It already sounds too complicated, when thinking about matching up contestants, and dealing with time constraints.
Posted by Gwil on Tue Apr 20th at 1:25am 2004
Room and size restrictions sounds cool, because although youre limited no-one can dictate the shape, size, setting or different layers in one room..
something along those lines sounds good ![]()
Gwil
super admin
2864 posts
293 snarkmarks
Registered: Oct 13th 2001
Location: Derbyshire, UK

Occupation: Student
Posted by asterix_vader on Tue Apr 20th at 1:32am 2004
asterix_vader
member
494 posts
49 snarkmarks
Registered: Aug 29th 2003
Location: Peru

Occupation: Trying to find one
Posted by Tracer Bullet on Tue Apr 20th at 1:34am 2004
This is sounding pretty cool. if it's meant to be a small map, I might even be able to participate. sadly, most of my maps are initialy meant to be small, but turn into monsters!
Tracer Bullet
member
2271 posts
367 snarkmarks
Registered: May 22nd 2003
Location: Seattle WA, USA

Occupation: Graduate Student (Ph.D)
Posted by ReNo on Tue Apr 20th at 1:35am 2004
ReNo
member
5457 posts
933 snarkmarks
Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Posted by Campaignjunkie on Tue Apr 20th at 1:53am 2004
Hmm, so it's agreed that the contest obviously has to be simple to ensure success. I also concur with Reno that HLDM is really the only viable platform to map for.
As for restrictions... I think something along the lines of 5 textures (no more than 1 mb of texture memory?) and the map be a one-room, large central arena. Keeping it simple while allowing for some nice setpieces. Should gameplay gimmicks be allowed? (i.e. a train that moves all around the level)
[addsig]Campaignjunkie
member
1309 posts
291 snarkmarks
Registered: Feb 12th 2002
Location: West Coast, USA
Occupation: Student
Posted by Tracer Bullet on Tue Apr 20th at 1:58am 2004
Sure, why not? suerly one of the ups of doing a small map is that you can put plenty of work into yummy entities.
Tracer Bullet
member
2271 posts
367 snarkmarks
Registered: May 22nd 2003
Location: Seattle WA, USA

Occupation: Graduate Student (Ph.D)
Posted by ReNo on Tue Apr 20th at 2:00am 2004
God knows how many Mr.Hawkin's could cook up if things were kept this simple
ReNo
member
5457 posts
933 snarkmarks
Registered: Aug 22nd 2001
Location: Scotland
Occupation: Level Designer
Posted by Campaignjunkie on Tue Apr 20th at 2:44am 2004
Hmm, another idea to bounce around:
Someone makes an empty "shell" map, that's just completely barebones with wall/walkways/floors/ceiling. Something that will just barely compile and be playable. Then, the contest will be to build upon this shell into a playable map; the only restriction being that you can't make the map bigger/smaller and you can't delete/modify the original shell geometry (but you could add additional walkways and such, naturally), would be interesting to see how people interpret the map. But then again, I doubt something like this would get many entries due to complexity/restrictions. ![]()
Campaignjunkie
member
1309 posts
291 snarkmarks
Registered: Feb 12th 2002
Location: West Coast, USA
Occupation: Student
Posted by Tracer Bullet on Tue Apr 20th at 2:51am 2004
Tracer Bullet
member
2271 posts
367 snarkmarks
Registered: May 22nd 2003
Location: Seattle WA, USA

Occupation: Graduate Student (Ph.D)
Posted by wil5on on Tue Apr 20th at 5:22am 2004
wil5on
member
1733 posts
323 snarkmarks
Registered: Dec 12th 2003
Location: Adelaide

Occupation: Mapper
Posted by $loth on Tue Apr 20th at 6:51am 2004
$loth
member
2256 posts
286 snarkmarks
Registered: Feb 27th 2004
Location: South England

Occupation: Student
Posted by Adam Hawkins on Tue Apr 20th at 8:10am 2004
| ? posted by ReNo |
| Or make lots of entries God knows how many Mr.Hawkin's could cook up if things were kept this simple |
Heh...i've still not finished most of the maps I started for the last competition ![]()
I like CJ's idea too - makes for a fair 'battlefield' if we all start with the same map - though I think textures should be in the hands of the individual mapper in this instance - otherwise there would be very little to distinguish one map from the next.
Saying that, I also like Myrk's idea of a limited space but freedom to map what you like within that space ![]()
The competition theme would have to be fairly simplistic imo as I doubt there are many mappers willing to commit themselves to a large project this late in HL's life.
[addsig]Adam Hawkins
member
858 posts
333 snarkmarks
Registered: Aug 25th 2002
Location: Chesterfield, UK

Occupation: Specialty Systems Manager
Posted by Leperous on Tue Apr 20th at 10:02am 2004
Leperous
member
3382 posts
788 snarkmarks
Registered: Aug 21st 2001
Location: UK
Occupation: Lazy student
Posted by Loco on Tue Apr 20th at 10:30am 2004
Posted by Adam Hawkins on Tue Apr 20th at 10:37am 2004
Adam Hawkins
member
858 posts
333 snarkmarks
Registered: Aug 25th 2002
Location: Chesterfield, UK

Occupation: Specialty Systems Manager
Posted by Orpheus on Tue Apr 20th at 10:37am 2004
| ? posted by Leperous |
| A 'joint mapper' competition is foolishness, get back in your boxes people |
i like this idea, but am hesitant, because all of my scraped maps are rather large by themselves.. i would assume others have similar maps..
[addsig]
Orpheus
member
13860 posts
1547 snarkmarks
Registered: Aug 26th 2001
Location: Long Oklahoma - USA

Occupation: Long Haul Trucking
Posted by wil5on on Tue Apr 20th at 10:41am 2004
Not sure about your mish-mash idea Lep, how will you know its all from actual disused maps? To avoid cheating that is.
It would be good if you could do a GMDM2 style mini-mod, but I'm not sure if that would work. It would seriously disadvantage the non-coders among us.
I like the idea of working from a pre-defined set of resources (textures, sounds, mapmodels etc.), you suppose we could combine that with CJs idea?
EDIT: I just had an idea. How about, each map must have a "cool" effect in it, eg. shiny floor?
[addsig]wil5on
member
1733 posts
323 snarkmarks
Registered: Dec 12th 2003
Location: Adelaide

Occupation: Mapper
Posted by Leperous on Tue Apr 20th at 11:13am 2004
Leperous
member
3382 posts
788 snarkmarks
Registered: Aug 21st 2001
Location: UK
Occupation: Lazy student
Posted by Captain P on Tue Apr 20th at 12:07pm 2004
All this talking about only 5 textures lets me remember the screenshots from HL2 alpha level builds. How about... only orange (or blue, whatever) test textures? One orange raster texture, a masked ladder texture, a railing texture and one or two light textures... that makes 5 exactly and ensures noone has an edge over the other with his/her textures... Then you will have to impress the player pure with architecture and lighting only...
[addsig]Captain P
member
1370 posts
247 snarkmarks
Registered: Nov 6th 2003
Location: Netherlands

Occupation: Game-programmer
Snarkpit v6.1.0 created this page in 0.0102 seconds.

