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"20 Brush" level compo! WIP / discussion thread

  • Campaignjunkie
  • January 3, 2011 at 5:01 AM
  • Vilham
    • January 7, 2011 at 10:54 PM
    • #61

    Rules look good, I think ill defiantly be going for a gameplay win and not artwise

  • ⌐■_■
    • January 8, 2011 at 12:53 AM
    • #62

    why not both? I mean, it's 20 brushes...

  • Erratic
    • January 8, 2011 at 3:59 AM
    • #63

    Probably just ripped off a Q3 or UT map without even realizing it...

    [Blocked Image: http://i7.photobucket.com/albums/y299/erratic101/Another20Brush01.jpg]

    [Blocked Image: http://i7.photobucket.com/albums/y299/erratic101/Another20Brush02.jpg]

    [Blocked Image: http://i7.photobucket.com/albums/y299/erratic101/AnotherProof.jpg]

  • KungFuSquirrel
    • January 8, 2011 at 5:10 AM
    • #64

    We're not really being strict with the schedule, so what the hell? Submission thread is up! viewtopic.php?f=57&t=15843

    Remember, this is for finished work only; keep your wip threads here or in the usual wip thread. Have fun!

  • Erratic
    • January 8, 2011 at 5:17 AM
    • #65

    I'd feel bad if wasn't it 20 brushes, honest.

  • Sentura
    • January 8, 2011 at 6:32 AM
    • #66

    how the hell can you make those trims with 20 brushes?

  • Aalexanderrr
    • January 8, 2011 at 6:53 AM
    • #67
    Quote from Sentura

    how the hell can you make those trims with 20 brushes?

    Subtraction? He textured those subtracted brushes with tiles. Rather simple way to do trims in Ued.

  • TermInator525
    • January 8, 2011 at 8:53 AM
    • #68

    but isn't this illegal? its a concave brush isn't it?

  • Sentura
    • January 8, 2011 at 9:17 AM
    • #69

    yeah i was thinking that... there should be convex brushes only?

  • KungFuSquirrel
    • January 8, 2011 at 1:16 PM
    • #70

    The brushes he used for subtraction are convex. Just one of the differences between the engines. You can see some similar subtractions in the Unreal entries in the leveldesign.nl contest. It's kosher.

    Edit: here's a rough paintover of the convex brushes likely used to create the trims subtractively (I think I could have picked a better color ). I also assume that the U-shape platform and the 4 pillars were also created subtractively instead of additively (allowing 4 pillars to be created in 3 brushes instead of 4 and the upper U-platform to be created in 2 instead of 3 or more)

    [attachment=0]subtractive.jpg[/attachment]

  • Erratic
    • January 8, 2011 at 5:53 PM
    • #71

    Basically what kung fu said. And yep, the tower is 2 subtracts and 1 add for the pillar setup.

    [Blocked Image: http://i7.photobucket.com/albums/y299/erratic101/x1.jpg]

    [Blocked Image: http://i7.photobucket.com/albums/y299/erratic101/x2.jpg]

    [Blocked Image: http://i7.photobucket.com/albums/y299/erratic101/x3.jpg]

  • sarge mat
    • January 8, 2011 at 6:37 PM
    • #72

    Made this one today. Want to work with the lights and textures some more still.

    [Blocked Image: http://img135.imageshack.us/img135/7480/20brushudkmap1shot1wip.jpg]

    [Blocked Image: http://img151.imageshack.us/img151/4157/20brushudkmap1shot2wip.jpg]

    [Blocked Image: http://img59.imageshack.us/img59/7126/20brushudkmap1shot3wip.jpg]

    [Blocked Image: http://img153.imageshack.us/img153/3895/20brushudkmap1shot4wip.jpg]

    [Blocked Image: http://img375.imageshack.us/img375/3714/20brushudkmap1shot5wip.jpg]

  • Sentura
    • January 9, 2011 at 5:30 AM
    • #73
    Quote from Erratic

    Basically what kung fu said. And yep, the tower is 2 subtracts and 1 add for the pillar setup.[Blocked Image: http://i7.photobucket.com/albums/y299/erratic101/x1.jpg]

    [Blocked Image: http://i7.photobucket.com/albums/y299/erratic101/x2.jpg]

    [Blocked Image: http://i7.photobucket.com/albums/y299/erratic101/x3.jpg]

    shouldn't that be allowed for other engines as well then? doesn't seem very kosher when those brushes are in fact concave: http://en.wikipedia.org/wiki/Concave

  • Erratic
    • January 9, 2011 at 5:43 AM
    • #74

    The resulting BSP from the 4 brushes is a concave shape, but the individual brushes are convex. The BSP in the top right is just a combination of the 4 brushes on the left.

