3DBuzz Oldschool UT3 Mapping Contest

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hal

Dictator
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Details have emerged on the latest contest coming from 3DBuzz, and this one is aimed right at the Unreal Tournament 3 mapping community. Though the non-custom content nature of this contest makes this contest accessible to many, the stakes are high!

To enter, you ONLY need the following:

A playable Deathmatch UT3 map using ONLY assets included with UT3.

You'll need to create a thread on 3D Buzz in which you cover the creation process. More details on this as we near the official launch. Please do not create this thread at this time. Wait for the details!

  • 1st and 2nd runners-up will receive the following:
  • A copy of Unreal Tournament 3 signed by the Epic Games development team!
  • A PlayStation 3 game console (or $500 cash)
  • An up to 30-minute screen captured gameplay review of your level by 3D Buzz's own Unreal gaming fanatics, Logan and Terry!
  • The contest winner will receive the following:
  • $1,000 cash prize!
  • A copy of Unreal Tournament 3 signed by the Epic Games development team!
  • A PlayStation 3 game console (or $500 cash)
  • An up to 30-minute screen captured gameplay review of your level by 3D Buzz's own Unreal gaming fanatics, Logan and Terry!
  • An up to 30-minute screen captured review of your level by Epic Games Design Director Cliff Bleszinski!

Check the thread for more information and expect even more to emerge in the following days.
 

Lruce Bee

Transcending to another level
May 3, 2001
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This is a great opportunity for someone to get their head above the crowd - hell, if I had UT3 I'd go all out for this one myself.
Lruce
 

Hourences

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Aug 29, 2000
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I _really_ dont see the connection between "oldskool" and being forced to use super high poly asian goth influenced entirely desaturated tentacle meshes?

They clearly aim for the more beginning LDs, which should pull in a lot of fresh blood, so thats certainly nice tho.
 

Blaaguuu

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May 27, 2002
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I don't understand the "oldschool" thing either... But it's an interesting idea, and I may even work something up if I can find a little time. I haven't built anything in UED in a while, and don't have time to make meshes/textures anyway.
 
U

Unregistered

Guest
A Question

Does the "only retail content" part mean that I only can use shaders (materials) that are in the game in their current form?

This is what I mean:
If I want to combine retail-textures in a new way I have to export and reimport them because the textures were in several different coocked packages?

If the latter is possible, I might reinstall the game and make a completely new map based on the looks of my abandoned Sacrifice map:

http://www.fuegerstef.de/_temp/2.jpg
http://www.fuegerstef.de/_temp/3.jpg
http://www.fuegerstef.de/_temp/6.jpg
http://www.fuegerstef.de/_temp/7.jpg

All textures (except for the girl) were ingame, but some I had to export and reimport to combine them to new materials (The yellowish lava in the first 2 shots for example).
 

Mozi

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Apr 12, 2002
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So if I understand this, using stock meshes and textures is oldskool? I use stock content alot so by that logic my maps are oldskool right? :lol:

Something like HOLP pack is more oldskool than UT 3 in terms of design, were visuals are good but flow and gameplay are the focus.

Anyways I got too many level design projects going on but does sound tempting.

Though I wish some level design contest was done for GoW PC that community is dead, some maps show up here and there but nothing official or organized to promote more GoW level design.
 
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Retodon8

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Jan 21, 2004
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Two 30 minute map reviews?
Oh wait, up to 30 minutes.
I'm sure it'll feel cool getting your map reviewed by those guys, but 30 minutes is a lot, and I seriously doubt they'll even get to half that amount.
I wonder why they put it like that.

So anyway... yay, more incentive for people to make cool maps! :)
 

Zak

New Member
May 29, 2008
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I _really_ dont see the connection between "oldskool" and being forced to use super high poly asian goth influenced entirely desaturated tentacle meshes?

Two 30 minute map reviews?
Oh wait, up to 30 minutes...
I wonder why they put it like that.

Ehh... why do they include UT3 in the prizes?
So you buy a copy of Unreal Tournament 3...
Make a map, enter the contest...
And if you win, you get... a copy of Unreal Tournament 3!

Hey folks!

