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Post by a Chunk on May 1, 2019 16:34:59 GMT
This is the Submission Thread for the 1 Hour Mapping Challenge. As stated in the announcement thread, each submission must include at least 1 image of the map. You should also include the name you'd like attached to your level (real name or alias). Though only an image and your name/alias are required, you may go into much more detail if you'd like to. Here are some suggestions for supporting info: - The Settings the map is designed for (generic CoD fps, Halo-style squad/arena hybrid shooter, doom/quake arena shooter, advanced mobility, fortnite, RTS. Number of players, etc.)
- Multiple Pictures, and/or video footage of the map
- An overview of the layout
- A Flow Diagram of your map
- An explanation of your source of inspiration for the map
- Anything else that helps convey your thought process
Here's an example post in the Spoiler: {Spoiler}{Spoiler}{Spoiler}{Spoiler}{Spoiler} Designed by: a Chunk Here's my level, which was constructed in 15 minutes in Halo 5: Forge My Objectives:My goal was to create a 1v1 play space that consisted of a series of walkways winding over themselves. I built it with the thought that the pickups would all be on lower levels. A player already on the lower levels should have an advantage in obtaining them. A player on upper levels would need to try to bait the pickups, or drop down to obtain them. Initial thought was that there would also be a teleporter from somewhere on a lower level that would lead to the top platform (I hadn't worked out the detail of where the sender would be yet). I also wanted a pickup that would be at the end of a long, exposed platform. I designed it with the thought that a player would probably only pick it up immediately after killing their opponent, and that they would still be exposed when that player respawned. My overarching goal for this exercise was simply to get some new ideas flowing, since I haven't worked on any new designs in quite a while. This was 1 of 6 maps that I completed during a 90 minute session. This was by far the most complete of those maps since 15 minutes isn't really enough time to construct a full level. And with that... Let the posting begin!
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Post by xzamplez on May 3, 2019 1:59:23 GMT
Did this in an hour: Fleshed it out afterwards:
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lucasl
New Member
Posts: 1 Likes: 6
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Post by lucasl on May 4, 2019 3:55:52 GMT
My Submission: God Blocks 2.0
When thinking about what I wanted to do for my level, my mind raced back to the idea I had for Mapcore's The Door Challenge 2018. The main idea is that there were several colored blocks, and by grabbing specific colored gems, the player could move smaller scaled versions of these blocks at a table, which would then cause the larger versions of these blocks to be moved as well. The link below will showcase said level in action: So, I wanted, to expand upon that idea, which eventually lead to the idea of climbing a tower, but instead of just having blocks, this level would instead have more complex platforms that included staircases. Side View 1Side View 2Overhead Table View
First, the player would start on the bottom of the tower and find a small room with a table in front of them, which has a smaller-scale version of the main tower. The player can access it, but can't currently move any of the colored blocks. They may also notice that the blocks have muted colors. If the player exits the small room and goes back into the main tower, the player can go up the red staircase and grab the red jewel. If the player returns back to the table, the smaller red staircase will gain fuller, brighter colors, and be moved around, specifically so it can be near the blue staircase. However, if the player moves the red staircase away from the back wall, they will find a hidden alcove with a blue jewel, which they can then use to move the blue staircase. Moving that around will help the player reach the green jewel on the other side of the wall, along with the green staircase. After moving the staircases around at the table, the player can then access the yellow staircase, After some looking around, the player will find a hidden yellow staircase headed downwards, where they will see the yellow jewel. Now the player can move all the colored staircases, allowing them to reach the top of the tower, and by extension, the end of the level. Thinking about it now, I believe I was too overambitious with this. We only had an idea to work on this idea, I know near the end I was rushing to get done. Cutting the amount of staircases down to just three might have worked out and allowed for more time to come up with decent puzzle design. Still, I am glad I took the time to partake in this challenge and I hope to take what I learned moving forward. Thanks again and God speed!
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Post by icyhotspartin on May 5, 2019 0:54:00 GMT
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cameron
New Member
Posts: 6 Likes: 20
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Post by cameron on May 5, 2019 23:27:55 GMT
I thought I'd start a CS:GO map I'd been thinking about making in this hour High Level Design: Fast 2d space blockout WIP cleanup layout and more planning: Any feedback on anything you see, fire away :D (I'm planning on maybe getting the basic blocks for this into hammer tonight so I can see if it's worth spending more time on )
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Post by icyhotspartin on May 6, 2019 20:18:58 GMT
I thought I'd start a CS:GO map I'd been thinking about making in this hour High Level Design: Fast 2d space blockout WIP cleanup layout and more planning: Any feedback on anything you see, fire away :D (I'm planning on maybe getting the basic blocks for this into hammer tonight so I can see if it's worth spending more time on ) Hey, looks really interesting! I'm a little confused about the vertical dimensions intended for the layout - is there any way you could explain or expand on the vertical aspects of the design?
