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Design Tools => Level Design Contests => Old School Contests => Topic started by: wallworm on January 04, 2016, 12:25:22 PM

Title: Old School Level Design Contest #1
Post by: wallworm on January 04, 2016, 12:25:22 PM
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.

* 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.

Judging

These are the categories that will be used in judging this contest:


Judges
These are the blokes conned into judging:


Deadline

The 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 (http://www.timeanddate.com/countdown/generic?iso=20160318T235959&p0=179&msg=WW+Old+School+Level+Design+Contest+%231+Deadline&font=sanserif).

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.

Prizes

First Place: All Commercial Wall Worm Plugins and commercial license of GrowFX (https://exlevel.com/ads.php?t=31) AND Zookeeper (http://www.ephere.com/plugins/autodesk/max/zookeeper/) AND Rich Scene (http://www.enrichpro.com/en/richdirt/index.html)
Second Place: All Commercial Wall Worm Plugins and  RichDirt Extreme Edition (http://www.enrichpro.com/en/richdirt/index.html)
Third Place: Wall Worm Pro License + CorVex and  RichDirt (http://www.enrichpro.com/en/richdirt/index.html)

This contest is now sponsored by:
enRichPro (http://www.enrichpro.com/en/richdirt/index.html)
(https://www.wallworm.net/sponsors/Logo_Exlevel_color_645.png) (https://exlevel.com/ads.php?t=31)
(https://www.wallworm.net/sponsors/Ephere_Logo.png) (http://ephere.com)
Title: Re: Old School Level Design Contest #1
Post by: warmeup on January 04, 2016, 07:13:15 PM
OMG, I am dropping whatever project i am working on, and I'm going to join this contest.
Title: Re: Old School Level Design Contest #1
Post by: wallworm on January 04, 2016, 09:38:06 PM
As a little inspiration, here is a sample level made entirely inside 3ds Max in one 24-hour period. I made this as a jest for Chris Horn, level designer for Black Mesa, as a jest to get him to adventure outside of Hammer. This silly level has no models. It's all world geometry, func_details and custom textures. It was compiled in Black Mesa.

(https://wallworm.com/bsp_heaven.jpg) (https://wallworm.com/bsp_heaven.zip)

The candle textures were the only premade asset. I re-purposed the textures I'd made in a ProPal video.

The only other little aspects made outside Max/WW: the soundscape (after WW generated a shell file from the env_soundscape entities), the readme, sounds (my kids and I recorded in GoldWave) and the graphics of No Hammer at the base of each ramp (in CorelDraw).

The scene in Max is composed of 224 objects (predominantly just spawns, weapons, cubemaps and soundscapes), including a few CorVex objects with a dozen helper splines, 2 PropLine objects and otherwise mostly point entities. In turn it compiles to 1152 brushes and 167 entities. Note that only 16 objects in Max control the 1152 brushes. Much easier to manage than in Hammer where there would be many individual brushes (or func_details with brushes) when trying to manipulate en masse.

The custom sky was also made inside the same scene (both 3d and 2d).

This obviously isn't next-gen quality work (how can it be without models?) or ingenious level design (I made this in jest with no game planning). But that's not the point in this level. This is all about old-school BSP level design to show you what you can make very quickly inside Max with an old engine like Source and not even use assets like models and displacements.

EDIT: Looks like I loaded a version without cubemaps... so I reloaded it on 1-7-2016.
Title: Re: Old School Level Design Contest #1
Post by: K@rt on January 04, 2016, 10:49:57 PM
Clarification on rules... are displacements allowed or not?
Title: Re: Old School Level Design Contest #1
Post by: wallworm on January 04, 2016, 10:54:42 PM
Good question (which I should have thought of answering already). I'm going to modify the rules above and say NO DISPLACEMENTS for this first contest. We'll build up to that.
Title: Re: Old School Level Design Contest #1
Post by: CarbonCopyCat on January 05, 2016, 12:36:37 AM
Does HL Deathmatch mean Half-Life Deathmatch: Source or Half-Life 2: Deathmatch? I'm assuming it's the former, but I just want to make sure since the full name isn't listed.
Title: Re: Old School Level Design Contest #1
Post by: warmeup on January 05, 2016, 05:55:24 AM
Can we use tools such as corvex or any other wallworm tool?
Title: Re: Old School Level Design Contest #1
Post by: Joris Ceoen on January 05, 2016, 10:03:02 AM
Interesting. Let me think of something to go with, and I'll make an entry for the contest :) this is the perfect trigger!
Title: Re: Old School Level Design Contest #1
Post by: wallworm on January 05, 2016, 10:06:55 AM
Quote from: CarbonCopyCat on January 05, 2016, 12:36:37 AM
Does HL Deathmatch mean Half-Life Deathmatch: Source or Half-Life 2: Deathmatch? I'm assuming it's the former, but I just want to make sure since the full name isn't listed.

