Author Topic: Amutrem Mapping  (Read 18363 times)

smurftyous

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Re: Amutrem Mapping
« Reply #30 on: November 22, 2008, 03:23:02 pm »
so i can go thought with my map idea
u Just got smurfted :dretch:

hymn

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Re: Amutrem Mapping
« Reply #31 on: November 22, 2008, 03:23:25 pm »
*cough cough* http://www.leveldk.co.uk/speedmap.htm *cough cough*

Speed mapping for some games is around 1-2 hours, and most of those maps are very playable. In fact after the said contest most of the participant play all the maps one after the other just for fun. Although those are not tremulous map the idea remains the same.

The only difference in trem is you need to think before hand a lot more on ho you want the base layouts to be. It doesn't need to be fancy but usually it needs to be well made enough to allow building from both team without making them either gods or useless. There is no need for doors/pitfalls/effects of any kind, in fact there shouldn't be any in a speed map. Furthermore, as long as it looks good and is playable, I'm pretty certain it would be fine. I doubt that he's asking you to either do a procyon kind of map nor a pulse one either, something like uncreation/atcs is all thats needed.

Personally, 1-2 weeks is more then enough to make a map, albeit it wouldn't be much tested for gameplay, he's not asking for a masterpiece either. In fact I'm hoping most of you have played trem enough to know what a good kind of layout would be.

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You mean I can submit a FC2 map?

If I remember right the FC2 new mapping program allows to pretty much whip out a decent map in about 20-30 min, and its not really what we're talking about here anyway.

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whats your definitions of plagiarism is it "u can us one texture set and it can be like allready made maps like acts" because I'm think I'm going to make an acts like map with its textures and a more simple layout. would i get dq'ed for this?
Whats simpler then atcs? 2 square rooms with a hallway in-between?

nubcake

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Re: Amutrem Mapping
« Reply #32 on: November 22, 2008, 03:35:48 pm »
What PC/Mac spec will the map be played on? I have started mapping a new map and it is very detailed (imo lol) so I would like to know if performance would be judged?

Ingar

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Re: Amutrem Mapping
« Reply #33 on: November 22, 2008, 04:23:55 pm »
A very detailed map would probably have more than 15.000 brushes. Performance is largely dictated by layout and visibility, a poorly designed map wil run poorly, even on high-end systems. r_speeds can be used as an indicator. 10-15.000 should not be a problem for a rather detailed map. There's more to performance than just r_speeds but if they go very high in an undetailed area, you can be fairly certain you have a problem.

Archangel

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Re: Amutrem Mapping
« Reply #34 on: November 22, 2008, 06:51:25 pm »
I'll join in! I've already got a good map in progress :D

Plague Bringer

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Re: Amutrem Mapping
« Reply #35 on: November 23, 2008, 05:29:29 am »
I might give it a shot. Toss me in with the other competitors. If I have time in between school projects and personal life, I'll slap something together.
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