How do you judge a singleplayer vs. a multiplayer level though, exactly? Apples and oranges... APPLES AND ORANNNGES
Posts by Campaignjunkie
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Peris: any details you can share on your level generation algorithms? I'm liking Recursive Division right now (http://weblog.jamisbuck.org/2011/1/12/m ... -algorithm) because the layouts seem kind of realistic, with occasional long hallways / rooms / courtyards. I'm going to try to implement it in Unity, I think.
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Another contest idea: take the first VMF of HL2 (d1_trainstation_something_something), preserve the first minute or two of gameplay... but then start making changes to it. Upload a sequence of 4 or 5 screenshots or a video for judging. Awards for the top 3 in "most plausible" and "most insane." Custom assets allowed and encouraged.
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For the door compo, I think submission should just be a download link + a sequence of screenshots / captions that show at least 1 solution (ideally an interesting one)
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Awesome work. Only thing I don't like is the square vent above the door, feels too "game-y", like you just wanted to put a prop there or something -- instead of the vent actually being part of the building.
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If I had my way, small 512 x 512 x 512 single player maps for HL2 vanilla (so it's compatible for Ep1 and Ep2 too) and then we put them all in a mini map pack at the end. LONG LIVE SINGLE PLAYER!~
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Vilham: for the Source maps, probably not, especially since HL2DM is such a blasted mess these days
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Personally I voted for Reno in this because I thought each brush served a bunch of different functions, gameplay / silhouette wise. Or at least that's how I interpret "brushwork"
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Reminder: submit by Sunday @ midnight (PST)
Reminder: submit by Sunday @ midnight (PST)
Reminder: submit by Sunday @ midnight (PST)
... Don't make me come over there!

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20b_barragan
homage to the awesome Mexican architect Luis Barragan
a not-very-fun MP level that probably doesn't work well in HL2DM, 2 players max
(I built it in Ep2 for HDR / fancier water shaders, and my HL2DM hammer doesn't work for some reason)
[attachment=2]20b_barragan0006.jpg[/attachment]
[attachment=1]20b_barragan0005.jpg[/attachment]
[attachment=0]20b_proof.jpg[/attachment]
DOWNLOAD? Okay. (VMF included if you want to take a look)
(load it in HL2:Ep2 for best results)
tree texture from cgtextures
most plaster and concrete textures by Hipshot
sky is from cs_militia
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Quote from Pericolos0
uh can I do my entry in unity if I use a bunch of convex brush-like meshes?
Maybe for the next compo... but why don't you just use UDK or Source? You know both!

James: I really like the structure of that
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Great start, Leon -- remember to take into account that these are also meant to be fully functional MP levels. (Deathmatch, CTF, KOTH, whatever you want) -- and are you using 2 brushes to create a slight incline in the floor? There's no room for subtlety with 20 brushes! Instead use that extra brush for, like, an important wall or platform somewhere!
seir: you could probably learn Hammer or Radiant or UnrealEd quickly enough. Once you know one 3D game editor, you kinda know how they all work.
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Oregon Trail. Still among the most difficult games ever. Still amazing.
[Blocked Image: http://www.elephantjournal.com/wp-content/uploads/2010/09/oregon-trail.jpg]
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Was looking at the capital of a Corinthian column and tried to do a wall of overlapping "leaves" but the instanced brush I was using was making VBSP crash. I'll redo the brush and get this working as I still like the idea of overlapping petals.
[attachment=2]20b_octavius.jpg[/attachment]
And here's a tribute to the Mexican architect Luis Barragan. Can't get the purple / pink color right...
[attachment=1]20b_barragan0003.jpg[/attachment]
[attachment=0]20b_barragan0004.jpg[/attachment]
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I didn't think additive + subtractive BSP was a big deal because (a) I'm told that the UDK brush editor sucks anyway, (b) okay, so people can use subtractive BSP to make trims or simple room shapes... does anyone here honestly think trims or simple interiors will be what impresses voters?
I like Erratic's level for the weird giant pillar and use of color correction. The trims don't even factor into it. In fact, I'd say he's almost wasting his brushes by using them like that!
Here's how I, personally, will be voting for "best use of brushes" -- it's based on how much a brush does. In the winning example at the leveldesign.nl compo, one single brush is a ramp / a cave / 4 walls / light fixtures / a flag platform, etc.
... Besides, almost every level here is a floater. Hollowed out spaces are relatively rare / useless.
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New draft, updated changes in red. Geez, we're getting a lot of rules. And here I thought we could keep things simple...
QuoteDisplay MoreINTRO
Over 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
[*:2jurudhs]For our purposes, a brush is a single convex primitive, built in a level editor, whether additive or subtractive.
[*:2jurudhs]Use any engine / mod / game mode you want, as long as it uses BSP and brushes.
[*:2jurudhs]Use 20 brushes at most -- but there's no face limit.[*:2jurudhs]Don't merge multiple solids into a single brush. Don't use any specialized brush editors or generators.
[*:2jurudhs]No static meshes, detail props or particle systems -- unless it's part of a gameplay entity you're using.
[*:2jurudhs]No fancy 3D skyboxes. Use the most basic skybox setup in whatever engine you're using -- basic 2D skybox, basic sky mesh, etc.[*:2jurudhs]Each face of a patch or displacement, before subdivision = 1 brush... must be for structural use, no terrain / no terrain tools
[*:2jurudhs]Each sprite / decal / overlay = 1 brush
[*:2jurudhs]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.
[*:2jurudhs]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.[*:2jurudhs]Custom textures allowed. Please credit the author if they're not yours.
[*:2jurudhs]Unlimited lights / cubemaps / sounds / postprocessing entities.
[*:2jurudhs]Unlimited gameplay entities. (Flags, weapons, ammo, player spawns, vehicles, etc.)[*:2jurudhs]One entry per person! (show-off as many as you want in WIP, but submit only one!)
[*:2jurudhs]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?... And I'll buy you a drink if you're ever in NYC

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Erratic: nice.
Quote from sarge matSo we going to have a wip topic and then one to post the final's?
Yeah, I think we'll do one central "rules / discussion / WIP" topic, and then one "submission" topic. Does that sound good? That's how they do stuff on Polycount.
Quote from ThaldarinMaximum limit on entries?
We can have up to 25 poll options... judging by the posts and thread views here, I think more than 8-9 people are going to enter?...
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What was the "very embarrassing bug"? A giant prop_static accidentally hidden?
Also: if / when this goes official, I hope you make a lot of money with the donation thing!...