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Posted by R.P.G. [24.136.230.101] on 2004/11/23 16:10:30

Start time: Now.
Deadline: Jan 9, 23:59 GMT.
What: Glue together the SM40 speed chainmap pieces into a finished map. You can make as much additional architecture as you want. Gametype must be singleplayer. The map must be compatible with the standard id1 progs.dat.
Use of pieces: Entries must use at least two different pieces of SM40. Pieces may be reused as many times as you wish. They may also be changed in anyway you like, but it is suggested that people should be able to recognize them from their original form.
Textures: Use whatever textures you want. Replace them all with fruity.wad if you so desire.
Submission: All maps should be sent to me, and I will forward them on to Vondur. This is to keep his load light. If possible, please upload the file somewhere and then send me the download link. If that is not an option, then just e-mail me the map. A .txt must be submitted with each map, and credit must be given to the authors of the SM40 pieces that you used.
Judging: Vondur is donating the prize, so he will be in charge of judging. If additional judges are needed, they will be selected by him. Judges are not eligible to participate in the contest. To clarify, if Vondur wants to submit a map, then he must select an additional judge or judges.
Judging criteria: Quoth Vondur: "well as usual, quality layout, light and fun gameplay. i'm going to judge light with especial cruelty. hmm yet, atmosphere." To elaborate on that last one: "well rpg, hmm u see, i think that atmosphere = light + layout + overall quality. so if atmosphere fails, then all these ingredients suck."
Judge's decisions: The judge's decisions are final. Whiners will face the wrath of VONDUR!
Release of maps: Maps will be compiled into a pack after the judging has taken place. After the judge's decision(s) have been made, the maps may be released individually at the author's discretion.
The prize: A Russian copy of Silent Storm: Sentinels, autographed by one or more of its developers!
The map authors are clearly labeled in the filenames, except for sm40ex, which was made by Lun. Please give credit to the authors of the SM40 pieces in your .txt.
Download the map files and original .wad here:
http://rpg.spawnpoint.org/files/mi...

Woot
#1 posted by Zwiffle [69.210.74.57] on 2004/11/23 16:11:42
1st
Heh
#2 posted by pushplay [68.148.157.110] on 2004/11/23 20:10:20
Way to get out of doing it yourself. None the less, cool idea.
Hehe Cool
#3 posted by NotoriousRay [68.48.66.194] on 2004/11/23 20:46:03
url for fruity.wad plz kthx
Pushplay...
#4 posted by Scampie [24.196.75.172] on 2004/11/23 21:12:00
sm40 was Lunaran's project.
Pushplay
#5 posted by R.P.G. [24.136.230.101] on 2004/11/23 21:25:13
What scampie said. More like, way to try to finish someone else's work.
Updated Zip File
#6 posted by R.P.G. [24.136.230.101] on 2004/11/23 21:47:49
The zip file has been updated. I had included the wrong version of sm40ex, which was incompatible with normal Q1 editors. If you were having trouble with that map, please redownload it.
Good Idea Rpg
#7 posted by starbuck [129.215.13.83] on 2004/11/23 23:17:48
what was the original theme?
So Which SM Is RPG Supposed To Be Finishing??
#8 posted by Shambler [82.38.194.13] on 2004/11/24 05:28:50
And when is he going to hold a contest for doing that??
And for that matter, isn't Scampie supposed to be finishing one too??
Re:
#9 posted by R.P.G. [24.136.230.101] on 2004/11/24 09:29:11
Starbuck: lundead.wad, which seems to be a mixture of textures from headshot's Hidden Agenda plus some that Lun modified himself.
Shambler: that would be SM69, which metlslime is currently working. There won't be a contest for it, but I might have to come up with something to bribe metlslime so he finishes his last section.
And Scampie started SM72, but then gave up on it after working on it for two weeks. NotoriousRay didn't want to see it go to waste, so he took it over.
Sorry To Some Authors
#10 posted by Trinca [194.65.31.249] on 2004/11/24 10:54:11
:) sorry for some but i did a small file to everybody in this comunity :) take a look
http://trinca.no.sapo.pt/temp/maps...
that explains what is in all sm pack´s if it is Sp or Dm and in my opinion how good they are! :)
bye the way i love NotoriousRay sm30_ray so i did some waypoints and qwprogs
http://trinca.no.sapo.pt/ways/map_...
http://trinca.no.sapo.pt/temp/qwpr...
sorry to post in here but is about sm!
And Some Propaganda For You Guys Keep Good Work!
#11 posted by Trinca [194.65.31.249] on 2004/11/24 11:01:57
http://www.quakeworld.nu/forum/vie...
