Difference between revisions of "Community Contest 1: Settlement Level"
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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. | ||
Line 10: | Line 12: | ||
=== 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. |
− | * ... | + | * ... 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 | + | * ... 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. | * ... 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". | ||
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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".