SPLA Map
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Re: SPLA Map
Posted by Tracer Bullet on Mon Oct 20th at 2:28am 2003


Sounds reasonable. who want to volunteer to do the basic layout? [addsig]



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Re: SPLA Map
Posted by G4MER on Mon Oct 20th at 2:42am 2003


This sounds like one of those projects that they do in Major Artsie towns.. Where a group of designers are given one room in a house and told to decorate it.

Im game and willing to do my part.

What theme are we going to try?

($)

[addsig]




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Re: SPLA Map
Posted by Gorbachev on Mon Oct 20th at 7:36am 2003


First we have to determine how many people are involved to get an idea for area. Connections don't necessarily have to be left-right, we could have areas that are above or below another as well. [addsig]



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Re: SPLA Map
Posted by Kapten Ljusdal on Mon Oct 20th at 11:14am 2003


The more the marrier Wc? I sux at mapping, but can i still be part of it? Just a question so far



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Re: SPLA Map
Posted by Wild Card on Mon Oct 20th at 11:17am 2003


we all have different skills in different areas.

I cant do basic layout at the moment cause Im really too buisy and sick. (got 2 doc appointments today)

I want rocks in the map though





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Re: SPLA Map
Posted by DocRock on Mon Oct 20th at 12:47pm 2003


I'd like to get into this map too, if you'll have me. [addsig]



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Re: SPLA Map
Posted by Hornpipe2 on Mon Oct 20th at 1:20pm 2003


Before we start mapping, then, we need to do all of the following:

1. Post a news item on the main page pointing to this thread.

2. Set a deadline for "entries" to the map. Nobody can sign up after that date.

3. Pick a theme that everyone likes (well, okay, pick the one that seems to be least disliked, anyway). Also, pick a mod for the map. (Currently we seem set on HLDM, but I think there's a strong case for a TFC or HL-Teamplay map)

4. Divvy up map space. (Someone will have to get creative here so it's not all right-angle rooms.) Make sure everyone is in contact with whoever has rooms next to them so they at least match up.

5. Delegate someone to be our Wad Master (preferrably someone with texturing experience and with webspace/a pit) to keep an updated version of the SPLA.wad file which any project member can submit textures to and (s)he will include into the next version. Everyone on the SPLA team will use this wad for all custom textures.

5. Set a deadline for when all the rooms are due. Pick the most experienced person here (with time on their hands) and make them do all the finishing touches on the map at the end, when every piece is collected again.

6. Start mapping!

[addsig]



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Re: SPLA Map
Posted by Wild Card on Mon Oct 20th at 1:58pm 2003


DocRock, I cant speak for everyone here, but I'd like to have you aboard/.





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Re: SPLA Map
Posted by DocRock on Mon Oct 20th at 2:22pm 2003


Thanks WC

I've got a suggestion for a theme.

It would allow for everyone's own uniqueness in mapping, yet keep the map held together as one entity built by many.

It would be a single blue (or whatever color) line that would be in everyone's map. The line could be just a simple line, or it could be the author of the map's focal point. I'm referring to one of window's default screen savers (3D pipes)...imagine several maps...all different, but with the one uniting tie...

The one thing that would keep the map connected would be the blue line...attached to each other's maps through doorways, holes, or wherever the previous author left the line off at.

Again, just a suggestion, but turn on the 3D pipes, and watch a world unfold





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Re: SPLA Map
Posted by Schmung on Mon Oct 20th at 2:36pm 2003


Well I'd obviously prefer to make a TS map, since it's just so much cooler thatn standard HLDM. meh, regardless I'd like to be a part of this. One major concern is that of r_speeds, since we'll be linking areas with each other then perhaps we should it out first, leaving plenty of space for the connections, then let everyone who wants to have a crack at connecting certain segments.

Hornpipes plan for getting this sorted sounds good. We certainly need a WAD master of some sort and preferably to set some sort of rought theme so it doesn't jar too much. I like Docs idea of tying it together, but I'm not so sure about the pipe idea msyelf, perhaps we could have a certqain texture or feature that has to appear in every room or something?




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Re: SPLA Map
Posted by Tracer Bullet on Mon Oct 20th at 6:27pm 2003


Sounds like Horn has a good roadmap for us to work from.

