It's worked before in other games. Of course there will be obstacles. But we won't know how it will work until we try.
It has worked in games with a far bigger and more experienced mapper base. The last big mapping competition on a q3-engine based game was q3 itself with Geocomp over on the now dead leveldesign.nl. The only current running cooperative mapping effort that is actually going somewhere for a q3-engine is once again q3 itself with
'Shared Map' at q3w.
And kaleo has tried, and repeating mistakes leads nowhere. Wanting maps fast is a recipy for lower quality, having key parts limited is a block on creativity and innovation.
A week is fine. These maps would not be fully functional, production quality levels. As for "anything else we think of". This would be limited to ideas that don't suck. Please offer up your ideas for bringing life to the community instead of nitpicking my posts for loopholes to criticize.
So you want mappers to produce map which are not functional? This is even worse, wasting time on small insignificant maps that could be spent on making a single better map.
I am once again busy with university, such is life, and as such I don't have a large amount of time to spend on non-essential stuff. I might make a draft but don't expect anything since I've also got some mapping tutorial stuff for the wiki lying around, am awaiting the complete 1.2 release so that I can update the gameplay and building guides, am trying to succesfully clone and raise derelict server from the dead and that's just the tremrelated stuff.
What? If anything, this would encourage up-and-coming mappers.
It would kill them off. In your scheme they would have to build to an objective which they cannot effectively have learned yet. I'll use the examples given by you.
+ Shader-creation for a reactor-like machine.
- It takes a damn long time before new people start understanding the included shaders enough to create nice custom shaders, let alone create new ones.
+ Space-restriction 1024^3
- Even people who can map need a damn long time to come up with something worthwile gameplaywise but they would be able to do this in a small space. But new mappers wouldn't be able to.
+ Trem 1 vs 1 map.
- Although this could teach people a bit about gameplay making it an objective is simply weird since trem isn't made for 1 vs 1. The map I made that closest resembles this was Duelist. I don't have it anymore, didn't consider it worthwile since a small map greatly favors humans when the bases are safe and a large map simply favors aliens.
+ Terrain map
- Once again a large step for a new mapper.
+ A map entirely from models
- So besides mapping you want new mappers to learn modelling as well?
It seems to me you are putting learning objectives into a competition. Well then you're focusing so much on new mappers that the experienced will either not be interested or own so much it isn't even funny anymore. I remember a challenge thread.
I really don't get why you're quoting and responding to each of my sentences like a flame. It's like you're trying to pick a fight. :roll:
You don't like that I refer to what I am disagreeing with? Would you rather have a mishmash of arguments where you don't know which part I am referring to and as such can't respond appropriately yourself?
And what flaming? I have not once used any vulgarity and the only part which could be considered slightly inflamatory is the 'Don't make me laugh' response which to be honest is farfetched.