News | Forum | People | FAQ | Links | Search | Register | Log in
Vertical Map Competition
This is the thread for the new mapping event being discussed.

UPDATE: Here are the rules for the event:
* All entities/brushfaces inside 768x768
* No teleporting the player
* Deadline july 14 (extended from june 30)
* Single-player
* Playable in Quoth
First | Previous | Next | Last
Kell 
Thanks for the feedback ;) 
 
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. 
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 
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 
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 
then Spirit sets the rules. 
Rules... 
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... 
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... 
maybe goes without saying but:

* single player 
Yeah 
sounds good to me. 
Yes. 
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 
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 
but I'm using quoth 
Quoth 
Would be stupendous! 
I Am With Stupendous! 
And "in" otherwise ;-) 
Wot Wot 
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 
I think tps are pretty vital :/ 
Also 
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 
I Think 
It's to limit the type of layout you can do. Instead of just breaking up your vertical map, you have to actually plan how the player continuously travels up and down. It's just to force you to be creative that way. 
So... 
I'm okay with using quoth instead of id1... if everyone agrees with it then I have no complaint.

This time let's not base the maps on unreleased features of quoth though :) 
Question 
* all entities/brushfaces inside 768x768

All, including teleport-able monsters? 
Yeah... 
just stick them way down below the level, or high above it :) 
Ray 
if we use Quoth, the teleportable monster thing is no problem as you can just place them when you want them to appear.

I'm in btw.

Grr... as if I don't have enough other maps to finish :) 
Or... 
as Metlslime mentioned, you could start the monsters above or below somewhere. I just had the thought that you could even spawn them optionally with buttons marked in a certain way so that the player knows that they will spawn a monster by pressing a button, but by not pressing the button they will have to face more monsters at the same time near the end of the level. Or something.

Anyway, I'm in agreement with Metl's suggested rules. 
First | Previous | Next | Last
You must be logged in to post in this thread.
Website copyright © 2002-2025 John Fitzgibbons. All posts are copyright their respective authors.