Update 01/24/2011: VOTING IS NOW LIVE
Best Use of Brushwork: viewtopic.php?f=57&t=15878
Best Layout/Gameplay: viewtopic.php?f=57&t=15879
Best Visuals: viewtopic.php?f=57&t=15880
Best Overall: viewtopic.php?f=57&t=15881
Polls will close automatically 01/26/2011 at 12:15 PST.
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It's that time! This thread is where we want to see your entires to the 20 Brush Challenge. This thread is ONLY FOR COMPLETED SUBMISSIONS. Please keep your wip entries in this thread instead.
You have until the end of the day SUNDAY, JANUARY 23rd, giving you the next three weekends to come up with something.
And, of course, OUR RULES:
QuoteDisplay MoreINTROOver 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
[*:1q30bsu1]For our purposes, a brush is a single convex primitive, built in a level editor, whether additive or subtractive.
[*:1q30bsu1]Use any engine / mod / game mode you want, as long as it uses BSP and brushes.
[*:1q30bsu1]Use 20 brushes at most -- but there's no face limit.[*:1q30bsu1]Don't merge multiple solids into a single brush. Don't use any specialized brush editors or generators.
[*:1q30bsu1]No static meshes, detail props or particle systems -- unless it's part of a gameplay entity you're using.
[*:1q30bsu1]No fancy 3D skyboxes. Use the most basic skybox setup in whatever engine you're using -- basic 2D skybox, basic sky mesh, etc.[*:1q30bsu1]Each face of a patch or displacement, before subdivision = 1 brush and must be for structural use, no terrain / no terrain tools
[*:1q30bsu1]Each sprite / decal / overlay = 1 brush
[*:1q30bsu1]Special tools brushes (sky, portalsky, origin, trigger, visportal, nodraw, hint, etc.) are free as long as the player can't walk on them nor touch them.
[*:1q30bsu1]Brush entities / movers / matinee stuff and such with BSP-like dynamic meshes (converted directly from brush(es) built in the editor!) are okay; each brush / primitive in your mesh will still count as a brush but your origin brush is "free" if you need one.[*:1q30bsu1]Custom textures allowed. Please credit the author if they're not yours.
[*:1q30bsu1]Unlimited lights / cubemaps / sounds / postprocessing entities.
[*:1q30bsu1]Unlimited gameplay entities. (Flags, weapons, ammo, player spawns, vehicles, etc.)[*:1q30bsu1]One entry per person! (show-off as many as you want in WIP, but submit only one!)
[*:1q30bsu1]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 [required!], most people likely won't have time to play your level but some will.
(5) a "proof" screenshot from the editor that you used only 20 brushes [optional, but recommended and fun]
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. Categories: Best Overall, Best Visuals, Best Layout, Best Use of Brushes. The top 3 in each category will be featured on MapCore!
PRIZES
The prestige of competition! And maybe some kind of MapCore forum title / badge or something? We'll see! And Campaignjunkie will buy you a drink if you're ever in NYC
Good luck! ![]()