A Mapping Challenge......

Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
edited April 2005 in Mapping Forum
Have you ever just opened up hammer and thought, i want to make a really beautiful room? And then proceeded to make a room that was so beatiful, yet completely unplayable/compilable?

Well using that feeling as a basis i want to challenge people to make a working map as beautiful as they can.

Now i hear you say but that would take years, and everyone tries to make their map beatiful anyway, but this is going to be different, here are the rules.....

The map will be a CO map and it will have 3 rooms only. One room will be the hive, one room will be MS and the other room will be connecting the two. You may use hallways between the rooms but they may be no longer that 512 units each and MS and the Hive are only allowed 2 corridors each to connect them to the main room. There should also be 1 vent connecting each starting point to the main room.

The reason for the size of the map is that the less rooms the more detail can be added before things get maxed out.

MS and the hive cannot connect to each other in any way apart from through the other room.

Please be clever and make sure that you cannot attack the hive without being inside the room, or the map will be unplayable, and we are trying to create beautiful playable maps here. Who knows we may start off a new trend - Mini CO, or Close Combat, hehehehe.

There is no prize, there are no winners or losers, this is a challenge not a competition, if you want to take the challenge, you can, if you dont, then don't.

I want people to create the best map they can, and still having the full entity counts in a small map could encourage some interesting themes.

Originality, beauty, invention, these are the things i want to see. Yes i will be taking part myself, as i said it's a challenge i thought of for myself and i want to get others involved in it too.

If you are interested stick your name down below and we will then make up the limits on time etc, once we know how many people are wanting to be involved.

<span style='color:red'>[EDIT]

This is where updates to the rules and challenge guidelines will go. </span>

Our first rule is r-speeds will be capped at 1200. Please stick to this or your map will probably not play very well!!

[/EDIT]

Comments

  • MoconnorMoconnor Join Date: 2002-07-26 Member: 1004Members
    . . . . it sounds interesting.Is there limits on r_speeds or can you go absolutly mad with detail?
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    <!--QuoteBegin-Moconnor+Apr 2 2005, 02:24 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Moconnor @ Apr 2 2005, 02:24 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> . . . . it sounds interesting.Is there limits on r_speeds or can you go absolutly mad with detail? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    Well we want it to be playable but detailed too. I'm not sure of how far we can actually go within the NS enviroment without causing system crashes. What do other people think we should set the limit to?
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    <!--QuoteBegin-Meat Popsicle+Apr 2 2005, 03:22 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Meat Popsicle @ Apr 2 2005, 03:22 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> 1200 ? <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    TBH Meat, i was originally thinking of between 1000 and 1200, but i've never really made a map at that level so i wasn't sure if it is playable.

    What do others think?
  • KungFuDiscoMonkeyKungFuDiscoMonkey Creator of ns_altair 日本福岡県 Join Date: 2003-03-15 Member: 14555Members, NS1 Playtester, Reinforced - Onos
    Wish I had the time. Sounds fun. I believe 1200 is probably safe since I think that's the target the Nightwatch people were using for their mod.
  • Meat_PopsicleMeat_Popsicle Join Date: 2003-08-09 Member: 19254Members, Constellation
    wat i might do is use those rooms which r currently in my maps that i wished i culda put more detail into
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited April 2005
    Just keep in mind that a higher brush detail doesn't necesarily mean a beatifull map, lighting and probably texturing are most of the time the more decisive factor...

    Still the contest is interesting, I would love to see a highly detailed '8 or 12 sided pipes all over the place' kind of room <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile-fix.gif' border='0' style='vertical-align:middle' alt='smile-fix.gif' /><!--endemo-->
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    I might give it a go, but I'm not sure yet...
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    ns_canyon21xx has terrain in it and gets around 2500 w_polys, but thats a bit too high and causes servers to crash frequently.
  • ssjyodassjyoda Join Date: 2002-03-05 Member: 274Members, Squad Five Blue
    thats cause it has terrain, done poorly.
  • refusedrefused Join Date: 2005-03-31 Member: 47032Banned
    <!--QuoteBegin-ssjyoda+Apr 2 2005, 09:34 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (ssjyoda @ Apr 2 2005, 09:34 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> thats cause it has terrain, done poorly. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    You sir, win.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    Next question i suppose better deal with the texture limit. With only 3 rooms should the standard 4mb texture rule be used, or shall we up it to 8mb? You guys let me know your opinions.
  • NaigelNaigel Join Date: 2003-07-23 Member: 18376Members, Constellation
    I am currently working on this (<b>HAMMER</b> SHOTS <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused-fix.gif' border='0' style='vertical-align:middle' alt='confused-fix.gif' /><!--endemo--> ):

