Thread: Ragemap2018 (old thread)

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  1. #1
    Level Designer CryoKeen's Avatar
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    Post Ragemap2018 (old thread)

    Lets... do it?

    Rules:

    -No racism
    -Nothing that would break the SCMDB rules

    What do you guys/gals/asexuals/cyborgs think? Ragemap2016Part2 aside, it's a highly loved map series and people would love another one. I'm down to manage or help. Anyone interested?

    ===================
    So Far people going to be participating in Ragemap2018:

    -CryoKeen
    -Silencer
    -Sv_Boy
    -AdamR
    -Puchi
    -mr_redman
    -Hezus
    -_RC_
    -Aurora

    ======================

    Rules Pending
    ======================================
    I have resigned from this project as lead mapper/connecter. I'm happy to contribute to it as a mapper, but I cannot handle the stress of different people asking me different things. I wanted to accommodate ever-ones requests but apparently I always make someone upset. I can't handle the stress and someone else will hopefully take over the lead of this project. Thank You and I'm sorry.
    Last edited by CryoKeen; 13-07-2018 at 07:35 PM.

  2. #2
    QPU-aligned Silencer's Avatar  
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    Re: Ragemap2018

    I swear if this crashes and burns again I won't be there to pick up the ashes. I think I'll throw something in. Judging from previous experience there should only be one person responsible for gluing everything together.

  3. #3
    Level Designer CryoKeen's Avatar
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    Re: Ragemap2018

    Cool Silencer, agree. What should the rules be? I think give something like, give the person 24 hours more or less (maybe 2 days but ask that no more than that? Keep their section under 10% clipnodes, custom content allowed?
    Last edited by CryoKeen; 09-07-2018 at 03:15 AM.

  4. #4
    Administrator AdamR's Avatar  
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    Re: Ragemap2018

    We need to look at why the original Ragemap and the 2012 following was so much more successful. They were very fun.

    I could contribute a slice if you like but it'd most likely be a boring "find the beans" part, or a ripoff of Turrican's style.
    Adam "Adambean" Reece
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  5. #5
    Level Designer CryoKeen's Avatar
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    Re: Ragemap2018

    I think that's a very good question AdamR! And anything you contribute would be fine. I have added you to the list for now, let me know if you want to be removed or what not this is just by the seat of my pants I really like making new and interesting things. (Lossy is helping save RedShift, Praise Lossy)

    I think the shorter time limit certainly helped. I think the premise of rescuing Chubby also helped a lot too.

    Ragemap3 had many less contributors, and I gave people way to much leeway with time and details and ammount of space. They made large areas, that while were fun, lacked the suddeness and on-going action of Ragemap1 and 2012.

    So a shorter time period may be required. Perhaps a few hours or a day at most. An additional day to fix bugs? We'll figure it out.

    I love the idea of custom content but perhaps we should keep it to a minimum. No more than 5 custom models per part or something? 10?

    As for Ragemap2016 it's still played a lot on certain servers even the bastardized version of Part2. I will note that Ragemap1 had a block penis, ragemap2012 upped the anty on the penis jokes, and 2016 then upped the anty with some racially charged content that I understand why it got removed. Sometimes ragemap is about pushing the edge but i think we've all learned where that edge is and we can safely all walk back from it lol.

    So, let's keep brainstorming!

  6. #6
    Registered User mr_redman's Avatar
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    Re: Ragemap2018

    I have never participated in such projects before, but I received an invitation from SV BOY and it interested me. I have many ideas.

  7. #7
    Administrator AdamR's Avatar  
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    Re: Ragemap2018

    Splendid

    Unrelated: Nice avatar, somehow it reminded me of Jumpman Lives.

    Adam "Adambean" Reece
    Sven Co-op team

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  8. #8
    Level Designer CryoKeen's Avatar
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    Re: Ragemap2018

    Puchi and mr_redman added to the list. Guess ill need to brain storm us up a spawn :o

  9. #9
    Super moderator Hezus's Avatar
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    Re: Ragemap2018

    Haven't participated in these for a long time so put me on the list.

