THE 512kb MAPPING CONTEST

Tutorials and discussions about Mapping - Introduce your own ones!
Sinnical
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Re: THE 512kb MAPPING CONTEST

Post by Sinnical »

A note on the symmetry thing:

I think resource-efficiency contests like these (going by the 300K contests I've done in the past) tend to breed symmetry maps. It's a lot easier to make your brushes and texture palettes perform double duty. But yeah, it has its limits. At any rate, I don't see anything wrong with curving the score for a map based on the "level of difficulty" :D

I tried to make an AS map for a 300K contest a year or two ago. It didn't quite come off. If I have time (and haven't lost the BSP version) maybe I will try to soup it up for 512K.
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Re: THE 512kb MAPPING CONTEST

Post by papercoffee »

Soooo ....some WIP screenshot of my map TheVoid.
Yeah I know it's pretty dark but the lighting is also not final
Editor screenshot
Editor screenshot
ingame screenshot
ingame screenshot
I'm done with the normal "brush" work and have now to make the mover part.
The map looks like a cheese ...holes in holes ...but all those gabs will be later filled with mover.
I hope I can reduce bot pathing with items and lift actors. :|
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memsys
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Re: THE 512kb MAPPING CONTEST

Post by memsys »

Looks interesting!
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Re: THE 512kb MAPPING CONTEST

Post by Spectra »

CTF-512k-Gravo_v2:
Thanks everyone for helping me out especially HellKeeper and FNB thanks a lot.
From ReadMe file:

- Fixed some Pathing issues.
- Added stock UT Music.
- swJumpPad is now in Mylevel Package (Thanks to FNB for this).
- Added some Pillar Brushes and Weapons and items on upper Platform.
CTF-512K-Gravo_V2.zip
(323.08 KiB) Downloaded 288 times
@Jack, please remove old version of the map from the server if you have uploaded it and upload this new version.
@Gen, nice layout of your map, can't wait to play!
@Mods, please update the map list in 1st post.
@Paper, looks cool. Is it a DM map or DOM?? DOM map would be cool because we are lacking DOM maps here. :mrgreen:
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KingJosh
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Re: THE 512kb MAPPING CONTEST

Post by KingJosh »

Dr.Flay wrote:*cough* hence why that map in the screenshot.
A whole lot of weirdness going on with some of that pathing.

I moved the pathnodes so they route around the back of that roof exit, but getting them to navigate through the building will require more tweaking than that.
Mostly you can move the ones you already have, and I have an "almost" working paths in my edit, just by moving them.
There are a huge amount of player starts, so if you need to add a path-node, you can ditch a player start.

It is a really fun little industrial map :tu:
Considering how fast you made it KingJosh, when can we expect another one ?
botpathing is something im still learning as you all can see :mrgreen:

not sure i will have 2nd map yet. im still trying to think of a good small arena layout
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FraGnBraG
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Re: THE 512kb MAPPING CONTEST

Post by FraGnBraG »

I'm at around 640K without brushies, so still evolving this thing... this is mostly scratch built and the rooms look sorta like their Archane Temple counterparts but don't quite compare - they are obviously less detailed due to the map size constraints but are recognizable imo. The lighting is also WIP - i will likely replacing the SC skybox and may reduce main the doorway detail if need be. It is an interesting CTF match although the BOT FC currently does not like taking the upper routes out of the flag room but hopefully i can fix that... There's lots of xloc opportunities and a decent amount of z-axis but alas i've still a lot of cutting to do so we'll see what we end up with - could be quite different than what's shown here..

here's a progress screenie ...
CTF-512K-ArchaneEnigma.jpg
Shot0013.jpg
Shot0012.jpg
-=FraGnBraG Level Design=- ***UPDATED! even works on your phone!***
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papercoffee
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Re: THE 512kb MAPPING CONTEST

Post by papercoffee »

Rocky wrote: @Paper, looks cool. Is it a DM map or DOM?? DOM map would be cool because we are lacking DOM maps here. :mrgreen:
It's planned as DM 1on1 or 2on2 map ...but I thought about a DOM version too.
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Re: THE 512kb MAPPING CONTEST

Post by Chamberly »

A little progress for the map I'm working on.
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jay2
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Re: THE 512kb MAPPING CONTEST

Post by jay2 »

Map im working on :
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Red_Fist
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Re: THE 512kb MAPPING CONTEST

Post by Red_Fist »

That map seems a little "Archane" don't ya think ? :mrgreen:

You all are kicking arse !! as old as this game is, then the maps are still all different looking, and working, per mapper style.

:rock:
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jay2
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Re: THE 512kb MAPPING CONTEST

Post by jay2 »

Red_Fist wrote:That map seems a little "Archane" don't ya think ? :mrgreen:

You all are kicking arse !! as old as this game is, then the maps are still all different looking, and working, per mapper style.

:rock:
Lol, that green beam in the middle lifts you up :p
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Re: THE 512kb MAPPING CONTEST

Post by Myth »

I got an idea but I keep getting into other problems while trying to implement...
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FraGnBraG
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Re: THE 512kb MAPPING CONTEST

Post by FraGnBraG »

Myth wrote:I got an idea but I keep getting into other problems while trying to implement...
wow, you are brave - any kind of radial is not your friend in a low-size contest ... interesting to see how this turns out :tu:

i'm down to 513K without a screenshot, i might have to do like King Josh did and use a teeny tiny one ... OR use a much reduced contest graphic

can i change the contest graphic to half size (128 x 128) papercoffee?
-=FraGnBraG Level Design=- ***UPDATED! even works on your phone!***
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papercoffee
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Re: THE 512kb MAPPING CONTEST

Post by papercoffee »

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FraGnBraG
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Re: THE 512kb MAPPING CONTEST

Post by FraGnBraG »

papercoffee wrote:download/file.php?id=5383 not good?
Actually, the image is very nice, except it is 256 x 256 - and when i import this image into MyLevel it becomes somehow larger than the 29k filesaize it shows in windows explorer... in fact, if i export the image from the texture browser it becomes 64k. So this is causing my map to go to 523K. If i use just a 128 x 128 image
with a filesize of 11k then my map is 475k. Pretty weird, eh? So i reduced the 256x256 version to 128x128 and this works fine, except it looks like shit in unreal lol!

Dunno what's going on here - the 256 x 256 version reduced on the surface to .5 (so it's 128x128) looks nice and clear. The externally reduced version 128x128 on the surface as 1.0 looks like crap... !? i really don't want to delete any more stuff out of the map ... can you help me?
-=FraGnBraG Level Design=- ***UPDATED! even works on your phone!***
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