I've updated the stuff above. HL DM for Goldsource and Source.

Quote from: warmeup on January 05, 2016, 05:55:24 AM
Can we use tools such as corvex or any other wallworm tool?

You can use any and all plugins from Wall Worm and any plugin listed in the Allowed Plugins (http://www.wallworm.net/index.php/topic,1205) list. That list includes most of the plugins I own and can test. If there is another plugin you'd like to use, let me know. If it's a free plugin, I can add it to the list.
Title: Re: Old School Level Design Contest #1
Post by: Joris Ceoen on January 05, 2016, 10:51:12 AM
no models, no displacements. How about decals/overlays and sprites?
Title: Re: Old School Level Design Contest #1
Post by: wallworm on January 05, 2016, 10:57:39 AM
Quote from: Joris Ceoen on January 05, 2016, 10:51:12 AM
no models, no displacements. How about decals/overlays and sprites?

Allowed and added to the list.
Title: Re: Old School Level Design Contest #1
Post by: wallworm on January 07, 2016, 11:31:08 AM
This series of contests is now sponsored by Exlevel! The first place prizes have been added to the opening document.

(https://www.wallworm.net/sponsors/Logo_Exlevel_color_645.png) (https://exlevel.com/ads.php?t=31)
Title: Re: Old School Level Design Contest #1
Post by: Joris Ceoen on January 07, 2016, 01:35:37 PM
Wow, fantastic first price! This will definitly make me want to bring something good on the table  ;D

Edit: BTW is it possible to make a list of entrants? Like, registering people who are confirming to join in with an entry so we can have a good idea of who is joining and how many entries could appear  :)
Title: Re: Old School Level Design Contest #1
Post by: wallworm on January 07, 2016, 04:39:12 PM
That's a good idea. I'll compose a list in the next several days, probably after I send out a newsletter.
Title: Re: Old School Level Design Contest #1
Post by: the6thmonkey on January 12, 2016, 03:11:44 AM
I'll attempt an entry when my schedule frees up
Title: Re: Old School Level Design Contest #1
Post by: wallworm on January 13, 2016, 12:31:57 AM
Quote from: the6thmonkey on January 12, 2016, 03:11:44 AM
I'll attempt an entry when my schedule frees up

(https://cdn1.lockerdome.com/uploads/cdcf6960d1f78b73fe33f730500e77a6ee243a1398f3bd559d525d9e5e927419_large)
Title: Re: Old School Level Design Contest #1
Post by: wallworm on January 25, 2016, 12:26:53 PM
New addition to First Prize includes Zookeeper (http://www.ephere.com/plugins/autodesk/max/zookeeper/). Woot!
Title: Re: Old School Level Design Contest #1
Post by: warmeup on January 25, 2016, 12:36:01 PM
Wow nice.
Btw can you list the people who entered this contest?
Title: Re: Old School Level Design Contest #1
Post by: wallworm on January 25, 2016, 12:49:48 PM
Quote from: warmeup on January 25, 2016, 12:36:01 PM
Wow nice.
Btw can you list the people who entered this contest?

I don't know the list yet, just assumptions about several WW guys. So I just started a new thread here for people to announce their participation in the contest (http://www.wallworm.net/index.php/topic,1529.0.html).
Title: Re: Old School Level Design Contest #1
Post by: wallworm on January 25, 2016, 01:51:40 PM
And now more prizes for 1st, 2nd AND 3rd places from enRrich Pro (http://www.enrichpro.com/en/richdirt/index.html). Rich Scene (with RichDirt Extreme) to 1st place. RichDirt Extreme to 2nd place. And RichDirt to 3rd place. Woot!

