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

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

Posted 17 years ago2006-07-06 18:28:28 UTC Post #188981
Read closely...

"Absolutely NO CUSTOM CONTENT! I have set this rule in order to give those who cannot create custom content more of a chance. This also includes the use of Lost Coast, Day of Defeat: Source, Half-Life 2: Episode 1 or any other Source content that isn't specifically avaliable within the Half-Life 2 and CS:S configurations."
Posted 17 years ago2006-07-06 18:32:43 UTC Post #188983
that doesnt really answer the question..

me and habboi want to use CSS textures, but HL2 entities. Are we allowed to take CSS materials, and plop them in the HL2 materials folder to use? Or does that count as custom content even though the materials themselves meet the requirements...
Archie ArchieGoodbye Moonmen
Posted 17 years ago2006-07-06 18:36:27 UTC Post #188984
Good idea, but when you put your snap-to-grid to 1 unit, you can do some pretty detailed stuff, but nothing near as close to the quality of a model.
That was my idea: you stick to the 1 unit grid and essentially make the object at a larger scale, then make it an entity and set it's scale, so the compile tools scale it down.
But it has little to do with this competition so I'll leave this thread now. Good luck to you all. :)
Posted 17 years ago2006-07-06 20:27:58 UTC Post #188995
me and habboi want to use CSS textures, but HL2 entities. Are we allowed to take CSS materials, and plop them in the HL2 materials folder to use? Or does that count as custom content even though the materials themselves meet the requirements...
Its not custom content if you don't make it, anyone can move files around.
Posted 17 years ago2006-07-06 20:32:55 UTC Post #188996
Yeah, but Loast Coast and DoD materials can also be moved around but are not valid in this competition.
Posted 17 years ago2006-07-06 20:47:33 UTC Post #188998
But CS:S materials are allowed.
Posted 17 years ago2006-07-06 21:05:27 UTC Post #189000
bah. holy crap. I didn't even notice that the new one was posted at the top until just now, silly me.

It looks like funs, but i can't map source to join it.

And sorry for posting senseless crap in that last post.

Good Luck!
Rimrook RimrookSince 2003
Posted 17 years ago2006-07-06 21:06:55 UTC Post #189001
yes you can use CS:S textures.
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2006-07-07 02:37:35 UTC Post #189037
From the MiniCompos thread:
Okay, so can I begin? Because the source compo seems like alot of work.
Jimmi, you contradict yourself quite a bit. :
Posted 17 years ago2006-07-07 04:00:50 UTC Post #189047
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.
AJ AJGlorious Overlord
Posted 17 years ago2006-07-07 10:28:44 UTC Post #189103
Well that's made me a happy puppy...
Onwards men!
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-07-07 19:21:59 UTC Post #189214
I'm hoping to get a fair turnout for this compo, so don't disappoint me!

Imo, this compo doesn't seem too hard. You have a pretty strong base to work of (something that the lack of makes mapping difficult for a lot of people, myself included) and you're basically free to go nuts. Get mappin' peeps!
AJ AJGlorious Overlord
Posted 17 years ago2006-07-08 01:21:51 UTC Post #189246
I need to get working on mine again :confused:

Guess theres practically a month left
Posted 17 years ago2006-07-08 02:16:18 UTC Post #189252
It's a great compo...having fun creating my entry... I may even submit two :D
Posted 17 years ago2006-07-08 02:58:57 UTC Post #189255
i've got at least another one idea in my head atm.
also, my WIP page is here:

http://penguinboy77.googlepages.com/compo21

oh, and for people who want them, reference pics of hte same map from different angles:

http://penguinboy77.googlepages.com/lolpics
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2006-07-08 06:06:17 UTC Post #189287
lol, that's pretty shitty penguinboy. i like ur originality LOL!!!1

http://img142.imageshack.us/img142/3580/compomap00006rr.jpg

omai u say. omai indeed.
Trapt Traptlegend
Posted 17 years ago2006-07-08 06:40:41 UTC Post #189291
I hope the use of HDR won't be a deciding factor in the judging since my card doesn't support it.
Posted 17 years ago2006-07-08 07:00:22 UTC Post #189293
You can still compile with HDR...you just won't be able to see the results. :P

HDR isn't nessecary for this compo and won't be factored into the results.
AJ AJGlorious Overlord
Posted 17 years ago2006-07-08 07:39:07 UTC Post #189295
Trapt: Very nice, you got some sweet lighting.
Penguin: You got the structure right but the texturing and lighting needs work. Also thanks for those pictures!

As for me...I'm a little annoyed at my 3D skybox so I started building the map in steps...

1. 3D Skybox.
2. All the buildings so I can use them later as a sort of prefab collection.
3. Build environment
4. Compare together with 1, 2 and 3 and bingo.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-07-08 14:51:49 UTC Post #189333
It would be nice to have trees filled with leaves.
Posted 17 years ago2006-07-08 15:00:04 UTC Post #189334
cs_militia has a few of those you can use.
Posted 17 years ago2006-07-09 02:28:29 UTC Post #189385
Posted 17 years ago2006-07-09 04:26:45 UTC Post #189391
So i can use CS:S content in HL2?
Posted 17 years ago2006-07-09 04:46:20 UTC Post #189393
No, you can use HL2 content in CS:S.
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2006-07-09 04:57:54 UTC Post #189395
pepper: Yes, you can, you'll just have to extract the textures.
AJ AJGlorious Overlord
Posted 17 years ago2006-07-09 04:59:40 UTC Post #189396
Righto, will do!
Posted 17 years ago2006-07-09 07:37:44 UTC Post #189398
Nice shots, Trapt. I like the light details, good contrast. :)
You should put some light bulbs under the roof too, as that's a natural place for lights. You'd loose the interesting bench shadows, but you could retain that effect by 'breaking' one or two of the lights at the end of the roof. Hmm.
I'm not so sure of those red lights at the tracks either. They catch too much attention for my taste, attention that is better given to the buildings you still have to add on the other side of the tracks.
The background building is cool, I like the cold light beam over there. Good athmosphere building. :)
Posted 17 years ago2006-07-09 07:54:47 UTC Post #189400
If you look closely at the pictures, you can see lights under the roof there. They're broken and have sparks (it's much more obvious in game). You can see them in the first picture. One of them is half-working (it strobes), so that's why the last seat is lit up in two of the pics.

