Seven_dc's Forum Damage 1024^3 mapping competition 2004


(G0-Gerbil) #81

OK, not much to show, but did get the chance to put a few hours in:

Am just going for a straight objective map, nothing ‘fancy’. There will be 3 layers underneath (probably 2 storage, 1 sewers) - not sure which team will attack but final objective will undoubtedly be a dyno jobby.
I am enjoying the fact that we can put tons of detail in, but again it just adds to the workload. It’ll be set at night cos the actual outside bit is tiny anyway and I enjoy doing more specific lighting than just daylight.


(G0-Gerbil) #82

As an interesting aside, have you noticed how us lot appear to be doing normal maps but small, but the previous 1024 comp people went out of their way to do weird things? :slight_smile:
How about we run a mini-league using some of these maps once they are done? That’d be kind of fun :smiley:


(G0-Gerbil) #83

One problem I noticed - easy to throw grenades into the sky so they disappear, because of the inability to have a high ceiling :frowning:


(sock) #84

Please Gerbil do not give up.
Its not the eye candy, its the game play!

Maps this small will produce a very different feel to normal ET even RTCW style mapping. Possible a nice new gamestyle with more fragfests and up close combat. The opportunity to create more vertical situations would be cool. No sniper/airstrike spam just loads of solider/medic/covertops stuff.

Its certainly a golden opportunity to go over board with detail and eye-candy as the maps are small and something which no one should make an excuse about or feel guilty over. Sure the gameplay is important but how often do you get this opportunity to create detail rich environments!?! Often maps have to cut back, not got crazy on cool details because of map footprint sizes and this competition certainly helps to squash that problem.

Good luck peps and have fun creating detail for a change.

Sock
:moo:


(seven_dc) #85

As an interesting aside, have you noticed how us lot appear to be doing normal maps but small, but the previous 1024 comp people went out of their way to do weird things?

Yeah, but we have a rule to make an objective map that works on lms also. That limits stuff… But not too much IMHO.
I do not know anything about running a league :D. I haven’t been any clan so I am little clueless n00b on that matter.

Here is some more candy as sock requested:

Allied will drop here from previous image’s hole.
Someone has been reading some rockwall tutorials… :smiley:


Gsx-R750


(G0-Gerbil) #86

Well a league wouldn’t be that hard to set up.
Team sizes would be interesting - 2 or 3 per side?
Could have formed clan or just people sign up and get dropped into a clan at random.
What rules though - no panzer, could possibly make it field ops, medics and engineers only actually (maybe 3 mines max), probably simpler.
Possibly even max lives (which I love, makes ET so much better than standard public spaz-fest).
Stopwatch obviously.
We’d probably have to limit the number of maps though, depending on how much time it takes.
In theory we could have each team play more than one other team in an evening, since these maps aren’t exactly goingh to be 20 minute time limits :slight_smile:
So erm… let me think:
10 maps would mean 11 teams (I think) - each team would play each opponent once, and each map once.
ABBA(-AB) format, stopwatch, best of 3 maps. Points for a win, no points for a loss - a draw isn’t possible.
Rounds won and lost are added up to be used in case of ties for points.
Could just be straight league, or possibly top few teams go through for an elimination set up to determine overall winner - on the maps that have shown themselves to be best for competitive play.
if time limits were say 10 minutes max, then 2 maps a night would make for a 5 week tourney, eminantly doable.
If matches are all played at once, the biggest problem I’d see would be that refs could not come from competing teams.
If matches were staggered over two nights per week, then refs could come from competing teams on the night they aren’t playing.

Less maps becomes much simpler - 6 maps = 3 weeks, 7 teams. etc.

Let’s not worry about it too much for now, but I’m sure we could get something going - would be fun if it was open to the mappers themselves (each mapper has to get a ‘team’ together!). I’ve played the odd ‘mappers only’ matches before and they are usually a lot more fun than standard clan matches 'cos there’s more arsing around :slight_smile:


(Violator) #87

After a few ideas I’ve gone for this Escher-inspired ditty -

Fairly simple objective - Allies spawn at bottom, Axis inside tower. Allies must get to top of stairs to grab a gourd then leg it back (or jump to their doom :D) to secure it in a safe. Axis can blow up parts of the staircase to hinder progress and there’s a command post in the middle buildable by both teams.


(G0-Gerbil) #88

Escher-inspired ditty

Ah if only we could control the direction of gravity via scripting :wink:
Looking great guys :smiley:


(blushing_bride) #89

im quite looking forward to playing these nice vertical maps with their deep spaces, perhaps the next compitition can have a footprint that is even more vertical.


(joop sloop) #90

hmm that’s a cool idea, blushing bride, maybe we can have a compo next time that limits only the x and y axis to a given size :slight_smile:


(Fusen) #91

hmm im not a mapper but reading on how everyone says 1024 is small… is it the around the size of silly_ctf?


Full melt hash


(joop sloop) #92

The first allied spawn in radar. That house is about the size of the maps we’re making. Give or take a few units ofcourse :slight_smile:


(G0-Gerbil) #93

Smaller.


(Lanz) #94

Silly_ctf is around 3000x2200 units in x and y axis. So these maps are small :slight_smile:

Would have been fun giving it a shot, but so much to do and so little time. :moo:


(Detoeni) #95

Have you been playing prince of persia recently!?!

umm, guilty, but its quite a nice game me thinks.

I also based it alot on the courtyard in castle, had some nice scraps on that map.
A few more shots of my map can be found here


(Rought) #96

@detoeni:

What Compiling-Parameters do you use, what precise shadows… :huh:

PS.:

umm, guilty, but its quite a nice game me thinks.

You really should, it is a good game, beautiful detailled and an impressive atmosphere and everything what makes you feel like a little prince :smiley:
No, serious…good game


(blushing_bride) #97

aye how’d you make them nice shadows, looks more like splinter cell then a quake 3 engine game


(Violator) #98

y been bugging me 2 :slight_smile: didn’t think the q3 engine had projectors…?


(chavo_one) #99

how’d you make them nice shadows

a really small _lightmapscale value would be a good start.

Not something you can do for a fullsize map, but for this competition, it works beautifully!


(G0-Gerbil) #100

Yeah, high res lightmaps are lovely :smiley:


Getting a bit concerned I won’t be finished in time - tons of work (both on this and real-life). Grrrr!