Assignment Frenzy #2: Voting

Who managed to make a magnificent tunnel? Pick all your favorites


  • Total voters
    58

tyler

aa
Sep 11, 2013
5,102
4,621
maybe if you weren't running in no gfx comp mode it would have worked

better luck next time
 

Tyker

L5: Dapper Member
Jun 1, 2009
232
142
Boojum: ;_;

Aly: A few clipping errors, okay execution, sadly a bit short.

Elementboi: Very nice door! No sound. Sadly very short.

Frozen: Nice start, but an abrupt end.

Godslayer: Sound! Very short. There isn't anything to do or to see.

Nick: Simple, clean, direct. Pipe prop is not aligned correctly and there is a missing texture.

Prestige: Very unclear. Unhappy face killed me :(. The water had some errors so I didn't see where I needed to go at first. Larger then the other maps!

Rtiz: Good idea, nicely executed!

Sergis: Simple, goodlooking, nice brushwork!

Wasted: Original! A bit hard on the eyes. Slightly confusing.

Yacan: Exploding doors? Upside down roofs? Not sure what to make of this. [EDIT] A mighty shame about wasted's fullbright infecting your map too! I hope this can somehow be fixed for the next assignments


Lots of creative ideas! Now lets get some rest before the next assignment :)
 
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Tekku

aa
Aug 31, 2008
723
874
Yacan: Fullbright!! Exploding doors? Upside down roofs? Not sure what to make of this.

yacan: it was neat but because you are the only one after meerkat, everyone is going to think your map is fullbright which it isn't. meerkat's has no lighting so the engine enables fullbright, and that persists to yours and nobody will recognize that fact like I did. I liked it though... reminded me of some movie that had an underground city thing... maybe it was Ratatouille? Dunno.

Not really his fault that map is fullbright.
 

Trotim

aa
Jul 14, 2009
1,195
1,045
maybe if you weren't running in no gfx comp mode it would have worked

better luck next time

because graphics have so much to do with gameplay entities

(no zhey don't)

and I don't run it for fun either I'm just forced to use this laptop lately. not my fault tf2/source isn't optimized

It definitely does.

look buddy. I played it, I walked up the steps, nothing moved. I waited, nothing happened, I shot the clock and everything too even. then I went scout, went through everything again, the final step still didn't move and I had to double jump in there.

I guess just walking up the steps doesn't trigger it or something? because I didn't jump up each little step at all, no need
 
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Turbo Lover

Fight me under Glasgow Central Station
aa
Feb 15, 2011
333
344
Boojum, if I ever actually slept, then I'm fairly certain that tunnel would be giving me nightmares, and then I'd be forced give my vote to someone else out of fear.

Good thing that isn't the case, gold stars all around.
 

A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
To trotim's line of discussion:
In the picture I linked in my other thread. You can see where the trigger is both in the 3D (bottom left of viewport) and in the top view (top right). The tiles are 64 square and that picture has a 32 unit grid, so you can see the trigger is significantly covering the last tile's two-path wiggle area considering players are 48 square. It does work unless you stand on the near edge and never go all the way on, however the trigger just enables the branch path that heads toward the door, so if the tile has just left the northern path which has the branch, it will take a couple seconds for it to cycle back and then head off.
Dunno why it wouldn't trigger for you.
 

WastedMeerkat

L3: Member
Aug 15, 2009
144
142
I guess I'll do the green thing too, like Tech did.

Booj:
Awesome entry! I think we all know who's going to win.

Aly: You're very good at detailing! You seem especially prone to the alpine theme, and you do it very well. Your entry was a bit short though. I did enjoy the elevator.

Elementboi: I liked the starting room and the circular door and the tunnel leading to the tunnel of love, and I liked the boat. I thought the boat should have proper collisions, though, and the tunnel itself is kind of plain. The brushwork ballerinas were very nice, though!

Frozen: I liked the way your entry looked, if it was a bit short. The ending room was a surprise, but I thought you should have made the fall longer.

Godslayer: The boat was very well made, and I enjoyed the sounds! The area around the boat is kind of boring though, and it would have been better if there was stuff to see.

Omnomnick: I thought your entry was a little short, and the walls just felt kind of cluttered. I thought it looked good, but just a little off.

Prestige: I didn't pay much attention to the door at first, I was just running around in your starting room and looking at everything. Then I saw the glass at the bottom of the hot tub and I was like "Ooh, I wonder if I could break it!" And so I did. I didn't even realize the door was a fake until I respawned and tried to open it, thinking there was something behind that, too. I went down as soldier first, and found out I should have gone scout. Once I did, I got to the end. Took me a few tries though, but I had fun. You would have gotten my vote if it was a little more thought out.