This is perfect for adding grime and dirt and weathering to materials--especially on architectural geometry like brushes. So you can download the trial and use it right now to help add flavor to your level in the contest--and maybe win a full license!
Title: Re: Old School Level Design Contest #1
Post by: Infidel on February 02, 2016, 10:56:44 AM
Fellow worms, if you are going to be part of the contest please drop by the second thread and add you name.
Thanks!
- Dingo
Title: Re: Old School Level Design Contest #1
Post by: wallworm on February 02, 2016, 11:13:23 AM
Good reminder.

And here is something I should have mentioned. You can get a free trial/demo version of GrowFX, RichDirt and Zookeeper from the links in the opening post. All three plugins are extremely powerful. GrowFX and Zookeeper are more prizes in preparation for later contests--but RichDirt is one you could use to add a ton of flavor to your brush texturing. So you could use the RichDirt demo (http://www.enrichpro.com/en/richdirt/freeversion.html) to add detailing textures to your brushes and hopefully win a copy permanently. I'm going to try and make a video in the next week to show how you can use RichDirt to add depth to your brush texturing.
Title: Re: Old School Level Design Contest #1
Post by: warmeup on February 02, 2016, 03:28:46 PM
It's so hard to not use models and displacements :P
Title: Re: Old School Level Design Contest #1
Post by: wallworm on February 02, 2016, 10:13:46 PM
Quote from: warmeup on February 02, 2016, 03:28:46 PM
It's so hard to not use models and displacements :P

Well it certainly turns back the clock on design. But this contest is primarily to show people that the basics of BSP design in Max are identical to Hammer when it comes to fundamental concepts. And it leads into following contests.

Mainly, I think it's important in this version to create asthetics with atmosphere, lighting and sky... and focus on gameplay with the construction of the level. We may return to these levels in the future in contests that then allow props and displacements. That's still up in the air. So you can always keep ideas for flowering up the level in the back of your mind.
Title: Re: Old School Level Design Contest #1
Post by: warmeup on February 06, 2016, 05:19:24 PM
Are we allowed to use entities such as items_healthkit or weapons etc?
Title: Re: Old School Level Design Contest #1
Post by: wallworm on February 06, 2016, 05:57:04 PM
Quote from: warmeup on February 06, 2016, 05:19:24 PM
Are we allowed to use entities such as items_healthkit or weapons etc?
Yes, you can. You can use any entity in the game except props themselves (so no prop_static, prop_dynamic, prop_physics, etc). We'll be allowing props in following contests. Right now try to generate interesting geometry out of brushes.
Title: Re: Old School Level Design Contest #1
Post by: Joris Ceoen on February 11, 2016, 03:17:25 AM
It's about high time I get my ass moving on my entry. Mine will probably be not all that 'great' in the detailed sense, but hopefully the gameplay will be on par.  :D
Title: Re: Old School Level Design Contest #1
Post by: wallworm on February 17, 2016, 07:33:11 PM
I've got some inquiries about extending the deadline. I'm considering extending it. What is everyone's opinion?
Title: Re: Old School Level Design Contest #1
Post by: func_Mathias on February 17, 2016, 08:40:18 PM
No problem here, I've only half figured out the style I'm going for so might be good with more time.
Title: Re: Old School Level Design Contest #1
Post by: Joris Ceoen on February 18, 2016, 10:14:38 AM
I could cook a level in time, but it would be very basic and short. If more people want more time, I will very likely profit from it, so I'm not against it  :)
Title: Re: Old School Level Design Contest #1
Post by: warmeup on February 18, 2016, 11:30:47 AM
Quote from: Joris Ceoen on February 18, 2016, 10:14:38 AM
I could cook a level in time, but it would be very basic and short. If more people want more time, I will very likely profit from it, so I'm not against it  :)

xD We're doomed.

