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THE CUBE CHALLENGE: Rules and discussion

  • KungFuSquirrel
  • February 14, 2011 at 3:09 PM
  • tlovemark
    • February 24, 2011 at 12:52 AM
    • #81

    So since I just discovered this site yesterday and am trying it out, I figured I'd throw my hat into this challenge and see what comes out. Probably gonna do something in the UDK since that's what I'm most comfortable with. Although, not sure if I want this to be just a classic deathmatch style map or if I wanna try my hand at a short single-player experience.

    Can't wait to see what others start rolling out with.

  • SamCom
    • February 25, 2011 at 6:28 AM
    • #82

    Woo, WIP! I'm calling it dm_waystation for right now.

    [Blocked Image: http://i871.photobucket.com/albums/ab272/SamCom/waystation_small-1.jpg]

  • ⌐■_■
    • February 25, 2011 at 11:56 AM
    • #83

    woa looking good

  • marnamai
    • February 25, 2011 at 12:15 PM
    • #84

    I might do a single player HL2 episode 2 level. But I have some questions, can the level be bigger but keep the playable area contrained to 1024? And is a 3dskybox allowed?

  • skdr
    • February 25, 2011 at 12:31 PM
    • #85
    Quote from marnamai

    I might do a single player HL2 episode 2 level. But I have some questions, can the level be bigger but keep the playable area contrained to 1024? And is a 3dskybox allowed?

    Did you read the rules?

  • marnamai
    • February 25, 2011 at 12:39 PM
    • #86

    I did,

    This challenge is simple: Build an entire level contained within a 1024x1024x1024* cube. You may use as much or as little of the space as you need, but no more.

    However a 3Dskybox is not part of the level and isn't accessible by the player but it can make the level look bigger then it's supposed to be. So it's a grey zone for me.

    What If I needed a higher skybox to fit a model in my level? Or can a part of a model stick out side the 1024^3 box?

    I like to bend rules

    You MAY NOT:

    - Allow any living player to move beyond 1024 units in playable/accessible space on any axis. The 1024 bounds MUST be defined by walls, sky, collision, or a kill volume.

    Meaning the actual level can be bigger but the player can't exit the 1024^3 playable area?

    EDIT: I should read the rules completely next time, shame on me ...

  • KungFuSquirrel
    • February 25, 2011 at 2:19 PM
    • #87
    Quote from marnamai

    EDIT: I should read the rules completely next time, shame on me ...

    It's all good. Everything you described is fine; just make sure some form of solid boundary exists at the border.

    killertomato and SamCom: Looking good so far!

  • KungFuSquirrel
    • February 26, 2011 at 4:40 AM
    • #88

    Guys, I screwed up - I meant to make this a 4 week challenge, but only made it three weeks + extra weekend. The proper deadline is actually SUNDAY, MARCH 20

    Sorry for the screw-up. I'll update the first post now.

  • ElectroSheep
    • February 26, 2011 at 2:56 PM
    • #89

    So I initially want to make an UDK scene but 3month weeks is too short for it. The tut about hldm on Ob works so here we go !

    Just a question. Can we use Ep2 models on our map and include them in the bsp ?

  • KungFuSquirrel
    • February 26, 2011 at 6:59 PM
    • #90
    Quote from 3Dnj

    So I initially want to make an UDK scene but 3month weeks is too short for it. The tut about hldm on Ob works so here we go !Just a question. Can we use Ep2 models on our map and include them in the bsp ?

    From the perspective of the challenge, use any content you want as long as it is included in the download.

    That said, I don't know what the Valve view would be on Ep2 content being distributed separately. You're probably fine, but use appropriate caution

  • ElectroSheep
    • February 26, 2011 at 7:44 PM
    • #91

    Ok, that's just in case, :derp: I'm still looking for a theme.

  • Vilham
    • February 26, 2011 at 8:10 PM
    • #92

    I have what I think is a fucking excellent idea for a map, but I just don't have the time atm

  • skysilcox
    • February 26, 2011 at 10:51 PM
    • #93
    Quote from Vilham

    I have what I think is a fucking excellent idea for a map, but I just don't have the time atm

    Ideas are cheap. Execution is expensive

  • ⌐■_■
    • February 27, 2011 at 1:27 AM
    • #94
    Quote from skysilcox

    Ideas are cheap. Execution is expensive

    that's a nasty truth.

  • ⌐■_■
    • February 27, 2011 at 11:15 PM
    • #95

    [deleted content as not to overflow this page with my images]

  • ReNo
    • February 27, 2011 at 11:28 PM
    • #96

    I really don't think I'm gonna have any time for this one sadly Looking forward to seeing everyone's entries though. Liking the use of vertical space in those orange box screens KT (though I'm not too sold on the texture choices in the latest shots), and SamCom's looks to have a cool C17 vibe to it already. Keep 'em coming folks!

  • Sentura
    • February 28, 2011 at 1:09 AM
    • #97

    kt that hallway would look heaps better if you used an arch

  • Bouckx
    • February 28, 2011 at 8:49 AM
    • #98

    Hello everyone,

    I have a question regarding the rules: it says that the player is not allow to move beyond the 1024^3 space, but what about camera entities ? What if I use a Point_Viewcontrol outside the limited space ? Technically, the player would still be in the space. I was thinking about using an intro or something to that effect, but I'm a little unsure if the limitations apply to what the player sees or only to the player entity.

    On a separate note, I'm glad this contest allows for SP maps. I was quite sad that the 20 Brush contest didn't allow for such entries.

  • Campaignjunkie
    • February 28, 2011 at 6:43 PM
    • #99

    I think I'll do a Barragan / arabic palace Ep2 map where you fight a hunter that has magic powers. EVERYONE DO SINGLE PLAYER!

  • ⌐■_■
    • February 28, 2011 at 6:54 PM
    • #100

    [deleted content as not to overflow this page with my images]

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