Author Topic: Mapping Competition Jan-Mar 08  (Read 8755 times)

Survivor

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Mapping Competition Jan-Mar 08
« on: December 31, 2007, 11:54:37 am »
Summary:
The theme for the second competition will be ‘Alien Research Compound’.
This will be an open competition with no strict limits except for the .map size limit of 10 MB.
Closing Date: 31 March. Note that this means when the last timezone turns 1st of april.

Submission Form:
Anyone can enter his submission any time before the closing date.
Submit either by pm a download link to either your .pk3 with the .map included or to both your .pk3 and .map separate. If you cannot do this you can pm me to obtain my mail address and send me the files and I will take care of distributing it to the other judges.
Must be in working .pk3 form.
.map must be included.
If judging you are exempted from judging your own submission.
Once your map has been submitted it can be released to the public. Any changes afterwards however won’t be accepted. People who have provided valuable input should be mentioned in the readme.

Theme:
During the war against the aliens a small number of expeditionary teams were successful in containing alien species. They have been sent to several research compounds far from the front. This could prove to be a costly mistake since in some of the compounds aliens have escaped and annihilated the research teams. If left unchecked the human race will have to face the aliens on even more fronts.


The theme this time is pretty exact. The following points must be addressed.
•   Alien containment area where the aliens were being kept prior to their escape.
•   This is a research facility, although normal accommodations are necessary for the staff it should have a Spartan interior when it comes to comfort and facilities but adding makeshift human touches is entirely logical.

Hints:
•   Research facility! Go mad with experimental chambers, research equipment, investigative offices, behaviour mazes for the aliens, zaps and smoke, etc.
•   They escaped and killed a research team. Blood spatters in locations where unarmed/lightly armed humans would defend themselves from escaped aliens are appropriate.
•   The way the aliens escape(d) is up to you. Do try to make it noticeable how it was possible for the aliens to escape.

Judging process
Judges:

1.   Survivor
2.   Ingar
3.   Dasprid


Points being judged:
All will be judged on a scale from 1 to 10 with their factoring in the overall score between braces.

•   {0.15} Skill in building, judged from .map.
•   {0.25}Bugs, inconsistencies, judged from playing and inspecting the map.
•   {0.3}Gameplay, judged from playing.
•   {0.3}Creativity, judged from looks.


Balance for 8vs8, 100 BP.
Judges will address all these points on all submitted maps in an open post in the mapping forum. When all judges have posted their opinions they will gather and decide on the final scoring for the map. This means that maps could be judged shortly after they were submitted.
Final comparison between submissions will however happen shortly after the final submission date. Judges’ Choice is a special award aimed at rewarding that which has been done outside of the already mentioned judging points but inside the theme.

Final awards:

•   Best looks
•   Best gameplay
•   Judges’ Choice

You obtain the old ‘best overall’ title if you win both the looks and gameplay awards.

Setup:
Size limit .map: 10MB (10240 kB)
Textures: No limitations
Shaders: No limitations
Effects: No limitations
Models: No limitations
All assets must conform to the licences the original maps adhere to.

Endnotes
You are encouraged to use the trigger/target and func entities but remember that their use should be bugproof and work inside the gameplay. Also remember that sounds and effects can add a lot to the look and feel of the map.
Good examples of this are the meep’s teleporter, pulse’s door locks and meteors and thermal’s quake.
Bad examples are elevators that crush the players on them when anything lands on them.

You are allowed to have test sessions with players. The players who provided valuable input should be mentioned in the readme. At any point you can ask for advice from mappers in the mapping forum.

For questions regarding the contest either post in this thread or pm me if you fear someone might steal your thunder. Any additional rules only become official when edited into the first post.
« Last Edit: March 06, 2008, 05:43:36 pm by Survivor »
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ShadowNinjaDudeMan

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Re: Mapping Competition Jan-Mar 08
« Reply #1 on: December 31, 2007, 06:06:29 pm »
Isnt the deadline a bit...soon?

Is this an excercise in speedmapping?

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Survivor

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Re: Mapping Competition Jan-Mar 08
« Reply #2 on: December 31, 2007, 06:30:01 pm »
3 months? That's the same as the last comp. Any longer and it drags on, any shorter and its not worth it.
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Knowitall66

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Re: Mapping Competition Jan-Mar 08
« Reply #3 on: January 01, 2008, 03:35:27 am »
Speed mapping? SNDM, speed mapping is more like hours. 3 months is enough for a map to be completed I think.
« Last Edit: January 01, 2008, 03:37:02 am by Knowitall66 »

your face

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Re: Mapping Competition Jan-Mar 08
« Reply #4 on: January 01, 2008, 04:38:16 am »
a good map takes 3 years...
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gareth

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Re: Mapping Competition Jan-Mar 08
« Reply #5 on: January 01, 2008, 09:18:57 am »
Once your map has been submitted it can be released to the public. Any changes afterwards however won’t be accepted. As noted testers are exempt from belonging to the public but should all be mentioned in the readme.

i dont plan on entering this time, but this rule sucked last time, and it makes little sense if you allow just logging the players joining a public server as you did. in fact what is the purpose of the rule? its way easier to test if it is released publicly as opposed to "privately".

http://dretchstorm.com/node/114?map=citadel_beta2 - 46 hrs on dretchstorm and more on funzone vs only a few "private" (logged public) games.

Your Face provides further proof of the suckiness of this rule, afaict.