Ritz: Very atmospheric! I didn't have any problems getting hit by the trains (until the end), and I found the ending room pretty fast. I'm pretty good at dodging trains, probably due to Mirror's Edge or something. I was on the edge of giving you my vote, but I didn't just because there wasn't a whole lot to see. Sorry. Looks like you'll get along without my vote, though.

Sergis: I thought it was short, but I saw your post. Very very intricate. Probably one of the most intricate things I've seen in the Source engine, next to the caverns in the unreleased version of Dear Esther. I can tell you put a lot of work into it. You definitely got my vote. Truly a magnificent hallway (by definition)!

Tyker: I had a ton of fun on your entry. Very creative. You actually inspired me to go play some more surf maps on CSS, heh. I tried going through it as a soldier, but I kept losing too much health by the time I got to the lone platform with a bunch of vertical ones trying to knock you off it. I couldn't make the rocket jump and survive. Oh well. I sent you my first playthrough, but here's a few other demos I took, as well:

http://dl.dropbox.com/u/4072938/Demos/tyker_af2_entry_quadruplejump_1_wastedmeerkat.dem
http://dl.dropbox.com/u/4072938/Demos/tyker_af2_entry_quadruplejump_2_wastedmeerkat.dem

WastedMeerkat: Stupid! Make it longer and weirder next time! Maybe then you'll get more votes!

Yacan1: Pretty well detailed, but a little short. Thought the doors that explode were funny and over the top :p. Sorry about the fullbrightness of my map ruining your lighting; I didn't know it would do that. I would fix it if I were allowed, but I'm not sure I am. I thought there was a little too much empty space in the middle. If it were a little more fleshed out, you would have gotten my vote.
 
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May 2, 2009
320
306
af2_aboojumsnark
You sick man! You made your map so scary that I almost ruined my pants. This is why I DON'T want to play scary games. I will recommend this map to my friends too. At the beginning of the AF#2 I thought doing something similar to this but realized that I didn't have enough skills to do it. Well done and now I hate you.

af2_aly
The map doesn't need any props as the brushwork is so amazing. I thought I was in a AF#1 mine and not in the "tunnel". The sounds are great bonus. Only downside is that the map is short. I wanted to see more!

af2_elementboi
Black & Purple checkboards ate some of the feel of your map. Beginning and the end had great ideas but the middle was kinda bland with just walls and swan. The dancers at the end could be rotatint if you ask me, but they were "broken" as your map had a abandoned amusement park idea.

af2_frozen
The sounds in the beginning were scary. I thought my computer crashed. The inner wall could be displacement to avoid blocky feel but overall your tunnel is great looking and has a nice idea behind it. After deadth you are stuck which was little minus to me.

af2_godslayer57
Was little bit too short and monotonic, althought it had a wierd James Bond atmosphere. Could use some background story and I wanted to see some buildings where someone could be monitoring the boat and it's docking.

af2_omnomnick
Nice texturing and kinda short. Could use some story to tie the tunnel with the start and the end. The second prop (pipes) could have been chosen more carefull as now I felt like they just were placed there without thinking unlike the paint bucket. Overall quality is very good.

af2_prestige
Was frustrating and boring map to me. Had hard time to finish this. The texturing isn't finished and someplaces have dev textures or nodraws. I liked the ending.

af2_ritz
Spectator cameras and two of them! Overall feeling and brushwork is great and I didn't miss any props. The map continued it's existence somewhere where the player couldn't go, I liked this feature. The map feels like a part of bigger map.

af2_sergis
Oh the detailing with the brushes. I thought the map was longer but I actually spend a lot of time just looking the details and my watching the ceiling. I spend more time in this than couple of these entrys.

af2_tyker
Overall fun map and I recorded the demo. Was easy with scout triple jump. http://min.us/mSbsIR Demo for tyker

af2_wastedmeerkat
Different aproach brings new problems. I usually advanced backwards as I didn't know was I hitting the wall or moving if I walked normally. Played it twice. The text in the beginning and the end were nice little touch and I tried to do the same, but failed. What entity does these pop up texts?

af2_yacan1
The tunnel was separated from the beginning and ending areas. I would liked to see the player advancing from blu base to red base and this way you could have done some insides to these buildings. The roof screamed for help. It screamed for sky and you should have try to mimic it with lights.
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
I re-upload and host the maps from my own dropbox. This means any updated versions will not appear in the OP.
Please refrain from updating your submissions, it's really not fair to the people who met the deadline properly. After the voting you can do whatever you like though!
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
aboojumsnark: Some interesting dynamic concepts, not really player friendly and i broke several aspects of the interactivity as engineer by building dispensers and standing on them out of paranoia. Good use of manual fog triggers; something rarely seen outside of 2fort. Also the end broke when i fell off the final platform out of impatience: then when i died the platform moved to the end and stopped. When i noclip'd to the platform and walked in i noticed a room behind a missing (pueple checkered) texture, but i couldn't get in.