I could finish it on time 2, but university will give me assignments and projects soon. So yea a little bit extra time wouldn't hurt anyone, or does it?
Title: Re: Old School Level Design Contest #1
Post by: wallworm on February 19, 2016, 09:13:57 AM
I added a poll to the thread so users can vote on the new deadline.
Title: Re: Old School Level Design Contest #1
Post by: wallworm on February 25, 2016, 05:59:51 PM
How are you guys coming along? You don't need to share any secrets, but let me know if you are on track to finish. Those cool prizes are really enticing! :)
Title: Re: Old School Level Design Contest #1
Post by: warmeup on February 25, 2016, 06:07:50 PM
Quote from: wallworm on February 25, 2016, 05:59:51 PM
How are you guys coming along? You don't need to share any secrets, but let me know if you are on track to finish. Those cool prizes are really enticing! :)
yes... until i saw this...
https://www.youtube.com/watch?v=li0OCzVqjOU

Just... remember... to breath...
Title: Re: Old School Level Design Contest #1
Post by: wallworm on February 25, 2016, 07:33:45 PM
Yes, that is certainly fun. But it shouldn't stop you from your current project :) And hopefully what you learn in this contest prepares you for some of the following contests with more demanding visuals :)
Title: Re: Old School Level Design Contest #1
Post by: warmeup on February 26, 2016, 01:52:59 AM
Quote from: wallworm on February 25, 2016, 07:33:45 PM
Yes, that is certainly fun. But it shouldn't stop you from your current project :) And hopefully what you learn in this contest prepares you for some of the following contests with more demanding visuals :)

No no, don't worry. It's just my way of saying that this is epic, And this kind of design is totally my taste. I should achieve this after a septillion year of practice xD.
Title: Re: Old School Level Design Contest #1
Post by: wallworm on February 28, 2016, 11:53:16 AM
I extended the poll 2 more days because of the current tie.
Title: Re: Old School Level Design Contest #1
Post by: warmeup on February 28, 2016, 12:17:27 PM
Removed my vote. I can't work on this, I'm not up to the level yet.
Title: Re: Old School Level Design Contest #1
Post by: Joris Ceoen on February 28, 2016, 03:04:03 PM
Quote from: warmeup on February 28, 2016, 12:17:27 PM
Removed my vote. I can't work on this, I'm not up to the level yet.
Nooo, don't leave us  :'( I'm sure you could easily come up with something if you have 2-3 spare days, if not fewer!
Title: Re: Old School Level Design Contest #1
Post by: warmeup on February 29, 2016, 02:00:36 AM
I'm really sorry for the trouble i made, but everytime i work on something, I never finish it. I need to take care of few things on my todo list, cz it's hunting me.
Title: Re: Old School Level Design Contest #1
Post by: the6thmonkey on February 29, 2016, 05:54:00 AM
Things still coming along for me, has the due date been finalised yet?
Title: Re: Old School Level Design Contest #1
Post by: wallworm on February 29, 2016, 09:16:29 AM
Quote from: the6thmonkey on February 29, 2016, 05:54:00 AM
Things still coming along for me, has the due date been finalised yet?

Deadline voting closes tomorrow. As of right now the deadline will be March 18. But we'll see what the final vote is tomorrow (unless there is a tie again).
Title: Re: Old School Level Design Contest #1
Post by: func_Mathias on February 29, 2016, 09:47:41 AM
In case of another tie I'd say we should meet at a middleground, so with the tie yesterday the middleground would have been March 25.
It would have been a week more or less than most want, but maybe that's better than two weeks off? I think so at least.
Title: Re: Old School Level Design Contest #1
Post by: wallworm on March 02, 2016, 11:51:55 AM
Rules officially updated. March 18 is the final deadline after the poll results. So get those levels done! :)
Title: Re: Old School Level Design Contest #1
Post by: the6thmonkey on March 06, 2016, 05:17:06 AM
Made it through a massive stumbling block today so hopefully I should have something to show soon :)
Title: Re: Old School Level Design Contest #1
Post by: wallworm on March 06, 2016, 11:15:12 AM
Awesome, I look forward to it!
Title: Re: Old School Level Design Contest #1
Post by: wallworm on March 13, 2016, 01:11:46 PM
Judge #2 added: Will2K (https://www.mapcore.org/profile/31097-will2k/) whom you've probably seen over the years all over the CS and mapping communities. WOOT! Thanks Will!
Title: Re: Old School Level Design Contest #1
Post by: wallworm on March 14, 2016, 04:24:22 PM
Only four days left!!! I'm excited to see some of the results!
Title: Re: Old School Level Design Contest #1
Post by: Joris Ceoen on March 17, 2016, 11:27:11 AM
So 18th of March is the final date, does that mean I can still submit my entry at 11h59 PM (of the 18th)? If not, then I'm screwed. In any event, I will submit a dev version of what the map should have been in textured version and will aim for a better spot in the next contest.

