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Posted: 18 Apr 2008, 21:36
by chin.democ.
~[A]lex~ wrote:
chin.democ. wrote:Nice idea, I won't be entering becuase I don't agree with the rules, but I'd love to see how this pans out, it will get mapper's mapping and that can only be a good thing.
What rule don't you agree with then?
Just a few rules really, I'm quite stuck in my ways of principle, I won't expand for fear of upsetting people, I wan't to see a fair, objective contest, if you can pull that off I wish you well.

Posted: 18 Apr 2008, 21:44
by ~[A]lex~
chin.democ. wrote:
~[A]lex~ wrote:
chin.democ. wrote:Nice idea, I won't be entering becuase I don't agree with the rules, but I'd love to see how this pans out, it will get mapper's mapping and that can only be a good thing.
What rule don't you agree with then?
Just a few rules really, I'm quite stuck in my ways of principle, I won't expand for fear of upsetting people, I wan't to see a fair, objective contest, if you can pull that off I wish you well.
Tell me which ones then, would help a lot.

Posted: 19 Apr 2008, 02:14
by ShadowRunner
Then you don't have a shot for the 50 euro's that the winner wins Smile If your map are technically better, then why not participate in the competition?
let's face it, we can all do good gameplay, if we take our time we can do nice brushwork, but obviously mappers like Face will win, it's the ability to be visual and mod, that makes a map owns... I can produce a map like Spirit or DXMS's last map, if I dont rush the brushwork, but it still lacks that something fresh, that extra touch. Command_Post really owns... combat RPG and it's fun blowing people to pieces...

You came on the server asking for RPG maps for your server. If you are serious, I will make an offworld city/outpost which will be really really nice, with lovely detail and beautiful geometry, not cubic, but will lack all modding and RPG elements... which I leave empty for you. I'm currently messing about with the spaceships from Fuhrpark, 4 or 5 of them are hollow and detailed etc... I was thinking of a starport with several bays... and a bar and a map crying out for RPG... for your server...RPG

Posted: 19 Apr 2008, 09:44
by ~[A]lex~
ShadowRunner wrote:
Then you don't have a shot for the 50 euro's that the winner wins Smile If your map are technically better, then why not participate in the competition?
let's face it, we can all do good gameplay, if we take our time we can do nice brushwork, but obviously mappers like Face will win, it's the ability to be visual and mod, that makes a map owns... I can produce a map like Spirit or DXMS's last map, if I dont rush the brushwork, but it still lacks that something fresh, that extra touch. Command_Post really owns... combat RPG and it's fun blowing people to pieces...

You came on the server asking for RPG maps for your server. If you are serious, I will make an offworld city/outpost which will be really really nice, with lovely detail and beautiful geometry, not cubic, but will lack all modding and RPG elements... which I leave empty for you. I'm currently messing about with the spaceships from Fuhrpark, 4 or 5 of them are hollow and detailed etc... I was thinking of a starport with several bays... and a bar and a map crying out for RPG... for your server...RPG
Actually, Command_Post wouldn't score that high because of the bugs it has.

Posted: 19 Apr 2008, 12:13
by anihex
~[A]lex~ wrote:Actually, Command_Post wouldn't score that high because of the bugs it has.
Sure, it has bugs. But it's a great map and a great idea for a map!

I have never seen a map before, where a static element becomes variable and has even a sense.

Even I found some non-nice brushes. But the map itself is great. It's a fresh Idea. Not a copy of a CS Map like Iceworld or Dust for example.

Greetz
anihex

Posted: 19 Apr 2008, 17:21
by ShadowRunner
Nah, Alex is right...

I didn't notice any bug.

Well even though it works and looks good, I wouldn't give brushwork A, it's competent, but no amazing how-did-u-do-that shapes or movers... Towers 3 has more complexities and technical craft.

Also I wonder if he got the timing right on the bomb-run... a longer delay between calling strike and bunker doors closing might make a better game.

I noticed dxms and ex-dxms members on their latest maps were using imported brushes from UT. I'm gonna check the rules, but I'm wondering if it would be allowed to use Fuhrpark t3d's or textures... or we have to originate every single brush in the map. On some maps, I like to make things very clear and simple for the player and use original repairbot cabinets and lam cabinets from DXMP_Smuggler, it's not cos I can't map, but cos it is standard DXMP stuff... I guess the judges would prefer to see custom everything, no imports?

Posted: 19 Apr 2008, 19:03
by ~[A]lex~
ShadowRunner wrote:Nah, Alex is right...

I didn't notice any bug.

Well even though it works and looks good, I wouldn't give brushwork A, it's competent, but no amazing how-did-u-do-that shapes or movers... Towers 3 has more complexities and technical craft.

Also I wonder if he got the timing right on the bomb-run... a longer delay between calling strike and bunker doors closing might make a better game.

I noticed dxms and ex-dxms members on their latest maps were using imported brushes from UT. I'm gonna check the rules, but I'm wondering if it would be allowed to use Fuhrpark t3d's or textures... or we have to originate every single brush in the map. On some maps, I like to make things very clear and simple for the player and use original repairbot cabinets and lam cabinets from DXMP_Smuggler, it's not cos I can't map, but cos it is standard DXMP stuff... I guess the judges would prefer to see custom everything, no imports?
You may of course copy some things, but not too much.