SnarkPit's 2008 Mini-Competition
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Re: SnarkPit's 2008 Mini-Competition
Posted by Riven on Sat Aug 23rd at 12:24am 2008



Banner courtesy of Muhnay

Goals:
The goal for this competition is twofold:
e.g. You have a choice!
  1. Option 1: You may build a Half-Life 2 Deathmatch level based on a theme and within the restrictions.

    -OR-

  2. Option 2: You may build a 'scenic only' level where there is only a 'walkway' or 'hallway' for the player to progress through from start to end based on a theme and within the restrictions.

Rules and Explanation:
  • For option 1: Choosing this option restricts you to building your map only in Half-Life 2 Deathmatch. Your are limited to only using Valve content from the following games: HL2; HL2dm; HL2ep1; or HL2ep2. No custom content!
    • Your level must be contained in the source prefab called 'box.' You can find it under the prefabs category dropdownlist arrow using the 'entities' tool in Hammer. Or, you may download it here and extract it to your hard drive. If you cannot download it, or can't find the prefab, then you may construct it yourself with these dimensions: 672 units wide; 1136 units long; and 672 units tall.

    • Your playable area must stay inside that box! You are allowed to have 'pits' and 'pools' beyond the bounds of the box, but no walkways that exceed the walls/ceiling/floor (your walls could be invisible too). You cannot build a 3D skybox either. Because these maps will be compiled together at the end, it will be too confusing having to figure out how all the 3D skyboxes can work with one another.)

    • You must have at least one info_player_rebel and one info_player_combine. You may have no more than two for each. (this isn't a very large box!)

    • You must have at least one entrance and one exit for your box. Reason being these 'box levels' will be compiled together into one larger level at the end of this competition, and they need to be connected. Your entrances and exits could be a door, or a whole wall, but they need to be indicated by placing a single 'skybox' or 'nodraw' texture within a 'frame' of some sort to make it apparent there is a door there that leads nowhere. You may have as many entrances and exits as you'd like but be aware that they may not all be used when they are being assembled with other 'box levels.'

  • For option 2: Choosing this option allows you to build you map in ANY of the following games: HL2; HL2dm; HL2ep1; or HL2ep2. Regardless of which game you build in, you can still only use content from any of the same games. (e.g. you could use HL2ep2 content in HL2ep1 game). Still, there is no custom content allowed!
    • With this option, you must build a 'walkway' or path (doesn't have to be a strait line) that goes from one end of your 'box level' to another, but it must exit through a different door than where it starts. The player cannot leave the 'walkway.' You can prevent the player from leaving the path in several different ways. You can make it so that if they player did jump off, they would be instantly killed, or pushed back onto the 'walkway', or you could have a closed-in hallway (imagine an underwater tube with glass windows) where simple walls do the trick. Regardless of how you restrict the player, you need to make a scene outside of the 'walkway' or path that symbolizes your theme and a way to view it from within the 'walkway' -if the 'walkway' is closed-in. It could be interactive if you wanted (e.g. a button could make something move in the scene or change the pathway the player walks on). But the scene nor pathway can exceed the 'box dimensions.'

    • Your level must be contained in the source prefab called 'box.' You can find it under the prefabs category dropdownlist arrow using the 'entities' tool in Hammer. Or, you may download it here and extract it to your hard drive. If you cannot download it, or can't find the prefab, then you may construct it yourself with these dimensions: 672 units wide; 1136 units long; and 672 units tall.

    • Your playable area must stay inside that box! You are allowed to have 'pits' and 'pools' beyond the bounds of the box, but no walkways that exceed the walls/ceiling/floor (your walls could be invisible too). You cannot build a 3D skybox either. Because these maps will be compiled together at the end, it will be too confusing having to figure out how all the 3D skyboxes can work with one another.)

    • [UPDATE! (COPIED FROM 'OPTION 1')]:You must have at least one entrance and one exit for your box. Reason being these 'box levels' will be compiled together into one larger level at the end of this competition, and they need to be connected. Your entrances and exits could be a door, or a whole wall, but they need to be indicated by placing a single 'skybox' or 'nodraw' texture within a 'frame' of some sort to make it apparent there is a door there that leads nowhere. You may have as many entrances and exits as you'd like but be aware that they may not all be used when they are being assembled with other 'box levels.'

    • Your level can only have one info_player_start. (This entity is available in all the games listed above).

    • You may not use any entities that begin with the prefix: 'npc_'. (The maps will all be compiled into HL2dm after the competition and npcs do not work in HL2dm).

    General Info:
    • title your maps as so: spmc2_your_forum_name.bsp.

