#17 posted by negke on 2018/04/28 09:04:34
That is, if you use the hack on the actual brush entity.
#18 posted by Spud on 2018/04/28 09:10:11
So brush entities used in say, logic gates count towards the limit as- while not seen by the player in standard gameplay- they're visible, solid entities? Guess it's time to learn about Quoth's snazzy info_logic_* entities, then.
Why would it be cheap to check out the existing maps? I noclipped through them myself. Most of them are terrible...
Hey, I dunno. Most of the reviews aren't looking too hot for sure, but I've got no idea just how many brushes it takes to make a box look pretty and still have enough left over for the rest of the map.
#19 posted by negke on 2018/04/28 09:20:44
I'd count logic gates, yeah.
I mean, it's a bit of an ideological thing. One could argue that every single brush should count including clip/trigger/skip/hint, because after all they are part of the map and its functionality or requirement of its playability or the like. Afaik they took a more lenient approach with the first three 100bs (heh) by not counting clip/trigger.
I guess bonus points for those who make it 100 max including all extras (minus ammo boxes of course).
#20 posted by rj on 2018/04/28 11:39:15
I can't recall 100b3 but the first two definitely counted trigger/clip as brushes. I remember discovering trigger_teleport could be used as a point entity for teleporting monsters in (thanks to using a shitty old editor that didn't distinguish between pointents/solidents) and abusing the hell out of it :)
But it makes sense not to count them if the emphasis is on creative design and it's not a "who knows the most map hacks" contest. Particularly with triggers, which only enhance gameplay. Clip shouldn't count if it's only used to stop the player getting stuck/caught but I'm not sure about the whole invisible bridges thing. One for the judges.
but I've got no idea just how many brushes it takes to make a box look pretty and still have enough left over for the rest of the map.
Start by not thinking in terms of boxes! And check out CZG's pair of entries from 100b2 if nothing else :)
Is Custom Music Permitted?
#21 posted by Danz on 2018/04/28 15:59:10
I Want 666 Brush Competition Next
#22 posted by PuLSaR on 2018/04/28 16:35:03
@danzadan
#23 posted by ionous on 2018/04/28 23:40:10
I didn't state otherwise in the rules, so sure, I don't see why not.
Start Map Estimates
#24 posted by Ionous@work on 2018/04/30 07:52:47
So I do plan on making a start map for this, so if posssible I’d like to get a rough estimate of how many entrances I’ll need. If you are making a map, or plan on making one, let me know either here, on Discord or on the contest email in the original post. Thanks.
And
#25 posted by Cocerello on 2018/04/30 12:00:44
if i were to make an episode out of 100 brushes maps? Would that be OK with you Ionous? I have a layout that could work very well for it, as we are using Quoth.
I will join, i suppose that no matter what I make i will be able to finish.
Cocerello
#26 posted by Ionous@work on 2018/04/30 12:04:30
I did consider making one of my entries a two-map experience, but discarded he idea. Single entries only, though as many as you want.
Solution
Make them standalone, but add secret exit teleports for an optional episodic experience.
That's A Challenge
#28 posted by Cocerello on 2018/04/30 17:46:05
to do with just 100 brushes, but i will try.
If not i can always release them later and just one or two for this contest.
Brush Count For Triggers
#29 posted by Preach on 2018/04/30 21:08:11
Just to mention, Quoth supports point triggers. So there's no need for a trigger to consume a brush.
On the other hand, because they're quite fiddly to set up, there's a pretty strong case for just using brushes and then not counting them. They aren't a meaningful contribution to the brush count, because the exact same map could be made with the brush swapped for a point trigger.
Brush Triggers
#30 posted by ionous on 2018/05/01 02:12:43
Sure, a prospective mapper could have made every triggered event tied to an item or pickup, but that makes gameplay rather feel like Serious Sam. Not counting brush triggers gives the mapper more gameplay freedom, methinks.
Also, I have not player around with point triggers. I didn't consider that, but with the ease that brush triggers can be deployed....
Count Me In
#31 posted by Spud on 2018/05/01 09:48:59
What the heck, gotta make a real map sometime. At least a hard 100-brush limit means it's impossible to faff around with details forever... right?
Spud
#32 posted by ionous on 2018/05/01 14:57:48
Ha, one would hope so.
im making a map for this ionous
Le Awesome
#34 posted by Ionous at work on 2018/05/02 09:56:33
Excellent. I look forward to seeing what you come up with.
#35 posted by nemo on 2018/05/02 17:59:14
I'm new to quake mapping, I'm willing to join.
What do mean "map must exit to start.bsp"
How to configure that ?
What is Quoth ? Why is it required ?
@nemo
Quoth is a mod for Quake that adds a lot of features and new monsters. You can still make a "vanilla" id map and it should play fine in Quoth.
Some Quoth info here: https://youtu.be/-XCr8FvmF3k
Watch my tutorials. I cover the trigger_changelevel to the start.bsp in one of then entity tutorials.
https://youtu.be/gONePWocbqA
#37 posted by nemo on 2018/05/04 00:55:39
I've almost finished a map with 100 solids, when a question came to my mind : does 1 brush = 1 solid ? Or 1 brush = 1 rendered face ?
Nemo
#38 posted by ionous on 2018/05/04 03:22:08
1 brush = 1 solid. A brush can have many faces.
#39 posted by nemo on 2018/05/04 11:43:53
I couldn't resist posting a wip preview =)
https://www.youtube.com/watch?v=OTJIysJJztc
@nemo
#40 posted by jcr on 2018/05/04 15:28:46
Neat!
Nemo
#41 posted by ionous on 2018/05/05 11:05:21
Really cool conceptually. Look forward to seeing it fully fleshed out.
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