"Back To The Future" Theme
#1632 posted by JPL on 2006/04/19 03:13:34
Well, if you saw the moovie, it's self explanatory.
Nevertheless, here follows how I see the stuff:
The start with a teleport, using "new" textures, or at least base texture (you are in the "present")
The map and the fights in an old-school way, using medieval/runic textures... (you are in the past)... get a key to come back
And the return in "the future" at the same point: use the key to exit...
Well... rather more than a scenario :P
What do you think ?
Or How About
#1633 posted by bambuz on 2006/04/19 06:26:13
making the whole of episode 1 in one map... maybe that'd better fit a turtlemap theme though.
Like have a room of each e1mx. :)
A medley.
Can't Remember What It's Called.
#1634 posted by Drew on 2006/04/20 21:05:35
Maybe CZG knows...
Jpl
#1635 posted by negke on 2006/04/21 06:53:36
yes, why not. though one would have to think up something more intricate to avoid all maps from being equally generic. the future doesn't always have to be base - in this respect, what is the timeline of the quake sets?
By The Way
#1636 posted by negke on 2006/04/21 07:01:29
don't forget sm124! ;)
Neg!ke
#1637 posted by JPL on 2006/04/21 12:52:17
So time travel would cover all the potential possibilities:
-> present -> past -> present
-> present -> future -> present
-> future -> present -> past..
etc ... etc .. and it's just an idea... if you have better theme... no problem... :P
Just Wanted To Mention That
#1638 posted by negke on 2006/04/21 13:12:11
i'd have to disrupt the space-time continuum to make it more interesting...
Past->future->present
#1639 posted by HeadThump on 2006/04/21 14:36:54
I'd go back in time to aprox. 1942, kidnap a certain actress, go forward in time to steal a duplicator machine, come back to the present and start up an escort service of Rita Hayworth clones.
JPL
#1640 posted by Drew on 2006/04/22 01:18:55
Don't take the theme away from me. It's all I have down here!
Seriously though, I like that idea. it's like that JF Gustaffason (orwhatever) map.
#1641 posted by Trinca on 2006/04/22 01:59:25
Drew but can u play the maps out there?
BTW..
#1642 posted by JPL on 2006/04/23 02:00:32
.. Daikatana already used the space-time concept... and it was not really successfull... though...
Trinca
#1643 posted by Drew on 2006/04/24 02:49:56
Sadly, no. I mean, i've got other things. Like a very interesting real life, right now. Just want to keep one finger in the quake community. That wasn't meant to sound so dirty.I know you liked it though.
Next Theme...
#1644 posted by generic on 2006/04/24 06:28:58
Neg!ke, I am going to have to pass on SM124 but, if you get a theme together soon enough, I swear I'll take a shot at SM125 :)
Thx...
#1645 posted by Trinca on 2006/04/24 06:35:55
neg|ke i will not have time to make my ship :\ boss is pissing me up all day... FUCK!!! can the dead line be changed for next week???
i think this theme is very nice! and we might have more maps if it come to next week, but maby u already got 2 or 3 maps... let us now!
*sob* And SM125 THEME
#1646 posted by negke on 2006/04/24 11:00:50
trinca, do you think you can manage to map tomorrow? i don't have a problem with waiting one or two days, but delaying the pack for another week is kind of bleh.
so far, i only got one spaceship map (mine) and bam's sad easter one. of course you can also make a spaceship one and send it in for the next pack...
generic,
sm125 theme is "timelimit".
maps that have to be completed in a limited amount of time (gameplay-wise) - if the player exceeds the limit, he has failed and cannot finish the map, or at least will have to do it without weapons/items and other annoying things...
drew will never play quake again.
#1647 posted by Trinca on 2006/04/24 11:10:51
:\ is the chinese chicks take him all the power...eheheh
i will try negke but tomorow is holly day in Portugal... if my kid give me some time to map i will try for sure i promiss!
Trinca
#1648 posted by negke on 2006/04/26 02:41:34
so, any luck at overcoming holiday lethargy? shall i wait some more?
looks like it's going to be a pretty meager pack again, even though i've done another small map (which sucks, but at least served as good exercise to see how kell's void lighting technique works)...
#1649 posted by Trinca on 2006/04/26 09:03:59
man i start it :\ but my wife was pissing me up do help her clening home... so i quit when i had a few wall�s :\ i realy just can map at work were nobody piss me up!!!
A Pity
#1650 posted by negke on 2006/04/26 09:27:39
then i'll just release the pack now and you can finish your map without pressure until next week.
btw. i already told you several times: get rid of her, by any means necessary! :D
Trinca
#1651 posted by JPL on 2006/04/26 11:49:13
ROFLMAO !!! Too funny !!!
The CZG Map...
#1652 posted by distrans on 2006/04/26 20:56:15
...you are thinking of is Sky Palace iirc. The .txt has a full explanation of how to implement the counter.
Uh..
#1653 posted by negke on 2006/04/27 23:44:53
which number is that?
the explanation isn't needed, though.
...
#1654 posted by starbuck on 2006/04/28 02:32:32
(which sucks, but at least served as good exercise to see how kell's void lighting technique works)...
out of interest, what is kell's void lighting technique?
Properly Lit Monsters In Space Maps
#1655 posted by negke on 2006/04/28 02:54:26
Wow, I Don't Understand That At All
#1656 posted by starbuck on 2006/05/01 06:16:07
how does lighting a brush you've put partly inside a skybrush do anything to lighting values in the void? Maybe I've misunderstood, but I don't get why any of those steps was done (heh, apart from upscaling the textures on the black textured brushes)
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