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Post by xzamplez on May 7, 2019 6:52:21 GMT
I thought I'd start a CS:GO map I'd been thinking about making in this hour High Level Design: Fast 2d space blockout WIP cleanup layout and more planning: Any feedback on anything you see, fire away :D (I'm planning on maybe getting the basic blocks for this into hammer tonight so I can see if it's worth spending more time on ) The only thing that sticks out to me is the long path connecting the three main lanes on CT side. Id stagger it, so there isnt that corner-to-corner line of sight.
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cameron
New Member
Posts: 6 Likes: 20
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Post by cameron on May 7, 2019 9:59:10 GMT
icyhotspartin , thanks for the reply! :D I need to put more time into this top down layout, but I shared what I managed to do in an hour on here to take part in the challenge :') As for verticality, I would really like to show this off but didn't have enough time to represent this in the map as I restricted myself to an hour... will add in more detail outside of the challenge time ;) xzamplez , So for the top long line, I was actually considering it to be a walkway over the train tracks kind of like this. I was planning on breaking line of sight by putting food stalls and large plant pot things to break the long line of sight, and i usually prefer to place this stuff in engine rather than in the topdown get the perfect position.
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yoder
New Member
Posts: 2 Likes: 8
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Post by yoder on May 9, 2019 22:28:39 GMT
Howdy! In the Quake community, there's a 1-hour mapping event going on as well, so I thought I'd cross-post over here. These are singleplayer levels with fewer than 30 enemies, all set in the "medieval" theme, playable start to finish. I believe the plan is to bundle them all up as a mini Quake episode, but we'll see how it goes Here's my map "Prison of Hours" My goal with the level was to redesign Quake's E1M3 "The Necropolis" by Tim Willits, which introduces zombies (which can only be killed by gibbing with explosives) and the grenade launcher. This level also has a straightforward structure of a locked door that requires a gold key, which the level frames early on so the player knows their goal. I tried to copy these ideas in the abstract while creating something structurally different... and then there was a lot of throwing brushes together because 1 hour goes by FAST. Once the map pack is out, I'll post a link so anyone interested here can give them a play
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Post by a Chunk on May 10, 2019 17:09:12 GMT
xzamplez - Looking good. Are you going to build it? lucasl - Really interesting idea. 1 Hour is definitely a big challenge for this type of project. You did an awesome job given that time frame. icyhotspartin - This looks like a pretty solid layout. I freaking love the sketches you do for your levels. Thank you very much for providing the header image for this Challenge. cameron - Very cool to see the progression of the layout as you flesh things out in your mind. I'm very eager to see what this level turns into as time goes on. I hope you'll keep us updated. yoder - I've never built anything in Quake. This looks like a fair amount of work to get done in tight time frame. If I'd have known about the parallel running contest, I would have loved to promote it. Please let me know if this turns into a map pack. I'll gladly do what I can to help spread the word on it.
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Post by icyhotspartin on May 10, 2019 20:31:39 GMT
icyhotspartin , thanks for the reply! :D I need to put more time into this top down layout, but I shared what I managed to do in an hour on here to take part in the challenge :') As for verticality, I would really like to show this off but didn't have enough time to represent this in the map as I restricted myself to an hour... will add in more detail outside of the challenge time ;) xzamplez , So for the top long line, I was actually considering it to be a walkway over the train tracks kind of like this. I was planning on breaking line of sight by putting food stalls and large plant pot things to break the long line of sight, and i usually prefer to place this stuff in engine rather than in the topdown get the perfect position. Sure thing! I like to do both plan and elevation sketches for my maps, but as you can see in the header image, I used color cues on the ramped areas to show which part is lowest. I didn’t label it, because I forgot (oops), but you can see a similar method in xzamplez ‘s layouts, with the arrow or “carrot”. Something you could do is take the first version of the layout in your post and add something similar, or yeah, create two versions that overlay with the playable space at that elevation shown.
