Mapping Contest
Confused
Wait. What? Join Date: 2003-01-28 Member: 12904Members, Constellation, NS2 Playtester, Squad Five Blue, Subnautica Playtester
<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>[*]
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>[*]
Comments
Mmmk
This contest somehow reminds me of the one where we had to create statues out of brushes. funny
the map must actualy be a fully working combat map. even if the number of entites would lag the server out.
Purple Monkey Dishwashers
*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?
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
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-->
the two 16x32 textures will likely change, but we shall see.
<img src='http://confusionville.net/etx.png' border='0' alt='user posted image' />
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???
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.
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
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.
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?
But hey, it's your contest. I'd enter myself if I had the time, but I need to get into HL2 stuff posthaste.
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!
Anpheus: I can only hope it is that crazy:)
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-->
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.
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.
man my P4 server would have problems keeping a map like that running.