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 ago2006-07-14 21:28:11 UTC Post #190129
ooh, yes, i would be greately interested :biggrin: !!
It would be the 1st compo i've partisipated in :nuts:
Will this contest's results be posted here?
Posted 18 years ago2006-07-15 02:08:08 UTC Post #190141
Oh, please, just make another thread. This isn't official so we can have as many minicompos as we like at the same time.
If this will turn into a Hl2 compo the Hl1 mappers will have nothing to do again.
Posted 18 years ago2006-07-15 02:08:59 UTC Post #190142
yea, that was the whole point of this.. while the source competition is going on. We need to entertain ourselves :)
Posted 18 years ago2006-07-15 02:15:56 UTC Post #190143
Well then we WILL make a thread in the Source forum!... wont we guys ( : :nuts: ) I have no experience whatsoever in hosting a forum of that caliber, so i guess sum1 else will do it :D .

But back to the matter at hand:
I (we?) never meant to hijack the thread from you HL1 mappers at all; the idea this thread is based on is ingenious, and i feel that it should be reproduced for Source!

/2 cents
Posted 18 years ago2006-07-15 02:22:42 UTC Post #190144
Its more fun in hl1
Posted 18 years ago2006-07-15 05:26:56 UTC Post #190153
I've received 3 entries so far, from Worldcraft dude, n00b #2 and rowleybob. I must say, they're all very nice. No map is very similar, everyone has things that stand out.

It's going to be interesting to judge this one. :)

// As for a next compo, feel free to post idea's. I was thinking of a 'hide your easter egg as sneaky as possible' a.k.a. a secrets map (including bling sounds and secret counter? :)) - but since that's more design-oriented instead of advanced brushwork oriented, I think we'll see better idea's pop up soon.
Go ahead brainstorming, I'll post the compo results within a few days. :)
Posted 18 years ago2006-07-15 05:40:40 UTC Post #190154
W00t we all get a "medal" :P

Seriously, this was lots of fun, but was far more time-consuming than I envisioned a "mini" should be.

Whatever we decide to do, I think it should be simpler and with more restrictions, to make a shorter term--say 3-4 days--feasible.

A simpler, more manageable mini compo will be better too imo, because it will divest less of our scant, summer free time :)

Thanks Captain P for the fun Idea, and providing the sweet countdown timer! ^_^

edit: P.S. Elon and srry, you bitches suck for not entering your work :(
Posted 18 years ago2006-07-15 08:39:33 UTC Post #190168
Sorry rowleybob. I'm too busy mapping for dark truths... and I'm really important for the succsess of the mod, it has very few mappers.
Posted 18 years ago2006-07-15 09:41:05 UTC Post #190174
New idea!:
The Corridor: Map a hallway of some sort, and make it as detailed as possible using advanced brushwork techniques. The hallway can be any size or shape, but the entire map is confined to that hallway. You can have doors, but they can't go anywhere. Points won't be taken off for the hallway abruptly ending at both ends.
Posted 18 years ago2006-07-15 10:08:23 UTC Post #190176
That sounds really good and that won't require so much time as...
the mini city did.
Posted 18 years ago2006-07-15 10:57:40 UTC Post #190182
I might take part in this too if I get the time
Posted 18 years ago2006-07-15 11:18:02 UTC Post #190184
HEY! I have returned.

My turn.

I still vote for the uber detailed room.
Posted 18 years ago2006-07-15 11:55:06 UTC Post #190193
Err... you mean like the compotition they had on snarkpit? I want something new. Hence I don't like the detailed room/corridor. Unless if the corridor/room's outlay is already made. I can make the base map, this time it will be a really basic one, and I mean it. This way you'll have lots of freedom with it.
Posted 18 years ago2006-07-15 11:58:58 UTC Post #190194
SP's was make any one area. this is just make a hallway really detailed
Posted 18 years ago2006-07-15 15:56:48 UTC Post #190215
Oh well, i figured, what the hell. I don't care anymore. :)
Posted 18 years ago2006-07-15 20:34:16 UTC Post #190243
I Dun care either, but we should get something started soon.