I'm not sure what to do with the red lights. I like them there, and they give a nice feel, but they are much too ... bright perhaps? I dunno. Maybe I should lower the brightness a bit, or perhaps light up the track area a little so they don't stick out as much.

I quite like the cold light beam too. Simple light spots can build so much atmosphere, eh? :)

Thanks for the feedback, Captain, it is greatly appreciated.
Trapt Traptlegend
Posted 17 years ago2006-07-09 10:17:44 UTC Post #189410
Could I have some kind of event on mine? Like a train crash?
Posted 17 years ago2006-07-09 12:20:42 UTC Post #189420
'Course.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 17 years ago2006-07-09 12:29:14 UTC Post #189423
Wow, after looking at the screens Trapt put up mine looks pretty crappy. Heh, oh well, I'll post some of mine later.
Posted 17 years ago2006-07-09 12:58:13 UTC Post #189424
I want to post some of mine too but then I fear it'll give the opponents an upper hand in this game...Do you not agree?
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-07-09 17:54:09 UTC Post #189438
Trapt is one crazy mapping fellar. Good stuff.
Posted 17 years ago2006-07-09 23:01:29 UTC Post #189453
I'm not sure what to do with the red lights. I like them there, and they give a nice feel, but they are much too ... bright perhaps?
Too pink, use 255 0 0
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-07-10 02:17:42 UTC Post #189460
:o

I'll give that a try, thx Mr. Rabid.
Trapt Traptlegend
Posted 17 years ago2006-07-10 07:04:25 UTC Post #189488
http://img95.imageshack.us/img95/9158/compomap00049ps.jpg
http://img133.imageshack.us/img133/4387/compomap00051qw.jpg

New building. Terrain is pretty much temporary. I is aware of the backwards sign. I might revert back to the pinkish lights, I think they looked better (opinions?).

Also, why on earth would you not show your screenshots? If anyone steals your idea, it's obvious who had it first, so who really gives a flying fuck? Just my 2 cents on the matter.

Oh, and if anyone tells me to use the edit button, I will e-rip your balls off.

arr.
Trapt Traptlegend
Posted 17 years ago2006-07-10 07:12:18 UTC Post #189489
you could use the edit button
Posted 17 years ago2006-07-10 07:13:32 UTC Post #189490
Look at the time between the posts.
Posted 17 years ago2006-07-10 07:20:52 UTC Post #189491
new building for teh wtf
Posted 17 years ago2006-07-10 07:25:26 UTC Post #189492
http://images.rabid-monkey.com/comp21/

A little bit of work. Already filled in the right of the brick building on the right of the tunnel abit and added some more vertical depth and detail.
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 17 years ago2006-07-10 07:33:59 UTC Post #189493
Where is the 'station' supposed to be?

Lookin good so far, though in shot 000001 there seems to be some strange fance to the right, not quite sure what it is therefore.

And what is the rock texture called and is it standard in HL2?
Posted 17 years ago2006-07-10 07:37:07 UTC Post #189494
same link as before, i've been updating it every day.
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2006-07-10 08:36:48 UTC Post #189496
I'll post some screenshots then when I have a decent compile...Unless you'd rather see a hammer picture of prefab buildings ready for use in the environment that is yet to be made.

Thanks to Hunter I managed to get the shape of the tram right...He made his from memory so I congratulate him...Thanks to him I was able to make a similar...Maybe not so good shape.
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-07-10 08:57:41 UTC Post #189498
Wow, all of your entities looks so much different from mine..
thinks
Madcow MadcowSpy zappin my udder
Posted 17 years ago2006-07-10 09:40:34 UTC Post #189499
Since there is no base map, I understand the dimensions are not as important as the idea and feel of the map.
In other words, I don't need to decompile the blue-shift map, do I?
As long as it looks like the screenshot, it should be ok.

Why do I answer my own questions? ... I guess will never know :biggrin:
Posted 17 years ago2006-07-10 09:50:15 UTC Post #189500
Would taking 2 normal HL2 or CSS textures and creating a vmt file to blend them be considered custom content?
Posted 17 years ago2006-07-10 10:08:40 UTC Post #189505
yes it is, i already asked Ant - no custom blend textures.

also...I dont think you can decompile blue shift maps....I tried and got errors all over the place...so i had to remake the original from scratch from a bazillion screenshots before fixing it up...
Penguinboy PenguinboyHaha, I died again!
Posted 17 years ago2006-07-10 13:31:15 UTC Post #189526
Posted 17 years ago2006-07-10 13:33:21 UTC Post #189527
http://www.youtube.com/watch?v=DrvkoZGrgFA

Click above for Madcow naked...Why I am giving the enemy a chance to see my map is beyond me. And no I did not use HDR...
Habboi HabboiSticky White Love Glue
Posted 17 years ago2006-07-10 14:59:26 UTC Post #189540
Your idea is a little similar to an idea I had Pepper :)
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