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Geocomp4 "Quake 3 Lives" Contest info

Posted: Sun Jan 15, 2006 11:27 pm
by Infernis
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!

Posted: Mon Jan 16, 2006 12:51 am
by Jenny
Quake 4 lives too, you may want to think about that.

Posted: Mon Jan 16, 2006 1:00 am
by Hipshot
Yea, well, Q3 "still" lives.

Posted: Mon Jan 16, 2006 1:01 am
by Scourge
Jenny wrote:Quake 4 lives too, you may want to think about that.
This isn't about Q4.

Do I need to reply over at leveldesign.nl or here?

Posted: Mon Jan 16, 2006 8:19 am
by +JuggerNaut+
Jenny wrote:Quake 4 lives too, you may want to think about that.
here is something to think about.

Posted: Mon Jan 16, 2006 8:25 am
by Infernis
You can reply at leveldesign.nl

Your right about the name Hipshot. But oh well, people get the point.

Posted: Tue Jan 17, 2006 10:51 pm
by junglist
Hmm... does anyone have archived threads from geocomp 1 or 2?

Posted: Tue Jan 17, 2006 11:08 pm
by Hex
not a thread, but screenshots:

http://mhgaming.com/forums/Geocomp3

Posted: Tue Jan 17, 2006 11:24 pm
by wviperw
Hex wrote:not a thread, but screenshots:

http://mhgaming.com/forums/Geocomp3
Those look pretty sweet. Anybody have know of a DL link for the whole pack?

Posted: Tue Jan 17, 2006 11:41 pm
by Hex

Posted: Wed Jan 18, 2006 12:05 am
by Oeloe
Yeah the geocomp3 entries are amazing. fallen and lkdm1c in particular. fallen is the scariest Q3 map ever made! :o

Posted: Wed Jan 18, 2006 12:06 am
by Infernis
No active Q3 mappers here? I want to see Q3world crowd compete in this contest. Come on people, where are your submissions?

Posted: Wed Jan 18, 2006 2:36 am
by Lenard
Some nice looking maps actually.

Posted: Wed Jan 18, 2006 3:40 am
by Foo
Infernis wrote:No active Q3 mappers here? I want to see Q3world crowd compete in this contest. Come on people, where are your submissions?
? We're all posting them over there, not here. Fjoggs and myself posted, for a start.

Posted: Wed Jan 18, 2006 7:10 am
by Infernis
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 :p

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.

Posted: Wed Jan 18, 2006 2:36 pm
by voodoochopstiks
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.

Posted: Wed Jan 18, 2006 4:44 pm
by sumatra
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

Posted: Wed Jan 18, 2006 5:28 pm
by Fjoggs
Well of course we didn't mean not to use q3map2 converted ASE's. These are vital to any geocomp map. I hit max_vertex_limit or w/e the error is after I had completed 10% or so on a map I was making, so converting to models is essential.
We meant models created with 3D-modelling apps.

Posted: Wed Jan 18, 2006 10:03 pm
by Infernis
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.

Posted: Wed Jan 18, 2006 11:07 pm
by Fjoggs
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.

Posted: Wed Jan 18, 2006 11:21 pm
by Infernis
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:
Models = You may use any type of imported model.
Btw:
Comparing the gap between phong vs no phong and brushwork vs models isn't entirely realistic innit?
It's not comparing but illustrating how mapping has evolved.

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.

Posted: Thu Jan 19, 2006 4:31 am
by obsidian
Define 'textures'. :ninja:


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.

Posted: Thu Jan 19, 2006 10:46 am
by MegaMan44
[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.

Posted: Thu Jan 19, 2006 11:00 am
by Black_Dog
I would like to publically state that I don't give a shit. :)

Looking forward to seeing some interesting maps.

Posted: Thu Jan 19, 2006 12:50 pm
by voodoochopstiks
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.
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.

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.