Hmm
#12048 posted by Lunaran on 2007/04/30 18:04:05
As a creative limitation and not a technical one that doesn't sound like too much fun.
Have we done our own 1024? We could always just nick the idea from Mapcore. And we'd technically get more perceived space because Quakeguy is shorter than Freeman. :D
Now I Don't Want To Go All Philosophical On This But...
#12049 posted by Mike Woodham on 2007/04/30 19:04:12
...isn't 'creative limitation' an oxymoron? Surely limitation feeds creativity - you know; "necessity", "mother" and "invention".
Geocomp!
#12050 posted by Spirit on 2007/04/30 19:13:40
would be my favorite in combination with 100 cubic brushes. Seriously, that could be fun.
Mike
#12051 posted by Lunaran on 2007/04/30 19:41:55
100b challenges you to make awesome brushwork and an awesome map by being really clever and conservative with brush use.
1024 challenges you to make awesome brushwork and an awesome map by being really clever and conservative with your layout.
Rectilinear-only doesn't make you work around a technical limitation to maintain creativity, it makes you work around a creative limitation to see whose map can be the least boring. You can look at the 100b winners and say "wow it's amazing he pulled that off with only 100 brushes!" but a map with all right angles isn't going to be particularly impressive or even interesting to build or play.
It's What You Make And Not How You Make It
#12052 posted by Lunaran on 2007/04/30 19:43:00
in short.
Yeah
#12053 posted by negke on 2007/04/30 19:52:11
geocomp sounds nice to me too. but it doesn't really go well together with a rectangular brushes limit. would be way less fun (rectuagular could be used as a speedmap theme though).
btw. lun: there was an attempt at 1024� mapping in a sm pack once. turned out to be too much space to be challenging in quake. 512� works better.
Doh
#12054 posted by Spirit on 2007/04/30 20:01:56
of course, geocomp without angled/weird brushes would be rather idiotic. oops :D
How About...
#12055 posted by metlslime on 2007/04/30 20:26:14
an RMX contest? Remake any map from the original quake excluding the few that have already been remixed (e1m1, dm3, ... any others?)
Umm
#12056 posted by Kell on 2007/04/30 20:31:16
e1m2
just cos....well, y'know...some people may already be remixing that one
�_�
Lunaran
#12057 posted by Mike Woodham on 2007/04/30 20:52:13
I've not written anything off until I see the results.
And, being an optimist, I hope to be saying, "wow it's amazing he pulled that off with only right-angled brushes!"
And no, I'm not creative enough to be able to do it either :)
"either"?
#12058 posted by Lunaran on 2007/04/30 20:56:30
your insulting ruse will not work.
Well You Can't Blame Me For Trying
#12059 posted by Mike Woodham on 2007/04/30 22:23:24
It'd Almost Be Worth Having A Right Nagled Competition
#12060 posted by bear on 2007/04/30 22:29:22
just to prove lunaran wrong...
Vertical Map Contest
#12061 posted by metlslime on 2007/04/30 22:41:42
Long ago I suggested a "vertical" map contest where the maps had to be 512x512 in X and Y, but with no vertical restriction. Also, no teleporters allowed (except for teleporting monsters into the level.)
Since we never did it, I'm resurrecting the idea.
#12062 posted by Trinca on 2007/04/30 23:07:00
i want to participate!!! why not a turtle map seccion?
If Possible
#12063 posted by Zwiffle on 2007/05/01 00:38:52
Either push this event back towards the end of May, so the I might have time to participate or select the theme so that I don't need a ton of time to participate (ie 512x512x512 would be good, or 100b, etc.)
And is this a contest or just an event?
I Am Down...
#12064 posted by generic on 2007/05/01 00:59:54
for anything, really, but I would not mind participating in a chainmapping session with some well thought out rules (e.g. specific texture set, prefabs, etc.). Just don't make it too much of a rush job, please :-)
Right-angled Brushes.
#12065 posted by pjw on 2007/05/01 01:27:00
You could get pretty creative, depending on how granular you wanted to get...think of them as pixels.
Suggestions
#12066 posted by Kell on 2007/05/01 02:43:20
for a speedmap:
Bestiary - Use every monster from the quake bestiary once and only once in your map.
for a turtlemap:
Terrain - Might be better if I got around to adding tree mapobjects to quoth, but nevertheless a bunch of decent outdoors maps would be new and good. Doesn't have to be temperate, could be sand or snow or flesh. Just as long as the player is always standing on 'ground' instead of 'floor'.
I also like metlslime's "vertical" theme.
Yes
#12067 posted by ionous on 2007/05/01 03:19:19
Metlslime's vertical idea is rather more interesting than my right angle idea.
I guess the only issue would be the xy area of the map. My guess would be:
2x + 2y < z
To give the mapper a little more freedom in terms of their respective creation, while still maintaining the vertical aspect.
Another Idea...
#12068 posted by metlslime on 2007/05/01 03:39:49
Not sure if I suggested this before:
"Use Every Entity At Least Once" contest! You'd have to really use the entity for gameplay, not just hide them in some inaccessible corner.
We could exempt any entity that is effectively useless for a singleplayer map, like func_episodegate, info_deathmatch, etc. (but not anything that could be used or abused somehow, like item_rune, info_null, etc.)
Func_episodegate
#12069 posted by rj on 2007/05/01 16:16:00
Actually, this could be used pretty neatly in a single map, it's an idea I've pondered before. You could set up several changelevels in different parts of the map that all point back to the same bsp, only you could have them lead back to an info_player_start2 for when the player collects a rune before leaving. Then you could use episodegates/bossgates to open up parts of the level the player couldn't access before.
Alas, I'm far from 1337 enough to come up with a decent map myself that makes good use of this technique, but someone else here might be.. so just putting the idea out there.
Er,
#12070 posted by megaman on 2007/05/01 16:42:53
I don't really think it matters what kind of limitation is used - in fact i'd think a 'creative' limitation would be far more inspiring than some stupid bullshit technical one :>
i don't think it would have any negative effects - together with a strong brush count limitation proportion may become much more important than in usual maps. In fact that's something i had in mind for a few years; bringing classic art composition techniques to quake mapping. Just that the viewpoint changes all the time - maybe good use of proportion is a first step in that direction.
What about a 'only ~[20-50] brushes per room' limitation? (decide on a good number, im not an experienced enough q1 mapper to do that)
Could even allow rectangles + cylinders, or any other combination of forms. Or maybe 'positive' rectangles and 'negative' cylinders (cylinder cut outs). �
for inspiration:
http://www.barbaraboumanjay.com/
http://imagesource.allposters.com:80/images/pic/139/080_6510411~Study-for-Homage-to-the-Square-Posters.jpg
#12071 posted by megaman on 2007/05/01 16:51:07
#12072 posted by gibbie on 2007/05/01 17:27:26
brushes per room limitation would require room-hallway-room kinda maps... which are boring imo.
what about... cleavage mapping! or crystal mapping! so all the faces in the map have to be parallel to a possible crystal face.. or something.
Cleavage
The tendency of a mineral to break along defined planes determined by the mineral�s crystal structure.
or maybe not
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