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Posted

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!

  • 3 weeks later...
Posted

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.

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