Advanced Brushwork Mini-Compos Created 18 years ago2006-07-06 16:53:13 UTC by rowleybob rowleybob

Created 18 years ago2006-07-06 16:53:13 UTC by rowleybob rowleybob

Posted 18 years ago2006-07-06 16:53:13 UTC Post #188942
It seems many of us--Elon, Muzzie, VOX, srry, and others have a penchant for props, prefabs, or just fancy brushwork in general.

So, for all the plebians--like me--who don't map for source, how about let's have some mini compos focused on complicated/fancy brushwork?

Ideas here for who's interested. Best Idea is the first compo, and that person judges--some mods too, if they want to participate.

I'm envisioning the term for these contests to be relatively short--like 2 or 3 days--, but whatever you guys think.
Posted 18 years ago2006-07-06 17:03:16 UTC Post #188943
How about we see who can make the best toilet? Everybody loves toilets!
Posted 18 years ago2006-07-06 17:04:33 UTC Post #188944
Inner Workings

Either make a huge machine, or shrink the player so that they can fit inside a smaller machine. The competition is to make the inner workings of some sort of machine. Whether it be from something as simple as a clock, to a great nuclear reactor.

Vote for this idea!
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-07-06 17:08:20 UTC Post #188945
... best toilet?
lol sure why not. See what everyone else thinks. Besides, I just made one in an updated version of this. :)

Huntee: Machines = cool ;)
Posted 18 years ago2006-07-06 17:08:47 UTC Post #188946
Good idea.

That should keep us busy during the source compo.

How about base map minicompo. Just a boring little room. Up to us mappers to change this into a complicated/fancy brushwork map.
Posted 18 years ago2006-07-06 17:09:18 UTC Post #188948
Inner Workings

Either make a huge machine, or shrink the player so that they can fit inside a smaller machine. The competition is to make the inner workings of some sort of machine. Whether it be from something as simple as a clock, to a great nuclear reactor.

Vote for this idea!
I don't know, that sounds like a bit more than just brushwork.
Posted 18 years ago2006-07-06 17:11:21 UTC Post #188949
I'm happy with whatever we decide to do, as long as we all agree on a relatively short term. Less pressure that way imo, because if you budget your time for a couple days, realistically, there is a limit to what you can do.
Posted 18 years ago2006-07-06 17:15:25 UTC Post #188950
I like the idea of having a little (one room) basic, boring room and turning it into a 10000 wpoly brush-topia.
Posted 18 years ago2006-07-06 17:16:55 UTC Post #188952
Ummmmm wpolys :)

HIGHEST WPOLY MAP FTW! ^_^
Posted 18 years ago2006-07-06 17:17:27 UTC Post #188953
Crap. Now i think of it, im going away this weekend. I won't be back until tuesday. Oh well.
Posted 18 years ago2006-07-06 17:25:53 UTC Post #188954
2 HOUR COMPO FTI!
Posted 18 years ago2006-07-06 17:44:37 UTC Post #188958
5 minutes compo ftw... now that id like to see! ive tried similar with a m8 - we call it 'speed mapping' (original huh?) and basically we set each other challenges to map... I had 10 minutes to make a fair-ground ride... and I passed! ;) In some ways, the shorter the time avliable the more fun...

....however, obviously 99% of TWHLs members aren't around at any one time, so for somthing very short, it would have to be pre-organised in advance, via a forum post or IRC.

[/rant]

...ive just realised how much I use, or overuse the "..." really, watch me over the next few weeks... ;)
Posted 18 years ago2006-07-06 17:45:08 UTC Post #188959
FTI? Is that something new?
Posted 18 years ago2006-07-06 17:47:33 UTC Post #188960
FOR THE INTERNET!

Or also interwebs, internets...

30 SECOND COMPO FTI!!1
Posted 18 years ago2006-07-06 18:06:44 UTC Post #188965
Starting... Now!
Posted 18 years ago2006-07-06 18:17:05 UTC Post #188973
How about mapping large objects on a small scale? Like creating buildings as if you were modelling one for a RTS game... complete with streets and 1-unit thick streetlights...

If you set a scale beforehand, you could combine the contest entries into TWHL city. ;)
Posted 18 years ago2006-07-06 18:23:02 UTC Post #188979
That would be really cool/easy/fun, and WorldCraft Dude would love it too!

