Jump to content
Sign in to follow this  

The Door Challenge - 2018

General Vivi



I want to start out by welcoming you to the 2ND Door Challenge! It’s been a little over 7 Years since we held the first one! A lot has changed in our industry and new engines have made level design more accessible than ever before. With all the fresh talent coming into our industry, I think it’s important that we challenge ourselves and each other to push our creative thinking.

This challenge is meant to be for everyone to join in, from your first time level designer to your Senior and Lead Designers! Everyone is in a different place throughout their careers and it’s always fun to hone your skills on one of the most old school puzzles of our time “Get the Door Open!”. The last time we did this we had a fantastic turn out of completed and submitted puzzles! Especially since we are focusing on JUST design and scripting and NOT on art!

As this is a scripting challenge, you are encouraged to use Dev textures or simple greyscale materials and only what art assets are absolutely necessary to communicate key ideas. The point is to focus on your Scripting / Presentation / Storytelling / Puzzle Making skills.

Most entries generally took a few days to build from start to finish, so don't sweat worrying about the deadline. If you would like to get a better idea, check out some of the entries from the first door challenge.

Remembering our Past

SOLEVAL - First Place

  Magnar Jenssen - Participation

  Robert Yang - Participation

Jason Mojica - Participation

Rules and QA

Build a puzzle and craft a story to creatively open “The Door”! It doesn't matter whether you're entering, exiting, or just moving from one room to another - just get that DOOR OPEN!

  • Acceptable Engines : UE4 / Unity / Source SDK

    • For UE4 or Unity, you will be REQUIRED to provide an EXE of your game

    • For Source SDK, a simple bsp will do with info on the game you built it in. (Eg. Half-life 2, Portal 2, CS:GO, TF2)

  • We encourage you DON’T use Art unless needed to sell your idea. Simple meshes / Dev textures / grey textures should do fine.

  • You are ALLOWED to use Templates to start yourself off. Example: UE4 has a FPS , Third Person , and VR template.

  • You are ALLOWED to use existing scripting/ blueprints or Code to help you make your puzzle.

  • You CAN choose - First person, Third Person , Virtual Reality (VR)

  • DON’T submit anything larger than 250 mbs , we want simple entries that everyone can download.


The challenge will begin Friday, August 10th, and end Sunday, September 16th at 11:59PM US CENTRAL time (GMT -6)


Must Haves :

  • A zip file including your EXE or map file

  • 2 screenshots of your scene (ATTACHED! This will help us archive our entries for posterity)

  • A video showing the puzzle's intended solution (hosted on youtube would be fine)


Optional :

  • Full Name (optional)

  • Website or Portfolio (optional)

  • The original level source (and any other relevant files) for inquiring minds to examine your scripting


Judging : We will start judging the day after closing, Everyone will get 3 votes and then we will vote on the top 3 one week later. Things to think about when judging or making an entry.

  • Innovation - More than just a simple Door!

  • Theme - How close did you stay to the idea of the challenge

  • Readability - Was your idea clear and easy to understand?

  • Humor - Did you make someone laugh or enjoy your entry?

  • Overall - Wrap everything together! Was it awesome?

  • Door - Q: How much Door you got? A: Hell yes


As with the previous challenge, there will be no prize other than the pride of knowing people thought you were awesome. Woo!


Edited by General Vivi

  Report Article
Sign in to follow this  

User Feedback

Recommended Comments

Ue4, unity and source .. Very interesting! i remember when the first challnge was held.. damn 7 year pass by already! maybe an opportunity to put some of my knowlage to use^^

Share this comment

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • MapCore on Discord

  • Our picks

    • Post in [decompiled] dz_blacksite
      Alright, I did some testing with the new detail sprites and found out how more specifically how they work. @Mamorex was on the right track but there's a few key things you left out. 

      Removing $alphatest from the material or adding $translucent

      First, the detail sprites material - it's 2 detail sprite sheets side by side, so version A and version B. The different versions have to have same sprite positions and sizes. You only specify version A coordinates in the .vbsp.

      Next up, the detail sprites masks. Red and blue are for wind offset -- so you can have different parts of the sprites sway in the wind differently, you can see Valve isolated some blades of grass for this effect. The green channel is a tint mask and controls how much the sprites are affected by the $worldspacetint. 

      That brings us to the world space textures. They seem to automatically get resized to fit the whole map area, so it you resize the map you'd have to resize the textures too.

      The world space tint texture is pretty self explanatory, controls what color to tint the grass, 127 grey means no tint. 

      The world space masks texture uses the red channel to select which version of the sprites to use -- 0 is version A and anything more is version B. 

      The green channel of the texture controls the sprite size -- 127 is default, with darker making the sprites smaller and brighter making the sprites larger. The vmt command $minimumspritesize controls the cutoff point for the sprites, so the sprites smaller than the specified value don't get rendered which can act as a placement mask. 

      I don't know what the blue channel of this texture does, changing it had no effect on the sprites for me. 


      All this means sprites still get placed by vbsp on map compile, so they still use displacement alpha for the placement, but the new masks can manipulate sprites size and color after map compile.


  • Articles (view all)