea of Shaft and returning to something more classical now. Now I think I'll manage to finish something after all... 
OK... 
But it won't be the one with the screenies on pipeline, I've already started converting that into another level for the QT00 episode.

Knave textures this time, much smaller effort.

Speedy: Can I use the dome I sent through for the Joint Turtle Map? Please! I'll understand if you prefer not, and still intend to glue/overbuild that collection of .maps =) 
Screenshots 
Two. On my site - http://planetquake.com/tyrann

Need more sleep... 
Tyrann 
the lighting in that first shot is brilliant, nice work with the texturing too.

and what's that other map you have a shot of just below, can recognise the texture set either? 
Tyrann.. 
I love your Agressor DM map :) Downloading Escape from Alcatraz and uh I forget the name of the other one but you went 'all out on looks' on that one *drool* 
Nitin 
That other shot is from a pak that Tronyn, Necros and I are working towards for QExpo 2003. Tronyn pulled the texture set together, but I'm not too sure of all the sources.

Phait: thanks! 8) 
i really like the bridge in the second shot! and yes, i too love the light work in the 1st shot. maybe, though, you could cover the torches on the walls and throw some odd shadows down? 
 
<pushplay> if it's delayed a whole nother month even I'll make one :) 
You Do Realize..... 
the more delays, the more freedom to be lax about the thing? Sometimes deadlines give us that extra creative push.

But this is merely my opinion, and it's probably not worth more than a few Osama raped donkeys. 
... 
i heard an Osama raped donkey fetched $2000 on eBay actually 
Cmon... 
pushplay....give us a map ;) 
If You Delay It 
The map will come. It's not that I'm trying to be controlling or anything, it's because I'm up to my ass in school work. 
I'm Out 
I so wanted to do this but the idea is limiting for me, I can't even think.

Oh well. Can't wait to see the results from others though. 
This Is *damn* Hard! 
Wow, I'm really struggling to pull the last few bits of this map together. It's almost impossible to place any vis-blockers and retain that open feel. I'm not even sure that my build style is strictly "coagula-ish", but it's certainly not my usual kind of stuff.

That said, these limitations and challenges are what makes this competition fun =). I've still got plenty of time to finish, as long as vis doesn't require some rediculous amount of time. Current builds take about 30 hours... 
Tyrann.. 
check your email ;) 
Oops! Better Get Moving! 
I've finally built something that could work fairly well, but the lighting is gonna have to be completely redone (so's the texturing, but...)

I would have done more this week, but I was letting out some Ontranto buildings. 
Mapper Is Mapping A Map 
i`v been doing spacemap but I hate it already.. 
1 Week Left 
I've got the layout finalised and I'm adding the last few bits of trim, detail, etc. Still have to work on the different difficulty settings and then add in some deathmatch goodies if there's time. I think I'll be done on time, but vising this thing is going to be hell.

How's everybody else going? 
Tyrann 
I dunno what kind of comp you have, but if you need processor time, there's a TBird 1.1ghz, 512mb box sitting here to help you out. 
Going... 
It's behaving itself so far. Properly vis blocking the next section will be key though.

Looks like you've got a finisher there Tyrann, good luck. 
R.P.G. 
Thanks, I might take you up on that. I have a PIII750, so you're quite a bit faster. If I get time to polish up a few things tonight I'll drop you an email. Do you mind getting the bsp in your mailbox? (probably ~1MB) 
Distrans 
Thanks =)

Good luck yourself! I don't even know if my vis-blocking is working properly as I haven't wanted to tie up my computer too long compiling - I need the mapping time ;)

Even if the r_speeds are rediculous, it was still a fun experiment. 
You Can Always 
run vis in the background and set its thread priority to "Below normal". That way everything you do in the editor or whatever will execute as normal, but as soon as the machine gets idle, vis continues at full speed.

Just make sure vis is working on a separate copy of the bsp+prt ... 
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