2005 Mapping Competition thread
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Re: 2005 Mapping Competition thread
Posted by Robert Martens on Wed Jun 8th at 3:07am 2005


Gotcha. Just wanted to be clear.

Actually, come to think of it, perhaps showing my idea early would be more of a defense against others lifting it; should a conflict arise, any comments or screenshots would act as a sort of paper trail...sans paper, of course.

Not that I'm worried about anyone stealing the priceless gems I come up with so often.





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Re: 2005 Mapping Competition thread
Posted by Orpheus on Wed Jun 8th at 3:25am 2005


? quoting Robert Martens

Not that I'm worried about anyone stealing the priceless gems I come up with so often.

My thoughts exactly. It is my experience that damed few actually steal anything in the map editing area around here. In fact, most avoid any similarities whenever possible to forestall any accusations.

Besides, even if 2 people set out to create the same map, its doubtful they would succeed without working with each other on doing so.

I can almost guarantee that if you were to post the best idea ever, damned few would make maps so similar that stealing would be the excuse.





The best things in life, aren't things.



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Re: 2005 Mapping Competition thread
Posted by DrGlass on Wed Jun 8th at 4:16pm 2005


Yeah, any one who is good enough to beat you with your idea wouldn't steal your idea in the first place.




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Re: 2005 Mapping Competition thread
Posted by smidsy on Thu Jun 9th at 9:14pm 2005


just a question...are we allowed to have say a slight combine start which goes into a surreal style asin like an experament lab or something?




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Re: 2005 Mapping Competition thread
Posted by Leperous on Thu Jun 9th at 9:50pm 2005


An experimental lab doesn't sound particularly "unreal," unless they've been making portals to bizarre universes and everything has gone wrong...



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Re: 2005 Mapping Competition thread
Posted by smidsy on Thu Jun 9th at 9:52pm 2005


that was sort of my idea... a nice big portal influnced by the combine research team but goes to funky new places





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Re: 2005 Mapping Competition thread
Posted by $loth on Fri Jun 10th at 7:39am 2005


? quote:
but reproductions of film scenes


How close do you mean by this? If you have seen Un Chien Andalou,I was thinking of the scene where the guy is on the balcony with the moon behind, would that be allowed as a small part of the map?
Are you allowed to take an idea from a surreal film and modify it?




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Re: 2005 Mapping Competition thread
Posted by Myrk- on Fri Jun 10th at 10:39am 2005


No offence, but I think this contest hasn't been thought through thoughrougly (tongue twister there). There arn't many custom textures for HL2 yet, and surreal stuff needs alot more textures etc, which is gunna make the map build time much greater, and there may not be as many contestants.

/me pets Cassius for his good work.




-[Better to be Honest than Kind]-



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Re: 2005 Mapping Competition thread
Posted by $loth on Fri Jun 10th at 11:03am 2005


But you can make your own textures or find pics and convert them into the right format, it just makes it a bit harder for people who can't do that to just use HL2 textures.




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Re: 2005 Mapping Competition thread
Posted by ReNo on Fri Jun 10th at 2:15pm 2005


I was trying to work on a custom cel-shading shader and a flatshaded material pack to go along with it, but I haven't had much joy finding out much about writing shaders for HL2. My main concern is that even one of the example ones they give you doesn't work right when you compile it, leaving me unsure if I've done something wrong. Now that I'm back home I no longer have my computer rigged up to a net connection, and considering everything HL2 editing related needs steam running, I can't do much unfortunately. I'll keep you guys posted if I make any progress on it.






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Re: 2005 Mapping Competition thread
Posted by Robert Martens on Fri Jun 10th at 4:03pm 2005


Okay, so now that I've got answers to my procedure related questions, I have to ask about this particular idea's relevance to the contest.

Would a street that's bent backward over itself (in a sort of S shape) be considered "unreal"? Yes, it's just a normal city street, with normal looking buildings, but folded up. Some of the buildings collided, sticking into one another, and in order to move around the map, you hop to and fro between right side up and upside down structures, climbing on whatever presents itself as a handy platform.

Too normal? I'm sure I can come up with another idea if need be, but this was the first that struck me.





