Summer mapmaking collaboration project

Discuss and unveil current Marathon projects.
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goran
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Treellama wrote:If they employed RyokoTK for six months, they'd have 100 very detailed levels. How much could that possibly cost?
Like 100 billions.

1. research and develop a time machine
2. send Ryoko back in time 50 times
3. paying Ryoko's salary
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gmanyo
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Goran wrote:Like 100 billions.

1. research and develop a time machine
2. send Ryoko back in time 50 times
3. paying Ryoko's salary
Then ride a dinosaur.
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goran
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MoppyPuppy wrote:I'm just glad Bungie is getting smarter with its planning and time management. It allows for great games despite ridiculous deadlines.
What exactly determines their deadlines anyway?
The game engine has a window of time where it's considered modern. It's important to release the game within this time window, otherwise more advanced games will overshadow its release.

Depending on how much money the company has in the bank, and depending on the loan contracts, there's only so much time they can afford to spend before they need a new income source.

Profit is income from selling the game minus development cost. A company would estimate how much a game would sell, and how much the development could cost before the deal becomes unattractive.
Last edited by goran on May 27th '10, 17:58, edited 1 time in total.
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treellama
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This is how the release date for Syndicate was determined.
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goran
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Treellama wrote:This is how the release date for Syndicate was determined.
No, I'm not a professional game developer, but if I were, I'd follow those guidelines.
They are not based on thin air, but on my experience with several industrial companies here
in Sweden. The line of business is different, but I do think the same principles apply.

The release date for syndicate is determined by the start of my master thesis.
The project is not based on money. I don't pay the project members. We won't get
any income from it. Deadlines for us are based on available time. Also, there are
a couple of us who want to leave marathon behind after syndicate. The earlier
we finish, the better.
Last edited by goran on May 27th '10, 17:18, edited 1 time in total.
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Drictelt
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Goran wrote:No, I'm not a professional game developer, but if I were, I'd follow those guidelines.
They are not based on thin air, but on my experience with several industrial companies here
in Sweden. The line of business is different, but I do think the same principles apply.

The release date for syndicate is determined by the start of my master thesis.
The project is not based on money. I don't pay the project members. We won't get
any income from it. Deadlines for us are based on available time. Also, there are
a couple of us who want to leave marathon behind after syndicate. The earlier
we finish, the better.
I suspect Treellama was joking
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MoppyPuppy
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irons wrote:Send a phone for a quicker response.
Oh snap!
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irons
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I'm just kidding around, Moppy; You know I love you to death.
underworld : simple fun netmaps // prahblum peack : simple rejected netmaps
azure dreams : simple horrible netmaps // v6.0!!!: thomas mann's greatest hits : simple simple netmaps
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treellama
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gmanyo wrote:I really hate it how the map I am making sucks so much ass compared to the ones posted here.
This should make you feel better:

[attachment=3825:project_x.jpg]
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zero
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I am going to finish my map "Citadel Enfillion", which I hope you will enjoy, and make one other "surprise map"
"Escape will make me God"
Kurinn
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Mostly done with two levels, just tweaking now...

[attachment=3835:Screen_s...31.59_PM.jpg]
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thermoplyae
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this is the first screenshot i've seen (admittedly a small pool) where bloom looks very impressive. if only i weren't so poor!
dude, seriously. dude.
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CryoS
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Kurinn wrote:Mostly done with two levels, just tweaking now...
IMAGE
looking good there kurinn, log on to aim i wanna talk with you.
What are you, if not seven different shades of stupid?
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Wrkncacnter
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CryoS wrote:log on to aim i wanna talk with you.
He blocked you for a reason.
Kurinn
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W wrote:He blocked you for a reason.
Yes, that last comment about mayonnaise and using a ham sandwich for unnatural acts was just way over the line.

No. I'm just lazy. MPDX is on hiatus again. If you want to get me to do anything about it, post in the MPDX thread.
It would be nice to see other people come up with stuff or show interest, but otherwise it just isn't worth it right now with other stuff on my plate.
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MoppyPuppy
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MoppyPuppy wrote:I...
...am going to contribute to this project.
Because I wrote this, I feel I should post due to the fact that I will not be contributing.
I can't make big maps.
Multiple objectives, 1024 polygons, tons of architecture, and even more enemies.

Duration required to beat level: 3 minutes.

I don't know how to give a map longevity.

I redact my post, I will not be contributing to this project.
Kurinn
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MoppyPuppy wrote:Because I wrote this, I feel I should post due to the fact that I will not be contributing.
I can't make big maps.
Multiple objectives, 1024 polygons, tons of architecture, and even more enemies.

Duration required to beat level: 3 minutes.

I don't know how to give a map longevity.

I redact my post, I will not be contributing to this project.
Don't give up so soon. I've had the same problem in the past, but if you look at it carefully enough it can come together.

Can you upload what you've got so far so I can try it? One of the reasons why it moves so quick is usually because you already know the map inside and out, and you know how it should flow.

Anyway, the deadline isn't for a while, so keep trying. You are very opinionated, so I think you should be able to produce something that is unique.
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CryoS
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Kurinn wrote:Yes, that last comment about mayonnaise and using a ham sandwich for unnatural acts was just way over the line.

No. I'm just lazy. MPDX is on hiatus again. If you want to get me to do anything about it, post in the MPDX thread.
It would be nice to see other people come up with stuff or show interest, but otherwise it just isn't worth it right now with other stuff on my plate.
its not about that really, just wanna chat
What are you, if not seven different shades of stupid?
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Dugit
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I'm making a map to contribute, but I doubt the finished product will be anything as well made as the other entrants'. But never mind.

Ryoko, do you mind if I used the actual Paradise Lost patch with my map (which I'm calling "Hekate's Fiddle")?
Polyplicity my second (less sucky) net pack. Go on. Download it. You know you don't want to.
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RyokoTK
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Dugit wrote:Ryoko, do you mind if I used the actual Paradise Lost patch with my map (which I'm calling "Hekate's Fiddle")?
Well I wasn't until you told me the name of the map, so go for it.
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Skullcleaver
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Yes I am already working on map, and will submit it. It is not AT ALL like testing.
I LIKE PIE
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Dugit
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To texture with a shapes patch, do you have to merge it first, or do you select it in Environment, and then merge it? Or both?
Polyplicity my second (less sucky) net pack. Go on. Download it. You know you don't want to.
Marathon Aeon- My scenario in the works ~on Simplici7y

riveting six-vertice amnesty ratifications
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Dugit wrote:To texture with a shapes patch, do you have to merge it first, or do you select it in Environment, and then merge it? Or both?
I'm pretty sure that you only need to merge with the shapes patch after you're finished texturing the map, while you texture you only need to select the shapes file in environment.
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RyokoTK
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Dugit wrote:To texture with a shapes patch, do you have to merge it first, or do you select it in Environment, and then merge it? Or both?
If you downloaded the Paradife Loft shapes file, it should have come with an already-merged .shpA (as opposed to .ShPa) file for you to use for texturing.

Once you're ready to submit it, though, you need to include the patch file.
Last edited by RyokoTK on Jun 14th '10, 22:31, edited 1 time in total.
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Wrkncacnter
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MoppyPuppy wrote:Because I wrote this, I feel I should post due to the fact that I will not be contributing.
I can't make big maps.
So, don't make a map. You said you'd contribute, so do something else.
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