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Re: UT Level Contest Summer 2010
[Re: Superku]
#304832
01/11/10 06:56
01/11/10 06:56
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mercuryus
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mercuryus
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@slacer You have to offer the final scripts (actions/ai/...) to the participants! Creating a level without any gameplay will end in useless levels. The desinger has no idea how the level will "feel" when played. Also the AI of the enemies is highly responsible for the leveldesign (hide/run/attack/...) Only to define the scale of the walls/objects is too less. About the action names. Simply name your modelfile jumppad, pickup, spawnpoint in order to use the auto action assign feature from WED. Sure, this would not work for doors, because your could contain different door types, but this should not be a big problem.
auto action assign only is triggered when the object is added to the level (imho). So you have to set all the ations for all models afterwards. What is with walls, slopes, barriers? Do they have also an action or should the properties (polygon/passable/...) set in WED? You see there must be a far more defined designbook offered to get playable levels from the participants. last but not least: There's also a great difference between the target of the level (SP/MP/MP-CTF/SP-SD/MP-SD/...)
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Re: UT Level Contest Summer 2010
[Re: ]
#304834
01/11/10 07:38
01/11/10 07:38
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Joined: Jan 2004
Posts: 2,062 Hamburg, Germany
slacer
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Posts: 2,062
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My initial idea was to have a coding contest later to create all those needed functions. You are free to use the templates (A6/A7), create your own scripts, use scripts from the community (includes AUM),... in order to activate triggers, use lifts and teleporters,... Jumppads would be nice but the template scripts currently don't go so far. last but not least: There's also a great difference between the target of the level (SP/MP/MP-CTF/SP-SD/MP-SD/...)
That's right, but the idea is to create great looking single player levels - simply because we don't currently have access to the required multi player scripts with all those features (including great bot-AI). Once the levels are made available every coder or template guru can jump in and get the most out of your level. @Superku Just cleaned my postbox 
Last edited by slacer; 01/11/10 07:45.
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Re: UT Level Contest Summer 2010
[Re: ]
#304968
01/12/10 10:23
01/12/10 10:23
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Joined: Jan 2004
Posts: 2,062 Hamburg, Germany
slacer
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Posts: 2,062
Hamburg, Germany
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You have to offer the final scripts (actions/ai/...) to the participants! Creating a level without any gameplay will end in useless levels.
... You see there must be a far more defined designbook offered to get playable levels from the participants.
last but not least: There's also a great difference between the target of the level (SP/MP/MP-CTF/SP-SD/MP-SD/...)
I started a DM testmap yesterday as a playground for my scripts. These scripts will start with - player physics (this means "movement" not ragdoll) - spawn points - pickups You should be able to layout the level without the scripts. Once my scripts contain the basic features I will start a new thread for them.
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Re: UT Level Contest Summer 2010
[Re: Rondidon]
#305287
01/13/10 23:48
01/13/10 23:48
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Joined: Oct 2007
Posts: 5,211 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
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never made a complete level(except for a hl1 mod like 7 years ago), but i am going to give this a try.
(is it allowed to steal the layout from other maps? i mean all art will be made by me or i will have the right to copy, and will make it from scratch. just the design of the map?)
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Re: UT Level Contest Summer 2010
[Re: Rondidon]
#305312
01/14/10 07:09
01/14/10 07:09
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Joined: Jan 2004
Posts: 2,062 Hamburg, Germany
slacer
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@Rondidon The goal is to create new artwork during this contest in terms of models, textures and levels free to use for this commuity. I bought tons of artwork from different sites but I am not allowed to upload the assets (models, textures and sounds) for free use into the AUM section. You can use your level if you manage to replace those assets from dexsoft and terminal26 with your own until the competition is closed (in about 7 month). In the context of programming my UT99-like game I created a few Deathmatch-Levels that make use of some Dexsoft and Terminal26 models and textures. Is a contest entry guilty when using this stuff or do I have to make everything including textures and models by myself? Do you know something about copyright when giving away this Dexsoft stuff together with a non-published project? @Quandraxas It is allowed to be inspired by layouts from other maps. Just make sure your textures and models don't look identical. (is it allowed to steal the layout from other maps? i mean all art will be made by me or i will have the right to copy , and will make it from scratch. just the design of the map?)
I am not sure what you mean with "right to copy". You cannot use free textures from other sources or free models from turbosquid. You can however build a team with another artist if you want to use his artwork. Well, the other artist has to know about this competition and should confirm his artwork can be used for free after the competition is over.
Last edited by slacer; 01/14/10 07:11.
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Re: UT Level Contest Summer 2010
[Re: slacer]
#305366
01/14/10 12:29
01/14/10 12:29
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Joined: Oct 2007
Posts: 5,211 İstanbul, Turkey
Quad
Senior Expert
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Senior Expert
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
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what about if i inform the artist of free model from turbosquid abou the contest and ask permission?
(right to copy: e.g. i have right to use it commercially including directly selling the asset alone.)
Last edited by Quadraxas; 01/14/10 12:39.
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