The most RiDiCuLoUs Mapping Contest!

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papercoffee
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Re: The most RiDiCuLoUs Mapping Contest!

Post by papercoffee »

Feralidragon wrote: Mon Jan 13, 2020 12:49 am Not sure if I am allowed to post this here, but I don't think it's worth it to start a WIP topic for this since I am close to finish it.

Like I mentioned earlier, I meant to do a quick map, and in this one I focused mostly on gameplay, and it ended up being far more fun than I expected.
I think I will call it DM-RMC-CrossInfestation, and here's how it currently looks like (it looks huge, but it's tiny as required, some folks like papercoffee will know what's going on here :mrgreen: ):

Image

Image

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Only a bit of BSP and pickups are missing (for gameplay purposes only, I don't want to overdo it visually), but this is pretty much what my submission will look like.
Two things impress me already.
1. Those smooth looking bends.
2. And no bsp problems as it seems regarding the sheets.
You kept them of course on 45° or 90°, right?
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Feralidragon
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Re: The most RiDiCuLoUs Mapping Contest!

Post by Feralidragon »

Yes, the sheets are straightforward, all facing in the same direction with no rotation or 90º at most.
But the zones connect in something close to an infinity shape, so you will cross this from different directions all the time.

The map is completely seamless though, both in gameplay and visuals (although I have to fix a little something in the last screenshot, but showed as it is now here to give a clue to everyone what they're looking at).

EDIT: Only now I realized that you might be implying that the smooth bends in the first screenshot have anything to do with those kinds of sheets.
They don't, the middle has no tricks to it, it's pure BSP and texture alignment (which I spent some time on), they are only applied to the end of each corridor, not in the middle.
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Re: The most RiDiCuLoUs Mapping Contest!

Post by EvilGrins »

Looks ideal for low gravity.
Feralidragon wrote: Mon Jan 13, 2020 12:49 amNot sure if I am allowed to post this here
You are.
Feralidragon wrote: Mon Jan 13, 2020 12:49 amit looks huge, but it's tiny as required
Warp zones, right? You can walk in a straight line and never walk into a wall because of the warp zone.
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Hellkeeper
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Re: The most RiDiCuLoUs Mapping Contest!

Post by Hellkeeper »

Feralidragon wrote: Mon Jan 13, 2020 12:49 am Image

Image

Image
These shapes, these texture alignments...
I want to make love to them.
You must construct additional pylons.
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Porch Viking
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Re: The most RiDiCuLoUs Mapping Contest!

Post by Porch Viking »

Is there a 1 map per author limit on this? I had a few other tiny map ideas bouncing around in my head when I made the fishbowl one.
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Re: The most RiDiCuLoUs Mapping Contest!

Post by EvilGrins »

Porch Viking wrote: Mon Jan 13, 2020 6:43 pmIs there a 1 map per author limit on this?
Nope, if you've got another one then by all means make it... but only 1 map can win.
Image
Dare you risk competing with yourself?
Will you be able to handle it if you beat yourself??
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Re: The most RiDiCuLoUs Mapping Contest!

Post by fudgonaut »

Hellkeeper wrote: These shapes, these texture alignments...
I want to make love to them.
:lol2:
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Feralidragon
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Re: The most RiDiCuLoUs Mapping Contest!

Post by Feralidragon »

My map has been released here: viewtopic.php?f=5&t=13720

Have fun. :)
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Re: The most RiDiCuLoUs Mapping Contest!

Post by EvilGrins »

DM-RMC-CrossInfestation
· Think I got motion sickness.
· Whole lotta weapons.
· Classic UT music.
· Health & armor in spawnpoints, hard to get back to once in the map.
· Lots of pupae and flies.

Image

This map worked pretty much like I thought it would from the initial screenshots before the release, with the exception there's a lot less control of individual movement. Players are launched from the moment they spawn-in down corridors and while changing direction isn't impossible, it's not easy. Also seems to have low gravity but you can't seem to slide up to the ceiling or upwards at all.

Stopping isn't impossible but it is tricky.

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Players are not alone in this, monsters are also being flung all over the place too... though the flies clearly have the advantage in this environment.

Image

Warp zones are clearly in place, may need to peek in UnrealEd to see the extent. I was moving so fast I fired rockets that appeared behind me but also showed up emerging from a side tunnel in front of me.

Speed tends to cause a distorted view of players frequently...
Image
...which is just weird.

This is a very surreal map, but a fun one.
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Re: The most RiDiCuLoUs Mapping Contest!

Post by EvilGrins »

Okay, there's only 329 days left until the contest is over...
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...mappers, I'm sorry for putting you under such pressure to get your maps done in such a limited timeframe.
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Re: The most RiDiCuLoUs Mapping Contest!

Post by mannodermaus »

My submission is called Ganymede VI and spans over two floors of a small industrial complex, but I'm crossing my fingers that its size still qualifies for the contest. Don't wanna miss out on all that cash.

I added a topic for my map under this link:
viewtopic.php?f=5&t=13774
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Re: The most RiDiCuLoUs Mapping Contest!

Post by EvilGrins »

mannodermaus wrote: Sat Feb 29, 2020 3:34 pmI'm crossing my fingers that its size still qualifies for the contest
Added to the roster at the start of the thread, looking forward to reviewing this hopefully later today.
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Re: The most RiDiCuLoUs Mapping Contest!

Post by EvilGrins »

· Larger than anticipated, but still nicely compact.
· Good assortment of weapons.
· Decent music.
· Health and armor.
· Multiple Behemoths.

One of the key things to this mapping contest was that the maps be small, and while this mapper did have concerns that this submission might be a bit too big... I think it's okay. For future reference though, no bigger than this. This is the maximum size!

What we have here is a 2 level, separated by a lift and a hole in the ceiling (floor upstairs) and a side ramp. Bots use the whole space and while it's not a tiny map there's not so much space they don't immediately engage each other all over.
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Monster on this map is a Behemoth but this is a first so far as this contest goes. Not in that it's so much a large monster but once it's dead, eventually a new one pops up. The map is a monster factory, you hit a button on a panel...
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...and a new Behemoth pops up (that panel on the right side there).

I haven't tested yet to see if the map can support more than 1 monster at a time. Does the previous Behemoth have to die first, or if you just keep pushing that button will more spawn in?

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Music is a nice remix of a classic UT piece, this map flows very very well.

Even though this contest is going until next year, if I called a vote on it now I think this one would be among the Top 3 of those submitted so far.
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Re: The most RiDiCuLoUs Mapping Contest!

Post by mannodermaus »

Thank you for the kind review! I was nervous about people's reception at first, but I'm glad that it's at least somewhat fun.
EvilGrins wrote: Thu Mar 05, 2020 9:12 pm I haven't tested yet to see if the map can support more than 1 monster at a time. Does the previous Behemoth have to die first, or if you just keep pushing that button will more spawn in?
Once the generator is activated, it will start producing Behemoths one at a time. You do need to dispatch of one in order for the next to spawn in after a certain amount of time!
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Re: The most RiDiCuLoUs Mapping Contest!

Post by ExpEM »

Still missing a bunch of requirements I know, just wondering if this map is small enough?
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