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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.)
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Ummm 
necros, i'm finding that after exams at uni i'm having to use milling machines and lathes all my spare time. ok, admittedly the formula student is not compulsory but boy do i wish a day had 48 hours and i was on some kind of drugs to keep me awake that long without sleep (like the baddie in Die another day, shit film btw!!) 
Yes 
it was to do with his nightmares...i got carried away 
Daftpunk... 
Ya, paying the rent can be a drag sometimes. 
New Deadline: March 14th! 
just because i feel like it, i am gonna put the deadline for submitting maps to me back by 2 more weeks, as i have the vague (probably completely incorrect) impression some people may be struggling to find the time to finish by march 1st.

The new deadline is now MARCH 14TH, map pack will be relased march 15th.

Final note: there will be NO more extensions or changes to the deadline!! 
Oh, Cool. 
yeah, i might be able to finish on time now.

i haven't really worked on it much since i last posted that screen shot... anyway, with this extra time, i'm going to try again. 
I'm Gonna Try This... 
I've been in a perfectionist rut with trying to do my own first SP map so I'll take a break and try this.

BTW I wrote a different story for that SP map, I'm not sure when it's going to be released but I am promising you guys it will be released which means I really have to flesh out the environment and know what I'm aiming for. 
Good Luck Phait 
remember the map doesnt have to be perfect...(i just checked out your website). just get some brushes down and do your best. 
Lol 
please buy yourself a new pc phait! site's great and funny! yea, as UW said just slap some brushes together before you get bogged down with work/school/women/beer/etc 
Funny? 
how? lol 
Suggestion 
you could always make the textures for the contest if you dont get time to lay brushes...
then the maps could be in one consistent tex set. 
It's Alive! 
Eleven minute BSP. Then I left it vising as I headed off to work (friend Jack has yet to change over his sys, so I'm still using the peddle driven Celeron). w00000t...it doesn't leak :)

All going well with the vising, I'll run tyrlight over it tonight and try for a few screenies. Hopefully they'll be up on Pipeline in a couple'o'days.

Bad news...with so much more to go in terms of entity and light work, I doubt there'll be DM implementation (the r_speeds are prolly going to be way too high with this version anyway). However, I'll get a DM only conversion up for QuakeFest2003 :) if there's enough interest.

Scraggy and Kell: you can expect an alpha next Tuesday.

Dilvish: You up for a beta? 
It's Alive! 
Eleven minute BSP. Then I left it vising as I headed off to work (friend Jack has yet to change over his sys, so I'm still using the peddle driven Celeron). w00000t...it doesn't leak :)

All going well with the vising, I'll run tyrlight over it tonight and try for a few screenies. Hopefully they'll be up on Pipeline in a couple'o'days.

Bad news...with so much more to go in terms of entity and light work, I doubt there'll be DM implementation (the r_speeds are prolly going to be way too high with this version anyway). However, I'll get a DM only conversion up for QuakeFest2003 :) if there's enough interest.

Scraggy and Kell: you can expect an alpha next Tuesday.

Dilvish: You up for a beta? 
Err... 
Oops 
Question 
Can it be in a spaceship with no actual outing into the void?

I haven't even started, I don't know how the map is going to explain why you're in a void and what your goal is.. I'm just not creative with these circumstances... 
Sorry Must Be In A Void 
phait......er.......not really, no can't be in a spaceship, sorry.

To be a coagula map it must be in a void, free floating in space.

Download the coagula contest 1 pack from the above link in my first post if you need ideas/inspiration.

BTW
You dont need a story.
You just need a map and monsters and gameplay. :)

If you really must have a "story"....
If i may borrow a favorite story of mine, from Cube (FPS by Aardappel) "You kill stuff. The end" :) 
Hehe 
ok.. but i love putting a plot in so there'll be one anyway 
Phait... 
You might also want to check out CZG's asteroid map from 100brush2, as it was technichally a void map :)

There are some "inside" sections to that map, where one is not in danger of falling into the void, but most of the action happens on the exterior of the 'roid or various architectural elements set into the 'roid.

It only took 100 brushes. 
if you opt for more indoor sections, make sure it's at least 50/50 between indoor and void. 
Er... 
that's my interpretation of a 'coagula' style map, btw... ;) 
Yeah.. 
Necros has it about right....just think interior sections, with exterior bits winding anround and jutting out here and there. Architecture takes a second place to beefed up gameplay. Think 2 fiends coming at you with scrags urinating on you from above...and an ogre or two for good measure. 
Phait 
listen to what ELEK says, not me.

Apart from being one of the best Q1SP mappers ever(!), he also invented the whole "coagula" concept/idea. 
 
dare I say Ritual (ex Hypnotic) invented it with hipdm1 map from Scourge of Armagon 
Distrans: 
Yeah, sure, send in the beta! I've got a bad flu that's fucking up the few neurons I have left, but as long as I don't try to play your map with the Diablo 2 engine, I guess I'll be able to give you some thoughts.
mail it here: arnaudml at aol-dot-com
Oh and give your mail a distinctive title like DISTRANS or something, as I delete all the spam I get first thing in the morning, and I still may be a a bit sleepy :) 
DISTRANS! 
I've b0rked my mail addy:

here it is (hopefully):
arnaudml1 at aol-dot-com

let's see if this is right now 
All Right, That's It. 
bloody flu 
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