My random Idea is to simply brush a vehicle. It could be anything, from real life, to sci-fi...whatever. Only restriction would be in terms of size, say 700 cubic units.
'm too busy mapping for dark truths...
yeah, that's definitely more important than our little compo... Good Luck with the mod :)
Posted 18 years ago2006-07-15 22:44:25 UTC Post #190260
I'm for corridor or vehicle. or we can do a compo where you can do either one, and judged altogether on creativity and brushwork.

edit: oh yeah and we need to post the results from the last one.
Posted 18 years ago2006-07-15 22:48:56 UTC Post #190262
Free-form FTI! :)

Or we could do the exact opposite, like everyone has to map a C-130 Hercules :P
Posted 18 years ago2006-07-15 23:01:57 UTC Post #190263
[quoteedit: oh yeah and we need to post the results from the last one.[/quote]
Yes, let us know who won out of the whopping 3 entries.
Posted 18 years ago2006-07-15 23:14:55 UTC Post #190264
seriously.. 3 entries and 35 megs in total :(
Posted 18 years ago2006-07-15 23:18:31 UTC Post #190265
We all win, HOORAY :) WE'RE ALL WINNERS FTW! YAY!!!!

Hopefully, we'll have a bigger turnout on #2. Any ideas WCD or N00by?
?
Posted 18 years ago2006-07-15 23:30:00 UTC Post #190266
Create a Goldsource(HL1 engine) map that looks(and feels) as close to Source as possible, including things like bloom, reflections, and other various Source effects. the use of Source materials would, of course, be allowed.
If for some reason this ends up being our next choice I probably won't even be in it. I just like the idea.
Posted 18 years ago2006-07-15 23:43:43 UTC Post #190269
Sounds uber-time consuming and far outside the scope of a mini compo.

Maybe if we just focused on volumetric light, or anothe source effect, that would be more manageable as a "mini".

A while ago, I thought of doing "team" compos, but that would probably take to long for a mini compo too.

Maybe we could do a "mini twhl mix" where we all work on a small part of a modular map, and them "spice" them together :
Posted 18 years ago2006-07-16 00:11:04 UTC Post #190277
I have a good one!
I'm not sure if this might have been posted in the 1st couple of pages, but i think it's definitely worth the recognition:

Make the inner-workings of any machine and allow the player to explore it.
Whether it be a clock, or a mack truck (model the engine :P ) or some other thing with detailed innards. THAT would be advanced brushwork...

My only concern on this 1 is the time needed, but I'm sure you could sacrafice just a bit of detail to fit it in a weekend

/idea
Posted 18 years ago2006-07-16 00:14:55 UTC Post #190278
Yep, that was Hunter's idea.

Certainly another good one, and if we limited the size, It should be manageable for a weekend.
Posted 18 years ago2006-07-16 00:36:10 UTC Post #190283
Team compo ftw!

I choose rowley :)
Posted 18 years ago2006-07-16 00:43:49 UTC Post #190287
i want corridor or revamp-a-room. we should do the room one, we said we would anyway.
Posted 18 years ago2006-07-16 00:57:18 UTC Post #190289
I'll go with it. Contact muzza we should, 'cause it was his idea I think. If he wants to participate, we just have to find another judge--shouldn't be hard.

Hopefully too, Captain P will "donate" the coundown timer again (because it pwned :))!

Lastly again, is the term. I vote 3 or 4 days, not longer.
Posted 18 years ago2006-07-16 08:55:38 UTC Post #190341
If you guys want a room compo, then a room compo it shall be. :)
Team compo sounds good too, perhaps not on these short terms but definitely something interesting. I'm thinking towards texture artist + mapper somewhat though that's probably not feasible here on TWHL.

Results coming up within 2 days or so, I've already made some notes but it's going to take a little time to decide who really won, and to prepare the combi-map.

