Advanced Brushwork Mini-Compos Created 17 years ago2006-07-06 16:53:13 UTC by rowleybob rowleybob

Created 17 years ago2006-07-06 16:53:13 UTC by rowleybob rowleybob

Posted 17 years ago2006-07-07 15:09:13 UTC Post #189155
I really don't like the preset scale/connectivity thing at all. What if you wanted to have different terrain heights
It's not a restriction, it just creates uniformity. You could make the terrain as high as you wanted to, but things like street widths, lightpost heights, standard door sizes would all be the same.

Ya know?

edit: Yay! EDIT BUTTON FTI!!
Posted 17 years ago2006-07-07 15:11:05 UTC Post #189156
I actually had some... Quite different ideas for my city. Something that would never be able to connect. :nuts:
Posted 17 years ago2006-07-07 15:17:59 UTC Post #189157
I don't see how basic scale could possibly affect your choice. I mean, you can still build whatever you want, but whatever.

Maybe pm captain P--as to not divulge your idea to everybody--, and he could modify the restrictions if necessary.
Posted 17 years ago2006-07-07 15:41:58 UTC Post #189159
Well, I'm absolutely fine with the scale restriction, as long as it's not too small. I just don't want to have to be able to connect them all at the end. otherwise, it's fine.

By the way, is there going to be any restriction that limits you to making a "normal" city?
Posted 17 years ago2006-07-07 15:47:54 UTC Post #189160
Srry, that's the coolest thing about this compo, I think you just don't like restrictions of any type :)

Captain P hasn't posted the rules yet, but I'm envisioning everyone starting with a square of a certain size. within that square you can do WHATEVER you want.

"Squares", because then we can align them together to form a grid. Your parts don't have to line up perfectly with somebody elses... you can do whatever you want inside the square afaik.
limits you to making a "normal" city?
I don't see why Captain P would make that stipulation.
Posted 17 years ago2006-07-07 15:53:45 UTC Post #189163
Hey, I'll probably work fine with whatever the rules end up being. :)

And when I say "normal" I mean "of this world" or "of this time".
Posted 17 years ago2006-07-07 15:56:16 UTC Post #189165
Shouldn't matter I would say, in fact, it would be cool to have a medival village next to a cybertronian futuretopia :)
Posted 17 years ago2006-07-07 17:14:53 UTC Post #189183
Countdown page is on the way, which will also contain the rules and further explanation, as well as an example (not base!) map for the scales.

Currently, I've set the following rules:

1. The map must represent part of a city. Whether that be housing, offices, industry, military, other. You're free to pick the style/culture, it can be human or alien, as long as the purpose of the buildings is clearly visible.
2. The scale is set as 32 units per floor, which is approx. 2.5 meter per 32 units.
3. Custom content - textures, models, sounds, sprites - is allowed. In fact, even encouraged, because you work at a much smaller scale so creating some specific textures for buildings to cover them easily is probably a good choice. I'll provide an example map and .wad soon, and those that have problems creating custom stuff can always give me a yell - this might be a nice opportunity to broaden your skills.
4. The map must be playable under Half-Life. You're allowed to create it for other mods, but this will be of little use as all maps will be checked with plain Half-Life.

Maps will be judged a little on originality, mostly on the general impression and feeling of the map. Which means, detail ahead, but detail wisely - where it counts and really adds to the map. :)

Sounds good with everyone?
When shall we start and what deadline shall I set?
Posted 17 years ago2006-07-07 17:22:31 UTC Post #189186
<rowleybob keeps muttering "sweet" under his breath> :P

I for one say make the deadline monday dinner time GMT, a "weekend" mini compo of sorts.

If you guys think that's too short, I would say 1 week maximum for the time limit.

[/2centavos]
Posted 17 years ago2006-07-07 17:32:46 UTC Post #189188
1 week sounds better yeah. Gives some room for content creation.
About size restrictions, perhaps an area of 1024 x 1024 or 2048 x 2048 max, to prevent people from taking on too much for the time set?
Posted 17 years ago2006-07-07 17:34:02 UTC Post #189189
A week is a bit long, but I'm pretty sure I couldn't finish this in 2 days.