aly: The first thing i did in your map was fall off the edge when exploring the intro "box"; you could have done with some player clips. Glad to hear soundscapes but the corridor was so narrow that even as a relatively short class character i was clipping against truss beams and getting stuck. The evelator added a level of dynamism to your entry but although it was a focal point of the map there was relatively little detail geometry at the end.

elementboi: When i got on the boat i unexoectadly clipped through the sides and the boat through me off the back end and i spent most of the map trying to catch up swimming in the water and suddenly i was at the end. The map had limited detail, curved corridor was nice i guess but the rock at the end was random, the glowing figures were poorly constructed and the final room could have had a lot more detail, as could have the display just before it (which also had a missing texture).

frozen: Your spytech/industrial elevator was constructed from seemingly random materials, the walls were made of wood and the framework wasn't typical ibeam textures. Also your doors weren't apparent as they were just blocks of near fully reflective materials. Your outter wall was moderately detailed but your inner wall was sparce as sparce can be. Also i happened to play as engineer and predicted the platform disappearing, i placed a teleporter exit and got stuck in it when the platform was removed subsequently breaking the map.

godslayer57: Very limited detail, the corridor was poorly lit but at least the boat ride was an innovative idea.

omnomnick: A more typical corridor it was actually more detailed than most. However you should have used areaportals as i can see the beginning through the skybox at the end; and your lighting in some places is too bright.

prestige: troll map is troll. Bad geometry, kill trigger surrounding map wasn't funny. You could have at least executed it in a way that was interesting.

ritz: One of the 3 or 4 properly detailed entries i see this as probably the best. The tunnel was reminiscant of the london underground and to pull off the washroom floor tiles in a way that makes them not immediately apparent as said material is good authorship. Being randomly killed was odd though and the end was a little disappointing. The corridor could also have been a lot longer; a little copy-pasta on the tunnel bulkheads would have been perfectly acceptable.

sergis: The map was nice, not much else to say. Texture was repetitive and the light wasn't centralised. Was 50/50 on this. Maybe some soundscapes would have made me vote considering how small the map was and could have easily been copy-pasted.

tyker: Some weird jump map. I actually completed this as engineer. Had a little trouble witht he rolling balls but decided to wrangler-jump to the other side instead. Didn't feel it met the brief as it was just a set of DEV jumps and having teleporters kinda ruined the concept of a linear corridor.

wastedmeerkat: I really didn't like this map. The detail was shoddy, it was like half arsed cell shaded. I got half way through before getting bored of being teleported back and forth in the pitch black part before noclipping to the end. It was more annoying than anything else.

yacan1: Some of the geometry details were nice; but the random exploding wooden doors were odd and the cliff-hole-rooms at either end spoke of a lack of narrative.
 
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A Boojum Snark

Toraipoddodezain Mazahabado
aa
Nov 2, 2007
4,775
7,670
When i noclip'd to the platform and walked in i noticed a room behind a missing (pueple checkered) texture, but i couldn't get in.
I blame noclip. The func_brush that locks you in the room (and conversely, the only thing that would prevent entry) is only enabled by a trigger inside the room, so I figure you went too fast with noclip and hit the trigger before trying to walk through the whiteness. The missing texture is also on the backside of the brush, which will never be seen without noclip.

Also, care to elaborate on "not player friendly"? I'm wondering if it is things I felt were acceptable failure rate or something else.

edit2: wait what? Yacan didn't exceed the prop limit. You should double check before accusing people if you think they broke a rule.
 
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grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
edit2: wait what? Yacan didn't exceed the prop limit. You should double check before accusing people if you think they broke a rule.

Oh, sorry, i got mixed up with tomhoen. Edited post.

and yes, depending on which class one chose to explore your map depended on how successful the maps interactivity worked. Such as laying stickies on moving platforms, double jumping or placing buildings.

When the area around the clock started disintergrating i panicked and laid down a dispenser and jumped onto it so i wouldn't die and got stuck in the middle of nowhere. You left it down to chance that people would get to the clock and stay there rather than jump off in the confusion or not notice until too late that the middle was actually safe and wouldn't also break apart (i thought this was the end of your map but it turns out there was 1 more bit).

I also stopped to look around at the corridor that broke apart, as it broke apart, and got stuck because i had no momentum to reach the end. So i nocliped to the next section (perhaps i just didn't wait long enough to be pushed by something but i didn't really wanna sit around in the void and wait to find out).

I guess it's not really your fault as you really didn't have the time to refine these things but i guess that's the result of taking on an ambitious concept with limited time and no third party testing.
 
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Jan 20, 2010
1,317
902
When the area around the clock started disintergrating i panicked and laid down a dispenser and jumped onto it so i wouldn't die and got stuck in the middle of nowhere.

You can't blame this part on him, I don't think. He built it to be walked through, not have the engineer build something in it.