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Re: 2005 Mapping Competition thread
Posted by Campaignjunkie on Fri Jun 10th at 9:33pm 2005


? quote:
I was trying to work on a custom cel-shading shader and a flatshaded material pack to go along with it, but I haven't had much joy finding out much about writing shaders for HL2. My main concern is that even one of the example ones they give you doesn't work right when you compile it, leaving me unsure if I've done something wrong. Now that I'm back home I no longer have my computer rigged up to a net connection, and considering everything HL2 editing related needs steam running, I can't do much unfortunately. I'll keep you guys posted if I make any progress on it.
I also looked into such possibilities before deciding on regular brush-based cel-shading. While I'm sure shader-based is possible, I'm not sure if it would be practical in the context of this competition - aren't shaders hardcoded into the DLLs or something? Good luck on the pack anyway.

Oh, and I also agree with Myrk: the regular HL2 texture set seems kind of limiting for the theme of this contest. Obviously those who can get custom textures / models are going to be at the greatest advantage. But it's usually that way with every contest.

Robert: A folded-up city street sounds interesting, just as long as the buildings aren't *too* normal.




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Re: 2005 Mapping Competition thread
Posted by $loth on Sat Jun 11th at 3:04pm 2005


I will probably be entering this, started on some paper some thought's for a map (haven't done much of it in hammer), called dm_kingdom.




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Re: 2005 Mapping Competition thread
Posted by ReNo on Sat Jun 11th at 4:25pm 2005


Yeah CJ, they are hardcoded into DLLs, but provided they use a standard naming convention it seems they are picked up automatically by the engine so you don't need to make a mod in order to use custom shaders. I'm not 100% on this and as I said there seems to be very little info around on the subject, but from what I've found from looking into it thats how it seems. I doubt DLL's could be downloaded from a server, but I think they could be distributed with a map or material pack ok.






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Re: 2005 Mapping Competition thread
Posted by Ferret on Mon Jun 13th at 2:53am 2005


OhI love how unreal has a shader editor built into the level editor <img src=" SRC="images/smiles/icon_smile.gif"> I bet you wish hammer had one at this point reno <img src=" SRC="images/smiles/icon_smile.gif">




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Re: 2005 Mapping Competition thread
Posted by ReNo on Mon Jun 13th at 3:06pm 2005


Well considering writing shaders in HL2 source involves using an external IDE such as Visual Studio, compiling into a DLL, editing materials to make use of said shader, and restarting the game in order to load them in...yes, I'd rather like it if I could just edit them from hammer <img src=" SRC="images/smiles/icon_biggrin.gif"> I guess that the material system lets you tweak a fair bit of shader properties from hammer though, even if not the shaders themselves.






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Re: 2005 Mapping Competition thread
Posted by $loth on Mon Jun 13th at 3:29pm 2005


Hey lep, when about's would it be possible to post up a list of participants / people who might?




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Re: 2005 Mapping Competition thread
Posted by BlisTer on Mon Jun 13th at 8:45pm 2005


? quoting ReNo
Well considering writing shaders in HL2 source involves using an external IDE such as Visual Studio, compiling into a DLL, editing materials to make use of said shader, and restarting the game in order to load them in...yes, I'd rather like it if I could just edit them from hammer I guess that the material system lets you tweak a fair bit of shader properties from hammer though, even if not the shaders themselves.

are you sure you couldnt tweak an existing shader with the appropriate parameters and values ? there are 60 existing shaders afaik, so i would guess at least one of them could do the job you want it to do.

however, as frustrating as i encountered it to be, tweaking shaders is a time-consuming trial & error thing. it'll be about balancing what would take the least amount of time i guess. gl anyway <img src=" SRC="images/smiles/icon_smile.gif">




These words are my diaries screaming out loud



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Re: 2005 Mapping Competition thread
Posted by ReNo on Tue Jun 14th at 12:06am 2005


Nah I highly doubt it, unless I'm overlooking a cel-shading specific one that already exists. Cel-shading is a fairly specific effect and isn't something your going to be able to achieve by tweaking some generic lightmapped texture shader or whatever. It should be fairly simple to write once I actually get around to it, but it isn't something that can really be achieved through changing parameters.






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Re: 2005 Mapping Competition thread
Posted by Agent Smith on Thu Jun 16th at 1:40pm 2005


PLEASE IGNORE: Like an idiot, I posted BEFORE checking the full competition details.

Just checking, is it alright to go alien themed or something similar. I've got a pretty sweet idea for gameplay and technical stuff, just I would like to have it in either an alien or fanatasy setting. Would that be ok? The technical stuff (too hush hush to reveal at the moment) is going to be the surreal or trippy, or at least cool thing.




Ham and Jam Contributor
http://www.hamandjam.org

'Get your stinking paws off me, you damned dirty ape!'




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