Mapping Contest

ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
edited January 2005 in Mapping Forum
<div class="IPBDescription">with a twist...</div> <b><i><u>Lt.Gravity thinks using your time to map for this project is a waste of you time. He thinks that your time would be better spent if you were to make a map within the official limits.</b></i></u>



The simple idea is this we are going to have a combat mapping contest. The winning map will look super cool, and to be honest for this I don?t really care how it plays. The object is to create a map which looks a triple plus good. Game play be damned.

However, as this is not ?nam, there are rules and limits.

<b>No map submitted for this contest will use more than the equivalent of a single 64x64 texture.</b> That is <b>4096</b> total pixels of textures. You can do this by executing the map in 16 16x16 textures if you like, or even 4 32x32 textures, but together they must be less than 4097 pixels. Any maps that violate this rule will be publicly humiliated.

Because I recognize this as a handicap in many areas, for example team join signs. I am allowing the use of 450 entities, as the maps are for eye candy only. I am also allowing r_speeds up to 1400.

You are asking why the heck would he want to only use that small of a texture set? The answer is that I want to see architecture. I?m doubling nearly every thing else so that you can show pure light and architecture. The object is to use hammer to create something different than what we are used to.

The object of the game is to win but why? I recognize that no one wants to leave their precious ns2.wad alone for a bit. So, I am going to offer a small prize of a 30$ gift certificate to the ns store. Yes I will pay the winner, in goodies.



If you are interested please sign up below. <b>Sign Up Deadline Nov. 26, 2004.</b>



<b>Current Competitors: <name >:<map name></b><ul><li>Confused!: co_monochrome</li><li> Mouse: co_rrosion</li><li> Purple Monkey Dishwashers</li><li>BulletHead : CO_INCUBUS_C1</li><li>Pheus_: co_firefly</li><li>Spawn of Chaos : co_escape</li><li>quazlin : co_cont</li><li>Cobra^:co_bblemap</li></ul>[*]
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Comments

  • MouseMouse The Lighter Side of Pessimism Join Date: 2002-03-02 Member: 263Members, NS1 Playtester, Forum Moderators, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    edited November 2004
    Mouse: co_rrosion

    Mmmk
  • HypergripHypergrip Suspect Germany Join Date: 2002-11-23 Member: 9689Members, NS1 Playtester, Contributor
    Do you want a full working map (if yes, ns or co?) or "simply" some rooms where we show or architecture skills in?

    This contest somehow reminds me of the one where we had to create statues out of brushes. funny
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    edited November 2004
    mouse is wrong null clip origin etc do <b>not</b> count toward the texture limit.

    the map must actualy be a fully working combat map. even if the number of entites would lag the server out.
  • HanzGrub3rHanzGrub3r Join Date: 2004-02-23 Member: 26823Members
    *me stares blankly at confused!...then points to his name and shrugs*

    Purple Monkey Dishwashers
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Even if I could I wouldn't, I have too many ideas for playable NS maps.

    *Waits*

    *Thinks*

    You're not thinking what I'm thinking are you? "Yeah guys make some uber sweet maps, don't worry about r_speeds etc..."

    -SDK-

    -Conversion-

    -Playable HL2 map?-

    The only thing I don't get is why the limit of 64x64 textures?
  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    Because these are to be "abstract geometry" maps, ala Quake 3 (http://www.planetquake.com/images/image.asp?/quake3/features/lotw/04-09-21/lae3dm3.jpg <-- think like this)
  • CobletCoblet Join Date: 2004-01-31 Member: 25803Members
    Christ I might just enter this.
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    spacer, that is what i am going for. Also i like the picture:)


    Kobayashi, the hl2 connection is not a goal in of itsself, i suppose it might be aeasy with mapa like this. however its really much more an attempt to force every one into trying something new
  • quazilinquazilin Join Date: 2002-11-25 Member: 9880Members, Contributor, NS2 Playtester, Squad Five Blue
    Well well... sounds interesting. Maybe I will give it a try... <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • EnceladusEnceladus Join Date: 2004-01-18 Member: 25442Members
    hm sounds interesting.. but..
    one 64x64 texture? <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo-->
  • SwiftspearSwiftspear Custim tital Join Date: 2003-10-29 Member: 22097Members
    edited November 2004
    [edit] NM, I read the rules wrong...
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    Here is the wad i am stargin with. in convienet .png format
    the two 16x32 textures will likely change, but we shall see.
    <img src='http://confusionville.net/etx.png' border='0' alt='user posted image' />
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    MM... hell, I'll give it a shot

    BulletHead - CO_INCUBUS_C1

    I'm going to remake it I guess, and I can use this as a good trial. When are these due?