    Maybe for this edition we should try to think up something new for the rules, so it's not just something random people can put together in a few hours. Maybe we can do something like Masterchef, where you get 1 special ingredient which everyone has to use. Maybe a func_pushable you need to bring along and use in all parts (like Portals companion cube). Or a certain NPC that has to play a vital role in each part (like Chubby). Or maybe all parts need to have vertical momentum.

  10. #10
    Level Designer CryoKeen's Avatar
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    Re: Ragemap2018

    I think you hit it on the nail Hezus. Something to unite the sections and keep them together. I think from the Original Ragemap the general idea was "continue the section you were given" if we did just have a push-able object you had to bring through that would unite us. I do love the idea of Rescuing chubby again, I think it was a really unifying concept. Maybe a Chubby in a Box Model? or maybe like a Chubby.mdl with Friendly and 11111111111111 health/Can't Injure it, and the players could drag him with grapple? There's some interesting ideas here! Added you to the list!

  11. #11
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    Re: Ragemap2018

    I would really like to join.
    Could someone tell/link me to how this actually works and what the general rules are?

  12. #12
    Super moderator Hezus's Avatar
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    Re: Ragemap2018

    @Keen: Glad you liked it!

    Do the other mappers have suggestions for the secret ingredient? I might also be some kind of mapping challenge, a bit like PlanetPhilip does it: https://www.runthinkshootlive.com He has made a bunch of really interesting contests with just a few basic starting rules. We could do something simular.

  13. #13
    Level Designer CryoKeen's Avatar
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    Re: Ragemap2018

    see top post
    Last edited by CryoKeen; 11-07-2018 at 06:30 PM.

  14. #14
    Registered User Joce's Avatar
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    Re: Ragemap2018

    Ragemap2020 sounds better. Wait another two years

  15. #15
    Registered User Aurora's Avatar
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    Re: Ragemap2018

    I'm in.
    Quote Originally Posted by RetroFish View Post
    Hey guys remember when maps/games were made because the creator wanted to make them, and not because of what people wanted to play?

    That was great.

  16. #16
    Level Designer CryoKeen's Avatar
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    Re: Ragemap2018

    Quote Originally Posted by Aurora View Post
    I'm in.
    Sounds great! Added you to the list.

    Additional Guidelines/Rules:
    - Please do not include more than 20mb worth of custom content, not including textures.
    - You should not be starting your section beforehand, but if you must or if you want to include prefabs/something from another build/map try not to include more than 20%.(you can include some prefab content from another map, like func_vehicle, a stationary gun, a small hallway or some such, but most of what you build should be ON THE FLY during your roughly 48-72 hours.

    to Clarify, the intent of this project is that one person starts, mainly me now, I make a spawn area within the next 2-4 days (im having a bit of doctors apointments atm 2 days in a row) and I post that spawn section
    Then the next mapper will take it, and allow their section to be molded for the func_pushable with liftable abilitys. Optionally the pushable could touch a trigger_once and transform into escorting an NPC to the next location. That sounds like great fun too and i encourage playing around with this "Deliver *THE OBJECT* concept.

    - Do not use more than 15% clip in your section, ideally less than 11%.

    ideas and suggestions welcome. i will be posting a spawn area within the next 4 days or so. I have some doctors appointments and such and we will be giving wiggle room for such obligations such as work and appointments.

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    Last edited by CryoKeen; 11-07-2018 at 06:38 PM.

  17. #17
    ¯\_(ツ)_/¯ sv boi's Avatar
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    Re: Ragemap2018

    hah , we got so many people!
    this is going to be fun
    Dont use this



  18. #18
    Super moderator Hezus's Avatar
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    Re: Ragemap2018

    Awesome!

    If you're done, make sure to explain how the FUNC_PUSHABLE mechanism in your map works. That way people can try to think up interesting new ways to use it. It would be cool if the pushable is a vital key for your part.

    @Keen: What's the object going to be? I thought the Chubby in a Box idea was quite nice. Maybe you have to push him all the way to set him free somewhere.
    Last edited by Hezus; 12-07-2018 at 10:07 AM.

  19. #19
    QPU-aligned Silencer's Avatar  
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    Re: Ragemap2018

    I will need to know whether the pushable can be lifted. I can deal with either case but I will have to know. I'd also prefer it to not be larger than 64³. 48³ would be ideal, and not too slippery.

    On another note I discourage the requirement for people to have to wait for their turn. There is no reason considering the linear nature of the map. I have a full time job atm and if my turn starts on monday morning it's going to be shit.

    Consequentially I'd also allow people to start work early and work more than three days. Capping the amount of work people can put in only comes as a disadvantage to the people who are going to play the map. We all know what we're doing, but you cannot rush quality.

  20. #20
    Registered User Aurora's Avatar
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    Re: Ragemap2018

    I would encourage you to reconsider the pushable idea as pushables are bound to get stuck or lost, especially if it is meant to traverse the entire map. It would make the map extremely frustrating to play if an overlooked obstacle turns up or clueless public server players shove it in random places.
    Quote Originally Posted by RetroFish View Post
    Hey guys remember when maps/games were made because the creator wanted to make them, and not because of what people wanted to play?

    That was great.

  21. #21
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    Re: Ragemap2018

    Quote Originally Posted by Aurora View Post
    pushables are bound to get stuck or lost
    A button that activates a vote to destroy the pushable and respawn it from the last checkpoint or something like that could fix this.
    I like the idea of having to transport "something" (not neccessarily a func_pushable in all sections), but as something that connects the sections and brings in some continuity/unity.

    About the time limits ... i kind of would like to have more time to bring everything to perfection, make textures, npcs, weapons, etc.
    But when being in a hurry, you get creative in another way and do things and get ideas you would never have thought of when having enough time.
    So idk.

  22. #22
    Level Designer CryoKeen's Avatar
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    Re: Ragemap2018

    Ok I just got home and im fucking EXHAUSTED from all the walking I did no time to quote replies but I have read them all while on the mainland on my phone.

    So more time - Yes - But - Let's be reasonable. I gave people more time with ragemap3 and as a result we ended up with 2 maps with lots of content, yet, somehow, people almost never play the map.

    Giving more time also strays farther and farther from the "Ragemap" concept, the original amount given was 1 hour, and somehow now 4 days isn't enough?

    That being said, I agree, but I also don't want to give people who join later more time. If i just said "hey yeah take as much time as you like" then the people at the end of the list would have weeks of time more than the days people at the begging had. How about a compromise. 7 days/1 week to work on finishing your section once you've gotten the map/it's been posted. However you can start working on your section now, but please do not complete more than 33% of it now. Is that reasonable? To be clear, anyone may start working on their section early if we all think that's mostly ok, but you don't work on the bulk of it until you've received the previous mappers section, and then you have 1 week to finish the other 67% of your section. Does that sound workable to everyone?

    As for the pushable matter, yes, I am also concerned about pushables, particularly if we let them be liftable, That being said, Pushables are a lot more stable than they used to be, and as RC has given the great idea, we could put check points throughout the map that will teleport the object there under a vote of some such. I don't know if you folks want it to be liftable or not, I'll leave that up to you folks, I could go either way.

    If you all, or most of you, agree to these new proposed rules, we will say I started Yesterday which is a Wednesday for me and I would rap up my spawn area by Tuesday/Weds of next week. Sound good?

    As I'm exhausted and really don't want to map right now and have more work tomorrow I will not be editing the main post, I will check this thread again tomorrow and hopefully there will be some helpful replies. Good day

  23. #23
    trigger_delay & func_lazy TrEmPlEr's Avatar  
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    Re: Ragemap2018

    Well, not sure about the rules, people like me with less time to map a day will have issues to do cool content.
    If we say 48 hours of in Hammer time i´m fine with that because I have like 2 hours max a day, to work on such stuff.

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  24. #24
    QPU-aligned Silencer's Avatar  
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    Re: Ragemap2018

    Just bargain with people as needed. Then you won't need to conceive an impeccable fortress of rules which is just menacing really.

  25. #25
    Administrator JPolito's Avatar  
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    Re: Ragemap2018

    Ragemap 2012 had a one hour mapping limit, then as much time as you needed to fix bugs and polish things. It worked out fairly well.

    Original 2012 thread (contains the rules we used, which you could just copy over to this project):
    https://forums.svencoop.com/showthre...4-Ragemap-2012

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