Post by mmeaninglez on Oct 29, 2011 16:27:30 GMT -5
I have a few strange/different ideas for contests. I would post them in the "Some Random Ideas" thread, except that thread has already been summed up, the last post being about 9 months ago. Here's my ideas:
-One-size editing contest When I first began editing with Cube 2, I did not know that "g" would change brush size. This caused me frustration in mapping, but there were surprisingly few things that I was unable to do. (for instance, stairs are still possible) This contest would ask contestants to make a map using only the default editing size.
-Idea-based map Similar to the Create Mood idea, except that the map would be based on an interpretation of a single word or phrase, instead of a picture. Some examples: Create a map based on the word "Hot" Create a map based on the word "Rain" For the first, the mapper could think of and make a hot place, like a desert or beach, or make a map with 'hot' colors. The second example could lead to a map that literally was rainy, but I would hope to get more of a dreary, sad quality of rain, translating to a map with dull colors. Some other words that would be interesting: Wilderness, wind, majestic, shadow, ancient.
Anyone have any other strange ideas, or comments on these
Post by mmeaninglez on Nov 8, 2011 23:43:13 GMT -5
Another Idea: A purposely strange mapping contest.
Most of the time, you'd avoid surreal elements. this contest would have you set out to make a weird (but still playable) level. Some examples/ideas: -An upside-down building (walking/fighting on the ceiling) -Use purposely messed-up blend maps to create a partially transparent environment.
These are ideas that I've had for awhile, but haven't really worked on, but with some thought, It shouldn't be too hard to think of some more bizarre things.
Here's another idea that I just thought of - an entire level that's slanted.
If anyone else has some weird contest ideas, feel free to post them here.
Well I've tought about both layouts a long time ago, and I still think the themes would be too hard for beginning to slightly experienced mappers. Only very experienced mappers would be able to create a layout which those themes which really looks good and also plays great.
Some problems which causes touble at making a map which has some "upside-down" themed layout is: - Need to write own config-files for mapmodels if used (as their pitch should be changed). - Need to flip the skybox (as a sun, moon, etc still would be on the default side), so probably a custom skybox needs to be added (or a current skybox would be renamed, but I doubt that would happen and is smart to do). - The config-file of models like flags, bases and pickups like a quaddamage should also be changed, as their pitch would be incorrect.
In other words, it's pretty tough to create such map, especially for ctf or capture and probably would be the easiest to create a space-like theme on it.
Using alpha-blended textures just everywhere would cause several bugs and probably wouldn't look as great as you would expect and will result in space-themed maps (as alpha-blended hills wouldn't make any sense at all).
Post by mmeaninglez on Nov 9, 2011 18:20:10 GMT -5
As to the feasibility of any of these, well, they're all just ideas.
Here's a picture of what I've done with transparent texturing, from a map called "Nebula".
I created a blendmap with a rock texture and another texture: setshader stdworld texture 0 darc/forge_bk.jpg texture 0 egyptsoc/block02b.jpg texlayer -1 Then, while not editing the map, I removed the "texlayer -1" line from the .cfg file, and this is the result. It only works temporarily - if you recalc lights or edit, the effect disappears. You then have to re-add the line, calc-light again, then exit the game and remove the line again. Pretty tedious. However, I discovered this by accident.
Anyways, using any texture which actually is from a skybox isn't making sense at all as you could also use a shader like "bumpenvworld". Such shader renders the whole skybox on the diffuse texture, instead of just 1 tiled piece. Of course this makes the skybox gets rendered over the entire texture instead of just some small parts on the diffuse texture. That problem can be fixed by specifying the diffuse texture twice; first without a shader like "bumpenvworld" and the 2nd time with such shader.
Post by mmeaninglez on Nov 11, 2011 21:17:11 GMT -5
The first (skybox) texture is just a random example, and when originally rendered looks weird. For clarity, I should have put a different texture name, sorry. The first listed texture disappears from the map when you purposely screw-up the shared configuration, so it doesn't matter what it is. I think that used in just a couple places, this could be an interesting effect. A good actual idea from this effect would be to fade out the terrain on the edge of a map. Just my opinion, but this would be a interesting effect that I have not seen in a map. (it would work different than fog, because fog doesn't cover the skybox, leaving a hard edge, whereas this edge would be soft.) Anyway, Thanks for the link you provided.