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Everything posted by KungFuSquirrel
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Here's a brutal one for you - Triathlon. First week, Source/HL map. Second week, Quake map. Third week, Unreal map. Speedmap stuff would be great to try again, but it's hard to sustain things like that. I wonder if we might have better participation/results by mixing those sessions in between larger challenges?
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20 Brush Challenge Voting: BRUSHWORK
KungFuSquirrel replied to KungFuSquirrel's topic in Past Contests / Challenges
I may get accused of nepotism, but I went with Lunaran on this one in addition to my vote for layout/gameplay. The brushwork is excellent to begin with (and the dodecahedron adds a certain degree of difficulty, perhaps the double lutz of brushwork) but I think what really sold this for me was the technical aspect of using clamped textures for the jump pads and teleporters to get away without having to split brushes to hide the tiling. Similarly, the unique texturing approach to Leon_Kilean's level deserves credit along similar lines. That, to me, is the kind of thinking that makes contests like these great, and gets my vote in this category. Oh, I also give mad props to Term!nator525 for making the airship level. I love that this level exists -
20 Brush Challenge Voting: VISUALS
KungFuSquirrel replied to KungFuSquirrel's topic in Past Contests / Challenges
I went with CJ on this one, too. There's a lot of great visuals in these submissions, but I liked that this was a re-creation of real architecture and had such vibrant color. I have all the images saved to my desktop in preparation for the results thread, and that thumbnail pops more than any other up there, with the exception of callguinness' level (to which I also gave heavy consideration for this category). You gotta give a nod to Lunaran and the paper look (seriously, play the level and look at those pencil-drawn animated textures. Amazing). Also, I really liked the skybox update that killertomato rolled in just before the deadline, which I think made all the difference in the look of his level. -
20 Brush Challenge Voting: LAYOUT/GAMEPLAY
KungFuSquirrel replied to KungFuSquirrel's topic in Past Contests / Challenges
Nice writeup! Wanted to explain mine a bit more since you couldn't see it in-game. There is a bit of a restriction to the pad routes (I was going to do back-and-forth pads, but I didn't want to double up jump pads and item placement on a single hex), but the single floating hex provides a back-and-forth jump link from the main platform to the megahealth platform. The rail platform is deliberately a one-way jump pad, but you can also make a one-way jump from the health platform on top of that island to the rocket ammo platform on the main island. The 4 smaller platforms are func_bobbing lifts to cover the vertical gaps (each major line on the concrete texture is 128 units tall) and get people to some of the higher platforms. BTW, I voted for "Ludonarrative Dissonance." It's a good non-20 brush layout with the ramps and jump pads and crossovers, and that it was done in 20 (with a superfluous dodecahedron, no less! ) is quite impressive. -
Please, suggest away! Small and manageable is always good.
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I think the 1024 was one of the best we had, and I also have an interest in not failing to complete something like I did for the last one That might be a good one to roll out as the next one, but I think we should let things settle for a couple/few weeks before we go after anything else. Sentura brings up valid points on voting; and I think we should try to simplify voting in the future. I also feel like more of an "approval voting" style might be better for future challenges - if we allow people to vote for up to, say, 3 entries, and then tally based on those totals. Voting for one in each category was hard enough, and voting for just one in a single category might be torture
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20 Brush Challenge Voting: OVERALL
KungFuSquirrel replied to KungFuSquirrel's topic in Past Contests / Challenges
The line of thinking was that this was the primary voting category with the other categories there to reward specific excellence in invididual categories. But, in hindsight, I agree we probably split this up too much. We'll roll with this for now but I'd agree we should go with a more streamlined vote next time. -
Hey guys, just a reminder to cast your vote for the 20 Brush Challenge if you haven't already. We got some great entries including some great work by some new faces. Submissions are here: viewtopic.php?f=57&t=15843 with links to the voting threads. I also wanted to see how people thought about trying to run more of these again? I know it's something we've done in the past with mixed results, but I had a blast on this even if I did just build 20 floating hexagons, and I think there's some fun options to run new ones. Some thoughts I've had: 1024 Challenge - resurrecting an oldie but a goodie: build a level inside a 1024x1024x1024 cube Geometry challenge - All geometry, flat texturing. Like the classic Q3 GeoComp Old School challenge - HL1, Q1, Unreal, etc. Art Pass - similar to what Valve ran for TF2 I think in the future it might be neat to have guest judging panels and the like (I'm sure we can all find plenty of people to help out), but I do like maintaining the "Challenge" part of the title vs. "Competition" - no prizes, just being creative and working within fun limitations. Any other thoughts? Good idea/bad idea?
