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KungFuSquirrel

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Everything posted by KungFuSquirrel

  1. 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
  2. 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.
  3. 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!
  4. Welcome! I gotta say, great work on Vorkuta in particular. I'm not all the way done with Black Ops yet (I'm getting my ass kicked in Kowloon, most recently), but I think that level and the first chunk of Baikonur are my favorites.
  5. I wrote up some thoughts on the trailer: http://blog.button-masher.net/2011/02/1 ... -of-games/ {shameless blog promotion, eh? ) As great as the trailer is, I really don't get the sense the game's tone is going to match. Which, I mean, the game sounds good, but I think I'd rather play the type of game that could come from the trailer than the real thing.
  6. Definitely! I think there's a lot of really cool possibilities for Portal in this one. I would have loved to see a 20-brush Portal entry, too; it's too bad you didn't have time to finish it!
  7. I'll add that note. Also! It's 12:00AM Friday. That means... The challenge is live! Please continue to use this thread for any further discussion or any wip shots if you choose to show anything early. You know, to intimidate the competition.
  8. 32 it is for unity, and 4 weeks it is for the challenge. Revised rules:
  9. One more important point: How long will this run? I haven't heard any complaints for the 4-week timeframe I proposed, but are there any votes for 5 or 6 weeks? What seems fair to you guys? Is everyone ready to start this weekend?
  10. I've been thinking about this a bunch more over the last day or so... It seems like even after talking about a single game restriction, there was still a lot of support for multiple games, or multiple valve games (which would still create some of the same fracturing we'd see otherwise). Sooooo... The 1024 challenge will remain open to any and all engines/tools of your choice. I think the negative of some people being unable to play all entries (and the difficulties in arranging said playing) are outweighed by the variety that we open ourselves to - I'd love to see what people can do in Call of Duty, UDK, Gears, or whatever else. The engine/editor question is something that's going to haunt us every time we do one of these, but I'd like to default to keeping things open to any and all, and only restrict games when the challenge specifically dictates it (for example, if we were to specifically do a HL1 SP challenge). I will ask, however, due to the scale variety, that you please clear your engine in advance so we can deal with a proper scale adjustment if necessary. Assume a 1024x1024x1024 limit by default. So far, we have: Quake */Doom 3: 1024 Half-Life/Source: 1024 Call of Duty: 1024 UDK/UT3: 1344 Gears of War: 2048 Unity: ???
  11. Normally I'd stand more firmly for the more open "any game" approach, but I think given the dimensions and the goal of having more playtime on these maps, there's a valid case and a convincing amount of support for a single game. I do feel bad about saying no to people who had their hearts set on other games/modes, but if there's not any "OH MY GOD I'M GOING TO KILL YOU ALL" opposition to going exclusively HL2DM, I think that's the way to go. Edit: I also already planned to have a longer delay between submissions and voting to give us more time to evaluate/play the entries. Should be fun
  12. 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.
  13. 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. 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. 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 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. 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?
  14. 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. Our rules are simple: 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
  15. haha, what a comeback! 1024 is the winner, followed by the Doorway Challenge in second and the 512 texture challenge in third. I still think there's enough support to line these up in sequence, so once the new 1024 has ended we can roll straight into the doorway challenge, etc. (after an appropriate couple-week breather, of course). Sound good? I'll get a 1024^3 rules/discussion thread up shortly, though I think this is going to be a super easy to agree on.
  16. Terrible.
  17. Absolutely. I could see possibly running another 3 week challenge on the door, but I'd support 4 for the 512 texture and 1024^3 challenges. I'd say the absolute minimum between smaller challenges would be 2 weeks, but a 3-4 week break is probably still the safest.
  18. If the vote is close enough, we might as well just line up all three in succession over the next few months
  19. It has; we ran it here in 07. Numerous other sites have done it too. But, it's a classic!
  20. Let's vote! I grabbed the top 3 challenge suggestions from the discussion thread, as I imagine they'll still have the most support. I'll let this poll run through the weekend, then we can sort out start times/rules/etc. Let's try to keep things a little simpler this time, eh? I think the earliest we'd start anything would be Feb. 19th - that gives us almost a month since we wrapped the 20 Brush Challenge, and hopefully will be enough buffer time for everyone. Discuss! Edit: I suppose I should describe the three a bit better... 1024^3: - Build an entire level contained within a 1024x1024x1024 cube 3 512x512 textures: - Build a level using a maximum of 3 512x512 textures Doorway gameplay: - Using a pre-built door frame, come up with and script a clever way to get through a locked door.
  21. You know what, a 10th-anniversary re-make with updated visuals and modern XBL support? I'm totally fine with that.
  22. Post it in finished work!
  23. Thanks to everyone who participated and voted in MapCore's 20 Brush Challenge! We also of course owe thanks to the awesome dudes at leveldesign.nl for inspiring us with their own recent 20 brush competition and some really great levels made by their members. The votes are in and we have our winners! There's quite a few ties, so a number of our entries have found themselves in the Top 3 in each category... Now, here are your results, as voted by the MapCore community! ---------------------------------------------------------------------------------------- BRUSHWORK (Poll) First place: First place: First place: First place: callguinness_Siteless265.png[/attachment] [attachment=2]Dmx6_Unnamed.jpg[/attachment] [attachment=3]JamesKing3d_Shard.jpg[/attachment] [attachment=5]KungFuSquirrel_DontMessWithHexas.jpg[/attachment] [attachment=8]quazilin1_satmush.jpg[/attachment] [attachment=9]ReFlex_dm_reflex_contest3.jpg[/attachment] [attachment=11]sarge_mat_InCubed.jpg[/attachment] [attachment=12]Sentura_MiniatureSunObservatory.jpg[/attachment] [attachment=14]SNDXR_Dolphin.png[/attachment] [attachment=16]Vilham_DM-Crystal.jpg[/attachment] ---------------------------------------------------------------------------------------- Thanks again to all who entered and voted, and just a reminder that we are discussing ideas for what the next MapCore Challenge might be! Look for something to start up in 3-4 weeks.
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