What Did You Do To My Map
#12 posted by NotoriousRay [68.49.205.197] on 2004/11/24 20:24:30
what
P.S. I'll Find My Map
#13 posted by metlslime [66.135.131.88] on 2004/11/24 22:05:37
NotoriousRay Lolex Did What?
#14 posted by Trinca [194.65.31.249] on 2004/11/25 04:45:51
???
Bleh
#15 posted by Vondur [81.195.20.157] on 2004/12/03 16:04:26
so, any progress anyone? ;)
Aye
#16 posted by Zwiffle [69.210.49.54] on 2004/12/03 16:05:49
Some progress on my end. I got done with 1000brush map, so now I have the opportunity to work on sm40. :D
Trying to get some tex together to flesh out a unique style to separate myself from the losers... you know. Originality. Looking forward to my signed copy of whatever game it is I'll win.
Hehe
#17 posted by Vondur [81.195.20.157] on 2004/12/03 16:06:43
right ;)
Btw Vondur:
#18 posted by Scampie [63.236.226.222] on 2004/12/03 19:09:46
if you want some help judging, I'd be up for it.
OK
#19 posted by Zwiffle [69.210.49.54] on 2004/12/04 15:53:55
So just to be official about it, and to try and find out who's competing, I'm formally announcing that I'm mapping for this contest. So far that's just me who's competing.
Announcements Suck
#20 posted by R.P.G. [24.136.230.101] on 2004/12/04 16:32:12
Just surprise everyone!
Judging Addendum
#21 posted by R.P.G. [24.136.230.101] on 2004/12/13 08:52:02
I asked Vondur about r_speeds, and this is what he said.
<Vondur> this is fucking quake 1, so fucking stick to 1996 rspeeds standards
<Vondur> up tp 700 = yay; 800 - hmmm; 900 - ugh, ok; 1000 - omg it hurts, but ok architecture is uberrocking
/me Hugs Vondur
#22 posted by Tron [220.244.224.105] on 2004/12/13 09:37:58
yes! Keep living the low r_speed dream!
FYI
#23 posted by R.P.G. [24.136.230.101] on 2004/12/16 13:33:03
I got in touch with xen about his section (sm40_xenon). It appears that the missing texture "nametakenubitch" is just a copy of cop1_2. I didn't ask about xendirt1, though. All of the other textures are readily available; they're either from quake101.wad or zer.wad.
More FYI
#24 posted by R.P.G. [24.136.230.101] on 2004/12/17 08:49:00
xen has smiled upon us. Here's xendirt1 if anyone still needs it:
http://rpg.spawnpoint.org/files/mi...
More FYI X2
#25 posted by R.P.G. [24.136.230.101] on 2004/12/17 12:53:17
Here're the official credits for the .wad. If you use the original textures, be sure to include the proper credit info in the readme.
<Lun|away> rpg> the original agenda texes are by headshot, the variations and modifications therein thereof I did, and all the rest are id with the exception of the two rock textures which are from q2 reckoning by xatrix/brain matter or whatever
Ack!
#26 posted by R.P.G. [24.136.230.101] on 2004/12/25 12:19:33
The hard drive that had all the maps I've been working on has died. All the known participants have told me they won't be able to finish their maps before the deadline. So it looks like we have a few options: 1) push the deadline back; 2) someone can announce that he'll have a map done by the deadline; 3) call the whole thing off.
Even though I setup the rules, I don't want to unilaterally change them. So does anyone have some feedback?
Deadlines
#27 posted by Mike Woodham [81.153.114.41] on 2004/12/25 13:58:46
My map is finished apart from the polish, which will be in place before the deadline.
Well
#28 posted by Zwiffle [69.210.35.222] on 2004/12/25 16:55:01
My friends are going back on Sunday, so I can prolly finish it.
Hurry
#29 posted by moog [81.152.47.192] on 2004/12/26 07:23:45
up
Okay
#30 posted by R.P.G. [24.136.230.101] on 2004/12/26 12:41:38
I guess the contest will go on with the current deadline, unless there are objections.
Re: What:
#31 posted by Zwiffle [69.210.35.222] on 2004/12/29 00:20:43
Does "The map must be compatible with the standard id1 progs.dat." mean no colored lights? I have several areas that would benefit from some hellish-basked coats of light. I don't know how to add colored lights yet, but I just thought I'd ask to be clear.
Colored Lights
#32 posted by Kell [82.41.8.22] on 2004/12/29 01:10:47
This is achieved by generating a .lit file when compiling , which is then loaded by any engine that supports colored lighting along with the map.