    Also, can it be all one texture? Or does it still have to look good? or what? Cause all I can fathom from your texture requirements is that it doesnt' give access to too many different textures....


    So how many average sized textures COULD be used???
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    edited November 2004
    bullethead: it made more sense to describe it that way than to say texture useage must be no more than .01 megabytes according to csg, IMHO.

    the texture I posted above is 14 different textures for my map and as a group they are the maximum allowable cumulitive size, 64x64. In contrast the average ns texture is 256x256 units. The texture maximum exactly 16th the resolution of a SINGLE standard ns texture. As a further example FROSTGRATE and panel2 are also the maximum possible size for your cumulitive texture total. We are talking a tiny size here kids.


    It needs to look good. the object is to make something that is atractive and interesting, not merely a hallway with textures slapped on the sides.

    the maps do not have a Dead Line i am thinking early-mid january right now. i kow taht alot of people, myself included have a good bit of work for the next few weeks for school and what not.
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    Holy Lack-of-Colour Batman!


    Well... I can do some nifty architecture... but I can't tell how good it'll look with just that limited a texture choice 0o;

    Guess I'll shrink down the metal textures and then increase their size it the editor by like, 5 times 0o'

    So... uh... how do I do that... msPaint or PhotoShop I presume? 0o

    Yeah... uh... okay... this will be interesting
  • PheusPheus Join Date: 2003-01-30 Member: 12924Members
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    <!--QuoteBegin-Spacer+Nov 16 2004, 12:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spacer @ Nov 16 2004, 12:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Because these are to be "abstract geometry" maps, ala Quake 3 (http://www.planetquake.com/images/image.asp?/quake3/features/lotw/04-09-21/lae3dm3.jpg <-- think like this) <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    so whats so speacial about this picture? the architecture is comparable to many ns maps... and its quite uninspired for my taste ^^

    people, create GOOD working maps that PLAY well.
  • SpacerSpacer Invented dogs Join Date: 2003-05-02 Member: 16008Members
    <!--QuoteBegin-Lt.Gravity+Nov 18 2004, 08:26 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Nov 18 2004, 08:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Spacer+Nov 16 2004, 12:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spacer @ Nov 16 2004, 12:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Because these are to be "abstract geometry" maps, ala Quake 3 (http://www.planetquake.com/images/image.asp?/quake3/features/lotw/04-09-21/lae3dm3.jpg <-- think like this) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    so whats so speacial about this picture? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    The fact that all the detail is down to geometry rather than texture usage?
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    lt. gravity, the object is to try and make people do something different, to see their maps in a different light. It is a combat map because it shouldnt take that much time out of everyone's busy schedule to create.
  • GreedoGreedo Bounty Hunter Join Date: 2002-01-24 Member: 37Members, NS1 Playtester, Contributor
    If you're trying to have a contest to see who can make the best looking map using a 64x64 textures, I'd highly suggest throwing the poly and entity counts out the window. Because let's be honest here, you've already got a 1400/450 limit, which will kill server performance. And no one is going to play a laggy map, especially if it only has 4096 pixels worth of texturing, not even considering that you've also decided to not worry about how well the map actually plays.

    But hey, it's your contest. I'd enter myself if I had the time, but I need to get into HL2 stuff posthaste.
  • AnpheusAnpheus Join Date: 2004-09-30 Member: 32013Members
    I can see it now, people will take the method for meshing realistic ground and turn it into the walls, ceiling, and floor. There will be broken pieces of miscellanious stuff and more spot lights than you can count, oh, and compile time? You're going to want a eight-cpu computer with at least a gig of RAM.
  • BulletHeadBulletHead Join Date: 2004-07-22 Member: 30049Members
    <!--QuoteBegin-Anpheus+Nov 18 2004, 10:51 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Anpheus @ Nov 18 2004, 10:51 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I can see it now, people will take the method for meshing realistic ground and turn it into the walls, ceiling, and floor. There will be broken pieces of miscellanious stuff and more spot lights than you can count, oh, and compile time? You're going to want a eight-cpu computer with at least a gig of RAM. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    HEHHEEHEHE good!

