#4188 posted by
Cocerello on 2019/05/18 18:10:57
Thanks Mclogenog
@Zungryware: even under the circumstances of this last pack naming conventions are useful.
@Cocerello
#4189 posted by
Mclogenog on 2019/05/20 02:20:24
did you end up making a map? They're gathering them up on discord, and I haven't received an email from you.
HrJam3
hrJam3
Within the next two or so days, create a level in 2 hours in an Elder World theme.
Textures: [hrEld.wad](https://drive.google.com/open?id=1swJHMQQ-45FloXbDgLEGzyxg2TtbaXLt)
Progs: ID1
Deadline: Vaguely 3 days from now. (I'll give a hard 24 hour deadline at some point.)
- These levels will form a continuous episode, so weapons will not be wiped between levels.
- I will use the weapons you put in your level to gauge where it should appear in the episode.
- Please submit both your .map file and .bsp file. I need the map file to be able to set the trigger_changelevel correctly.
- Levels in a style other than Elder World will not be included in the pack. Ask before using any textures outside of the provided WAD.
- You can attempt as many times as you'd like. Just keep the spirit of the pack!
- Levels will be compiled with extra4, dirt and bounce.
Additional stuff
- If your level doesn't meet a criteria, I will ask you to edit it. I will not personally be fixing major gamebreaking bugs on your behalf.
- All weapons and enemies are welcome, except for Cthon/Shub.
- Make sure to follow the episode 4 theme.
Episode 4 has a very strange and ill-defined theme. The textures used are mostly brick, wood, terracotta, and swampstone. But the real theming comes in with the shaping of the levels. Episode 4 is filled with simple geometric shapes with sharp edges. Basically, try to make structures that feel geometric and nonsensical. If none of this makes any sense to you, just make a cathedral or a graveyard. Episode 4 levels also tend to be very dark. Oh, and use Quad Damage liberally.
:gomap: !
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#4191 posted by anonymous user on 2019/05/25 12:40:27
Levels will be compiled with extra4, dirt and bounce.
You don't need to recompile the levels to change the trigger_changelevel. Just run qbsp -onlyents and light -onlyents on the file and it'll update the entities.
Anything On The Go Soon??
#4192 posted by
Shambler on 2019/06/07 13:19:18
Apart from the 2 hour shizzle??
2hr
...is completed AFAIK - not seeing anything on Quake Mapping as of this timestamp.
Sm197 Attempt
#4194 posted by
ww on 2019/06/08 00:39:24
Create a map in any theme using only six textures as your palette.
Rules: vanilla id1 progs, only six visible textures (no multi-texture shenanigans)
Deadline: Monday 10th June 23:59 func_time
Submitting: Drop files here or on quake mapping discord
Placeholder wad:
https://goo.gl/qNDH3n
No.
#4207 posted by
Shambler on 2019/06/08 12:25:12
Take it to the beef thread.
Oh, One Further Edit To Ww's Post.
#4208 posted by
Shambler on 2019/06/08 12:38:52
Files can also be dropped on terrafusion discord, speedmapping subchannel, of course. ww , maybe they can be emailed to you too for compiling the pack??
A Fool Proof Plan Surely
#4210 posted by
ww on 2019/06/08 15:47:31
email: squidjamcninj@gmail.com
Ww
#4211 posted by
Cocerello on 2019/06/08 16:38:47
Just in case, do you know you can add your email to your profile?
And a doubt, you say to use six textures and not allowing certain tricks on textures to put more but on the other side you give an specific choice of six textures. Which one goes?
#4212 posted by
muk on 2019/06/08 16:50:33
hes saying no textures that are a stack of 4 different trims, for example