So with the utter failure of the first level design contest, I have rethought the level design contest rules. The problem with the first contest was that I set the bar too high to ease people in. In the first contest, I wanted people to submit polished pieces of art but didn't give people a realistic path to get there. So the next contest is phase 1 of a long-term goal of getting the WW crowd up-to-speed with making levels inside 3ds Max. Note: be sure to drop by the next thread and let us know you have officially joined the fray.
So welcome the Old School Level Design Contest series!
In Old School Levels, the whole point is World Geometry, Func_Detail and BSP optimization. That's it. Your goal is to make a level entirely in BSP for maps in the Old School Level Design Contest with Wall Worm and 3ds Max. No models allowed in Contest #1.
Rules:This contest series overrides the standard contest rules.
- World Geometry made entirely in Max
- Compiled Level from Wall Worm*
- No models (standard or custom)
- All other entities allowed (just no props)
- No Displacements
- Multiplayer Level with as many spawns as game allows
- Source Games allowed: Black Mesa, Counter-Strike: Source, Counter-Strike: Global Offensive, Half-Life Deathmatch: Source and Half-Life 2: Deathmatch
- GoldSource Games allowed: Counter-Strike and Half-Life Deathmatch*
- 2d and 3d Sky are Optional
- Decals, Overlays and Custom Textures allowed
- Soundscapes highly preferred, but not required
* For GoldSource, WW exports .MAP files which must be converted to .RMF inside the old Hammer. For GoldSource, you must compile a level from Hammer (but may not edit the level in Hammer). For Source, you must compile from Max with Wall Worm.
JudgingThese are the categories that will be used in judging this contest:
- Game Play
- Optimization
- Visual Quality
- Creativity
JudgesThese are the blokes conned into judging:
DeadlineThe deadline for your level is
Midnight on Friday, March 18, 2016 (18 March 2016, 23:59:59 EST).
NOTE: due to mostly late entrants, we moved back the deadline from the original date.
See how much time is left.
You must submit the level in both 3ds Max file and packaged zip of the BSP level and compiled assets (for Source this means, VMTs, VTFs, scripts, etc... for Goldsrc this means the WAD, RES file, etc). Email a link to download this zip to my email address: lightcube@gmail.com .
Standard Rules for eligibility.
PrizesFirst Place: All Commercial Wall Worm Plugins and commercial license of
GrowFX AND
Zookeeper AND
Rich SceneSecond Place: All Commercial Wall Worm Plugins and
RichDirt Extreme EditionThird Place: Wall Worm Pro License + CorVex and
RichDirtThis contest is now sponsored by:
enRichPro