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In this thread, please cast your vote for what you think is the BEST LEVEL submitted for this challenge. Please review all entries and for this vote consider all three of our other categories: Visuals, Gameplay, and Brushwork, as well as the level's overall quality compared to the others. You may only cast one vote and you cannot change your vote so please, vote wisely. You may vote for the same level in as many categories as you choose, if you feel it deserves it. The poll will run for 48 hours before closing automatically, at which point the top three vote-getters will be selected as our winners. Feel free to discuss the entries in this thread, but please try to limit your discussion to the voting category. Thanks to all who entered, and to our newly registered users, we hope you'll stick around!
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In this thread, please cast your vote for the level that you feel displays the strongest visual component. Please review all entries and for this vote consider only the visual/artistic quality of the level. You may only cast one vote and you cannot change your vote so please, vote wisely. You may vote for the same level in as many categories as you choose, if you feel it deserves it. The poll will run for 48 hours before closing automatically, at which point the top three vote-getters will be selected as our winners. Feel free to discuss the entries in this thread, but please try to limit your discussion to the voting category. Thanks to all who entered, and to our newly registered users, we hope you'll stick around!
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In this thread, please cast your vote for the level that you feel has the strongest gameplay and/or layout component. Please review all entries and for this vote consider only the layout, flow, item placement, and other gameplay qualities of the level. PLEASE MAKE AN EFFORT TO PLAY LEVELS BEFORE CASTING A VOTE You may only cast one vote and you cannot change your vote so please, vote wisely. You may vote for the same level in as many categories as you choose, if you feel it deserves it. The poll will run for 48 hours before closing automatically, at which point the top three vote-getters will be selected as our winners. Feel free to discuss the entries in this thread, but please try to limit your discussion to the voting category. Thanks to all who entered, and to our newly registered users, we hope you'll stick around!
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In this thread, please cast your vote for the level that you feel demonstrates the most creative use of brushwork within the 20-brush limit. Please review all entries and for this vote consider only the structure of the level and the creativity displayed in working within the challenge's limitations. You may only cast one vote and you cannot change your vote so please, vote wisely. You may vote for the same level in as many categories as you choose, if you feel it deserves it. The poll will run for 48 hours before closing automatically, at which point the top three vote-getters will be selected as our winners. Feel free to discuss the entries in this thread, but please try to limit your discussion to the voting category. Thanks to all who entered, and to our newly registered users, we hope you'll stick around!
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THE 20 BRUSH CHALLENGE: Submission Thread
KungFuSquirrel replied to KungFuSquirrel's topic in Past Contests / Challenges
It's 12:02 AM PST, which means the 20 Brush Challenge is NOW OVER. Nice job on the ninja submissions, guys. Voting threads will be up shortly. Great work, everyone! -
...and moved this one over, too!
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Moved this into Finished Work
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haha, that might be too strong the other way. Seriously, though, love the look you've got going. Looks like a place I'd like to take a stroll through
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THE 20 BRUSH CHALLENGE: Submission Thread
KungFuSquirrel replied to KungFuSquirrel's topic in Past Contests / Challenges
kfs3dm1: Don't Mess With Hexas Lots of hexagons! 20, to be exact. 16 world brushes + 4 func_bobbing platforms. Additional tool brushes: 6 sky brushes, 4 jump pad triggers, 1 nodrop brush, 1 audio trigger (fall scream), 1 kill trigger. 20 Structural + 13 Tool = 33 total. everything. Skybox by Jochum "Hipshot" Skoglund: http://www.zfight.com/ -
I support this, if we have enough Texans here to pull it off.
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http://www.eurogamer.net/articles/2011- ... tform-play Nice. This'll be my first multi-platform/non-exclusive purchase on the PS3.
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Agreed! I only watched the video, but what impressed me the most was how much mileage you got out of that final room. You didn't do anything over the top or too fancy with it, but that was still a nice chunk of varied gameplay in a relatively small space. Without having played it I can't say for sure, but it did look like the final room could have benefited from being just a bit bigger; the two berserkers at the end looked like they got hung up on each other a bit and with the first one it looked like he was always kind of stopping around the edge of the skylight, which might have been a bit cramped for hammer of dawn use. Still, very nice work. Better get cracking on part 2!
