Jump to content


Photo

2015 Halloween contest


131 replies to this topic

Poll: 2015 Halloween contest (17 member(s) have cast votes)

Do you want to participate in the Halloween contest?

  1. I am in! (10 votes [58.82%])

    Percentage of vote: 58.82%

  2. I can't / don't want to participate (7 votes [41.18%])

    Percentage of vote: 41.18%

Vote Guests cannot vote

#1 Melan

Melan

    Contest Winner, Wordsmith

  • Campaign Dev
  • PipPipPipPip
  • 4444 posts

Posted 19 October 2015 - 04:32 AM

*
POPULAR

As suggested by nbohr1more, we've still got time for a very short, focused Halloween contest.

 

I hereby propose the following rules:

  1. Make the mission public on Halloween (31 October, Saturday).
  2. Prefabs and modules are okay, but don't just relabel a fully built mission you have worked on for five years and call it a submission.
  3. There is no rule 3.

The deadline should make things neat, simple and focused. Don't build your dream mission (although feel free to build your worst nightmare!), because you won't finish in time. Build incrementally, and focus on getting something short and simple out the door.

 

[edit] I don't know how to turn the poll results public, so please let it be known you are participating. I am participating!


  • Bikerdude, Sotha, Dragofer and 4 others like this
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

#2 Airship Ballet

Airship Ballet

    Advanced Member

  • Member
  • PipPipPip
  • 1490 posts

Posted 19 October 2015 - 07:35 AM

Hnnnnnnnnnnnnnnnngggggggggghhhhhhhhhhhhhhhhhhhhhhhhokay


  • AluminumHaste, nbohr1more, Nico A. and 1 other like this

#3 Baal

Baal

    Hero Mapper

  • Development Role
  • PipPipPip
  • 1030 posts

Posted 19 October 2015 - 08:32 AM

It will probably take me half of the time left to decide what to build but eh. Why not.


  • nbohr1more and SteveL like this

#4 Dragofer

Dragofer

    Modeler

  • Member
  • PipPipPip
  • 563 posts

Posted 19 October 2015 - 09:44 AM

Great, I'm in for a speedy creepy mission, with a plan and all (now from scratch). Here goes.


Edited by Dragofer, 19 October 2015 - 11:11 AM.

  • nbohr1more and SteveL like this

#5 grayman

grayman

    Master Builder, Coder

  • Active Developer
  • PipPipPipPipPip
  • 12638 posts

Posted 19 October 2015 - 12:24 PM

I'm in!


  • nbohr1more and SteveL like this

#6 Bikerdude

Bikerdude

    Mod hero

  • Member
  • PipPipPipPipPip
  • 20068 posts

Posted 19 October 2015 - 12:33 PM

Well I have just had an idea for a creepy mission should be simple enough and will have NO ambient light, so I will see what I can do but no promises.



#7 nbohr1more

nbohr1more

    Darkmod PR, Wordsmith

  • Development Role
  • PipPipPipPipPip
  • 8933 posts

Posted 19 October 2015 - 12:34 PM

I exceeded my like button quota. LOL


  • Melan, Baal, Goldwell and 1 other like this
Please visit TDM's IndieDB site and help promote the mod:

http://www.indiedb.c...ds/the-dark-mod

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

#8 grayman

grayman

    Master Builder, Coder

  • Active Developer
  • PipPipPipPipPip
  • 12638 posts

Posted 19 October 2015 - 12:35 PM

Well I have just had an idea for a creepy mission should be simple enough and will have NO ambient light, so I will see what I can do but no promises.


Heh! I also decided that I would try it without ambient light.

#9 Sotha

Sotha

    Vertical Contest Winner

  • Active Developer
  • PipPipPipPipPip
  • 5634 posts

Posted 19 October 2015 - 12:41 PM

This is a great idea!

 

I want to participate! But I'm pretty sure I don't have time. Don't count me in with any expectations, but I'll do my best to get something done if I can magically conjure time from somewhere.

 

If I make something, I'll make something ultra-simple.


Clipper
-The mapper's best friend.

#10 SteveL

SteveL

    Hero Coder

  • Active Developer
  • PipPipPipPip
  • 3669 posts

Posted 19 October 2015 - 12:47 PM

Yes great idea and thanks to everyone who's going to give it a go!

 

Do fit in some sleep over the next fortnight guys :)



#11 Sotha

Sotha

    Vertical Contest Winner

  • Active Developer
  • PipPipPipPipPip
  • 5634 posts

Posted 19 October 2015 - 12:57 PM

Uu! I just got a master inspiration. I hope I can make this...

 

Also, if other mappers want to try out the modular mapping, I invite all participants -if you would like- to use any modules from my previous maps: LQD, and all the Ulysses maps.

 

You can find the .ase models in the mission .pk4:s, or alternatively, you could copy them as worlspawn/func_statics from the mission geometry: the original pieces are usually somewhere in the map.


  • Baal, Goldwell, SteveL and 1 other like this
Clipper
-The mapper's best friend.