    • You have a couple of upload options:
      1. You may zip up your BSP file AND VMF file then e-mail it to: riven (at) genecy.net NOTE: your zip file cannot be larger than 25 MB otherwise I will not receive it. Make sure you include your theme in the e-mail!

      2. If your zip file is too big to e-mail, then you may upload your entry to FileFront.com. After it's uploaded you may either copy the download link they give you and e-mail me that link through the same address, or, if you don't mind others downloading your map early, you can post that link in this thread too.
    • HDR is optional and not required.

    • All entries are due by: September 7 @ 11:59pm YOUR TIMEZONE! (and I won't mind if you upload it a couple hours later smiley

    • You are allowed to post WIP screenshots and playtest links in this thread, and you may even start a map profile for it if you wish.


    Voting:
    • Voting will be based on how well your map symbolizes your theme. Both options 1 and 2 will be stacked together under the same voting rules. Also keep in mind, how well crafted your map looks and if you used the Valve content creatively.

    Feel free to ask me any questions about the competition in this thread! I'll be happy to answer them as soon as I can! And FYI, I'll be joining this one for sure!

    Any updates will be highlighted in purple.

    Good Luck to all!

    -Riven


    [ Edited by riven on Sat Aug 23rd 2008 at 5:23pm - total edits: 1]




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    Re: SnarkPit's 2008 Mini-Competition
    Posted by G4MER on Sat Aug 23rd at 1:08am 2008


    I'm in.. This should be fun.





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    Re: SnarkPit's 2008 Mini-Competition
    Posted by Le Chief on Sat Aug 23rd at 2:53am 2008


    OMG! Thanks for the heads up, I already have 2 days less than you guys smiley.

    I'll do my best, but I can't start until tomorrow.






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    Re: SnarkPit's 2008 Mini-Competition
    Posted by Natus on Sat Aug 23rd at 9:50am 2008


    I might just give this a try, got some time to waste anyway.



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    Re: SnarkPit's 2008 Mini-Competition
    Posted by haymaker on Sat Aug 23rd at 3:10pm 2008


    Nice job on the guidelines Riven! It would have taken me until Sept 7 just to put that together.

    I'm cursing now that I'm neck-deep into this
    plus a long weekend road trip...

    Looking forward to whatever happens though




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    Re: SnarkPit's 2008 Mini-Competition
    Posted by RedWood on Sat Aug 23rd at 7:06pm 2008


    I'm in.
    Seeing how you will be compiling them together shouldn't there be a rule on extensive 3d skyboxes?



    Reality has become a commodity.



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    Re: SnarkPit's 2008 Mini-Competition
    Posted by Le Chief on Sat Aug 23rd at 9:58pm 2008


    Alright, I've started my entry, the basic gemoetry, as well as semi accurate texturing and probably the finished lighting is up, I should deffinaetly be done by the deadline.

    I have a question though, what if two or more entries have water? It'd be a shame to have to make the water func_water_analog smiley.

    [ Edited by aaron_da_killa on Sat Aug 23rd 2008 at 10:02pm - total edits: 2]






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    Re: SnarkPit's 2008 Mini-Competition
    Posted by Riven on Sat Aug 23rd at 11:12pm 2008


    Quoting RedWood
    "Seeing how you will be compiling them together shouldn't there be a rule on extensive 3d skyboxes?"

    Yes, there is! >>3rd Bullet under "Rules and Explanation":

    Quoting Rules and Explanation
    "You cannot build a 3D skybox either. Because these maps will be compiled together at the end, it will be too confusing having to figure out how all the 3D skyboxes can work with one another.)"

    ^That goes for both options smiley
    =================================================================

    Quoting aaron_da_killa
    "what if two or more entries have water? It'd be a shame to have to make the water func_water_analog smiley."

    Cool thing about water in Source is that you CAN have different levels of water in the same map so long as they cannot 'see' one another (e.g. they are in different visleafs that are cut off by an appropriate solid brush or tools texture! -So don't worry about how your water will interact with other people's maps; feel free to do whatever with water!

    [EDIT] I forgot to copy the 'entrances rule' to option 2 since it still applies there as well. The update is highlighted in purple and reads:
    Quoting UPDATE!
    "
  • You must have at least one entrance and one exit for your box. Reason being these 'box levels' will be compiled together into one larger level at the end of this competition, and they need to be connected. Your entrances and exits could be a door, or a whole wall, but they need to be indicated by placing a single 'skybox' or 'nodraw' texture within a 'frame' of some sort to make it apparent there is a door there that leads nowhere. You may have as many entrances and exits as you'd like but be aware that they may not all be used when they are being assembled with other 'box levels.'