And I'll happily prepare a next compo page, with timer, image and rules 'n stuff. :)
Posted 18 years ago2006-07-16 09:26:25 UTC Post #190342
Ok. Ill construct a very basic room, with just the original textures from halflife.wad. See how creative you can be with just the low quality textures from Half-Life.

Rules:
  • No custom textures
  • No models (to spice up the architecture) Brushes only!
  • Custom sounds are allowed.
  • Maintain the original architecture of the map (changes to the original map is not allowed, pretty much like the current Source Compo.
  • Adding additional rooms is allowed, but will not be judged.
I think thats all. :)
Posted 18 years ago2006-07-16 09:41:53 UTC Post #190343
coolio
Posted 18 years ago2006-07-16 10:31:12 UTC Post #190346
Working on the map now. Style is LAB1_W. :)

Edit: Hmmm... Im changing the rules a little.

I have created a small map with a short boring hallway, and a crashed elevator. Its up to you to add more detailed hallways, detailed rooms and whatnot, as long as you maintain the original texture theme.

Mapping time: 5 days.

Download: Minicompo 2: Detail

CP: can you get a page up and running a.s.a.p?

Send your entries to: minicompo_detail@themightyatom.nl

Good luck. :)
Posted 18 years ago2006-07-16 18:01:49 UTC Post #190385
New page is up and running:
Detail-a-Hallway competition page.

You may want to send me some clarifications on the judgement part, or any other part, and I'll update it a.s.a.p., Muzzle. Good luck you all!
Previous results will be posted at tuesday, bytheway.
Posted 18 years ago2006-07-16 18:52:55 UTC Post #190394
wow muzzleflash you killed the whole creativity part of the compo thanks. Now we have to stick to ugly lab textures. count me out
Posted 18 years ago2006-07-16 19:56:40 UTC Post #190395
This isn't detailing a hallway, It's just plain old mapping. You give us an entrance and tell us to build everything else off of it. So it's basically just making any map you want with lab textures, and then you decide which one is best? It's certainly open-ended, but not very original. :
Posted 18 years ago2006-07-16 20:39:20 UTC Post #190400
make it the same but with any hl1 texture, this is too confined.
Posted 18 years ago2006-07-16 22:24:48 UTC Post #190401
prepare the combi-map.
SWEET! I didn't think you were still going to do that! :)
And I'll happily prepare a next compo page, with timer, image and rules 'n stuff.
PWN! :)

Mini Compo #2!...WEWT! The rules seem sort of vague, but I'll take a look at the basemap, and see if it clears it up for me.

edit: I have to agree with srry, and VOX. I think it would be much better just detailing a hallway and perhaps additionaly a very small room.

Still, I'll play with the basemap more, and see if my point of view changes on this.
Posted 18 years ago2006-07-16 23:49:52 UTC Post #190415
well while its not a advance brushwork compo...

I wanna see a "create the greatest battle you possibly can." compo, where the judgement is more on the weapon, monster, and cover choice and placement then the accuall arena you fight it.

everybody always focus's on the looks of a map and not the way it plays. Thats why I wanna see that one, it focus's the mappers attention to combat oriented gameplay.
Posted 18 years ago2006-07-17 07:47:38 UTC Post #190468
wow muzzleflash you killed the whole creativity part of the compo thanks. Now we have to stick to ugly lab textures. count me out
Hmmz. You're right. :S Scratch that.
What about this:

Design a room and make it as detailed as you can. Custom textures allowed. No basemap. Extra points can be earned with:
  • Combat
  • Story (simple)
  • Additional area's, like more rooms/labs/hallways/......
Posted 18 years ago2006-07-17 09:53:07 UTC Post #190485
no don't add custom textures! why do you keep changing the original idea. have it be the exact same thing as above but allow for hl1 textures.
Posted 18 years ago2006-07-17 09:57:13 UTC Post #190486
Ok. So, new mission objective:

Design a room and make it as detailed as you can. Only default HL texture allowed. No basemap. Extra points can be earned with:
  • Combat
  • Story (simple)
  • Additional area's, like more rooms/labs/hallways/......
Thats ok with you?
Posted 18 years ago2006-07-17 10:26:20 UTC Post #190492
Posted 18 years ago2006-07-17 15:35:32 UTC Post #190542
I still think it would be much more interesting with a simple base map... but I'll go with the grain :)

