Geocomp4 "Quake 3 Lives" Contest info
Geocomp4 "Quake 3 Lives" Contest info
After having posted a poll at several mapping sites it became clear that there still is a lot of interest for a new Geocomp contest. Because of this, Leveldesign.nl is proud to announce Geocomp4 "Quake 3 Lives".
For more info please check this thread. We hope to see your entry!
For more info please check this thread. We hope to see your entry!
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
-
- Posts: 22175
- Joined: Sun Oct 14, 2001 7:00 am
here is something to think about.Jenny wrote:Quake 4 lives too, you may want to think about that.
It's cool to see you and Fjoggs but I hoping to see a bigger crowd from Q3world :icon25:
Kaziganthe, then you should post your submission so I can add you to the list
Remember that you can login to LD with your Levelsource account.
We will be posting all Geocomp maps from the past before the contest starts.
Kaziganthe, then you should post your submission so I can add you to the list

Remember that you can login to LD with your Levelsource account.
We will be posting all Geocomp maps from the past before the contest starts.
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
-
- Posts: 248
- Joined: Tue Jun 08, 2004 7:00 am
I don't like that models can be used, and also I think a maximum of 10 textures AND shaders should be allowed to be used.
I think it would lead to more brushwork skill. But I'm in either way.
Black_dog and Fjoggs agree with me btw.
I think it would lead to more brushwork skill. But I'm in either way.
Black_dog and Fjoggs agree with me btw.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]
I would like to see a restricted use of models. The models should ONLY be out of brushes (q3map2
*.ase). In this case nobody with other 3D-software has advantages and clean brushwork in different angels will be guaranteed. Also the process of mapping can be imporved by using ase-models.
On the other hand I must agree with choppo, I also want to see brushwork skills, ergo everything developed/created in the Radiant.
Just my two cents.
sum

On the other hand I must agree with choppo, I also want to see brushwork skills, ergo everything developed/created in the Radiant.
Just my two cents.
sum
[url=http://www.pukkadesign.com][color=#41c0eb]..::pukkadesign.com[/color][/url]
Yes and no.
Yes, I agree that some people might consider, that those with modeling experiences, would be looked upon favorably. But may I remind you that forum members will vote. So those that appreciate brushwork more will choose maps containing this.
Also, brush work skill is dieing out. Things have changed since Geocomp 1, so let's have a contest that reflects that. Q3map2 for instance gives you all kind of stuff to improve your map with. Even phong shading can really make modest brushwork look impressive. Should that be limited too then?
May I remind you that earlier incarnations even had a lower amount of textures and shaders then ours. So I think were quite generous as it is.
So no, I don't think it would lead to more brush work skill. In fact, I think banning it would limit people their creativity and perhaps make up for less diverse maps.
I respect everyone's opinion and I'm not too arrogant to listen. But I think in this current setup, you can go either way. Either by having very impressive models or amazing brushwork skills. Point is, it's up to you, so both parties are free to go where they please.
Besides it's up to the members to decide who made the best and there is no guarantee one will be looked upon favorably over the other.
Voodoochopstiks please reply in the thread to submit your entry. The same goes for your friend Black_dog if he is participating.
Yes, I agree that some people might consider, that those with modeling experiences, would be looked upon favorably. But may I remind you that forum members will vote. So those that appreciate brushwork more will choose maps containing this.
Also, brush work skill is dieing out. Things have changed since Geocomp 1, so let's have a contest that reflects that. Q3map2 for instance gives you all kind of stuff to improve your map with. Even phong shading can really make modest brushwork look impressive. Should that be limited too then?
May I remind you that earlier incarnations even had a lower amount of textures and shaders then ours. So I think were quite generous as it is.
So no, I don't think it would lead to more brush work skill. In fact, I think banning it would limit people their creativity and perhaps make up for less diverse maps.
I respect everyone's opinion and I'm not too arrogant to listen. But I think in this current setup, you can go either way. Either by having very impressive models or amazing brushwork skills. Point is, it's up to you, so both parties are free to go where they please.
Besides it's up to the members to decide who made the best and there is no guarantee one will be looked upon favorably over the other.
Voodoochopstiks please reply in the thread to submit your entry. The same goes for your friend Black_dog if he is participating.
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
Comparing the gap between phong vs no phong and brushwork vs models isn't entirely realistic innit?
Every geocomp held until this one said no to models.
IMO Quake3 is about skill in radiant, while Doom3 moves the focus to max/maya.
Concluding with a yes because people _might_ vote for the 2nd best looking map because it contains pure brushwork and not models doesn't seem right to me.
I'll participate either way, I just think everyone should have the same tools to work with.
Every geocomp held until this one said no to models.
IMO Quake3 is about skill in radiant, while Doom3 moves the focus to max/maya.
Concluding with a yes because people _might_ vote for the 2nd best looking map because it contains pure brushwork and not models doesn't seem right to me.
I'll participate either way, I just think everyone should have the same tools to work with.
I'm afraid that's not entirely true. I don't know about the first 2 since the page containing the rules appear to be down. But the Levelsource incarnation specifically stated:
Your right about the rest though. If a lot of people really feel this way or consider it unfair, then we could scrape allowing models, except for brushwork that is converted to .ase
But I still feel it would it would limit people their creativity and perhaps make up for less diverse maps.
Btw:Models = You may use any type of imported model.
It's not comparing but illustrating how mapping has evolved.Comparing the gap between phong vs no phong and brushwork vs models isn't entirely realistic innit?
Your right about the rest though. If a lot of people really feel this way or consider it unfair, then we could scrape allowing models, except for brushwork that is converted to .ase
But I still feel it would it would limit people their creativity and perhaps make up for less diverse maps.
Inf - Leaving in it's torturous wake nothing but vicious, cannabalistic, mutated, radiated and horribly disfigured hordes of satanic killers!
Define 'textures'. 
Skybox textures for instance. Does that count as a 'texture' or not... or does that count as 6? Portal sky effects? What about projection lighting images and external lightmaps?
Not trying to raise a fuss or deliberately bend the rules, but I've started working on a few concepts and I need to know. If we're talking explicitly about map geometry textures, then I may be using only 2 textures for the whole map - maybe just one. If we're also talking about other stuff, I may be over the texture limit.

