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"20 Brush" level compo! WIP / discussion thread

  • Campaignjunkie
  • January 3, 2011 at 5:01 AM
  • Aalexanderrr
    • January 4, 2011 at 2:54 AM
    • #21

    Allowing infine amount of faces for general brush rule is a mistake in my opinion. In UnrealEngine you can merge huge amount of brushes together. Damn, I even could turn 10000 brshes into one if I wanted to. I think going from unlimited to 20 sounds rather reasonable IMHO

  • Campaignjunkie
    • January 4, 2011 at 3:02 AM
    • #22

    Whaa? At that point, is it even a brush, if you're merging all these solids together?

    Okay, I've added a definition of brush to the rules:

    Quote

    a "brush" is a single convex primitive that was built in a level editor, whether additive or subtractive.

    Does that address peoples' concerns?

    I don't know how Unreal does it, but in most Quake-based engines I can't imagine more than 40 or 50 faces on a brush, and even then that's really pushing it. But if someone finds a way and makes a single really awesome brush with 100 faces, why should I stop them, with my personal lack of imagination?

  • KungFuSquirrel
    • January 4, 2011 at 3:24 AM
    • #23

    Unreal supports some crazy boolean operations and allows solids with coplanar and concave faces. You can perform an intersect operation on as many brushes as you want and they'll be merged into a single solid. It'd be way more awesome if the tool weren't so clunky, but it's definitely a way to cheat the contest

  • Serenius
    • January 4, 2011 at 4:20 AM
    • #24

    Damn, KungFu. You just took it to a whole 'nother level. I got lost at "boolean."

  • Lunaran
    • January 4, 2011 at 4:22 AM
    • #25

    Yeah, UnrealEd's bsp tool is basically the most clumsy traditional 3D mesh editor imaginable. You can in theory sculpt anything with it.

    ... which I forgot about when replying to crazy, above. sorry! I am guilty of engine-centrism.

  • twiz
    • January 4, 2011 at 6:12 AM
    • #26

    I think all of us know the spirit and purpose of the competition.. I don't think anyone here would try to make a huge, complex level, merge all the brushes, and submit that. Even if they did, they probably wouldn't win because it isn't the purpose of the competition. I know when I go to vote I'm looking for small, simple, clean, and creative.

  • e-freak
    • January 4, 2011 at 8:40 AM
    • #27
    Quote from insta

    I promised myself I'd make a level tonight, but now I'm pretty drunk and I can't build much of anything. Tomorrow, I promise!!!

    [Blocked Image: http://blog.gilly.ws/wp-content/uploads/2010/09/Procrastinators-unite....jpeg]

  • Campaignjunkie
    • January 5, 2011 at 1:36 AM
    • #28

    A question: do we want to allow specialized brush / displacement editors? I'm referring mainly to Microbrush2, DispGen and Twister. On one hand, they're not level editors... but on the other, they can do really cool stuff and people might make cool stuff with it. I can imagine some awesome effects with Twister especially, and if it encourages people to go out and try / learn these tools and bring it back to their other work, isn't that good?

  • KungFuSquirrel
    • January 5, 2011 at 3:38 AM
    • #29

    Personally, my vote for this one would be to go au naturale with the brushwork.

  • Sentura
    • January 5, 2011 at 3:58 AM
    • #30
    Quote from Campaignjunkie

    A question: do we want to allow specialized brush / displacement editors? I'm referring mainly to Microbrush2, DispGen and Twister. On one hand, they're not level editors... but on the other, they can do really cool stuff and people might make cool stuff with it. I can imagine some awesome effects with Twister especially, and if it encourages people to go out and try / learn these tools and bring it back to their other work, isn't that good?

    let's just keep it simple, there's no real reason to make this overly complicated. people make maps with 20 brushes, end. not models, not props, not other bs.

  • ShockaPop
    • January 5, 2011 at 9:24 AM
    • #31

    Concave brushes, isn't that good rule? I mean, UDK/UE also splits the brushes into pieces actually so they're all concave, but merged as one "brush".. right?

  • sarge mat
    • January 5, 2011 at 12:47 PM
    • #32

    Yea I vote keep it simple to just what the editors them selves can do.

  • Mr. Happy
    • January 5, 2011 at 3:34 PM
    • #33

    Just to clarify, I assume the brush has to be visible non-sky to count right? Or do sky brushes in editors that use them count towards the limit? What about in, say, source, nodrawed brushes used to control vis/csg? And since you can have pickups/objectives I'm going to assume that triggers and special effects brushes directly related to those things are ok (like the respawn room no entry visualizers in TF2 wouldn't count) or would they?

    May want to use a no displacements/patches rule just to keep it more in the spirit of brushes. I know my ideas rely heavily on displacements to not be flat.

  • Serenius
    • January 5, 2011 at 3:46 PM
    • #34

    Just for clarification, would setting up terrain in Unreal count as a brush or would that be DQ'd?

  • mjens
    • January 5, 2011 at 4:20 PM
    • #35

    I know that "20" is just fine but for me that's something like stoling the idea. I don't know...

  • General Vivi
    • January 5, 2011 at 4:50 PM
    • #36

    This sounds like a great challenge! I really want to join in

  • Zoltan
    • January 5, 2011 at 5:04 PM
    • #37

    This sounds fun! I'm in!