    Cause in about 4 days, that exactly what I'll have! MY NEW GAMING RIG COMES SOON!

    hehe, the dude that is building it is a friend of my dads... he said that, in his 15 year career of building PC's, he has NEVER built such a high-end PC before in his LIFE!
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    greedo, for a combat map, i think that's the limits give are as high as one can go in any sort of realistic sense. essentaily the sky IS already the limit its just capped so i fdont get some one who goes through and draws his girlfriend in 1x1 pixel squares in red green and blue pixels.

    Anpheus: I can only hope it is that crazy:)
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    <!--QuoteBegin-Spacer+Nov 18 2004, 10:20 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spacer @ Nov 18 2004, 10:20 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Lt.Gravity+Nov 18 2004, 08:26 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Nov 18 2004, 08:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Spacer+Nov 16 2004, 12:57 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Spacer @ Nov 16 2004, 12:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Because these are to be "abstract geometry" maps, ala Quake 3 (http://www.planetquake.com/images/image.asp?/quake3/features/lotw/04-09-21/lae3dm3.jpg <-- think like this) <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    so whats so speacial about this picture? <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    The fact that all the detail is down to geometry rather than texture usage? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    I have two working eyes in my head so I already saw it, thanks for the valueable tip XD
    sorry but I still cant see anything special about it. if you want to create a decent ns map comparable architecture should be the goal anyway. but FULLY textured to raise the detail.

    maybe a playable map would make more sense so you get an result you can run a server from <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo-->
  • AnpheusAnpheus Join Date: 2004-09-30 Member: 32013Members
    Run the server? He's already allowing 450 entities and r_speeds exceeding 1400 wtris.
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    <!--QuoteBegin-Lt.Gravity+Nov 19 2004, 02:05 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Lt.Gravity @ Nov 19 2004, 02:05 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> maybe a <b><u>playable</b></u> map would make more sense so you get an result you can run a server from <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin-fix.gif' border='0' style='vertical-align:middle' alt='biggrin-fix.gif' /><!--endemo--> <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    anpheus: reading is a gift from god, isnt it XD
    definition of "playable": r_speeds bellow the 800 mark, only 270 entities (those that get dropped by the server excluded), no serious gameplay problems.
  • ConfusedConfused Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
    edited November 2004
    Lt.Gravity, to be entirely technical those arent the limits fo the engine those are the limits to be an oficial ns map. I believe the engine can render around 1600 w_polies before it begins dropping faces. If I recall correctly, the 1,0 bast had 400+ entities and did not casue my pc to catch fire.

    I recognize your concerns. I will edit the first post to say that you personally object to the contest. I certainly hope that this will allow me to continue to have a thread which is not solely related to arguing with you about if the contest is a good idea. I think I have laid out my end the arguement fairly well and you have done the same. At this point I think that continued disucssion of the validity of my contest is pointless, as neither of us seem to be willing to budge.
  • CarnaxusCarnaxus REIGN OF CHAOS&#33; co_sava (NS1) Join Date: 2004-10-01 Member: 32036Members
    maybe I'll enter co_escape, if I can get my comp running <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html//emoticons/sad-fix.gif' border='0' style='vertical-align:middle' alt='sad-fix.gif' /><!--endemo-->
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Run the server? He's already allowing 450 entities and r_speeds exceeding 1400 wtris.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->

    man my P4 server would have problems keeping a map like that running.
  • CarnaxusCarnaxus REIGN OF CHAOS&#33; co_sava (NS1) Join Date: 2004-10-01 Member: 32036Members
    edited November 2004
    o and btw: co_escape is meant to be playable, maybe I'll make two versions: co_escape and co_escape_contest_version or something. look for great architecture in the contest version and a great variety of textures in the playable version. and one more thing: this is my first map, please excuse me if I embarrass myself... <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html//emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif' /><!--endemo--> <!--emo&::nerdy::--><img src='http://www.unknownworlds.com/forums/html//emoticons/nerd-fix.gif' border='0' style='vertical-align:middle' alt='nerd-fix.gif' /><!--endemo--> < = me
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