THE 512kb MAPPING CONTEST
- papercoffee
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THE 512kb MAPPING CONTEST
PRIZE:
Thanks to Carbon, we have a big box unopened copy of Totally Unreal as prize.
And the Winner will also get a drawn picture of himself as UT character with his favorite UT weapon.
TIME-FRAME:
Start is today 1. October and end the 1. December
CONTEST RULES:
1. DM, TDM, CTF, DOM game type - Maps must be runnable in ut99 version 436 and should be playable online.
Therefore is Bot-support mandatory.
All the default packages of a vanilla UT v.436 plus the official bonus packs are allowed.
2. Custom content is allowed - credits must be included in a maps readme file if there are terms of re-use by original authors. A UT99.org contest banner graphic will be provided, and should appear in the map somewhere.
3. The theme is free of choice. Also the amount of maps a mapper submit.
But please spare us with 10 versions of the same map this is boring and will not help you win the contest.
4. Maps must be named using the prefix "512K" to identify them as contest maps.
Example map names: MH-512K-YourMapName, CTF-512K-YourMapName, DM-512K-YourMapName etc.
5. A level screenshot for the map preview in-game is a must. but how small this can be is yours to decide
6. Now the most important rule ...The .unr file have not to be bigger then 512kb in total size (everything smaller than 512kb is allowed) every additional package will be added to the total size of the map.
The readme and the normal (advertizing) screenshots don't count as "additional package"
SCORING:
The maps will have a public voting poll to ascertain the Gamers Choice.
But also a separate vote of all the participants to determine the winner of the contest.
The mappers can vote for others but not for his own map.
This will be explained in details later in the Vote threads.
SUBMISSIONS:
The Submissions have to be posted here in the contest thread.
Contest map should be submitted in a zip or rar archive file without password protection.
The archive file must contain the map, a screenshot, a readme
text file with any required credits. Packages can be MyLeveled if you want.
WIP screenshots are highly desirable.
That's it
UT99.org
This post will be adjusted if there are any changes during the contest, for example: the participating mappers or other slight differences.
==================================================================================================
PARTICIPANTS:
UnrealGecko - DNF
Higor - DNF
'Zac - DNF
FraGnBraG - DOM-512K-DropZone_V2.zip - CTF-512K-RooftopRage_v1.zip - CTF-512K-HallOfMidgets_v1.zip - CTF-512K-ArcaneEnigma_v1.zip - CTF-512K-TheBeatGoesOn_V5a.zip
Radi - DNF
Chamberly - DM-512K-StalwartBasementv2.rar - CTF-512K-In_A_Cave.rar
papercoffee - DNF
maximdymok - DNF
ASLYE702 - DNF
Myth - DNF
Hellkeeper - DOM-512K-Qesh.zip
KingJosh - DM-512K-KJ-Ciudad.zip
GenMoKai - DNF
TheDane - DNF
Rocky - CTF-512K-KaylonV2.zip - CTF-512K-Gravo_V2.zip
memsys - CTF-512K-Isotope42-V3.zip - DM-512K-CarpathianNightmare-v2.zip - CTF-512K-MeinKraft
Whitey - DM-512k-OoeyGooey.rar - CTF-512k-Courtyard.rar - CTF-512K-Templeness.rar
Waste - DM-512K-Thunderdome.zip
jay2 - CTF-512k-Ratchetv2.zip - DM-512k-Atriumv1.zip - CTF-512k-Belacruev1.zip
{S.o.W}DeathMask - DM-512k-IronGuard.zip - CTF-512k-Caliginous-V2.zip (collaboration with memsys) - DM-512k-Ataraxia.zip
TheRoel-R - CTF-512K-CostaDelw00t.zip
justyoberg - DNF
cro_xt - DM-512k-Vjenceslav
rtg - DM-512k-1on1-WarmupParty[FIXED].rar - DM-512k-1on1-FastPaced.rar
TomcaT112 - DM-512K-Sonder.zip
Sinnical - CTF-512K-Ioneye-v2.zip - DM-512K-Aquarius.zip
If you want or don't want to participate, write me a PM and I edit the list.
*UPDATE* Hosting servers
noccer
[url]unreal://176.9.76.199:11080[/url]
S.o.W
[url]unreal://146.0.32.72:7000[/url]
Chamberly
[url]unreal://108.174.60.23:7777[/url]
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MAP PACK!!
http://www.mediafire.com/download/d9dan ... ONTEST.zip
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- Attachments
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- UT99org_512K_contest_2014-batch.zip
- (14.27 KiB) Downloaded 204 times
Last edited by papercoffee on Sun Apr 19, 2015 3:12 am, edited 4 times in total.
