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Re: UT Level Contest Summer 2010 [Re: zeusk] #305607
01/15/10 20:40
01/15/10 20:40
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
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Rei_Ayanami  Offline
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mdl has nothing(!) to do with wdl !

Re: UT Level Contest Summer 2010 [Re: zeusk] #305608
01/15/10 20:42
01/15/10 20:42
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Posts: 6,861
Kiel (Germany)
Originally Posted By: zeusk
they should create the levels in mdl fromat aswell as wdl


zeusk, what do you mean by this?

EDIT: same as Rei

Last edited by Superku; 01/15/10 20:42.

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Re: UT Level Contest Summer 2010 [Re: slacer] #306527
01/22/10 21:58
01/22/10 21:58
Joined: Jan 2010
Posts: 16
KlongKiller Offline
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KlongKiller  Offline
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Posts: 16
sry im a noob, but how/where do we put our contest entries?

Re: UT Level Contest Summer 2010 [Re: KlongKiller] #306538
01/22/10 22:49
01/22/10 22:49
Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
slacer Offline OP
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slacer  Offline OP
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I think it would be a good idea to start with a wip thread in the projects forum and show some screen shots. This allows you to learn from critics and suggestions.

A good level should not be just a collection of models in a large room with default light. This community can help you to improve your design if you are a beginner. Well, there may be some bad comments from one or two users, but on the other hand you cannot improve without critics.

About the level upload. The timeline ends in about 6 months from now. Once we know how large the compressed levels + assets are, I will decide how the files find their way to the jury.
If there are only small levels, they could be delivered per email. You could provide a download link, etc.

It is not defined, yet.

Re: UT Level Contest Summer 2010 [Re: slacer] #306552
01/23/10 00:49
01/23/10 00:49
Joined: Oct 2007
Posts: 5,211
İstanbul, Turkey
Quad Offline
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Quad  Offline
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İstanbul, Turkey
I can provide hosting space for levels. I can provide a folder and subdomain(which you can create subfolders in it if you want) to jury with limited ftp rights(in my hosting space for them to upload the maps for voting etc. Bandwith is not a problem but hosting space is limited around 45gb(for that folder).

I also may try to put up a upload page with an interface for mappers but it is very unlikely.(if anyone knows a script for uploading/sharing big files, i can look into them.)

Last edited by Quadraxas; 01/23/10 00:51.

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Re: UT Level Contest Summer 2010 [Re: Quad] #306655
01/23/10 21:48
01/23/10 21:48
Joined: May 2008
Posts: 301
Oxy Offline
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Oxy  Offline
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Posts: 301
This contest misses a strict rulebook and examplelevel.
How is the compatability of levels to the gamecode assured?

Slacer, post an examplelevel with defaul movement code and
actions for levelelements. to test the design against.

Re: UT Level Contest Summer 2010 [Re: Oxy] #306664
01/23/10 22:32
01/23/10 22:32
Joined: Jan 2004
Posts: 2,062
Hamburg, Germany
slacer Offline OP
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slacer  Offline OP
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Posts: 2,062
Hamburg, Germany
The main idea was to have two contests. One for artists and another one for developers.

The artists create levels including static meshes, terrains, bsp/block levels, textures and great light settings.
Well, lights are the only thing which cannot be transfered to other levels - but could help to win the contest if two entries are very close to the winning position.

Now it seems I have to provide the code without that second competition because you need the code now.

I am currently developing that code but it is not ment to be a complete game including great bots and path finding.

What I have so far is

  • basic movement (run, strafe, jump, dodge, fall)
  • shoot with bulletmarks (but no damage, because there are no bots)
  • general health pickups (up to 100 HP)
  • lift
  • teleporters



I think you need more than just that, but it can be used as a kind of "run through". It helps me to see if the corridors are wide enough, if the player can run around the corner without stopping.

I am not a level designer and my testlevel would be ugly. It could however help to keep everything at the same size level.

So, what do you need?
- a programmers level as reference for dimensions
- the code listed above
- what are the main features YOU need to test your level?
(eg. killzones, doors, general pickups for weapons, ammo, shields, mega health pack,...)

Just tell it and I add this to my list - and check if I can develop the features soon.

Re: UT Level Contest Summer 2010 [Re: slacer] #306666
01/23/10 22:41
01/23/10 22:41
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
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Posts: 3,207
Germany, Magdeburg
If there would be a coding competition, i am in. I would also like to help you code in lite-c, slacer wink

Re: UT Level Contest Summer 2010 [Re: Superku] #306673
01/24/10 00:08
01/24/10 00:08
Joined: Jun 2009
Posts: 258
behind this enternet window
zeusk Offline
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zeusk  Offline
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Joined: Jun 2009
Posts: 258
behind this enternet window
Originally Posted By: Superku
Originally Posted By: zeusk
they should create the levels in mdl fromat aswell as wdl


zeusk, what do you mean by this?

EDIT: same as Rei
i meant since you cant use wdl files in the free version, it would be cool to let ppl that just own 3dsmax and the free version of mdl to enter.(ppl like me)

Re: UT Level Contest Summer 2010 [Re: zeusk] #306676
01/24/10 00:42
01/24/10 00:42
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
wdl stands for world definition language (~) and has nothing to do with level design. Do you confuse wdl with wmp/wmb, the regular level file of gamestudio?


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
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