Competition 21 Created 18 years ago2006-07-05 17:43:12 UTC by Seventh-Monkey Seventh-Monkey

Created 18 years ago2006-07-05 17:43:12 UTC by Seventh-Monkey Seventh-Monkey

Posted 18 years ago2006-07-05 17:43:12 UTC Post #188718
Discuss away.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-07-05 17:51:56 UTC Post #188719
Why Source? Rimrook won the "HLDM server map", and that was months ago! Why do you keep him waiting?
Posted 18 years ago2006-07-05 17:55:29 UTC Post #188721
Why wouldnt they pick source?

7th, isnt that the trainstation from Bleushift?
Posted 18 years ago2006-07-05 17:56:43 UTC Post #188722
Embellish the brushwork/prop work/lighting in order to make the map superior to its original counterpart.
For example, if I wanted to make the ceiling of the tram stop with a different shape, would it be acceptable?
I understand that the contest consists in making a Source scene that has a rail, a tram stop, and some buildings on the surrounding hills. Does anything else need to be mantained?
Posted 18 years ago2006-07-05 18:10:14 UTC Post #188724
Well, all the buildings visible should still be there. It's a necessity that you may modify the shape of the tram stop and such.

Muzzle: alternating, remember?
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-07-05 18:11:21 UTC Post #188725
Interesting compo...When I thought I had guessed what the next compo was going to be...You shock me with this :)

No custom content eh...But can you pull it off with just the HL2 / CS:S texture set...
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-07-05 18:39:09 UTC Post #188726
I dont like it :/
Luke LukeLuke
Posted 18 years ago2006-07-05 18:40:29 UTC Post #188728
What a waste of space that reply was ;D

And, I actually like the look of this compo.
Posted 18 years ago2006-07-05 19:25:37 UTC Post #188736
I wish it was more open to originality, not just "recreating" a picture.

And no custom content? The CSS/HL2 textures are sooo overused. I was really looking foward to showing off some custom props and materials normal mapped like crazy!!!

MAybe Ill do this, but not submit it for entry, cuz I would like to add custom content.........
Posted 18 years ago2006-07-05 19:58:35 UTC Post #188740
Ima enter :D

Working on it now, havnt mapped in months...probably wont win but what the hell, give you guys another map to look at :P
Posted 18 years ago2006-07-05 20:22:44 UTC Post #188745
You know I'm in...
Only have one problem with a rule:
"You will be judged on how well you not only establish the theme of the screenshot, but also how well you establish its own unique theme. " <- shouldn't "it's" be replaced with 'your' -> 'how well you establish your own unique theme' ?
The way you've worded it makes it sound like your saying the same thing twice, the theme of the screenshot and it's (the screenshot's) own unique theme?
Posted 18 years ago2006-07-05 20:23:52 UTC Post #188746
haha doodle, you think too much :P

oh, can we have the map just run into skybox like in the picture? and whats around the corner, where the tracks go?
Posted 18 years ago2006-07-05 20:39:55 UTC Post #188747
you dont need to know - basically i think you need to have the map so that the player stands in the exact location of where that screen was taken and sees the whole map, ummm watever
Penguinboy PenguinboyHaha, I died again!
Posted 18 years ago2006-07-05 20:53:20 UTC Post #188748
Hello guys

I'm the creator of this competition and I shall be judging, so all questions can be directed to me.

Pepper: Yes, it's from Blue Shift. I decided against HL because Rabid had already whored that to bits, and OpFor doesn't provide a lot of undestroyed stuff.

Kasperg: Think of it like the media releases from the mod "Black Mesa". They show the old screenie, then the new one, which while it looks completely different, still maintains the essence of the old shot.

Xyos: I disallowed custom content to allow everyone to have a go. Not everyone can make models or create materials. Besides, being limited to CS:S and HL2 will give you people who bemoan the HL2 and CS:S content a bit of a challenge.

