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100 Brush Competition, Version 4.0
More than a decade since the conclusion of the previous event, the time has come to resurrect the 100 brush competition, for its fourth iteration.

The rules:
100 or fewer brushes
All function entities are counted, as are the individual brushes use to build them (For example, a door with two panels that opens in opposite directions counts as two brushes).
All sky and liquid brushes count towards the total.
All external maps and brush entities count towards the total.
However, both trigger brushes and clip brushes DO NOT count towards the total.
Maps must exit to ‘start.bsp’.
Quoth required, which can be found here:
http://www.quaketastic.com/files/single_player/mods/quoth2pt2full.zip

Maps are due on Sunday, May 20th. Send completed maps to: (func DOT 100b4 DOT competition AT gmail DOT com).
Use the naming convention ‘100b4_(PSEUDONYM)’ for submitted maps.
Prospective authors may submit as many maps as they wish.

Once all maps have been submitted, a trinity of long-time community members will judge them, and crown a victor. Aside from the glory of winning the competition, this shining human monument to mapping shall be gifted an architecture / level design book of their choice, totaling not more than 50 U.S. dollars.

So get to mapping.
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Fuck Yes! 
 
Woo Hoo!!!!!! 
Prizes and everything!

@Ionous I just wanted to confirm that this is the correct version of Quoth linked above? I recall there being some compatibility issues around the time of Jam 9 due to multiple releases of Quoth 2.x.

@Artistcal. LOL 
Wow 
 
Dumptruck 
I'll double check with Preach, but being straight from this site, I believe it is. 
@dumptruck 
It is indeed the correct, latest version of Quoth. 
@dumptruck 
Oh, don't worry. I'm all over this. I use tons of brushes because I WANT to, not because I NEED to ;) 
 
so health and ammo packs count as brushes? 
Metl 
"aflag" "1" in worldspawn 
 
I hope we get all sorts of abuses like clip brush bridges visualised by lots of misc_model corpses. 
 
While it sounds like a clever idea, I'd almost consider that cheating, to be honest. Similarly, one could make a bunch of func_walled rooms and clone them infinitely with modelindex hacks. But that kind of defeats the purpose of the contest. 
 
yeah i was just going to make clip brush bridges and then line them with light globes to define hte edges for the player... if i was participating. 
 
A map consisting of nothing but 100 clip brushes and a couple func_model corpses would be pretty Lovecraftian (In the Walls of Eryx) 
 
Tempting...but I'm restricted to playing Quake only atm. Which reminds me, I must go back and see if I can beat Periwinkle Paranoia without cheating after all these years. 
Lol 
Not surprising negke, with all your h4x you could probably make The Marcher Fortress with 100 "brushes." 
On The Topic Of Map Hacks... 
What's the 'brush/not brush' stance on brush entities that are technically triggers or act as triggers, but not a trigger_* (e.g. info_notnull or InitTrigger)? I'm not 100% familiar with the extra trigger functionality Quoth adds and have to finish reading that. In a similar vein, what about rotating brush entities made using the map-hack method instead of the frankly terrifying Quoth/Hipnotic method?

Also, is it cheap to hit up Quaddicted and play every existing 100-brush map to get an idea what's possible with the limits and what people have already made? 
 
Everything that's visible counts as a brush. Clips and triggers (regardless of how they're done) do not. Simple as that.
The rotation hack is fine since it creates visible brushes after all.

Why would it be cheap to check out the existing maps? I noclipped through them myself. Most of them are terrible... Of course this is an easy thing to say when not actually having tried to make something worthwhile with 100 brushes yet. 
 
That is, if you use the hack on the actual brush entity. 
 
So brush entities used in say, logic gates count towards the limit as- while not seen by the player in standard gameplay- they're visible, solid entities? Guess it's time to learn about Quoth's snazzy info_logic_* entities, then.

Why would it be cheap to check out the existing maps? I noclipped through them myself. Most of them are terrible...
Hey, I dunno. Most of the reviews aren't looking too hot for sure, but I've got no idea just how many brushes it takes to make a box look pretty and still have enough left over for the rest of the map. 
 
I'd count logic gates, yeah.
I mean, it's a bit of an ideological thing. One could argue that every single brush should count including clip/trigger/skip/hint, because after all they are part of the map and its functionality or requirement of its playability or the like. Afaik they took a more lenient approach with the first three 100bs (heh) by not counting clip/trigger.

I guess bonus points for those who make it 100 max including all extras (minus ammo boxes of course). 
 
I can't recall 100b3 but the first two definitely counted trigger/clip as brushes. I remember discovering trigger_teleport could be used as a point entity for teleporting monsters in (thanks to using a shitty old editor that didn't distinguish between pointents/solidents) and abusing the hell out of it :)

But it makes sense not to count them if the emphasis is on creative design and it's not a "who knows the most map hacks" contest. Particularly with triggers, which only enhance gameplay. Clip shouldn't count if it's only used to stop the player getting stuck/caught but I'm not sure about the whole invisible bridges thing. One for the judges.

but I've got no idea just how many brushes it takes to make a box look pretty and still have enough left over for the rest of the map.

Start by not thinking in terms of boxes! And check out CZG's pair of entries from 100b2 if nothing else :) 
Is Custom Music Permitted? 
 
I Want 666 Brush Competition Next 
 
@danzadan 
I didn't state otherwise in the rules, so sure, I don't see why not. 
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