Not Really
#2713 posted by RickyT33 on 2009/06/22 12:34:48
You guys are losing it man.
Think of the base panel textures, 128x128.
So your allowed 4x4 of those!??!?! = 512x512
Or 8x8 of those? 1024x1024
A room 8 panels by 8 panels isnt very big.
#2714 posted by JneeraZ on 2009/06/22 12:47:34
OK, I just built a test map and assuming that you were allowed to build vertically, 1024 should be enough room to do stuff.
Now, 512 would be trick...
Ricky
#2715 posted by negke on 2009/06/22 13:17:53
Take a look at Spirit's map to see how large a 1024� cube is, and efdat's map for a nice execution that still leaves room for more. Don't think in 128x128 rather than 64*64. Of course, 1024 (and below) isn't much considering the dimensions of regular maps, and might well serve as a contest theme (which is probably what gb was getting at), but in relation is not as challenging for Quake as it is for Doom. Also speedmap-wise..
#2716 posted by Spirit on 2009/06/22 13:23:17
Oooh, I'd LOVE 512x512.
#2717 posted by Trinca on 2009/06/22 14:06:41
less talk and more mapping ladies!!!
512x512
#2718 posted by starbuck on 2009/06/22 14:39:30
would be good for forcing innovative gameplay. I'm imagining 'crimson room'-style clue-finding, moving walls, lots of small traps to avoid, that kind of thing.
Alternatively you could compromise and restrain the player inside a 512x512 room, but allow other things to move in - monsters teleporting, whole bits of scenery, etc.
For a more silly application, I once made a speedmap that was kinda space invaders/asteroids themed. It trapped you in a box and scrolled spaceships and asteroids by you, and you got a score based on how many of them you hit. I'd be interested in seeing someone do cool things with that idea.
http://www.quaddicted.com/filebase/sm66_pack.zip
if you're interested.
Also, I should speedmap again.
Ahaha
#2719 posted by negke on 2009/06/22 14:44:01
Most awesome.
#2720 posted by gb on 2009/06/22 19:28:02
Take a look at Spirit's map to see how large a 1024� cube is
That's why I suggested no room over room. I don't think that's so silly. No real bridges, no ledges with room under them, no deep water, no multiple storeys.
But if you guys like a 512x512 tower better... the problem is, with these "tower allowed" maps, you can go high instead of wide. That's what I wanted to prevent.
I don't really want to build a tower map, neither 512x512 nor 768x768. I want a horizontal restriction, and no multiple levels over each other allowed.
There was a tower contest already.
Drew: No, release that one - I'm in for the next one then.
#2721 posted by gb on 2009/06/22 19:29:51
Also, I found the tower maps so cramped that they weren't fun to play anymore. 1024 is good. Like Ricky says. It allows you to make corridors wider than 48 units :-P
1024 is also better for the ... size inclined among us.
#2722 posted by negke on 2009/06/22 19:49:52
Oh, I didn't mean 512*512*unlimited. It would have to be ^3, of course. Such a theme is meant to offer a technical challenge (like 100b) and while building a good map inside 1024^3 isn't as easy, the size still allows for getting away with less intricate brushwork.
Your 'no room over room' description takes away every benefit the engine has. I'd rather play a cramped map than a 2D one. 512 is an extreme example, but should be feasible for a speedmap, whereas 1024 would be better suited for a turtlemap event.
I wouldn't mind doind another (albeit private) 1024 Doom compo, though.
Condense To 1024^3
#2723 posted by Zwiffle on 2009/06/22 20:01:03
Condense an original id Quake map into a 1024x1024x1024 version of the same map. Squish, shrink and contort an entire map to fit in that space.
#2724 posted by gb on 2009/06/22 20:20:12
Your 'no room over room' description takes away every benefit the engine has.
well yes, that's the challenge.
Okay
#2725 posted by Drew on 2009/06/23 00:16:45
done
it sucks more than the last one, and it took longer...
but it doesn't leak! so its taking a few minutes to compile here....
Oh
#2726 posted by Drew on 2009/06/23 01:01:53
Also it is quoth. forgot to mention in news submission. and also you should just jump repeatedly during on the initial lift - seems to get me a bit every time, but not sure why. didn't do that before full compile and I'm not gonna go back to fix that shit up now.
I Won't
#2727 posted by Zwiffle on 2009/06/23 05:41:18
be able to participate this week, because I am going out of town the 25th through the 28th. Next week I might be able to do two though!
#2728 posted by gb on 2009/06/23 22:15:25
so what's the plan?
I Don't Know
#2729 posted by Drew on 2009/06/24 17:28:51
why don't you do this session?
OK
Deadline: This weekend.
Theme: Improve Safety
However you interpret that.
Send maps to me (mail in profile).
I'll zip them and upload to quaketastic on Monday.
Get mapping.
I Had An Idea For That Theme
#2731 posted by Drew on 2009/06/26 02:22:00
but its too much of a pain for me to make right now.
instead I'll make a shitty unthemed map. I think I'll have one for you.
So
#2732 posted by spy on 2009/06/26 09:58:31
is unthemed map allowed?
Unthemed Maps Are Always Allowed.
#2733 posted by Shambler on 2009/06/26 11:48:21
AFAIK.
Theme Suggestion
#2734 posted by JPL on 2009/06/26 12:06:02
Improve Unthemed Map Safety
go map ;)
I Actually Think Its A Good Theme
#2735 posted by Drew on 2009/06/26 16:44:10
I just want to make something simple, cause my last speedmap got out of control and I wasn't able to really finish it properly. won't happen this time.
#2736 posted by gb on 2009/06/26 20:43:00
Unthemed would have been my theme choice #2, since I feel much like Drew and basically just want to do something quick...
throw in some protection for the monsters :-P or for the player. One of my ideas was to take House of Chthon and correct those pesky buttons. :-))
#2737 posted by gb on 2009/06/28 23:32:23
Drew, how's it going?
My map is practically finished, brushwork, monsters, items etc., just need to do a few triggers and a lift, and blammo.
Mine's pretty small, usual gameplay, but hopefully nicer looks and needs Quoth (or any mod that supports SPAWNED, heh). Can't be arsed to build spawnboxes anymore. I'll upload the pack tomorrow if you send me one.
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