    It's definitely at advantage Unreal has over purely additive based editors. Trying to pull off the same things in Hammer with boolean operations will result in it just breaking the brush up into pieces.

  • skdr
    • January 9, 2011 at 10:47 AM
    • #75

    If that's allowed in this competition, why even try to make a level with Hammer or something similar since there's a disadvantage. I think it should be limited to Unreal then making this the Unreal 20 brush competition

  • Sentura
    • January 9, 2011 at 11:00 AM
    • #76
    Quote from skdr

    If that's allowed in this competition, why even try to make a level with Hammer or something similar since there's a disadvantage. I think it should be limited to Unreal then making this the Unreal 20 brush competition

    i agree. or at least in the event that any engine tools can be used, that the differences between the engines are kept at a minimum

  • Campaignjunkie
    • January 9, 2011 at 1:28 PM
    • #77

    I didn't think additive + subtractive BSP was a big deal because (a) I'm told that the UDK brush editor sucks anyway, (b) okay, so people can use subtractive BSP to make trims or simple room shapes... does anyone here honestly think trims or simple interiors will be what impresses voters?

    I like Erratic's level for the weird giant pillar and use of color correction. The trims don't even factor into it. In fact, I'd say he's almost wasting his brushes by using them like that!

    Here's how I, personally, will be voting for "best use of brushes" -- it's based on how much a brush does. In the winning example at the leveldesign.nl compo, one single brush is a ramp / a cave / 4 walls / light fixtures / a flag platform, etc.

    ... Besides, almost every level here is a floater. Hollowed out spaces are relatively rare / useless.

  • quazilin1
    • January 9, 2011 at 4:41 PM
    • #78

    Have fun all, I released mine already. =)

  • ReNo
    • January 9, 2011 at 4:47 PM
    • #79

    I don't think I entirely agree CJ - there's definitely a lot of brush saving you can take advantage of through subtractive brushes.

    Lets say you want a ring shaped platform. In purely additive engines you're looking at 1 brush per section of the ring, so the more curved it is the more cost there is in terms of brushes. Essentially this shape becomes impossibly expensive as you're gonna be spending almost half your budget on it for even a blocky one. Switch to an engine that allows subtractive geometry and you can have as smooth a ring platform as you like in just 2 brushes - add 1 cylinder, then subtract a smaller cylinder from the middle of it.

    That said, as long as people take that sort of difference into account when judging, I don't really mind.

    I think it's kind of a shame that there's only 1 entry allowed per person though, given the quick nature of building these maps. But hey, I've not finished my first one yet, so maybe it's a little early to be moaning

    Images

    • beauty.webp
      • 25.69 kB
      • 800 × 600
    • layout.webp
      • 16.93 kB
      • 800 × 600
    • proof.webp
      • 49.15 kB
      • 800 × 372
  • Warby
    • January 9, 2011 at 6:37 PM
    • #80
    Quote from ReNo

    I don't think I entirely agree CJ - there's definitely a lot of brush saving you can take advantage of through subtractive brushes.Lets say you want a ring shaped platform. In purely additive engines you're looking at 1 brush per section of the ring, so the more curved it is the more cost there is in terms of brushes. Essentially this shape becomes impossibly expensive as you're gonna be spending almost half your budget on it for even a blocky one. Switch to an engine that allows subtractive geometry and you can have as smooth a ring platform as you like in just 2 brushes - add 1 cylinder, then subtract a smaller cylinder from the middle of it.

    That said, as long as people take that sort of difference into account when judging, I don't really mind.

    I think it's kind of a shame that there's only 1 entry allowed per person though, given the quick nature of building these maps. But hey, I've not finished my first one yet, so maybe it's a little early to be moaning

    quoted for truth !

    also in unreal next to the add and subtract buttons there are 2 more i dont recalls what they are named but let me quickly explain what they do:

    you can build complex geometry than envelope everything with a cube and press one of those buttons and the builder brush willasume the shape of what ever there is solid or empty that way you can build really complex stuff out of one brush ! and in fact you can import closed geometry from a 3d app as a brush shape:

    2 of my old unreal maps where made out of 1 brush !

    [Blocked Image: http://warby.bitproll.de/projects/0023_dm-cbp2-koma/dm-cbp2-koma_02.jpg]

    [Blocked Image: http://warby.bitproll.de/projects/0022_ctf-cbp2-skorbut/ctf-cbp2-skorbut_04.jpg]

    of course there is static mesh stuff too but the lions share on those screenshots is one mega brush ! hope the rules account for those ^^

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