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Posted by distrans on 2008/06/06 07:35:44 |
Quake - Space Hulk 256
Level Design Competition
June till SP Day QExpo 2008
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You are the slipgate warrior. You've travelled for what seems forever,
in search of that one gate that will take you...home. This time round
you seem to have landed on a floating fortress under attack; both
insurgents and defenders ignore their animosity long enough to rid the
battle ground of your presence. They will fight each other if goaded,
but mostly they want to kill YOU!
OK, get amongst it!
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Inspired by:
- Quake (thanks Id)
- the IK Base texture set (thanks Fingers)
- the 100 brush competition concept (thanks Aardappel et al)
- the (out of print) board game Space Hulk (thanks Games Workshop)
- the release of the Quoth2 upgrade (thanks Kell, necros and Preach)
I can now announce the Quake - Space Hulk 256 Level Design Competition
Your Motivation:
Space Hulk the board game:
- http://en.wikipedia.org/wiki/Space_Hulk
- http://www.youtube.com/watch?v=aViccm7dk94
- http://spacehulk.barsoom.cc/sh1edinv/
- http://www.strategygamersworld.com/resources/Space%20Hulk%20Edition%201%20rules.pdf
- http://spacehulk.beckerf.de/index.html
The Limits:
- the -game option is 'quoth' with the quoth2upgrade installed
- each level will contain no more than 256 brushes
- these brushes will be clothed only in textures from:
-- the IKBASE.wad http://shub-hub.com/files/textures_wads/ikbase_r2.zip and,
-- the hulk_xtra.wad http://shub-hub.com/files/textures_wads/hulk_xtra.zip
- it's in space, so:
-- use the sky textures in hulk_xtra.wad and,
-- signal the 'stars' or 'void' skybox in the worldspawn
- enemy is limited to fiend, enforcer, defender, pyro and eliminator
- the level must include three "safe" coop starts
- the level must have all difficulty levels implemented
- the level must be playable at reasonable framerate in fitzquake 0.80
- the level must exit to 'start'.
Submission:
- please send a .zip containing:
-- a level 4 vised, fully lit .bsp named 'sh256_yournick.bsp'
-- a matching .map for brush number checking
-- a matching .txt thanking those who helped you and explaining the
mission/gameplay type
- please send to spacehulk256 *at* gmail *dot* com
- submission must arrive prior to the end of QExpo2008 day 1.
Referee:
- Paul 'distrans' Brosche
Judges:
- Scragbait
- ?
- ?
Judging Criteria:
- use of the 256 brushes,
- quality of the resulting architecture and atmosphere,
- use of Quoth(2) functionality
- gameplay.
Prizes:
- 1st == 'fiend' maquette by David McKenna http://mckenna3d.com/
- 2nd == Quake symbol by Spirit?
- 3rd and below == kudos |
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#28 posted by gone on 2008/06/08 23:32:57
that clears the bmodels but not the other 2 questions
#29 posted by Trinca on 2008/06/09 01:39:29
i think is a positive idear for us "small Quake comunity" make somehing to share with all Quakers in Qexpo...
and since is only 256 brushes is not a big deal and a lot of people can participate, but i think there are to many rules... :p
My Opinion On External Bmodels
Ok, first up, I'm not participating either way, so my opinion is irrelevant. With that said, I think you should give more serious consideration to allowing external bmodels.
Why?
Firstly, it's an interesting new feature of Quoth 2. Part of the judging criteria is "use of Quoth 2 features".
Secondly, if you think about it for a minute you'll realise there's going to be a few major restrictions and limitations. External bmodels are not just a free ticket to adding stacks of detail without using "standard" brushes:
- there's going to be lighting issues
- as an entity the external bmodel cannot block visibility
- if used simply as additional detail, it will add to your entity data
The last point is especially important if, as I assume will be the case, a requirement of the competition is that the map must fit within standard engine limits, so that it can be loaded and played in basically any Quake exe.
Also, think beyond the competition and maybe you'll think it's a good idea to allow external bmodels, so people can get used to using them and learn the pros and cons of doing so (on paper it sounds like a feature with a lot of potential, but it's hard to know until you try it).
Either way, everyone is mapping using the same rules and restrictions - it's going to be "fair" for everyone regardless of what the rules are. So I guess it all comes down to what the judging criteria will be, and what you want to place more emphasis on.
All I'm saying is maybe think about it and discuss it more thoroughly, rather than making a snap decision.
Personally I think you'll get more interesting and varied maps if you allow external files, while still requiring mappers to be efficient and clever in their brush/entity use (thereby satisfying the requirements for a good competition).
Engine Limits
I mentioned this in the previous post, but in case you missed it in the wall of text, I'm going to say it again:
Please tell us whether it is a requirement of the competition that the map must fit within standard engine limits, so that it can be loaded and played in basically any Quake exe.
This is soft of implied in that you've said the map must be playable in FitzQuake, but I think it would be better to clearly state it in the rules so that there's no confusion. (Besides, Fitz has at least a few engine limits raised, I'd reckon the map should load in ye olde standard software Quake as well).
#32 posted by negke on 2008/06/09 09:07:12
Why?
Because allowing an indefinite amount of external brushes defies the point of having a brushlimit at all.
Because allowing an indefinite amount of external brushes defies the point of having a brushlimit at all.
