yendor
Quake 2 Mapping Club
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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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yendor
Quake 2 Mapping Club
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Posts: 105
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Post by yendor on Feb 10, 2012 13:03:54 GMT -5
I don't know of any brush characteristics which meet those demands...
Perhaps make two "laser walls" between the flag rooms, forming a "DMZ" hallway there, which could then be accessible from some other (perhaps middle-ground) area of the map. That way if a flag gets through one set of lasers, it merely ends up in the hallway...
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yendor
Quake 2 Mapping Club
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Posts: 105
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Post by yendor on Jan 25, 2012 10:01:37 GMT -5
I kinda like that idea, M... using the textures themselves to create good effects with a minimum amount of brushes. Definitely adds a new dimension to this thing, and focuses on the core idea of doing more with less
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yendor
Quake 2 Mapping Club
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Posts: 105
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Post by yendor on Jan 20, 2012 18:47:21 GMT -5
Sure, the centerpiece of this would be the 200-brush limit.... freedom in texture use would be fine, methinks!
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yendor
Quake 2 Mapping Club
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Posts: 105
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Post by yendor on Jan 18, 2012 20:17:24 GMT -5
Hey all.... in the afterglow of that last Contest, I would like to suggest something that we've been talking about around my place for awhile, which is,
a Quick and Dirty Mapping Contest!
with rules something akin to: 1. MAP file must contain no more than 200 brushes. 2. Only stock textures and sounds.
his would have the benefit of being, well, quick, and it might even get a certain co-worker of mine out from the Minecraft and into some Q2 mapping!
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yendor
Quake 2 Mapping Club
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Posts: 105
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Post by yendor on Dec 15, 2011 18:01:11 GMT -5
Dern tootin' !
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yendor
Quake 2 Mapping Club
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Posts: 105
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Post by yendor on Dec 15, 2011 14:26:33 GMT -5
I'm a bit of the same opinion - I love the low-poly-count abstract stuff of the Doom/Q1/Q2 days, but the tour de force of brush/texture work that this map represents is undeniable.
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yendor
Quake 2 Mapping Club
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Posts: 105
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Post by yendor on Dec 14, 2011 17:48:29 GMT -5
It's Jester's brush work that has always impressed me.
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yendor
Quake 2 Mapping Club
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Posts: 105
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Post by yendor on Dec 14, 2011 17:28:41 GMT -5
Indeed...
I think we need to propose a "Quick and Dirty" mapping contest... something like make a map using only stock game textures, and keep it under 200 brushes, or something like that!
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yendor
Quake 2 Mapping Club
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Posts: 105
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Post by yendor on Dec 13, 2011 23:49:52 GMT -5
Something about this map jived with the innermost workings of my Q2 skillz... I owned this map like a god in both matches! Great abstract ambiance!
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yendor
Quake 2 Mapping Club
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Posts: 105
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Post by yendor on Dec 13, 2011 23:48:16 GMT -5
Damn Maric that's a bein' a bit heavy on yerself! This thing rocked - cool rocket-jump opportunities abound, which made for quite decent flow in my opinion. Should be able to fall off though! And we (my opponent and I) dug the whole 8-bit texture look!
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yendor
Quake 2 Mapping Club
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Posts: 105
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Post by yendor on Dec 13, 2011 23:44:42 GMT -5
Oh if I had a dime for every time I died while admiring some perfectly executed brush or texture....
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yendor
Quake 2 Mapping Club
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Posts: 105
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Post by yendor on Dec 13, 2011 23:40:38 GMT -5
The detail on this thing made me think I spent $49.99 for a new version of Quake2... amazing job on this. And it was fun to play!
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yendor
Quake 2 Mapping Club
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Posts: 105
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Post by yendor on Dec 13, 2011 23:38:16 GMT -5
If there was an "Atmosphere" category in the judging, this one wins hands down. I left it feeling a little despondent. Not to mention getting my ass handed to me here too...
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yendor
Quake 2 Mapping Club
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Posts: 105
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Post by yendor on Dec 13, 2011 23:34:51 GMT -5
I for one dug this map... I've always been a fan of scrappy little high-fph 1v1 maps - and this one's a classic! Nice layout on the cave area - I was able to stay just far enough away from my quadwhoring opponent!
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