Competition 2005 (pre-thread)
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Re: Competition 2005 (pre-thread)
Posted by ReNo on Fri May 13th at 5:13pm 2005


Low gravity is a bad idea from a gameplay POV I'd say - it slows air movement too much and makes you an easy target.
[addsig]




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Re: Competition 2005 (pre-thread)
Posted by omegaslayer on Fri May 13th at 5:50pm 2005


hmmmmmm brush work only maps (yes im floging it to death)..... here are my problems:
Performance issues
Detail (you cant go into depth like you can a model eg: Micro brushes!!!)

Thats about it.
The "nature" idea might not be good, as nature is often an open area that doesnt make for good gameplay (eg: get the magnum and your god)

Here is what I think it should be a about: GAMEPLAY!
Make a map that is dependent on gameplay, something that will set your map apart from the rest, have a goal in mind on the map (other than just fragging the hell out of everyone) like crossfire (although its not limited to that) or on dm_pinnacles, there are two balls that have a beam in between them that you can toss around and kill people with (although the map wasnt too great but the ball idea was). Have a map like that, because what any great maps boils down to is gameplay!!!!

As for custom content: Im fine with that, although dont go over board, you dont want to embed too much custom models/sounds/textures that will make your bsp file 50 MB!!!!
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Re: Competition 2005 (pre-thread)
Posted by Adam Hawkins on Fri May 13th at 6:52pm 2005


Maybe brushwork only isn't such a great idea - and maybe I didn't portray what I meant particularly well. I was interested in how models would be compensated for. Without the props, different themes would be forced due to the limited theme of the standard set. Without props, what would the mapper put in their place? [addsig]



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Re: Competition 2005 (pre-thread)
Posted by ding on Fri May 13th at 7:00pm 2005


What about Nature AND abstract architecture? Or you can do the nature stuff a bit more like a valley with big rocks, etc. [addsig]



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Re: Competition 2005 (pre-thread)
Posted by Spartan on Fri May 13th at 7:10pm 2005


The brush work only idea is crap IMO. I think Ding has a good idea with the nature/abstract architecture idea. I would like to see how well people can combine nature with architecture. We could see some original ideas come from it. [addsig]



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Re: Competition 2005 (pre-thread)
Posted by Finger on Fri May 13th at 7:43pm 2005


I think we should just do a sort of general 'themed' map. We could have a variety of themes to choose from, which would have a better chance of suiting everyones interests. Just a few examples..

- scary

- holocaust

- nature

- stylized

- time period

I've been playing Psychonauts lately, and am dying to do something very stylized (like their insane asylum level), in hl2. With a few general themes to pick from, I could do what I want, and joe shmoe could do a nightmarish texas chainsaw map, if he wanted.





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Re: Competition 2005 (pre-thread)
Posted by Crono on Fri May 13th at 7:54pm 2005


? quote:
I think we should just do a sort of general 'themed' map. We could have a variety of themes to choose from, which would have a better chance of suiting everyones interests. Just a few examples..
- scary
- holocaust
- nature
- stylized
- time period
I've been playing Psychonauts lately, and am dying to do something very stylized (like their insane asylum level), in hl2. With a few general themes to pick from, I could do what I want, and joe shmoe could do a nightmarish texas chainsaw map, if he wanted.


Seconded. [addsig]




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Re: Competition 2005 (pre-thread)
Posted by fishy on Fri May 13th at 7:55pm 2005


nature, hmm.... no running water available, and lots of water being bad for the engine = no aqua-land. the trees supplied are way too scrawny for forestation = no jungles. wildlife? hmm...

the only nature type thing that i can think of that hl2 could be good at is mountains. the mountainous displacements that can be made can look really effective.

texture and model creation in the community haven't really grown to a point where standard content can be easily discarded. i'd agree a move out of c-17 is in order, so most of the texture set thats left would be either combine or grungy industrial.

to me, this all suggests anything from a quarry to a mountaintop arena, ranging in style between disused industrial to working hi-tech combine, which would be my suggestion for the comp

[addsig]



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Re: Competition 2005 (pre-thread)
Posted by Campaignjunkie on Fri May 13th at 9:28pm 2005


? quote:

? quote:
I think we should just do a sort of general 'themed' map. We could have a variety of themes to choose from, which would have a better chance of suiting everyones interests. Just a few examples..
- scary
- holocaust
- nature
- stylized
- time period
I've been playing Psychonauts lately, and am dying to do something very stylized (like their insane asylum level), in hl2. With a few general themes to pick from, I could do what I want, and joe shmoe could do a nightmarish texas chainsaw map, if he wanted.
Seconded.