I'm not a texture artist, but I do have a pit that we could use. also, maybe the local texture artist (Grim, Doc Basso, Cass, Korn... ect) would be willing to make custom textures for us?

I propose a deadline of Nov 15th for people to sign on. if everyone is agreable to that, I wil create a new thread where everyone interested should post once to get their name on the list, and post a news item.

I like doc's Idea (yes, I'm happy to have you aboard as well), but I think we should make it somthing other than a pipe.

Why not require that everyone have a whey stream (doesn't have to be water, or even liquid) flowing out of their area. that way, at the end, the person responcible for putting the final touches on the map would be responcible for creating a central area that combines all the different themes and streams into somthing interesting.

on the r_speeds issue. keep tham decent in your area, and the person putting everything together will be responceible for makeing sure that the connections are vis blocking.

[addsig]



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Re: SPLA Map
Posted by Wild Card on Mon Oct 20th at 6:50pm 2003


I have some webspace we can use, lots of it. As well, while Im not a texture artist, I can do some stuff in Wally, thats about it.

I agree with Doc's idea of a line or whatnot. Its a great way to make the map look like 1 map and not several sections pasted together. I recommend we stay with a certain texture set however, I would like something like dark concrete textures of a sort. Nothing too flashy.

As for deadlines to join, I would say end of November.

I must ensist we keep this a HLDM map because its much easier and some of us might not have the other MODs.

Also, since I've done this many times before, when we make our map sections, send me the custom .WAD files that you where using. Tell me which textures you've used and I'll create a new wad file with only the textures used.

? quote:

5. Delegate someone to be our Wad Master (preferrably someone with texturing experience and with webspace/a pit) to keep an updated version of the SPLA.wad file which any project member can submit textures to and (s)he will include into the next version. Everyone on the SPLA team will use this wad for all custom textures.

5. Set a deadline for when all the rooms are due. Pick the most experienced person here (with time on their hands) and make them do all the finishing touches on the map at the end, when every piece is collected again.

I would request this role, not because I want to be better or more recognized but because I am always here and have done (sortof) previous maps with other mappers.

Anyways, just my ideas.





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Re: SPLA Map
Posted by DocRock on Mon Oct 20th at 8:00pm 2003


How many peeps are going to be allowed to join this team? If we wait til end of November, there may be alot of volunteers. I vote we get 10 or less guys in this team and then go forward.

Hell, even 5 or 6...cuz 10 would be alot..and that would make for a huge map lol

About wads...there's tons of em on wadfather or in the public domain. If none of us on the team are real good at making wads, then maybe we can combine several from off the wadfather, etc.

I say the smaller the team, the better, because it would be alot less of a headache keeping track on where the map is and whats going on with it.





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Re: SPLA Map
Posted by Finger on Mon Oct 20th at 8:20pm 2003


I offer my services for this project also. Sounds like fun.



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Re: SPLA Map
Posted by DocRock on Mon Oct 20th at 8:29pm 2003


That's 10

Tracer Bullet
Wild Card
Schmung
Sinner_D
Hornpipe2
MoneyShot
Gorbachev
Finger
Kapten_Ljusdal
DocRock





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Re: SPLA Map
Posted by Tracer Bullet on Mon Oct 20th at 9:03pm 2003


I'm fine with that as the final list, and your right. it could become diffacult if we have too many people. what do the rest of you think? [addsig]



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Re: SPLA Map
Posted by Adam Hawkins on Mon Oct 20th at 9:26pm 2003


I'd like to help out any way I can - be it feedback, testing, or a bit of old-fashioned Orph stylee critiquing I don't have the time to do any mapping as such (i've too many of my own to keep track of!), but if you need anything, please feel free to abuse me

Good luck!

[addsig]




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Re: SPLA Map
Posted by Tracer Bullet on Mon Oct 20th at 9:48pm 2003


Sounds good Adam. I'm sure we'll be in need of critiques before too long. [addsig]



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Re: SPLA Map
Posted by Schmung on Mon Oct 20th at 9:51pm 2003


Yup, sounds great to me. When do we start?



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Re: SPLA Map
Posted by KoRnFlakes on Mon Oct 20th at 10:00pm 2003


if the project ever gets off the ground & gets to a decent stage, il look around the map, make a few replacement textures & send them. [addsig]




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