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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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Is This Contest Over Yet? 
 
Um.. 
no, the contest deadline is qexpo now. 
Was A Firm Date For QExpo Set? 
Dates For Qexpo :) 
http://www.celephais.net/board/view_thread.php?id=3358

The projected time period of the event is July 6th thru July 12th, 2003 
Oh Good 
Still plenty of time to procrastinate the hell out of this thing. 
UWF 
Is there a map you'd like me to set for the endlevel trigger? 
Pushplay 
nope. 
???? 
So, no start map?

Will they at least be packed up with a progs.dat to remove corpses? 
both the progs.dat and a start map would be more than welcome additions if someone wants to contribute.

I have no skills in such matters. :o 
Corpse Removal... 
...is the player's responsibility. You need to drag the bodies into closets and stuff to avoid detection. 
Hmmmm... 
/me adds more closets to the level

As to the start map, if I did one the ensuing fracas around how badly I've treated the less proficient mappers would detract from general enjoyment of the .pak, so pass.

I can send you Aard's nifty little corpse removing progs.dat from 100b1 if you so desire. 
Distrans 
I think just a small rotunda would be good, it wouldn't have to be elaborate.

What's this about corpse removal? This is some aspect of Quake I wasn't aware of before. 
Corpse Removal 
Actually, I rather like hauling them into the nearest atrium and creating an impromptu sculpture. Some of them have gotten quite big. 
Hmm 
I have a half a level that I can finish up into a start map if you want (it was going to be my entry, but I don't have enough time to make a 'real' map out of it) 
Nonentity 
sounds good. please go ahead and finish it and email it over to me when you are satisfied. 
Ohhh... 
Nightbringer == the Shrike

It all maks sense now =) 
Hmm 
Could do with knowing how many maps to link to... 
One From Me 
One From Me 
Distrans... 
If you read this, sorry I can't test the map as I don't have Quake accessible - and I can't reply by email as Yahoo is being a complete pile of cunt. GL with it anyway. 
Distrans2... 
Heh okay I managed to send the mail after all after tinkering a bit ho hum. 
One From Me 
...

and no problem Shambler... Scraggy sent some demos of a hard run. biff is working on the next stage of DM implementation. ELEK has a copy of the beta and may give feedback if he can squeeze some test time in.

BTW, since this thing is going to be .pak(ed) I assume our levels should point to "start", yes? 
Hmm 
Yep 
Um... 
tentivaly one from me as well... 
Fun Fun Fun 
OK, nearly done. Actually I had all the architecture done weeks ago, but I hadn't touched it since. Just spent the last couple of days balancing up the combat; still a bit of ammo/health tweaking to go... Tomorrow night I'll finish that up and finalise the deathmatch items. Then it's time for a full vis - that's a couple of days worth ;-)

Cutting it close as usual...

Is anyone actually 100% done yet? 
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