I'm very curious to see what other people come up with!
Title: Re: Old School Level Design Contest #1
Post by: wallworm on March 17, 2016, 11:28:14 AM
Yes, Joris, you can submit at the final minute :)
Title: Re: Old School Level Design Contest #1
Post by: wallworm on March 17, 2016, 11:29:30 AM
Should have posted this: Mathias made this for the contest: WW Contest  Deadline Clock (http://www.timeanddate.com/countdown/generic?iso=20160318T235959&p0=179&msg=WW+Old+School+Level+Design+Contest+%231+Deadline&font=sanserif)
Title: Re: Old School Level Design Contest #1
Post by: the6thmonkey on March 18, 2016, 05:40:22 AM
I'm in the same boat as Joris, mine is either going to be unfinished or rough around the edges.  I blame those masochists who voted for an early deadline.  Even if I don't finish I will post what I've done for curiositys sake.  I kinda regret making a level with curved slopes and the resulting geometry issues that can result. 
Title: Re: Old School Level Design Contest #1
Post by: Joris Ceoen on March 18, 2016, 01:00:18 PM
Quote from: the6thmonkey on March 18, 2016, 05:40:22 AMI blame those masochists who voted for an early deadline.
Well, when I released my contest entry for the Famous Landmarks contest on GB there was a vote for when to extend the deadline, and because I was fairly confident of my entry I voted for the earliest deadline available. Competitive-wise I see the reason why some would do it. But then they better come up with something good because if not I don't see the point at all xD
Title: Re: Old School Level Design Contest #1
Post by: func_Mathias on March 18, 2016, 01:44:34 PM
3 more weeks seemed like quite a lot of time before life took 2 of them for other stuff and I now probably can't complete my map without cracking vbsp.exe... if even possible..
I only have 2000 brushes, but I got so many angles on them that the compiler runs out of numbers to define planes with since it can only store up to 16 bit numbers. (aka 65536 planes)
I have the ability to complete my map but it seems pointless when it can't be compiled, and believe it or not this map would be a wasteland with only the 1500 brushes I'm allowed.
Feels quite unfair to be so low on brushes but still reach these dumb limits.. (https://dl.dropboxusercontent.com/u/4233663/look_at_all_this_crap.png)

I would not mind a week or two extention to try to crack vbsp.exe as it seems you guys wouln't either, poor Shawn would have to wait longer tho.
Title: Re: Old School Level Design Contest #1
Post by: warmeup on March 18, 2016, 01:52:11 PM
Here's a snapshot of the map i was making before i was forced to use the dark side...

If you know what i mean...

(https://www.wallworm.net/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FaWYBr13.png&hash=e389d94c0ecaf0ceb9f59be65470c1d83c285a47)


Title: Re: Old School Level Design Contest #1
Post by: warmeup on March 18, 2016, 01:57:36 PM
I really feel sorry to bail on this project.
I was intending to create a small scifi-ish themed map related to the black mesa universe.
Title: Re: Old School Level Design Contest #1
Post by: Joris Ceoen on March 18, 2016, 02:20:44 PM
Quote from: warmeup on March 18, 2016, 01:57:36 PM
I really feel sorry to bail on this project.
I was intending to create a small scifi-ish themed map related to the black mesa universe.
TBH that geometry, I can't even see how it can end up being brush. Model, sure, but not brushes xD I think you should read more about the difference between Concave, Convex and planar. Source only accepts planar brush geometry.

I think that the next contest, which I think will allow models, will be easier to elaborate on your projects, but you should really understand the basic principles of brush geometry before you can start designing a level in 3DS Max. Not just max but Hammer as well, for that matter.
Title: Re: Old School Level Design Contest #1
Post by: wallworm on March 18, 2016, 02:26:04 PM
Quote from: Joris Ceoen on March 18, 2016, 02:20:44 PM
TBH that geometry, I can't even see how it can end up being brush.
It may not be immediately apparent because it's in Clay display mode, but it's probably composed of brushes. Because it's in clay mode and because edges aren't displayed, it probably just has the illusion of not being brushes.


