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Topic Starter Topic: Uber Arena Trampoline Mapfest

Insane Quaker
Insane Quaker
Joined: 16 Sep 2010
Posts: 384
PostPosted: 08-10-2018 09:06 PM           Profile Send private message  E-mail  Edit post Reply with quote


Uber Arena Trampoline Mapfest

Hello there! I've been working on a new experimental mod for Quake 3 called Uber Arena, which aims to introduce several new items and mechanics to help revitalize the arena shooter genre. I've recently released a new update for it, and I thought that a potential way to drum up some publicity for it, as well as help get some fresh Quake 3 mapmaking goodness flowing, would be to start a humble contest - though "contest" might be a bit of a stretch - it's more comparable to func_msgboard's mapjams - a way to get the community together to be a part of something and have a good time.

I'm well aware that the Quake 3 mapping scene is not what it used to be, so I'm not expecting a huge turnout (if any), but I figured it couldn't hurt to try, even if not a whole lot comes out of it. I just thought it'd sound like fun.

The latest version of Uber Arena can be downloaded here:
https://drive.google.com/file/d/1b8BCsN ... yxAHl/view

Documentation:
https://drive.google.com/file/d/1EWC2Ac ... GOgw7/view

And here are some videos detailing all of the new mechanics:
Version 0.1 (includes almost all of the major mechanics, still quite relevant!): https://www.youtube.com/watch?v=L9DZIM-hptM
Version 0.2 (focuses on new additions from Version 0.1): https://www.youtube.com/watch?v=su1pOT-pUXw
Trampoline Demo (which will be important viewing!): https://www.youtube.com/watch?v=MnfGvvSxrsM

Objective:

Create a map that takes advantage of the numerous possibilities offered by Uber Arena's trampoline mechanic. Trampolines are surfaces that act similar to jump pads and accelerator pads, but they reflect the player's velocity upon impact instead of sending the player in a fixed direction / velocity. They are comparable to Portal 2's reflection gel, except trampolines do not offer a minimum boost. A single trampoline can add several new trickjumps to your map, and we want to see you make the most of what they offer! Besides trampolines, your map should also include 4+ weapon pouches to work with Uber Arena's weapon restrictions, and should also include 1 other Uber Arena exclusive item (see rules below for more information).

Uber Arena comes with an entities.def file as part of its installation, and should include the necessary custom entities. The bounceclip texture, which is used to create the trampoline functionality, should be in the common folder like the other tool / clip textures, and finally there should be a visual trampoline surface shader called trampoline in a folder called, well, trampoline. The shader will look like a chain-link mesh fence in-editor, but some shader trickery turns it into a latticework patch-mesh surface in-game, all without using any third-party textures!

This is an ultra-casual event, and there aren't any concrete prizes, though high-quality submissions may be included in future versions of Uber Arena's standard mappack. The purpose of this event is to help spark some Quake 3 mapping flames again (even if just for a little while), especially since Q3's 20th anniversary will be coming next year.

Timeframe:

3 months - starting on August 15, 2018 at 12:00 AM EST and ending on November 15, 2018 at 11:59 PM EST. Since it's a casual contest that offers a lot of design freedom (besides the objectives), and because people might be fairly busy, I figured 3 months would be a fair and relaxed timeframe. I'm announcing it early as well in case there are any issues with setting up the editing environment for Uber Arena - if you run into any trouble, please let me know. This along with the 3-month timeframe should also give participants ample time to get used to the Uber Arena mod's new mechanics and learn how to use trampolines in their maps.

Rules:

Design:

  • Map must be built "normally", using brushes for the hull and detailing; i.e. no building the map out of mapmodels constructed in external 3D applications.

  • There must be at least one brush present in your map that is textured entirely with the common/bounceclip texture. This texture acts identically to a regular playerclip brush except players who land on the top of it have their velocity reflected - this is how Uber Arena's trampolines work. The trampoline must be usable - do not just slap a bounceclip brush in some inaccessible corner of the map to avoid having to create a trampoline. The brushes or patches underneath the bounceclip texture should be textured with the trampoline/trampoline texture, to visually identify it and ensure consistency between maps.


    • Ideally, the surface area of the trampoline should be at least 192x192 brush units; large enough for the player to land on it with ease. While not required, try to place trampoline surfaces in areas where the player can use them in multiple different ways. If the only purpose a trampoline serves is to get the player from one end of a chasm to another, you're probably better off using an accelerator pad. For inspiration, you can check out the Uber Arena Trampoline Demo, which shows off the different movement possibilities enabled by trampolines: https://www.youtube.com/watch?v=MnfGvvSxrsM

  • There must be at least 4 weapon pouches present in your map. They can either be standard pouches or double pouches (item_pouch and item_pouch_double, respectively). Uber Arena enforces a default limit of one non-starter weapon upon spawn, but this limit can be increased with weapon pouches.

  • There must be at least 1 Uber Arena exclusive item present in your map besides the aforementioned weapon pouches and the Light Armor / item_armor_jacket (While the Light / Green armor is allowed to be in your map, it doesn't count as an Uber Arena exclusive, so just having it alone is not permissible). Here is a list of all items other than the pouches and Light Armor, their corresponding entity names, and their functions:

    • Conservation (item_conservation)
      Gives infinite ammo; removes weapon limits; allows use of weapons with 0 ammo.
    • Rampage (item_rampage)
      Instantly frags any player that touches you.
    • Scavenger (item_scavenger)
      Lets you pick up items using your weapons.
    • Tuning Device (holdable_tuner)
      Upgrades your currently held weapon into an uberweapon.
    • Storage Capsule (holdable_receptacle)
      Upon the first activation, the next item you pickup is stored in the capsule instead of applying its effects. Activate again after storing an item to use it.
    • Super Ammo Crate (ammo_crate)
      Sets rapid-fire weapons (MG, LG, PG) at 150 ammo if less than 150 ammo, and delayed-fire weapons (SG, GL, RL, RG, BFG) at 25 ammo if less than 25 ammo.

  • Other than these rules, feel free to do whatever you like - custom textures, custom sounds, etc. you name it. Just make sure to give credit if you decide to use someone else's content.

Submission:

  • Maps must be submitted by November 15, 2018 at 11:59 PM EST

  • Only one map per applicant.

  • Map must include the prefix "ua_" in its filename (with the underscore symbol included).

  • Must be an original map built for this contest; no reusing previously released maps (either by you or other level designers).

  • Map must include a readme file.

  • You may submit alpha / beta / work-in-progress versions of your map for testing purposes.

  • Final submissions should be thoroughly tested for missing textures, sounds, leaks, bugs, compile and/or console errors. Any custom assets needed for your map should be provided in the .pk3 file. An .arena file must be included for loading in the menu, as well as an .aas file for bots.

  • You agree by submitting your map that it may be included in a future release of Uber Arena.

  • The .map file for your map must be provided with your submission. This .map file may be used for adjustment or bugfixing in future versions of Uber Arena in case functionality breaks between versions.

  • Maps should be submitted in this thread only, with the following information:

    • Map name.

    • Version (alpha / beta / final release)

    • Description.

    • Screenshot.

    • Download link to your map.

Good luck, and most of all have fun! If you have any questions about the rules please let me know.



_________________
EmeraldProductions
http://emeraldproductions.weebly.com/index.html


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