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Mapping Challenge - Q4 2016
#1
Posted 02 November 2016 - 02:49 AM
Hi all,
It's been a while since I've seen a mapping competition. So it's time to rattle the bee's nest and see what happens.
This challenge will run until the 30th of November.
Then a poll will be posted that the people can vote on their favourite map.
The theme for this challenge is 'Verticality'. Basically I want to see some maps with some different height layers/routes. The map can be designed for any gamemode; but tdm/ts/ctf/bomb are preferred.
Permade/w.i.p maps are allowed, but they don't have to be finished 100%. I'm just looking to get some new interesting layouts played and seen by the urt public.
Reward: The winner will receive a couple of gifts from my humblebundle doubles (as I am a cheapskate :p).
Feel free to post w.i.p pictures in this topic.
Look forward to submissions and feedback :)
Pretsell.
#3
Posted 02 November 2016 - 05:47 PM
Ive got something floating around my HD. Maybe i will finish it :)
Plan is to make the few top levels of the sky scraper playable with a lot of jump paths around them. We will see :)
Plan is to make the few top levels of the sky scraper playable with a lot of jump paths around them. We will see :)
Spoiler
This post has been edited by Iye: 02 November 2016 - 05:48 PM
Sorry for my bad spelling - I am still asleep. :)
|=| Iye's UrT Addon |=| Firefox Personas |=| Maps |=|
http://www.mediafire...vk3a602hcfg.jpg
|=| Iye's UrT Addon |=| Firefox Personas |=| Maps |=|
http://www.mediafire...vk3a602hcfg.jpg
#4
Posted 02 November 2016 - 05:57 PM
Quote
Permade/w.i.p maps are allowed, but they don't have to be finished 100%. I'm just looking to get some new interesting layouts played and seen by the urt public.
Does that mean mappers would be able to update their submissions until the deadline is reached?
EDIT: I currently have a map sitting around using the basic three-lane scheme with a twist: two middles lanes/connectors stacked on top of each other (the green and blue one on the very simplified layout below).
Note there is no direct line of sight between the two; players need to get around using the red/orange pathways to go from one middle to the other.
Didn't go very far into this because I'm lacking time and playtesters, so I'm not sure how it actually plays, but I suppose it somewhat fits the 'verticality with different height layers/routes' theme? I might post some actual screenshots, provided greyboxed maps are allowed
This post has been edited by Mr.Yeah: 02 November 2016 - 06:45 PM
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#7
Posted 02 November 2016 - 11:13 PM
Mr.Yeah, on 02 November 2016 - 05:57 PM, said:
Does that mean mappers would be able to update their submissions until the deadline is reached?
correct :)
Rappio, on 02 November 2016 - 09:58 PM, said:
Well gotta throw something in as im currently trying to learn again gtk radiant secrects :)
The secrets are many... muhahahah
#9
Posted 03 November 2016 - 08:26 PM
Pretsell, on 02 November 2016 - 11:13 PM, said:
correct :)
The secrets are many... muhahahah
The secrets are many... muhahahah
For the Comminity even i know i cant make map that is visually atractive.
But i hope my routes for map are still playable atleast for the bomb or CTF.
Atleast here is something going on at forums :D
Hoppefully tomorrow i can post some pre-pics :D
This post has been edited by Rappio: 03 November 2016 - 08:26 PM
What is the sound of silent scream when you still map with GTK Radiant 1.5
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