Voting for 2008 Mini-Competition

Voting for 2008 Mini-Competition

vote for which 'box level' you think best represents or symbolizes its own 'theme':

(poll ended on Mon Sep 22nd 2008 at 12:00am )
aaron_da_killa - 'Industrial Mess' (0 votes)
0%
hlife_hotdog - 'Valve Production Studios' (3 votes)
37.5%
natus - 'Cool Effect' (1 vote)
12.5%
riven - 'Machinery' (4 votes)
50%
Re: Voting for 2008 Mini-Competition Posted by Riven on Wed Sep 10th 2008 at 6:20am
Riven
1640 posts
Posted 2008-09-10 6:20am
Riven
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User posted image
Banner courtesy of Muhnay

Entry Downloads

We had a wonderful turnout of four entries for this competition (A record high since three years ago). Each entry is totally different from the other, and each brings something interesting to the table.

Here are the entries for separate download (zipped): [NOTE]: Instructions for installing each map are included in the readmes of each entry's download.
[NOTE2]:riven's map: 'Machinery' MUST be installed into the HL2 EP2 'maps' directory folder AND run in the HL2 EP2 game too. Further details and instructions can be found in the 'spmc2_riven' zip file (riven's download link) within the 'spmc2_readme.txt' file. -Sorry for any misconceptions.

Voting Guidelines

Remember the original guidelines for this competition:
Voting Guidelines said:
"Voting should be based on how well the maps symbolize their themes. Both options 1 and 2 will be stacked together under the same voting rules. Also keep in mind, how well crafted the maps look and if they used the Valve content creatively."
And the Goals for each option:
Goals said:
"
  • Option 1: You may build a Half-Life 2 Deathmatch level based on a theme and within the restrictions.

    -OR-
  • 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.
"
For the complete rule set and guidelines, please visit the original rules thread to read about the specifications for the guidelines.

[*]So, in Summary, Please vote for which 'box level' you think best represents or symbolizes its own 'theme'.

[*]Voting lasts for ten (10) days. Good Luck!

What's Next?
[QUESTION]: After voting is through, what does the winner get?

[ANSWER]: After voting is over, work will begin on the 'composition map.'
The composition map will include all four entries listed above. Each will be meticulously merged with the others in order to form a seamless HL2 DM level. Each map's author will be recognized with a custom plaque model placed in their map's section. The winner will receive a trophy model and plaque model recognizing them as the winner. After the composition map has been finalized by the community, there will be a month long (or longer hopefully) server hosting the map to play on.

-Don't worry, there will be a map thread started after the voting to critique the composition map's progress. Anyone during that time may offer their own 'box level' to be included in the composition map. (We can make it VERY large if possible). These four entries will become the starting place for the composition map to grow with the community's involvement. So don't throw away your unfinished entry just yet, there is still more to come!

Thank You!
Id like to give a big 'Thank You' to everyone that participated and helped make this competition successful!
  • -Gwil
    -Muhnay
    -larchy
    -aaron_da_killa
    -RedWood
    -Natus
    -hlife_hotdog
    -anyone who showed interest or had a question too!
Thank you all so much for the feedback and help; it's much appreciated!

-If you have any questions about the guidelines or the voting in general, feel free to post them in this thread!

-Good luck to everyone, and may the best theme representation win! :D
Re: Voting for 2008 Mini-Competition Posted by Le Chief on Wed Sep 10th 2008 at 8:09am
Le Chief
2605 posts
Posted 2008-09-10 8:09am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Before I start, I would just like to congratulate the folks who entered the competition, you guys made some excellent stuff, seriously, I'm not just being kind or whatever.

Natus: Cool stuff man, that ball, I've never seen anything like it, very innovative, I have no idea how you made it. If that ball is thrown at somebody, is that an instant kill? Anyway, its a very nice idea. I was a bit disappointed that there was no real ambient sound in the map and it seemed a bit empty, but that's totally fine, the focus was on that ball. Also, you made good use of the space, for some reason, it felt like you had more space than I did. Great work!

hlife_hotdog: I lol'd at your idea. I thought it was very clever. I loved the way you used the valve content and your idea was very strong. If people took the voting guidelines 100% literal, I feel that could be alot of votes there, because you used the valve content very creatively and your map had a very strong idea presented well. Your ambient sound was a bit off, you had loud rain/water sounds for very faint drops of water and a weird sort of pulsing sound. What was with the rain anyway, was there a leak in then roof? Anyway, I loved your entry mate, great idea!

Riven: Your entry, the entity setup is crazy. There where a few bugs in the I noticed quite quickly, but your like, totally excused, the complexity of this map is insane. The ambient sound went nicely with the map, and all of those windows with moving parts I would consider vistas, this map in a tiny box had vistas! Great Idea mate, nice use of valves content.

