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Pipes (50-hour mapping challenge)

Pipes was created for the 1 Billion Units 50-hour mapping challenge:
https://www.runthinkshootlive.com/posts/the-1-billion-units-emc/

The idea of the challenge was to have the entire game level contained within 1 billion cubic units or a 1000x1000x1000 unit cube at most, with each unit being roughly an inch in the Source Engine. Assuming most entries would go with a shape close to a cube, I created Pipes with the intention of getting the most out of verticality as possible, sacrificing the width of the level as a result.

However, utilizing a hidden 3D skybox that amplifies the size of objects inside it, I could fake the level looking larger than it actually was, and subsequently appearing larger what could possibly fit within 1 billion units, while obeying the rules of the challenge.

Created in Source Engine using the Hammer Editor. Custom pipes model created in 3DS Max and textured in Substance Painter.

Walkthrough Video

There appears to be a power source in the form of a beam coming from the ceiling.

There appears to be a power source in the form of a beam coming from the ceiling.

The vent opens after the player activates the receiver to harness the power source.

The vent opens after the player activates the receiver to harness the power source.

The 3D skybox projection outside of the map is used on all four sides of the playable space to make it appear that the player is suspended inbetween two infinitely wide walls.

The 3D skybox projection outside of the map is used on all four sides of the playable space to make it appear that the player is suspended inbetween two infinitely wide walls.

The actual playable space of the map is small and fits within the 1 billion units challenge limit.

The actual playable space of the map is small and fits within the 1 billion units challenge limit.

Here the 3D skybox is shown, with added light coming from all sides to obscure the ends. The gap where the playable level slots in is clearly visible.

Here the 3D skybox is shown, with added light coming from all sides to obscure the ends. The gap where the playable level slots in is clearly visible.