Summary:
The theme for the third competition will be ‘Vessel of Opportunity’.
This will be an open competition with no strict limits except for the .map size limit of 10 MB.
Closing Date: 30 June
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:
The rogue contingent had scoured the sector since they had deserted. Using the technology they were supposed to use in the fulfilment of their duty they now attacked ships, small and large, which were transporting goods they required, or merely wanted for their own use. Not wanting to pass up a golden opportunity their vessel neared the current target; a distress signal was a sign of weakness to these hardened pirates.
Let’s have a go at it. The following points must be addressed.
• 2 spaceships, 1 for the rogue contingent of pirates which are the human team, and 1 which unfortunately had some stowaways.
• Must include teleporter(s)
• Where the human base is set up is your own choice, on the pirate vessel, just inside the boarded vessel, all up to you. The alien base however should be on the boarded ship.
• The ships must be bidirectionally linked.
Hints:
• Size of ships is not determined. You can make both large, both small or one large one small. Use this to your advantage in determining which team you want to force to move, (or not).
• Ships must contrast, you must know on which ship you are by the style of the environment.
• The ships must be linked in both directions. No safe spot for either team. This does not mean that there cannot be one-way passages. As long as 1 linkup goes back it doesn’t matter how many go forward. This does however have an effect on the gameplay you force on players, remember that.
• You can also include airlocks and other 'conventional' links as connections. (Insider hint, both dasp and ingar like to see teleporters with effects)
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.
If only one map is entered it moves to the next competition without theme restrictions.
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 selected players. The players having played it should be mentioned as testers 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.