Well, it was quite hard for me to choose a winner, such lovely entries. However, I feel that Riven's and hlife_hotdog's where pretty damn close and Natus, your entry was closely following. My vote goes to Riven, congratz mate :D. Also congratz to the other guys, your entries where great! Give yourselves a pat on the back.
Aaron's Stuff
Re: Voting for 2008 Mini-Competition Posted by ReNo on Wed Sep 10th 2008 at 2:11pm
ReNo
5457 posts
Posted 2008-09-10 2:11pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Well done lads, will take a look at these this evening and share my thoughts :)
Re: Voting for 2008 Mini-Competition Posted by G4MER on Wed Sep 10th 2008 at 6:37pm
G4MER
2460 posts
Posted 2008-09-10 6:37pm
G4MER
floaty snark rage
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2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
OK, lets get started..

Hotdog.

Awesome theme, I was blown away by it. The green screen at first I thought was a missing texture, then it all came together for me. The only problem was the open portals that should of been closed off by a door, or a wall with a texture that gave a clue it was to be a link to another area. It felt very small, smaller than the others. But it was a very clever use of of the aloted space.

Aaron.

Great use of space, it felt the biggest to me of all the entries. I love the off area bits.. the blood drag in the street with the many zombie bodies.. Oh and your 3DSkyBox was superb! I only wish the glass in the roof would break so I could get a better look. Your theme was well done, the hose or electric line under the cart that shocked me in the water is neat. I also like the fact I could duck under water,but you too had a few problems.. the Player start is missing the grate texture on top.. I think you did this so the player got a feeling of floating or dropping into the level.. but it does not feel right in all the other greatness around it. Also some things just felt like they were placed there to take up space, and did not feel to have any purpouse other than that. Sometimes a blank wall just make sense. The ladder to door thing also was a bit small to me at first, but I got the hang of it and cant fault you on that, it works right. =) Great Job man.. I am impressed, I demand a tut on how to do the door lock jiggle thing with the model handel!

Natus

OH MY God. You must do a tut on that ball.. I was affraid to get near it at first. And I was right for thinking so.. The fact you can grab it and then toss it about and it does that ZIZZT thing is just so damn cool! You have great particle FX, thats why I was a bit let down bu the light effects. The area you run around in is rather empty, but that works in your area.. I dont think you have to clutter something up just to make it feel right. And as was said in the other commit, it was all about that Ball.. Please I beg you to do a tut on that! Oh I also love the door falling off the hinges and being like teleported.. that is what made me a bit affraid of the ball in the first place. Great Job!

Riven

Your map just crashed my game over and over, even after a reboot... I got the following error pictured below...

[IMG]http://i26.photobucket.com/albums/c149/MuhnayShot/Mapping/error.jpg[/IMG]

I am holding off voting until I have seen each map though.. But I have a hard choice ahead of me, so far they were all awesome! I know that my entry would of failed big time compared to your greatness!
Re: Voting for 2008 Mini-Competition Posted by [KKG] Jim on Wed Sep 10th 2008 at 7:34pm
[KKG] Jim
7 posts
Posted 2008-09-10 7:34pm
7 posts 1 snarkmarks Registered: Sep 2nd 2008 Occupation: Student Location: England
Riven said:
User posted image
Banner courtesy of Muhnay

Entry Downloads

We had a wonderful turnout of four entries for this competition (A record high since three years ago). Each entry is totally different from the other, and each brings something interesting to the table.
There were only 4 entries! Which was a record high! I was under the impression this was a popular website. I would have entered but 1, I suck at mapping still although your uts help a lot, and 2, I don't have HL2.
Re: Voting for 2008 Mini-Competition Posted by Gwil on Wed Sep 10th 2008 at 9:51pm
Gwil
2864 posts
Posted 2008-09-10 9:51pm
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
We used to be a metropolis of activity on the mapping scene, the peak of course was with HLDM. Ever since Source, and other games - and of course reality, a lot of our major members have moved on or retired from mapping. Of course, we are picking up lately with new additions such as your good self :D
Re: Voting for 2008 Mini-Competition Posted by Natus on Wed Sep 10th 2008 at 10:00pm
Natus
570 posts
Posted 2008-09-10 10:00pm
Natus
member
570 posts 76 snarkmarks Registered: Jan 28th 2005 Location: Denmark
Alright, had a look at your maps, I must say I'm impressed, all of you did a great job with this.

Aaron: Blimey, I honestly had no idea you could create this kind of stuff, I really loved the feel of the map, even if it's small you managed to cram a great deal of amtosphere in there, the lighting, sounds, that goddamn zombie in the water, all really great stuff, one thing that annoyed me a tad bit was that the hallway and the rooms seemed a bit too small and claustrophobic, but considering the space you were given to make the map, it's still really great.

Hotdog: Like Muhnay, I thought "oh lord he didn't even finish texturing it", and I looked around a bit and honestly thought it wasn't a very great map, that was until I realized what the theme was, then I immediately changed my opinion. It's an awesome idea really, albeit a bit bland, I was still impressed by the map.

