FireMage on 16/11/2015 at 17:52
Perhaps we could send some tips that people may read here?
Or the contestant could show their works in progress at Shalebridge Cradle that volunteers map makers may check to give tips if something wrong?
Because this contest shall be somekind of Mission Making Lesson, isn't it? So... If we could teach some trick and tips it could be very interesting! :)
Iceblade on 17/11/2015 at 17:36
Quote Posted by FireMage
Perhaps we could send some tips that people may read here?
Or the contestant could show their works in progress at Shalebridge Cradle that volunteers map makers may check to give tips if something wrong?
That's an excellent idea.
I'll draft up some rules for comment. Tentatively the contest will begin on December 4, 12 am GMT and end on February 10th at 11:59 pm GMT. This period includes beta-testing.
Mission Type:
* All mission types are allowed, but the mission must remain take place within the same area brush.
* All missions must be set within a ruined structure or ruined town/city area.
* The Design goal is the area should feel old, largely ignored/abandoned, and in significant disrepair or heavily damaged.
* All mission types are allowed so long as they make sense for a set of ruins.
* All AI factions are allowed so long as their presence is logical.Construction:
* The playable region cannot exceed one single cubic boundary of
1,000,000 128,000 cubic DromEd units defined by one area brush.
* Any variation of dimension is allowed as long as the total volume does not exceed the previously defined volume.
* Mission must be FMSel and NewDark compatible.
Build Area:
* Non-playable area scenery is allowed beyond the contest boundary.
* No hidden easter eggs are allowed beyond the contest boundary.
* Blue rooms are allowed beyond the contest boundary.
* Room brushes may exceed the contest boundary.
* The mission should largely consist of stock resources.
Custom Materials:
* All custom resources are allowed, but should be kept to a minimum.
* No restrictions on custom sounds/voiceovers.
Teams and Assistance:
* All construction and dromed work must be completed by a single builder.
* Builders may use custom material produced by other builders excluding multibrushes and mission files.
* Reloaded FM or OM maps are not allowed.
* Custom materials by other builders must be recognized in the readme.txt file.
* Builders should refrain from asking for assistance outside the Shalebridge Cradle.
* Mission authors will be anonymous during the contest, so limit mission details about your contest mission in areas beyond the Shalebridge Cradle.
* Builders may contact experienced builders for advice privately.
Eligibility:
* Novice builders only.
* Builders shall not have previously released a mission for T1/G/2.
* Builders who have released mission(s) for T3 or TDM are allowed to enter.
* Builders shall not release any other missions during the contest period.
Deadlines:
* Builders have 8 weeks to complete their project
* Projects are due on Friday, January 27th, 2016 before 11:59 P.M. Greenwich Mean Time.
* Late submissions will not be considered in contest voting.
* Only one submission will be considered.
* The mission must be submitted via forum PM with a download link at either one of the fan mission sites or a separate download site.
Judging:
Seven criteria have been chosen for judgement. Voters should provide a 1-10 grade for each category for every mission. Gameplay is the highest weighted and most important category. Usage of Space, Story, and Design are the next highest categories and are equally weighted. Atmosphere and Technical complexity/execution (includes puzzles) are the next two categories. The final two categories of resource usage and uniqueness are the lowest weighted.
* Gameplay/Enjoyment - The focus of this criteria is overall fun factor, gameplay variation based on difficulty, ghosting/sneaking, and freedom of movement. Voters are encouraged to grade a mission based on its level of fun during a first play-thru. Replayability should not be considered.
* Atmosphere - How well is the implied atmosphere of the mission implemented?
* Story - Is the story interesting, well executed, emotionally evocative?
* Design - Is the mission well constructed? Is sound propagation implemented correctly? How complex is the missions design architecturally?
* Space - How well the limited space is used? Does mission seems larger than it is? Is it not overly cramped or filled with wasted space?
* Technical - Visuals (effects), conversations, spells, tricks, animations, interactions, complex systems. In addition, for this category you should consider complex puzzle design.
* Unique - Is the mission unusual, is its design or gameplay original or rare?
* Resource usage - Did the author use stock resource creatively? Were custom resources used purposely? Excessive use of a large variety of custom resources should result in a lower score.
