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THE CUBE CHALLENGE: Rules and discussion

  • KungFuSquirrel
  • February 14, 2011 at 3:09 PM
  • KungFuSquirrel
    • February 14, 2011 at 3:09 PM
    • #1

    The poll results are in - and a sequel to our 1024^3 challenge from a few years back is the winner!

    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. We had killer turnout in our last one, with ReNo's level "Weaver" bringing home the top prize:

    * Dependent on engine player scale; 1024 is based on id/Valve player scales.

    [Blocked Image: http://www.reno-vation.net/content/Weaver5.jpg]

    Our rules are simple:

    Quote

    Build an entire level contained within a 1024x1024x1024 cube.

    ***This is based on approximately Source/id tech player scale (64-72 units) and will vary as follows for other engines/editors***

    Quake */Doom 3: 1024x1024x1024

    Half-Life/Source: 1024x1024x1024

    Call of Duty: 1024x1024x1024

    UT3/UDK: 1344x1344x1344

    Gears of War: 2048x2048x2048

    Unity: 32x32x32 (based on player height of 2 units)

    The challenge will begin Friday, February 18th, and end Sunday, March 20th at 11:59PM US CENTRAL time (GMT -6)

    A submission thread will be opened in the final week of the challenge. Post a download link to your level along with up to 3 screenshots of your work.

    You will have roughly one week to review all entries before voting begins. A single vote will be held for the overall winner. Voters will be allowed to vote for their top 3 entries, and the level that receives the most votes will be declared our winner.

    You may:

    - Use any engine/editor/game/mod of your choosing. If it is not already listed above, you must verify the scale of your engine before the start of the challenge

    - Create a single OR multi player level

    - Use unlimited brushes, meshes, effects, etc.

    - Include non-accessible background detail that extends beyond the playable space

    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.

    As with the previous challenge, there will be no prize other than the pride of knowing people thought you were awesome

    Display More

    Much like the last thread, feel free to also use this as a WIP thread during the challenge.

    Edit 02/17/11: updated with final(?) rules

  • Vilham
    • February 14, 2011 at 3:34 PM
    • #2

    can a boundary also be like nothingness, ie if you jump you fall and die? Ie the top of a sky scraper?

  • Endzeit
    • February 14, 2011 at 4:17 PM
    • #3

    Nice one.

    I think im participating.

  • xfckup
    • February 14, 2011 at 4:36 PM
    • #4

    cool, sounds very interesting to work in such boundaries

  • Aalexanderrr
    • February 14, 2011 at 5:26 PM
    • #5

    Are L4D2 survival levels allowed? Survival is not exactly SP but it could be quite fun putting map like that together.

    As for non accessible area, does area where commons spawn but players cannot access count as one?

  • Froyok
    • February 14, 2011 at 5:26 PM
    • #6
    Quote

    * 256 UU = 487.68 cm = 16 feet. * 1 meter = 52.5 UU

    * 1 foot = 16 UU

    * 1 cm = 0.525 UU

    * 1 UU = 0.75 inches

    I think for the UDK we need to do this :

    1024 inch (source engine) = 1024/0.75 = 1365 UU

    (UU = Unreal Unit)

    If we keep the default player size of the UDK...

    I'm very interested by the challenge, so I will use the UDK if I can...

    Quote

    - Include non-accessible background detail that extends beyond the playable space

    So, we can make hole in the wall with more details behind ?

    It's just the playable part which are limited to the 1024 cube ?

  • Campaignjunkie
    • February 14, 2011 at 5:29 PM
    • #7

    How do you judge a singleplayer vs. a multiplayer level though, exactly? Apples and oranges... APPLES AND ORANNNGES

  • JeanPaul
    • February 14, 2011 at 5:50 PM
    • #8

    Dont do singleplayer.

  • KungFuSquirrel
    • February 14, 2011 at 5:59 PM
    • #9
    Quote from Campaignjunkie

    How do you judge a singleplayer vs. a multiplayer level though, exactly? Apples and oranges... APPLES AND ORANNNGES

    The judging isn't the single player vs. the multi-player, or the HL2 vs. UDK, but the creative use of the space to create a good level But, we can revisit this if people really want to limit it to MP-only. Regarding Aalexanderrr's question below, I would consider L4D survival or other similar co-op modes to still qualify as a MP level.

    Quote from Froyok

    I think for the UDK we need to do this :1024 inch (source engine) = 1024/0.75 = 1365 UU

    (UU = Unreal Unit)

    If we keep the default player size of the UDK...

    That's UT3 scale as well, right? Roughly 96-ish units? Maybe we round to 1344 to keep things on a nice 64 grid? I'm assuming most of our entries will be Source-based, but I'd like to keep things proportional across the other engines. Alternatively, we could lock it to 1024 across the board and that's just one of the limitations you have to work with.