Thirded. Plus, I've been dying to go out and buy Psychonauts. smiley

I'd be against a nature theme - it would basically be a test of who can do the best displacements, I would think. A contest should test a mapper's skills as a whole, and not cater to a specific technique.
[addsig]




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Re: Competition 2005 (pre-thread)
Posted by Guessmyname on Fri May 13th at 9:32pm 2005


How about a map where you only have the map as your weapon (you use traps to kill people, may require grav-gun / crowbar / stunstick)
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Re: Competition 2005 (pre-thread)
Posted by BlisTer on Fri May 13th at 9:53pm 2005


? quote:
I think we should just do a sort of general 'themed' map. We could have a variety of themes to choose from, which would have a better chance of suiting everyones interests. Just a few examples..

- scary

- holocaust

- nature

- stylized

- time period





i like this, + i like Loco's suggestion for "atmosphere", Ding's suggestion for "abstract architecture" and Reno's suggestion for NOT doing the typical city/canal/warehouse theme.

So maybe we should concentrate on agreeing on the allowed themes?
[addsig]




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Re: Competition 2005 (pre-thread)
Posted by Captain P on Fri May 13th at 10:02pm 2005


? quote:
How about a map where you only have the map as your weapon (you use traps to kill people, may require grav-gun / crowbar / stunstick)


I've been thinking along that line a bit for my next map, yes. Sounds good to me, though maybe limiting the gameplay to physics traps only could become somewhat boring, I think. But some emphasis on it, yeah...

As for props and other custom stuff... for me, those are the ingredients of a map. Part of the mapping skill. Mapping is putting it all together and making it work, not specifically placing brushes...

An idea I recently got was taking a level or area from another game, and recreating it in HL2DM. It gives guidelines for judging the map, e.g. did it capture the theme, the feeling of that particular game, level?
I also think we all remember Persian Letters here, I'd say that's a great example...
[addsig]




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Re: Competition 2005 (pre-thread)
Posted by Cassius on Fri May 13th at 10:07pm 2005


I'd be interested in a surrealist map contest. [addsig]



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Re: Competition 2005 (pre-thread)
Posted by DrGlass on Fri May 13th at 10:26pm 2005


? quote:
I'd be interested in a surrealist map contest.


me too. I want to make something very trippy and strange.

maybe we could base the map on artistic styles?

gothic

surreal

abstract

etc.

etc.


[addsig]




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Re: Competition 2005 (pre-thread)
Posted by Finger on Fri May 13th at 10:45pm 2005


Upside down rooms, Escher'ish architecture...hmm, could be pretty cool.





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Re: Competition 2005 (pre-thread)
Posted by Agent Smith on Sat May 14th at 12:01am 2005


Dammit, I did that for the last competition. Now I have to come up with another trippy concept .

One problem though with upside down levels and such is that water doesn't work upside down in source like it did in HL, and that was always a cool way to travel, jumping up into a pool of water on the roof.
[addsig]




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Re: Competition 2005 (pre-thread)
Posted by Tracer Bullet on Sat May 14th at 12:43am 2005


I'd go for surrealistic/abstract any day, but maybe you should just be more general and just say that it has to be themed differently from anything in HL2. [addsig]



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Re: Competition 2005 (pre-thread)
Posted by Agent Smith on Sat May 14th at 1:16am 2005


That could work, but of course the problem comes when judging the winner, as certain themes might be easier or more appealing than others. If you perhaps had some fixed themes, ones that had a reasonable amount of leeway within them, then judging would be significantly easier and much fairer.
[addsig]




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Re: Competition 2005 (pre-thread)
Posted by Cassius on Sat May 14th at 3:23am 2005


Surrealism, if chosen, would be the first truly original style we've chosen for a contest.

Uses a different theme than HL2, but uses HL2 textures? That's more than a little retarded, folks, because it barely restricts a thing.

[addsig]




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Re: Competition 2005 (pre-thread)
Posted by DrGlass on Sat May 14th at 4:23am 2005


? quote:
Surrealism, if chosen, would be the first truly original style we've chosen for a contest.

Uses a different theme than HL2, but uses HL2 textures? That's more than a little retarded, folks, because it barely restricts a thing.



Look through some of the maps here on the site (not to pimp, but dm_cliff) use HL2 textures and still dont use hl2 theme.

I'd say we should do surrealism (or the art thing I suggested) with no areas taken from HL2. i.e. no combine area or city area with the combine wall or check points.
[addsig]





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