Official Level Design Contest: July/August

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Mystic

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Welcome to the official level design contest topic. Please read the following if you're interested in entering the contest or are just curious as to what the rules and regulations are.

There are four divisions, match, capture the flag, circuit and single player. Here are the important parts of each type, for those who would like the specifics:

Match stages are arenas for players to fight. 32 deathmatch starts are necessary to randomize the spawning, but if the stage loads and runs okay, it’s an acceptable entry for the match contest. You should also have a Player 1 Start to keep the level from crashing if loaded improperly.

Capture the Flag stages are arenas for two teams to battle it out. They must include a red team and blue team base with a flag, and should include 32 deathmatch and 16 red and blue team starts. There should also be a Player 1 Start to keep the level from crashing if loaded improperly. It is generally better to make the map symmetrical to be absolutely sure that it is fair for both teams.

Circuit stages are race tracks designed for Race mode. They should include a Circuit mode finish line and several Star Posts to ensure the stage runs properly. There should be a Player 1 Start at the starting point.

Single Player stages are designed to play in 1 player, and have to include a start and end, and obstacles in the way. Generally, it’s a good idea to give the map support for Cooperative and Race mode, but it’s not necessary.

The full rules of the contest are as follows:

1. All levels must work correctly in their selected mode. Support for other modes is suggested, but not required. Levels will be judged in Match, Capture the Flag, Circuit or Single Player, depending on the contest you’re entering.
2. The map may not have been publicly released before. In other words, if you have released the level on the Addons section or on the forums or IRC channel, you may not enter it. However, if it’s unreleased, that is just as good as being completely new, and is a legal entry.
3. The map has to be your own work. If you base it on another map, that's fine, but a straight port or slight modifications are against the rules.

For the match, circuit and capture the flag contest, there is another rule in place:

4. Custom textures, music, SOCs, and other lumps other than a header and the map itself are not allowed in the Match, Circuit and Capture the Flag contests. These levels are going to be combined into a single WAD file, so in the interest in getting the entries out on time, you have to be creative with what you have.

Submissions are to be sent to my e-mail at mystic@srb2.org.

Submissions need to have "Contest Submission - July/August" as the subject line, and contain the name of the stage, your nickname, and the contest you are submitting the map to in the e-mail body. For multiple maps in one e-mail, make sure to put the information for each map included. I prefer attachments, but links in the body of the e-mail are also alright. Note that maps that are considered unplayable will be rejected.

Do NOT use a free host to store your file. Rapidshare, Sendspace, and most every free host deletes files after a certain period of time. I do not compile the WAD until the submissions period is over, so if your file expires, it doesn't get included. Also, it's annoying having to wait several seconds to download your file, which adds up really fast if you have to download several files. Some hosts even have a maximum bandwidth usage, and if it won't let me download the file when I'm compiling the pack, you're out of luck. Use a personal host or attach it to the e-mail. If I can't get the file, you don't get into the contest. In the future, I will not accept files not given from a real host, so learn how to attach files.

The contest submissions period ends on September 1st, 2006 at 12:00 AM GMT. (August 30th, 2006 at 7:00 PM EST). Any submissions that are late will be possible to get in if you get them to me before the judging starts, but if you’re late, you’re taking a risk that you might have to wait for the next contest, so please get your file in on time.

Judging will consist of voting on the message board. Any member can vote, giving a number for each map from 0 to 10, zero being the most abysmal piece of crap ever, and ten being total perfection. You cannot vote on your own map. To encourage voting, if an entrant votes on everyone else’s map in the contest they are entered in, the lowest score on all of their entries will be dropped. (Example: If someone enters a single player map and votes on all the other single player maps, their lowest score is dropped.)

Judging will start the instant the files are uploaded, and continue until a week after they were uploaded. The exact time when voting will end will be shown when the files are uploaded. At that point, all votes will be averaged and the map with the highest average in each category will be declared the winner.

The section on the Addons section for showing contest winners is under revision, but the winners will get special treatment on the website.

All entries are welcome, from beginners to advanced level designers. Even if you don’t win, this is an excellent way to get feedback on your stage to help improve. Collaborations are allowed, and testing is encouraged strongly.

Edit: Added line about not using custom lumps in Circuit mode. Those are going to be compiled into the WAD pack as well.
 
It's your own fault for not sending it correctly. You could've asked Mystic if he got it ahead of time, y'know.
 