Riven: At first I didn't really know what to think, didn't look too great, then I walked around a bit, looked at the mechanics, and thought "jesus fucking christ" honestly, how'd you make those pistons, they're great!(so is all the other stuff).
It's hard to fathom the actual size of the map, you really made it look and feel a lot bigger than it really is, and that's a huge accomplishment. I loved it, even if it's just a short sightseeing.

I decided to vote for Riven as well, from the whole "representing the theme" point of view this map takes the cake, although Hotdog is a close second with the studio-set theme. I couldn't really get hold of the theme of your map, Aaron, however, if this was a "judge by looks only" competition, yours would surely have gotten my vote.

Oh and thanks for the comments, I'll see if I can make a tutorial for that ball, I've got some other fancy effects stored away that I could dig up and make tuts for as well.
Re: Voting for 2008 Mini-Competition Posted by Riven on Thu Sep 11th 2008 at 12:27am
Riven
1640 posts
Posted 2008-09-11 12:27am
Riven
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1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Muhnay said:
Riven

Your map just crashed my game over and over, even after a reboot... I got the following error pictured below...

[IMG]http://i26.photobucket.com/albums/c149/MuhnayShot/Mapping/error.jpg[/IMG]

I am holding off voting until I have seen each map though.. But I have a hard choice ahead of me, so far they were all awesome! I know that my entry would of failed big time compared to your greatness!
Someone didn't read... :roll: The problem is that you're trying to load my map up in HL2 DM, It's an EP2 level. You have to have a copy of Half-Life 2: Episode 2 in order to run it.
Download Entries said:
"Riven's - 'Machinery' - [FOR: HL2 EP2 (option 2)]"

Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Voting for 2008 Mini-Competition Posted by RedWood on Thu Sep 11th 2008 at 3:18am
RedWood
719 posts
Posted 2008-09-11 3:18am
RedWood
member
719 posts 652 snarkmarks Registered: Sep 13th 2006
Ya, i had a entry.
I moved. Iv been away from my computer and any internet for the last week. I guess its to late to post my entry...
Only a few more hours and i would have felt confident on turning it in.
Ill turn in within the next few day anyways. I did the work i might as well post it.
Reality has become a commodity.
Re: Voting for 2008 Mini-Competition Posted by haymaker on Thu Sep 11th 2008 at 4:05am
haymaker
439 posts
Posted 2008-09-11 4:05am
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
well now I feel stupid for never owning ep2.. ( I "borrowed" someones account to play it SHHHHH ) But I'll figure something out.

The DM maps are great, after running through them they kind of connect in a grimy-urban way. I didn't spend more than 10 min in each one cause I had to run, but here's my humble take:

Industrial Mess, I concur with Natus' comments, you nailed the atmosphere of that little dump nicely. Sounds great too. I was a little perplexed at your choice of prop behaviour, but as it's mainly show, doesn't matter. Is that suicide by the gate supposed to be there? I couldn't get it to repeat, maybe it's a fire-once trigger_hurt? The feeling of claustrophobia is the strong point here I think, as a theme it's there. Nice job on the outside area; is one of the rules that a non-play are can extend past box limits?

Valve Production Studio, I cottoned on right away what you were doing, great job on the minimalist lighting. The buildings look suitably facade and camera-ready. I agree that the sound could be more appropriate, but the water works fine for me. I didn't get the nodraw doors ( future exits? ) and the reverse spawnpoint, but the whole idea is very original and nicely executed!

Cool Effect indeed, you've proportioned your ingredients perfectly here. This one has the most gameplay potential by dint of having a unique and dynamic power-base, a well as non-interfering geometry. Well done! The door seemed to function oddly the few times I tried it, but it kinda fits the alt-reality theme too. I didn't get what the story was really but it was much fun hurting myself with the puffball. The only thing glaringly missing is a low audio ambience. Perhaps Riven will allow you to try something there :)

Great jobs guys. I will get around to ep2 engines this weekend hopefully ( I can't see the Machinery tonight sadly )
Re: Voting for 2008 Mini-Competition Posted by Le Chief on Thu Sep 11th 2008 at 7:37am
Le Chief
2605 posts
Posted 2008-09-11 7:37am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Thanks for the comments on my entry guys :).
heymaker said:
Is that suicide by the gate supposed to be there? I couldn't get it to repeat, maybe it's a fire-once trigger_hurt?
Suicide? What suicide, there are no trigger hurt entities in the map.
heymaker said:
I was a little perplexed at your choice of prop behavior
Well I didn't change much of the prop behaviors. Some objects that are normally physics objects where made static, particularly in that hallway/rooms bit with the lockers and the couch. That was done to prevent them from blocking the pathway.
Muhnay said:
I demand a tut on how to do the door lock jiggle thing with the model handel!
The door is simply a prop_door_rotating with the start locked flag enabled ;).
Muhnay said:
Oh and your 3DSkyBox was superb!
It wasn't a 3D Skybox as we weren't allowed to have these in the comp, but thanks :).
Muhnay said:
the Player start is missing the grate texture on top
That's because this map is supposed to be played in team deathmatch mode, the entity you spawned from is an info_player_start and I placed it in an awkward position on purpose :P.
Natus said:
one thing that annoyed me a tad bit was that the hallway and the rooms seemed a bit too small and claustrophobic
I 100% agree with you!, I was really unhappy with those spaces, there wasn't enough space and the walls where too chunky.
Aaron's Stuff
Re: Voting for 2008 Mini-Competition Posted by G4MER on Thu Sep 11th 2008 at 10:04pm
G4MER
2460 posts
Posted 2008-09-11 10:04pm
G4MER
floaty snark rage
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2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
Riven said:
Muhnay said:
Riven

