Hey guys, glad to see you're working on your entries

A few thoughts on the topic, after having entered Mapcore's 20 brush contest...
I think the most important thing when making a 20 brush map is learning to toss aside some of your usual "rules". Clean brushwork has gotta go. Ignore trying to be technically correct in how you build things. Overlap stuff like crazy. Make stuff at weird angles and don't worry if things sit flush. For my entry into the mapcore contest almost every brush overlaps with every other brush - it's an absolute mess that I'd be horribly ashamed of were it not for the fact that getting much of interest out of 20 brushes outright demands that sort of building.
Each brush has to work more than double-time when you've only 20 of them to make use of. If you can extend a wall through another wall then clip it so it serves as a ramp on to the top of the wall, and then vertex manipulate it so that it extends down through the floor as well and acts as a pillar to support that whole structure up above a lower level, then do it.
Another tip - forget about subtlety and softness. Focus on the larger picture and create bold shapes and forms. An example of this: you can't have concave curves anywhere. If you ever want any sort of concavity, it has to be of the ultra-efficient, straight-line, do-not-pass-go sort. If you want a corridor, consider making the walls angled and meet at a point so as to cut out the need for a ceiling and so make it out of 3 brushes instead of 4. If you want a curved corner piece like Muhnay has on his walkway, make it out of a quarter of a cylinder then clip the inside edge to a straight line so you can make it out of just 1 brush. Outside edges can be as curved as you like however! In muhnay's map those concave curved sections have pushed his brush count way above 20 - using the "arch" tool creates as many brushes as your curve has segments, it just groups them, which does not mean it is a single brush!
Some thoughts on the maps shown...
Orph:
I think the canal here has the potential to be more than it is just now. How about raising one side of it up 128/256 units or something, so you can only come out of the water on the lower side, and ramps at either end (or bridges or whatever) link one half to the other. The upper ground has the benefit of allowing the player to drop down at any point into the canal or over onto the other side. I think that as it stands just now, the canal doesn't really justify it's brush cost. Make it more significant to the layout rather than just a visual element and it will.
Muhnay:
I don't like being the bearer of bad news, but you've definitely got more than 20 brushes in there. The problem really lies in the arches you've used. Each of the corner pieces is built out of 4 brushes - the arch tool just combines multiple brushes into a group. So ultimately those corner pieces alone use up 16 brushes of your 20, which is obviously not gonna work. You can make them cost just 1 brush if you use a quarter of a cylinder for each corner, and then clip the inside of it to 45 degrees. It won't look as good, but at a cost of just 4 brushes round the map instead of 16, it is far more efficient! Looks pretty cool otherwise though
Aaron:
Definitely a bit dark. I do like the objects jutting out of the land though. Overall it gives me a trench warfare vibe. Not quite sure what you're going for thematically with the textures used so far, but looking forward to seeing what you do!
Anyway, good luck to everyone in the contest, hoping to see some cool entries
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