#12 Baal

Baal

    Hero Mapper

  • Development Role
  • PipPipPip
  • 1030 posts

Posted 19 October 2015 - 01:02 PM

I wanted to play Metro 2033 Redux this week, but now I have to do this. Thanks a lot, guys. :)


  • Bikerdude and Goldwell like this

#13 Airship Ballet

Airship Ballet

    Advanced Member

  • Member
  • PipPipPip
  • 1490 posts

Posted 19 October 2015 - 04:43 PM

*
POPULAR

 

I'm calling dibs on the Jacob's Ladder effect. Nobody else is allowed to do it now. It's basically law.


  • AluminumHaste, Melan, Baal and 3 others like this

#14 Baal

Baal

    Hero Mapper

  • Development Role
  • PipPipPip
  • 1030 posts

Posted 19 October 2015 - 04:47 PM

Cool. How does that effect work? I'm just asking out of curiosity, not because I'm going to steal it.



#15 Airship Ballet

Airship Ballet

    Advanced Member

  • Member
  • PipPipPip
  • 1490 posts

Posted 19 October 2015 - 04:59 PM

It's just idle head turning spawnargs set to extremes. It's a case of setting them to look somewhere every 0.1 seconds, and then restricting the angles they can turn to look, as well as constraining the head and spine joints so it looks more like twitching than all-out flailing.


  • Deadlove likes this

#16 RPGista

RPGista

    Advanced Member

  • Member
  • PipPipPip
  • 1567 posts

Posted 19 October 2015 - 06:59 PM

Disturbing! Reminded me instantly of Jacob's Ladder. ;)


Edited by RPGista, 19 October 2015 - 07:03 PM.


#17 demagogue

demagogue

    Mod hero

  • Active Developer
  • PipPipPipPipPip
  • 5387 posts

Posted 19 October 2015 - 10:37 PM

Well, I might have an idea, but let me ask. Can I spawn the player in a crouch from the start? If not, can I disable crouch?
Posted Image

#18 Sotha

Sotha

    Vertical Contest Winner

  • Active Developer
  • PipPipPipPipPip
  • 5634 posts

Posted 19 October 2015 - 11:40 PM

Interesting! How does that affect AI vision? :)
Clipper
-The mapper's best friend.

#19 SiyahParsomen

SiyahParsomen

    Advanced Member

  • Member
  • PipPipPip
  • 1006 posts

Posted 20 October 2015 - 01:03 AM

I'll participate with a simple map.

 

Start time: Now!

End time: God knows, but hopefully before deadline.


  • nbohr1more and Airship Ballet like this

#20 Airship Ballet

Airship Ballet

    Advanced Member

  • Member
  • PipPipPip
  • 1490 posts

Posted 20 October 2015 - 02:13 AM

Interesting! How does that affect AI vision? :)

He can see everywhere, including behind himself, within the space of a second :o.



#21 SteveL

SteveL

    Hero Coder

  • Active Developer
  • PipPipPipPip
  • 3669 posts

Posted 20 October 2015 - 03:53 AM

Well, I might have an idea, but let me ask. Can I spawn the player in a crouch from the start? If not, can I disable crouch?

You can probably make the player crouch by firing off a session command -- whichever one the "crouch" key is bound to -- from a target or a script. I don't know whether you can disable it though.
  • nbohr1more likes this

#22 demagogue

demagogue

    Mod hero

  • Active Developer
  • PipPipPipPipPip
  • 5387 posts

Posted 20 October 2015 - 04:58 AM

I think that can do the job. Thanks! If I can get him down right at the start & keep him there a fraction of a second, maybe blind him so it feels like it's from spawntime, I probably don't need to disable it since he's not coming back up any time soon anyway. [/muffle start of sinister laugh]
  • nbohr1more and RPGista like this
Posted Image

#23 Sotha

Sotha

    Vertical Contest Winner

  • Active Developer
  • PipPipPipPipPip
  • 5634 posts

Posted 20 October 2015 - 07:04 AM

*
POPULAR

Progress Report:
Yeah, I had a fit of creativity yesterday. Spent 2h in DR and outlined 70% of the basic geometry using existing modules. Cut the doorways between rooms. The plot is laid out. Wrote 70-90% of the readables.

I hope I can keep up the level of performance tonight, too. I'll try log the total amount of DR time for the mission. It will be interesting to see how many hours of mapping goes into this. Mental planning is not counted, only active DR/computer use.

The title for the mission is "The Golden Skull."
  • AluminumHaste, Melan, nbohr1more and 2 others like this
Clipper
-The mapper's best friend.

#24 grayman

grayman

    Master Builder, Coder

  • Active Developer
  • PipPipPipPipPip
  • 12638 posts

Posted 20 October 2015 - 08:17 AM

*
POPULAR

Progress Report:

 

Finished one "outdoor" room yesterday, moving to interiors today.

 

My mission is tentatively titled "Mother Rose".


  • AluminumHaste, Melan, SiyahParsomen and 2 others like this

#25 Petike the Taffer

Petike the Taffer

    Member

  • Member
  • PipPip
  • 326 posts

Posted 20 October 2015 - 08:25 AM

It's just idle head turning spawnargs set to extremes. It's a case of setting them to look somewhere every 0.1 seconds, and then restricting the angles they can turn to look, as well as constraining the head and spine joints so it looks more like twitching than all-out flailing.

 

You're inventive. :D


  • Airship Ballet likes this



Reply to this topic



  


0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users