It has nothing to do with qc, which is what the progs contains.
"compatible with id1 progs" simply means "no custom monsters, entites etc."
Zwiffle:
#33 posted by R.P.G. [24.136.230.101] on 2004/12/29 09:11:52
Yes, exactly what Kell said. Colored lights are acceptable as long as you use a .lit file and don't compile it as .bsp version 30 (i.e. you don't have much to worry about since almost every compiler exports colored lights to .lit).
Note that I think Von has them always turned off though, so if he is the only one judging the maps then he won't notice them. If there are other judges who absolutely abhore colored lighting, then it might be a hinderance to you. One can never know.
But if you include colored lights and they look nice, that means the number of quality custom maps that use it will have doubled!
Aye, .lit Files
#34 posted by Zwiffle [69.210.35.222] on 2004/12/29 10:22:43
I know about .lit files, the thing is I the actual "color" part. I assume I just add a Color tag to any lights I want to be colored then give them a RGB value, 256 max value for each? I would look through map help but that's a monster of an archive to sift through.
.lit Examples
#35 posted by R.P.G. [24.136.230.101] on 2004/12/29 11:29:59
You can download the source for RPGSP1 and look at the lights in the lava for an example if you want.
http://rpg.spawnpoint.org/files/ma...
But yeah, you have it basically right if my memory is correct; except that the value range is 0 to 255 (not 256). So for example, a bright yellow light would look like this:
"_color" "255 255 0"
"light" "500"
And a dim, muddy light-blue would be like this:
"_color" "127 127 255"
"light" "100"
Lol
#36 posted by HeadThump [65.140.58.238] on 2004/12/29 11:32:56
But if you include colored lights and they look nice, that means the number of quality custom maps that use it will have doubled!
I wonder if the palletted nature of Quake textures make colored lighting look less acceptable in Quake than in later games. Q3 maps can look rather plain sometimes without them.
Agreed
#37 posted by starbuck [82.33.89.24] on 2004/12/29 20:48:56
for me, one of the most beautiful q3 maps is Chiroptera, by Sock (also Nunuk, but sock did the visuals), and thats mainly due to the lighting. I wonder if it's even possible for quake to produce coloured lighting to anywhere near this standard.
http://www.planetquake.com/simland...
Most of nunuks maps are good examples of lighting actually, see platypus!
http://www.planetquake.com/nunuk/m...
Update, Eh?
#38 posted by Zwiffle [69.210.35.222] on 2004/12/31 17:04:24
I'm about maybe 65-70% done with my map. I've completed layout, etc, so I just have to implement details, lights, monsters and ammo. Half the lights are done already. So, if I work on it everyday through next Sunday I should be done with a reasonable piece of work, possibly lacking some polish.
I can't say I'm very happy with the way it's turning out though, so don't expect much.
Reminder
#39 posted by R.P.G. [24.136.230.101] on 2005/01/03 09:10:14
Just a little less than 6.5 days remaining before the deadline.
K
#40 posted by Zwiffle [69.210.39.210] on 2005/01/05 01:41:08
I'm just about done. Some balancing is all that's left, everything else is go, cept for the .txt. So, if anyone would like to beta test for it, lemme know, I only need 1-2 more people to comment on it. Basically, it doesn't really matter cuz I'm not changing anything after this anyway (at least I don't think so), but I'd like to go through the motions.
Zwiffle, If U Want...
#41 posted by the silent [82.49.163.154] on 2005/01/05 06:06:07
... I'm available...
RPG
#42 posted by Zwiffle [69.210.51.52] on 2005/01/06 11:32:57
The link is sent to you, just to let you know in case you didn't get my mail or whatever. Am I first to submit a map?? :D
Zwiffle
#43 posted by R.P.G. [12.221.57.86] on 2005/01/06 11:47:30
Apparently you are, although I haven't received your e-mail yet. However, it seems you only sent it about 15 minutes ago.
RPG
#44 posted by Zwiffle [69.210.51.52] on 2005/01/06 12:00:16
I sent it to rpg_6sp@hotmail.com, or at least I think I did. I can double check or I can just give it to you on irc if I see you.
Map Submissions Received And Forwarded
#45 posted by R.P.G. [24.136.230.101] on 2005/01/09 22:23:43
I have received one submission each from Mike Woodham and Zwiffle. They have both just been forwarded to Von. He should send the results back to me, I'll put together a final package, and then the results will be anounced along with a download link.
SM40 Contest Results Announced!
#46 posted by R.P.G. [24.136.230.101] on 2005/01/10 16:19:37
See the news thread for a download link and info.
http://celephais.net/board/view_th...

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