Come guys! I can't wait to see what you've got! :)
Title: Re: Old School Level Design Contest #1
Post by: warmeup on March 18, 2016, 02:45:15 PM
Quote from: Joris Ceoen on March 18, 2016, 02:20:44 PM
Quote from: warmeup on March 18, 2016, 01:57:36 PM
I really feel sorry to bail on this project.
I was intending to create a small scifi-ish themed map related to the black mesa universe.
TBH that geometry, I can't even see how it can end up being brush. Model, sure, but not brushes xD I think you should read more about the difference between Concave, Convex and planar. Source only accepts planar brush geometry.

I think that the next contest, which I think will allow models, will be easier to elaborate on your projects, but you should really understand the basic principles of brush geometry before you can start designing a level in 3DS Max. Not just max but Hammer as well, for that matter.

no it's optimal, i broke down that geometry and it got exported into source with no problems.

Edit: by optimal i mean clean.
Title: Re: Old School Level Design Contest #1
Post by: wallworm on March 18, 2016, 04:31:03 PM
For each submission, please post a new thread in Finished Levels (http://www.wallworm.net/index.php/board,17.0.html) or WIP Levels (http://www.wallworm.net/index.php/board,18.0.html) (if you plan on taking the level further with models, etc, after the contest). And post a link to it here.

Please give information about your journey to this point, future plans, what you learned, screen shots (in Max & in-game).

Remember to send me an email with a download link for the Max scene as well as your compiled levels. For Max, it's easiest to click File > Save As... > Archive. That will create a ZIP file of the scene and it's dependent files (like images). For the BSP,  the easiest method is to make a RES file with WW > WW Level Design > Wall Worm Misc Tools > Res File. Check all the options that apply (this should mainly be Materials, sounds, etc)/ If you PAKED these into the BSP, then you may still create this if there are assets that the map cannot PAK and need to be separate--just make sure that the RES file doesn't include the assets that got PAKED. After you have a RES file, click the Zip From Res button in the RES File floater... which will generate a ZIP file of all the assets in the RES.

Now load both the game Zips and the Max archive ZIP to a location I can download and email the download links to me. You should make the game download link public and include it in the thread you post. The Max archive link should remain private unless you want people to have your original files.
Title: Re: Old School Level Design Contest #1
Post by: Joris Ceoen on March 18, 2016, 04:58:51 PM
This is my entry for now, it's so heavily WIP that it's almost not a WIP but more a rough concept design for what it should be going towards to in the next contest: http://www.wallworm.net/index.php/topic,1575.0.html

Information will soon be added  :)
Title: Re: Old School Level Design Contest #1
Post by: wallworm on March 19, 2016, 12:10:00 AM
Well the deadline is here. I'm downloading the entries now. Looks like there are only 4 entries. Certainly not as many as I expected, but better than the first contest. Thanks to everyone who participated.

I'll add links to the four here and discuss more tomorrow.
Title: Re: Old School Level Design Contest #1
Post by: the6thmonkey on March 19, 2016, 12:15:11 AM
Yeah, I'm a little frustrated that there doesn't seem to be any finished entries despite so many people voting for early deadlines.
Well at least I learnt a lot during the contest, which should help me in future
Title: Re: Old School Level Design Contest #1
Post by: func_Mathias on March 19, 2016, 02:05:11 AM
I'm all done writing and sorting out my entry now, that crunsh time was intense, now it's 7 in the morning  :-\
Anyway here it is! (http://www.wallworm.net/index.php/topic,1577.0.html)  :D
Title: Re: Old School Level Design Contest #1
Post by: Rush_Freak on March 19, 2016, 03:09:35 AM
Alright guys, got my (still WIP) entry finished enough I hope. Here's a link to the level thread: dm_lobby (http://www.wallworm.net/index.php/topic,1578)
Let me know what you think. <3
Title: Re: Old School Level Design Contest #1
Post by: wallworm on March 21, 2016, 12:19:09 AM
NEWS FLASH!

