Competition 2005 (pre-thread)
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Re: Competition 2005 (pre-thread)
Posted by Leperous on Fri May 13th at 10:55am 2005


If anyone has any thoughts for this year's competition, please fire away below. I have some thoughts myself but I'd like to see what everyone else thinks first.



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Re: Competition 2005 (pre-thread)
Posted by G4MER on Fri May 13th at 10:56am 2005


What competition? [addsig]



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Re: Competition 2005 (pre-thread)
Posted by Adam Hawkins on Fri May 13th at 11:11am 2005


How about brushwork only maps - too much reliance on props these days and would be interesting to see how people compensate etc. [addsig]



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Re: Competition 2005 (pre-thread)
Posted by Captain P on Fri May 13th at 11:29am 2005


Compensating with textures, I guess? smiley

The physics aspects of HL2 are definitely interesting to play with. How about a deathmatch level that incorporates physics traps, or a gameplay mode that must depend on physics some way or another?
[addsig]




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Re: Competition 2005 (pre-thread)
Posted by G4MER on Fri May 13th at 12:18pm 2005


How about a map made of nothing but props. except for the part that encloses the map.

Best Skybox?

Uhm How about the best scary night map. Or A Movie themed map, from a real movie, like StarWars or StarGate, or Texas ChainSaw Masicure..etc.

[addsig]




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Re: Competition 2005 (pre-thread)
Posted by Agent Smith on Fri May 13th at 12:49pm 2005


Hey you almost spelt a great new concept for a movie, Texas Chainsaw Manicure.

"Oh my God, You Bitch! You like, totally broke my nail! Now your gonna die!"

Seriously though I was also about to suggest picking a scene from a movie and recreating that environment. We did something similar for the 2003 competition except concept art, and that was good.

Or perhaps something a bit more focused, like you have to create a Pirate themed map (just a suggestion, not to be taken seriously). I'm sure other members will have some great ideas.
[addsig]




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Re: Competition 2005 (pre-thread)
Posted by Agent Smith on Fri May 13th at 12:54pm 2005


Or perhaps we have to find a real life location, take a photo and recreate that. That would probably fit the standard texture/props better as its all real world stuff.
[addsig]




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Re: Competition 2005 (pre-thread)
Posted by G4MER on Fri May 13th at 1:25pm 2005


? quoting Agent Smith
Or perhaps we have to find a real life location, take a photo and recreate that. That would probably fit the standard texture/props better as its all real world stuff.

First off I am a terrible speller.. get used to it. =) I like the idea of the movie.. call Spielburg.

Second I like this idea.. recreate a real world location. Would it have to be something we take a picture of, or could it be from a google search?

[addsig]




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Re: Competition 2005 (pre-thread)
Posted by Addicted to Morphine on Fri May 13th at 1:50pm 2005


I like the idea of brushwork only. But that's only because I'm still locked into HL1 mapping mode and haven't quite gotten my head around all that Source has to offer.

How about we create a map where the only requirement is a sense of scope? A sense of size and grandeur? To really highlight the Source engine.

I mean, there should be a place in your map where when people walk into it they go, "oh, wow." I'm thinking a little bit of the feeling we all got upon leaving the trainstation in SP.
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Re: Competition 2005 (pre-thread)
Posted by Madedog on Fri May 13th at 2:19pm 2005


I agree with Addicted to Morphine. Brushwork only is great. I, personally, loved this old-school style of mapping, where you had to create everything on your own... no props or anything like that.

But also like the trainstation exit in sp is good idea! Where fps drops from 120 to 20 xD
Anyway... i agree with previous talker.
[addsig]




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Re: Competition 2005 (pre-thread)
Posted by Addicted to Morphine on Fri May 13th at 2:22pm 2005


Not meaning to steal anyone's thunder I think it's only right to point out it was Adam Hawkins' idea, I was just supporting it.
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Re: Competition 2005 (pre-thread)
Posted by Agent Smith on Fri May 13th at 2:26pm 2005


Well it could be a google search, though maybe making it places we have access to would be more interesting, kind of like a window into our various cities, towns, suburbs, whatever. This might be cool since we are all pretty spread out.
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Re: Competition 2005 (pre-thread)
Posted by Addicted to Morphine on Fri May 13th at 2:30pm 2005


To be honest, If I based a map off of where I live it'd be pretty boring. Suburbia isn't very noteworthy. I'd like to branch out a bit more. I wouldn't mind working off a photo if it was a photo of something interesting/foreign/different.
[addsig]




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Re: Competition 2005 (pre-thread)
Posted by Leperous on Fri May 13th at 2:33pm 2005


Plus I've been working on a 'real life' place for the last few months, so would have an unfair advantage <img src=" SRC="images/smiles/icon_wink.gif"> And no to props-only or really massive areas, the aim is to make something decent AND playable (on the SP server).



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Re: Competition 2005 (pre-thread)
Posted by Nickelplate on Fri May 13th at 2:37pm 2005


I think a time-themed map is a good idea. Where each room can represent a different time period, or the best one i think is to have your whole map represent a time period. But definitely an emphasis on brushwork. You should still be able to use props, especially the trees.

Also, movie, book, story-themed maps are good like trying to make the 7-walled city from LOTR (trying now...)

But definitely needs to be multiplayer, so we can put them on our server.

[addsig]




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Re: Competition 2005 (pre-thread)
Posted by fishy on Fri May 13th at 2:40pm 2005


i don't see much point in mapping anything for hl2 if a requirement is to leave out its biggest asset in terms of appearance. even hl1 had limited use for models. [addsig]



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Re: Competition 2005 (pre-thread)
Posted by ReNo on Fri May 13th at 3:16pm 2005


You would say that smiley I agree with you though, I don't think brushwork only is necessarily a good idea, and could well just turn out maps that aren't playable due to the sheer amount of world polies people may push in an effort to make nice looking objects.

On the other hand, overuse of the standard props is rife in the source mapping scene at the moment, so I think the theme should be something that encourages people not to do so. Forcing a theme that HL2 doesn't cover could be one way to do this I guess.

At the moment I'm not really full of ideas I'm afraid. Both the movie theme and real world theme sound not bad, though the latter could well just see another swarm of HL2 city/canal/warehouse style levels making an appearance.
[addsig]




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Re: Competition 2005 (pre-thread)
Posted by ding on Fri May 13th at 3:57pm 2005


What about "Nature"? - I think we've seen enough industrial (...HL2, ...) maps.

My 2nd suggestion: Abstract architecture (Stuff that do/can not exist in real life)

[addsig]




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Re: Competition 2005 (pre-thread)
Posted by Loco on Fri May 13th at 4:12pm 2005


I think that one where you base a map off a photo (note I said a photo - not just one of your home area) would be great. Take the example at Daily Dose of Imagery today - I'd like to see how source handles that sort of thing.

Alternatively how about a very general criteria where you have to create atmosphere in a map - and I don't mean just scary either. All too often these days maps become repetitive and lose their sense of theme/atmosphere. Having said that, the idea is a bit vague... smiley
[addsig]




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Re: Competition 2005 (pre-thread)
Posted by DrGlass on Fri May 13th at 4:19pm 2005


first of all, I think a brush only map would be almost unplayable. Phys objects are ammo for the grav gun, and with no props the grav gun is nothing but a nad tosser.

maybe, no staic props?

I like the "nature" idea.

also, I'd like to see a map that really shows off the HL2 physics and stuff like that.

What about, a low gravity map?

or "best non-hl2 theme map, using only hl2 textures?"

I like the best skybox idea, but I think it would have to be figured into another theme, maybe natural?

what about custom content?
[addsig]





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