Difference between revisions of "Community Contest 1: Settlement Level"

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m (first draft)
 
(First draft)
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=== Requirements ===
 
=== Requirements ===
 
All entries must:
 
All entries must:
 +
* portray a "friendly" settlement of some kind
 +
* be complete - do not enter a small section of a larger city, unless you also submit the rest of the city.
 
* lvl source as well as exported layout files must be included.
 
* lvl source as well as exported layout files must be included.
 
* contain at least the "outdoor" level. Additional rooms are optional, but if included, areas must be set up with area transitions.
 
* contain at least the "outdoor" level. Additional rooms are optional, but if included, areas must be set up with area transitions.
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=== Guidelines ===
 
=== Guidelines ===
 
String entries will:
 
String entries will:
* ... have around a dozen or so buildings and outhouses
+
* ... have around a dozen or so buildings and outhouses. Consideration will be made for extending the level by adding interior levels.
* ... benefit from having a noticeable visible function such as fishing town, mining town, farm town and be designed around that feature. For example, a farm town might include features like a miller, grocery market and bakery. A defensive outpost might have a wall around it.
+
* ... visually portray the towns primary function such as fishing town, mining town, farm town, etc. For example, a farm town might include features like a miller, grocery market and bakery. A defensive outpost might have a wall around it.
* ... consider logistics: how does one access the town? it may have a main road leading into it and possibly out on the other end. Or it may have a harbor if you put it on a island.
+
* ... consider access to the town. This may inlude roads, paths, harbours, etc.
* ... contain doors and other placeables required for the atmosphere of the setting. This will require a basic Area to be usedThe town doesn’t need to be populated in this contest. But it shall
+
* ... include an area resource to add a handful of important interactive objects, such as doors. The town doesn’t need to be populated in this contest.
* ... look like someone can live there; although non-human settlements are welcome, its inhabitants shouldn’t be “hostiles” so no zombie towns this time around.
+
* ... be complete; it shouldn’t be a section of a larger entity. So don’t overdo your entry: keep it small enough for you to complete it in time. Quality usually wins over quantity
+
 
* ... have considered the sky and surrounding environment in the distance.
 
* ... have considered the sky and surrounding environment in the distance.
 
* ... be usable in a variety of mods. Please don’t go too overboard with weird additions such as crashed alien ships or other features that would make it extremely specific to a module.
 
* ... be usable in a variety of mods. Please don’t go too overboard with weird additions such as crashed alien ships or other features that would make it extremely specific to a module.
 
* ... prioritise level design over custom content. While custom props are allowed, such contributions must be shared with the level and will not gain "bonus points".
 
* ... prioritise level design over custom content. While custom props are allowed, such contributions must be shared with the level and will not gain "bonus points".
 
* You are allowed to add more than one contribution but you may only win one prize. So no single person can take home all three prizes
 

Revision as of 15:43, 26 July 2010

Brief

Design a town/village/hamlet level.

Requirements

All entries must:

  • portray a "friendly" settlement of some kind
  • be complete - do not enter a small section of a larger city, unless you also submit the rest of the city.
  • lvl source as well as exported layout files must be included.
  • contain at least the "outdoor" level. Additional rooms are optional, but if included, areas must be set up with area transitions.

Guidelines

String entries will:

  • ... have around a dozen or so buildings and outhouses. Consideration will be made for extending the level by adding interior levels.
  • ... visually portray the towns primary function such as fishing town, mining town, farm town, etc. For example, a farm town might include features like a miller, grocery market and bakery. A defensive outpost might have a wall around it.
  • ... consider access to the town. This may inlude roads, paths, harbours, etc.
  • ... include an area resource to add a handful of important interactive objects, such as doors. The town doesn’t need to be populated in this contest.
  • ... have considered the sky and surrounding environment in the distance.
  • ... be usable in a variety of mods. Please don’t go too overboard with weird additions such as crashed alien ships or other features that would make it extremely specific to a module.
  • ... prioritise level design over custom content. While custom props are allowed, such contributions must be shared with the level and will not gain "bonus points".