cp mini-contest is driving me nutz!!

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
hell I'm doing things I never thought I'd be doing...
making a cylinder?... 128 faces sounds good to me :D
lightmap scale? hum... no value above 4, thats for sure
models instead of func_detail?... screw it lol, brushes are fine
map size limit is at 2048x 2048?... alright, lets make walls that are only 1 unit thick

tbh I really feel retarded making my entry. disregarding optimization for better visual feels soooo wrong :O

anyone else experiencing this?
 

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
You know you don't have to screw optimization. It's not a requirement and generally you can make it optimized and look good. For instance your one unit thick walls thing is just ugly generally.
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
the 1 unit walls are the ones that are the ones facing the void.
hell I wouldn't put 1 unit thick walls where people can see them, I'd be so embarassed :s

as for optimization, sure I could make something that is fairly optimized. but I'd rather have a more detailed level for the screenshot
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
This isnt all about a screenshot you know?

Rules:

* 2048x2048 size. No height limit
* No 3D skybox allowed
* You may construct any of the conventional control point types, A/D, 5cp mid/2nd/last, TC, Payload, etc (No A/D ctf points or custom CP twists as those do not fall under "conventional" ie. established by Valve).
* Must submit one screenshot and a .BSP.
* Custom content is allowed, but only made entirely by yourself using your own resources or Valve's content.
* Maximum of two entry.
* You may not rip any other map (Valve, custom, or even your own) this should be original.
* Nothing has to be functional at all, this is purely detailing practice.
* Your submission MUST follow this naming convention: cpoint_<forum name>.bsp (If you're forum name is stupidly long, compromise on your name, not the prefix. eg. cpoint_vfig.bsp for Velvet Fist Iron Glove's entry)
* Everything must be finished and submitted in the upload thread before 20:00 UCT (GMT) on Monday 21st December 2009!
I think that says enough. Optimization is something functional.
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
I think that says enough. Optimization is something functional.

Are you gonna vote for an entry that you have 1 FPS on? I'm sure we're meant to run around and look at the maps, so... yeah optimization might be something that's needed, even if it's only func_details and nodrawing unseen faces.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,669
There is no need to optimize the map. That said. It doesn't mean you should just be forgetting everything you've learned about mapping and going completely the other way to make an anti-optimized map that is worse than an fpsb noob's first venture into Hammer.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
lightmap scale? hum... no value above 4, thats for sure

You clearly have no grasp on the way in which light works. By sticking ridgedly to only low lightmap values you will make anything you produce far FAR worse. And you'll lose votes because of it.

Just because you CAN doesn't mean you SHOULD.
 

Tapp

L10: Glamorous Member
Jan 26, 2009
776
215
Optimisation should be kept at an average level. I assure you that no voter is going to look at your level if it's 10gb and requires a cry computer.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Also, your 2048x2048 is the bounding area. I'm pretty sure you can get away with a wall on the boundary with the skybox brush continued above it, because you havn't exceeded those boundary limitations. But then that limits you on the detail you can add within the wall; like server models.

There's not much point in grabbing an extra 32/16 units in all directions if it limits the amount you can do to the wall detail-wise.
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
seriously, what is the percentage of voters who really will be looking at the map in-game?
I know I wont, 1 screenshot is far enought to show all that has to be seen in a 2048x2048 area imho. fact is: anyone who failed to deliver on their screenshot is likely to fail on the map aswell (for details that is)

@youme: sharp shadows is what I'm aiming for. don't think I don't know what I'm doing with lightmaps ;) as matter of fact, I've studied a lot on physics involved in light at school. and I can tell you this: light in the source engine is a breeze compared to real light.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
School level study of light? And in physics? I doubt that helps clue you up on how light works. Now a study of light in say an art course.. that would help a lot.

If you're dealing with sunlight, the chances are you don't want sale 4, more like >10 due to the normal blurriness of sun-shadows.

But if you think using only scale 4 and lower will make your entry look stunning go for it. Just dont be supprised when it doesnt.
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Having "A levels" in both Physics and Art i can say that Youme speaks the truth (as i think he has, as well). Observing light from an artists point of view goes a lot further in being able to apply it artisticly, than physics will.

You wont want harsh shadows in your map. Atleast not everywhere and certainly not from your light_environment. Although to a certain extent that depends on your lighting theme. If it's set at dusk with a clear sky (for which you'll need to make a custom skybox), you might get away with it. But then you couldn't have walls because it would obstruct light from hitting your map.

youme: i wonder how many people think that because this is a detail contest that they can get away with a lightmap scale of 1 everywhere, and fail horribly because it doesn't look good
 

fubarFX

The "raw" in "nodraw"
aa
Jun 1, 2009
1,720
1,978
im only using 4 everywhere because I don't have to bother with it atm. I will be making adjustments wherever something looks wrong. but yeah, it's about 2 oclock in the map, not a single cloud. so yeah, sharp shadows.

as for my studies. well, it was a physic class in a artistic context. not sure how you'd call that in english but it had something to do with page layout design oriented toward printed medias. understanding the physics involved with light is required to be able to tell how light would behave on any given surface. it all was very interresting to say the least.
 

FaTony

Banned
Mar 25, 2008
901
160
hell I'm doing things I never thought I'd be doing...
making a cylinder?... 128 faces sounds good to me :D
lightmap scale? hum... no value above 4, thats for sure
models instead of func_detail?... screw it lol, brushes are fine
map size limit is at 2048x 2048?... alright, lets make walls that are only 1 unit thick

tbh I really feel retarded making my entry. disregarding optimization for better visual feels soooo wrong :O

anyone else experiencing this?

30,000 poly van for 5 seconds video? Sure!