I'll join. I have a great idea for a map stage, and I might even make a ctf stage similar to it.
 
Pah. Since Leavey Wood was pure unoriginal crap, and Los Gehts was rushed, I'm gonna start very early this time.
Probaly starting off with a CTF level, and maybe work on a SP level later... Maybe Los Gehts act 2?
 
Resubmitting my stuff WITH A LINK this time, and no Sendspace crap because I have MY OWN FTP SERVER which accepts HTTP links so I know it won't expire and WILL ALWAYS BE THERE.

I hate email. :|

Also, Mystic, can the WAD host I'm hosting be excluded from the "free host" bans? Because you only wait 5 seconds to download a file and files, more or less, never expire. I'm thinking maybe people can use that if they can't attatch files.
 
Penopat said:
Pah. Since Leavey Wood was pure unoriginal crap, and Los Gehts was rushed, I'm gonna start very early this time.
Probaly starting off with a CTF level, and maybe work on a SP level later... Maybe Los Gehts act 2?

Is that why your ice didn't have any friction? Oh well, Los Gehts was still nice, overall.

I'm still wondering if I want to submit my Egg Factory Sonic from SRB2: TBE into here as it is unreleased (and not done yet). Hey Mystic, if we submit BEFORE we release, and we release before the contest is over, is it still a legal entry?
 
srb200161wv.png

Rocky Caverns Zone 1, in production.
 
A little too dark, and that's in OpenGL! It looks nice, though. And when I'm done with my Egg Factory Sonic, I'll submit it.

srb200190xi.png


Now what is this screenshot for? Well, in Egg Factory Sonic, alongside act 2 of each stage, It's gonna have a gameplay element called the "Hidden Shrine" Which is basically the same thing as a Mystic Temple, except much more detailed.

Current Status of the level is: 451 vertices, 555 linedefs, 847 sidedefs, 143 sectors, and 37 things, and the fact is, it's nowhere near done yet. I'm aiming for this level to have over 250 sectors, meaning that this will be my biggest level yet. You probably won't be dissapointed once you play, I tell you.
 
250?

The single player map I'm designing for this contest has almost 1500 sectors. :|

By the way Mystic, still waiting for you to answer the question I asked earlier in this topic, if you haven't read it yet. x_x
 
JJames19119 said:
250?

The single player map I'm designing for this contest has almost 1500 sectors. :|

By the way Mystic, still waiting for you to answer the question I asked earlier in this topic, if you haven't read it yet. x_x

I'm still a newbie level designer, so my expectations are still small, but they will get bigger when I get better at making levels.
 
GCFreak said:
A little too dark, and that's in OpenGL! It looks nice, though. And when I'm done with my Egg Factory Sonic, I'll submit it.

srb200190xi.png


Now what is this screenshot for? Well, in Egg Factory Sonic, alongside act 2 of each stage, It's gonna have a gameplay element called the "Hidden Shrine" Which is basically the same thing as a Mystic Temple, except much more detailed.

Current Status of the level is: 451 vertices, 555 linedefs, 847 sidedefs, 143 sectors, and 37 things, and the fact is, it's nowhere near done yet. I'm aiming for this level to have over 250 sectors, meaning that this will be my biggest level yet. You probably won't be dissapointed once you play, I tell you.

Well City Forest Zone 2 (in the making) has more than 2288 vertices, 2869 linedefs, 4639 sidedefs, 644 sectors, and 473 things! Ha! Why do you think updates aren't coming up yet? Because there are lots of things to relate to! (control sectors) The level may sound big, but actually, it's not. As I said on my topic (!!!'s World of Chaos), I have hundreds of control sectors (positively more than 200 of them). Just wait til you actually see it! I'm always proud of my work (if I think it's really good and I have sympathy to the other people in the messageboard). So far, everything that is programmed is running well and the game doesn't seem slow yet! It's almost done!!!
 
I'm a newbie 3D level designer, and I already had an experience making 2D games (Check 1st page of my topic for more information). Since I already had an experience, my expectations may be bigger. Sorry for the "Ha! I'm better than you!" I didn't know you were a newbie at level designing.
 
!!! said:
I'm a newbie 3D level designer, and I already had an experience making 2D games (Check 1st page of my topic for more information). Since I already had an experience, my expectations may be bigger. Sorry for the "Ha! I'm better than you!" I didn't know you were a newbie at level designing.

Heh, no problem, you were pointing something out.
 
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