Unread posts   New posts   Your posts

All times are UTC + 1 hour [ DST ]



Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 92 posts ]  1, , , , ...  
Author Message
PostPosted: 04 Aug 2009, 19:22     Post subject: Thoughts for the compilation version
Founder
Founder
User avatar

Joined: Nov 11th, 2007
Posts: 3620
Location: In a random access memory of dreams
At sana's suggestion, this is a thread for the discussion of how to go about the compilation release.

Key things to think about:

- How to join the maps together (current thinking is a HUB map where you choose your map, a little like the start map in Quake).

- How much additional work we should allow to be done on the submitted maps for the compilation release.

Remember that the leader of the compilation project has yet to be decided - it depends who wins the contest. So this is strictly discussion only at this stage; we can't expect to take any decisions yet.

_________________
Image
Life is what you make of it.


Top
 Profile  
 
PostPosted: 04 Aug 2009, 19:27     Post subject:
Skaarj Elder
Skaarj Elder
User avatar

Joined: Apr 21st, 2009
Posts: 1182
Location: on the prowl
Has it been decided which maps will be included? What about entrants who decided to retreat but may still finish their maps well within time for inclusion?


Top
 Profile  
 
PostPosted: 04 Aug 2009, 19:30     Post subject:
>:E
>:E
User avatar

Joined: Dec 15th, 2007
Posts: 3695
Location: The Kitchen
I think we should still stick to the initial rules, maybe we should avoid adding much more custom content since, at this point, we should just be fixing up maps, not fundamentally overhauling them. Maybe some people could make a case against this (I think Kaka wanted to add fixed turrets in his map) for specific stuff, but otherwise I sorta saw this interim period as a chance to polish off maps instead of expanding on them.

Hub map still seems like the most technically feasible way to link multiple different maps together, although Rise of USP seems to be problematic since it requires RTNP2UT to work in UT, and that's a pretty big download IIRC for just one map.


Top
 Profile  
 
PostPosted: 04 Aug 2009, 19:31     Post subject:
Skaarj Assassin
Skaarj Assassin

Joined: Mar 11th, 2009
Posts: 124
Location: somewhere
Is there going to be a story or anything? or are these maps just going to be linked together?


Top
 Profile  
 
PostPosted: 04 Aug 2009, 19:31     Post subject: Re: Thoughts for the compilation version
Skaarj Elder
Skaarj Elder
User avatar

Joined: Mar 15th, 2009
Posts: 1407
Location: England
Hellscrag wrote:
- How to join the maps together (current thinking is a HUB map where you choose your map, a little like the start map in Quake).


Hub has been agreed by almost everyone, sounds like the best idea. As the different packs have different huds & things, are there going to be troubles switching between different packs? & what is the ending going to be, trophy room? Bonus level?

Hellscrag wrote:
- How much additional work we should allow to be done on the submitted maps for the compilation release.


All bugs should be fixed, & the speed maps with no ending should get one. :P Things that improve gameplay (like adding extra enemies & ammo) should be allowed. I don't think major things like adding big cut scenes & areas should be done, a bit too much of a tweak if you ask me.

_________________
Image


Top
 Profile  
 
PostPosted: 04 Aug 2009, 19:32     Post subject:
>:E
>:E
User avatar

Joined: Dec 15th, 2007
Posts: 3695
Location: The Kitchen
Sarevok wrote:
Is there going to be a story or anything? or are these maps just going to be linked together?

Just linked. The stories are all way way way too different for it to make any sense.


Top
 Profile  
 
PostPosted: 04 Aug 2009, 19:35     Post subject: Re: Thoughts for the compilation version
>:E
>:E
User avatar

Joined: Dec 15th, 2007
Posts: 3695
Location: The Kitchen
Legendslayer222 wrote:
Hub has been agreed by almost everyone, sounds like the best idea. As the different packs have different huds & things, are there going to be troubles switching between different packs? & what is the ending going to be, trophy room? Bonus level?

I'm guessing there won't be an "end" - you'll just get brought back to the hub (which kills your inventory at the start).

Does qtit's map use a custom playerpawn? That could pose some technical issues if it does, unless that is controlled by the GameInfo.

I also worry about some maps with MyLevel code, like mine; it's unlikely, but sometimes MyLevel freaks out when you switch between two maps with different MyLevel content. If we run into too many technical burdens, I think just including them all in one zip and having an .int file for all the maps to appear individually in Oldskool would be a suitable backup solution.


Top
 Profile  
 
PostPosted: 04 Aug 2009, 20:24     Post subject:
Skaarj Berserker
Skaarj Berserker

Joined: Nov 12th, 2007
Posts: 454
Location: Trójmiasto
I will add some more decos, one new pawn and of course custom stationary guns - stationary versions of some guns from the original arsenal.

As for a hub map - i thought about something like Blood2 addon had - there were few guys talking about their past stories with damned creatures whatever. Hub map seems easy and sensible - but we can make much more than that.


