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Post by Sabotuer [Q2C] on Jan 27, 2006 15:42:39 GMT -5
Well, I always liked themes, but maybe it should be a bit open theme, like I once participated in a contest where vertical action was the theme. That one turned out pretty fun! If we don't have any theme, you could just finish a map you started earlier and it wouldn't be fair to the mappers who have limited time, 'cause timelimit is the most fun about it Ideas for a theme: the nature (flower jump pads and trees), circle (a circle based map but you can put anything in the middle) or exegerated sizes
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assman
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AKA MAGICAL PIG AT TASTYSPLEEN - BANNED FOR FLAMING, TROLLING, STALKING AND SPAMMING
Posts: 15
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Post by assman on Jan 27, 2006 16:11:08 GMT -5
exaggerated? sounds perfect for the fi3nd!
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Post by 3fing3redfi3nd on Jan 27, 2006 16:24:02 GMT -5
Yes my size is exaggerated compared to the normal man.
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Post by grieve[Q2C] on Jan 27, 2006 17:23:54 GMT -5
why not .... as a theme, an exagerated, ample map would be quite interesting. something like a "Don't get lost in it" theme. a map as big and wide as it can get, with at least 10+ different areas and kilometers of corridors. and it would perhaps require a transport system, like maybe a travel tube, so that you don't spend all the time just running around. but all this is technically not for everyonee to master and demands a lot of knowledge about engine limits and vis-blocking. this would possibly decrease the number of people who want to participate.
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Post by grieve[Q2C] on Jan 27, 2006 17:34:10 GMT -5
let's say this is something like a brainstorming, so I'll just let out what I consider ideas. how about a "Quake 1/ Quakeworld Tribute" theme. maps which use all original Quake 1 textures and aim to recreate the atmosphere and the style of original Quakeworld maps. I say this could lead to some interesting results.
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Post by whirlingdervish on Jan 27, 2006 17:40:35 GMT -5
or decrease the number of entires that are ultimately usable... Some might look really good, but be unplayable due to the excessive size of the open areas..
I do kinda like the natural idea.. Quake 2 seems like it is mostly geared towards industrial/military installation looking maps... the change of scenery would be refreshing.. (like how fiend's aged architecture and medieval textures make his maps look so good, and so visually enticing)
I'd like to see entries with rocks, hills, and grass and possibly some forest-like areas with cool shadows and a canopy of bushy green overhead.. rivers and ponds look much better when the rest of the map isn't incredibly industrial looking.. caves with veins of crystal, stalagtites, and lava flows are also high on my list of nifty looking features... (underground rivers are pretty slick too)
canyons with rope bridges and the occasional deadfall make for some good DM. I also think ancient ruins and areas with pillars and the remains of stone walls (broken and unbroken) tend to make a good looking map when surrounded by wilderness...
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Post by grieve[Q2C] on Jan 27, 2006 17:51:12 GMT -5
trying to make vegetation in Quake 2 is something you might forget. the clumsy brush - trees you can create look just pathetic. and a forest .... you would be surprised how explosively fast your details ( polygons, r_speeds ) would multiply and render your map unplayable. Quake 2 does not have the capabilites to create vegetation, trust me.
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Post by grieve[Q2C] on Jan 27, 2006 17:54:51 GMT -5
A Quake 1 themed map would also break the Stroggos - Industrial - Complex routine. Because the setting of Quake 1 was completely "somewhere else", in a doomed, eerie dimension that you reach with slipgates. Because of that Quake 1 maps have often a very intense feeling of otherworldlyness.
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Post by grieve[Q2C] on Jan 27, 2006 17:59:04 GMT -5
or decrease the number of entires that are ultimately usable... Some might look really good, but be unplayable due to the excessive size of the open areas.. that's what I mean with the technical demands of mastering exagerated maps in Quake 2. you must not use big sized open areas, and each vis area must be shielded from the view of other areas. I for my part would find it interesting to explore the size limits of maps for Q2.
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Post by whirlingdervish on Jan 27, 2006 18:12:16 GMT -5
well grieve, I do like many of the quake 1 maps... your suggestion definitely has some merit.. creepy old castles and alien landscapes are a cool way to go...
although, on the vegetation topic: i think you're partly right; bushes and stuff might be tough, certain kinds of trees too.. pretty much anything you wanted to be so detailed that you can see a single leaf would be beyond the capabilities of any of us.. or the q2 engine.
but...
For those of us with more imagination than real skill, I think you might be able to pull it off with a big lumpy green brush with pillar like trunks of various sizes all going up into it.. a few cylindrical branches running up into the canopy at odd angles would help too. maybe cut the occasional hole for light to break thru... it might work. I'll experiment this weekend..
I'm not going for trees that you can see everylittle twig and berry, just a way to convey the sense that you are under a vast, nearly solid canopy supported by large tree trunks all around so you have cover... bushes and other scrubby little vegetation don't grow well in the shade of a dense forest so you could just decorate the ground with gnarly roots and rocks and such...try and envision the entwood "Fangorn" in the Lord of the rings.. So dense and dark that you cant see up to the branches anyways.... with creepy ambient noises, weird looking rock formations and the trickle of a stream somewhere in the dark...
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Post by grieve[Q2C] on Jan 27, 2006 18:35:12 GMT -5
for experimentation it's okay, but I guess you will agree that making a map with vegetation would not be a very suitable theme for a Q2 map contest.
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Post by Sabotuer [Q2C] on Jan 28, 2006 6:38:10 GMT -5
I think it's great! It would really be something diffrent, and you don't have to make a forest or something like that, maybe just a regular industrial stroggo shit that are ruins and pretty vegetated (ok I don't know if I'm using that word right), get it? As I said you can have anything you like, just use your imagination, the only limit is it connects with nature.
and you're misunderstanding my exaggerated sizes idea, I was talking about like maybe just a room, bedroom or something, where everything makes you look as big as a mouse. I've seen a few of those maps and I always find them interesting to play. I was not talking about making the earth where one player starts in Berlin and the other in Hong Kong
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Post by grieve[Q2C] on Jan 28, 2006 9:54:43 GMT -5
hmm, yes. because of that it will be the best if we keep it the same way as it was: the theme is a Quake 2 Deathmatch map. if anyone wants to make a bathroom of gargantuan size: fits. if anyone wants to make an open area with a brush tree forest: fits. all this stuff and much more will be accepted within the frame of a DM map, without having to force anyone to do something he does not want to do. everyone has personal visions or ideas, that adds to the diversity. wedging others into your personal visions and ideas would cause the opposite effect.
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Post by whirlingdervish on Jan 29, 2006 21:31:56 GMT -5
lol ok no grand visions... just a slew of very different ideas..
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Post by Le Ray [Q2C] on Jan 30, 2006 13:30:31 GMT -5
I'm creating the boards for the 4th mapping contest. We will probably begin the contest later this week. Stay tuned!
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