    Quote from Froyok

    So, we can make hole in the wall with more details behind ?It's just the playable part which are limited to the 1024 cube ?

    Yep! As long as the player doesn't cross the base 1024 cube, you can border the level however you want (but you'll be judged on how you use the space inside, not outside

    Quote from Aalexanderrr

    Are L4D2 survival levels allowed? Survival is not exactly SP but it could be quite fun putting map like that together.As for non accessible area, does area where commons spawn but players cannot access count as one?

    I'd say go for it. If you can set up a good survival arena in that space, more power to you. I would say any and all AI spawns in single player should be contained inside the 1024 bounds, however.

    Quote from Vilham

    can a boundary also be like nothingness, ie if you jump you fall and die? Ie the top of a sky scraper?

    On X/Y, I'd say no - the ledge would have to exist inside the 1024 space, likely with the skybox forming the 1024 boundary. On the z-axis, I'd say it's fine as long as the kill trigger rests at or above the bottom of your 1024 cube. Sound fair?

    These are all open to interpretation, too - if anything here seems unfair, we can address it before things start up.

    How does the timeframe sound to everyone? Is 4 weeks ok, or do we want to go 5? Or even 6 since this is technically a "real" level inside a small space?

  • sarge mat
    • February 14, 2011 at 6:03 PM
    • #10

    Anyone got a link to the past comp of this type, i can't find it. Would like to check out the winner etc.

  • Serenius
    • February 14, 2011 at 6:14 PM
    • #11

    In Gears of War the scale is 1 UU = 2", which is quite different from UT3/UDK. Player size is around 96x96x144. This is gonna be a small map.

  • KungFuSquirrel
    • February 14, 2011 at 6:29 PM
    • #12
    Quote from Serenius

    In Gears of War the scale is 1 UU = 2", which is quite different from UT3/UDK. Player size is around 96x96x144. This is gonna be a small map.

    Gears in particular would need a special scale rule (possibly 2048^3). It's a massive scale difference. I'm ok with matching those proportions; let's just get a tally of engines people want to use, the rough scale conversions, and see how everyone wants to handle it.

  • Serenius
    • February 14, 2011 at 6:58 PM
    • #13

    That sounds like it would work. Considering the standard size of a full-blown multiplayer map is usually 4k-7k^2 in the main playable area, 2048^3 should be a workable size for a 1v1-style map.

  • Froyok
    • February 14, 2011 at 7:49 PM
    • #14
    Quote from KungFuSquirrel

    That's UT3 scale as well, right? Roughly 96-ish units? Maybe we round to 1344 to keep things on a nice 64 grid? I'm assuming most of our entries will be Source-based, but I'd like to keep things proportional across the other engines. Alternatively, we could lock it to 1024 across the board and that's just one of the limitations you have to work with.

    For the UT3, yes it's the same size as for the udk (96), but not for gears of war (the player is 128-ish heigh).

    For the rest, as you want, but honnestly it's will be cool if everybody could have the same scale (in this case, 1344 looks cool).

    [EDIT] Damn, I didn't seen the other answers...

  • Lunaran
    • February 14, 2011 at 8:29 PM
    • #15

    Func_msgboard did this once but reduced it to 768 because the Quakeman is only 48 units high. It seems generally 1024 in Halflife will map to about 16 mans in your game of choice.

    Therefore, if we're doing this proportional to the player we should stop calling it 1024 and go with "The 16 Men Contest."

    I don't see anything wrong with that name.

  • mjens
    • February 14, 2011 at 9:44 PM
    • #16

    So 1024 is how much meters?

    I've shared the news on LD.org, I hope there will be lots of participants!

  • Campaignjunkie
    • February 14, 2011 at 10:01 PM
    • #17

    I think I'm gonna do a single player Unity thing for this, using the entity framework by Warby/Frie/et al.

    In Unity, the default FPS player is 2 units tall, and 2 * 16 = 32...

    So I guess it's more like 32^3 for people who want to use Unity.

  • wookash_b
    • February 14, 2011 at 10:50 PM
    • #18

    Hi,

    I am new to the forums, I've been lurking aroung for a while, but never posted. This challenge sounds like something I want to try. I will be using UT3.

  • Sentura
    • February 14, 2011 at 11:03 PM
    • #19

    we should make this multiplayer only, to at least provide some cohesion in levels. plus, it's much harder to create a single player level in 1024^3. also, i wish this was source only

  • JeanPaul
    • February 14, 2011 at 11:19 PM
    • #20

    I dont want to exclude anyone but why not close down the allowances here? Why dont we make it 1024x3 HL2 DM with no custom content?

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