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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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Tyrann's Map 
---- tyrvis v1.0 ---- (Beta version Jul 4 2003 (01:28:01)
testlevel = 4
BSP is version 29
3314 portalleafs
13231 numportals
Calculating Base Vis:
Calculating Full Vis:
21339 of 26462: 80%


I never should've said 'Sure Tyrann, just send it over' ;).

80% in 28 hours... Oh my... 
I Don't Know If 
it helps but in lengthy vis sessions, after processing 60% of the portals there are often 80% of time left ... 
Shiiiiett 
i forgot :o

just have some monster placing and some weapons n stuff to throw in, will get it done by tonight if i don't fall asleep too early! :S

i mean it this time hehe 
AguirRe: 
Oh yes... that helps a lot. I feel way more comfortable now...

/me slaps aguirRe around a bit with 30.5 hours of processor time 
But Hold On.... 
if it's a true coagula map (wide open space floater,) then why even bother vising it? 
Metl 
why even bother vising it?

Coagula maps do have vis-blockers, they're just not as obvious as other maps (i.e. they try harder to look open). Vising makes a big difference on this map. Unvised, it has r_speeds that top out at 4000-5000, while after vising the max r_speeds drop to around 1500 or so (I hope anyway; that's based on an earlier version, so it may have changed now). 
Tyrann... 
ah, okay. 
Heh 
why even bother vising it?

I barely did. 
UWF... 
Sending the .map off to Scraggy for final vis right this minute. Is it OK if I ask him to zip the final .bsp and .txt up then forward to you as a CC: when he returns file?

Also, the corpse remover / level initializer progs.dat should arrive in your box within the hour. 
PS... 
Vis should take less than 4 hours on Scragbait's system 
Distrans 
What progs are those?

If you made them yourself and you can do the cvar-setting code, can we have:

r_maxsurfs 5000
r_maxedges 7500
gl_subdivide_size 1024


If not, I'll make an autoexec.cfg to go with the pak with those commands in it, plus:

exec ..\id1\autoexec.cfg

Which would have a similar effect. 
It's... 
Aard's prog.dat ... the one that removes corpses and gibs after 5 seconds, and ensures that each level commences with only shotgun and 25 shells. 
Ok, Thanks. 
I'll send UWF the autoexec.cfg then. That should do the job well enough. 
Tyrann, UnderworldFan 
instead of a autoexec.cfg, just make your own quake.rc

some people (ie: me) use the autoexec.cfg for things...

i (and probably others) would appreciate a quake.rc and a new .cfg file...

cheers!

------

UWF, i'm sorry, but i just won't be able to give you my map on time. the compile time for that thing is worse than nesp09, and that map has my priority right now. i still need to light my coagula map too, so i forsee at least a half dozen more compiles...

sorry dudes. i will try and release it some time, but i'm affraid it won't be on time for the contest. 
Necros: 
sounds like they plan to exec your id1/autoexec.cfg anyway. Though, i don't know if exec will accept a .. in the path. 
... 
er... i didn't really understand ya...

anyway, though, all you do is you put a quake.rc in the pak's root dir.

and you write which .cfg files to exec, so exec autoexec.cfg and exec config.cfg are in the regular quake.rc. just add a new exec coagula.cfg or something with the appropriatly named cfg file, add in any vars you want, and then it will work for everyone. 
Autoecec.cfg / Quake.rc 
exec ../id1/autoexec.cfg does work, but I'll look at the quake.rc option as well. 
Btw... 
---- tyrvis v1.0 ---- (Beta version Jul 4 2003 01:28:01)
testlevel = 4
BSP is version 29
3314 portalleafs
13231 numportals
Calculating Base Vis:
Calculating Full Vis:
24983 of 26462: 94%


4 days, 6 hours... 
I Have No Eyes To See 
there is a chance 
Holy Hell, Tyrann, 
you better pray to god nothing untoward happens! those last percentages always take ages!

*prays* 
Tyrann 
---- tyrvis v1.0 ---- (Beta version Jul 4 2003 01:28:01)
testlevel = 4
BSP is version 29
3314 portalleafs
13231 numportals
Calculating Base Vis:
Calculating Full Vis:
25864 of 26462: 97%


Running for 68 hours... Going from 96% to 97% took almost 10 hours. 
Your're Now Ahead Of Me 
This has been much worse than I expected... still, at least we're nearing the end. 
Vis Wars 
/me waits for the percent complete to halt completely, and then start going back down 
Hehe 
Compiling all that empty space for the void is what sucks about Coag maps. I imagine this map is going to be really detailed as this vis is taking some time. I look forward to seeing all the maps in action. 
One Question... 
my map is complete but has an error at the end where a 'packet overflow' message flashes up on screen several times and the sounds cut out.. why's it doing this? :( 
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