News | Forum | People | FAQ | Links | Search | Register | Log in
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.)
First | Previous | Next | Last
Pushcoag, V2 
http://www.cursesandepithets.com/quake1/maps/pushcoag.zip

Can someone with winquake tell me if it works? 
Pushplay 
It still gives me an error. 
No, It Still Aborts 
with "Bad surface extents" (I tried TyrQuake 0.0.41). FitzQuake still works as before.

I've also checked the bsp and now there are no bad miptex entries (no missing textures) and TexMex shows that the clip/trigger textures are there.

Weird. Perhaps there is a limit on how large trigger brushes may be? Try cutting up the large trigger brushes into e.g. four pieces and if that doesn't help, do the same to the large sky brushes. That's all I can think of right now.


distrans: I must have pushed them in the wrong order or something (too busy fighting). 
Well I'm Licked 
If anyone wants to play with the source, feel free to have a kick at that can.

http://www.cursesandepithets.com/quake1/maps/pushcoag_source.zip

Includes converted map file, unconverted map file, and wad. 
It Works Here 
when I rebuild it using TxQBSP, both in TyrQuake and FitzQuake. I use the converted map file and the supplied wad, no errors or warnings, everything seems OK.

What command line are you using for qbsp?

I'll send you my rebuilt bsp later and then you can publish it for download. 
It Works Here 
when I rebuild it using TxQBSP, both in TyrQuake and FitzQuake. I use the converted map file and the supplied wad, no errors or warnings, everything seems OK.

What command line are you using for qbsp?

I'll send you my rebuilt bsp later and then you can publish it for download. 
From The Bat File 
Tree-Qbsp.exe -transwater -verbose -oldaxis -oldtexpos -subdivide 256 pushcoag.map pushcoag.bsp 
Aha! 
The subdivide setting is unusual and directly controls the face division logic of the compiler which definitely is related to this issue.

I tried a quick rebuild also using the "-subdivide 256" setting and then I get the "Bad surface extents" error in TyrQuake.

I'd suggest not using that option unless you have a very specific reason for it.

In any case, I've now sent you my rebuilt version so you can publish it. 
W00t 
Problem solved. Group hug! 
I Am Not Hugging Anyone. 
except maybe RPG. :o 
O_o 
I am not hugging anyone. except maybe RPG. :o

O_o 
 
Don't look at me, I was just kidding. 
Ok, That's It 
I shouldn't be allowed to be in charge of compiling my own maps. 
So Was I. 
dont worry i am strictly females only. 
http://www.cursesandepithets.com/quake1/maps/pushcoag.zip

This is the pushcoag version Bengt Jardrup built. 
Pushplay 
Have you fixed random fullbrights on your textures ? 
Speedy 
Nope. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.