Your map just crashed my game over and over, even after a reboot... I got the following error pictured below...

[IMG]http://i26.photobucket.com/albums/c149/MuhnayShot/Mapping/error.jpg[/IMG]

I am holding off voting until I have seen each map though.. But I have a hard choice ahead of me, so far they were all awesome! I know that my entry would of failed big time compared to your greatness!
Someone didn't read... :roll: The problem is that you're trying to load my map up in HL2 DM, It's an EP2 level. You have to have a copy of Half-Life 2: Episode 2 in order to run it.
Download Entries said:
"Riven's - 'Machinery' - [FOR: HL2 EP2 (option 2)]"
I have HL2 EP2, For you're rude behaivor I should just tell you where to stick it. Maybe you should of labeled your entry to tell us that is what it was for. So Smarty Pants what do we load your map up in?
Re: Voting for 2008 Mini-Competition Posted by Riven on Thu Sep 11th 2008 at 10:39pm
Riven
1640 posts
Posted 2008-09-11 10:39pm
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Muhnay said:
"I have HL2 EP2, For you're rude behaivor I should just tell you where to stick it. Maybe you should of labeled your entry to tell us that is what it was for."
EEK! -Sorry, I didn't intend to be rude whatsoever. I apologize for the misconception and only meant to help. Did it work for you after all though?

-Thanks for your patience.

[EDIT]: It needs to be placed in the 'maps' folder under the EP2 game directory, and it needs to be loaded up in EP2 as well. It's strictly an EP2 level, and probably won't work in any other version of Source until I recompile it for DM after the voting.

[EDIT2]: I've added an update note in purple under the 'Download Entries' section at the top. I hope that clears a few things up for anyone else having trouble. :)

-Thanks again for your patience!
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Voting for 2008 Mini-Competition Posted by hlife_hotdog on Fri Sep 12th 2008 at 1:30am
hlife_hotdog
16 posts
Posted 2008-09-12 1:30am
16 posts 52 snarkmarks Registered: Mar 19th 2005 Occupation: Student Location: Oz
I'm glad everyone liked my entry, thanks for all the feedback.
The only problem was the open portals that should of been closed off by a door, or a wall with a texture that gave a clue it was to be a link to another area
As for that, I thought I was following the rules cause it said:
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
I must have taken it a bit too literally. :roll:
Your ambient sound was a bit off, you had loud rain/water sounds for very faint drops of water and a weird sort of pulsing sound. What was with the rain anyway, was there a leak in then roof?
My apparent lack of knowledge with the source engine caused the bad sound effects, i wanted to fix them but didn't have the time before the deadline, i didn't know about the comp until half-way through!! The water is just rain, coming from the pipes perched on the ceiling. I also wanted to make the catwalk an active part of the map but i had no luck getting the ladder to look right so I left it as it was as static architecture.

Anyway, thanks for all the feedback and i'd best start looking at my competition!!! :lol:
Re: Voting for 2008 Mini-Competition Posted by Le Chief on Fri Sep 12th 2008 at 7:00am
Le Chief
2605 posts
Posted 2008-09-12 7:00am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Ahem
ReNo said:
Well done lads, will take a look at these this evening and share my thoughts :)
Re: Voting for 2008 Mini-Competition Posted by ReNo on Fri Sep 12th 2008 at 3:05pm
ReNo
5457 posts
Posted 2008-09-12 3:05pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Sorry guys! Will get around to soon as I can, ended up doing a silly shift at work and so didn't get the chance, and then last night I had other plans. Today, however, I'm off work and being lazy. So once I've gotten a few odds and ends out the way I'll try and take a look :)
Re: Voting for 2008 Mini-Competition Posted by Riven on Sat Sep 13th 2008 at 12:03am
Riven
1640 posts
Posted 2008-09-13 12:03am
Riven
Wuch ya look'n at?
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1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
hlife_hotdog said:
"I thought I was following the rules"
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
I must have taken it a bit too literally. :roll:"
-No, You did it right. That's what I had in mind when I typed that up. I suppose it does make it look weird though, but I did that so when time came to assemble the maps together, we'd know for sure which entrances and exits to use because they would be clearly marked. The maps that actually built a door with a door texture are easy enough to decipher, but you can never be sure what might be there for detail only.
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Voting for 2008 Mini-Competition Posted by hlife_hotdog on Mon Sep 15th 2008 at 1:09am
hlife_hotdog
16 posts
Posted 2008-09-15 1:09am
16 posts 52 snarkmarks Registered: Mar 19th 2005 Occupation: Student Location: Oz
Come on people!!! At this rate we'll have more entries than votes!!!

