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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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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 
Speedy 
Correct (levelord in fact if my memory serves me).

Although I was given to understand what made Coagula different from space maps was that it was DM & SP... 
Just To Cover My Ass I Never Claimed To Have Invented Space Maps... 
I even give all influencial credit to a DM map DaMaul created in the readme files. I never really played the hipnotic dm map prior to Coagula, I only learned of its existence post Coagula.

The thing that set coagula maps apart for me was the Single Player gameplay style which tends to be frantic, and the construction element which tends to be just as frantic. While most of my other maps took months to build, I rarely took longer than 2 to 3 weeks to construct a Coagula map. They were more like gesture drawings for me. Rough architecture enhanced by fast paced gameplay in a void which made things interesting.

As a matter of fact the first Coagula map started off as a DM map and I just could not resist offering an SP element, I am not a fabulous DM mapper, and the map certainly lent itself more to SP than DM. 
Thanx For Clarifying Elek 
i will just shut up. 
Unpronounceable Fuhs 
nonentity: I was convinced that HipDM1 was also both DM and SP. I thought it was both the only DM level in the pack as well as a secret level in the SP game.

On a different thread, I'm beginning to wish that I had more time so that I could review maps. My opinions on which map is best and what constitutes a good map seems to directly contrast that of most people. Moreover, when someone does bring up these issues, they do so only briefly. 
I May Have To Bow Out 
Sorry... but my entry is going nowhere.

Frankly, I have ten months before Ontranto is due, and that means I'm thrashing on getting at least one map (FC1M1) completed as well as most of the QC.

As my Coagula entry is not even 50% complete, I'll have to bow out.

Also, I'm still waiting to hear about a possible night-fill position, so if I get that there'll be even less time for me to stuff about with competitions.

Maybe you'll see it as a secret map. But I doubt it. 
Fatty 
well, thats sad if you cant find time, you still have a couple more weeks... 
And 
it could be a secret map. 
RPG 
Indeed HipDM1 can be played in SP mode (just played it)

'On a different thread' I would be happy to know what you think makes or brakes a map. You could do a list of the maps that blew your head off and explain why you picked them with some analysis from mappers pov (as opposed to the general reviews aimed at the average player) 
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