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Confused
Lt.Gravity thinks using your time to map for this project is a waste of you time. He thinks that your time would be better spent if you were to make a map within the official limits.



The simple idea is this we are going to have a combat mapping contest. The winning map will look super cool, and to be honest for this I don?t really care how it plays. The object is to create a map which looks a triple plus good. Game play be damned.

However, as this is not ?nam, there are rules and limits.

No map submitted for this contest will use more than the equivalent of a single 64x64 texture. That is 4096 total pixels of textures. You can do this by executing the map in 16 16x16 textures if you like, or even 4 32x32 textures, but together they must be less than 4097 pixels. Any maps that violate this rule will be publicly humiliated.

Because I recognize this as a handicap in many areas, for example team join signs. I am allowing the use of 450 entities, as the maps are for eye candy only. I am also allowing r_speeds up to 1400.

You are asking why the heck would he want to only use that small of a texture set? The answer is that I want to see architecture. I?m doubling nearly every thing else so that you can show pure light and architecture. The object is to use hammer to create something different than what we are used to.

The object of the game is to win but why? I recognize that no one wants to leave their precious ns2.wad alone for a bit. So, I am going to offer a small prize of a 30$ gift certificate to the ns store. Yes I will pay the winner, in goodies.



If you are interested please sign up below. Sign Up Deadline Nov. 26, 2004.



Current Competitors: <name >:<map name>
  • Confused!: co_monochrome
  • Mouse: co_rrosion
  • Purple Monkey Dishwashers
  • BulletHead : CO_INCUBUS_C1
  • Pheus_: co_firefly
  • Spawn of Chaos : co_escape
  • quazlin : co_cont
  • Cobra^:co_bblemap
[*]
Mouse
Mouse: co_rrosion

Mmmk
Hypergrip
Do you want a full working map (if yes, ns or co?) or "simply" some rooms where we show or architecture skills in?

This contest somehow reminds me of the one where we had to create statues out of brushes. funny
Confused
mouse is wrong null clip origin etc do not count toward the texture limit.

the map must actualy be a fully working combat map. even if the number of entites would lag the server out.
HanzGrub3r
*me stares blankly at confused!...then points to his name and shrugs*

Purple Monkey Dishwashers
Crispy
Even if I could I wouldn't, I have too many ideas for playable NS maps.

*Waits*

*Thinks*

You're not thinking what I'm thinking are you? "Yeah guys make some uber sweet maps, don't worry about r_speeds etc..."

-SDK-

-Conversion-

-Playable HL2 map?-

The only thing I don't get is why the limit of 64x64 textures?
Spacer
Because these are to be "abstract geometry" maps, ala Quake 3 (http://www.planetquake.com/images/image.asp?/quake3/features/lotw/04-09-21/lae3dm3.jpg <-- think like this)
Coblet
Christ I might just enter this.
Confused
spacer, that is what i am going for. Also i like the picture:)


Kobayashi, the hl2 connection is not a goal in of itsself, i suppose it might be aeasy with mapa like this. however its really much more an attempt to force every one into trying something new
quazilin
Well well... sounds interesting. Maybe I will give it a try... confused-fix.gif
Sorcerer
hm sounds interesting.. but..
one 64x64 texture? confused-fix.gif
Swiftspear
[edit] NM, I read the rules wrong...
Confused
Here is the wad i am stargin with. in convienet .png format
the two 16x32 textures will likely change, but we shall see.
user posted image
BulletHead
MM... hell, I'll give it a shot

BulletHead - CO_INCUBUS_C1

I'm going to remake it I guess, and I can use this as a good trial. When are these due?

Also, can it be all one texture? Or does it still have to look good? or what? Cause all I can fathom from your texture requirements is that it doesnt' give access to too many different textures....


So how many average sized textures COULD be used???
Confused
bullethead: it made more sense to describe it that way than to say texture useage must be no more than .01 megabytes according to csg, IMHO.

the texture I posted above is 14 different textures for my map and as a group they are the maximum allowable cumulitive size, 64x64. In contrast the average ns texture is 256x256 units. The texture maximum exactly 16th the resolution of a SINGLE standard ns texture. As a further example FROSTGRATE and panel2 are also the maximum possible size for your cumulitive texture total. We are talking a tiny size here kids.


It needs to look good. the object is to make something that is atractive and interesting, not merely a hallway with textures slapped on the sides.

the maps do not have a Dead Line i am thinking early-mid january right now. i kow taht alot of people, myself included have a good bit of work for the next few weeks for school and what not.
BulletHead
Holy Lack-of-Colour Batman!


Well... I can do some nifty architecture... but I can't tell how good it'll look with just that limited a texture choice 0o;

Guess I'll shrink down the metal textures and then increase their size it the editor by like, 5 times 0o'

So... uh... how do I do that... msPaint or PhotoShop I presume? 0o

Yeah... uh... okay... this will be interesting
Pheus
co_firefly
Lt_Gravity
QUOTE (Spacer @ Nov 16 2004, 12:57 PM)
Because these are to be "abstract geometry" maps, ala Quake 3 (http://www.planetquake.com/images/image.asp?/quake3/features/lotw/04-09-21/lae3dm3.jpg <-- think like this)

so whats so speacial about this picture? the architecture is comparable to many ns maps... and its quite uninspired for my taste ^^

people, create GOOD working maps that PLAY well.
Spacer
QUOTE (Lt.Gravity @ Nov 18 2004, 08:26 AM)
QUOTE (Spacer @ Nov 16 2004, 12:57 PM)
Because these are to be "abstract geometry" maps, ala Quake 3 (http://www.planetquake.com/images/image.asp?/quake3/features/lotw/04-09-21/lae3dm3.jpg <-- think like this)

so whats so speacial about this picture?

