Competition 30 Created 13 years ago2011-03-27 11:15:04 UTC by Strider Strider

Created 13 years ago2011-03-27 11:15:04 UTC by Strider Strider

Posted 13 years ago2011-03-27 11:15:04 UTC Post #292497
Competition 30 is up! Rules are here.

Entries are being handled a little differently this time, to enter you have to post your entries in this thread. A couple of screenshots is all you will need. Be sure to read the rules to see what's different.

Only 2 weeks this time, and not much chance of an extension, so get mapping!
Strider StriderTuned to a dead channel.
Posted 13 years ago2011-03-27 11:39:03 UTC Post #292498
besides posting screens, you'll obviously need to post your vmf/rmf also, so to be made sure you've adhered to the 30 brush limit, correcto?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-03-27 11:40:06 UTC Post #292499
Not this time, no. Post a picture of the map information panel showing the brush count. We trust that won't lie to us! ;)
Strider StriderTuned to a dead channel.
Posted 13 years ago2011-03-27 12:15:34 UTC Post #292500
The Janitor's Closet
Final Version

First, a screenshot to prove how many solids it has.
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Now for the three screenshots to show off the map.
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I decided to make the map small for two reasons:
1. There was a limit of solids
2. Most people, when mapping, only add one or two objects per room, so if I make a small room using most of the solid limit, it would look kind of cool.
Dimbeak DimbeakRotten Bastard
Posted 13 years ago2011-03-27 12:32:46 UTC Post #292501
I'm guessing no prop_static models in source?
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-03-27 12:56:28 UTC Post #292502
Ugh :( I don't wana. I wana judge instead.
Skals SkalsLevel Designer
Posted 13 years ago2011-03-27 12:58:40 UTC Post #292503
I'm with huntey - Do displacements count as a brush?
Or models?
Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2011-03-27 13:00:50 UTC Post #292504
Displacements? 3d skybox brushes counts towards limit? Brush based entities count as one brush, right? Should we add a smaller prop limit as well, or say no props?
Posted 13 years ago2011-03-27 13:00:56 UTC Post #292505
I think that they gave us way too much time for this. I mean, I just finished and posted mine about an hour ago, and it's 10AM right now.
Dimbeak DimbeakRotten Bastard
Posted 13 years ago2011-03-27 13:01:28 UTC Post #292506
Hah, there's funny trick here to get smooth surfaces with the same amount of solids.
Striker StrikerI forgot to check the oil pressure
Posted 13 years ago2011-03-27 13:09:02 UTC Post #292507
yeah, it seems like we need some better defined rules, since i'm thinking of all sorts of questions.. i can think of a hundred nitpicky questions to ask, but i don't want to completely suck the life/creativity out of the compo.

My question: do brushes in a 3dskybox count? And hand-in-hand with huntey/tetsu0's questions, could that 3dskybox contain models and displacements?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-03-27 13:10:18 UTC Post #292508
if that's the case then the 3d skybox could completely encompass the map and you can just throw whatever you wanted in there...
Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2011-03-27 13:12:01 UTC Post #292509
yeah but the 3dsky is set off in the background/horizon of the map, but i see your point.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-03-27 13:13:45 UTC Post #292510
You see, I am limited to 30 brushes. But that doesn't mean I can't add a gazillion lazors and other effects :D.
+ I can totally make everything smooth by making a box around the map and then everything sculpted from displacement brushes.
Striker StrikerI forgot to check the oil pressure
Posted 13 years ago2011-03-27 13:15:15 UTC Post #292511
So I am not allowed to use brush based entities for goldsource? What about point based entities, is there any limit to them? Am I simply able to create a whole laser show without any restrictions to it?
Skals SkalsLevel Designer
Posted 13 years ago2011-03-27 13:15:57 UTC Post #292512
Yeah IMHO 3D skybox should be allowed, but each brush should count towards the limit and the same rules should apply(making them effectively pointless, but whatever). So... what about props? No props, right?
Posted 13 years ago2011-03-27 13:20:01 UTC Post #292513
You guys are giving me Duke Nukem Disease...
Dimbeak DimbeakRotten Bastard
Posted 13 years ago2011-03-27 13:39:33 UTC Post #292514
EDIT: Rules/competition page updated, check it out again. Let me know if there's any other questions.

Basically, we're just looking for creative, resourceful brushwork.

To those of you talking about laser shows or whatever: the point of the competition is being creative with brushes. Fancy entity set-ups don't even factor into it, and shouldn't be voted for. Lights, cubemaps and things like that don't count in the limit, they're just there to help show off your brushwork.

