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Community "Unusual Gameplay Contest"


nbohr1more

Unusual Gamplay Contest Template  

7 members have voted

  1. 1. Unusual Gameplay Theme

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    • Three Stars
    • Four Stars
    • Five Stars
  2. 2. Gameplay Quality

    • One Star
      0
    • Two Stars
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    • Three Stars
    • Four Stars
    • Five Stars
  3. 3. Aesthetics (Visuals, Story, Audio)

    • One Star
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    • Three Stars
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How is the skyboxeses going PranQster?

What I am doing works, but I have a few bugs to work out. Basically, I have 2 different areas where I want 2 different skyboxes. I am using triggers to move the info_portalsky along a door_sliding between 2 different positions, each inside a unique skybox. I have it working so that the triggers are sensitive to the direction the player faces. If you enter one area, when you look outside you get a certain skybox view. Turn around and enter another area and you get a different view.

It works pretty well, though it is possible to mess it up and get the wrong view if walking through the triggers in certain ways. Since the skyboxes are so different from each other, this completely breaks the immersion when it happens.

System: Mageia Linux Cauldron, aka Mageia 8

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Instead of using triggers you could try to use the zone system. In addition, you can have multiple info_portalsky entities in your mission. If you trigger one of them it will become the currently used one.

  • Like 1

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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  • 4 weeks later...

Instead of using triggers you could try to use the zone system. In addition, you can have multiple info_portalsky entities in your mission. If you trigger one of them it will become the currently used one.

Thank you! I never realized that. Much better than having a fast moving slider zooming the info_portalsky back/forth.

System: Mageia Linux Cauldron, aka Mageia 8

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  • 3 weeks later...

About the deadline on thursday. Which time is the official dead line? I guess it's GMT +-0, in England and the whole day so it's ok if the mission hits the forums at about 06.00 pm BikerDude-time? :)

 

(Which means about 07.00 pm Fieldmedic time ;))

Edited by Fieldmedic
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Due to real life I haven't had time to finish my FM. But I am working on it. Anyways, I wont be able to hit the deadline. I hope people will enjoy the experience anyways ;)

 

Is there actually anyone else (except Fieldmedic, who is in the beta phase, btw. what a strange nick) who is going to release anything?

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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OK. Didn' knew that. :smile:

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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I guess Baddcog won't be in this one?

 

Still, we've got some blockbuster releases to pimp whether in the contest or not... It'll be a new write-up.

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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Hrm, looks like I'll miss the deadline w/ my map too. At the pace I'm going, it'll probably be out at the end of August. Maybe I should submit it to one of the TTLG contests :-P.

But you should walk having internal dignity. Be a wonderful person who can dance pleasantly to the rhythm of the universe.

-Sun Myung Moon

 

My work blog: gfleisher.blogspot.com

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I'd be glad to have a few more participants with the extension of the contest. That said, it'll be a bit awkward to end the contest just before TDM 2.0 appears... (from my speculative

roadmap of it)... if we extend to October this might be a TDM 2.0 contest? I know that all 3 entries thus far are playable on TDM 2.0...

  • Like 1

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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My personal opinion: let contests rest a little. We are not such a large community to sustain an endless stream of them. Although it may motivate some, it appears to me there are also a lot of people who try to create a contest mission, fail a deadline and get discouraged.

  • Like 1

Come the time of peril, did the ground gape, and did the dead rest unquiet 'gainst us. Our bands of iron and hammers of stone prevailed not, and some did doubt the Builder's plan. But the seals held strong, and the few did triumph, and the doubters were lain into the foundations of the new sanctum. -- Collected letters of the Smith-in-Exile, Civitas Approved

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I don't think this should be connected to the release of 2.0 in any way. I bet there's going to be more gameplay goodies to tinker with and I haven't taken that into consideration beacuse I still work in 1.08.

 

A contest connected to 2.0 should be later when mappers have started to get the feel of the new stuff.

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Melan has a point, you know... Recent contest have had only a few FMs squeezed out before the deadline. It could be interpreted as a strong indicator that it is probably not useful to arrange these contests.

Clipper

-The mapper's best friend.

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Ok, let's set this for the end of September then we'll table further contest requests until we have more interested mappers.... Hopefully 2.0 standalone will improve the candidate population.

Edited by nbohr1more

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

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I guess that the main *probelm* with contests is the amount of time given. Taken myself into consideration I had a lot of time when the contest started, but then real life stuff had grown and I wasn't able to work on it.

 

Another point is that long periods of time encourage ambitious projects. This is not bad per se, but increases the chance of fail-planning and therefore not completion.

 

For the next contest, I think it would be good to choose a short timeline (maybe four to six weeks or so) and a size limitation. This way mappers have to think in small dimensions, what may be constructive in regardence to the actual results accomplished.

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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  • 1 month later...

Just wondering if this contest was extended ...

Ok, let's set this for the end of September

and which missions (so far) are included?

Fieldmedics Not an ordanary guest

Sotha's Lich Queen's demise

Jesps The Builder Blocks

 

I'll try adding a (small) mission myself. I also have a large mission in build which is rather unusual, but will most probable not be able to finish it til the end of the month (maybe I'll finish it til the end of the year).

  • Like 1

FM's: Builder Roads, Old Habits, Old Habits Rebuild

Mapping and Scripting: Apples and Peaches

Sculptris Models and Tutorials: Obsttortes Models

My wiki articles: Obstipedia

Texture Blending in DR: DR ASE Blend Exporter

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