\\\Theme Design Contest/// (for Unreal Tournament)
The point in Theme Design Contest (TDC) is to create a nice (preferably new) theme for a given BSP base, and although its a DM layout (this time), contestants can create a theme (& map) for ANY OFFICIAL UT GAMETYPE. In the end, a mappack will be assembled.
The "contest" starts as of the time of this post (February) and ends at the 17th of March (entries should be in my possession by mid-night GMT). Since layout is given, you have to concentrate mainly in adapting your theme(s) to the given map. More than 1 entry is allowed per person - the only concern here is to pull out themes nicely and solid, not some rushed crap.
Layout should NOT be butchered, but can be adapted *minimaly*, and/or proportion changed *slightly* to fit the theme.
>Essencial rules:
-develop one or more themes for the given layout (see above for alterations);
-maps MUST be correctly working, INCLUDING COMPLETE BOTPATH;
-maps can use ANY textures, sounds, scripts, etc. Author should try and get things into Mylevel package always as possible;
-maps should be sent to me and/or posted as BETAS in Unreal Playground for me to download (although "beta" tagged, they should, at this time, be complete works for the mappack);
-maps should obbey to the DM-TDC-<map name> tag (change gametype prefix as needed);
-map LEVEL INFO should containt all relevant data & preview screenshot;
-in the author field, in level info, you should place: Theme by <nickname>
>Gametype rules:
-DM is the point here;
-However, you can map for ANY gametype of UT. Make it a DOM or CTF map if you like;
-Concerning CTF, layout duplication IS ALLOWED (should you opt that way), but the way you connect the two bases is up to you. Minimal aditions to BSP for this are allowed, like extra little room, or corridors, or portal areas. It is NOT ALLOWED to overly develop (in size and complexity) the "middle" area of the CTF map, in that case. Keep it simple and playable, but with attention to detail.
-About DOM, if you feel there's not enough space for DOM points, you can create that space within given limits: make one of the access corridors with a small (and i mean small) section (little room encompassing it all) to it to accomodate a DOM point; or add a suspended wood platform in a bigger room.
***GET DOWNLOAD @ UnrealPlayground's TDC post***
>Map Submission:
-Like said, maps should be in my PC by mid-night GMT of 17th of March;
-Submission options include e-mailing me the zip with map (and extra files were appliable; and a small text file optionally) - this is the prefered method . To do so, e-mail: aguiaperdida<AT>mail<POINT>pt (< care to replace AT by @ and POINT by . Don't screw it) with the header: 'TDC Map Submission - <whatever info/author name you what/whatever>' ;
-You can upload maps at UnrealPlayground in the BETA section for me to collect them - same rules of above point apply. Following this method, you should CLEARLY identify the map as a finnished product for me to download and e-mail me or PM me with the heads-up.
+ADDED INFO+:
The BSP provided is a layout sample, mappers should start from zero their own map, but respecting the sample layout, as said...
-One cool example would be to use the layout scheme given, but make it a floating space map! - your creativity is the star here.
-As stated above in this post, you can alter *slightly* some parts of the layout (but not extremely) to fit your needs: feel there's too many corridors for access? Then make a new access for that part with an elevator pit, or a way for a kicker, as long as the original layout connectivity is respected . Want to make an angled roof? You can. Want to make that wall not so vertical by making it somewhat curvy? You can. Want to make all sorts of openings for ambient light? You're on. Want to carve a balcony at that lonely empty wall for a tasty power-up? Do it.
-Polygon limit per view isn't exactly limited, but keep in mind the suggested optimal max value of 250-300 polys per view. Remember that the idea is the theme, but since the layout is somewhat occluding per si, there should be little problems for your creativity. Also consider players with an older PC -PLEASE- .
-Proportions aren't strict. Unlike the sample layout, you DO NOT need to make it a multiple of considered 16uu units (in the sample, there's much done in 256uu size). If you feel a corridor, room or else, can be smaller, shorter, taller, etc, you can do it, as long as you don't make it conflict with one another (example: make a corridor so tall it cuts to another part of the map above, and creates oddity. If the above space of that corridor is empty however, you could make it as tall as 2048uu for all i care).
-If you want, you can add BSP to empty areas - example: add some pilars (or a bunch of crates )to the main area. This doesn't affect layout (presumably) and is allowed. Feel that a certain straight path needs some occluding BSP? Allowed to add. Seems obvious, but i'd thought in pointing it out just in case.
-README is not obligatory - the final mappack will be sporting a readme file by me with all info on contributions and respective authors, and TDC details and info. HOWEVER, if you want to, you can add a text file to your submission(s) with author commentary about the map (in whatever sense you deem right), about TDC, or anything relevant to the matter. I'll gladly add those (i'm always eager to some insight of mapper's mind) to the final readme file.
CROSS ANNOUNCEMENT of this thread @ Unreal Playground...
