Posted 18 years ago2006-04-19 17:15:29 UTCPost #175329
With this one, that's 3 compos in a row I haven't entered. I'll try to return for the next 2 (HL and source), regardless of the theme. Still, I think you shouldn't base your participation on what other mappers do or don't.
Posted 18 years ago2006-04-19 18:05:27 UTCPost #175341
yea, Kasperg is right, give it what you got you can only improve and learn from others. You should always download compo winners maps to see what you could have done, or perhaps the simple things, architectural and texturing wise. But on an even more serious note, this cometition is anyones game. And may the most thoughtful win.
Posted 18 years ago2006-04-21 23:08:15 UTCPost #175984
I think I might enter this contest, just for fun. I have a cool idea of making the map look as if it was destroyed by a computer virus (including amusing error messages). One thing, though. When the player starts the map, does there have to be a pre-destruction stage, or can they just get right into the action?
Posted 18 years ago2006-04-22 03:21:03 UTCPost #175996
The main goal is to have a good post-disaster version. If you think a disaster step will look good before the post-disaster (to explain how this and that blew up), then go ahead. It's always a plus if your map is impressive or fun.
Posted 18 years ago2006-04-28 21:36:55 UTCPost #177274
Kasperg: Is there a basemap20.rad file for this, or did you just use the standard?
I don't use the standard anymore, and make a mapname.rad for each new map. If you did make a custom rad for this, it would be interesting, if not entirely relevant to see how you had the original lighting.
Posted 18 years ago2006-04-28 22:43:02 UTCPost #177275
I used the standard .rad file. I could post screenshots here if you need them. But your lighting doesn't have to be like that. On the contrary, you are asked to modify the map.
Posted 18 years ago2006-04-30 20:27:25 UTCPost #177587
I have been interested in (and mapping for) this compo from the day it was announced. I'm in. It seems to me there's plenty of freedom to decide how to destroy the map. It will be good to see the different entries.
Posted 18 years ago2006-05-06 14:47:13 UTCPost #178717
You still have several days left. Now that you already had an idea, you could do a quick modification of the base map with some of those elements and hope for bronze, you never know!
Posted 18 years ago2006-05-09 20:17:57 UTCPost #179243
I've been here the whole time, don't know what interlopers is. So far, I'm having a blast with this compo idea. I'll barely make the deadline tho. Does anyone know what time the compo ends on the 13th? I'll be mapping furiously to make it.
Posted 18 years ago2006-05-09 20:40:47 UTCPost #179244
The other compos ended at midnight GMT (altough I managed to update an entry at 00:20 hrs or something like that. I wish I could've participated in this competition myself. Specially after learning how things are built in real life. Of course, as judges we won't check technical aspects. You know, just the basics. If there's a brick wall, it will most likely break into bricks instead of pentagonal pieces, etc.
Posted 18 years ago2006-05-10 02:47:06 UTCPost #179263
I think it's 2400GMT, rather than 0000. Don't count on it. You can always submit an entry for 0000 and then re-submit an updated one twenty-four hours later.
Posted 18 years ago2006-05-10 13:00:42 UTCPost #179320
Yeah, Leaks can be caused by tons of things, totally unrelated to an actual leak anywhere, which sucks the big one.
The coordinates it gives you though sometimes gets you close to where the real problem is. Usually the x and y coords are totally off, but the z coord is on the money.
The leak error usually lists a point or brush-based entity where the problem is, which is usually a lot more accurate a location where the problem is.
Posted 18 years ago2006-05-10 13:16:42 UTCPost #179322
Yea, I got a leak as well in my compo map.. I loaded the pointfile.. and even used the leakmark.. and I looked and looked and looked.. and There was no leak. So i ended up just overlapping the brushes of where the leak supposed to be, it fixed it. But I hate overlapping brushes. But anyway, point is, the leakmarker tool really helped me alot. You should give it a try.