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"20 Brush" level compo! WIP / discussion thread

  • Campaignjunkie
  • January 3, 2011 at 5:01 AM
  • Orpheus
    • January 15, 2011 at 3:58 PM
    • #121

    No promises but I'll try to get to do something. Been away from Hammer for over 3 years now. I have quite a bit of catching up to do.

    /me waves @ all my old/ancient acquaintances.

    XXXOOOXXX

  • ReNo
    • January 15, 2011 at 6:44 PM
    • #122

    Orpheus! Didn't expect to see you here! Have at it man, this little contest is the perfect one to get you back on the wagon

  • Orpheus
    • January 15, 2011 at 7:21 PM
    • #123

    Thanx Duncan. I drive so much now I am perpetually tired when I get home. I'll try something soon though.

  • skysilcox
    • January 15, 2011 at 7:55 PM
    • #124

    A quick CTF level in UDK. Still WIP. Trying to keep to the theme by keeping the materials as minimal as the geometry.

    [Blocked Image: http://www.skysilcox.com/dev-blog/wp-content/uploads/2011/01/ctf_glitch_wip2.jpg]

    [Blocked Image: http://www.skysilcox.com/dev-blog/wp-content/uploads/2011/01/ctf_glitch_wip.jpg]

    I'd like to crank out three of these. I'm really tempted to crack open Quake 3 Radiant.

  • WD
    • January 16, 2011 at 2:23 PM
    • #125

    I redesigned the map got all brushes used now

    needs some minor tweaks now and it should be ready

    [Blocked Image: http://i156.photobucket.com/albums/t2/whitedevil-/th_cube5.jpg?t=1295186834] [Blocked Image: http://i156.photobucket.com/albums/t2/whitedevil-/th_cube6.jpg?t=1295186834]

  • ReNo
    • January 16, 2011 at 2:54 PM
    • #126

    skysilcox: That looks sweet, reminds me a lot of the Mirror's Edge pure time trial maps, which is a very good thing in my book! Looks very exposed from a gameplay POV though. I suppose if you want a CTF level of any significant length in just 20 brushes it's hard to prevent that however!

    Whitedevil: Layout seems much more interesting now, looking nice!

  • Serenius
    • January 16, 2011 at 5:50 PM
    • #127

    Jealous of the creativity ITT.

  • skysilcox
    • January 16, 2011 at 9:41 PM
    • #128
    Quote from ReNo

    skysilcox: That looks sweet, reminds me a lot of the Mirror's Edge pure time trial maps, which is a very good thing in my book! Looks very exposed from a gameplay POV though. I suppose if you want a CTF level of any significant length in just 20 brushes it's hard to prevent that however

    Gotcha. Makes sense. I have about 3 or 4 brushes to spend. If I'm creative enough I can solve that issue.

  • Vilham
    • January 17, 2011 at 7:28 PM
    • #129

    So I started making a ctf map inspired by that Quake 3 arena space one. Then I realised whats the point, theres no bonus points for making a CTF map and theres no points for how well it plays. So a DM map that looks nice is the obvious route.

  • skysilcox
    • January 18, 2011 at 6:49 PM
    • #130
    Quote from Vilham

    Then I realised whats the point, theres no bonus points for making a CTF map and theres no points for how well it plays. So a DM map that looks nice is the obvious route.

    What's the point? Maybe to challenge yourself!

  • Vilham
    • January 18, 2011 at 8:32 PM
    • #131

    yeah but if im doing that I would rather not have a 3 week deadline

  • mjens
    • January 18, 2011 at 9:08 PM
    • #132
    Quote from Vilham

    So I started making a ctf map inspired by that Quake 3 arena space one. Then I realised whats the point, theres no bonus points for making a CTF map and theres no points for how well it plays. So a DM map that looks nice is the obvious route.

    Making map that doesn't look gay is the obvious route. Joke

  • Sentura
    • January 19, 2011 at 11:15 AM
    • #133

    i still have a hard time figuring why displacements cost 1 brush per side (e.g. when doing one full cube, they should just cost one), when you can use boolean operators in udk to create concave brushes that still count for one.

  • Sentura
    • January 19, 2011 at 2:31 PM
    • #134

    i'm not sure what i should change in this, but i kinda want to spice it up... any suggestions?

    [attachment=0]20brush0003.jpg[/attachment]

    [attachment=1]20brush0001.jpg[/attachment]

  • skysilcox
    • January 19, 2011 at 7:18 PM
    • #135
    Quote from Sentura

    i'm not sure what i should change in this, but i kinda want to spice it up... any suggestions?

    The palette seems pretty damned brown and orange. Something about the orangeness of the lighting combined with the brownness of the skybox is not letting it pop. Cool geometry!

  • mjens
    • January 19, 2011 at 8:07 PM
    • #136

    MORE CRATES! :>

  • Sentura
    • January 19, 2011 at 8:44 PM
    • #137

    i've been trying to go for some lighting contrast now, but i can't seem to find a good contrast in color (blue doesn't seem to be working). should i change the skybox (not that i have anything else to change it to).

    [attachment=0]20brush0004.jpg[/attachment]

  • insta
    • January 19, 2011 at 9:06 PM
    • #138

    Add some lights so you can see who you are shooting and killing!!

  • Evert
    • January 19, 2011 at 9:38 PM
    • #139

    Will it be randomly generated Peris?

  • luque
    • January 20, 2011 at 8:00 AM
    • #140
    Quote from Sentura

    i've been trying to go for some lighting contrast now, but i can't seem to find a good contrast in color (blue doesn't seem to be working). should i change the skybox (not that i have anything else to change it to).

    http://theabyssgazes.blogspot.com/2010/ ... -stop.html

    Teal and orange is instant win!

    Na but seriously, I would make the orange brighter and more glowy so you get more lighting from that and maybe pick a less dark color for the skybox so the overall feel isnt as dark as it is now.

    Geometry looks great!

    GL

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