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Squares of Destiny Map Project

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Eidolon

Developer
Sonic Team Junior
Kart Krew™️
ST218 thought up this idea on IRC not too long ago and wanted me to post it.

Squares of Destiny is pretty much a community map project, except with a few twists.

To be in the project, you need to make at least 1 or a max of 4 1024x1024 squares, which will be combined in creation order from left to right and down to make a huge map peiced by everyone submitting. The square(s) altogethor must contain atleast 1 tag special effect, a max of 5. There can only be 1 weapon ring within your square, if any, and atleast 3 normal rings. You cannot use springs that change character X and Y positions (e.g. Diagonal Springs). Your squares altogethor must contain 1 deathmatch start. You cannot use linedefs such as Weather Changers or Music changers. Script exectuter linedefs are allowed, but only 5 can be made as with the tags limit, and can only contain the CECHO related commands. Make sure that your main floor height is 512, and the ceiling height must be 4096. Use FOFs for ceilings, because it's a sky based map.

Do not limit yourself, make your square as twisted as you can with the limits. You may also use your 4 squares to make a larger square combined, as to add more variety. You do not need a thok barrier. :mrgreen:
 
Ooh, I should add about that.

Yes you may, but only 5 as like the tag limits, and can only contain the CECHO related commands.
 
You do not need a thok barrier at all, it will get fixed when the map is combined.
 
Only 1024x1024? I suppose I'll join in. Are custom textures allowed?
 
Rules, rules, rules. Yeah, I don't think I'm going to do this collab anymore.

To be in the project, you need to make at least 1 or a max of 4 1024x1024 squares, which will be combined in creation order from left to right and down to make a huge map peiced by everyone submitting.
This is too structured. So what if I wanted to make a star-shaped map that fell within the confines of 4096x4096? Can't you fill in the empty spaces with ground?

The square(s) altogethor must contain atleast 1 tag special effect, a max of 5.
So what's with the tag limit? BSZ has 162 tags, and they all number to 1000 (they're categorized). 162/5 is about 32. I bet at least 50 more are going to come, too. At least up the tag limit to 15, 20, maybe 30.
Also, can't a guy make a good square without using any tags?

There can only be 1 weapon ring within your square, if any, and atleast 3 normal rings.
Can't I just make a nice, innocent map without any rings at all? Perhaps just a decoration piece. Why am I required to place rings in my map?

Script exectuter linedefs are allowed, but only 5 can be made as with the tags limit, and can only contain the CECHO related commands.
I'm probably not a good advocate for scripts and linedef exec-related things, but I think you should've put more research into that. It's as if CECHO was the first thing that popped into your head and you decided to limit the scripting to just that. I'm sure there are at least a few more acceptable script commands.

These rules... bah. Did you improvise these, or did you actually think about them hard enough?
This reminds me of Graue's first contest, where Mystic submitted a map, used bridge textures, and got disqualified. If you ask me, a few of these rules are too specific, and also poorly thought up.
 
Meh. I agree with Digi on the rules being a bit messy, but I think that instead of making the maps HAVE to be made up of squares, they should be as a whole in the shape of a square. But that would eliminate the point of this wad. The tag limit I'm not so sure about, it should be higher if you want to let people be creative, but then you may want to consider removing the ability to use tags altogether, as you'll have to renumber them all by hand in the end... Also, what of heights? There are no limits on the floor and ceiling heights, so we'll end up with a map which uses tons of different values in that respect and thus most likely contain a lot of pits which you can't get out of and places where you can't get to!

And knowing the idiots we have today, this will probably be better then any of the maps in the next 3 contests, spare the few which win because people saw that if they actually put a slight bit of effort into it they would win automaticly. x_x How sad.
 
Digiku said:
Script exectuter linedefs are allowed, but only 5 can be made as with the tags limit, and can only contain the CECHO related commands.
I'm probably not a good advocate for scripts and linedef exec-related things, but I think you should've put more research into that. It's as if CECHO was the first thing that popped into your head and you decided to limit the scripting to just that. I'm sure there are at least a few more acceptable script commands.

I agree.
 
Digiku said:
Rules, rules, rules. Yeah, I don't think I'm going to do this collab anymore.

To be in the project, you need to make at least 1 or a max of 4 1024x1024 squares, which will be combined in creation order from left to right and down to make a huge map peiced by everyone submitting.
This is too structured. So what if I wanted to make a star-shaped map that fell within the confines of 4096x4096? Can't you fill in the empty spaces with ground?

The square(s) altogethor must contain atleast 1 tag special effect, a max of 5.
So what's with the tag limit? BSZ has 162 tags, and they all number to 1000 (they're categorized). 162/5 is about 32. I bet at least 50 more are going to come, too. At least up the tag limit to 15, 20, maybe 30.
Also, can't a guy make a good square without using any tags?

There can only be 1 weapon ring within your square, if any, and atleast 3 normal rings.
Can't I just make a nice, innocent map without any rings at all? Perhaps just a decoration piece. Why am I required to place rings in my map?

Script exectuter linedefs are allowed, but only 5 can be made as with the tags limit, and can only contain the CECHO related commands.
I'm probably not a good advocate for scripts and linedef exec-related things, but I think you should've put more research into that. It's as if CECHO was the first thing that popped into your head and you decided to limit the scripting to just that. I'm sure there are at least a few more acceptable script commands.

These rules... bah. Did you improvise these, or did you actually think about them hard enough?
This reminds me of Graue's first contest, where Mystic submitted a map, used bridge textures, and got disqualified. If you ask me, a few of these rules are too specific, and also poorly thought up.
1. I will fill in the empty spaces from awkward shaped square combinations. But maybe your right on that...
2. What about FOFs? I don't want 100 tags in each 1024x1024 square...
3. It's supposed to be a match map. And only one weapon ring means you can't have 4 infinites.
4. Maybe your right... list some commands that don't do some awkward gameplay things that might cause a sigseg...

1/2 of these you were suggestive on. I did think hard on these; I devoted a LONG hour to thinkin these up (ESTIMATE). But if you can rewrite them, go ahead and do it. I had a bit of trouble reading it over, but I had to shleep anyway so I didn't change it.
 
4. Maybe your right... list some commands that don't do some awkward gameplay things that might cause a sigseg...
color
gamma
gr_fog on
gr_fogcolor
gr_fogdensity
gr_gamma
gr_gammared
gr_gammagreen
gr_gammablue
screenshot
orderpizza :P
rain (plays a rain sound)
storm (plays a storm sound)
cam_dist
cam_height
cam_rotate
quit?
 
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