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Supa

Joined: 26 Oct 2004 Posts: 122
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Posted: Thu Dec 04, 2008 4:21 pm Post subject: |
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Personally I'd prefer a timelimit of a week over a month, to be honest I think waiting a month to see what everyone comes up with might make the event feel somewhat stagnant after awhile. Furthermore a timelimit of a week could help induce that special 'argh I only have x days left!' kind of stress which would only help make things more intense. :)
You said we could use any codebase we wished to - so could you confirm that we could take any mod we have worked on (or are working on..) and modify it for the purposes of a speedmod, and we wouldn't recieve any negative marks for doing so? If so I think it might negate a bit of the pressure from a reduced timelimit for those who just want to get a speedmod in, while leaving those who want to start from scratch the challenge of a limited timelimit.
It'd be nice to see this become a regular event, certainly. :) |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Thu Dec 04, 2008 4:56 pm Post subject: |
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omg u need to keep having these speed modding events! im not good enough with qc atm, but im going to be getting there so! im looking forward to more events , Oh yea i also think 1 month is a little long. although 1 weeks is too short for anything with some form of quality maybe 2 weeks? _________________ QuakeDB - Quake ModDB Group |
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CocoT

Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum
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Posted: Fri Dec 05, 2008 12:34 am Post subject: |
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It's a great idea to be starting this, Scar
If speedmodding events could become as regular as speedmapping events, it'd be totally awesome. The idea to devote one single thread to all events, like what peeps at Func do is also very good
Personally, I'm all for the 1 month limit, in part because I fear that making it shorter will mean less releases or, more precisely, no release at all. On my end, I can picture myself arranging my schedule to mod a little something within a month, but if I know I only have one week or two weeks and I feel a little pressured by demands of my real life, I will probably just give up the idea of participating from the start. Just my two cents, of course...
Having 12 speedmodding packs each year (however large the number of participants) would already be quite an achievement.
I also love the theme. Broad enough to enable people who don't want to go into crazy changes to code a little something (I'd probably be one of these people) but also enabling those who want to do more to let their imagination run wild. If this thread could also become a place to have discussions on possible future theme, that'd be great! I love the new way the forums is using those stickies! _________________ http://www.planetcocot.net/ |
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scar3crow Inside3D Staff

Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV
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Posted: Fri Dec 05, 2008 2:33 am Post subject: |
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The problem is, that kind of stress isn't exactly conducive to those of us working longer hours with familial obligations. The pressure can be nice, but for some people on such a timeline, that pressure exists immediately, by virtue of the timeline.
You can use a mod that is open sourced or yours as a base if you wish, but please document that fact clearly.
Part of the monthly timeline is to reduce the rush for new themes as well, and keep the perfectionists (along with those who are rather busy beyond Quake) from feeling excluded.
I suggest Supa and CocoT have a cage match to settle this. Whoever builds the best cage in a month wins!
I completely ripped off func because the speedmapping event does seem to really be helping that group. Discussion of potential themes is certainly welcome! _________________ ...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness. |
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CocoT

Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum
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Posted: Fri Dec 05, 2008 2:57 am Post subject: |
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Quote: | Whoever builds the best cage in a month wins! |
 _________________ http://www.planetcocot.net/ |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Fri Dec 05, 2008 6:49 am Post subject: |
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ahh i agree sorry for my stupid comment earlier. but i have a question, can you give rewards? because on a modeling board i used to post on people would get voted the best and have it annoced they won and they'd get some special kinda icon or something they could put in their sig. i think that would be cool.  _________________ QuakeDB - Quake ModDB Group |
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CocoT

Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum
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Posted: Fri Dec 05, 2008 2:08 pm Post subject: |
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I'd personally be fine with goofy rewards (so as not to hurt anybody's feelings)
Best use of a carrot in Quake?
Best QC secret feature?
Best readme.txt ever?
 _________________ http://www.planetcocot.net/ |
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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Fri Dec 05, 2008 3:00 pm Post subject: |
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Hmm, I think a monrth is way too long for a speedmod. How exactly is it a speedmod if it takes a month?
24 hours to a week is the best period for such a thing. The shortest periods have proven most successful in the past. Over such a long time I'll likely just forget about it entirely. _________________ Apathy Now! |
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ceriux

Joined: 06 Sep 2008 Posts: 969 Location: Florida, USA
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Posted: Fri Dec 05, 2008 3:17 pm Post subject: |
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yea, but most mods, atleast those from modb actually take time to make, and those are the mods that actually get things looking and playing right. you need time to decide what your going to do, time to make it (plus any content you'd like to put in.) then time to present it.
i think anything a month and under is good. (if its too long you could also just wait till you have a week left lol)
oh also, will engine mods be counted? _________________ QuakeDB - Quake ModDB Group |
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scar3crow Inside3D Staff

Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV
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Posted: Fri Dec 05, 2008 5:06 pm Post subject: |
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Engine mods in what sense? Its fine to require a specific engine if you're using a function of it... But there needs to be some QuakeC involved, theres a reason this is a sticky in the QuakeC Programming forum =)
Quote: | How exactly is it a speedmod if it takes a month? |
Seems to me most mods take far more than a month, and I know a month is a while, but I erred towards that because of the numerous people in the community now with full time jobs and families. Honestly if my job didn't involve playing games, I'd probably never... actually play games these days. Let alone have the time to invest into any creative activity with them.
24 hours is vastly too short of a time, few people will even know of it before it is over, and those who do are most likely not going to have a chance in that 24 hours. Perhaps a compromise on 2 weeks? CocoT, what do you think of 2 weeks? _________________ ...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness. |
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CocoT

Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum
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Posted: Fri Dec 05, 2008 7:20 pm Post subject: |
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Sure, I mean, it's obviously not only up to me
I think Mauve has a point when he says that, in the past, we've managed to pull out good speedmod sessions that went on for only a day or two. However - and that might be my slightly pessimistic side creeping up, here - I'm just afraid that, if we try that again today, chances are that there would be hardly anyone participating in it, if only because a bunch of people check these forums only weekly or so. Now, when you think about Func, some recent speedmapping sessions have had only 1 or 2 participants, and that's okay, too.
Two weeks could work fine. I just think it'd be nice to let the ball roll, you know, make them take place one after the other, Func-style. We have to make sure we'll be able to come up with ideas/themes in such a regular ideas. _________________ http://www.planetcocot.net/ |
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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Fri Dec 05, 2008 9:07 pm Post subject: |
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I'd say make it a week, but announce a week or two ahead of time. That way people will have time to check the forums and know it's coming up, but the period of the speedmod itself isn't too long. _________________ Apathy Now! |
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scar3crow Inside3D Staff

Joined: 18 Jan 2005 Posts: 837 Location: Las Vegas, NV
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Posted: Mon Dec 08, 2008 1:04 am Post subject: |
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How about this:
Announce it a week ahead of time, during which time you can theorize on all sorts of things, but no content creation, including code, should be done for it. We can use the honor system for this. A week after the theme announcement, you have two weeks to get your submission in.
Or should it be a week announcement and then a week devtime? _________________ ...and all around me was the chaos of battle and the reek of running blood.... and for the first time in my life I knew true happiness. |
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CocoT

Joined: 14 Dec 2004 Posts: 599 Location: Belly-Gum
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Posted: Mon Dec 08, 2008 1:06 am Post subject: |
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One week before and two weeks after sounds good to me  _________________ http://www.planetcocot.net/ |
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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Mon Dec 08, 2008 2:19 am Post subject: |
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Personally I think a week devtime is the max. Anything more than that is a turtlemod, not a speedmod, and that's an entirely different kettle of fish. _________________ Apathy Now! |
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