Null
Gladiator
Posts: 555
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Post by Null on Apr 1, 2015 21:40:17 GMT -5
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spirit
Quake 2 Mapping Club
maps.rcmd.org
Posts: 509
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Post by spirit on Apr 2, 2015 9:21:34 GMT -5
Thanks a lot!
EDIT: I just tested 10 of the maps, and they are really impressive & creative!
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Post by giftmacher on Apr 3, 2015 3:49:15 GMT -5
Thanks Null, I've tried all of the maps now and I'm happy to see so much creativity flowing through this contest, I'm glad jitspoe won a few categories (stunning) spirit2dm9 new favorite, texture theme and design flows together perfectly, up there with spirit2dm2 and some of Jester's maps of Q2's all time greats (My very subjective opinion). Solid map by Pan, looks like a lot of fun to play, tight and fast DM. Big fan of the alien universe so Crom and thf really pushed my buttons with their maps. Crom your map looks like a really fun tight/claustrophobic fragfest, I can see lots of awesome crazyness with 4 players (cool connectivity and height variations). These are just a few comments from me but the contest maps are a cool mix of environemt design and deathmatch design overall. Stay at it people and don't be afraid to learn new things in terms of mapping, here is a link to a really good 'work process / design' guide on how to create competitive maps. Most of this spirit already touched upon in his tutorial on items and posts on work flow, but I still recommend giving this one a read. www.goodstuffmaynard.com/portfolio/independent/cdg/index.html
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Null
Gladiator
Posts: 555
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Post by Null on Apr 3, 2015 12:42:23 GMT -5
Stay at it people and don't be afraid to learn new things in terms of mapping, here is a link to a really good 'work process / design' guide on how to create competitive maps. Most of this spirit already touched upon in his tutorial on items and posts on work flow, but I still recommend giving this one a read. www.goodstuffmaynard.com/portfolio/independent/cdg/index.htmlGreat find! This guide has lots of tasty information that many should find useful. In fact I now feel compelled to include some sections for rating in our next scoresheets to make them more balanced. It touches on the layout theory and importance of compact yet spacious designs, connectivity, flow, quick access, and things imperative to fun gameplay. (most important) I feel that some of these fun design principles are increasingly been lost in the modern open world mentality, leaving only a few of us to carry on the legacy. To maintain the old school principles was one of the reasons why we had this contest. Even though to some it's not much fun, I urge all mappers to focus first and foremost on the layout theory apart from just technical and esthetic aspects. In my mind even a beautifully intricate map can be a total failure if it doesn't satisfy the players. After all, without a fun gameplay a map cannot survive. It somehow brings me back to the tried and tested basics of the DM: leray.proboards.com/thread/3564/new-dm-map-metal-updated?page=1&scrollTo=26612
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Null
Gladiator
Posts: 555
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Post by Null on Apr 7, 2015 2:27:17 GMT -5
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on Apr 7, 2015 11:31:01 GMT -5
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