Competition 20 Created 18 years ago2006-04-12 17:03:47 UTC by Seventh-Monkey Seventh-Monkey

Created 18 years ago2006-04-12 17:03:47 UTC by Seventh-Monkey Seventh-Monkey

Posted 18 years ago2006-04-12 17:03:47 UTC Post #173819
Here's the thread to discuss Destructification!, continuing the tradition.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-04-12 17:28:34 UTC Post #173821
Didn't get the idea... you need to create a post-disaster area that will be afterward destroyed? I don't like the map... too much detailed, if it wouldn't be so detailed then it would give more freedom of thought. Now that it's detailed I'm stuck with that theme! Couldn't you just make it plain and simple with one with one texture, not with any theme?

Anyway I hate the idea if I can't can only add small detail. Give us liberty to do everything in the inside with the same layout. Without that it is just kasperg's map with diffrent textures, sound, NPCs and lighting!
Posted 18 years ago2006-04-12 17:36:56 UTC Post #173822
Uninteresting compo... why do you give us base maps? It's not a mapping compo, it's an editing compo! Get my point?
Posted 18 years ago2006-04-12 17:41:27 UTC Post #173823
I like it. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2006-04-12 18:18:41 UTC Post #173825
Good luck to those who enter.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-04-12 18:28:25 UTC Post #173826
nice idea for a compo
Penguinboy PenguinboyHaha, I died again!
Posted 18 years ago2006-04-12 18:32:46 UTC Post #173827
Cool idea, but I think you should be able to create the map from the ground up. Just the most well made map post destruction.
Posted 18 years ago2006-04-12 18:58:14 UTC Post #173828
I for one LOVE the idea!

I have one quesiton though,
Do we include the origional map, and then have a destruction levelchange where the player must then work his way back, or do we just destroy the hell outa the thing?
Posted 18 years ago2006-04-12 18:59:51 UTC Post #173829
Meh, the theme of the map really limits creativity, in my opinion. There's not a whole lot new you can do, with that kind of archetecture. You're basically just stuck with the underground base theme...
Posted 18 years ago2006-04-12 19:06:59 UTC Post #173832
Awsome idea!
This is gonna be really fun...

I've already done several of the custom textures for my entry... I'm gonna get started on the mapping tommorrow
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-12 19:07:13 UTC Post #173833
BL: you just destroy it

and OMG OVERLAPPING BRUSHES!!!11!1
User posted image
:P :P :P :P :P :P :P
Penguinboy PenguinboyHaha, I died again!
Posted 18 years ago2006-04-12 19:08:32 UTC Post #173834
Am i the only one getting perpendicular faces when i check for problems? i havent edited the map so i dont really see how its possible if Kasperg got it to compile
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-12 19:11:52 UTC Post #173837
compiles for me...
i got lots of errors when i alt+p:
Invalid Texture (NULL) x18
Solid Entity (func_wall and func_pushable) is empty x4
Texture Axis perpendicular to Face x5
Penguinboy PenguinboyHaha, I died again!
Posted 18 years ago2006-04-12 19:19:44 UTC Post #173839
Interesting compo...Though I think Kasperg has done entirely too much and kinda left us without that much to do.

Unlike the other base maps which where just the very standard room with like 3 textures.

Very much limited, but I shall still enter probably. :)
Posted 18 years ago2006-04-12 20:30:04 UTC Post #173859
You aren't supposed to add detail you are supposed to destroy the map post disaster-like. I have the most amazing idea for mine, along with some haunting music :)
Posted 18 years ago2006-04-12 20:32:40 UTC Post #173860
Well, I'm hopinh we can edit it a fair bit, so long as we keep the basic layout. For one, there's a few examples of overlapping brushwork, which is just mapping suicide. Two, I'm not particularaly impressed with the texturing, so I want to change it.
AJ AJGlorious Overlord
Posted 18 years ago2006-04-12 20:39:04 UTC Post #173864
You are to create a post-disaster version of the provided base map by modifying brushwork, lighting, ambience etc.
it seems you cant edit textures, unless they are 'destroyed' versions of the original ones. think about it, if a building was destroyed, the walls just wouldnt magically change from say, for example, bricks to plasterboard.

but if a competition official were to permit changing of textures, i would be all for it :P
Penguinboy PenguinboyHaha, I died again!
Posted 18 years ago2006-04-12 20:51:13 UTC Post #173867
Grr..hmm..argh! I'm debating whether I should share my idea.
Posted 18 years ago2006-04-12 21:05:11 UTC Post #173872
the map from base concept in itself is sweet.

and everybody here think about it. This compo is to take an area and make it look like something just destroyed the hell out of it. If Kas hadn't made a complex map, what would you have destroyed?
Posted 18 years ago2006-04-12 22:19:23 UTC Post #173883
I for one guys, have started deleting certain objects, and replaced all the textures with the null texture.. I'm now adding detail, and retexturing.
and so far.. its looking great! :D But don't worry, the structure will still be there. ;)

Oh, and PengiunBoy, texture is allowed to be changed, thats what gives us our leverage... It's a map from base.

So anyways, Goodluck everyone, and may the best win!
Hopefully, I'll at least place third, or fourth for that matter.. lol :/
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2006-04-13 03:36:25 UTC Post #173907
Do we include the origional map, and then have a destruction levelchange where the player must then work his way back, or do we just destroy the hell outa the thing?
Your choice, really. It's not that restricted.
This compo is to take an area and make it look like something just destroyed the hell out of it. If Kas hadn't made a complex map, what would you have destroyed?
Good point :D.
All custom textures should be -wadincluded
No restriction on using custom textures. You're only limited to an underground base if you lack imagination :|.

