Assignment Frenzy #2: Magnificent Tunnel

Discussion in 'Contests' started by Ravidge, Jul 22, 2011.

  1. Ravidge

    aa Ravidge Grand Vizier

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    [​IMG]

    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.

    [​IMG] 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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    Last edited: Jul 24, 2011
  2. Tyker

    Tyker L5: Dapper Member

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    It's an invisible assignment!

    Edit: Oh now it appeared
     
  3. Jetti

    Jetti L5: Dapper Member

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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?
     
  4. Mick-a-nator

    aa Mick-a-nator

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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)
     
    Last edited: Jul 22, 2011
  5. Jetti

    Jetti L5: Dapper Member

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    Do all classes have to be able to navigate the space?
     
  6. Tyker

    Tyker L5: Dapper Member

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    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?
     
  7. Mick-a-nator

    aa Mick-a-nator

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

    aa Ravidge Grand Vizier

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    That counts as an animated prop.

    Yes they count as animated props no matter where they're placed

    No, but people checking out the map might not enjoy your class specific tricks as much as you do. Keep that in mind

    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.

    Yes it would break the rules.
     
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    Last edited: Jul 22, 2011
  9. Ravidge

    aa Ravidge Grand Vizier

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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.
     
  10. Loc_n_lol

    Loc_n_lol L10: Glamorous Member

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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 ?
     
  11. Ravidge

    aa Ravidge Grand Vizier

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    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.
     
    Last edited: Jul 22, 2011
  12. Omnomnick

    Omnomnick L6: Sharp Member

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    What about lighting props? Like lightbulbs/lamps?
     
  13. Sergis

    aa Sergis L666: ])oo]v[

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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.
     
    Last edited: Jul 22, 2011
  14. RaVaGe

    aa RaVaGe

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

    aa Ravidge Grand Vizier

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    You may have 2.

    1) no you can't
    2) as with #1, the people are the judges, presenting a really laggy mess will not impress people.

    [​IMG]
     
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  16. RaVaGe

    aa RaVaGe

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    I tried :p
     
  17. Ritz

    Ritz L2: Junior Member

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    Custom materials allowed?
     
  18. fubarFX

    aa fubarFX The "raw" in "nodraw"

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    yep

     
  19. Fr0Z3nR

    aa Fr0Z3nR Creator of blackholes & memes. Destroyer of forums

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    [​IMG]
    75 keyframe_ropes later...
     
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  20. The_Ulf

    The_Ulf L6: Sharp Member

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    Brilliant use of ropes, Frozen! D:
     
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