I do think its a good idea to hold another contest tho  8)

Survivor

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Re: Mapping Competition Jan-Mar 08
« Reply #6 on: January 01, 2008, 11:26:23 am »
Give credit where credit is due i guess. Maybe i'll change it to players who have provided valuable input.
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your face

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Re: Mapping Competition Jan-Mar 08
« Reply #7 on: January 01, 2008, 06:51:59 pm »
Your Face provides further proof of the suckiness of this rule, afaict.

AYE!
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==Troy==

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Re: Mapping Competition Jan-Mar 08
« Reply #8 on: January 02, 2008, 11:03:23 am »
I think I might even enter this time, having an idea already, and might even work out.

The only concern I have is if it will be accepted, so :

Intro :

During the WWII an alien spaceship has first landed somewhere near the germany, for the first it was taken as a new Soviet weapon, but further research showed that no country in the world could produce those killing machines, and instead of just trying to nuke all of them, germans captured some living creatures, and planned to transfer them to a research station deep in the german front.

But something has gone wrong during the transportation, and one of the containments has been broken at the transfer station, causing the disaster, which could have effect the human race all over the world.

New technology in the current time has allowed the humans to build a time-portals. Cloning facility with output fed straight into the time-dimension quantum teleportation device (telenode) has featured an output of about 1 human per 10 seconds, which allows to build up forces in a fast fasion. Knowing the alien breakout fact from the history the humanity has decided to alter the world timeline by sending their troops into the past, where the first alien invasion has started, hoping that this will prevent aliens from massive attack which lasted for centuries...

Features and description:

1) Since, I am a mapper from WolfET, the theme is WWII :
      Old trucks, wooden/stone houses, germany, of course the leaked containment and killed aliens/humans.

2) I like winter, but since the particles will take huge portion of fps, it will be just a light fog around + snow/snowy textures. (time to learn some blending here)

3) Areas, which could feature an advantage if a building is built there (I think it might be possible, currently looking into it), such as a basements being filled with acid, if acid tube is built next to a pipe, or a wire-grid being electrocuted, if a repeater/RC has been built next to a destroyed generator.

4) A player is being spawned in the containment, once a granger has spawned or a timer has ran out, the "hidden" egg is being destroyed. This will give an impression of an actual breakout, rather than a pre-built base. (to clarify, the egg is outside the map, being killed by a mover, a teleport trigger is just right above the egg to teleport the player into the containment)

etc.

The main thing is : Do you want a WWII styled map in Trem? 1984 was not taken THAT nicely, and WolfET style will require quite a details, which will be an fps killer.

I am also concerned if I could use the textures from WolfET (released under EULA?)
« Last Edit: January 02, 2008, 12:26:31 pm by ==Troy== »

Survivor

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Re: Mapping Competition Jan-Mar 08
« Reply #9 on: January 02, 2008, 11:20:09 am »
I see it doesn't really fit into the story i created, but then again i didn't say it should follow the story, only the breakout and research facility bit. So yes, apparently you are within bounds. As for 1984 not being well received, i think that was a bit more about gameplay. Remember that gameplay is key. I like some of your ideas already. But some of them have some hidden annoyances i know of. Especially the trigger buildable ones. Let's see how you get around them :)

ET's original textures are not by definition usable in tremulous. But ET has had a lot of custom maps and if you look into the grand ones using their own textures you might discover some gems which can be used.
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TRaK

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Re: Mapping Competition Jan-Mar 08
« Reply #10 on: January 06, 2008, 01:25:23 am »
1984 wasn't well received because it wasn't polished on a gameplay level. Many areas were too tight, there were several little ledges everywhere that made movement difficult, jettarding in the big outside area was troublesome, and there were some really annoying base spots humans could move to that pretty much guaranteed a loooong game. Someday I'll get around to releasing a "fixed" version that tries to solve some of these issues, it was really a gameplay experiment that didn't turn out as perfect as I had hoped for.

It's very likely that I will release a map for this one, provided I can get Thanatos finished by the deadline.

Btw, you totally ripped off ADOC :P

Survivor

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Re: Mapping Competition Jan-Mar 08
« Reply #11 on: January 06, 2008, 07:12:10 am »
That means you have a lot of work done already :p.
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Survivor

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Re: Mapping Competition Jan-Mar 08
« Reply #12 on: March 07, 2008, 10:19:14 pm »
Unstickied.
I’m busy. I’ll ignore you later.

your face

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Re: Mapping Competition Jan-Mar 08
« Reply #13 on: March 08, 2008, 01:40:20 am »
spam spam spam, waste waste waste!

Geni3

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Re: Mapping Competition Jan-Mar 08
« Reply #14 on: March 08, 2008, 05:13:32 pm »

Closing Date: 31 March. Note that this means when the last timezone turns 1st of april.



Unstickied.
huh?

TRaK

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Re: Mapping Competition Jan-Mar 08
« Reply #15 on: March 08, 2008, 05:46:40 pm »
I think he realized that a stickied post pretty much never gets read (~550 views in more than 2 months?). As strange as it may sound, this thread will probably get more attention like this  :P

Circle

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Re: Mapping Competition Jan-Mar 08
« Reply #16 on: March 08, 2008, 05:55:23 pm »
>.> I think he unstickied the wrong thread.

Survivor

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Re: Mapping Competition Jan-Mar 08
« Reply #17 on: March 08, 2008, 05:56:34 pm »
Ah, hmm. Need. Alcohol. Will. Unsticky. Other. One.
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Circle

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Re: Mapping Competition Jan-Mar 08
« Reply #18 on: March 18, 2008, 03:28:26 am »
Submission Date deadline mismatch.