#6873 posted by necros on 2010/09/07 01:28:32
Problem is, he's the layout master while I'm just a detail whore
just struck me it would be interesting to see how people rate themselves regarding strength in, let's say: brushwork(macro), brushwork(detailing), brushwork(terrain), monster gameplay, layout gameplay, lighting, vis efficiency... maybe others, i dunno.
or maybe just do it as a poll and see what the general trend is...
Meh
#6874 posted by rj on 2010/09/07 02:20:56
metal turtles maps to 25 December?
i don't like this. release them as individual maps with their own identity - not bundled as a pack with a silly label
Ankh
#6875 posted by Zwiffle on 2010/09/07 02:36:05
Vondur would say invert the crosses.
nntt: Yeah, I know. :( Also, it'd be cool if it got people making and releasing maps.
necros: Probably average across all fields, or thereabouts.
xen: Same as nntt.
Hmm
#6876 posted by nonentity on 2010/09/07 04:05:15
How dare you fob off both xen and me with the same answer. Especially when to took opposite views of the metal turtle idea (does anyone else get images of people being burned on giant metal turtles? Just me? (see Small Gods)).
That kind of laziness is exactly why you never release a map. And why my mother stopped loving you.
Ankh
#6877 posted by DaZ on 2010/09/07 04:40:17
Loving that! Reminds me of dranzdm6 actually :)
inb4 Vondur "make the crosses inverted" :)
Yar
#6878 posted by negke on 2010/09/07 09:04:20
My intention was to get Zwif's attention - tried it this way because he's always so aloof and not easy to approach and I'm too scared to talk to him directly. But rj's got a point, too.
necros: I wish my imagination was more geared towards the bigger picture, interconnected stuff, not single rooms. Though I didn't have a clear idea apart from a few bits, just started placing brushes to see where it goes from there.
#6879 posted by Zwiffle on 2010/09/07 15:26:08
Yey
#6880 posted by Vondur on 2010/09/07 15:39:26
good progress with crosses, but with jesus you got carried away, zwiffle. i advise you to invert him.
zmm06 - there's that conical (triangular) square brush - not good.
#6881 posted by anonymous user on 2010/09/07 16:23:04
turtle event to 25 dec or not?
Not
#6882 posted by anonymous user on 2010/09/07 16:44:56
just go map whenever
#6883 posted by Zwiffle on 2010/09/07 16:48:50
A Christmas map pack would be awesome to have, but I'm just gonna work on this map for the time being. If people want to organize their releases around the same time though ...
Hmm
#6884 posted by nonentity on 2010/09/07 19:14:06
Why not? Yeh, metal turtle for 25th dec. Will be a nice christmas present (and gives a reason to map)
However
#6885 posted by rj on 2010/09/07 19:17:13
does anyone else get images of people being burned on giant metal turtles? Just me?
if anyone wanted to contribute to a christmas map pack with this specific theme, i wouldn't object to it.
PS. stop posting anonymously!
PPS. xen schmen
And Erm..
#6886 posted by rj on 2010/09/07 19:20:02
isn't 3 months & 18 days a little long to be considered a turtle map anyway?
people used to grind out episodes in that kind of timeframe
Hmm
#6887 posted by nonentity on 2010/09/07 19:20:51
PS. stop posting anonymously!
Glad you said it. I figured I'd just seem my usual grouchy self if I complained about it.
PPS. xen's men?
Hmm
#6888 posted by nonentity on 2010/09/07 19:21:42
people used to grind out episodes in that kind of timeframe
We're old and lazy and have jobs. And SC2 in some cases.
They're Chained Up In The Basement.
#6889 posted by rj on 2010/09/07 19:22:03
Er That Was IRT #6887
#6890 posted by rj on 2010/09/07 19:26:26
We're old and lazy and have jobs. And SC2 in some cases.
well yes. but my point was i just didn't really see the point in dressing up any map with a deadline as a 'turtle map', which is really a term for a speedmap refined over several sessions. surely it's just a 'map'...
(not that i'll lose any sleep over it)
Metal Episode
#6891 posted by Zwiffle on 2010/09/07 19:30:54
It'd be really swell if we could make this an actual episode ... but I'm afraid coordinating might be just a bit too problematic for most people, even if it just involves 'your map exits to this map, expect players to have these weapons' kind of thing.
Metal Episode
#6892 posted by Zwiffle on 2010/09/07 19:30:55
It'd be really swell if we could make this an actual episode ... but I'm afraid coordinating might be just a bit too problematic for most people, even if it just involves 'your map exits to this map, expect players to have these weapons' kind of thing.
Sorry For Dbl Post
#6893 posted by Zwiffle on 2010/09/07 19:31:05
Hmm
#6894 posted by nonentity on 2010/09/07 23:06:26
Remove weapons hack at the beginning of each map?
Altho I don't see that much difficulty in co-ordinating some kind of progression without it. Apart from anything else different people have different skills at Quake and so naturally make harder or easier maps. That seems to lend itself to progression (discussion about more widely seperating the skill levels and not just building for a hardcore constant horde player aside).
And I don't really care what you call it tbh, I just like the phrase 'metal turtle'.
Zwif
#6895 posted by ijed on 2010/09/08 03:29:59
Do you want e3m7rq?
Inverting the crosses looks wrong unless you modify the texture so the shadows from the rivets are below.
For me, I'd add some red metal structures (with corpses attached) for the water area.
Mapping is fun. Don't make it an inverted cross to bear.
To answer Neros' question:
Brushwork, Macro: 6
Brushwork, detail: 2
Brushwork, Terrain: 4
Monster Gameplay: 7
Layout Gameplay: 4
Lighting: 1
Vis Effieciency: 5
That's just off released maps, nothing I'm working on.
My Typos Increase With Whisky
#6896 posted by ijed on 2010/09/08 03:31:13
Knew there had to be something.
#6897 posted by necros on 2010/09/08 06:17:44
Inverting the crosses looks wrong unless you modify the texture so the shadows from the rivets are below.
this.
also, i find inverting the long cross lights makes them look unbalanced. maybe if you added a second cross so that the texture was vertically symmetrical...
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