Anyway, after checking out the other entries I had these few comments.

aaron_da_killa's - 'Industrial Mess'
This was a really great map. A fantastic use of props but not placed as to hinder player movement, I take this as a very important thing to remember. I agree that the see-through top part of the grate is a bit out of place but otherwise a top map!

Natus' - 'Cool Effect'
That was a really 'Cool Effect' lol. Still, the map itself was rather bland and lacking in feeling. It's is simple and utilises the space very well. Top job!

Riven's - 'Machinery'
This was one of the best entity-based maps since i played 'Orb'. It was really interesting and technical. I'm a bit worried though that you won't be able to use it in HLDM as it's an EP2 map??? Will it still be compatible cause i would like to see this map in the end collaboration map.

Please note that, however, I am not casting a vote as my vote would be biased so I am just leaving nice helpful comments in an effort to get more people to vote!!!
Re: Voting for 2008 Mini-Competition Posted by Riven on Mon Sep 15th 2008 at 2:38am
Riven
1640 posts
Posted 2008-09-15 2:38am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Well, I've finally found the right time to type up my analysis of the entries...

[*]aaron_da_killa's 'Industrial Mess':
This was an exceptionally detailed map. It definitely contains the most atmosphere and setting comparable to any of the other entries. The sounds are wonderfully chosen and executed at specific (almost random -if they are) intervals. This effect gives you an almost unnerving sensation as you progress through the small 'building.' The missing texture is a little weird. I understand you did it on purpose, but I would imagine, because it is such a small map, and you could easily get a chance to rise high enough via an explosion or jumping from a nearby ledge, you could spot the missing texture (especially if you landed on it). I don't think it will hurt to have that fixed eh? Besides that, the map was pretty well-outfitted with props, and the water was a nice touch.

-Good job!

[*]Natus' - 'Cool Effect'
A map with a layout, none of the other maps had that. This map actually chopped up the space into closed-off rooms. -And I could tell he thought about gameplay because he had a suit recharger in the back of a dead-end room :D. Enough props to throw around and enough space as well. Somehow, he made this map larger than it appeared. The 'cool effect' allows the 'user' to gravity-gun throw at people to cause them more harm than any simple prop by shocking them to death. -Very neat. The map did lack a little in the looks department. -Not a lot of brushes. But that did not detract away from the gameplay. I could see this room becoming a blood bath (especially down in that 'pit'). I can't wait to see this one combined with all the others!

[*]hlife_hotdog's - 'Valve Production Studios'
Winner of the most original idea. -And these days, originality without having to make flashy effects and gizmos takes the cake for me. Wonderfully executed and props on lighting the orange dev texture to make it look like a green screen -very ingenious! The theme is most apparent here. I wish I could push the camera back and forth along the rails -perhaps something we could implement in the compilation map. Lighting and atmosphere were nice, and the camera was a good effect to bring across the theme more clearly. I too, wish I could have climbed up to the catwalks. -This can be easily fixed. Very efficient and looks to add to the gameplay that much more! -Really awesome idea!

[*]And finally, I'd like to respond to the comments about my map:
hlife_hotdog said:
"I'm a bit worried though that you won't be able to use it in HLDM as it's an EP2 map??? Will it still be compatible cause i would like to see this map in the end collaboration map."
I plan to add it to the compilation regardless. I figured from the beginning there might be some problems with it, because there are so many named entities. Especially the Pistons and train wheels. Those are actually physically simulated via an entity called: phys_hinge. I tried to 'simulate' it with func_rotators but it did not work very well. Basically, I'm not sure if it will run smoothly in HL2DM. Because of the named entities alone, the map blew-up to over 8mgs! I suppose Source keeps the calculations pre-calculated within the .bsp file so that it cuts down on server stress. So I hope the entities don't cause any harm, but we'll just have to see!

Other than that, thanks for all who were able to play my map, and double thanks for the nice comments guys. I'll work on the optimization for multiplayer after the voting.

I'll see if I can make some bulletin posts on some other popular mapping sites to see if they'll take the time to come check out our maps. I have a feeling, that if they knew, they'd vote.
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Voting for 2008 Mini-Competition Posted by Gwil on Mon Sep 15th 2008 at 1:56pm
Gwil
2864 posts
Posted 2008-09-15 1:56pm
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
I'll get my voting done tonight. Between everything else and becoming readdicted to Civ 4 BTS (I guess it's pre-Colonisation release nostalgia) I haven't squeezed in a look at these entries yet!
Re: Voting for 2008 Mini-Competition Posted by haymaker on Tue Sep 16th 2008 at 2:43am
haymaker
439 posts
Posted 2008-09-16 2:43am
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
Well after the 7 hour download I finally had a tour of Machinery. Bravo on the single-player feeling, I had the distinct feeling I was playing an HL1 map. Your sound mix is near-perfect too, enhancing the "reality" of it. Must have been a bitch building those gearwheels, I liked the transmission idea. ( Have you been to dm_groupfour recently? I don't think you'll have a problem with the ep1 engine )

Myself, I thought a different texture choice on the box walls, and more local lighting perhaps. I watched the yellow-apparatus sideshow but couldn't figure out what it might be doing, unlike the main assembly. I also had to noclip to appreciate the two-way crane moving the "walkway" around, I wouldn't have caught it otherwise i don't think.

Inventive thinking here! Nice job.
Re: Voting for 2008 Mini-Competition Posted by RedWood on Wed Sep 17th 2008 at 6:48am
RedWood
719 posts
Posted 2008-09-17 6:48am
RedWood
member
719 posts 652 snarkmarks Registered: Sep 13th 2006
I'm finally forcing time to post hear. Sorry for the late comments. I been swamped with moving and work and school.

Im tired and i want to go to bed. My comments are going to be short.

Aaron-
Once again you nailed the atmosphere. All your maps have a way of making you fell like your actually standing there. My only real complaint is that the atmosphere seamed to be theme itself. The setting look like it was trying to be a real place and the setting doesn't look like it could exist in real life. (and your stairs were to big again. Other than that i think the map look grate.

Natus-
Your maps architecture reminded me of STALKER. Witch is nice. The map looks like it has potential for good game play but it seams kind of bare. Also your explosive barrels weren't phyis respawnable so the didn't come back after i blew them up. Your ball was sweet.

Hotdog-
I love your idea. I really enjoyed your map. The green screen was a nice touch. My only complaint was that there was so little moving space.

Riven-
Besides the complexity of your gear work the most notable thing was how large the felt in contrast to how tiny it really was. It looked surreal. My biggest complaint is that i was having problems getting through the doors. There is a lot more i could say... but im tired. Grate job.

It was a close call between Hotdog and Riven but i voted for Riven. The reason i voted for Rivens map was that Hotdogs map form a game play perspective was just to bland. I think both maps were about the same in accuracy for their theme.

Grate job all. I'll talk more tomorrow. Im going to bed.
Reality has become a commodity.
Re: Voting for 2008 Mini-Competition Posted by Le Chief on Wed Sep 17th 2008 at 7:09am
Le Chief
2605 posts
Posted 2008-09-17 7:09am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
RedWood said:
and your stairs were to big again
What, again?! :mad:

Anyway, thanks for all the lovely comments and suggestions guys. I've read through all of them and have taken on board everything you've said and replied to the ones that I had a decent reply for. The one thing I focused on for this map was to try and make a good and semi detailed atmosphere, and judging by the comments, I think I achieved that personal goal to some threshold between 'alright' and 'f'n excellent'.
RedWood said:
Grate job all. I'll talk more tomorrow. Im going to bed.
Goodnight :D.

I think you've won this one Riven, unless ReNo and Gwil both vote for either Natus's or hlife_hotdog's, than there is a tie. I don't think there are any other active members left to vote.
Aaron's Stuff
Re: Voting for 2008 Mini-Competition Posted by Gwil on Wed Sep 17th 2008 at 2:22pm
Gwil
2864 posts
Posted 2008-09-17 2:22pm
Gwil
super admin
2864 posts 315 snarkmarks Registered: Oct 13th 2001 Occupation: Student Location: Derbyshire, UK
Aaron - I liked the use of space to make it a believable atmosphere. Some choices of textures were a little odd (tiled wall with the NP logo?) but overall it had a good atmosphere and used ambience to enhance the visuals. Some of the ladders were a little funky, but I think that is more the fault of the HL2 engine than anything else. A good map, you have progressed a great deal lately I feel. Keep up the good work! In terms of the theme, this seemed to hit it best. It reminds me of those photos you see of abandoned industrial areas.

Natus - Perhaps the best use of space for DM there was. The electric ball made a nice addition, and certainly met the theme well. Definitely the most believable to be incorporated into a DM map but I feel it was let down a little bit by the visuals. Everything seems a little bare?

hotdog - The theme matching is great - propping up the "building" like a film set is a humorful quirk that matches your title. I think perhaps we could have incorporated more vertical elements in play to get the most from the space. Visually and construction wise it is solid and good though. Make the cars movable props :D I love bouncing those at people!