Edit: Err... A week it is, then!
Posted 17 years ago2006-07-07 18:56:09 UTC Post #189205
Ok people, countdown page is up:

BrushoPolis contest page

The deadline is set at friday 14 juli, midnight, universal time. The page includes the basic rules and an attachment containing an example map and some simple textures to get you started. I'm looking forward to see the results. :)

// If anything is unclear so far, just say it and I'll update the competition page.
Posted 17 years ago2006-07-07 19:02:38 UTC Post #189206
Ftw.
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-07-07 19:03:59 UTC Post #189208
Oh, bytheway, you can submit your maps by posting a download link in this thread, or PM'ing it to me if you don't want to put your map public before the deadline. :)

@Muzzle: you're in? :)
Posted 17 years ago2006-07-07 19:08:34 UTC Post #189211
@Muzzle: you're in?
Nope. Im afk this weekend, so no time to map. Also, this "minicomp" takes a little more time than i had in mind at the start of this thread.

Good luck to y'all. :) I'll participate in the next minicompo.
The Mad Carrot The Mad CarrotMad Carrot
Posted 17 years ago2006-07-07 19:13:11 UTC Post #189212
Pwn! (Wewt for the countdown timer as well :) )

I was hoping for a shorter term too, but Muzza, you can make the next compo a shorter one ;)

MINI COMPOS, BITCH!

^_^
Posted 17 years ago2006-07-07 22:53:06 UTC Post #189233
grr stupid job! I would love to work on this compo, but working 10 hours a day is hindering it. IF I have time, expect an entry, but I don't know if I can.
Posted 17 years ago2006-07-08 08:56:38 UTC Post #189304
Can I or can I not use spirit? I want to make a 3D skybox! :
Posted 17 years ago2006-07-08 09:33:38 UTC Post #189305
Muzz, you need to apply a Unwrap modifier and a UVWmap to it before it will work, also multimaterials i believe.
Posted 17 years ago2006-07-08 10:21:28 UTC Post #189306
Mini-city compo FTW!

Hmm... looks like im putting off my WIP again :)
Posted 17 years ago2006-07-08 11:08:57 UTC Post #189308
No spirit! The map will be tested with normal half-life. It's just a mini compo about brushwork, don't turn it into something more than it is.
Posted 17 years ago2006-07-08 11:12:48 UTC Post #189309
I only want to make the small city into a 3D skybox then to make a 3D tactical map there you can bomb the city around you. Thats all!

Vox you idiot! :x How many times do I have to tell you that spirit isn't a mod like CS. It's the same game. Only a few additional features, so stop being so much against it! It wont kill anybody if I'll include with my map a few extra files in a minimod format!

Edit:

I have an idea! We'll all post our maps then I'll make a huge 3D skybox. Then we'll both be happy. You can post your enteries in Hl1 and so will I, but in the end I'll combine some enteries.
Posted 17 years ago2006-07-08 11:25:55 UTC Post #189310
Calm yourself. If a game includes a seperate DLL from normal half-life that needs THAT dll to run it is separate from HALF-LIFE! Where does CS get it's differences from half-life? the code in the DLL! That's it.

what does the page mean when it says 32 units per floor? what's a floor? 32 units is nothing I hope he doesn't mean the whole city...
Posted 17 years ago2006-07-08 11:51:21 UTC Post #189311
Ok, I dropped the spirit bit... my map is way too un optimized for a 3D skybox. :P Preper for defeat!
Posted 17 years ago2006-07-08 12:32:14 UTC Post #189313
yeah whatever about spirit :D dumb fight huh? let's just try to make the best little happy city to the best of our ability :heart:

im still confused about that the scale/limits are...
Posted 17 years ago2006-07-08 12:57:30 UTC Post #189315
User posted image


I don't think it will run in Hl1... nor Hl2. ;)
Posted 17 years ago2006-07-08 13:00:12 UTC Post #189316
Ha it would run 100 of those in HL2 ;)
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-07-08 13:01:02 UTC Post #189317
But it's not finished, silly! :P

Edit:

The hell with those rules! I quit!!
Posted 17 years ago2006-07-08 13:25:49 UTC Post #189323
@Vox: 32 units per floor means that the distance between floors and ceilings is 32, instead of the usual walls that are 128 units high. In other words, the map should be 4 times smaller than a real size version.
Posted 17 years ago2006-07-08 16:30:25 UTC Post #189341
That's right Kasperg - also, the example map provided at the end of the page should give you a fair idea of the intended scale.

As for submitting the map, you need to provide both a playable .bsp and the source of the map (.rmf and textures/models/other necessary stuff). You don't need to put this source open for public if you don't want to, it's only for the combined map at the end. I'll update the rules page with this info.

