A Mapping Challenge......
Soul_Rider
Mod Bean Join Date: 2004-06-19 Member: 29388Members, Constellation, Squad Five Blue
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]
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
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?
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?
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-->
You sir, win.
<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...
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?
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
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-->
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?
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.