Riven - I think this has to get my vote, although the other entries are well worth it. The sheer scale of the machinery in such a small area to work from is fantastic. Moving between the platforms is smoothly done, reminds me of those 3D Cinemas with moving seats ("MOtion Master"). The only downside for me was the visuals, the clouded glass was a bugger and the textures were a little rough. For matching the theme and meeting the title so well though, this map definately gets my vote.
Re: Voting for 2008 Mini-Competition Posted by G4MER on Wed Sep 17th 2008 at 2:48pm
G4MER
2460 posts
Posted 2008-09-17 2:48pm
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
I still not have been able to get Rivens to work. =( Oh well. So I have to vote for one of 3 entries.. I cant even consider his. Next time I would pick one format and not double it up.

I voted Hotdog. If I go by the rules and standards for this comp, then he is the clear winner. He used the Valve content in a new fresh way, I think if you look at the guidelines for voting you would have to vote for Hotdogs. As have been mentioned many times there are some areas of improvement, but over all his was the most original, while staying to the letter of the rules for this contest.

Riven I would of considered yours but I just found it to difficult to get your map to load and view.. where the other 3 were simple and easy to do. So even had I been able to view your map, I would of taken points off for that.

I hope the next contest sticks to one game format, something multi-player and not a single player / multi.. as was done here.
Re: Voting for 2008 Mini-Competition Posted by Le Chief on Thu Sep 18th 2008 at 12:01am
Le Chief
2605 posts
Posted 2008-09-18 12:01am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Muhnay said:
I still not have been able to get Rivens to work. =(
What you have to do to view Riven's entry is:

1) Paste the bsp file into: steamapps/USERNAME/half-life 2 episode two/ep2/maps
2) Load up Half-life 2 Episode 2
3) Make sure the consone is enabled in the keyboard advanced options and type in: "map spmc2_riven.bsp"

And thanks gwil :). Yeah, the way you do ladders is strange in the source engine, what was wrong with the brush based invisible trigger for a ladder back in Half-life 1?
Aaron's Stuff
Re: Voting for 2008 Mini-Competition Posted by hlife_hotdog on Thu Sep 18th 2008 at 1:13am
hlife_hotdog
16 posts
Posted 2008-09-18 1:13am
16 posts 52 snarkmarks Registered: Mar 19th 2005 Occupation: Student Location: Oz
Wah!! This could be close lol

Also, the random colour for the bar graph is really cool but you can't use light colours as I can't see them. when the page loaded i thought Arrons entry was removed but it was actually a very bright pink which i had to get up close to see. Just adding my two cents :crate: :outtahere:
Re: Voting for 2008 Mini-Competition Posted by RedWood on Thu Sep 18th 2008 at 2:01am
RedWood
719 posts
Posted 2008-09-18 2:01am
RedWood
member
719 posts 652 snarkmarks Registered: Sep 13th 2006
Well, do to me moving I was unable to complete my map in time to turn it in. I've talked to Riven and he was kind enough to let me submit my map late so that it can be added into the compilation map. To be honest i've only put about 5 hours of work in to my map sense I got my computer put back together. If i hadn't moved i would have been able to put more time into it. So I don't fell bad about submitting my map even though i broke the time limit.

I took a different approach it seams. I built a fully functioning DM map. It has 10 spawn points and 5 spawn points for both combine and rebels teams. It's still lacking a few things in the visual department but i ran out of time. Hear is a screen to get u interested.

[URL=http://img362.imageshack.us/my.php?image=captureez0.jpg][IMG]http://img362.imageshack.us/img362/5628/captureez0.th.jpg[/IMG][/URL]

The download includes the bsp. and vmf. Hear is the link.

http://files.filefront.com/spmc2+RedWoodrar/;11821368;/fileinfo.html
Reality has become a commodity.
Re: Voting for 2008 Mini-Competition Posted by Le Chief on Thu Sep 18th 2008 at 6:24am
Le Chief
2605 posts
Posted 2008-09-18 6:24am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Good stuff RedWood, this is a pretty sweet deathmatch map, I can imagine having quite a bit of fun on this.

The map was a bit rough around the edges in the visuals department, but I understand that you only worked 5 hours on this map, and I think that's pretty awesome for what you managed to get done.

I liked the fog in the map it gave it a nice feel. And the map has a really awesome arena styled design. That swinging metal box was pretty cool dynamic too, and I managed to get across ontop of those pipes :D.

The doorway with that fence blocking it intrigued me from a distance and held my curiosity until I saw the orange textures, I know, 5 hours, but just thought it was worth a mention.

One thing I would have done better if I had more time was at the bottom, where the canal sort of thing is, that water outlet, I would have put like some sort of grate and kept it going until you couldn't see anymore so it looks real, rather than just put a black texture there. Its something that I see in Valve games (campaign and multiplayer) all the time and I always wonder why they don't just put that extra effort into it and make it look real. I mean it wouldn't take too long and it wouldn't have a considerable performance impact at all.

It was also sort of odd how you had the sun casting nice crisp shadows on that wall, but than you look outside the window and its cloudy.

