***Mapping Contest #7 Intel Room***

TMP

Ancient Pyro Main
aa
Aug 11, 2008
947
560
It's open to everyone. Go ahead, just make something for it.
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
I would assume if custom models/materials are used, they should be included in the zip file when uploading for the contest?
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
I figured if they're being used as prefabs for ctf maps, they might as well be included for the map author to use.
 

Mar

Banned
Feb 12, 2009
607
63
If your making custom stuff, package it in a way so all of the mapping community can use it and benifit from your work.
 

Ezekel

L11: Posh Member
Dec 16, 2008
818
246
or just post it on the downloads area and ifsomeone shows interest in something you putin your entry, just point them to the download of it

void: i like dynamic reflections :)
 
Dec 25, 2007
566
440
And my second entry is done and uploaded, all in one evening. Now since it's 3am, I'd better get to bed; I've got to go to work in the morning!

Intel Room 2 For the tf2maps.net mapping contest 7. This is a newly designed intel room. This is where the overlords of Builders League United gather to formulate their master plan.

 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,874
2,985
And my second entry is done and uploaded, all in one evening. Now since it's 3am, I'd better get to bed; I've got to go to work in the morning!

Intel Room 2 For the tf2maps.net mapping contest 7. This is a newly designed intel room. This is where the overlords of Builders League United gather to formulate their master plan.


Son of a-

That's a good looking room you got there.
 

Fearlezz

L10: Glamorous Member
May 4, 2008
787
476
You steal my ideah! shame! :p
 

Forthex

L2: Junior Member
Aug 2, 2008
80
12
Hopefully, school won't bog me down, and I'll be able to get my entry in by the 18th or 19th. I've been inspired by the movie "Sky Captain and the World of Tomorrow" for my intel room.

I swear on my grandmother's grave, I will follow every blasted rule and cut through all the red tap AND GET MY ENTRY IN! I'm still bitter from last time, Youme! :cursing:
 

YM

LVL100 YM
aa
Dec 5, 2007
7,158
6,079
Cool, you know you shouldn't be bitter, its nothing personal. Just make sure you've got a link to your .bsp in the upload thread at very least and everything should be fine.

I'm definitely being a lot less strict on this one and all in future... having seen how many people can't get stuff right through various previous contests. :laugh:
 

Apom

L6: Sharp Member
Sep 14, 2008
366
65
Wow Velvet, the red entry is pretty cool (although I don't like beams without screwplates on the ends), but that blue one... freaking awesome.
 

Noggin

L5: Dapper Member
Nov 17, 2007
226
48
We have a winner! :)


Be a shame not to develop this into a map, im thinking this would go well with the ctf_deep (WIP).

And my second entry is done and uploaded, all in one evening. Now since it's 3am, I'd better get to bed; I've got to go to work in the morning!

Intel Room 2 For the tf2maps.net mapping contest 7. This is a newly designed intel room. This is where the overlords of Builders League United gather to formulate their master plan.

 
Dec 25, 2007
566
440
I'm glad you all like it. Now I'm going to give away my secret: lighting.

Here's a side-by-side comparison of the final room, with one evenly lit by just 12 evenly spaced light_spots pointing straight down from the ceiling.

This vividly shows the difference that carefully considered lighting can make:

 

Zeewier

L9: Fashionable Member
Sep 20, 2008
619
262
I already seen that it was the lightning :p

But I don't think I would place ligts in this way...

Best room I've seen so far I think :)
 

Icarus

aa
Sep 10, 2008
2,245
1,210
People underestimate the power of lighting...
]
which is also why I love Well so goddamn much
 

drp

aa
Oct 25, 2007
2,273
2,628
lighting... shmiting.... fullbright or go home
 

dullestbulb

L1: Registered
Mar 20, 2008
20
1
I'm glad you all like it. Now I'm going to give away my secret: lighting.

Here's a side-by-side comparison of the final room, with one evenly lit by just 12 evenly spaced light_spots pointing straight down from the ceiling.

This vividly shows the difference that carefully considered lighting can make:


That's why all my maps turn into complete poop. I can never get the lighting right, so would you care to make an epic tutorial in the future?:thumbup: