It is growing in anticipation…every day moving one step closer to QuakeCon 2001. I’ve had the chance to chat it up with Evil John and Tapper, seems they are pimpin’ Urban Terror too! That is what we like to hear. This was posted a few days ago by Paul Jaquays in his .plan:
SEMINAR: TRASH MY MAP
One of the seminars I’m hosting at QuakeCon is going to be an off the cuff, shoot from the hip, no-holds barred (leave your sensitive egos at home), on the spot map review of maps made be convention attendees. It takes place Saturday August 10th at 10:30 AM in the seminar ballrooms.
I’ve twisted the arms of a couple Q3A engine level designers from other companies who are going to be at the show and convinced them to sit in on this with me (and I expect to hear from a couple more after this). We’ve got barely and hour and we’ll run through (not play) as many maps as we can in that time frame (no more than 5 to 10 minutes per map). One of us will drive and we’ll run through the map on the big screen making comments, criticisms and hopefully useful suggestions for fixing up maps in production.
This is something I am looking forward too! Hopefully, Paul and crew will have enough time to move into the realism genre and take a few shots at an Urban Terror map. I can think of one or two, I’d be curious to hear their “professional” opinion.
I have added a new piece of information to The 6th Floor. It was compiled by Tub, with help from some of the level designers and coders from Silicon Ice Development. The file is called, beta2_mappers_info.txt This file is not really a tutorial, but some basic information pertaining to mapping for Urban Terror Beta 2. The contents: spawn information, locations, game types, surface types, rotating doors, misaligned textures, breakable surfaces, ladders and rain & snow. This used in conjunction with the tutorials from NRGizeR should give most mappers a foundation on which they can build a successful map. Check it out!