The point in Theme Design Contest (TDC) is to create a nice (preferably new) theme for a given BSP base, and although its a DM layout (this time), contestants can create a theme (& map) for ANY OFFICIAL UT GAMETYPE. In the end, a mappack will be assembled.
The "contest" starts as of the time of this post (February) and ends at the 17th of March (entries should be in my possession by mid-night GMT). Since layout is given, you have to concentrate mainly in adapting your theme(s) to the given map. More than 1 entry is allowed per person - the only concern here is to pull out themes nicely and solid, not some rushed crap.
Layout should NOT be butchered, but can be adapted *minimaly*, and/or proportion changed *slightly* to fit the theme.
>Essencial rules:
-develop one or more themes for the given layout (see above for alterations);
-maps MUST be correctly working, INCLUDING COMPLETE BOTPATH;
-maps can use ANY textures, sounds, scripts, etc. Author should try and get things into Mylevel package always as possible;
-maps should be sent to me and/or posted as BETAS in Unreal Playground for me to download (although "beta" tagged, they should, at this time, be complete works for the mappack);
-maps should obbey to the DM-TDC-<map name> tag (change gametype prefix as needed);
-map LEVEL INFO should containt all relevant data & preview screenshot;
-in the author field, in level info, you should place: Theme by <nickname>
>Gametype rules:
-DM is the point here;
-However, you can map for ANY gametype of UT. Make it a DOM or CTF map if you like;
-Concerning CTF, layout duplication IS ALLOWED (should you opt that way), but the way you connect the two bases is up to you. Minimal aditions to BSP for this are allowed, like extra little room, or corridors, or portal areas. It is NOT ALLOWED to overly develop (in size and complexity) the "middle" area of the CTF map, in that case. Keep it simple and playable, but with attention to detail.
-About DOM, if you feel there's not enough space for DOM points, you can create that space within given limits: make one of the access corridors with a small (and i mean small) section (little room encompassing it all) to it to accomodate a DOM point; or add a suspended wood platform in a bigger room.
***GET DOWNLOAD @ UnrealPlayground's TDC post***
>Map Submission:
-Like said, maps should be in my PC by mid-night GMT of 17th of March;
-Submission options include e-mailing me the zip with map (and extra files were appliable; and a small text file optionally) - this is the prefered method . To do so, e-mail: aguiaperdida<AT>mail<POINT>pt (< care to replace AT by @ and POINT by . Don't screw it) with the header: 'TDC Map Submission - <whatever info/author name you what/whatever>' ;
-You can upload maps at UnrealPlayground in the BETA section for me to collect them - same rules of above point apply. Following this method, you should CLEARLY identify the map as a finnished product for me to download and e-mail me or PM me with the heads-up.
+ADDED INFO+:
The BSP provided is a layout sample, mappers should start from zero their own map, but respecting the sample layout, as said...
-One cool example would be to use the layout scheme given, but make it a floating space map! - your creativity is the star here.
-As stated above in this post, you can alter *slightly* some parts of the layout (but not extremely) to fit your needs: feel there's too many corridors for access? Then make a new access for that part with an elevator pit, or a way for a kicker, as long as the original layout connectivity is respected . Want to make an angled roof? You can. Want to make that wall not so vertical by making it somewhat curvy? You can. Want to make all sorts of openings for ambient light? You're on. Want to carve a balcony at that lonely empty wall for a tasty power-up? Do it.
-Polygon limit per view isn't exactly limited, but keep in mind the suggested optimal max value of 250-300 polys per view. Remember that the idea is the theme, but since the layout is somewhat occluding per si, there should be little problems for your creativity. Also consider players with an older PC -PLEASE- .
-Proportions aren't strict. Unlike the sample layout, you DO NOT need to make it a multiple of considered 16uu units (in the sample, there's much done in 256uu size). If you feel a corridor, room or else, can be smaller, shorter, taller, etc, you can do it, as long as you don't make it conflict with one another (example: make a corridor so tall it cuts to another part of the map above, and creates oddity. If the above space of that corridor is empty however, you could make it as tall as 2048uu for all i care).
-If you want, you can add BSP to empty areas - example: add some pilars (or a bunch of crates )to the main area. This doesn't affect layout (presumably) and is allowed. Feel that a certain straight path needs some occluding BSP? Allowed to add. Seems obvious, but i'd thought in pointing it out just in case.
-README is not obligatory - the final mappack will be sporting a readme file by me with all info on contributions and respective authors, and TDC details and info. HOWEVER, if you want to, you can add a text file to your submission(s) with author commentary about the map (in whatever sense you deem right), about TDC, or anything relevant to the matter. I'll gladly add those (i'm always eager to some insight of mapper's mind) to the final readme file.
CROSS ANNOUNCEMENT of this thread @ Unreal Playground...
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