The fact that all the detail is down to geometry rather than texture usage?
Confused
lt. gravity, the object is to try and make people do something different, to see their maps in a different light. It is a combat map because it shouldnt take that much time out of everyone's busy schedule to create.
Greedo
If you're trying to have a contest to see who can make the best looking map using a 64x64 textures, I'd highly suggest throwing the poly and entity counts out the window. Because let's be honest here, you've already got a 1400/450 limit, which will kill server performance. And no one is going to play a laggy map, especially if it only has 4096 pixels worth of texturing, not even considering that you've also decided to not worry about how well the map actually plays.

But hey, it's your contest. I'd enter myself if I had the time, but I need to get into HL2 stuff posthaste.
Anpheus
I can see it now, people will take the method for meshing realistic ground and turn it into the walls, ceiling, and floor. There will be broken pieces of miscellanious stuff and more spot lights than you can count, oh, and compile time? You're going to want a eight-cpu computer with at least a gig of RAM.
BulletHead
QUOTE (Anpheus @ Nov 18 2004, 10:51 PM)
I can see it now, people will take the method for meshing realistic ground and turn it into the walls, ceiling, and floor. There will be broken pieces of miscellanious stuff and more spot lights than you can count, oh, and compile time? You're going to want a eight-cpu computer with at least a gig of RAM.

HEHHEEHEHE good!

Cause in about 4 days, that exactly what I'll have! MY NEW GAMING RIG COMES SOON!

hehe, the dude that is building it is a friend of my dads... he said that, in his 15 year career of building PC's, he has NEVER built such a high-end PC before in his LIFE!
Confused
greedo, for a combat map, i think that's the limits give are as high as one can go in any sort of realistic sense. essentaily the sky IS already the limit its just capped so i fdont get some one who goes through and draws his girlfriend in 1x1 pixel squares in red green and blue pixels.

Anpheus: I can only hope it is that crazy:)
Lt_Gravity
QUOTE (Spacer @ Nov 18 2004, 10:20 AM)
QUOTE (Lt.Gravity @ Nov 18 2004, 08:26 AM)
QUOTE (Spacer @ Nov 16 2004, 12:57 PM)
Because these are to be "abstract geometry" maps, ala Quake 3 (http://www.planetquake.com/images/image.asp?/quake3/features/lotw/04-09-21/lae3dm3.jpg <-- think like this)

so whats so speacial about this picture?

The fact that all the detail is down to geometry rather than texture usage?

I have two working eyes in my head so I already saw it, thanks for the valueable tip XD
sorry but I still cant see anything special about it. if you want to create a decent ns map comparable architecture should be the goal anyway. but FULLY textured to raise the detail.

maybe a playable map would make more sense so you get an result you can run a server from biggrin-fix.gif
Anpheus
Run the server? He's already allowing 450 entities and r_speeds exceeding 1400 wtris.
Lt_Gravity
QUOTE (Lt.Gravity @ Nov 19 2004, 02:05 AM)
maybe a playable map would make more sense so you get an result you can run a server from biggrin-fix.gif

anpheus: reading is a gift from god, isnt it XD
definition of "playable": r_speeds bellow the 800 mark, only 270 entities (those that get dropped by the server excluded), no serious gameplay problems.
Confused
Lt.Gravity, to be entirely technical those arent the limits fo the engine those are the limits to be an oficial ns map. I believe the engine can render around 1600 w_polies before it begins dropping faces. If I recall correctly, the 1,0 bast had 400+ entities and did not casue my pc to catch fire.

I recognize your concerns. I will edit the first post to say that you personally object to the contest. I certainly hope that this will allow me to continue to have a thread which is not solely related to arguing with you about if the contest is a good idea. I think I have laid out my end the arguement fairly well and you have done the same. At this point I think that continued disucssion of the validity of my contest is pointless, as neither of us seem to be willing to budge.
Spawn_of_Chaos
maybe I'll enter co_escape, if I can get my comp running sad-fix.gif
GiGaBiTe
QUOTE
Run the server? He's already allowing 450 entities and r_speeds exceeding 1400 wtris.


man my P4 server would have problems keeping a map like that running.
Spawn_of_Chaos
o and btw: co_escape is meant to be playable, maybe I'll make two versions: co_escape and co_escape_contest_version or something. look for great architecture in the contest version and a great variety of textures in the playable version. and one more thing: this is my first map, please excuse me if I embarrass myself... asrifle.gif nerd-fix.gif < = me
quazilin
Ill try to come up with something niceh.
Sign me with co_cont .... :I
Coblet
Mine will be called co_bblemap
Confused
now that we have had a few weeks off, whop is still in i know my map was kind of stalled by other projects. however, thi is the part where we have show of hands as to who is still with us.

TranquilChaos
It sounds awfully silly to me, but I might try a few rooms and see if I like it.
Spawn_of_Chaos
uhh...has this contest ended yet? lol anyways, I have been completely stalled on co_escape with the installation of the source SDK...it won't accept NS without a gameinfo.txt file, and I don't know how to make one! Or is there already one?...Someone help me, I want to at least enter...
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