So I'm adding one additional day of bonus fun to polish your goods! Hurry before the judges get a grasp! March 21 at midnight Eastern Standard Time is now your bonus deadline!!!
Title: Re: Old School Level Design Contest #1
Post by: func_Mathias on March 21, 2016, 12:43:32 AM
Oo neat, time to do a little polish I couldn't during crunch time :D
Monkey and Joris, you should both see if theres something quick you can do to add just a little bit more to your levels!
Title: Re: Old School Level Design Contest #1
Post by: wallworm on March 22, 2016, 12:23:11 PM
Judging is started. So results will be in soon.
Title: Re: Old School Level Design Contest #1
Post by: wallworm on March 28, 2016, 04:56:54 PM
One judge has submitted results. Still waiting on the other. As soon as that's in, the verdict will be handed out.
Title: Re: Old School Level Design Contest #1
Post by: wallworm on March 30, 2016, 10:23:03 AM
Results will be in today. Stay tuned :)
Title: Re: Old School Level Design Contest #1
Post by: Joris Ceoen on March 30, 2016, 11:23:17 AM
Quote from: wallworm on March 30, 2016, 10:23:03 AM
Results will be in today. Stay tuned :)
Cool!

My predictions are the following:

3) hl2dm_slopedcurve
2) gg_futurelobby
1) fy_delaunay_world

I personally had trouble to see exactly which of the last 2 maps would be first... But I believe that the way delaunay world works is more unique, though the visuals of futurelobby are better. I just feel these 2 have their strong points equal but in different regions of mapmaking.

Title: Re: Old School Level Design Contest #1
Post by: wallworm on March 30, 2016, 08:52:50 PM
And here are the results you've been waiting for. The results are in. Sorry it took so long :) Next contest will be judged faster.

FIRST PLACE: gg_lobby (http://www.wallworm.net/index.php/topic,1578.0.html)
SECOND PLACE: fy_delaunay_world (http://www.wallworm.net/index.php/topic,1588.0.html)
THIRD PLACE: ze_aqualabs (http://www.wallworm.net/index.php/topic,1575.0.html)

The ranking was very close between gg_lobby and fy_delaunay_world. fy_delaunay_world rated highest with creativity, but gg_lobby etched out a small lead with slightly better scores in game play and optimization. Both tied with visual quality.

I'll be sending each of the winners some tips and information from the judging, including the judge review notes and suggestions.

I am proud of the results and happy that you guys came through with some really cool BSP-only projects in Max. Thank you for participating. I really hope you had fun!

And Special Thanks to our sponsors and judges!

I will need to make arrangements for licenses and prizes, so please be patient while I organize that with the sponsors.

And get ready for the next contest, which will let you use all of the arsenal of Wall Worm and 3ds Max.
Title: Re: Old School Level Design Contest #1
Post by: Rush_Freak on March 30, 2016, 09:04:20 PM
Hah, I figured those hint brushes would help at least a little. Was a good learning experience though, I want to enter more contests later on now that I've got a decent amount of the workflow down. (And get to play around with models!)

We definitely need more entrants next time, instead of whittling down to "top 3 out of 4". I'm eager to see what kinds of new things people are gonna make with the tools.
Title: Re: Old School Level Design Contest #1
Post by: func_Mathias on March 30, 2016, 09:07:15 PM
Grats on the win Rush_Freak, figured you'd be higher on gameplay and optimization :)
Looking forward to getting the notes and some more detailed explenation, will try to update accordingly.
And looking forward to the next contest, learned a lot during this one!!

Thanks for hosting this Shawn  :D
Title: Re: Old School Level Design Contest #1
Post by: Joris Ceoen on March 31, 2016, 05:57:01 AM
I actually got the third place xD? Cool, I'll be interested in seeing what RichDirt has in store! I think that's actually the best one of all that I could use for now, I've not been the best in adding dirt and decals to maps so it could help me out tremendously!

As for the license of pro and corvex, would it be possible for me to gift those instead? Perhaps to warmeup who could use a booster for the next contest?
Title: Re: Old School Level Design Contest #1
Post by: warmeup on April 01, 2016, 11:42:34 AM
Quote from: Joris Ceoen on March 31, 2016, 05:57:01 AM
I actually got the third place xD? Cool, I'll be interested in seeing what RichDirt has in store! I think that's actually the best one of all that I could use for now, I've not been the best in adding dirt and decals to maps so it could help me out tremendously!

As for the license of pro and corvex, would it be possible for me to gift those instead? Perhaps to warmeup who could use a booster for the next contest?

I already purchased most wallworm plugins xD
Title: Re: Old School Level Design Contest #1
Post by: warmeup on April 01, 2016, 11:44:22 AM
Gratz everyone, i'll see you in the next contest!