This is pretty much the same as The-Site-That-Must-Not-Be-Named compo, started by You-Know-Who :P
Err... you mean like the compotition they had on [strike]snarkpit?[/strike] I want something new. Hence I don't like the detailed room/corridor. Unless if the corridor/room's outlay is already made. I can make the base map, this time it will be a really basic one, and I mean it. This way you'll have lots of freedom with it.
I also really hate to say it, but I agree 100%
Posted 18 years ago2006-07-17 16:15:57 UTC Post #190551
Im not doing the basemap.
Posted 18 years ago2006-07-17 16:23:31 UTC Post #190552
So where the hell are the results from the last compo?
Posted 18 years ago2006-07-17 16:43:52 UTC Post #190559
>.>
Posted 18 years ago2006-07-17 16:45:15 UTC Post #190560
I think there should be a new award: the MiniCompo award :P
Posted 18 years ago2006-07-17 21:56:52 UTC Post #190597
Ok I'm for the most detailed room compo! sounds good muzz. anyone else up for it when captain p hosts the timer and everything is official?
Posted 18 years ago2006-07-18 18:56:27 UTC Post #190711
Ok, these are the BrushoPolis results:

Rowleybob wins with his entry, showing a nicely detailed monumental building, including parking places, bus stops, a construction site and residential buildings. Although somewhat dark, the interesting details fit in well and create a very believable and interesting environment.

Second comes Worldcraft dude with his skyscraper map. Nice and impressive to see, this map goes more large-scale. Small details like light poles are present but there's less street-level stuff than Rowley had. The additional car sounds created a good athmosphere though, if only there were some cars around... :)
Obviously this is what Worldcraft dude fits best: high skyscrapers and a city environment. Well done.

Last comes noob #2, but that doesn't mean it's a bad map. It had the best 'intro' of all: a beach walkway looking out over the sea, and you'll gradually be entering a village. noob #2 did a good job with his beach-side village map, though there weren't as much houses as I'd expect for such a village area and the wall did look odd, though it is a way to get rid of the sudden ending map problem. The buildings I did saw were of good quality however and it was the only map that contained a vehicle. :)

Congrats to you all, I was impressed at the quality of all three. :)
Combi map is (and I should've expected that) technically... demanding... if it wasn't in the first place for the different environment lights... :|
So, before going though the hassle of optimizing and such, what would the competetors want to see? Daylight, or night, or something in-between?
Posted 18 years ago2006-07-18 23:31:33 UTC Post #190733
Yay! ^_^

I was truly impressed by the level of detail in WCD and n00b#2's entries...It seems we're all on the same page about what we like to do--fancy/detailed brushwork :)

I'm glad I didn't have to judge, because I truly felt all the entries were of very high quality.

2 days, 20 hours left in mini compo #2. Unfortunately, I will not have time to enter, but hopefully I will for #3. Speaking of which, feel free to brainstorm for the next compo, and we'll select the next idea/judge by popular opinion.

Random Mini Compo Idea #73:
Build a residential pool/pool area.
-The only custom content aloud is custom sky.
-Map wil be judged on general impression and realism
-Extra points for brushwork acrobatics
-Time limit: 3 days


Concerning Mini Compo ideas, I ask everyone at least consider some very unofficial guidelines:

1. Whatever idea you have, hopefully it will focus on fancy/difficult brushwork to some extent. That is, let's challege ourselves building things with world solids, that in true practices would be better off being models :)

2. Structure: Restrictions for this kind of compo are key. They give you a framework to more quickly prototype/implement an idea. I mean, these are "mini" compos after all. If you can't think of a good restriction for you compo, limiting the maximum size of whatever it is, is always a good start.

3. Term. A short term also forces us to limit what we're able to do, and acts as a great restriction. 5 days seems a nice maximum limit, but I encourage everyone to consider even shorter terms.
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