You can, of course, improve the minor details like doors which are set in front of walls, dodgy brushes, etc. The important thing is that you keep most of the structure (obviously parts of it are likely to be destroyed).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-04-13 07:09:48 UTC Post #173936
Submitted...not sure if you'll count it though :P
It's a very twisted theme
As for my very fast upload...um... I mapped for literally the whole day :)
Posted 18 years ago2006-04-13 09:19:19 UTC Post #173972
Oh, and Kas, why did you see fit to have such a imperfect map

I see myself spending a day just cleaning it up. although the destruction part won't take long for me.
Posted 18 years ago2006-04-13 09:23:48 UTC Post #173974
I'm not sure I'll enter... I always think if I can remove or can't I remove something... this takes out all the fun. I'd like to make a futuristic map and It's quite hard to think on it with the given map. Ant can I contact you each time I have a question if I removed something that I shouldn't?
Posted 18 years ago2006-04-13 09:28:27 UTC Post #173976
I think you can basically do whatever so long as you don't expand the layout i.e. places where you can go.
Posted 18 years ago2006-04-13 09:35:56 UTC Post #173978
I'm hoping so, because I'd probably give it a good edit.
AJ AJGlorious Overlord
Posted 18 years ago2006-04-13 10:23:03 UTC Post #173992
Where is that invalid texture... I already fixed the other errors! I'm going to remove all irelevent detail and texture the whole map with one texture! Afterward I'll make it my own. I advice the rest of you to do that too, kasperg did it too much detailed from an unknown reason.
Posted 18 years ago2006-04-13 10:33:02 UTC Post #173993
I'm confused.
Have I gotten this right?

You take the base map, and, you remake the whole thing so it looks like something really bad has happened (post disaster) ?
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-04-13 10:43:37 UTC Post #173995
Er... yeah. Is the description not simple enough? :|
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-04-13 10:47:19 UTC Post #173996
Some people may not "understand" the word "post-disaster..."
The Mad Carrot The Mad CarrotMad Carrot
Posted 18 years ago2006-04-13 11:02:27 UTC Post #173998
Er... yeah. Is the description not simple enough?
No. :lol:
Some people may not "understand" the word "post-disaster..."
Yes. :quizzical:
Madcow MadcowSpy zappin my udder
Posted 18 years ago2006-04-13 11:11:47 UTC Post #174001
yea, Elon, thats what I did, I replaced all the textures with null first. So far I got 1 room retextured and some detail added.. :D I can't believe theres already an entry! :)
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 18 years ago2006-04-13 11:44:45 UTC Post #174010
question to the judges, are you looking for who destroys it the best, or the most creatively
Posted 18 years ago2006-04-13 11:48:49 UTC Post #174012
Combination, of course.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-04-13 12:39:26 UTC Post #174015
Shame I don't map for HL1 otherwise I could have won :P
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-04-13 13:48:10 UTC Post #174022
Would a nice camera seaquence showing the distruction of thr place will add to my map? It doesn't have to be black mesa's disaster, right? I'm making it far away from black mesa...
Posted 18 years ago2006-04-13 14:07:51 UTC Post #174029
Heh. Good idea for a compo. I'll see if i participate.
Posted 18 years ago2006-04-13 14:24:58 UTC Post #174035
I'm in. :glad:
Daubster DaubsterVault Dweller
Posted 18 years ago2006-04-13 14:25:57 UTC Post #174036
Oh blah, getting strange errors when I run any hl map now.

Host_Error: PF_precache_model_I: 'models/w_medkit.mdl' Precache can only be done in spawn function - anyone?
Posted 18 years ago2006-04-13 15:30:53 UTC Post #174052
Would a nice camera seaquence showing the distruction of thr place will add to my map?
Damnit! You ruined my Idea!

Back to the drawing board...
Posted 18 years ago2006-04-13 16:29:29 UTC Post #174072
if this competition allowed me to play oblivion 24 hours a day at the same time i'd enter
Posted 18 years ago2006-04-13 16:57:10 UTC Post #174079
Argh! i planned to start mapping, but instead had to spend time with the girlfriend... Nuiscance
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-04-13 17:16:54 UTC Post #174081
Haha, what a shame! My sincerest apologies to you...(r girlfriend). ZING.

My post-disaster-thingy will pwn all of jourz!!
Posted 18 years ago2006-04-13 17:38:50 UTC Post #174093
telefrancais!
Posted 18 years ago2006-04-13 18:20:44 UTC Post #174106
Damnit! You ruined my Idea!
Sorry... but I haven't said what is my idea... only that it will have a camera seaquence in it.
Posted 18 years ago2006-04-13 21:37:46 UTC Post #174145
Stop talking!! STOP TALKING!!

You're ruining it all!!!
Posted 18 years ago2006-04-14 05:48:30 UTC Post #174174
aint it kinda similiar to test chamber compo? also, I could see this taking a lot of time out of my already not-busy life! :P
Posted 18 years ago2006-04-14 06:34:28 UTC Post #174182
Hey, cool idea for the compo.

I'm gonna join once my PC is fully working again.

Does the disaster have to be the 'Test Chamber disaster' from HL1, or any disaster you want ?
Posted 18 years ago2006-04-14 07:15:43 UTC Post #174191
It clearly states it can be any disaster.
But it has to be within the competition map, which you can download from the compo page.
Posted 18 years ago2006-04-14 07:37:43 UTC Post #174196
OK
um, my PC really lags when I play this map for some reason.
Only when I'm in the start position, and looking down the tunnel, to the doorway.

Can anyone explain ? I haven't changed the map in any way.
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