Kell
#26 posted by JPL on 2007/05/03 10:06:12
Maybe the use of Quoth updated mod would motive you and necros a little bit more to deliver ;) .. and also would help the Base Pack to be finished before this new mapping event :P
Any comments on that point ?
Time
#27 posted by negke on 2007/05/03 11:34:43
not more than 1 month - everybody should be able to find some spare time in this period. the actual map is not supposed to be a masterpiece - a few days of mapping should be enough.
i agree 512x512 is a very very confined space, but remember it has to be challenging in a way. i could probably also accept 768. but 1024 is definitely too large (in connection with no vertical limit) in my view. play sm127 http://speedq1.leveldesign.org/files/sm127_pack.zip
the maps don't have to be towers of course. a theme like this should, however (as kell already mentioned), inspire mappers to really focus on trying to pull off nice brushwork/gameplay within such tight restrictions, instead of just doing a 'regular' vertically oriented map.
dunno about the entity thing. i'm still sceptical about the bosses.
I Still Think Everything Inside 768x768 Is The Best
#28 posted by bear on 2007/05/03 11:40:21
512x512: barely any room for anything interesting if you don't want to rely almost exclusively on lifts (which I guess could still be interesting but it doesn't get me going), stairs/slopes needs some space to gain altitude.
768x768: yay!
1024x1024: Big enough for people to be able to stay in their comfort zone and build much like their used too.
Timelimit: A month or two? Shouldn't be too long to make it into a really big project like Kell wrote but still it can't be too short, many people have other things to do and might not be able to dedicate some time on this if the timespan is too short. For example I have too many things to think about now in May but during the summer I will only a have a full time job to worry about!
Hmm
#29 posted by bear on 2007/05/03 11:46:07
ok, so I forgot about wind tunnels (and water...) when saying when saying 512x512 would be lift paradise.
And Of Course
#30 posted by bear on 2007/05/03 11:50:00
you don't really need any of that if going down...
768�
#31 posted by Kell on 2007/05/03 12:41:27
Sounds like 768 is gaining support. I agree that it makes a sense; 1024 is perhaps a bit big ( I just jump automatically from one power-of-two to the next. it's a texture artist thing :P )
dunno about the entity thing. i'm still sceptical about the bosses.
Me too. I wouldn't think they should be in it. That's why I asked metlslime for clarification.
Also: are people assuming both the "vertical" and "every entity" themes should be used? I think that's a really bad idea o_0
Maybe the use of Quoth updated mod would motive you and necros a little bit more to deliver ;) .. and also would help the Base Pack to be finished before this new mapping event :P
Any comments on that point ?
Necros sent me the quoth source code after I asked for it in the base pack thread. He's not working on quoth now because he's too busy.
I need a replacment coder. I'll post about it in the base pack thread.
Kell
#32 posted by JPL on 2007/05/03 13:02:09
Thanks for the feedback ;)
#33 posted by Zwiffle on 2007/05/03 16:27:35
1 month sounds better for me, since it'll take me more time to get some mapping done for Quake.
Vertical thing sounds good, why not just have something like any range up to and including 1024 for horizontal limit?
I don't like using every entity at least once or exactly once or any once.
I do like Quoth requirements.
Hrmm.
#34 posted by Text_Fish on 2007/05/03 16:34:55
I think the longer the theme gets discussed, the less inspirational it's going to be. So before anything else, perhaps there should be a 'deadline' for formulating the rules. Once that deadline has passed, the guidelines will be set in stone and there won't be any irritating little changes and disputes as there were at the beginning of the base pack.
Personally I think we could finalize the specifics within twelve hours, which would allow everybody to get started safe in the knowledge that they know what they're doing.
I like 768 with a limit on teleporters [like they only work horizontally or vertically]. I also think that it should be OK for any entities other than the player to exist outside of the agreed floorspace.
2 Cents
#35 posted by ionous on 2007/05/03 16:52:47
I don't know about everyone else, but due to finals, i probably wouldn't even be able to start until late May.
Perhaps a first of July deadline could accomodate this nicely?
Oh yeah, and if the idea for a map i had ends up working out, Kell's "R'lyeh" skybox is going to get some usage.
2 Cents
#36 posted by Mike Woodham on 2007/05/03 18:54:57
768 x 768, with the player contained within that i.e. no stairs or lifts outside of that area
all 'floor' levels to be above or below each other i.e. no offsetting a higher or lower floor to give extra width
skyboxes OK
floating levels OK (stairs, lifts, jumping down, no teleporting)
teleporting the player forbidden
teleporting monsters OK using the standard out of sight room (player can't get there)
end of June deadline
all entites from the standard QUAKED set to be used at least once, except non-SP types and the two bosses, which will not be used at all
no restriction on the number of times any entity can be used
standard progs.dat
info_null 'tricks' OK to use
free choice of textures
no skill settings
minimum 50 monsters, maximum 100
If Spirit Is Offering A Prize
#37 posted by R.P.G. on 2007/05/03 19:10:28
then Spirit sets the rules.
Rules...
#38 posted by necros on 2007/05/03 20:24:58
i'd say something simple like:
* the height of the map must be 2x it's width minimum.
so if your map is 800 in width, it has to be at least 1600 high.
Okay...
#39 posted by metlslime on 2007/05/03 20:40:39
i don't think we should mix too many rules. I'm leaning towards:
* all entities/brushfaces inside 768x768
* no teleporting the player
* deadline june 30
* standard progs.dat
We shouldn't pile too many ideas or unrelated restrictions into one event.
Oh...
#40 posted by metlslime on 2007/05/03 20:41:19
maybe goes without saying but:
* single player
Yeah
#41 posted by negke on 2007/05/03 20:45:02
sounds good to me.
Yes.
#42 posted by Text_Fish on 2007/05/03 20:45:06
i don't think we should mix too many rules. I'm leaning towards:
* all entities/brushfaces inside 768x768
* no teleporting the player
* deadline june 30
* standard progs.dat
We shouldn't pile too many ideas or unrelated restrictions into one event.
Nice and simple. I like it.
Yay
#43 posted by Spirit on 2007/05/03 21:58:50
i'm in.
(and i am not making any rules :o )
Ja
What metlslime said!
Let's see if I can get something done...
Ok
#45 posted by Kell on 2007/05/04 00:16:34
but I'm using quoth
Quoth
#46 posted by Zwiffle on 2007/05/04 00:18:47
Would be stupendous!
I Am With Stupendous!
#47 posted by generic on 2007/05/04 00:27:52
And "in" otherwise ;-)
Wot Wot
#48 posted by R.P.G. on 2007/05/04 00:38:08
the height of the map must be 2x it's width minimum
Except some asshat is going to get the idea to make just a really fucking tall skybox. "What, it's playable area."
but I'm using quoth
Everyone else should, too.
Eh
#49 posted by megaman on 2007/05/04 01:51:06
I think tps are pretty vital :/
Also
#50 posted by megaman on 2007/05/04 01:53:11
I don't really get WHY you want to forbid tp use - does it have anything to do with the vertical thing at all? you could always gain height fast with a fast plat... I don't get it. Teleporters allow for nicer backtracking routes and all...gah
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