Competition 38: The Whole Splash Life (Mini) Created 5 months ago2019-07-01 14:37:20 UTC by UrbaNebula UrbaNebula

Created 5 months ago2019-07-01 14:37:20 UTC by UrbaNebula UrbaNebula

Posted 5 months ago2019-07-01 14:37:20 UTC Post #342823
Another mini competition is upon us! Check out the brief here and ask any questions... well... here.

As this is a mini competition, you must manage your time effectively. Don't bite off more than you can chew, and leave plenty of time for testing. Good luck and have fun!
UrbaNebula UrbaNebulaGoldSourcerer
Posted 5 months ago2019-07-01 15:53:16 UTC Post #342824
A quick question about the rule that says that custom assets are not allowed to override vanilla content. Does this also apply to scripts or the scenes.image file for sourcemods?
Dr. Orange Dr. OrangeBoth a fruit and a color
Posted 5 months ago2019-07-01 16:30:27 UTC Post #342825
I actually have no idea how that works... Basically, if I should happen to play through Half-Life 2 again, I shouldn't encounter your custom content. Likewise, installing another entry that changes the same thing shouldn't stop your custom map from working correctly... if that makes sense.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 5 months ago2019-07-01 22:52:58 UTC Post #342828
Water you guys talking about? :lol:

I've been mapping for counterstrike 1.6 a lot lately and water has always been a dominant element in my levels fsr. I'm not going to declare that i'm going to enter, but I did have a water themed level in mind I was considering doing anyways. I just might have to do this map after all!
Posted 5 months ago2019-07-01 23:48:04 UTC Post #342829
I just remembered we've had a water competition before, I won 2nd place with a true masterpiece of level design.
Water you guys talking about? :lol:
Hey, that's my joke. Give it back
Penguinboy PenguinboyHaha, I died again!
Posted 5 months ago2019-07-02 01:25:41 UTC Post #342830
Gah Penguin that competition was ages ago! Haha I remember your "wavy wall" design.

My entry at the time was highly inspired by Hondo's Endless rain scientist hunt "endlrainsh".

My entry idea is just a remake of a certain map for cs 1.6 that involved jetskis. :D
Posted 5 months ago2019-07-02 04:27:21 UTC Post #342831
I just released a death match map a few days ago with this theme. Can I enter it in this contest?
Posted 5 months ago2019-07-02 09:42:17 UTC Post #342832
I would prefer if you would start a new map for the competition. Part of the challenge is seeing what can be accomplished within the time limit.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 5 months ago2019-07-09 03:46:36 UTC Post #342845
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Messing around with some water effects. Used a scroll additive texture to somewhat replicate waves. Also used PS to delete the dark parts of the water texture and made them scroll along the ocean floor to somewhat look like light shining through the surface of the water. And I made Jet Skis. :)
Posted 5 months ago2019-07-09 07:05:19 UTC Post #342846
Func... func_vehicle?
Oskar Potatis Oskar Potatish̲͚̤̿͑̔̒̃̉̓ȋ͂͋̉̿̎͋̈́͏͚͖͇̭̩͓͔͝
Posted 5 months ago2019-07-09 14:03:47 UTC Post #342847
Yep, they're buggy as hell! I spent the majority of time just figuring out how to make them float above the water without being able to access the beach. This is a fy map for cs 1.6. Will be fun in the server I play in.

Although they're so buggy, they make for some fun hilarious game play online.

The waves look really cool as I made the scroll wave texture follow a wavy shaped brush on the water's surface. It is only really visible when the player rides out to the water though fsr. Additive textures are always buggy. Heck, everything is always buggy in gold source. My seagull models aren't flapping their wings like they should. I guess I just need to open the model and see if the animation is different than its idle.
Posted 5 months ago2019-07-09 16:07:09 UTC Post #342848
Zeeba-G makes a func_vehicle map... Urby I think you can award the first prize right now

Out of curiosity what did you do to make it float but not able to access the beach? Add a box under the seafloor to the boat? Because that's what I would have tried
Oskar Potatis Oskar Potatish̲͚̤̿͑̔̒̃̉̓ȋ͂͋̉̿̎͋̈́͏͚͖͇̭̩͓͔͝
Posted 5 months ago2019-07-09 16:41:34 UTC Post #342849
I decompiled de_boatseason2c to see what they did and they used strange witchcraft wizardry where they basically placed the boats a certain distance away from land brushes that kept them floating above the water. I replicated this but did not like how the cliffs dropped into the water. I wanted the beaches sand to gradually slope into the ocean.

So the only thing I could do is set the func_vehicles on the outside of a "net" that they cannot go over, just a func_wall... To make them float you just set the paths on the ocean floor and then set the vehicles height above track to the distance in units above the entities. In order to allow the player to get back on the vehicles when they fall off I had to create a step on the back of the jet skis...

With the original method when you drive the boats onto land they act as a regular func_vehicle but with the method I used, they float the "height above track" over the land. Being Jet Skis, they shouldn't be able to drive over the land anyway so I just blocked the area off with the nets.