  • KungFuSquirrel
    • January 5, 2011 at 5:11 PM
    • #38
    Quote from Mr. Happy

    Just to clarify, I assume the brush has to be visible non-sky to count right? Or do sky brushes in editors that use them count towards the limit? What about in, say, source, nodrawed brushes used to control vis/csg? And since you can have pickups/objectives I'm going to assume that triggers and special effects brushes directly related to those things are ok (like the respawn room no entry visualizers in TF2 wouldn't count) or would they?

    A basic skybox is free, as is a sky mesh for games that work this way (I'm looking at you, UE3).

    Quote from Mr. Happy

    May want to use a no displacements/patches rule just to keep it more in the spirit of brushes. I know my ideas rely heavily on displacements to not be flat.

    Quote from Serenius

    Just for clarification, would setting up terrain in Unreal count as a brush or would that be DQ'd?

    Tough call. Terrain in UE3 isn't much different functionally than patches or displacements in id tech/Source, but can cover a much larger space at much higher detail levels. There's some clever patch and displacement work in the ld.nl entries as well as in CJ's sample, so I'd hate to exclude those. Is it too nitpicky to allow displacements/patches and not terrain? I don't think we want to get into a situation where we start having to customize rules per toolset. I think our options are:

    1) Patches and displacements are allowed, but heightfield terrains of any kind are not.

    2) Patches, displacements, and heightfield terrain are allowed, but must adhere to a maximum poly/subdivision face count

    3) No patches, displacements, or heightfields are allowed.

    These contests were way easier back in the day when no one had any fancy toys to play with

    Rule-wise, I say let's try to get a revised draft up tomorrow or so so we have time to review it and finalize it before the "official" start on Saturday.

    Quote from seir

    I know that "20" is just fine but for me that's something like stoling the idea. I don't know...

    There's been a lot of variations on this contest over the years across different sites and communities (same with the 1024 challenge we had ages ago). The recent leveldesign.nl take on the contest is absolutely an inspiration and should be credited for getting people excited about trying the idea over here. I've been making sure to credit them as I've posted about it, and plan to continue doing so as I'm updating things on Twitter and in any official threads here.

  • Campaignjunkie
    • January 5, 2011 at 10:49 PM
    • #39
    Quote from seir

    I know that "20" is just fine but for me that's something like stoling the idea. I don't know...

    Well, I wanted to do one right NOW, but they just finished theirs so they aren't going to do another one for a while. Plus, they have judges and scores, but I prefer something casual and relaxed and democratic. (They spent a month or two to plan theirs!)

    And re: the patch / displacement / terrain question, I think we should just disallow height field terrain AND disallow use of displacement and patches as terrain? (I mean, it'll be obvious...)

    Here's another draft:

    Quote

    INTRO

    Over at leveldesign.nl they've recently wrapped up a 20 brush level contest and the results are really cool and inspiring. So let's run one of our own too!

    GOAL

    Make a small MP map with 20 brushes at most!

    TIMEFRAME

    Saturday, 8 January 2011 - Sunday, 23 January 2011 @ 11:59 PM PST. (16 days; three weekends with two weeks in-between)

    RULES & CONSTRAINTS


    • [*:32exy6u7]For our purposes, a brush is a single convex primitive, built in a level editor, whether additive or subtractive.
      [*:32exy6u7]Use any engine / mod / game mode you want, as long as it uses BSP and brushes.
      [*:32exy6u7]Use 20 brushes at most -- but there's no face limit.

      [*:32exy6u7]Don't merge multiple solids into a single brush. Don't use any specialized brush editors or generators.
      [*:32exy6u7]No static meshes, detail props or particle systems -- unless it's part of a gameplay entity you're using.
      [*:32exy6u7]No fancy 3D skyboxes. Use the most basic skybox setup in whatever engine you're using -- basic 2D skybox, basic sky mesh, etc.

      [*:32exy6u7]Each face of a patch or displacement, before subdivision = 1 brush
      [*:32exy6u7]Each sprite / decal / overlay = 1 brush
      [*:32exy6u7]Special tools brushes (sky, portalsky, visportal, nodraw, hint, etc.) don't count as long as the player can't walk on them nor touch them.

      [*:32exy6u7]Custom textures allowed. Please credit the author if they're not yours.
      [*:32exy6u7]Unlimited lights / cubemaps / sounds / postprocessing entities.
      [*:32exy6u7]Unlimited gameplay entities. (Flags, weapons, ammo, player spawns, vehicles, etc.)

      [*:32exy6u7]One submission per Mapcore user.
      [*:32exy6u7]In general, be a good sport and try not to do stuff that goes against the spirit of this compo.

    SUBMISSION

    In the special "20 BRUSHES" submission thread, make a new post:

    (1) put your map name,

    (2) attach a beauty shot,

    (3) attach a layout / overview shot, so people can understand the space of your level better,

    (4) put a map download link [optional]

    Submit by January 23rd @ 11:59 PM PST. Or, submit really early if you want. You can spend as few as 2 hours or as much as 2 weeks on this; do what you can / do what feels fun for you.

    JUDGING

    Community voting. There'll be a poll, open for a week. Maybe we could have categories -- best overall, weirdest, prettiest, looks the funnest, coolest use of BSP, etc.

    PRIZES

    Umm, maybe some kind of MapCore forum title / badge or something? And I'll buy you a drink if you're ever in NYC

    Display More

    Comments / feedback / changes?

  • Thaldarin
    • January 5, 2011 at 11:13 PM
    • #40

    Maximum limit on entries?

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