Contest idea thread!

Armadillo of Doom

Group Founder, Lover of Pie
aa
Oct 25, 2007
949
1,228
You guys are insane, lol :p We're not even finished w/ the current one, and already thinking about the next big thing, I love it! I will say that our next competition will definitely be something a bit simpler. I would like to see some more variety, and I don't think our non-mapping members get nearly enough credit. Either a modeling or texture-pack contest is a possibility.
 

HeaH

L8: Fancy Shmancy Member
Oct 2, 2008
553
102
I would suggest a modeling contest with the theme "alpine"
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
I think there's a lot of phobia about making textures that work. Maybe a texture contest would help educate and alleviate those fears?
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
I'm not all that enthusiastic towards modeling or texturing contests. We're a mapping site, after all - people come here because they like custom TF2 maps, and most likely because they like to make them. A mapping contest can appeal to almost everyone, while only a handful are good enough at texturing and/or modeling to compete in those contests.

Let's stick to the theme and general interest of this site.
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
Mapping for Source is all about modeling. It's not like HL1 where all was brush based.
 

HojoTheGreat

L5: Dapper Member
Nov 11, 2008
206
34
I just had an idea that blew my mind. We should sorta scrap a competition for the next one and instead apply more of a community project mentality. From that, we should spend a couple weeks discussing a fresh new theme, totally unique, and once we agree upon one (or possibly two depending on split mentalities), launch a mass project/contest to create a brand new theme. Models, textures, the works. The quality of work is clearly there, and there are so many materials to be made it could really stretch throughout the community.
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
... that's what I have been doing...

I would get angry if tropical theme isn't the compo Theme... so why not everyone chooses the the theme they want to map for?
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
I just had an idea that blew my mind. We should sorta scrap a competition for the next one and instead apply more of a community project mentality. From that, we should spend a couple weeks discussing a fresh new theme, totally unique, and once we agree upon one (or possibly two depending on split mentalities), launch a mass project/contest to create a brand new theme. Models, textures, the works. The quality of work is clearly there, and there are so many materials to be made it could really stretch throughout the community.

I like that. To expand on this though, we get the new theme(s) and then anyone who wants can make a map, of any type within a certain time to be included in a pack or something using only the new theme.
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
Mapping for Source is all about modeling. It's not like HL1 where all was brush based.

Not really. At least not for us "normal people" who already have the models they need. You can go ahead and make as many models as you want if you'd like to make something out of the ordinary, of course, but however you look at it, you don't NEED to make custom models for Source maps. Unless you're Valve.
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
Not really. At least not for us "normal people" who already have the models they need. You can go ahead and make as many models as you want if you'd like to make something out of the ordinary, of course, but however you look at it, you don't NEED to make custom models for Source maps. Unless you're Valve.

On HL1 you didn't need models to make something different from HL1 because all was brush based.

But to make new things on Source you need models, if not you're just using Valve made things and repeating over and over.
 

Pink_Panther

L3: Member
Dec 14, 2008
129
45
But to make new things on Source you need models, if not you're just using Valve made things and repeating over and over.

I would say that models are fogging your vision of mapping creativity. I cant think of one of my 50+ hl1/2 maps that anyone would accuse of being a Valve repeat. Im guessing Mr.MuffinMan would agree to this even though he really dislikes my mapping style.

Models are great and all, but they lead to mapping laziness. Anyone can make a square room and then fill it with interesting models/props. But it takes skill to make a room interesting without a model/prop.

Maybe that should be the contest. Make a map, without props/models except only a selected list required to make a working ctf/pl/arena... type map. In reference to some other threads, this would even out the contest between the aging mappers and the up and commers. It would be a test of creativity instead of how many props you can cram in to make it look great.
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
I would say that models are fogging your vision of mapping creativity. I cant think of one of my 50+ hl1/2 maps that anyone would accuse of being a Valve repeat. Im guessing Mr.MuffinMan would agree to this even though he really dislikes my mapping style.

Models are great and all, but they lead to mapping laziness. Anyone can make a square room and then fill it with interesting models/props. But it takes skill to make a room interesting without a model/prop.

Maybe that should be the contest. Make a map, without props/models except only a selected list required to make a working ctf/pl/arena... type map. In reference to some other threads, this would even out the contest between the aging mappers and the up and commers. It would be a test of creativity instead of how many props you can cram in to make it look great.