And lol yes I should win by default for func_vehicles. ;) Is anyone else entering?
Posted 5 months ago2019-07-09 19:35:02 UTC Post #342850
Thanks for explaining. I might make something stupidly simple just for fun if I find the time
Oskar Potatis Oskar Potatish̲͚̤̿͑̔̒̃̉̓ȋ͂͋̉̿̎͋̈́͏͚͖͇̭̩͓͔͝
Posted 5 months ago2019-07-10 03:17:50 UTC Post #342851
Posted 5 months ago2019-07-11 16:50:59 UTC Post #342852
Quick question for clarification, if I want to, for instance, start the map in a known environment from the games, can I (similar to RTSL's DoorVille challenges) copy one room from an official map and take a different path from there?
CPripyatUit CPripyatUitshe/her, they/them
Posted 5 months ago2019-07-12 14:02:38 UTC Post #342853
Absolutely.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 4 months ago2019-07-15 14:52:26 UTC Post #342863
I finished my entry. Will submit by Friday. :D
Posted 4 months ago2019-07-15 14:54:20 UTC Post #342864
Nice work.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 4 months ago2019-07-17 09:27:34 UTC Post #342870
How many maps are allowed? Is it okay to make a series of two-three levels?
Posted 4 months ago2019-07-17 13:25:47 UTC Post #342872
Yup
UrbaNebula UrbaNebulaGoldSourcerer
Posted 4 months ago2019-07-19 01:54:53 UTC Post #342873
When a cs 1.6 map is loaded, a camera shows a view of the map before you select your team. Is there a way to orient this view?
Posted 4 months ago2019-07-19 02:08:50 UTC Post #342874
View always centers on the camera entity as far as I remember.
Stojke StojkeOPL - 3
Posted 4 months ago2019-07-19 02:34:32 UTC Post #342875
Posted 4 months ago2019-07-24 13:14:04 UTC Post #342900
When somebody puts more effort into a single background prop than I do into an entire map sometimes...
UrbaNebula UrbaNebulaGoldSourcerer
Posted 4 months ago2019-07-24 16:38:13 UTC Post #342902
I thought I will do something for the compo, but I am on a vacation now, and I don't have access to my tools. I started on a single player map, but now I won't be able to finish it for the compo. I thought "Maybe I can try with a map for CS", but I understood, that I still won't have enough time. So I think that the single player will get out when I make it all. In other (short) words : I am not going to participate in the Water Competition. 😢
AK47NATOR AK47NATORTerminator with AK47|Vulcan
Posted 4 months ago2019-07-24 17:02:45 UTC Post #342903
A few development screenshots from my map:
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It's a bit dark, so I'm thinking about adding a few more lights.
Dr. Orange Dr. OrangeBoth a fruit and a color
Posted 4 months ago2019-07-24 17:49:16 UTC Post #342904
:zomg: Dude, that looks terrific!

Kinda scary looking. Maybe you could put some kind of monster in the water.
Posted 4 months ago2019-07-25 13:52:59 UTC Post #342910
Is that a lost Rodless Reel, Zeeba? Hahaha.Is that a lost Rodless Reel, Zeeba? Hahaha.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 4 months ago2019-07-25 14:01:01 UTC Post #342911
Well, I figured when the player finds the hidden auto sniper their endorphins would make them want to buy anything they see. ;) Also seemed fitting with all the fish and what not hahaha!
Posted 4 months ago2019-07-28 22:06:36 UTC Post #342933
I have now submitted my entry.
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I wish the best of luck to everyone! :)
Dr. Orange Dr. OrangeBoth a fruit and a color
Posted 4 months ago2019-07-28 22:58:27 UTC Post #342934
Really impressive work, Orange! Those displacements look like they took a hell of a lot of time to put together, looks awesome.
Dimbeak DimbeakRotten Bastard
Posted 4 months ago2019-07-30 00:01:16 UTC Post #342940
Two weeks remaining as of right now.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 4 months ago2019-08-01 22:16:35 UTC Post #342953
This game is worth a look at for inspiration. I've watched the entire video a while back.

ABZU
Posted 4 months ago2019-08-06 14:34:30 UTC Post #342962
Just a word of caution... I recently started playing Subnautica and your maps will be judged in relation to that.

It won't be very fair.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 4 months ago2019-08-11 20:44:56 UTC Post #342993
Finishing up my entry now. 4 maps, and it comes with a video intro and 30-page novella accompaniment. dont ask me why i just thought it was funny ok
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Dimbeak DimbeakRotten Bastard
Posted 4 months ago2019-08-13 20:02:04 UTC Post #342996
Sweet! Good luck to everyone. Was fun to enter!
Posted 4 months ago2019-08-14 00:39:19 UTC Post #342997
Played through the other two entries. Lemme talk about them in the order I played.

Hydrocompression
Damn good map. Absolutely solid. Starts with a simple idea and then gradually expands on it in a way that feels natural; really good design, and visually well put together.

There was even one part where I got lost, but I followed the blinking lights on a pipe that took me to where I needed to be. That made my brain feel so HUGE when I put that together. Great signposting overall. The combat was also really good, varied locations that haven't been traditional combat arenas before - especially the part where you find the combine on the bridge.

All in all, really impressive work, especially from a design perspective.

fy_splash
Looks great, I like the use of func_vehicles, and the dolphin is really impressive. I thought it was a model before I saw your video.

Only problem is, multiplayer. If anyone here on TWHL wants to host it so we can properly play it, schedule it bc this map deserves a fair shake before the voting ends. Not much else I can say, sadly. I want to try it with people.
Dimbeak DimbeakRotten Bastard
Posted 4 months ago2019-08-14 00:55:19 UTC Post #342998
I just sat down to test the other two entries.

Thanks for the feedback! Come play in M3| Server this friday night after 6:30 pm Central and many people will be on. We can play fy_splash.

Add this cs 1.6 server to your favorites - Server IP: 66.150.188.180:27015

Also, dm me if you want to test it sooner.

Will update with my review on your maps.
Posted 4 months ago2019-08-14 01:40:43 UTC Post #342999
note: a bug has popped up on my entry

if the SECURE ACCESS door doesnt open when the helicopter goes down, noclip through it (whoops)
Dimbeak DimbeakRotten Bastard
Posted 4 months ago2019-08-14 03:47:14 UTC Post #343000
Congrats to the winners. 3rd place by default ftw. :glad:
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