IMPORTANT! Basically, you're free to add parts, change parts, so long as it still retains a hint of a resembelence to the original screenshot. For example, you could go ahead and give it a Dust theme: just retain the basic shape of the buildings and go nuts with the textures.

I wanted to try something different for this compo. I had always liked the idea of remaking an old screenshot, mainly because there's already a strong basis to work off. If any of you are still confused, just PM me and I'll gladly help you out.
AJ AJGlorious Overlord
Posted 18 years ago2006-07-05 21:18:16 UTC Post #188750
I guess I'll enter... :)
Posted 18 years ago2006-07-05 21:42:20 UTC Post #188755
The next compo had better be hl1
Posted 18 years ago2006-07-05 22:14:43 UTC Post #188761
Yay! A source compo! Starts mapping

I like the idea, too.
Posted 18 years ago2006-07-05 22:33:30 UTC Post #188763
You see, the waiting booth for the train cannot look good with brushwork. it would look too blocky for source. Only the power of models can do this. The waiting chairs? Ohh, I know use the subway chairs, or the normal chair props provided by valve...... One of source's primary techniques involve the perfect integration between props and brushwork.

Aggh, NO custom content!? I say a pox on thee!!!
Posted 18 years ago2006-07-05 22:45:54 UTC Post #188764
Not all of us can make props, sadly.
Posted 18 years ago2006-07-05 22:48:54 UTC Post #188765
Wait, do we try and make just the screenshot or a whole little area?
Luke LukeLuke
Posted 18 years ago2006-07-05 22:49:38 UTC Post #188766
Vox/Muzzie: maybe we should have a series of mini brushwork compos while we're waiting for the next HL1 one.

Perhaps sort of like we did with the twisted pillar...shall we start a new thread?
Posted 18 years ago2006-07-05 23:03:02 UTC Post #188772
Agh, i tried, but i forgot how boring mapping can be. I give up. I have a cool idea, cool :o
Luke LukeLuke
Posted 18 years ago2006-07-05 23:14:25 UTC Post #188773
"You see, the waiting booth for the train cannot look good with brushwork."-> The waiting booth can look good with brushwork... your brushes can be a lot smaller in source and you can make very detailed transport structures...look up some ref.
"it would look too blocky for source" -> Your allowed to change it..
Posted 18 years ago2006-07-05 23:44:47 UTC Post #188777
also, remember displacements aren't just for terrain...

i love displacements :heart:
Penguinboy PenguinboyHaha, I died again!
Posted 18 years ago2006-07-06 00:38:18 UTC Post #188793
You cant build a decent looking booth with brushwork and displacements. Bevelled edges, Smooth corners, oval shaped dome, all cannot be done with brushwork. Im just stating facts. Source is completely different from HL. Props are a BIG factor. (A good example: Notice all the arch props used in source. THis is done for more sides, and performance. )

So, anyway, I WANT CUSTOM CONTENT!!!! XD
Posted 18 years ago2006-07-06 01:01:10 UTC Post #188795
Bevelled edges, Smooth corners, oval shaped dome
DISPLACEMENTS!

paint geometry, subdivide, sacrificial displacements.
Penguinboy PenguinboyHaha, I died again!
Posted 18 years ago2006-07-06 05:02:15 UTC Post #188810
A black mesa theme is not required. I asked the same question.

You need a tonemap controller for HDR.
You cant build a decent looking booth with brushwork and displacements. Bevelled edges, Smooth corners, oval shaped dome, all cannot be done with brushwork. Im just stating facts. Source is completely different from HL. Props are a BIG factor. (A good example: Notice all the arch props used in source. THis is done for more sides, and performance. )

So, anyway, I WANT CUSTOM CONTENT!!!! XD
Smooth corners and beveled edges can easily be done with brushwork. Domes need models, though. func_detail, func_lod and smoothing groups and lightmap scales all help.