So all up, this was defiantly a worthy entry and you managed to get a load of quality work done in 5 hours, obviously if you spent more time polishing the map's visuals, it would have been better. I also thought you could have added a few more things because it felt slightly bare but regardless, this has got sweet gameplay potential and dosen't look half bad. And you added sound so thats a plus!

Good stuff ;).
Aaron's Stuff
Re: Voting for 2008 Mini-Competition Posted by RedWood on Thu Sep 18th 2008 at 1:52pm
RedWood
719 posts
Posted 2008-09-18 1:52pm
RedWood
member
719 posts 652 snarkmarks Registered: Sep 13th 2006
Thanks for the feed back Aaron.
You misunderstood me though. I only worked on my map 5 more hours after i had my computer reassembled. I put several more in before i took it down to move. LOL, I wish i could push something out like this in 5 hours only. I'd be a mapping god.

The door with the orange texture behind it and the black texture were left there so another map could be attached. I though it would be a little better than having a open nodraw texture.

Thanks for downloading the map Aaron.
Reality has become a commodity.
Re: Voting for 2008 Mini-Competition Posted by haymaker on Thu Sep 18th 2008 at 11:58pm
haymaker
439 posts
Posted 2008-09-18 11:58pm
haymaker
member
439 posts 921 snarkmarks Registered: Apr 1st 2007 Location: CAN
Yes nice work Redwood, I liked how you maxed out the space, it feels much bigger than it is. Has a gameplay aspect that works too. I'm wondering if that's an env_fog or fog_controller, wouldn't the latter affect all the other maps in this compilation at final compile?

Again I'm puzzled by prop behaviour, I'm not sure why I can pick up a cast iron engine block but not a wooden crate, seems to defy logic...I can see why they are there, but perhaps a brush structure with different textures would explain itself better.

That said it is definitely a "place" and as such deserves points.
Re: Voting for 2008 Mini-Competition Posted by Le Chief on Fri Sep 19th 2008 at 12:56am
Le Chief
2605 posts
Posted 2008-09-19 12:56am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Redwood said:
You misunderstood me though. I only worked on my map 5 more hours after i had my computer reassembled.
Ah, sorry about that. That makes way more sense, good map though ;).
Aaron's Stuff
Re: Voting for 2008 Mini-Competition Posted by hlife_hotdog on Fri Sep 19th 2008 at 1:08am
hlife_hotdog
16 posts
Posted 2008-09-19 1:08am
16 posts 52 snarkmarks Registered: Mar 19th 2005 Occupation: Student Location: Oz
Thats really good work there. Other than what has already been stated I thought it made a good DM map.

I also did the same, I attempted to make a second entry but couldn't finish it on time, i sent it to Riven but he never replyed (Are you there Riven???)

http://hlifehotdog.googlepages.com/spmc2_hlife_hotdog2.zip

Have a look.
Re: Voting for 2008 Mini-Competition Posted by Riven on Fri Sep 19th 2008 at 1:34am
Riven
1640 posts
Posted 2008-09-19 1:34am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Sorry, but as much as I visit this site on a daily basis, I have been unable to sit at my computer for over an hour this week. I've kept up with the comments, but haven't had time to formulate some responses.

-Sorry hlife_hotdog, I did receive your second entry and I did play through it, I simply forgot to respond :P -It was a great map too!

-RedWood, that map is superb, and I wish it could have made it into the competition! But don't worry, we will definitely see it in the compilation map. -As for hlife_hotdog's second map too! -Which brings me to my next point:

-You've all read at the top of this thread that we will be setting up a separate thread for the progress of the compilation map (the full combined DM map). I've figured that one person should assemble it together. And during that time (weeks, months?), ANYONE can submit a new entry as long as it has two doors and fits inside the dimensions (and preferably follows the rules). So, even though the competition will be over, we can keep growing this map as it is being constructed.

This one person has yet to be decided. I'll assume, if no one else wishes to work with it, then I'll attempt :P. But if anyone has a desire to put this compilation map together themselves, then speak up!

-A few things to expect from that person: A steady update (weekly?; daily? or whenever there becomes and update?) of the progress of the map. Maybe proposed plans of the actual layout (how each map will connect). And a conscious thought about how each author would want their map to be handled (needs to stay connected through e-mails or chat).

-I was going to attempt also to make some custom 'trophy' models to place in each entry's map. -If I remember right, this was done with just decals in the old compilation map of yore. This will make sure people know who made what.

-Tell me what you guys think.
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Voting for 2008 Mini-Competition Posted by Riven on Fri Sep 26th 2008 at 3:07am
Riven
1640 posts
Posted 2008-09-26 3:07am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
Alrighty then...

Voting is over and I congratulate everyone who entered their maps -whether they were on time or not :P

Sorry for the delay in starting the Compilation Map's thread; I've been extremely busy this past week. I will try to get everything organized over the coming weekend.

-If you have any questions feel free to pm me, or make a post about it in this thread, -Thanks!
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202