Now, I Guess
#3163 posted by negke on 2011/04/09 16:14:33
Make a map this weekend and send it in. Same goes for Zwei and everyone else.
Don't Mind If I Do!
#3164 posted by necros on 2011/04/13 07:17:08
grabbing my source and just expanding it so as to force progress
k. :D
spent an hour or so? on this and just added a few buildings (with one building interior), a train engine + tracks (which...i dunno, if it could be turned into an actual moving one or not as part of gameplay).
http://necros.quaddicted.com/temp/func_city_04-13-11.zip
i have included kp_sky.wad which is the sky neg used in his original speed map but wasn't included in kp_full.wad.
i've also used the slime texture from quake.wad (once...) but i figure having quake.wad alongside kp_full.wad is a good idea as it gives you a big selection of liquids, animated buttons and key icons.
still, i think, if anyone does decide to add on to this, try to keep it to just those things and not any of the regular quake textures.
i've also included common.wad which just has all the clip, trigger, skip, etc textures.
for obvious reasons, kp_full.wad and quake.wad are not included. nab those off quaddicted.com/wads.
also, please update the date in the filename so it's easy to tell which file is newer without having to resort to timestamps which aren't all that reliable.
Way To Go Necros.
#3165 posted by Drew on 2011/04/13 07:45:45
only problem might be if more than one starts working on this!
Ah, It's A Start
#3166 posted by negke on 2011/04/13 10:31:23
Though you made the exit of the tunnel too narrow for a (the) car to fit through. :D
As for a moving train, it could act as an environmental hazard or as an actual means to travel between parts of the map.
I Might
#3167 posted by Zwiffle on 2011/04/13 14:17:43
Have a stab at this tonight if no one else grabs it then ...
#3168 posted by necros on 2011/04/13 19:17:07
ok, how bout you just post that you are going to work on the map.
then you've got a day before your time expires and you have to re-upload the map.
if no one has 'reserved' the map in a day, it's free to take and work on it.
just don't take longer than a day. even if you only added 5 brushes.
how does that sound?
we can keep a queue going, so right now it's just zwiffle. if he does nothing today, it would be whoever was next in line sort of thing.
Why Not.
#3169 posted by negke on 2011/04/13 19:29:40
Cause Zwiffle is slacking ALL THE TIME. SlackGyver!!! Hmm, maybe two days?
#3170 posted by Zwiffle on 2011/04/13 20:15:44
A day seems fine to me. The lower the time allowed the faster it will rotate hands and the more people get to work on it, see what's been changed, etc.
Any upper limit on when to call it done? # brushes, over all size, # enemies, etc?
Right
#3171 posted by negke on 2011/04/13 21:16:01
One day should be enough of a limit - you probably can't add that many brushes in that time. No limits, just be reasonable and try to imagine the bigger picture. Or something.
#3172 posted by necros on 2011/04/13 21:32:46
i think he meant like, when to call the map finished?
i'd say, assuming it's not completely wide open to the void or whatever, whenever people stop wanting to add to it? that's of course assuming this project doesn't garner much interest. if for some odd reason there's a lot of people suddenly helping out, we'll probably have to just discuss it here or something...
i think the overall goal per session with the thing though, shouldn't be to finish your own areas, i figure, the more you leave open for the next guy, the better off it is. finish off someone else's area, so that it's truly multiuser work.
god... i wish we could get like a coop editor. that'd be fucking insane.
like, it's radiant or WC or whatever, but you're mapping on a server. (not mapping in the engine like cube or minecraft).
fuck. i wish i could program!
#3173 posted by Zwiffle on 2011/04/13 21:36:02
How would that even work? Can you delete other peoples' brushes? Or just your own? How would ctrl+z work? Serial may be best for mapping, multi user mapping seems neat, but could be a huge head ache in the long run.
#3174 posted by necros on 2011/04/13 21:41:49
i imagine it'd function like minecraft. no undo, and yeah, you'd totally be able to grief other mappers.
of course, i'm a nice person and just assume that'd never happen. :P
anyway, just wishing out loud, really.
