Assignment Frenzy #2: Magnificent Tunnel

Ravidge

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May 14, 2008
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assignment2.png


The first assignment was a huge success, some really stunning scenes were made in that short timespan. Well done! Moving on, assignment #2 is already here, the clock has started and you're still clueless as to what the hell is going on! Allow me help you out a bit.

To participate this time, all you need to do is build a tunnel with one door at the entrance and one door and the end, players should spawn outside your passage and then be able to make the trip though your tunnel, from start to finish. The goal is to make your creation the most magnificent among the contenders.
The tunnel can be curved (into a knot for example), made from displacements or have 42 moving platforms performing a extremely coordinated mechanical dance.
But watch out there's a sinister limit on prop usage! How will you make something magnificent like this? That's your challenge.

People also seem confused about what I mean with "tunnel".
Anything that you can enter in one end and exit in the other. It does not have to dug out of a mountain or through the ground!
According to the rules the "tunnel" may be of any shape or size but not have any sky.
So with this you can take a brick building and call it a tunnel, just as an example. If you absolutely need windows and ambient light effects, you can try faking it with selflum textures or texlights.

rules.png
Rules:
  • 54 hours to complete the task. [Link to countdown clock] [List of local times that correspond to 23:00pm UTC]
    UTC: 23:00 pm (Sunday 24th)
    BST/UK: 00:00 am (Monday 25th)
    CEST: 1:00 am (Monday 25th)
    EST: 7:00 pm (Sunday 24th)
    Central: 5:00 pm (Sunday 24th)
    PST: 4:00 pm (Sunday 24th)​
  • Create a traversable tunnel of any size and shape but with a MINIMUM travel distance of roughly 1024 units.
    Players must be able to move from entrance to end.​
    Making it one-way is fine.​
  • Must feature at least 2 doors, one for entrance, one for exit.
    Definition of door in this case: Something that starts closed but can be opened/removed to allow the player to enter/exit the tunnel area. (new)
  • A maximum of 2 non-animated props may be used.
    No animated props allowed (new)
  • Publicly released (if released before this post) is allowed, All self-made custom content is allowed.
    EXCEPTION: No custom models/props allowed.​
  • The area in front (spawn area), and the area beyond (exit area) the tunnel can not be larger than 1024x1024x1024 units each. (new)
  • Tunnels are indoors. No sky on any faces inside the tunnel. (new)
  • No collaborations
  • No 3D sky

Additional Requirements:
  • bsp filename should be af2_<forumname>.bsp (no capital letters, no special symbols) example: af2_ravidge.bsp
  • At least one info_player_teamspawn, placed outside the tunnel, in front of the the entrance door.

How to submit your work:
  1. Compile your map, build your cubemaps, pack custom content and take up to 2 screenshots.
    Screenshots should be of the highest quality you can offer. No HUD, no weapon and no watermarking.​
  2. Send me (Ravidge) a forum PM with links to your bsp and screenshots. If you feel like it, put "AF #2 submission" in the PM title, would make it much easier for me.

A voting thread will be opened once I've gone through the entries.
 
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Jetti

L5: Dapper Member
May 2, 2010
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ITS IMPOSSIBLE! Gasp!
In Terms of animated props, what about a prop_dynamic of say a heavy just performing an idle animation?
 
Feb 18, 2009
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I've found power! Let's do this...

Started reading and thought "Yus! This sounds amazing!" continued and it drasticly changed to "OH SHI-" I tried making a lot of brush-based funny stuff in a time limit before, and it didn't end well.

Mine will undoubtedly suck, but I look forward to seeing other people's creations.

EDIT: Do animated doors at either end count as animated props? (They clearly are, but they don't really add much. just decides if we can put stuff above the doorways or not)
 
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Tyker

L5: Dapper Member
Jun 1, 2009
232
142
I have a couple of questions:
Define a 'door'. Is a brush that opens and closes enough?
Does it need to have an 'outside the tunnel' part on both ends?
Define tunnel, please. Does it need to be no sky on all sides?
 

Ravidge

Grand Vizier
aa
May 14, 2008
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ITS IMPOSSIBLE! Gasp!
In Terms of animated props, what about a prop_dynamic of say a heavy just performing an idle animation?
That counts as an animated prop.

EDIT: Do animated doors at either end count as animated props? (They clearly are, but they don't really add much. just decides if we can put stuff above the doorways or not)
Yes they count as animated props no matter where they're placed

Do all classes have to be able to navigate the space?
No, but people checking out the map might not enjoy your class specific tricks as much as you do. Keep that in mind

I have a couple of questions:
Define a 'door'. Is a brush that opens and closes enough?
Does it need to have an 'outside the tunnel' part on both ends?
Define tunnel, please. Does it need to be no sky on all sides?

1) yes that is enough
2) You have to enter the tunnel from somewhere, and exit into somewhere. These spaces can be as small as 128³ units (or less even)
I'll add a upper limit to the rules shortly
3)Tunnels are indoors. No sky on any faces inside the tunnel.

Another question: Would using 1 model more than twice (ie as more than one prop) break the 2 model quota?
Yes it would break the rules.
 
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Ravidge

Grand Vizier
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May 14, 2008
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Updated the OP with some rule clarifications.
Sorry about this, I just can't imagine all the possible things you guys think up and counter it preemptively.
 
Apr 13, 2009
728
309
Ok just to clarify : basically a max of 2 prop_static, using stock models, and no other kind of prop at all, right ?
 

Ravidge

Grand Vizier
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May 14, 2008
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Ok just to clarify : basically a max of 2 prop_static, using stock models, and no other kind of prop at all, right ?

You can have a maximum of 2 prop entities in your level. The props may not run any animations.
prop type is up to you. (dynamic, static, physics and so on)

---

Here's a random tip:
People also seem confused about what I mean with "tunnel".
Anything that you can enter in one end and exit in the other. It does not have to dug out of a mountain or through the ground!
According to the rules the "tunnel" may be of any shape or size but not have any sky.
So with this you can take a brick building and call it a tunnel, just as an example. If you absolutely need windows and ambient light effects, you can try faking it with selflum textures or texlights.
 
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Sergis

L666: ])oo]v[
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Jul 22, 2009
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can we just have a total volume limit instead of separate tunnel+spawn areas limit? also, is that walkable area limit or scenery limit?

also, does framerate matter?

edit: also i think that small violations of limits should be allowed. simply because it's annoying to come back to the thread and see rule changes that make you question your entry's validity.
 
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Ravidge

Grand Vizier
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May 14, 2008
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What about lighting props? Like lightbulbs/lamps?
You may have 2.

can we just have a total volume limit instead of separate tunnel+spawn areas limit? also, is that walkable area limit or scenery limit?

also, does framerate matter?

edit: also i think that small violations of limits should be allowed. simply because it's annoying to come back to the thread and see rule changes that make you question your entry's validity.
1) no you can't
2) as with #1, the people are the judges, presenting a really laggy mess will not impress people.

The models of lamps should be allowed in unlimited quantities :}
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