Excussssssseeeee me but mapping = making things on 3D and then playing on it. It includes models and brushes. Just to make you know, lots of Unreal Tournament maps are made 100% by models (actually almost all of the maps are made 100% by models (except terrain)), and it's called mapping too.

Also most of the games make the levels in a 3D editor like Maya,3dmax or XSI. It's just Valve likes to make things weird.

Mapping laziness? What does a room need to have? A square and some beams, all the rest are models. Oh btw, modelling is more difficult than mapping, I would not call it lazy.

Modelling = mapping, it's just Source has not a model editor built inside Hammer.
 
Last edited:

Nineaxis

Quack Doctor
aa
May 19, 2008
1,767
2,820
Modelling does not equal mapping in my opinion. Modelling takes skill, effort, and training in an entirely different environment. There are plenty of modelling communities with modelling contests. We are a mapping community, a TF2 mapping community. What exists out of the TF2 Source Engine SDK is irrelevant. We're here to make stuff in Hammer, whether or not UT maps are more heavily model-based.
 

Spike

L10: Glamorous Member
Feb 13, 2008
716
82
Modelling does not equal mapping in my opinion. Modelling takes skill, effort, and training in an entirely different environment. There are plenty of modelling communities with modelling contests. We are a mapping community, a TF2 mapping community. What exists out of the TF2 Source Engine SDK is irrelevant. We're here to make stuff in Hammer, whether or not UT maps are more heavily model-based.

Yes you're right on the modelling is not the same as mapping , it's just I thinkmodelling is part of mapping.

Anyway I think a modelling contest would be useful for those who wants to start modelling, I would make tutorials if this contest comes out, and everybody interested would learn how easy is to make props for Source and add them in their maps.

Also I think a modelling contest would not be a "big contest", more like a mini-contest.
 

Pink_Panther

L3: Member
Dec 14, 2008
129
45
Anyway I think a modelling contest would be useful for those who wants to start modelling, I would make tutorials if this contest comes out, and everybody interested would learn how easy is to make props for Source and add them in their maps.

Also I think a modelling contest would not be a "big contest", more like a mini-contest.

Putting together a tutorial is a great idea im sure many people would use it. I may as I have been 3d modeling for far too many years as well.

the problem with a 'contest' is that those that are new will be too intimidated by the practiced and probably not enter. Those that do model are few from what I can tell. So, I suppose what im getting at is whats your goal? if its to get more people modeling, is a contest of skill and creativity the right methodology? Contests alienate the unskilled and work toward the advantage of those that have been practicing for long periods of time. Human nature is to enter a contest to win, not learn something new.
 

GrimGriz

L10: Glamorous Member
Jan 2, 2009
774
133
I'm remotely interested in modeling, but turned off by the concept I'd have to buy software to do it.
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
Anyway I think a modelling contest would be useful for those who wants to start modelling, I would make tutorials if this contest comes out, and everybody interested would learn how easy is to make props for Source and add them in their maps.
You'd think the same for a texturing contest, but the texturing contests we've had so far have recieved very little intrest and since modeling requires even more unique skills I doubt we'd get many (if any).

I also think you're totally wrong about mapping = modeling. Not to deny that modeling is indeed an artform in its own and a very important part of game design but modeling compliments the work you do in your mapping. The map has to contain the base brushwork with really the models only there to make it look pretty, and since the gameplay is fantasticly more important than the aesthetics having beautiful custom models falls to a very insignificant part of mapping, especially as we have so many great models at our disposal already.

Perhaps a trial-run of a modeling contest would be best, say we pick a theme like 'mining' and allow people to submit either a model, a texture, a small section of a map (or any combination of the three). This would allow us to gauge how many people are interested in modeling or texturing for contests.
 

Fraz

Blu Hatte, Greyscale Backdrop.
aa
Dec 28, 2008
944
1,152
Perhaps a trial-run of a modeling contest would be best, say we pick a theme like 'mining' and allow people to submit either a model, a texture, a small section of a map (or any combination of the three). This would allow us to gauge how many people are interested in modeling or texturing for contests.

I like that idea for a contest, it would be pretty cool.