#3175 posted by Zwiffle on 2011/04/14 15:58:14
Yeah I probably won't be able to get to it until Friday night at the earliest - I got stuck trying to solve some problems with kp_full.wad refusing to load and won't be able to work on it tonight.
I'll Check It Out For Tonight..
#3176 posted by ericw on 2011/04/14 19:27:20
if that's okay with you Zwiffle?
This is a great idea.. there's pressure to work since you only have a day, and have to announce it here. It should be interesting to see what happens with it!
Fine By Me
#3177 posted by Zwiffle on 2011/04/14 19:42:01
#3178 posted by necros on 2011/04/15 23:55:52
so what's happening today? ericw, have you uploaded your changes somewhere yet? and zwiffle, are you still planning to have a go at it today?
#3179 posted by Zwiffle on 2011/04/16 00:05:04
I could take a crack at it, but no rush. I have all weekend to futz around if eric still wants it.
Didn't Get Too Much Done
#3180 posted by ericw on 2011/04/16 00:41:18
But I added a few little details. I put in a fuse box which you have to use to turn on the basement lights. Also added some background buildings, and started a bit of underground tunnel.
necros: those transparent windows look sweet! These kingpin textures are really impressive.
http://www.quaketastic.com/upload/files/misc/func_city_04-15-11.zip
#3181 posted by necros on 2011/04/16 02:47:42
underground area looks like it could be cool. maybe the slime in my section should be replaced with water so you can swim around or something.
also, i'm planning on trying to build some stuff seperate and then i'll nab the map next week and paste the additions in and poke it into place. just throwing that out there... if anyone wants to try that too. that way you don't feel pressured to do something when you get the map, you can just reserve it when you feel comfortable to add something in.
just trying to keep options open.
#3182 posted by Zwiffle on 2011/04/16 02:56:38
What's the policy on changing areas already in there? Or is it loose?
Yeah, I Was Thinking About That Earlier.
#3183 posted by necros on 2011/04/16 04:14:30
i think a lot of it is down to being respectful of other's stuff but at the same time, i don't think every brush should be treated like it's glued into place.
let's put it this way-- the more brushes are in an area, the less it should change. if it's an empty building then feel free to move it around or whatever. if it's a room that's done, with doors, lights, etc etc, then add to it, or modify it slightly.
mapper discretion, really.
a rough example, take negke's original map. don't delete the core parts, but moving or deleting the outer wall is ok if you were to expand it.
but deleting one of the two buildings in the center to replace it with your own would be not cool.
dunno if any of that helps.
if all else fails: don't be a dick! :D
Otoh
#3184 posted by necros on 2011/04/16 04:23:12
maybe it would be better to be super strict about this?
"don't delete or change anything unless you originally put it there"
?
Probably Doesn't Need To Be Super Strict
#3185 posted by ericw on 2011/04/16 06:08:54
I think your second last post sounds good, necros.
With sections like negke's which are more or less completed ideas, it makes sense to stick to making smaller changes - maybe changing where you enter/exit the area, tweaking details or weapons/monsters to balance the level. The only changes I made there were putting a different texture on the old exit door and stacking some boxes in front of it.
on the other hand, when you have areas that are only sketched out, I think a lot of the fun will be seeing how other people interpret and finish them.
btw: necros, you built the initial new area in an hour 0_0? Man, that's crazy! It looks really great. I spent 3-4 hours on the few little details I added. what editor are you using?
Yeah
#3186 posted by necros on 2011/04/16 06:54:31
i prefer the first method too. things will change as the map grows and adhering to strict rules will just get in the way.
besides, we're not assholes here (heh...) and if someone does do something dumb, we can just skip it. :P
it may have been a little longer than an hour, i wasn't keeping track or anything. neg's initial map is pretty inspiring.
i'm using sikkpin's qe3 (which is based off the original qeradiant code. similar in many ways to gtkr1.4.
#3187 posted by negke on 2011/04/16 09:48:12
Keep in mind my map is supposed to be a backyard or back alley with a garages (one anyway) and garbarge dumbsters (imaginary). So the architecture behind the exit gates should be wide enough that a car fits through, a path to connect to a road nearby somewhere. This is what I would change first in necros' part.
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