m
Quake 2 Mapping Club
Posts: 416
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Post by m on Jan 26, 2012 10:58:04 GMT -5
Phew! Looks like a crisis avoided.
I was ready to run fast and run far. Too much going on in life right now to bicker about trivial stuff.
I'll work some stuff up for q1 and q2 textures and see what everyone thinks.
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on Jan 26, 2012 19:12:39 GMT -5
One other thing to consider; are hint, clip, sky, trigger and etc. brushes included in the total count?
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Feb 12, 2012 12:48:21 GMT -5
When does this Quick and Dirty Mapping Contest start?.
hehe...
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yendor
Quake 2 Mapping Club
is
Posts: 105
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Post by yendor on Feb 12, 2012 17:10:09 GMT -5
I was wondering the same thing... I know I started this thread, but don't think I have the authority around here to actually run such a contest...
~Y
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Post by Wixen1 [Q2C] on Feb 13, 2012 2:10:09 GMT -5
I haven't got the time to run a contest, but if some of you have the time, feel free to do so. -W1
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Post by mking2012 on Feb 28, 2012 21:30:40 GMT -5
So are we gonna try to make this happen?
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 5, 2012 4:38:53 GMT -5
I was wondering the same thing... I know I started this thread, but don't think I have the authority around here to actually run such a contest... ~Y Nonsense...if you lay down the challenge and challengers respond, then consider it on!
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Post by mking2012 on Apr 8, 2012 21:22:25 GMT -5
We need these right?
-Participants -Rules -Judges -Management
I haven't been around long enough to judge or write a challenge, but I can chase/organize people. Count me in as a participant too.
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Panzer
Quake 2 Mapping Club
Posts: 175
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Post by Panzer on Apr 10, 2012 20:17:37 GMT -5
Hmm...maybe you don't even need judges. How about just getting some speed maps completed and play on them. No need to overcomplicate matters unless someone is doling out some serious prizes!
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Post by mking2012 on Apr 11, 2012 0:24:48 GMT -5
Simple is good. Count me in!
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on May 5, 2012 6:44:49 GMT -5
Phew busy busy working, try to free up time,couple hours in weekendz. Screenshotz.... Margaal 20 ( 199 brush limit ) 1x1 player - Q1 textures. Regards
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m
Quake 2 Mapping Club
Posts: 416
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Post by m on May 5, 2012 8:23:05 GMT -5
Phew busy busy working, try to free up time,couple hours in weekendz. Margaal 20 ( 199 brush limit ) 1x1 player - Q1 textures. Regards Looks nice! I have one of these too. It's just sitting,collecting dust. I made it right after this thread was started. I'd toss it in a pile if this idea moves forward...and maybe take a break from life and throw together one or two more. I like the limitations.
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on May 5, 2012 10:19:13 GMT -5
ThX Mate!... Wanted to do more in this map, neat, clean no more brush available, so limitations are challenges idea, plan, must fit inside the brushes.
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Post by Wixen1 [Q2C] on May 5, 2012 12:04:35 GMT -5
Cool screenshots Margaal -W1
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Null
Gladiator
Posts: 555
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Post by Null on May 5, 2012 15:37:23 GMT -5
Awesome! Margaal, your maps are always solid and tend to kick ass! So, I hope you don't mind a little constructive criticism... There's something I believe that would open up your maps to a much wider audience! The thing I'd like to request, and don't take it the wrong way, because I believe your maps are one of the best, and because it comes from a player's perspective... If it was possible to make the hallways always a bit wider or taller, perhaps 30%... It would make them way more suitable, and that much better for fast paced close combat, found on non DM Mods, which are prevalent these days. Some feel that a few of the maps are too claustrophobic and are more suited for small arms fire found on plain DM. It'd be a loss to some if they only limited themselves to plain DM, because players everywhere are looking forward to such great maps. And there are many other mods out there yearning for a piece of the action! In these places, as it's been my experience, people want a bit more breathing room and personal space to get around, especially when navigating tight corridors: in which they tend to overly get bogged down, ambushed and blown to pieces. And believe me when I say that everyone loves mobility, and the ability to seek shelter! Sometimes small adjustments make all the difference in the world! To get around these problems in the past, we'd create overrides and place inter-connecting teleporters for all the various major zones as remedies. But these are just band-aid solutions, that can never replace a mappers touch! Having said all that, the above is... Just another great piece of work, from a Class A Mapper! The map looks awesome as always, and I'm looking forward to it, as well as to another successful mapping contest! Cheers, Null
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