2007 Mini-Competition Ideas
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Re: 2007 Mini-Competition Ideas
Posted by Riven on Thu Nov 22nd at 7:14am 2007


? quoting fishy
would evading the spam of the enemy team while entering their base to retrieve a flag back to your own base count as an obstacle?

lol; good one, but no! That would be the player'(s) obstacles and not the mapper's created one. Besides, Don't you want it within an sp version of Source, so that you could have npcs and whatnot? We just need to pick which one. Should we stick with the original 2004 version of HL2 which at the most has buggy HDR effects? Or should we go with the EP1 version which more people probably have over the EP2 version?

While I do think that a small playing map would be in order, perhaps 512x512x512 is a bit too small. maybe double that to: 1024x1024x1024 for a good playing field? Keep in mind that the boundaries themselves can be invisible, just so long as the player can't pass through those dimensions. ReNo, having mapped for Mapcore's 1024 unit competition can tell us if that is bigger than I think it is .

BTW, Reaper47 is right on the money there IMO. It always seems like we have more contestants who join but never finish than those that do. All because they couldn't finish on time. I'm sure most would agree that any unfinished projects that started with a lot of enthusiasm, ended because it was just too ambitious. The same is true for competitions. People just get worn out and burned up about their entry not looking to spec like they first imagined. Keeping the project small ensures less content, but more quality, which is what we're looking for in a competition. If I remember right, none of the categories we have judged maps for in the past have anything to do with size.

I believe that the "obstacles" idea will guarantee the entries to be creative. Whereas in most other competitions, the ideal was a really nice looking map, the goal here is to commit to a innovative idea with no need for a fancy execution. Granted we want to stay away from a dev-texture coated maps, we're judging more on your creative logic rather than your skill at designing a pretty place! I expect people entering to spend more time on thinking up of a good obstacle rather than actually building it. An agenda of that nature is sure to win big for a competition like this and impress people by its innovative design rather than by its artistic style. Let's show people that level design is more than just pretty angles and color wheel selection, and let's use our Left side of the brain again! A portfolio piece with a winning entry from a competition like this is sure to give you another edge over the opposition!







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Re: 2007 Mini-Competition Ideas
Posted by reaper47 on Thu Nov 22nd at 7:37pm 2007


Well, 256x256 already is the size of a 4-floor building. If we don't set the borders there, then it makes little sense to have any borders at all. It's supposed to restrict the mapper and make him scrap ideas because they wouldn't fit the size. That's the whole idea. Again, creativity and physical limitations are two entirely different things that I have often seen inspire each other.

I must admit that the idea of dev-textured physics-constraint-loaden maps scares me quite a lot. It's easy to use the dev-textures as an excuse for something even conceptually unfinished. Just think about all these odd-shaped buildings in SP games that are so obviously just an unimaginative place holder for jumping platforms. Think of all the lame machinery that just doesn't make any sense at all and totally distracts from the game (even the ridiculous "operating machine" in Questionable Ethics was interwoven into the HL1 story quite hilariously).

I'm mostly talking about atmosphere here. It's a huge motivation for me in HL-style games. I don't need it in Tetris, but for real-world themed games it's an essential part of map (and obstacle) creation. I mean we could go on and say we don't need the map to be lit. Or even properly compiled. It's just an idea, isn't it? Well, I dunno, but I'd draw the line much higher here. Smart maps mostly look good automatically because they use the looks to guide the player.






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Re: 2007 Mini-Competition Ideas
Posted by RedWood on Fri Nov 23rd at 4:10am 2007


As for the obstacles idea. 512x512 is a little cramped. 1024x1024 is vary large. This might be a good compromise.

512+128=640
640+128=768

640x768x768
Textures should fit easily enough.



Reality has become a commodity.



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Re: 2007 Mini-Competition Ideas
Posted by RedWood on Fri Nov 23rd at 6:08am 2007


Best Portal concept map.

We all know thinking of a good puzzle for Portal is hard.
How about we see who can turn (or is it churn) out the best puzzle idea. It doesn't have to be a full section, just one part. Like the first time you had to double fling yourself over the glass wall. Thats all, one little idea.
I would prefer to leave lighting and texturing out of the deciding factor in order to concentrate on the quality of the puzzle idea it self.

How many people hear don't have the orange box yet?



Reality has become a commodity.



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Re: 2007 Mini-Competition Ideas
Posted by reaper47 on Fri Nov 23rd at 2:28pm 2007


768x768x768 would sound reasonable.

And I never bothered getting the orange box as I neither would have got to play as much as I would like to nor do I have a PC that is any fun to play newer games on.

But don't let people not having the OB hold you back from doing this competition. I'd love to see some quality portal maps. I love everything about portals.






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Re: 2007 Mini-Competition Ideas
Posted by Cash Car Star on Fri Nov 23rd at 5:43pm 2007


? quote:
Well, 256x256 already is the size of a 4-floor building. If we don't set the borders there, then it makes little sense to have any borders at all. It's supposed to restrict the mapper and make him scrap ideas because they wouldn't fit the size.

I haven't mapped HL2, but in HL1, 256x256x128 is the size of my bathroom.




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Re: 2007 Mini-Competition Ideas
Posted by Riven on Fri Nov 23rd at 6:46pm 2007


I'm in favor of a 768x768x768 grid as well; that would work out just fine I think.

Hey it would be great if we have enough people for a Portal competition! here's a good example of a Portal map over at TWHL. Tell us how long it takes you to figure that one out!

By show of posts, how many people will want to participate in a Portal design competition?

-I will







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Re: 2007 Mini-Competition Ideas
Posted by RedWood on Fri Nov 23rd at 7:55pm 2007


I'm in.

@ Reaper,
I running a socket 462 Amd Sempron 2400+ (1.6 ghz), a x1600 pro, and 1 gig of slow ram. I run Portal with the setting cranked all the way up and i am running more than 30 frames. On Ep2 everything is high except for anti analyzing. TF2 is a different story though (everything as low as it can go <img src=" SRC="images/smiles/sad.gif"> ).
I don't know what your running but i think you can run the Orange Box.



Reality has become a commodity.



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Re: 2007 Mini-Competition Ideas
Posted by Cash Car Star on Sat Nov 24th at 5:21am 2007


But the idea is simultaneous HL1 and HL2 contests? So if we're doing a Portal map, perhaps HL1'rs create an 'escape the room' challenge?



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Re: 2007 Mini-Competition Ideas
Posted by Riven on Sat Nov 24th at 6:13am 2007


Well, if it's a Portal Map challenge we're deciding upon, then It will need to be just for Portal. Any HL1 involvement will require a completely different rule set. Did you want to apply the "obstacle" idea for HL1 entries? Or are you proposing a different idea with the "escape the room" challenge?





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Re: 2007 Mini-Competition Ideas
Posted by reaper47 on Sat Nov 24th at 11:04am 2007


? quote:

? quote:Well, 256x256 already is the size of a 4-floor building. If we don't set the borders there, then it makes little sense to have any borders at all. It's supposed to restrict the mapper and make him scrap ideas because they wouldn't fit the size.
I haven't mapped HL2, but in HL1, 256x256x128 is the size of my bathroom.


Of course I meant 512x512, silly me.







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