Look at what MapCore users came up with for some idea on what we're aiming for.
Strider StriderTuned to a dead channel.
Posted 13 years ago2011-03-27 13:43:11 UTC Post #292516
Wow, some amazing entries from that! Didn't snarkpit do this too, or did they just link to the mapcore compo?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-03-27 13:51:30 UTC Post #292517
Decided to go for Goldsource in the end, because I couldn't be arsed with vtfedit (photoshop vtf plugin doesn't work in 64bit CS5 hnng)

FINAL: "Collapse"
Didn't turn out exactly how I wanted it to, but not too bad for 20 mins work.
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Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-03-27 13:55:38 UTC Post #292518
Is that a scripted sequence? You should make a GIF.
Dimbeak DimbeakRotten Bastard
Posted 13 years ago2011-03-27 13:56:35 UTC Post #292520
Huntey your map has a leak!!! Wheres the third image btw? :) Nice one! I didn't think of this challenge as some kind of freeze shot of something in action, I taught of it more as a random brush-based object or area, good job!
Skals SkalsLevel Designer
Posted 13 years ago2011-03-27 14:01:27 UTC Post #292521
Didn't really think it was necessary to post any other images. What would be gained from it? There's certainly nothing but an empty hallway behind the "camera" in the screenie I posted.

A .gif might be funny, but it'd ruin the illusion as the only moving element of this scene is the Barney.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-03-27 14:15:26 UTC Post #292522
A different angle of the same objects would do no harm. It's a beauty shot after all, I'd rather show off mine from more than one location, but that's up to you.
Skals SkalsLevel Designer
Posted 13 years ago2011-03-27 15:07:31 UTC Post #292525
~~ FINAL ~~
,,Mugen"

ok i got 35 brushes - 5 sky brushes = 30 :zomg:
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Posted 13 years ago2011-03-27 15:10:02 UTC Post #292526
Looks good. I like the lighting.

Question, though:
Why does it look like everything was made with the grid at size 1 in the hammer screenshot? Even the ground and sky are on a tiny gridsize. Do you not find it really difficult to map like that?
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-03-27 15:14:35 UTC Post #292527
@up
^^?
the map was made with "Snap: On Grid: 4" ^^
Posted 13 years ago2011-03-27 15:41:35 UTC Post #292528
Good stuff.

I'd love to enter, but i cannot seem to think of something to make. Argh.

Think, goddamnit!
Posted 13 years ago2011-03-27 15:47:34 UTC Post #292529
I always mapped with grid size 1. How can this be inconvenient?
Posted 13 years ago2011-03-27 15:54:55 UTC Post #292530
can be difficult cuz in order to line up vertices to grid points at 1-unit grid, you have to zoom down all way to be able to see that small.

MUCH faster/easier imo to increase the grid size if you are blocking out larger things..
;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-03-27 16:42:54 UTC Post #292533
I only use the 1 unit grid in rare cases where VM acts weird in 2 or 4 unit.

You know what im talking about right? the side you're moving gets skewed to the side and snaps to the grid at that point, one unit over from where you want it to go.

Please tell me im not the only one with this problem.

Anyway, I like Ninja's entry, makes me think of Elder Scrolls Oblivion.

Huntey's entry is awesome, the creativity to come up with that idea is way more than I could muster. And on top of that, it looks great. Whats up with the null texturing though?
Posted 13 years ago2011-03-27 17:13:22 UTC Post #292536
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Specs shot
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Layout(look, it's a clown face)
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and shots. players spawn to the right of the camera there, and can go three ways. right over the rocks, middle through the houses, or left which is an under/over area.

Esxcuse the ridiculous count, but I wanted to make a playable map rather than a scene or room. 10 are playerclips, two more will be buy zones when I get to it, perhaps more playerclipping will be needed before I upload it.

This was FUN!!! I might do another just for kicks!
Posted 13 years ago2011-03-27 17:39:24 UTC Post #292538
Since we have so much time at our disposal, I am going to submit at the end of the next week(which starts in about 3 hours). Have got no time for mapping :(.
Striker StrikerI forgot to check the oil pressure
Posted 13 years ago2011-03-27 18:05:35 UTC Post #292542
Whats up with the null texturing though?
That's meant to be the joke - the level is being consumed by the null. I had to make a fake null texture that would actually render when compiled.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-03-27 21:22:22 UTC Post #292562
FINAL

Garage
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Obliviously the tank is the main attraction of this map as it takes up about 10 of the 30 brushes. Basically just a military garage, I had planned to have the soldier kneeling down by the tank as if he was working on it but I'm still figuring out scripted sequences and couldn't get it to work properly.
Posted 13 years ago2011-03-27 21:39:36 UTC Post #292563
name your monster 'bob', then make a scripted sequence with 'bob' in the (target monster) field. Set the (idle animation) to 'defuse'. That should be all.