I agree, that Source is different and is mainly prop-based. But you also must consider that a lot of people here do not have the skills (or, perhaps, programs and resources) to learn modelling or model and skin their own props. If we did allow custom content the few people who could make their own assets such as these would easily win. I was not in favor of no custom content when we discussed the rules, but when this fact was brought up I had to agree. Also, if we had custom content I would be using Black Mesa mod assets ;] - This exclusion on such content evens the playing field.
Pepper: Yes, it's from Blue Shift. I decided against HL because Rabid had already whored that to bits, and OpFor doesn't provide a lot of undestroyed stuff.
Haha, its true.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-07-06 05:14:50 UTC Post #188812
Lucky I purchased HL1: Deathmatch Source because they have some good ideas that make their maps better...I was thinking of re-making it like everyone else and show it as a scene by placing a camera where that original picture was taken.

Only grudge I have is how to make it unique...All I can think of it adding detail but that depends on the skill of the mapper...If I can do this then I for one hope I can beat our good friend Rabid ;)

Madcow: You had better join otherwise you admit you're a chicken.
Hunter: Lets chat on MSN and so on ;)
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-07-06 07:23:08 UTC Post #188837
A dome can be made easily with a TAURUS. I have done it many time
You can make domes with Ford sedans? I think you mean Torus ;]

And only if you want invalid solids (even if Hammer doesn't detect them the vertices will move during compile) or something that looks pretty shoddy ;P
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-07-06 07:36:09 UTC Post #188838
domes the easy way:
1. make an anticube (solid ouside with a hollow cube inside)
http://penguinboy77.googlepages.com/anticube.JPG
2. split in half but keep both halves
3. select all inside sides
4. make displacements
5. subdivide
6. delete bottom half
7. dome!
Penguinboy PenguinboyHaha, I died again!
Posted 18 years ago2006-07-06 07:47:48 UTC Post #188840
...i was editing.
finished product:
http://penguinboy77.googlepages.com/loldome0000.jpg
Penguinboy PenguinboyHaha, I died again!
Posted 18 years ago2006-07-06 08:06:36 UTC Post #188842
I think he did it quick for you to understand...
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-07-06 08:06:55 UTC Post #188843
yea well i made the blocks 512x512 and it would take a year and a half to light it so its a bit hard to see.
Penguinboy PenguinboyHaha, I died again!
Posted 18 years ago2006-07-06 08:58:47 UTC Post #188847
Good thing you don't allow costum content. I don't know how it is for source but for Hl1, maps with costum textures are always more highly rated then maps without. The Hl1 texture set isn't that breath taking.
Posted 18 years ago2006-07-06 10:02:28 UTC Post #188850
@rowleybob
Maybe like an advanced prefab contest? That twisted pillar was kind of like a prefab :D Make something insanely cool looking that can be implemented into other maps. Judging based on appearance and complexity
Posted 18 years ago2006-07-06 11:20:59 UTC Post #188871
Haha, I'll spam the site with enteries if you'll make a prefab contest! :P
Posted 18 years ago2006-07-06 13:27:44 UTC Post #188905
Yes, I suppose using displacements/func_detail, VM, etc you could accomplish what I said, but not very well. Displacements cannot be manipulated accurately, and brushwork can only go so far. It would still look blocky. Brushwork cannot have smooth corners, and bevelled edges. (Yes U can, just not in the way modeling accomplishes it)

Plus, a brushwork booth would take forever, and be a bitch to make. A modeled brush would take maybe 40 minutes (assuming the skin is ready) To model, texture, and import.

I guess its a good compo, but I was looking foward to some showcasing of my modeling/texture skillz... :( :(

And just because something has custom models/content does not mean its better. Its all about its usage, and appropriateness in the level.