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yoder
New Member
Posts: 2 Likes: 8
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Post by yoder on May 11, 2019 15:34:34 GMT
Howdy again I made another 1 hour speedmap for the Quake mapping event. I think the whole pack is about finished and will be available in the next few days. I'll link it here when Fairweather releases it. [edit: the map is named "Void Spires of the Forgotten Sun" because some Quake buddies were teasing me about my boring map names...] For this one, I had the additional constraint of making a void map (open sky all around), to help thematically link a few other maps in the episode. I decided I wanted to make some gondolas, drawing inspiration from Halo 2's "Delta Halo" mission (a personal favorite). For my level structure, I decided on a simple loop. The player spawns and sees a door that requires a silver key. The player turns and sees a locked door looking out at the gondolas. The player goes up a platform to the roof, fights some enemies, pushes a button, and comes back down to the start room where the door out to the gondolas is open. Then the player can opt in to one of the two gondola fights (different enemies on each). Along the way, some monsters jump on board the gondola. Then there's a fight at another tower to get the silver key, and the player can return to the start and open the route to the exit, where a few more monsters are waiting. With this one I also streamed the work. The video quality gets a bit choppy by the end, but here ya go:
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Post by a Chunk on May 11, 2019 22:25:04 GMT
Tried my hand at this today. It was the first time I've done any level design in several months, and it felt like it. It took me a few minutes to get comfortable with the controls, and to remember how to find the objects I wanted. Tried to challenge myself with something that's out of my comfort zone. Circular buildings and terrain were the focus. It didn't go very well, lol, but I guess that's to be expected. Here's the image I used as my primary inspiration: As soon as I started with the circular buildings, I realized I had no idea how to do stairs for it, lmao. Just decided that all of the movement between levels of the buildings would take place outside of the buildings. I was aiming for a 1v1 map, and ended up overscaling it. Didn't have anywhere near a fully formed layout in my head, and it showed. I ended up going over the 1 hour time limit just to try to do a little bit of map containment, and didn't even get most of the buildings enclosed. And that's just scratching the surface of what's wrong with the level. BUT, that's part of the point of a 1 hour map. It's not going to end up being a masterpiece, and that's okay. The really great thing for me is that if I had actually been building this seriously, I would've gotten hung up as soon as I realized I didn't know how to do the stairs in the building. I probably would've made VERY little progress. Here, I was forced to find a way around that problem, and keep forging ahead. I have to give a shoutout to purelyfat for the gravity slide idea. I saw him use them in a 1 hour map he streamed last week, but is too lazy to post. Here's a screenshot of the final result: More images in the spoiler {Spoiler}{More Images} And a walkthrough video: Download Link: www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=a%20Chunk#ugc_halo-5-guardians_xbox-one_mapvariant_a%20Chunk_54b2b862-288f-4058-8194-cd53df6a5a2b
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Post by icyhotspartin on May 12, 2019 19:54:45 GMT
Tried my hand at this today. It was the first time I've done any level design in several months, and it felt like it. It took me a few minutes to get comfortable with the controls, and to remember how to find the objects I wanted. Tried to challenge myself with something that's out of my comfort zone. Circular buildings and terrain were the focus. It didn't go very well, lol, but I guess that's to be expected. Here's the image I used as my primary inspiration: As soon as I started with the circular buildings, I realized I had no idea how to do stairs for it, lmao. Just decided that all of the movement between levels of the buildings would take place outside of the buildings. I was aiming for a 1v1 map, and ended up overscaling it. Didn't have anywhere near a fully formed layout in my head, and it showed. I ended up going over the 1 hour time limit just to try to do a little bit of map containment, and didn't even get most of the buildings enclosed. And that's just scratching the surface of what's wrong with the level. BUT, that's part of the point of a 1 hour map. It's not going to end up being a masterpiece, and that's okay. The really great thing for me is that if I had actually been building this seriously, I would've gotten hung up as soon as I realized I didn't know how to do the stairs in the building. I probably would've made VERY little progress. Here, I was forced to find a way around that problem, and keep forging ahead. I have to give a shoutout to purelyfat for the gravity slide idea. I saw him use them in a 1 hour map he streamed last week, but is too lazy to post. Here's a screenshot of the final result: More images in the spoiler {Spoiler}{More Images} And a walkthrough video: Download Link: www.halowaypoint.com/en-us/games/halo-5-guardians/xbox-one/map-variants?lastModifiedFilter=Everything&sortOrder=BookmarkCount&page=1&gamertag=a%20Chunk#ugc_halo-5-guardians_xbox-one_mapvariant_a%20Chunk_54b2b862-288f-4058-8194-cd53df6a5a2bYou may be rusty, but the simplicity of the level stands out to me - knowing how easy it is to create cheeseable power positions, have you considered making the “floating platform” more of a ring path, so that players who get up there are still vulnerable to players from below? Also, plans on arting it? 😎
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Post by apolloghost on May 12, 2019 21:24:38 GMT
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