Top
 Profile  
 
PostPosted: 04 Aug 2009, 20:28     Post subject:
>:E
>:E
User avatar

Joined: Dec 15th, 2007
Posts: 3695
Location: The Kitchen
That's a cool idea and all, but then you start mixing stories and it falls apart. Keeping each map distinctly its own thing while still encompassing them all under the USP logo or whatever seems like the best approach to me.


Top
 Profile  
 
PostPosted: 04 Aug 2009, 21:03     Post subject:
White Tusk
White Tusk
User avatar

Joined: Nov 12th, 2007
Posts: 2182
Location: P46153
Would it be possible to hook the maps up to the Unreal hubmap.. that was included in the map folder, but never was hooked up to anything, but it wouldn't work? (some kind of spaceship with portals to maps). Forgot the name of that file...


Top
 Profile  
 
PostPosted: 04 Aug 2009, 21:25     Post subject: Re: Thoughts for the compilation version
Gilded Claw
Gilded Claw
User avatar

Joined: Nov 13th, 2007
Posts: 1991
Location: In your head... Whispering...
Waffnuffly wrote:
Does qtit's map use a custom playerpawn? That could pose some technical issues if it does, unless that is controlled by the GameInfo.


Yup, it's controlled by Game Info. So no problem I think. Though, I'm not sure if I want my map to be in this hub thing... Got mixed feelings.

_________________
Image
GreatEmerald wrote:
Hellkeeper wrote:
No.
Yes.
AKA Qtit


Top
 Profile  
 
PostPosted: 04 Aug 2009, 21:55     Post subject:
>:E
>:E
User avatar

Joined: Dec 15th, 2007
Posts: 3695
Location: The Kitchen
Darkon wrote:
Would it be possible to hook the maps up to the Unreal hubmap.. that was included in the map folder, but never was hooked up to anything, but it wouldn't work? (some kind of spaceship with portals to maps). Forgot the name of that file...

Gateway.unr. A revamped version of this, perhaps, could actually make a really cool hub map. Good idea.


Top
 Profile  
 
PostPosted: 04 Aug 2009, 21:58     Post subject: Re: Thoughts for the compilation version
Founder
Founder
User avatar

Joined: Nov 11th, 2007
Posts: 3620
Location: In a random access memory of dreams
qtit wrote:
Yup, it's controlled by Game Info. So no problem I think. Though, I'm not sure if I want my map to be in this hub thing... Got mixed feelings.


By entering the contest you did agree to it being part of the compilation (it was in the rules). It would be a great shame if you were to take it out IMO, particularly if you were to win the contest (which remains to be seen).

Waffnuffly wrote:
Gateway.unr. A revamped version of this, perhaps, could actually make a really cool hub map. Good idea.


A possibility, yeah, although I kinda like the idea of the hub map having a themed room for each map.

_________________
Image
Life is what you make of it.


Top
 Profile  
 
PostPosted: 04 Aug 2009, 22:10     Post subject: Re: Thoughts for the compilation version
Skaarj Elder
Skaarj Elder
User avatar

Joined: Mar 15th, 2009
Posts: 1407
Location: England
qtit wrote:
I'm not sure if I want my map to be in this hub thing... Got mixed feelings.


I can understand that as your entry is kind of a demo for the big project, but it should still be included. Otherwise, the hub would only have 9 maps. :tdown: It would be, in a way, advertising, & you could put disclaimers that this is only part of a full project.

One day I'll probably do a complete remake of Rise Of USP, but I'll still enter the original here.

Argh, confusing dilema :/ It's up to you if you want it in there or not, because you have a valid reason for not submitting.

If the worst comes to the worst, you can always submit SuperSkaarjKiller... No wait, I forgot the name.

_________________
Image


Top
 Profile  
 
PostPosted: 04 Aug 2009, 22:32     Post subject: Re: Thoughts for the compilation version
Gilded Claw
Gilded Claw
User avatar

Joined: Nov 13th, 2007
Posts: 1991
Location: In your head... Whispering...
Hellscrag wrote:
By entering the contest you did agree to it being part of the compilation (it was in the rules). It would be a great shame if you were to take it out IMO, particularly if you were to win the contest (which remains to be seen).


Hm, well, in that case... I'll think about it.

Hellscrag wrote:
Waffnuffly wrote:
Gateway.unr. A revamped version of this, perhaps, could actually make a really cool hub map. Good idea.


A possibility, yeah, although I kinda like the idea of the hub map having a themed room for each map.


I would see it like this. The winner builds the main room of the map along with the path to his map, then he sends unfinished map to other contestants. They, one after another, add parts of the map leading to their maps. Simple, everyone has his part in it, and the winner has the greates deal in it.

I'm genious :D

_________________
Image
GreatEmerald wrote:
Hellkeeper wrote:
No.
Yes.
AKA Qtit


Top
 Profile  
 
Display posts from previous:  Sort by  
Forum locked This topic is locked, you cannot edit posts or make further replies.  [ 92 posts ]  1, , , , ...  

All times are UTC + 1 hour [ DST ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group