BTW, forgive any mispellings or errors, Ive been very sick lately and still am.
Posted 18 years ago2006-07-06 13:38:55 UTC Post #188908
Hell I was a little dissapointed with the no custom content but then I thought about it and I find it to be fair since I know 'people' who can't make custom content so that way we're on equal grounds.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-07-06 13:52:42 UTC Post #188911
Although it's nice to see custom props and materials instead of the usual HL2 stuff, it is also nice to investigate the possibilities of the default game material.
Take for example my map "Serene". It's huge in size, but has absolutely no custom content and the zip file is just over 5 MB. I'd rather download good maps with normal file sizes than a 80 MB file just because it has trees with green leaves and a new car model, for example.
Posted 18 years ago2006-07-06 14:14:08 UTC Post #188918
whoa... im surprised no1 is finished yet! there's always a few entries in before the bloody contest is even announced!
Posted 18 years ago2006-07-06 14:48:57 UTC Post #188923
Kasperg, sometimes props are the only answer, and the game cannot provide any of them. Such as old building architechture, gargoyles, parking meters, sewage drains, Big rig trucks, etc. These stand out, and are needed for the dynamics of a map.

Well, anyway I see there's no point arguing over this, its already done. Im going to contiue modeling my captains wheel!
Posted 18 years ago2006-07-06 14:55:00 UTC Post #188924
Alex: There were a few WIP's but even so if people finish in a day then...God help them.

As for me I'm taking my time with this..It doesn't have to be as complex as my last compo entry so I can slowly build it.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-07-06 15:20:06 UTC Post #188926
Ya, your right Jimmi, it would be kind of uneven....

But dont get me wrong, I always try to see if I can make details with brushwork before going to models :)

Guess I cant have an Enterprise D model fly over the map for no reason at all :(
Posted 18 years ago2006-07-06 15:49:28 UTC Post #188929
In this case, I think there more than enough default models available to recreate a scene like this. HL2 has an important set of trainstation props and such.
Posted 18 years ago2006-07-06 15:51:50 UTC Post #188930
I think the 'no custom content' rule is a fair one, but how about (say, for a next compo) a 'share your custom content' rule? If you use it, you must put it available for public use...
That would give prop usage some fresh air... :)

// Hmm, now that I think of it... perhaps some compile tool modifications and trickery would allow finer brushwork... I'm thinking towards scaling brush-based entities down at compile-time... in the end, brushwork and models differ only by the way the engine handles them, they're all a collection of surfaces. Not that I'm going to attempt this, but hey. Nice to think about. :)
Posted 18 years ago2006-07-06 16:09:42 UTC Post #188933
Is there anysort of theme already in place? or can we vote on one know. I wish i had seen this thread earlier.

Yeah i'm sorta weary of the source idea, but i don't care that much. I host lots of mini contests in the forums. One of which the winner actually has his custom TWHL logo placed ontop. :D

So... I thought of some really cool theme ideas... that wouldn't work with source. Here's a few general ideas that still work. I don't know much about source, so we can iterate a little.

? Vertical
Build a map or scenario that utilizes vertical elements and various ways of travelling up, or down.

? Suspended
Map a structure that is suspended in some form to another structure.

? Outpost
Map a small place that is under siege, or assault a point.

? Mobile Facility
Map anysort of facility that has any method of movement.

Of course, there can be nominations as well, but lets try to keep this fun.
Rimrook RimrookSince 2003
Posted 18 years ago2006-07-06 16:23:28 UTC Post #188937
my entry is well under way. Even if i dont even get a mention in this one, the map is fantastic displacement practice.
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-07-06 17:09:08 UTC Post #188947
I gotta agree...So far I've been using displacements to make the skybox texture but as a 3D Skybox...

It's really annoying to get right...
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-07-06 17:15:41 UTC Post #188951
does taking a texture from CSS and dragging it into HL2 materials count as custom materials?
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-07-06 17:34:50 UTC Post #188955
I was about to ask that question myself only with a more propaganda approach...

"Is it ok to use CS:S materials in HL2?" I want to use the CS:S materials but have a few HL2 NPC's talking etc...Is there even a train entity in CS:S? :S
Habboi HabboiSticky White Love Glue
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