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Vertical Map Competition
This is the thread for the new mapping event being discussed.

UPDATE: Here are the rules for the event:
* All entities/brushfaces inside 768x768
* No teleporting the player
* Deadline july 14 (extended from june 30)
* Single-player
* Playable in Quoth
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Oh 
i just realized the rules say all maps have to be quoth-compatible. this way, everything will be alright if 768start has "lose_items" enabled in worldspawn. 
Good Old Quoth 
that's handy :) 
Hm 
I'm not in, but for to spend in order two pennies more, it would be nice to see a start map. Quoth handles the weaponstrip (as mentioned), its just a case of someone putting it together.

June 30th.

How are those on-board approaching this? Like a slightly more involved turtlemap? Or more involved? It's an interesting challenge, just don't know how much leeway I have after the pack I'm always talking about is finished.

Ha! Did it again, did you spot?

:| 
Haven't Started Yet But... 
I'd imagine this will be challenging because of the spatial limitations but at the same time quite straightforward because we all have a basic layout to work with from the start... a tall square which the player needs to move up or down (or both I guess). That's simplifying it a bit, but that's kind of how I am looking at it :)

I should probably work on my basepack map a little bit before starting this actually, it's just that I am a little sick of it (and its vis glitches) at the moment. 
So Many Ideas In My Head :) 
Who's gonna be judge then? As it is called competition there should be a ranking in the end.
And as I said I will donate one of my runes for the winner. :) 
Spirit: 
Donor decides. Good luck! 
Judge Has To Be Someone Who Isn't Participating Obviously 
then again, i guess you can send the rune to than right away :) 
Yeah 
I am participating. 
<cough>Shambler</cough> if he is still 'round ;-) 
Some Kind Of Voting? 
Fore example that everyone that participates votes on their favorite (but can't vote on their own). 
Bear 
Good idea but
what if I make 2 maps (I wont make any cause I dont like the rules, but what if) do I get 2 voices? 
Make It Like Classical Music Competitions 
if the honorable judges think the level of the entries is too low, the first price is not given to anyone. 
Question: 
I just want to clarify - so we can't have stairs that slide out from the wall? If we want stairs they have to slide out from within the 768x768 barrier? Just wondering before I go and design my map any farther. 
Zwiffle 
everything has to fit inside a 768x768 footprint. Everything. 
fascists! 
Whatiffle... 
Could the stairs start inside of the 768x768 footprint, slide outside on the start of the map, and then back inside when triggered later? 
Generic 
it would leak unless you built some solid geometry that was outside of the footprint to contain the moving stairs. It's pretty much impossible to do without breaking the rules I think.

Unless you don't mind the map leaking...

Then again, if it leaks, there will be more brush faces outside the area, and technically the play area will also extend into the void. 
 
I didn't think brush entities caused the map to leak, only point entities. I am confused. 
. . . 
I usually just recess the wall slightly (16) to give the walkway / stairs something to rest in, then send the func_door outside with its start open and toggle flags set, as well as -1 clsoe time and 0 lip - doesn't leak. 
Erm.. 
but how would you use the stairs if they are outside the map?

..maybe I misunderstood what was wanted :)

If you want the stairs to come into the map from the walls then you would build them in the map, making them open towards the walls and then tick the "starts open" flag to make them start outside the level and come in when triggered. Not sure if that is legal, but I think it's ok personally. Best get metl or someone to verify. 
Than 
yes, that's what generic meant (startopen flag). there is no reason why this shouldn't be legal unless we wanted to get superanal about the interpretation of the rules.
the monster teleporter rooms don't have to be within the footprint either. the restriction exclusively affects the play area. (btw. have we agreed about unreachable 'detail areas' outside of the footprint?) 
Exactly, Neg!ke... 
I am all about keeping the player and the majority of the brushwork within the 768x768 footprint. But, I think allowing monsters and other entities -- even non-navigable brushwork -- beyond say a window sounds good too. 
Suggestion To Ammend The Rules Slightly 
I think sky brushes should be allowed to go outside the 768 region. By this I mean that the visible face is within the 768 space we are allowed, but the other faces (which are culled in Fitzquake anyway) can be within a larger range. This is so that we can have open air sections in our maps without having to worry about grenades bouncing off the sky etc. Remember we are trying to encourage creativity within certain constraints but not force mappers to abandon or hugely limit certain ideas that might be really cool because of a quirk in Quake.

Playable areas, or even areas where monsters can be seems like it might be a little out of the spirit of the competition though. 
I Also 
would like to be able to have my func_doors slide outside the confines of the map. Primarily because I'm at a point of the design in which if some bars don't go outside the map they're going to get in the way somewhere else. :P It's highly annoying. Though I suppose that's part of the challenge. I suppose I could chop each bar in to a load of very little bars and change the 'lip' settings so that they all slide in to one another. I'm thinking that would look really weird though. 
Metl! Help! 
Please can you clarify the rules in relation to what, if anything, is allowed to go outside of the 768 footprint. I vote for AT LEAST func entities and sky brushes. I can't think of anything else right now, but maybe someone will point out something else soon :) 
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