UPDATE:
Time to vote for your favourite map! Poll will be up for 2 weeks. Good luck to all contestants.
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It's Spring! I suppose now is as good a time as any to clean up your mapping winter cobwebs and flex those creative muscles with a mapping contest. Let's start small, 20b is a common contest that you are all familiar with and fast to do. This year's 20b contest features some tightened rules to create a bit more of a challenge. Patches are down to 4 (from 10), and custom textures must be created from scratch. Sprites, decals and overlays were restricted last time, so due to popular request you can now use them, but they do count towards your brush count. To compensate for the added challenges, this contest will span over two weeks.
This thread is ONLY FOR COMPLETED SUBMISSIONS. If you are interested in joining, please make a post in this thread along with any other work-in-progress screenshots, questions or discussions.
The 20b Challenge:
Build a small multiplayer map with a maximum of 20 convex brushes.
Timeframe:
Two weeks. Saturday, April 14th, 2012 at 12:00 AM EST - to - Sunday, April 29, 2012 at 11:59 PM EST.
Rules:
Construction:
- Levels must be built with GtkRadiant (any version including ZeroRadiant, NetRadiant, etc.). No modelling programs, no brush generating scripts, etc.
- A maximum of 20 visible brushes may be used as level geometry.
- A maximum of 4 visible patches are allowed in place of a brush (i.e. you can use 16 brushes and 4 patches = 20 total).
- Models are not allowed.
- You are allowed 6 basic rectangular skybox brushes free and does not add to the 20 brush limit. No special sky portal entities.
- Special invisible tool brushes (origin, trigger, hints, nodraw, clips, caulk, etc.) are free and does not add to the 20 brush limit.
- Each sprite, decal or overlay counts as one brush.
- Brush entities (func_door, func_plat, func_bobbing, etc.) composed of brushes are allowed. Each brush composing the brush entity will still count to your total (excluding origin, caulk, etc. brushes if you need one).
- Custom textures are allowed, however you must make them yourself exclusively for this map. If you have custom textures that you made in the past, these are also not allowed. You must choose to either use stock Q3 textures or make new ones yourself from scratch.
- Custom shaders are allowed.
- Unlimited lights and sounds.
- Custom sounds are allowed, but keep file sizes down to something reasonable.
- Unlimited gameplay entities. (Flags, weapons, ammo, spawns, etc.)
- Levels must be fully playable in Quake 3 Arena, no mods or other "non-vanilla" add-ons. Standard FFA, Tourney, CTF game modes accepted.
- Levels are expected to be as complete as possible. Missing textures or other assets, poor functionality, console errors, etc. can expect expect poor ratings.
- Do not forget to include the .arena files, levelshot, and other files required to make your map work. Also, don't forget a readme file.
- Bots are expected to work in your level. They must demonstrate some form of ability to navigate the important areas of the map, grab items, etc. Lemming or lobotomized bots may score poorly.
- You must include your original .map file and any other custom content required to compile your map in the submitted .pk3. BSPs compiled by the officials must be identical to the submitted entry.
- You can name your map whatever you want, but I suggest a short name format of something like, "nameq3w20b#"... so my map would be named, "obsq3w20b1".
- One map entry per person.
- Submissions must be posted before the contest end time.
- Make a new post in this thread, including:
- Your map name.
- Brief description of your map and design philosophy.
- One screenshot of your map, max size 1024x768, use lvlshot tag.
- Download link to your map.
Judging:
Maps will be verified by the contest official (cityy and I) as passing all the above criteria. Depending on the number of entries, this year's contest will probably be by community vote. There may be different categories (best visual, most original, best use of brushes, etc.) but again depends on the number of entries. Your map will be judged based on creativity, gameplay and technical achievement. This will be finalized when we receive all entries and I'll post updated judging guidelines.
No cheating, no early starts, no exploiting loopholes in the rules (ask if questioning something). This is a "fun" contest, so being a poor sport and cheating is a pretty douchebag move. Failure to comply with the above rules may result in disqualification (and cityy will tell his mom on you).
Prizes:
Bragging rights (and free porn).
For reference, here are the maps and results from the 2010 contest and a similar contest hosted by MapCore.
Good luck!