planetphillip Posted August 1, 2011 Report Share Posted August 1, 2011 Hi all, I am pleased to announce my newest mapping competition called GravityGunVille. I have created a special page that explains the theme and all the rules: http://www.planetphillip.com/projects/gravitygunville/ This competition will be judged by three professional level designers, so not only do you have a chance to win $100 but you'll also get your map briefly critiqued by people who know what they are talking about! If you have any questions, please post here and I will do my best to answer them. Thanks and good luck! Quote Link to comment Share on other sites More sharing options...
Rick_D Posted August 1, 2011 Report Share Posted August 1, 2011 magnaaaaaaaaaaaaaaaaaaaar Quote Link to comment Share on other sites More sharing options...
Campaignjunkie Posted August 17, 2011 Report Share Posted August 17, 2011 I guess we can post WIPs here? This is what I've whipped up so far tonight: I've blocked out a stepwell thing, inspired by the Chand Baori (http://en.wikipedia.org/wiki/Chand_Baori) and I suspect I'm going to need a much busier stone wall texture for this. Wish I could've made the steps narrower, but the hunters and the antlions are already having enough navigation problems as it is. I want to expand on something I did for a 1024 MapCore compo and have you do more co-op with a hunter / its shield scanner friend (which are basically the coolest NPCs ever made) among a modernist stone ruin complex. I was thinking I would have this puzzle where you constantly raise the water level to gain access to new areas / make it easier to kill antlions, but func_water_analog sucks too much (no fogging of any kind, really ugly shader fallbacks) and there's a huge exploit where you can just dive into the water and the antlions will follow suit and drown themselves. Maybe I'll parent a BlockLOS brush to the surface? But I feel like that doesn't address what's bothering me about it. Quote Link to comment Share on other sites More sharing options...
bokeh Posted August 17, 2011 Report Share Posted August 17, 2011 what about opaque deadly slime instead of water? fixes your exploit & could raise some floating physics objects to use for accessing new levels. Quote Link to comment Share on other sites More sharing options...
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