Mapping competition Submissions Summer contest
Re: Mapping competition Submissions Summer contest
This is my first submission into the contest, Echoes. Inspired by the Metroid Prime 2: Echoes map, Shooting Gallery, this map is tight, small, and features a large dog room, plenty of cover, and plenty of tunnels. This map is intended for 2 to 4 players. Any more than that and it might be too cramped. Enjoy the map! Another one will come next week!
http://www.enspiar.com/dmdb/viewMission.php?id=1033
http://www.enspiar.com/dmdb/viewMission.php?id=1033
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homeyduh
- Posts: 45
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Homeyduh, there are areas in your map that players can get out of the map.
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Entropy
- Posts: 273
- Joined: Wed May 06, 2015 11:31 pm
Woah what? Maybe that's what all those warnings for illegal geometry were about. Doh! Disqualified!
I'm guessing it's illegal to make triangular prisms from the cubes? Lol

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homeyduh
- Posts: 45
- Joined: Mon May 25, 2015 3:34 pm
Yeah, if you do a triangle cube, you'll want to do it so that one side contains 2 planes that meet at a 179 or less degree angle. You can't have a cube that has an overlapping edge, else you can fly right through the edges of the cube. I wouldn't disqualify it, just 1.1 it. 
With that said, Morfod and I have been playing these maps blind, and once I got used to that level, it was a lot of fun, although I was flying like a drunkard in there, hitting every wall imaginable.

With that said, Morfod and I have been playing these maps blind, and once I got used to that level, it was a lot of fun, although I was flying like a drunkard in there, hitting every wall imaginable.
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roncli
- Posts: 1106
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- Location: Belmont, CA
D2X-XL supports triangular segments verbatim, by making them... actually triangular rather than faking it. Because, yeah, the Descent engine's collision detection assumes the sides are actually quadrilateral. Probably something to do with collapsed normals.
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Sirius
- Posts: 489
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- Location: Bellevue, WA
I'll just have to fix it up Monday. No problem though. But as per the rules of the OP, I can't edit my last post. My update on my map will just have to use up another of my submissions for this contest.
Did you mean in my map roncli that you were running into all the walls? Or Dukebox?
Did you mean in my map roncli that you were running into all the walls? Or Dukebox?
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homeyduh
- Posts: 45
- Joined: Mon May 25, 2015 3:34 pm
Brief rules of Descent Geometry (These aren't all things you did, but may be handy to know):
- No zero length edges
- No concavities in a single cube.
- Don't turn cubes inside out
- Cubes must have volume (so no flat cubes to change the size of a hallway)
- Angles less than 70 degrees tend to catch ships
Things you can do:
- Have overlapping rooms/tunnels
- Have walls you can go through one way
One thing I want to play with is 'teleporters' (cubes that 'join' to physically distant cubes) the level format theoretically supports it, and my (primitive) knowledge of the engine says it should work so long as the cube sizes are the same. But I'll have to get out a hex editor and give it a go.
- No zero length edges
- No concavities in a single cube.
- Don't turn cubes inside out
- Cubes must have volume (so no flat cubes to change the size of a hallway)
- Angles less than 70 degrees tend to catch ships
Things you can do:
- Have overlapping rooms/tunnels
- Have walls you can go through one way
One thing I want to play with is 'teleporters' (cubes that 'join' to physically distant cubes) the level format theoretically supports it, and my (primitive) knowledge of the engine says it should work so long as the cube sizes are the same. But I'll have to get out a hex editor and give it a go.
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sdfgeoff
- Posts: 81
- Joined: Sat Apr 18, 2015 3:58 am
I really think that teleporting in this game would be really interesting. If there's a way to do it then I have a couple of ideas I'd like to test.
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Entropy
- Posts: 273
- Joined: Wed May 06, 2015 11:31 pm
Lemme know what you find out about that. I'm very interested in teleports because I think I saw a stock descent map have some sort of teleporter. On a side note, I do know that D2XXL supports teleportation. I'm more interested in seamless teleport, like in Xonotic.
Xonotic - Warpzones on Glowplant: https://youtu.be/lOrUJsg7DB8
Xonotic: Hyperspace demo: https://youtu.be/ORh6NfQRDxg
Roncli, I just saw the video on YouTube. I need to open up that dog room a lot more. That central pillar is over-distracting/in the way. I can see why you were hitting every other wall lol looks like my second submission really will be Echoes 1.1
Xonotic - Warpzones on Glowplant: https://youtu.be/lOrUJsg7DB8
Xonotic: Hyperspace demo: https://youtu.be/ORh6NfQRDxg
Roncli, I just saw the video on YouTube. I need to open up that dog room a lot more. That central pillar is over-distracting/in the way. I can see why you were hitting every other wall lol looks like my second submission really will be Echoes 1.1
Last edited by homeyduh on Sat Jun 13, 2015 12:18 pm, edited 1 time in total.
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homeyduh
- Posts: 45
- Joined: Mon May 25, 2015 3:34 pm
Yes, something like Xonotic or Antichamber is exactly what I think would be awesome.
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Entropy
- Posts: 273
- Joined: Wed May 06, 2015 11:31 pm