    <img src='http://naigel.nl/images/TEMPhammer01.jpg' border='0' alt='user posted image' />

    <img src='http://naigel.nl/images/TEMPhammer02.jpg' border='0' alt='user posted image' />

    But I'm not sure if I'll use it for this, I'll see...
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    It's looking good, although floors and ceilings need majorly invested in.
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    There is some lovely brushwork and texturing in those shots, but please remember this is only a challenge, it's just for fun to produce something different and aproach the mapping in a slightly different way, who knows, maybe after it you will be able to bring new ideas into your other projects, i'm just really seeing how far we can go combining beauty with playability.
  • CrispyCrispy Jaded GD Join Date: 2004-08-22 Member: 30793Members, Constellation
    Naigel, nice start but how much space is there for moving around in that corridor. If the challenge is to have three major rooms and not many corridors, then the ones you will have will need to be large enough for practically everyone moving through them due to the lack of route branches.

    Also the lighting will have to be top notch if you want to keep those texture colours, it's looking a bit monochrome.

    This is quite interesting, you could make a map readyroom with these specifications which could still be allowed into an NS map that followed the OMGs, could you not?
  • ThaldarinThaldarin Alonzi&#33; Join Date: 2003-07-15 Member: 18173Members, Constellation
    It should really be 2 rooms and a corridor. Due to the high limitations of the competition, and the way the half-life engine handles big open area's with high limits. FPS will be crapper than crap, and totally unplayable otherwise.
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    map mip text 8mb of video card textures?
  • GiGaBiTeGiGaBiTe Join Date: 2003-10-07 Member: 21489Members
    i dont think there should be a texture MB limit (as long as its within acceptable limits, not way up there in the 64 or 128 MB range) personally i have never gone above 8 megs, i have gotten close like 7.86 MB, but never beyond that, and thats with 10 wads. but who knows.

    and most modern computers can emulate video ram with system ram, so unless your stuck with an ATI 3D Rage Pro 4 MB and 16 MB of ram (which wouldnt run ns anyway, let alone hl) i think it would be safe to say you could probably go up to 16 or 32 MB
  • Lt_GravityLt_Gravity Join Date: 2003-04-28 Member: 15909Members
    <!--QuoteBegin-GiGaBiTe+Apr 4 2005, 11:41 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (GiGaBiTe @ Apr 4 2005, 11:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> i dont think there should be a texture MB limit (as long as its within acceptable limits, not way up there in the 64 or 128 MB range) personally i have never gone above 8 megs, i have gotten close like 7.86 MB, but never beyond that, and thats with 10 wads. but who knows.

    and most modern computers can emulate video ram with system ram, so unless your stuck with an ATI 3D Rage Pro 4 MB and 16 MB of ram (which wouldnt run ns anyway, let alone hl) i think it would be safe to say you could probably go up to 16 or 32 MB <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    because when you compile you can use just 8mb of textures MAX, right?

    big open areas will raise r_speeds but if done properly you can have the same amount of polies in a wider area just by THINKING. vhe and exspecially the compilers give you some powerful tools for that. higher scale values for textures, nice and clean architecture...

    I must admit that I never ever got over 750 within an area in a ns map. and even if I wanted to I just couldnt. Im too lazy to add so much stuff so the speeds go abouve 900.
    except I would throw all my mapping experience overboard <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink-fix.gif' border='0' style='vertical-align:middle' alt='wink-fix.gif' /><!--endemo-->
  • cariocacarioca Join Date: 2003-09-02 Member: 20511Members
    <!--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-->
    csg parameter

    -texdata value
    value= the amount of kilobyts
    ex:
    -texdata 6144
    alow use 6mb of video card.

    all my maps i use only 4mb but oficial ns maps could have 8mb?
  • Soul_RiderSoul_Rider Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
    <!--QuoteBegin-Thaldarin+Apr 4 2005, 11:30 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Thaldarin @ Apr 4 2005, 11:30 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It should really be 2 rooms and a corridor. Due to the high limitations of the competition, and the way the half-life engine handles big open area's with high limits. FPS will be crapper than crap, and totally unplayable otherwise. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    FPS will only be crapper than crap if you dont think about it. Yes i said 1 room in the middle but it does't mean it has to be a high open room, i mean a room like refinery hive in bast is a big room, and fps loss in that room isn't that huge. Plus you have other things you can use in CO like level over level flooring which you cant do in a NS map.
  • MrBenMrBen ns_eclipse, ns_veil caretaker Join Date: 2002-11-14 Member: 8575Members
    Please don't use the extra wpoly to just increase the number of pipes in a room.
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