Skybox textures for instance. Does that count as a 'texture' or not... or does that count as 6? Portal sky effects? What about projection lighting images and external lightmaps?
Not trying to raise a fuss or deliberately bend the rules, but I've started working on a few concepts and I need to know. If we're talking explicitly about map geometry textures, then I may be using only 2 textures for the whole map - maybe just one. If we're also talking about other stuff, I may be over the texture limit.
[size=85][url=http://gtkradiant.com]GtkRadiant[/url] | [url=http://q3map2.robotrenegade.com]Q3Map2[/url] | [url=http://q3map2.robotrenegade.com/docs/shader_manual/]Shader Manual[/url][/size]
[11:41] <@megaman> uhm
[11:41] <@megaman> voodoochopstiks
[11:41] <@megaman> fjoggis
[11:41] <@megaman> black_dog
[11:42] <@megaman> you're not whinig about more skilled mappers using modeling tools, right?
[11:42] <@megaman> like, whats the difference
[11:42] <@megaman> its still an ase
[11:42] <@megaman> just better tools
[11:42] <@megaman> you could argue everybody using gtkradiant is cheating
[11:42] <@megaman> because they have advantages over notepad users
it isnt like using paint instead of photoshop is any good or produces any better results. its the product that counts. and even the first geocomp wasnt about the process, it was all bout the end result - making good maps relying on geometry (in those days the now outdated term brushwork was used) instead of textures
Also i think each individual skybox texture should count against your texture limit. skyboxes dont fit in with geocomp style.
[11:41] <@megaman> voodoochopstiks
[11:41] <@megaman> fjoggis
[11:41] <@megaman> black_dog
[11:42] <@megaman> you're not whinig about more skilled mappers using modeling tools, right?
[11:42] <@megaman> like, whats the difference
[11:42] <@megaman> its still an ase
[11:42] <@megaman> just better tools
[11:42] <@megaman> you could argue everybody using gtkradiant is cheating
[11:42] <@megaman> because they have advantages over notepad users
it isnt like using paint instead of photoshop is any good or produces any better results. its the product that counts. and even the first geocomp wasnt about the process, it was all bout the end result - making good maps relying on geometry (in those days the now outdated term brushwork was used) instead of textures
Also i think each individual skybox texture should count against your texture limit. skyboxes dont fit in with geocomp style.
-
- Posts: 248
- Joined: Tue Jun 08, 2004 7:00 am
I'm not looking for generosity, I'm looking for limits. 10 textures and infinite shaders is too free imo, as is allowing models. I think it gets a whole lot more interesting with rigid limits, you work them to your advantage and shock everyone with what original work you spawn, which is even more impressive because it is within these limits.Infernis wrote: May I remind you that earlier incarnations even had a lower amount of textures and shaders then ours. So I think were quite generous as it is.
Besides it's up to the members to decide who made the best and there is no guarantee one will be looked upon favorably over the other.
And really, I don't know every single person on leveldesign.nl, but I have no doubt in my mind that a non-mapper or a mapper who began his mapping career with a newer game like d3 will not appreciate good and solid brushwork in the same way, and would rather just vote for the creation with the roundest edges/bumpmapping.
.ASE files are created within GTKRadiant and do not require any other knowledge than gtkradiant and perhaps a bit of q3map2. I don't mind .ASE files being included at all. I am a whole lot more impressed by lots of good and efficient brushwork rather than someone modeling everything.
[i][color=#408080]Give someone a program, frustrate them for a day. Teach someone to program, frustrate them for a lifetime.[/color][/i]