- FraGnBraG
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Re: THE 512kb MAPPING CONTEST
Let the games begin
So just to be clear --- mappers can delete the brushes from the submitted map in order to meet the 512k size limit --- correct?
So just to be clear --- mappers can delete the brushes from the submitted map in order to meet the 512k size limit --- correct?
- papercoffee
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Re: THE 512kb MAPPING CONTEST
Hm... I don't know is this common in such kind of contests?FraGnBraG wrote:Let the games begin
So just to be clear --- mappers can delete the brushes from the submitted map in order to meet the 512k size limit --- correct?
- Chamberly
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Re: THE 512kb MAPPING CONTEST
I'm thinking they can long if they don't mess up. The only thing is, other peoples won't be able to grab such brushes they would like to use... so providing a original copy would be ok.
I been spreading the link for this. I wonder if I did it better than Papercoffee yet. LOL.
I been spreading the link for this. I wonder if I did it better than Papercoffee yet. LOL.
- UnrealGGecko
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Re: THE 512kb MAPPING CONTEST
As far as I know, only 1 out of 5 300k contests required that the brushes would be kept.
Good luck to all participants.
Good luck to all participants.
My work for UT99: Counter-Strike VP, MaleOne+ (now updated), FemaleOne+ and the FemaleTwo220 voicepacks DM-XC-NaliTreeV2 (from the 2012 Xmas Contest mappack), DM/DOM-20AC-CastleGeorgeV3 (from the 20th Anniversary Contest mappack), DM-UFFO, DM-WreckingBall, (NEW!) CTFM-Sundial
my small spec of files at Google Drive
List of console converted maps, models & more!
- GenMoKai
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Re: THE 512kb MAPPING CONTEST
Well some do have the rules you can remove the brushes afterward, i wouldn't mind more space to fill thenpapercoffee wrote:Hm... I don't know is this common in such kind of contests?FraGnBraG wrote:Let the games begin
So just to be clear --- mappers can delete the brushes from the submitted map in order to meet the 512k size limit --- correct?
EAT THOSE FRIGGIN BANANAS !!!!!
1000 MPH Studios MAY NOT play any ut99.org community mappack 2 map without George W. Bush explicit permission
- papercoffee
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Re: THE 512kb MAPPING CONTEST
TIPS FOR REDUCING FILESIZE:
- On locations you don't expect too much dynamic lighting, tick the 'Low Shadow Detail' flag.
Use this on skyboxes, ceilings, offmap locations.
Also use this on surfaces with low texture scaling, because texture scaling directly affects lightmap creation.
- Lights, 100% black surfaces and non-visible surfaces (offmap, skybox, etc), with 'Unlit' flag.
Avoids the creation of a new lightmap.
- Reduction of path data.
Big spacing between path nodes, use items as paths.
Each reachspec takes 25 bytes, a map can as much as 4k reachspecs connecting nodes just to throw in a number (almost 100kb!).
Playerstarts also serve as normal paths so don't add nodes near them.
Avoid item/playerstart clumping, not more than 3 items/nodes/playerstarts together in a small space, reachspecs are generated among ALL possible candidates, THEN dereferenced (not deleted) so they are still saved in the map.
- Abuse dynamic textures for new content.
Water textures, ice textures, fire textures, scripted texures, even if you embed those into the map they take very little space.
- Smart brush merging.
Don't clump huge structures together, but when you see many small additives (or substractives?) that completely remove surfaces when put together, go ahead and intersect/deintersect.
- Geometry sliders set on VERY low values.
This can lead to very broken BSP, but you can try anything below the default '15', reduces size if done well.
- Before saving the map, convert the red builder brush into a Sheet.
- Smart usage of semisolids.
Less bsp cuts mean less surfaces, this is more focused on optimization but also affects filesize so it goes here.
- Merge coplanar faces when the resulting lightmap is smaller than the sum of the previous ones. EDIT:
Maps should have the [512] tag on the name.
Like: DM-[512]-GasPipe.unr
Ah, i got ninja'd
- On locations you don't expect too much dynamic lighting, tick the 'Low Shadow Detail' flag.
Use this on skyboxes, ceilings, offmap locations.
Also use this on surfaces with low texture scaling, because texture scaling directly affects lightmap creation.
- Lights, 100% black surfaces and non-visible surfaces (offmap, skybox, etc), with 'Unlit' flag.
Avoids the creation of a new lightmap.
- Reduction of path data.
Big spacing between path nodes, use items as paths.
