|
Posted by underworldfan on 2003/01/16 12:04:59 |
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.) |
|
|
Speedy
#68 posted by nonentity on 2003/02/26 04:58:38
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...
#69 posted by ELEK on 2003/02/26 08:00:27
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
#71 posted by R.P.G. on 2003/02/26 15:46:03
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
#75 posted by Vodka on 2003/02/26 23:17:18
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)
GRRRRR
#76 posted by . on 2003/02/27 00:45:35
this is frustrating as fuck.. i drew out the map and it still sucks..
but i'm not giving up.. what happened to my creativity?!
Hmmm
#77 posted by nonentity on 2003/02/27 02:52:23
It can?
Oooh, didn't know that, my bad.
RPG, then start one.
Hmm
#78 posted by nonentity on 2003/02/27 05:32:52
Actually, nm, didn't see the reason why you won't start a site
Yeah, I'm Not Too Pleased Either
Still, if I get a) a temperature drop and b) some more inspiration, I may keep trying.
Or
#80 posted by daftpunk on 2003/02/28 09:23:40
pass it on to phait so he can combine it...
Pardon?
#81 posted by . on 2003/02/28 18:17:33
huh?
A Look At My Level...
#82 posted by distrans on 2003/02/28 19:33:25
but please read the more info :(
http://pipeline.fov120.com
The maker of Tx/TreeBSP has offered assistance (/me hugs Bengt) and we'll see how it goes.
This Is The Most Frustrating Mapping Attempt Ever
#83 posted by . on 2003/03/03 08:14:24
maybe it's the theme i don't know.. i've done perhaps 3, 4, 5 attempts at this friggen contest and i hate all my efforts. hell i thought i had some hope today - it was sketched out and i saw it working - at least it looked good on paper.. you're dropped onto a platform, a set of lights flick on - then another, then 8 monsters drop in.. kill them, bridege comes up - onto platform 2, much large - a maze.... proceed through maze through opposition - darkly lit maze at that, moody.. find silver key.. once this is found, half of maze drops level with floor - then monsters were to spawn in by sets - kill 1 set, more come, then more, etc etc.. until the last 3 shamblers were taken care of.. then a small teleport platform arrives and end-game.
that was the idea, i only got as far as having the maze drop until i realized it sucked.
i guess i'm only good for deathmatch. yay.
Uwf...
#84 posted by distrans on 2003/03/07 02:40:52
It ain't gonna happen in time, but thanks for running the comp - I now have the solid bones of another level for QT00 (once I de-void the thing that is).
Dilvish, Kell and Scraggy: You won't be bombarded with last minute betas from me :(
GL to all who were able to finish.
Distrans
man, thats a shame, teh screenies at the pipeline looked cool...how much more time would ya need?
Damn, 1 Week
#86 posted by . on 2003/03/07 04:21:02
I haven't done jack shit for this, but I REALLY want to. It's just the whole idea of a Coagula map is severely limiting me creatively.
Delays
#87 posted by Tyrann on 2003/03/07 05:14:15
If you do end up postponing... say to the end of March, then I should be able to finish my entry. Then again I haven't mentioned that I was working on it until now, so don't delay the whole thing on my account if everyone else is ready. I can always release later.
New Deadline (again,heh) :) APRIL 3RD
As i understand it, Kell and probably Necros both could do with a bit more time as well.
So...
approaching out of the cold dark mist, came a slithering faceless thing, gibbering and pawing at the ground, slime and pus oozed from its belly, leaving a trail behind it. As tall as a man and nearly as wide as well, as it finally emerged form the darkness everyone coud see what it was:
A New deadline for the coagula contest:
APRIL 3rd.
As it came closer it muttered a terrible groaning which the frayed consciousness of those present could dimly recollect on future, happier days as saying:
"I have given you all more time, especially you distrans, your map looks awesome, please try to finish it."
And You Fatty. (i Havent Forgotten You!)
i want an entry from you too!
Lol
#90 posted by . on 2003/03/07 11:31:22
more time for me to delete approximately four hundred and thirty one attempts at this coagula map wishing for my satisfactory creation.
Actually...
#91 posted by Kell on 2003/03/07 13:51:46
My problem isn't just time atm...it's really the Worldcraft bug. I installed shiny nu drivers, but nae luck wi' WC :(
Looks like I should pursue the 'Gtk 4 Q1' option. Can I ha'e twa vershuns o' Gtk installed, wun fir Q an' wun fir Q3A?
...
#92 posted by R.P.G. on 2003/03/07 14:43:32
You can use Projects for your one GTK install. One project setup for Q1, and one for Q3. Just load a different project when you want to edit the other game.
Or you can install QERadiant and GTKRadiant at the same time. That works. I dunno if two GTK installs will work, though.
|
|
You must be logged in to post in this thread.
|
Website copyright © 2002-2024 John Fitzgibbons. All posts are copyright their respective authors.
|
|