I saw some interesting questions in here, and thought I'd pop in and try to clear a few of them up.

The "Old School" thing:

Okay, first off, we just needed something kinda' catchy and easy to say. The term spawned from a long and drawn out late night discussion over how there used to be SO MANY map releases for games like Unreal and UT99, but it just didn't seem like as many things were coming out for UT3. After talking to a LOT of people about the idea, it seemed that much of the decline was due to the fact that level design seemed a lot more daunting these days with the TON of work that must go into asset creation. Let's face it: a killer static mesh takes a lot longer to generate when you're making a million-poly base mesh. It's no longer the kind of thing you can just lightly approach.

We wanted to step away from all of that. We wanted to get more of a feeling like the mod community was way back in the day when gamers would open up a game editor and just make a level without having to feel like they had to be universal masters of 3ds Max, Maya, Motionbuilder, ZBrush, Photoshop, Painter, and so on. We wanted to bring it back to the basics of level creation and even out the playing field. Everyone creating a level using the exact same tools means its all about the skill and all about the gameplay, just like it was so long ago.

Just like it was in the Old School. :cool:

Sure, we know some folks don't like the style of the assets supplied with UT3. In a way, though, you've got to admit that that's kind of cool; now you'll have to get even more creative with what you've got at hand in order to make something satisfying! The bottom line is that we want this contest to be inviting enough to pull in some new faces and a lot more activity in the mod community.

And if this works and we get a lot of participation, we (3D Buzz) are going to bust our collective arses to put together as much Unreal training content as we can. If it looks like there's a mod community out there waiting to thrive, then we want to supply them with the education they need to get people involved, to get people excited, and to get more people out there into making their own great gaming experiences, whether they're doing it professionally or as a hobby.

30 minute map reviews:

Heh, the truth is, we decided to put an upward limit more for Logan and Terry than for anyone else. Especially Terry. :) (JK Terry... really. I swear.)

Our reviews are going to consist of a lot of screen captured playthrough and some solid discussion between the two testers about what they did and did not like, as well as some suggestions. This will be valuable coming from hardcore deathmatchers like these two, and should make for some nice feedback. With everything we had planned and input from two different people, it made sense to give us a nice upper limit on content time for our reviews.

Once we had that in place, we realized while we couldn't really speak for how Cliff Bleszinski would want to handle the review process, it would be awkward (and perhaps a little unfair) to give him any less of a limit.

Officially, we're can't say exactly how long the reviews are going to be; there are just too many factors.

Why get a copy of Unreal when you have to own one to compete?

You might not have noticed, but the copies we're offering as prizes are signed by the developers. So it's more for the "Sitting-on-your-shelf-and-looking-cool-in-that-sort-of trophy-like-way" factor than it is for the "Yay-you-got-a-second-copy-of-a-game-you've-already-been-playing-for-six-months-now" factor.

We've got some signed copies of the previous versions of the game here. They still look pretty sweet.


We've got some more details on this coming up within the next 24 hours or so, along with an official landing page that will cover all of the rules. 'Till then, feel free to email me ([email protected]) or PM me on 3D Buzz and I'll help you out any way that I can.

Thanks!

Zak Parrish
COO
3D Buzz, Inc.
 

Armagon917

TOAST
Mar 6, 2008
339
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This is great to get new people into mapping but I feel that it handicaps people who want to bring someting new to the table. I won't be entering anything unfortunately because I believe in 100 percent custom maps for myself. But I'm a texture artist so thats where I'm coming from. This is a good way to get new mappers into the mod community but I think that if those people want to make something custom they need to learn the tools. Where will we be in the future if mappers keep using premade assets and never tackle the learning curve for content creation of this generation? I think that some mudbox/zbrush to Unreal Ed VTMs is the way to go to really help out the community. Some clear cut this is how you make a normal map correctly using a high poly model and so on. While I feel this is more important to help out new mappers/modders this is still a good idea. I just wish the rules were more flexible.
 
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Anuban

Your reward is that you are still alive
Apr 4, 2005
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Thats why there are other contests like the MSUC and DevMods.com just for people like yourself. Are you planning on entering either of these.