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THE CUBE CHALLENGE: The Results!

  • KungFuSquirrel
  • March 28, 2011 at 4:58 AM
  • KungFuSquirrel
    • March 28, 2011 at 4:58 AM
    • #1

    Thanks everyone for participating and voting in the latest challenge! The poll just closed and the results are in... Here are the winners:

    ----------------------------------------------------------------------------------------

    FIRST PLACE:

    The content cannot be displayed because you do not have authorisation to view this content.

    The content cannot be displayed because it is no longer available.

    tlovemark_secretTemple.jpg[/attachment]

    [attachment=1]vfig_escherisch.jpg[/attachment]

    [attachment=4]SamCom_Waystation.jpg[/attachment]

    [attachment=3]sargemat_cubeX3.jpg[/attachment]

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

    ----------------------------------------------------------------------------------------

    Thanks again to everyone who entered and voted, and we'll see you with another challenge as soon as people feel up to it again (probably 4-8 weeks). Also, I'm interested in any feedback you have on this challenge. Was the new voting an improvement? If you didn't submit an entry, what prevented you from doing so? Did we leave enough time between challenges? Was the Twitter feed useful? I've re-purposed the thread we used to settle upon this challenge into a general MapCore Challenge discussion, so drop your thoughts and any suggestions for future challenges here: viewtopic.php?f=23&t=15883&start=30

  • Minos
    • March 28, 2011 at 3:18 PM
    • #2

    yay

    That was a lot of fun and the entries turned out great!

    A good idea would be to wait to start the new competition after the Brawl contest on polycount ends.

  • -HP-
    • March 28, 2011 at 3:42 PM
    • #3

    Grats to everyone, been kind of away from this whole thing, I didn't even voted!

    Good job everyone!

    @ Minos, you nailed the style once again, good stuff!

  • Mazy
    • March 28, 2011 at 4:53 PM
    • #4

    Good stuff again gang~and grats Mino

  • vfig
    • March 28, 2011 at 8:12 PM
    • #5

    Congratulations. Minotauro's map is quite eye-catching.

  • SamCom
    • March 28, 2011 at 8:17 PM
    • #6

    Congrats to the winners!

    vfig, how did you pull off the infinite hallways trick in your map? That and the texturing workaround for not being able to light it conventionally got one of my votes.

  • sarge mat
    • March 29, 2011 at 12:25 AM
    • #7

    Nice work everyone

  • skysilcox
    • March 29, 2011 at 5:09 AM
    • #8

    Nice entries. Crunch time prevented me from finishing my scattered attempts. It seems I become more scatterbrained and less able to focus one thing the less sleep get and more stress I have.

    Can't wait for the next one!

    Great work!

  • vfig
    • March 29, 2011 at 1:55 PM
    • #9

    SamCom: Thanks for the vote! I wrote a bit about my process in making the map on my blog, but not really the technical details. Incidentally, I voted for your map, because I thought it made excellent use of the limited space and would have made a decent DM level for about 4 players.

    The infinite hallway—and all the other abnormal connections except the bridge—were done by duplicating some geometry in two places in the map. Each place had a trigger_teleport at the place where I wanted the switch to occur, an info_landmark (at precisely the same relative position to the geometry in each place), and and info_target at the same position as the other point's info_landmark.

    A trigger_teleport moves the player (and/or NPCs, physics props, etc) when it is either touched or trigged. Normally it moves the player to the exact location and angles as its destination info_target; but if you use an info_landmark as well, then the player's position and angles relative to the info_landmark are preserved after teleporting relative to the info_target.

    So when you reach the small building at one end of the arched path ("showtriggers 1" should show you where the teleport triggers are), you hit the trigger and are teleported to the building at the other end. I took care that the little bits of the world that you can see between the pillars from inside were similar enough that you wouldn't notice the transition. If you look carefully and hug the edges of the path you can actually see some differences, but they're small. If you noclip and fly past the central section of the map, you can see how similar the geometry on either side of the path is in each of the three sections of it. I introduced the fog to make the transition less noticeable also, and so that I didn't need to extend the path visually further than three sections.

    The transition inside the tower is done the same way, but obviously it was easy to make two parts of the inside of it appear identical, since the geometry was exactly the same. Similarly, if you found the ladder that leads down to the top of the tower, there's a teleport just after the u-bend there: the ladder actually takes you under the ground, where there is a blank white wall (that is indistinguishable from the fog) and a tiny section copied from the tower railing--all that you can see through the doorway. As you walk towards the door, you are teleported to the top of the tower; and as you walk back in the door, you are teleported back to the underground room.

  • D3ads
    • March 29, 2011 at 2:06 PM
    • #10

    There's some great looking stuff in here, lots of original designs, the talent here never ceases to amaze me

  • Zyn
    • March 29, 2011 at 5:46 PM
    • #11

    Too bad my motivation is smashed and ruined on the floor, else I would've made something for this

  • insta
    • March 29, 2011 at 6:41 PM
    • #12
    Quote from Zyndrome

    Too bad my motivation is smashed and ruined on the floor, else I would've made something for this

    Why with that attitude the sky's the limit!!

  • Thrik June 30, 2026 at 4:01 PM

    Moved the thread from forum Past Contests to forum Challenges.

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