Elon, that's the good stuff. Keep it coming! Anyone else with some results already? :)

EDIT: Page updated! You may need to refresh the page to see the new info. ;)
Posted 17 years ago2006-07-08 16:44:33 UTC Post #189343
I haven't even started yet! :P
Posted 17 years ago2006-07-08 16:54:51 UTC Post #189345
Neither have I :) you can make 3d skyboxes with spirit? -_-
I must learn the uses of Spirit
Posted 17 years ago2006-07-08 19:15:32 UTC Post #189361
The hell with those rules! I quit!!
I hope you reconsider, that looks pretty cool!!! (I love the parking stripes :P)

Starting mine tonight, and I think I know what I'm gonna do :/
Posted 17 years ago2006-07-08 20:00:04 UTC Post #189363
I'm gonna go take a nap and i'll wake up during the night and i'll either draw something up or just go in without any plan and n00b it up.

My first contest too so I'm glad this one is kind of easy :)
Posted 17 years ago2006-07-08 23:41:31 UTC Post #189369
I was planning on doing some kind of futuristic city that was built way up into the sky, above a layer of toxic-looking clouds, but kind ditched that when I heard that the intention of the buildings was supposed to be clear. :P

Now I'm just going for a "normal" city, as it seems everybody else is.
Posted 17 years ago2006-07-09 00:11:18 UTC Post #189371
lol, I just read the rules again, and noticed there floor area size restriction... so much for putting them together :.(
Posted 17 years ago2006-07-09 00:15:13 UTC Post #189374
There's a floor areas size restriction? The rules page just says 32 units per floor, but nothing about overall size restriction, did it?
Posted 17 years ago2006-07-09 00:34:59 UTC Post #189376
Captain P and rowleybob, I said that I quit becase this city is much smaller then what you expected! ~10units=2.5m
Posted 17 years ago2006-07-09 00:51:25 UTC Post #189377
srry: Yeah, sloppy spelling, sorry. There is NO floor space restriction.

Elon:Yeah, I just walked through the example, and I expected it to be much smaller.

Your way might be more fun/challenging, Elon :)
Posted 17 years ago2006-07-09 00:54:55 UTC Post #189379
Bahh, I'll make my own city! It will have 4 sections, each 512 units wide.
Posted 17 years ago2006-07-09 01:33:03 UTC Post #189381
Would it be okay if, instead of allowing the player to move through the map freely, I just used a camera sequence? I don't know if I'll actually end up doing this, I was just wondering, since it could be pretty cramped.
Posted 17 years ago2006-07-09 01:38:47 UTC Post #189382
you can place a clip brush above the whole city and let him walk on it!
Posted 17 years ago2006-07-09 01:55:46 UTC Post #189383
True, very true. And if you wanted to see it closer, you'd be noclipping anyway.
Posted 17 years ago2006-07-09 03:52:24 UTC Post #189389
I'm not sure if there's any hope of me finishing on time. All I have done so far is this cruddy little area with blocky buildings used to test my textures out in.

http://www.photodump.com/direct/srry/lamnington0001.jpg

On top of that, I'm even starting to lose my inspiration already.

:(
Posted 17 years ago2006-07-09 04:33:02 UTC Post #189392
If you guys need a good example to look at how to build a small city then look at the half-Life : Rally map GT_LVC(Little Van City). Best map i've ever come across IMHO, always fun learning the new drivers this map.
Posted 17 years ago2006-07-09 04:53:21 UTC Post #189394
Great, so I have to download another mod just to look at a single map?

Screenies, plz!
Posted 17 years ago2006-07-09 07:29:17 UTC Post #189397
srry, a camera showing off the city is fine. Screenie looks good bytheway. :)

As for inspiration, Google Image some city shots, or use a program like Google Earth or such. Highways, harbors, military bases, mountainside ski resorts, just a few things I can think of right now. A country-side village or such is fine, too.

And indeed, no size restriction to the area you map, you only need to take care of the scale.
Posted 17 years ago2006-07-10 22:22:52 UTC Post #189589
User posted image


1 building down, 23 to go :P

It's fun for once not having to worry about interiors whatsoever! This compo sort of feels like building a model town for a train set :)
Posted 17 years ago2006-07-11 00:14:35 UTC Post #189630
It says that all enties should be playable. Now.......... define playable. Give me a r_speed cap or something because I'm considering entering in this and if I don't know where your idea of "playable" ends then I will surely go overboard :cool:
Posted 17 years ago2006-07-11 00:18:35 UTC Post #189632
lol, that map from the "mother of god" thread had +8000 wpolys, but It was still "playable" :P

Captain P didn't say one thing about r_speeds, only that it must play in half-life... so game on, BITCH! ^_^

Yeah, I didn't think you'd be able to resist this compo :)
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