THE 512kb MAPPING CONTEST

Tutorials and discussions about Mapping - Introduce your own ones!
Post Reply
User avatar
papercoffee
Godlike
Posts: 9384
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.
Contact:

THE 512kb MAPPING CONTEST

Post by papercoffee » Wed Oct 01, 2014 3:30 pm

Image


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. :mrgreen:

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]

--------------------------------------------------------------------------------------------------------------------------------------------
MAP PACK!!
http://www.mediafire.com/download/d9dan ... ONTEST.zip

--------------------------------------------------------------------------------------------------------------------------------------------
Attachments
UT99org_512K_contest_2014-batch.zip
(14.27 KiB) Downloaded 173 times
Last edited by papercoffee on Sun Apr 19, 2015 3:12 am, edited 4 times in total.

User avatar
FraGnBraG
Inhuman
Posts: 837
Joined: Sun Jun 13, 2010 5:13 pm
Personal rank: Good news everyone!
Location: Canada
Contact:

Re: THE 512kb MAPPING CONTEST

Post by FraGnBraG » Wed Oct 01, 2014 5:29 pm

Let the games begin :tu:

So just to be clear --- mappers can delete the brushes from the submitted map in order to meet the 512k size limit --- correct?

User avatar
papercoffee
Godlike
Posts: 9384
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.
Contact:

Re: THE 512kb MAPPING CONTEST

Post by papercoffee » Wed Oct 01, 2014 5:46 pm

FraGnBraG wrote:Let the games begin :tu:

So just to be clear --- mappers can delete the brushes from the submitted map in order to meet the 512k size limit --- correct?
Hm... I don't know is this common in such kind of contests?

User avatar
Chamberly
Godlike
Posts: 1761
Joined: Sat Sep 17, 2011 4:32 pm
Personal rank: Dame. Vandora
Location: TN, USA
Contact:

Re: THE 512kb MAPPING CONTEST

Post by Chamberly » Wed Oct 01, 2014 6:04 pm

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.
Image
Image
Image

User avatar
UnrealGGecko
Godlike
Posts: 2233
Joined: Wed Feb 01, 2012 11:26 am
Personal rank: GEx the Gecko
Location: Kaunas, Lithuania
Contact:

Re: THE 512kb MAPPING CONTEST

Post by UnrealGGecko » Wed Oct 01, 2014 6:07 pm

As far as I know, only 1 out of 5 300k contests required that the brushes would be kept.

Good luck to all participants. :tu:

User avatar
GenMoKai
Godlike
Posts: 2892
Joined: Tue Mar 18, 2008 9:39 pm
Personal rank: Mapper
Location: Netherlands, the land of cheese and weed!

Re: THE 512kb MAPPING CONTEST

Post by GenMoKai » Wed Oct 01, 2014 6:19 pm

papercoffee wrote:
FraGnBraG wrote:Let the games begin :tu:

So just to be clear --- mappers can delete the brushes from the submitted map in order to meet the 512k size limit --- correct?
Hm... I don't know is this common in such kind of contests?
Well some do have the rules you can remove the brushes afterward, i wouldn't mind :D more space to fill then
Image
EAT THOSE FRIGGIN BANANAS !!!!!
1000 MPH Studios MAY NOT play any ut99.org community mappack 2 map without George W. Bush explicit permission

User avatar
papercoffee
Godlike
Posts: 9384
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.
Contact:

Re: THE 512kb MAPPING CONTEST

Post by papercoffee » Wed Oct 01, 2014 6:54 pm

Well, then ...you can remove the brushes for the contest.

Higor
Godlike
Posts: 1775
Joined: Sun Mar 04, 2012 6:47 pm

Re: THE 512kb MAPPING CONTEST

Post by Higor » Wed Oct 01, 2014 7:16 pm

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.
Lightmaps.PNG
Lightmaps.PNG (10.72 KiB) Viewed 8306 times
EDIT:
Maps should have the [512] tag on the name.
Like: DM-[512]-GasPipe.unr
Ah, i got ninja'd
ImageImage
Image unreal://23.111.157.138:7777
Image unreal://46.228.199.205:7788

User avatar
papercoffee
Godlike
Posts: 9384
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.
Contact:

Re: THE 512kb MAPPING CONTEST

Post by papercoffee » Wed Oct 01, 2014 7:31 pm

Higor wrote: EDIT:
Maps should have the [512] tag on the name.
Like: DM-[512]-GasPipe.unr
Ah, i got ninja'd
Thanks for the Tips !!! :tu:

Ah ...why not 512k ...is there a problem with it? Just asking.

Higor
Godlike
Posts: 1775
Joined: Sun Mar 04, 2012 6:47 pm

Re: THE 512kb MAPPING CONTEST

Post by Higor » Wed Oct 01, 2014 7:45 pm

Nevermide, i didn't read lol.
Btw, can Unreal-RTNP resources be used as default resources (textures, songs)?
ImageImage
Image unreal://23.111.157.138:7777
Image unreal://46.228.199.205:7788

User avatar
papercoffee
Godlike
Posts: 9384
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.
Contact:

Re: THE 512kb MAPPING CONTEST

Post by papercoffee » Wed Oct 01, 2014 7:52 pm

Higor wrote:Nevermide, i didn't read lol.
Btw, can Unreal-RTNP resources be used as default resources (textures, songs)?
It's not one of the 4 official patches ...so ...it counts as additional content and will be added to the file size.

Higor
Godlike
Posts: 1775
Joined: Sun Mar 04, 2012 6:47 pm

Re: THE 512kb MAPPING CONTEST

Post by Higor » Wed Oct 01, 2014 11:25 pm

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.
UT99org_512K_banner1.zip
(100.61 KiB) Downloaded 107 times
(PD: Put me in the list)
ImageImage
Image unreal://23.111.157.138:7777
Image unreal://46.228.199.205:7788

User avatar
papercoffee
Godlike
Posts: 9384
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.
Contact:

Re: THE 512kb MAPPING CONTEST

Post by papercoffee » Wed Oct 01, 2014 11:57 pm

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.
The attachment UT99org_512K_banner1.zip is no longer available
(PD: Put me in the list)
Thank you Higor ...but memsys provided already some pcx batches.
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. :gj:
Attachments
UT99org_512K_contest_2014-batch.zip
(14.27 KiB) Downloaded 86 times

User avatar
{S.o.W}DeathMask
Skilled
Posts: 161
Joined: Sun Feb 09, 2014 7:42 pm

Re: THE 512kb MAPPING CONTEST

Post by {S.o.W}DeathMask » Thu Oct 02, 2014 12:56 am

Damn it.
If the contest was "2410k" I'd have subscribed and posted Pestilence][(Which is still WIP)...Damn.
{S.o.W}DeathMask, 9 times CWC UT2003, 1 time EMKTC.

Image

Image

User avatar
papercoffee
Godlike
Posts: 9384
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.
Contact:

Re: THE 512kb MAPPING CONTEST

Post by papercoffee » Thu Oct 02, 2014 1:02 am

{S.o.W}DeathMask wrote:Damn it.
If the contest was "2410k" I'd have subscribed and posted Pestilence][(Which is still WIP)...Damn.
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.

c'mon make some 512kb maps ... :mrgreen: ...are you in?

Post Reply