  • [ Edited by riven on Sat Aug 23rd 2008 at 5:27pm - total edits: 1]






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    Re: SnarkPit's 2008 Mini-Competition
    Posted by RedWood on Sat Aug 23rd at 11:56pm 2008


    You sure you didn't add that in afterword or did i really miss that. smiley


    Reality has become a commodity.



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    Re: SnarkPit's 2008 Mini-Competition
    Posted by Riven on Sun Aug 24th at 1:56pm 2008


    -Yea, I'm pretty sure smiley

    With all that text for the rules, it's real easy to get lost. You can imagine what it looked like with just BBcode in a textbox! smiley But it was worth it! smiley






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    Re: SnarkPit's 2008 Mini-Competition
    Posted by Le Chief on Mon Aug 25th at 4:33am 2008


    Anybody else started their entry?





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    Re: SnarkPit's 2008 Mini-Competition
    Posted by RedWood on Mon Aug 25th at 11:15pm 2008


    Ya. I got mine started. I got the base lay out done and it looking promising. I went with HL2DM by the way.

    I don't know about you guys but i will be compiling using HDR. A thought comes to mind. Shouldn't there be a preset tonemapcontroler so they are not conflicting in our maps. I'd hate to have my lighting messed up when it is compiled into the larger map.
    The same thing goes for the environment light. Should we have a set color?



    Reality has become a commodity.



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    Re: SnarkPit's 2008 Mini-Competition
    Posted by Riven on Tue Aug 26th at 12:37am 2008


    Quoting RedWood
    "Shouldn't there be a preset tonemapcontroler so they are not conflicting in our maps."


    Actually, I know for a fact, that env_tonemapcontrollers can be 'switched' while in-game by any kind of trigger! Just like color correction, env_tonemapcontrollers can fade into one another as you move from box to box. The real problem will be making every box HDR friendly. It's something that's not impossible, but will be time consuming nevertheless.

    And also, about the env_light and skybox textures. Obviously there can only be one of each, so what might end up happening is we might either have to decide on a single skybox texture, and or use the 'dome' model from HL2 (or make a scaled down version of it) and apply separate sky textures so that they only cover those boxes that use skies. -If that makes any sense. Honestly, I didn't think about it smiley But I'm sure we'll come up with something! For now, don't worry about it, and build your map the way you want (within the restrictions of course).

    Keep the questions coming!






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    Re: SnarkPit's 2008 Mini-Competition
    Posted by Cyax on Tue Aug 26th at 1:10am 2008


    I would like to participate with this competition, could someone be so kind as to lend help in compiling while I lay out lights? (vrad had deadly problems of which i can find no resolution to fix smiley ) I would very much apperciate this.



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    Re: SnarkPit's 2008 Mini-Competition
    Posted by Le Chief on Tue Aug 26th at 3:18am 2008


    Your having huge vrad compile times? How long? It your compile times are excessive, maybe you have an error on your map or your doing something wrong.

    If its legitimately long (you have no errors, just complex lighting and complex geometry), than just compile with "fast" rad or no rad at all, leave the final rad compile till the end.






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    Re: SnarkPit's 2008 Mini-Competition
    Posted by Cyax on Tue Aug 26th at 3:36am 2008


    No, its different, I have a help thread up in the half life 2 editing section. Theres pictures and better description there if you think you can help me smiley thread is called "Strange Compile Problems"

    [ Edited by Cyax on Tue Aug 26th 2008 at 3:36am - total edits: 1]




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    Re: SnarkPit's 2008 Mini-Competition
    Posted by tnkqwe on Thu Aug 28th at 5:09am 2008


    I wish I could make a HL map for the competition. smiley



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    Re: SnarkPit's 2008 Mini-Competition
    Posted by Le Chief on Thu Aug 28th at 6:23am 2008


    Quoting tnkqwe
    I wish I could make a HL map for the competition. smiley


    Yeah, maybe out next competition could incorporate source and goldsource. Still though, you could make an entry for this in Half-life 1 just for fun and we could critique it anyway smiley, check out the dimensions and finish it by Sep 07.

    Anyway, just letting you guys know, I'm using the "sky_day01_09" skybox in my map smiley.

    [ Edited by aaron_da_killa on Thu Aug 28th 2008 at 6:26am - total edits: 1]






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    Re: SnarkPit's 2008 Mini-Competition
    Posted by Armageddon0 on Sun Aug 31st at 10:49pm 2008


    Hello, I was wondering if i could make more than one map? smiley



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    Re: SnarkPit's 2008 Mini-Competition
    Posted by Riven on Sun Aug 31st at 11:18pm 2008


    Why of course! You sure can; it will increase your chances of winning too!




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