K...
#57 posted by distrans on 2007/05/04 03:57:08
...768^2, no player tele, june 30, quoth.
I'm in.
Okay, If Everyone Agrees, I'll Update The Thread Title/text
#58 posted by metlslime on 2007/05/04 04:00:45
Also...
#59 posted by metlslime on 2007/05/04 04:10:31
just in case there is any ambiguity, all visible polygons need to be inside the 768, so if a brush sticks out, it's okay as long as the "filloutside" process removes all those polygons that stick out. Does that sound fair and consistent with what people were thinking? (I just don't want to force people to have like 1-unit-thick outer walls for the purpose of maximizing space.)
Metslime
#60 posted by ijed on 2007/05/04 04:19:40
maybe put 768x768x4096 - for clarification.
This looks to be a good idea backed by good mappers, anticipating june 30+.
Ijed...
#61 posted by than on 2007/05/04 14:22:17
you can build from -4096 to 4096 so the total height of your map could be 8192 :)
768x768 presumably means a square area of grid in which you can build as opposed to a total floor surface area of 768^2, right? I guess that is ok.
Yeah But,
#62 posted by ijed on 2007/05/04 15:42:32
Anything above the 0 plane is a bit too close to heaven for Quake.
#63 posted by rj on 2007/05/04 17:52:49
For anything else, I'd advise using Quoth if, for no other reason - the monster spawning. It really makes things much easier.
sorry to derail the thread here.. but just out of interest how easy would it be to add the monster spawning code to an existing progs.dat?
Helpful Reminder
#64 posted by HeadThump on 2007/05/04 19:05:36
http://www.celephais.net/board/forum.php
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Well..
#65 posted by rj on 2007/05/04 19:40:16
i thought it might be relevant here.. considering the monster spawning seemed to be the only reason people were rooting for the quoth progs. i guess not!
No
#66 posted by Vigil on 2007/05/04 19:45:17
There are only 6000 posts in that thread, it'll be quick.
Quoth has lots of cool new stuff besides simpler monster spawns, so it'd provide more varied maps with new tricks and new baddies to kill. A lot of the info_null wankery is in Quoth and made much easier, for example (I think).
#67 posted by Zwiffle on 2007/05/05 01:24:22
Who's going with what theme? I plan on going metal. Also, is there going to be a start map or are we just going to release a pack of separate maps? Just curious.
#68 posted by Kell on 2007/05/05 01:56:08
No start map. It's not like base pack or chapters where the maps are intended to be thematically bound. I'd suggest making the trigger_changelevel point to start.bsp
Also, I'd suggest naming the maps 768yournick.bsp
e.g. 768zwei, 768ionous, 768ijed, 768kell etc.
Makes it easier to group them in /maps folder, easier to remember what to type at the console, and easier to search for them in a few months time when they inevitably go missing from whatever archive they were supposed to be being hosted on :P
#69 posted by ionous on 2007/05/05 04:42:06
My plan is to use the Heretic 2 green R'lyeh textures.
No Start Map?
#70 posted by Lunaran on 2007/05/05 05:48:37
I'd think a start map confined to the same grid space would be amusing, especially considering the no slipgate rule.
Not that I'm volunteering to make one.
Hehe
#71 posted by than on 2007/05/05 06:56:53
I'm with Lun on that. A start map would be sweet.
I'm planning on making an egyptian themed map for this just as soon as I fix up my crap dm map and release it.
I Wouldn't Mind One Either
#72 posted by negke on 2007/05/05 09:10:25
then again it would require the pack to be put in an extra folder for start.bsp to work, or some awkward tricking to strip the player of all weapons/ammo each time.
also depends on many maps are submitted in the end.
Er...
#73 posted by than on 2007/05/05 14:29:48
or just name the start map something like 768start and put episodegates at the end of eac... oh, that would print loads of text, wouldn't it. hmm. I think Preach mentioned a trick to strip weapons from the player a while ago, maybe we could use that.
#74 posted by gibbie on 2007/05/05 18:55:31
oh god... a than dm map.. ohhhh!
Than
#75 posted by negke on 2007/05/05 22:12:44
yes, all weapons and ammo could be easily removed with the backpacktouch hack, but the player would still keep his armor.
Oh
#76 posted by negke on 2007/05/05 23:21:57
i just realized the rules say all maps have to be quoth-compatible. this way, everything will be alright if 768start has "lose_items" enabled in worldspawn.
Good Old Quoth
#77 posted by than on 2007/05/06 04:02:42
that's handy :)
Hm
#78 posted by ijed on 2007/05/06 05:10:55
I'm not in, but for to spend in order two pennies more, it would be nice to see a start map. Quoth handles the weaponstrip (as mentioned), its just a case of someone putting it together.
June 30th.
How are those on-board approaching this? Like a slightly more involved turtlemap? Or more involved? It's an interesting challenge, just don't know how much leeway I have after the pack I'm always talking about is finished.
Ha! Did it again, did you spot?
:|
Haven't Started Yet But...
#79 posted by than on 2007/05/06 08:29:40
I'd imagine this will be challenging because of the spatial limitations but at the same time quite straightforward because we all have a basic layout to work with from the start... a tall square which the player needs to move up or down (or both I guess). That's simplifying it a bit, but that's kind of how I am looking at it :)
I should probably work on my basepack map a little bit before starting this actually, it's just that I am a little sick of it (and its vis glitches) at the moment.
So Many Ideas In My Head :)
#80 posted by Spirit on 2007/05/07 21:52:05
Who's gonna be judge then? As it is called competition there should be a ranking in the end.
And as I said I will donate one of my runes for the winner. :)
Spirit:
#81 posted by R.P.G. on 2007/05/08 01:43:24
Donor decides. Good luck!
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