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THE DOOR CHALLENGE: Rules and Discussion

  • KungFuSquirrel
  • April 23, 2011 at 5:17 AM
  • Campaignjunkie
    • May 10, 2011 at 7:08 PM
    • #81

    You'll also want the func_door_rotating to start in the "closed" position. If you want to animate, say, a pipe cap model, then make the func_door_rotating invisible (texture it with NODRAW) and parent a prop_dynamic or prop_dynamic_override to it.

  • JamesKing3d
    • May 13, 2011 at 6:44 PM
    • #82

    hows everyone coming with this challenge? I think i've got all the interactivity worked out,

    I just need to polish, and add various details

    anyone attempt anything they've never done? how well is it going?

    I've messed around with some physics stuff for mine, which is awesome, something I've never ventured into with UDK.

    I seem to have it roughed in, so I'm happy about that, but it's far from refined as of yet.

    James

  • sarge mat
    • May 13, 2011 at 10:48 PM
    • #83
    Quote from Campaignjunkie

    You'll also want the func_door_rotating to start in the "closed" position. If you want to animate, say, a pipe cap model, then make the func_door_rotating invisible (texture it with NODRAW) and parent a prop_dynamic or prop_dynamic_override to it.

    Cheers. Just trying to find a nice prop that fits now

    Will post some stuff up tomorrow mine is more or less working just tweaking everything. Not happy with some timing yet.

  • General Vivi
    • May 13, 2011 at 11:09 PM
    • #84

    if you guys need anyone to test your maps, let me know! I've already tested a few and given feedback.

  • Puddy
    • May 14, 2011 at 1:59 AM
    • #85

    I'm drunk but you like noir right?Then itss settled.

  • vfig
    • May 14, 2011 at 11:02 PM
    • #86

    My entry is now done and dusted. This was a good learning exercise, as I experimented with quite a few Source entities I'd never touched before, although I didn't end up using them all. I await the upload thread, but I'll leave you with this screenshot of the door for now. Such a pretty orange colour for the walls, eh?

  • General Vivi
    • May 15, 2011 at 7:26 AM
    • #87

    vfig, would you mind sending me your map so I could test it?

  • Puddy
    • May 15, 2011 at 10:15 AM
    • #88

    wait wait wait... testing? ... feedback?

    I thought this challenge was all about people making a map on their own without any form of input or rational examination and then letting those maps collide with reality at the end of the contest?

    In other news... I finally have time to work on my entry again! Yay! Damn my job stealin' mah time. No longer!

  • General Vivi
    • May 15, 2011 at 11:06 AM
    • #89

    lol how else are you going to know if your puzzle plays correctly or not? Maybe I'm over thinking it, i was just offering to test out anyways. I'm open to anyone that needs testing.

  • KungFuSquirrel
    • May 15, 2011 at 1:14 PM
    • #90
    Quote from generalvivi

    lol how else are you going to know if your puzzle plays correctly or not? Maybe I'm over thinking it, i was just offering to test out anyways. I'm open to anyone that needs testing.

    vivi is the glados of this challenge.

  • General Vivi
    • May 16, 2011 at 6:29 AM
    • #91

    yeah, all you need to do is place this box on this buuuuuuuuuuuuuuuu *error*

  • JamesKing3d
    • May 16, 2011 at 3:26 PM
    • #92

    I'm using UDK for this challenge, and I had a question about sending files for testing, or for the final upload,

    after having issues in the past with level files corrupting, and losing all the data in that level file, I've been importing my mesh/tex/sound assets into a separate pack for each level I build. is there any easy way to implement those assets into the map file if I wanted to send it out to anyone? or would I have to send the map file and the pack file/files as well?

    does anyone else do this? i know usually any assets that will be used for only 1 map will be imported into that one maps file, but I got so pissed after I lost an old scene... (was before I figured out where the autosave was)

    I'll see if I can't drop off some screens and perhaps send a build to VIVI for testing sometime today or tomorrow.

    James

  • sarge mat
    • May 16, 2011 at 3:37 PM
    • #93

    Not sure I understand but importing it into that package it makes automatically with the same name as the map sounds like what you are after. Not actually done that in UDK so I assume that still works?

  • JamesKing3d
    • May 16, 2011 at 4:05 PM
    • #94

    well, thats what caused the problem last time, when I lost all my data. the assets were all imported into the map pack file. and when I was working, it was getting slow, so I was in the middle of saving the map pack, and UDK crashed. when I tried to open the map pack the next time, there was nothing in the file. it was a blank scene. and the pack had nothing in it.

    It was one of my first heavy attempts at using UDK, and I didn't know alot about the file system.... anyhow. no biggie.

    If i have to, I'll just drop any needed packs into the .zip file along with my map.

    James

  • sarge mat
    • May 16, 2011 at 4:08 PM
    • #95

    I think the folder deletes anything not in the map. So if you add a texture, model etc and its not in use in the actual map it will delete it. So if it crashed or you closed the editor before adding it in that's likely what happened.

    Don't think it will matter much to anyone if you have a package though tbh

  • General Vivi
    • May 16, 2011 at 5:39 PM
    • #96

    Ah, sorry to hear about your loss, but I'll be available for testing all this week so let me know!

  • Puddy
    • May 16, 2011 at 6:03 PM
    • #97
    Quote from generalvivi

    ... but I'll be available for testing all this week so let me know!

    At this rate I'll agree with kungfusquirrels remark

  • sarge mat
    • May 16, 2011 at 7:00 PM
    • #98

    Chells Legend ARG I say

  • General Vivi
    • May 16, 2011 at 8:16 PM
    • #99

    That would be awesome

  • JamesKing3d
    • May 16, 2011 at 11:02 PM
    • #100

    don't worry about it Vivi, it was months ago, with a portfolio project. nothing too rough, just scared me into importing everything into independant packs.

    anyhow, I'll try and get everything together tonight, and send you a link to a test scene in a zip tomorrow sometime.

    James

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