Disqualification
* A mission will be disqualified if the play area exceeds the designated volume.
* Note that your mission will not be disqualified if scenery areas (meaning no gameplay is intended to be possible here) outside the contest boundary can be accessed through unusual or difficult acrobatics. Though there are surefire ways of preventing players beyond the contest bounds.
Tannar on 17/11/2015 at 18:01
I can provide any contestants with a private development forum at shalebridgecradle. They can invite anyone who is willing to help them into their forum where they can discuss the mission and post screenshots, etc. Once the mission is finished, I can create a sub-forum within that forum for beta testing.
Squadarofl on 17/11/2015 at 18:14
I'm a novice with all the dromed stuff but if there is one thing I know it's building ruins & abandoned places is far more complicated than just "brush some buildings and then destroy them with air brushes"
Don't get me wrong, I'm not against this idea and even done some rough sketches for a short mission set in ruins, but I'm more for a system like "pick the theme which inspire you the most" between three choices - I let you chose which ones
Iceblade on 17/11/2015 at 19:40
Hmm... True enough, the ruins theme might discourage novices from participating.
Looking back at the mission listing, there haven't been a large number of warehouse missions, but there is some variety in this mission type. This mission would also be more in line with the first novice contest's bank job theme.
Possibilties include a ruined or haunted warehouse or one inhabited by a variety of enemy types with the structure(s) being of varying size or complexity and any number of stories/mission goals could be within the local. Such a mission also allows for plenty of atmosphere.
Also thank you Tanner for the service.
Renault on 17/11/2015 at 21:15
History proves out that the more restrictions you implement for a contest, they fewer participants you will have. I wouldn't establish any kind of theme regarding mission style, tbh, unless it's very broad, like the water contest. Think of it from the players perspective too - do you think most people want to play 5-10 warehouse missions in a row? That could get boring - some will play through half of the entries and then just quit.
I would remove the TDM/Thief 3 restriction as well. It doesn't really give you any kind of advantage if you've already mapped for TDM or TDS, you might as well just exclude people who've worked on Quake or Unreal missions too.
Kurhhan on 17/11/2015 at 21:42
I agree with Brethren. No restrictions other than "builders shall not have previously released a mission for T1/G/2/3 or TDM" in my opinion. But then, how to check if someone does not present missions on which has previously worked for example half a year?
I wonder whether to attend.
FireMage on 17/11/2015 at 21:52
History proves the amount of contestants don't do the amount of entries too... :nono:
Don't do a contest for the amount of people who will join, but the amount of thing that such contest will give! :)
Fun, skills, joyability, memorable missions, new talents etc. :thumb:
I will also agree a theme restriction for a novice contest is not real a good idea. A novice must follow it feelings, and see where is he an expert!
Look at us, confirmed mission makers.
Me for example, never ask me a town theme! It will be a mess!
Ask me tunnels or grotto. You will get something clearly better!
For such contest, the theme must be general to help the contestant to find their weak and strong point by themself in this experiment! :)
Give them all the liberty to choose their own theme! If we apply the followed work in progress, we could help them to find their favorite theme! :thumb:
A forced theme is perfect with skilled mappers because it challenge you to try a theme you are not used to work with.
But with novice this is a mistake! We could miss talented people!
EDIT:
Quote Posted by Kurhhan
But then, how to check if someone does not present missions on which has previously worked for example half a year?
I wonder whether to attend.
There are no prices so we is the interest to cheat? The goal is to show what they got and are able to do! ;)
As usual, we will count on the contestant's honnor, I suppose! :)
Iceblade on 17/11/2015 at 22:50
This is what I get for trying to do a Novice Contest 1.5. (I don't re-evaluate features of the original.) Although it seems like most contests have had a theme since KOMAG stopped doing contests.
What about a small size restriction - 128,000 cubic units. It keeps the builders focused on iterating rooms in a smaller space, and reducing the time to 6-8 weeks.
Grandmauden on 17/11/2015 at 23:10
Oh...and I had already thought up an idea for a mission taking place in a town left in ruins...
But I agree, a size restriction would be much easier for us novices to work with than a theme requirement.
Just as a frame of reference, what are some other contest missions that were made in a 128,000 cubic unit space?