Each reachspec takes 25 bytes, a map can as much as 4k reachspecs connecting nodes just to throw in a number (almost 100kb!).
Playerstarts also serve as normal paths so don't add nodes near them.
Avoid item/playerstart clumping, not more than 3 items/nodes/playerstarts together in a small space, reachspecs are generated among ALL possible candidates, THEN dereferenced (not deleted) so they are still saved in the map.
- Abuse dynamic textures for new content.
Water textures, ice textures, fire textures, scripted texures, even if you embed those into the map they take very little space.
- Smart brush merging.
Don't clump huge structures together, but when you see many small additives (or substractives?) that completely remove surfaces when put together, go ahead and intersect/deintersect.
- Geometry sliders set on VERY low values.
This can lead to very broken BSP, but you can try anything below the default '15', reduces size if done well.
- Before saving the map, convert the red builder brush into a Sheet.
- Smart usage of semisolids.
Less bsp cuts mean less surfaces, this is more focused on optimization but also affects filesize so it goes here.
- Merge coplanar faces when the resulting lightmap is smaller than the sum of the previous ones. EDIT:
Maps should have the [512] tag on the name.
Like: DM-[512]-GasPipe.unr
Ah, i got ninja'd
- papercoffee
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Re: THE 512kb MAPPING CONTEST
Thanks for the Tips !!!Higor wrote: EDIT:
Maps should have the [512] tag on the name.
Like: DM-[512]-GasPipe.unr
Ah, i got ninja'd
Ah ...why not 512k ...is there a problem with it? Just asking.
Re: THE 512kb MAPPING CONTEST
Nevermide, i didn't read lol.
Btw, can Unreal-RTNP resources be used as default resources (textures, songs)?
Btw, can Unreal-RTNP resources be used as default resources (textures, songs)?
- papercoffee
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Re: THE 512kb MAPPING CONTEST
It's not one of the 4 official patches ...so ...it counts as additional content and will be added to the file size.Higor wrote:Nevermide, i didn't read lol.
Btw, can Unreal-RTNP resources be used as default resources (textures, songs)?
Re: THE 512kb MAPPING CONTEST
BTW, the banner should be provided in a separate UTX file that cannot be edited and not count for file size.
Dunno how many textures will be in it, but that green one on the first post looks like a good start.
Added a PCX of the picture on the first post, the background is black but on index 0 meaning that adding 'Masked' flag to a surface with said texture will add the transparency.
Don't import as Masked (no need to do so), and don't reformat it, because there's a second 0,0,0 color in the palette needed to prevent some black pixels from becoming transparent if set to masked. (PD: Put me in the list)
Dunno how many textures will be in it, but that green one on the first post looks like a good start.
Added a PCX of the picture on the first post, the background is black but on index 0 meaning that adding 'Masked' flag to a surface with said texture will add the transparency.
Don't import as Masked (no need to do so), and don't reformat it, because there's a second 0,0,0 color in the palette needed to prevent some black pixels from becoming transparent if set to masked. (PD: Put me in the list)
- papercoffee
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Re: THE 512kb MAPPING CONTEST
Thank you Higor ...but memsys provided already some pcx batches.Higor wrote:BTW, the banner should be provided in a separate UTX file that cannot be edited and not count for file size.
Dunno how many textures will be in it, but that green one on the first post looks like a good start.
Added a PCX of the picture on the first post, the background is black but on index 0 meaning that adding 'Masked' flag to a surface with said texture will add the transparency.
Don't import as Masked (no need to do so), and don't reformat it, because there's a second 0,0,0 color in the palette needed to prevent some black pixels from becoming transparent if set to masked. (PD: Put me in the list)
index-colour is red.
A monochrome and a colour version.
But if someone has enough free space in his map can he use your batch version... it looks pretty.
- Attachments
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- UT99org_512K_contest_2014-batch.zip
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- {S.o.W}DeathMask
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Re: THE 512kb MAPPING CONTEST
Damn it.
If the contest was "2410k" I'd have subscribed and posted Pestilence][(Which is still WIP)...Damn.
If the contest was "2410k" I'd have subscribed and posted Pestilence][(Which is still WIP)...Damn.
- papercoffee
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Re: THE 512kb MAPPING CONTEST
Well, you should clearly make a new map ...sure you could take a older map ...but the main cause for this contest is to get new maps for the player.{S.o.W}DeathMask wrote:Damn it.
If the contest was "2410k" I'd have subscribed and posted Pestilence][(Which is still WIP)...Damn.
c'mon make some 512kb maps ... ...are you in?