I like this idea best so far 'cause it's so different.
Posted 18 years ago2006-07-06 18:38:06 UTC Post #188986
I've done it a few times. Made a small city-map, intended for a compo, with some military vehicle models I was going to animate to set up some scripted sequences. Never got past creating the map and a few models though - the deadline was over by then. :)
Posted 18 years ago2006-07-06 18:42:03 UTC Post #188988
It would be cool to use one of these "model" towns as scenery perhaps, like looking out a window at a town far away.

I was going to map a Starbase from Startrek, and put minature starships out the windows :)

Any more ideas, bitches?
Posted 18 years ago2006-07-06 19:00:26 UTC Post #188989
SO we have

Make a bland room beautiful:
Take a room (or more) and make them reaaaaaaly cool looking, like hl2 ish.

or

Model a mini-town/village:
You have a 512x512 limit to make a mini city or town. The squares are so you can join them together easy. Or if not you can just make a really large scale (but little buildings) map of a city.

I like both of them.
Posted 18 years ago2006-07-06 19:08:59 UTC Post #188990
Yeah, we could do one after the other, even the toilet one too :)

Timeframe?

I suggest 2 days, and maybe one of the smarter of us could make a link to a countdown clock--i'll host the page if u want. This way, we won't be easily confused about the timeleft accross our various timezones--or at least I won't :)

edit we should probably wait on the one muzzie suggested, since he can't participate on this one. So I guess that leaves Captain P's unless somebody else has a better one.
Posted 18 years ago2006-07-06 21:43:53 UTC Post #189003
great! type up the rules and we;ll get right on it :D
Posted 18 years ago2006-07-06 22:09:00 UTC Post #189006
Faster! I'm getting giddy!
Posted 18 years ago2006-07-06 22:58:09 UTC Post #189009
I love the idea of making a mini city :)
Posted 18 years ago2006-07-06 23:11:00 UTC Post #189010
Yeah me too. I have an excellent idea too :D
Posted 18 years ago2006-07-06 23:15:08 UTC Post #189013
Nice idea, but I have more important things to do!
Posted 18 years ago2006-07-06 23:58:00 UTC Post #189017
SO WHEN IS IT GOING TO START?!?!?! AAAAAHHHHH!!! :nuts:
Posted 18 years ago2006-07-07 01:32:14 UTC Post #189024
I'm for the high poly map. screw limits for a short while and go nuts all over the grid.

My vote is the high poly compo!!!
Rimrook RimrookSince 2003
Posted 18 years ago2006-07-07 02:00:02 UTC Post #189028
I don't think that would matter anyway, in a compo like this.
Posted 18 years ago2006-07-07 02:14:12 UTC Post #189032
I think you should set a maximum radius for this city. Something like 512 units. Can we use spirit? This way this city can be a 3D skybox!
Posted 18 years ago2006-07-07 02:24:12 UTC Post #189035
Hold up there, Jimmi! Let's not get ahead of ourselves, now! You might start to make something, then realize it's not in compliance with the rules, whatever they are...

And also, I would vote against using Spirit, it would possibly give people that use it an unfair advantage. Besides, why bother using a 3D skybox, when you could just build that stuff on a normal scale? It's not like anybody said there's a polygon limit!
Posted 18 years ago2006-07-07 03:58:29 UTC Post #189046
Yeah, high poly city... ;)

I could make a count-down page, just give me a yell. Also, I think it's good to decide a scale so the maps can be combined in the end. Might give a nice result.
Posted 18 years ago2006-07-07 04:16:34 UTC Post #189048
I really don't like the preset scale/connectivity thing at all. What if you wanted to have different terrain heights, or a different theme than another person? I personally think it's just too restrictive.

I'd be fine with having only a certain amount of space (like 512x512 block) to build in, though.
Posted 18 years ago2006-07-07 05:34:22 UTC Post #189051
But me no wants a big map of various pieces! Me wants my own big awesome map!
Posted 18 years ago2006-07-07 05:44:02 UTC Post #189053
What if it was just an option, so those that don't want to comply don't have to? I hardly see how it would matter any if you did that.
Posted 18 years ago2006-07-07 07:32:14 UTC Post #189061
It wont give the ones who use spirit any advantage over anybody! Everybody can use it if they like. The point of not allowing costum content is so the people that can't create their own costum content can have the same chance of winning.

The main problem with you guys is that you think that spirit has everything and that someone that has spirit can do awsome stuff with no problem at all so there is no point in mapping for it. You think that without spirit you can't do anything close to the things done with spirit.

