FINAL EDIT: Updated rules can be found here, please use these... I know there are a lot, but they're mostly there to cover edge cases: viewtopic.php?f=57&t=15843
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EDIT: err, can someone move this to 3D forum? My bad.
EDIT 2:
QuoteI'd submit, if we do this, a starting date of Jan 8th with a final submission on Sunday the 23rd? That's 3 full weekends and the two weeks in between... hopefully way more time than people need, but not so long that it fizzles out?
INTRO
Over at leveldesign.nl they've recently wrapped up a 20 brush level contest -- http://www.leveldesign.nl/viewtopic.php?f=9&t=102 -- and the results are really cool and inspiring. Maybe we could run one of our own too? (I recently discovered an invitation to be a judge in my Snarkpit inbox which I haven't checked for months... oops)
THE RULES
I think they have too many rules though (http://www.leveldesign.nl/viewtopic.php?f=9&t=86) so we could keep ours much simpler. I propose these:
- For our purposes, a "brush" is a single convex primitive that was built in a level editor, whether additive or subtractive.
- A small MP map in whatever engine you prefer, but that engine has to use BSP. (Source, HL1, Q1, Q3A, UT, UDK, Crysis?, etc.) Any game mode you want, though DM / KOTH would be easiest and CTF would probably be most difficult.
- 20 brushes max. Each "face" of a patch or displacement, before it was subdivided, counts as a brush.
- No fancy 3D skyboxes filled with props; use only the most basic skybox setup for whatever engine you're using.
- No static meshes, detail props or particle systems, unless they're already part of a weapon base or capture point or other gameplay entity.
- Each sprite / decal / overlay counts as a brush.
- Custom textures allowed. Paint whatever you can within the time limit...
- Unlimited number of faces on a brush, light actors, postprocessing, weapons, ammo, player spawns, vehicles, whatever.
- Special brushes (skybox, portalsky, trigger, nodraw, etc.) don't count, as long as the player can't walk on them or run into them.
- IN GENERAL, just try not to do stuff that goes against the spirit of this compo.
TIPS & TRICKS (?)
- Use the clip tool to make bevels; that way you can easily put trims, if you want.
- Vertex manipulation is your friend. Remember -- in Hammer, you can select two opposing edges (the yellow boxes) and press CTRL+F to split the face!
- Displacements and patch meshes are your friend too. In theory you could make your entire level out of one displacement... if that sounds like fun to you, go ahead!
JUDGING
From there, we vote on winners in several different polls: Overall Winner, Coolest Use of BSP, Prettiest, Coolest Layout, Weirdest, etc. whatever categories we want.
No one will have time to play levels, especially with so many different engines, so they'll just be judged based on two (2) screenshots: (a) a beauty shot and (b) a layout shot. It isn't ideal, but let's be honest, it's how people would vote anyway.
All we need is, like, 3 people and that'll be enough to get started. People can jump-in whenever they want.
Sounds good? or bad?