And what is the point? (serious question).
Regardless of what the point is, you still have that same restriction - 256 world brushes. It's a fairly small amount for an SP map no matter which way you slice it.
Look, I'm not trying to be disingenuous here... obviously I get that the limited brush restriction is to see what each mapper can do with limited resources. But again, that restriction is still there, and external bmodels, while helpful, are also going to have issues and be limited in number too (entity limits).
My argument is that by allowing external bmodels, you may get this:
- More interesting and varied maps
- Additional challenge for the mappers (how to get the most out of bmodels? What's the tradeoff between entities for bmodel detail and gameplay stuff like monsters?)
- More use of the new Quoth functionality
Come On
#34 posted by ijed on 2008/06/09 15:26:28
Models can be called from inside id1 and Quoth1/2 - there's enough there to mess around with. Toxin tanks, air filtration systems and computer consoles might fit the various missions well, but so would a made to order progs, genestealer and space marine models.
The competition is pretty simple - a zip archive with three files only inside it; source, bsp and readme - just those, nothing extra (including .lit I take it). It must run reasonably in fitzquake.
It's a competition based on limits. How well you map when so heavily restricted is if you deserve to win David McKenna's Fiend or not - a decent carrot if ever there was.
Agree With Frib
#35 posted by inertia on 2008/06/09 22:16:25
Do it.
Start Button
#36 posted by Preach on 2008/06/09 23:36:38
On a technical note, you may want to choose a different name for your start map. There is already a start.bsp map in the quoth package, and since it is in the pak file it will override whatever start map you provide. Something like sh_start might be better.
Aye Frib...
#37 posted by distrans on 2008/06/10 05:42:33
...all good stuff (which pretty much followed my initial lengthy ruminations), and what initially made me say booyah if Quoth(2) can do it...it's in. However, I think there's enough new stuff in Quoth(2) for mappers to explore this time round, without including external files. Perhaps a future competition with more lead in time, fewer limits and (most importantly) a greater turn around time from deadline to release might include all Quoth(2)'s goodness.
The map must fit within the fitzquake 0.80 engine limits.
Preach: even if the start level is in a pak with the rest of the maps, files etc. in it's own directory off Quoth? Or is there some problem setting it up this way?
As to 'too many rules', there's been brush restricted comps before and brush/texture restricted comps, all this does is add a restriction that strengthens theme. All the rest are what you would generally (though - technically - not in all cases) expect to do anyway if you were submitting an SP release worthy of release.
The skill selection area is complete bar some final tweaking of the lighting, and then I'll start on the halls of glory (rest assured, there'll be no cesspit in this introduction level hehee!).
Oh, And...
#38 posted by distrans on 2008/06/10 05:44:01
Spirit, you are a champion!
Well
#39 posted by Preach on 2008/06/10 09:48:46
If you do it like that you're also going to have to supply the entirety of quoth again, because there's no way to tell it to use the mod from the quoth directory with files from another directory. It'd be much easier to just supply maps with a unique name, as then people can extract them into their current quoth install.
What About
#40 posted by Lardarse on 2008/06/10 15:51:47
sh256_start and then putting "lose_items" "1" in worldspawn of the start map?
OK...
#41 posted by distrans on 2008/06/11 06:23:25
Ta much Preach, and Lardarse...an elegant solution.
Let's have those trigger_changelevels point to 'sh_start' (force of habit, I like to keep .bsp names to 8 characters)
'sh_start'
#42 posted by distrans on 2008/06/11 06:56:57
Distrans
#43 posted by JPL on 2008/06/11 08:46:00
Nice, as usual ;)
#44 posted by Trinca on 2008/06/12 00:30:56
what day of june is? i�m in vacation i dont have quark in here or anything to map :p but i whould like to make a map since is only 256 brushes...
Distrans
#45 posted by Sielwolf on 2008/06/12 00:54:33
looks nice, but what about making the nightmare entrance(hell?) a little secret? Even if it's just an obvious button or something, I always enjoy start maps more that way.
Ta...
#46 posted by distrans on 2008/06/12 13:10:09
JPL. Trinca, when do you get back from hols? Seilwolf, hmmmmmmmmm, I have an idea...
Distrans
#47 posted by JPL on 2008/06/12 14:29:06
I'm not on holidays, I'm currently working on a huge map project... so no time to participate :( Sorry my friend ;) Maybe I'll ask you to beta test my map ;)
#48 posted by Trinca on 2008/06/12 15:08:48
19 of june Distrans
Ok...
#49 posted by distrans on 2008/06/14 13:18:18
...no prob JPL. Trinca, you should have at least 4 weeks to get something together after you finish your hols.
Judges finalised: scragbait, seilwolf and kell.
If a kind moderator could edit the judges list and change 'start' to 'sh_start' in the 'limits' section I'd be most grateful.
Damn...
#50 posted by distrans on 2008/06/14 13:21:50
...once again I've mispelled his name, 'sielwolf' that is.
Remember
#51 posted by Lardarse on 2008/06/14 15:21:36
I before E except after C
In Other News
#52 posted by Lardarse on 2008/06/14 15:31:47
I've been "budgeting" my map, seeing how many brushes I need for various things, and I think I have 30 spare brushes. Any ideas for what I could do with them?
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