Anyway I was going to make and submit something but seeing as it's just by screenshots I figured gameplay would be totally ignored (and that's not fun)
Posted 13 years ago2011-03-27 22:43:34 UTC Post #292564
Hmm, I remember there being this awesome map in a game that I can't recall the name of at the moment where this huge floating platform would have rockets holding it constantly, sometimes a rocket would go out, and the platform would tip over, etc. Sounds like it would be a fun map for DMC or HLDM!
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2011-03-28 00:00:54 UTC Post #292566
Nope, still isn't working he does the same thing.

EDIT: Nevermind I added in a multi_manager and it worked although I don't seem to have the animation "defuse" so i used another one

DOUBLEEDIT: The stupid HD pack removes that animation for some reason
Posted 13 years ago2011-03-28 00:14:58 UTC Post #292567
Yeah, because it was never used in HL, gearbox decided to get rid of it. If you get Romka's Hgrunt, it should have it. (And really, it looks better than the Gearbox one, as well as being more faithful to the original.)
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2011-03-28 02:21:19 UTC Post #292574
You guys aren't spending enough time on this lol. Use the two weeks up!

Blitzkrieg thats awesome dude!

I think playability should have some role hear. I will atleast submit mine to the vault...
Posted 13 years ago2011-03-28 03:21:08 UTC Post #292575
"Severe brushwork" will really help you for this compo, e.g., one of the mapcore entry's brushes i've been studying (the smooth cubes one) has a single solid with something like 30+ faces!? I can't even begin to imagine how he did that! and I thought I was fancy with brushwork!
:P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-03-28 03:39:28 UTC Post #292576
PHEW! I should have a nice break from coursework this week, so I'll definitely try to churn out something for this competition.
Seems easy enough. I'm sure I'll be stumped.
Posted 13 years ago2011-03-28 04:44:06 UTC Post #292580
Yeah I'll upload a playable version with more playerclips/buyzones/decals and improved lighting and stuff. i missed the bit about gameplay not mattering in the judging so whatever.

if judges want i can just remove all that junk too, take a shot of the map info again, though none of it matters in the shots anyways.
Posted 13 years ago2011-03-28 04:51:34 UTC Post #292581
I think we should add a rule that this has to be a decently-sized deathmatch-type map - that should hopefully produce some more creative brushwork. Aside from Blitz's entry we've only seen boring tiny maps. You're not going to win a limited-brushwork competition by simply making a limited-size map! Be creative!
Penguinboy PenguinboyHaha, I died again!
Posted 13 years ago2011-03-28 05:18:10 UTC Post #292582
agree with pb, i think this shouldn't have been made a visual compo, because being creative with gameplay and sizable layouts would have produced much nicer results..

edit: i should add that i am pleased by the number of entries/participants and quite honestly just really happy that we're having another competition again! this shit keeps the community alive.
Trapt Traptlegend
Posted 13 years ago2011-03-28 05:37:17 UTC Post #292583
If this was the 1024 compo, I might agree with you guys. But I can't see how you can build a deathmatch map, with gameplay in mind, with only 30 brushes. If people want to make small entries, let them be small, you can do amazing things with small space just the same.

Keep in mind it will also be community voted. This is the most painless way I can think of handling it. Interlopers do it all the time with their map battles, so I don't see a problem.
Strider StriderTuned to a dead channel.
Posted 13 years ago2011-03-28 06:18:15 UTC Post #292586
Well the 1024 competition is, by definition, small in size. But this is a brush-count limited compo, not a size-limited one. Just want to encourage more creative use of brushwork for this one, the mapcore entries seemed to do it quite well.
Penguinboy PenguinboyHaha, I died again!
Posted 13 years ago2011-03-28 07:02:34 UTC Post #292587
agreed, maybe we can do this compo again sometime and base judging almost purely on gameplay and layout (or creative use of brushes in general).
Trapt Traptlegend
Posted 13 years ago2011-03-28 08:05:58 UTC Post #292588
I map on grid with 8 units, but sometimes use 1 unit grid to move objects one unit away from others. sometimes use 4 units and 2 for vertex manipulation too.

As for the entries so far, looking good so far!
Skals SkalsLevel Designer
Posted 13 years ago2011-03-28 09:52:21 UTC Post #292594
:zomg:
i would like to see 1024 competition map
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