#19713 posted by gb on 2010/12/03 00:10:00
6 brushes for a box.
2-6 brushes for another box inside it, depending on how many surfaces are shared. That's around 10.
10 brushes left for one or two walkways or ramps, one or two platforms or pillars, and a crate or something. Remember DM7.
Let's do a speedmapping cont... oh, wait.
4 Brushes For A Pyramid...
#19714 posted by generic on 2010/12/03 01:07:14
3 for a dollar!
Yep
#19715 posted by pjw on 2010/12/03 03:59:56
You lack imagination... <--This.
You can do a lot with 20 brushes and the clipper, and some planning and imagination. I was pleased to win that contest Spirit linked, and I'm tempted to enter this one. It's fun to work within limitations.
Also, I noticed something they didn't cover in the rules and restrictions that opens up a lot of possibilities...
A Complex Layout Made Out Of Weapclip Brushes?
#19716 posted by negke on 2010/12/03 17:15:34
I always wondered, also for a low-brush type of contest for Q1, if it's possible to use an info_notnull hack to infintely replicate pieces of architecture turned into func_static/wall. It kind of would be cheating, but technically not breaking the rules...
So...
#19717 posted by JPL on 2010/12/03 20:09:16
...let's count faces... this cannot be tweaked nor cheated :P
Brush Faces?
#19718 posted by RickyT33 on 2010/12/03 20:12:35
Or marksurfaces?
Also a func_wall is made of brushes. So it doesn't matter, its still a brush, right?
I mean if you said you were allowed external .bsp's then whats th point in having a brush limit? You might as well say "no brush limit".
Ricky
#19719 posted by negke on 2010/12/03 20:40:03
Check this out http://negke.quaddicted.com/files/11brushes.zip
I'm inclined to test if this works in Q3 as well.
Heh
#19720 posted by RickyT33 on 2010/12/03 21:21:46
Now that's just plain devious. Im sure you could argue that it uses more than 11 brushes, because it's like 5 of the brushes have been shown ten times, so effectively there are over 50 brushes worth of architecture.
Still, there ARE only 11 brushes in the source, so - who knows?
Im not gonna be the guy who makes that descision :S
Still - it's a neat trick :)
#19721 posted by gb on 2010/12/03 21:53:00
I think the most interesting challenge is to use only 20 brushes, without any reuse via entity hacks, and counting brushes in bmodels towards the limit. Otherwise you'd get free lifts and doors as well.
i.e. a hard limit.
As I understand it, it is a test of how much you can do with a small amount of brushes, not how well you can entity hack. ;-)
Killjoy
#19722 posted by negke on 2010/12/03 21:59:28
#19723 posted by Trinca on 2010/12/03 22:33:41
negke this is not 11 brushes :p
more like 11 walkways -:p
#19724 posted by gb on 2010/12/04 03:25:06
all things hav 2 sides neggers ;-)
M�bius Strip
#19725 posted by Mike Woodham on 2010/12/04 21:58:58
Haha
#19726 posted by rudl on 2010/12/05 01:30:58
;)
have to remember that
#19727 posted by gb on 2010/12/05 04:35:05
all rules have exceptions to them as well :)
Okay
#19728 posted by SleepwalkR on 2010/12/05 07:15:04
If that's true, there must be an exception to that rule itself, and thus your statement is wrong.
EEk!
#19729 posted by RickyT33 on 2010/12/05 07:54:14
ParaDOX!!!
HI
#19730 posted by negke on 2010/12/05 12:21:03
Visit inertia in NYC!!!!
Are There...
#19731 posted by JPL on 2010/12/05 14:56:50
.. Israeli mappers in this place ?
I have to go to Tel Aviv by end of January...
#19732 posted by Trinca on 2010/12/05 15:50:18
:) you should come to Lisbon :) more safe...
and I buy you some beers ;)
Trinca
#19733 posted by JPL on 2010/12/05 16:57:55
The day there will be an event in Portugal for which my company ask would me to go for, then you'll be the first to know ;)
#19734 posted by gb on 2010/12/06 13:14:17
gosh, exchange of nerdisms.
*Tactical shield*
#19735 posted by Spirit on 2010/12/07 22:07:44
Heh
#19736 posted by RickyT33 on 2010/12/15 13:15:46
Is There Such A Thing As
#19737 posted by RickyT33 on 2010/12/16 00:51:36
A hi-res version of Obtex texture set? I'm guessing not, but I thought it was worth asking :S
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