Well let me tell you something: SPIRIT DOESN'T HAVE EVERYTHING!! It has some features that can help you abit but it's still chalanging to make awsome things and great entitywork with it!
Spirit doesn't have env_great3Dskybox/env_shootmissle/env_awsomeeffect/func_5starsmap! :x
Posted 18 years ago2006-07-07 09:52:13 UTC Post #189100
My vote is for no spirit. Having custom textures or models is one thing, but spirit is another freaking game.

I only suggested the 512x512 thing if we were connecting them together, if not, there shouldn't be a limit.
Posted 18 years ago2006-07-07 11:42:09 UTC Post #189109
I think Spirit isn't really usefull here either. If it's all about the brushwork detail, then entity work isn't going to be very necessary anyway.
Posted 18 years ago2006-07-07 13:08:31 UTC Post #189122
Yes but I wanted to make a small city tactical map and that you can bomb areas in the 3D skybox...

Spirit isn't another game! It only has a few extra features thats all!
Posted 18 years ago2006-07-07 13:33:42 UTC Post #189126
ITS A FRIGGIN SLIGHT ENGINE MODIFICATION AND A NEW FRIGGIN SLIGHTLY MODIFIED FGD! ITS LESS MODDED THAN CSTRIKE!
:/

Kid, Spirit isn't a new game. It isn't even a mod. Its a tool-kit. With more features then CS, so that statement of yours is bull.

What? Don't believe me? Download its source and see how modded that is. :/
I still vote for the uber high poly room type of map cuz to me this sounds like it won't take to much time to actually map it.
No uber detailed small city map. Its gonna take a whole lot more time to map that.

Oh and: I can do some very basic modelling in Max. Animating included. But the way the texturing works in Max is crap, just like it is in Milkshape. But i can tell you this, Max wins when it comes to texturing.
Why the heck im i telling you this? Just showing off, i geuss.

Oh FTW of it.
Posted 18 years ago2006-07-07 14:12:35 UTC Post #189131
Muzz, what do you mean with the texturing in max? I hope your not using any of the stock textures?
Posted 18 years ago2006-07-07 14:28:37 UTC Post #189136
I think the "model city" idea wins for the first compo. I like the "High poly map" idea as well, so maybe we can do that for the next one :)

Captain P: Your compo, your rules. Your decision if you want spirt, cutom content, or whatever included. You'll be judging since it's your idea, unless you can find a mod to do that so you can participate yourself.

I recommend a short time limit like 2-3 days, but really, it's your decision. We seem to have lots of interest too, so probably the faster we get started, the better.

If you need help with creating the base map for this, let me know. I thought about having a base map with "roads" on it, so when we link them together, they would match up. Just an idea.
I could make a count-down page, just give me a yell.
Mr. P, the word is given :)
Posted 18 years ago2006-07-07 14:29:42 UTC Post #189138
High poly city FTWI! :glad:
Daubster DaubsterVault Dweller
Posted 18 years ago2006-07-07 14:31:56 UTC Post #189139
Daubages, are you in too!?
Posted 18 years ago2006-07-07 14:35:25 UTC Post #189140
Muzz, what do you mean with the texturing in max? I hope your not using any of the stock textures?
No. Its still is pain. When i finally got my texture applied on my model correctly, its looks horribly off in HLMV and HL. :/ No errors in log. Bitmap is 8 bit.
I think the "model city" idea wins for the first compo. I like the "High poly map" idea as well, so maybe we can do that for the next one
:/

Uhh, i came with the first idea. Soo...i think the High Poly Map should be the first mini compo, then the model city second.

Also, you call this "model city". Does this mean actually MODEL a city? With models? Or just brushes without or with models?
Posted 18 years ago2006-07-07 14:39:01 UTC Post #189143
I meant brushes. "Model" meaning a "Mock-up or scaled-down city.

I see your point muzz, but it seems more people want the minature city. I thought you were going out of town this weekend too?!

<rowleybob counts votes>
Posted 18 years ago2006-07-07 14:43:28 UTC Post #189147
Vote count:

high poly room
Muzza
VOX(he seemed to vote for both :) )
Rimrook

Miniature city
Capatin P
rowleybob
srry
noob#2
VOX(he seemed to vote for both :) )
Jimmi
Daubages

Did I miss anyone?
Posted 18 years ago2006-07-07 14:45:16 UTC Post #189148
I thought you were going out of town this weekend too?!
True.

You win, CP.
Posted 18 years ago2006-07-07 14:57:17 UTC Post #189153
Jimmi
Or not.
Posted 18 years ago2006-07-07 15:00:00 UTC Post #189154
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